In
the end, Sirukel had invested everything he had in the goods the
slaves were now carrying, luxury food and drink from the farmlands
around Urmish to carry to Jakalla. Realising he'd probably need money
along the way, he managed to negotiate a loan from the Clan (with
Reputation loss if it wasn't repaid) due to his good standing. One of
the first things he did was set aside money to get a better grade of
food for the slaves, as the slave-handlers had told them they could
likely manage a faster pace if the slaves were well fed and rested on
each sixth day.
The
quicker pace was needed for two reasons. First, Sirukel had opted for
the Risky investment option, which we'd decided would mean it needed
to get to Jakalla within a month or lose a large amount of it's
value. The reason for this deadline was easy to deduce from a glance
at the calendar- in just over a month's time, The Unveiling of Beauty
by the Temple of Hrihayal would be followed a week later by The
Enhancement of Emerald Radiance by the Temple of Dlamelish. The two
most significant feast days of these Goddesses happening so close in
a city that worshipped them above all others led to great
celebrations in Jakalla. I decided that in my version of Jakalla, in
the days between these festivals every Clan, Legion or other
organisation was expected to host a significant party, leading to a
week of revelry between these two religious festivals. The climax
would be The Enhancement of Emerald Radiance, which here was a
day-long carnival culminating in feasting and orgies. Naturally,
anyone who had reason to travel to Jakalla at this time of year would
try to have their visit coincide with this time.
(The
scale of things here is something I came up with myself, but given
the official dates of the festivals and what I know of Jakalla, it
seems to make sense. Plus, I love the idea of something like an
XXX-rated New Orleans Mardi Gras being held in the streets of The
City Half As Old As The World.)
The
group made excellent progress down the Sakbe road. The moons were
both full in the sky, so the group pushed ahead at night and made up
for the loss of sleep in the heat of midday. They took note of the
other travellers on the road, but none heading the same direction at
the same pace were of the sort of status that the PCs would interact
with. There were some problems with potential loss of goods due to
the general shenanigans inherent to Tekumel, but the PCs kept their
eyes open and Sirukel had by now grasped how to get the Sakbe-road
Guards to do their jobs ("Proclaim my Clan and then hit them
with a bag full of money until they get off their lazy behinds").
In
fact, the only incident involving a merchant being swindled out of
goods that succeeded was the one the PCs initiated- showing that
Sirukel's player is already grasping how the mind of a Tsolyani
merchant works. The group had stopped to rest for a day at one of the
larger Sakbe forts, which had a tent city of various people living
off the passing travellers just off the road. Sirukel noticed that
there was a group of Mu'ugalarvyani merchants who had a suspiciously
large number of guards compared to the size of their caravan. This
led him to deduce that the goods they were carrying were very
expensive, and he concocted a plan. With the connivance of the
Sakbe-guard Captain, he managed to have some of the goods- rare
perfumes, oils and spices- stolen and planted in the baggage of a
Salarvyani merchant who was also resting nearby. When the theft was
discovered, carefully coached witnesses hinted the Salarvyani was to
blame, and when the guards searched his goods the planted evidence
was found. The PCs set off again, leaving the rest stop to the sound
of the Salarvyani merchant being told he might escape impalement and
merely be enslaved if he told them where the rest of the goods were
hidden...
A
little way down the road at the next tower, Sirukel met up with a
guard patrol and paid a few hundred kaitars for the missing goods
which the guards had "vanished" in the confusion, secure in
the knowledge that he'd get as much as ten times that when he sold
them in Jakalla.
The
weeks went by, and it looked as if the party would reach Jakalla on
time and without major incident. The players themselves, of course,
knew full well that things wouldn't go that smoothly, and were
becoming increasingly paranoid about keeping an eye out for trouble.
With the exception of Kemuel's player, who had been spending the
weeks availing himself of the spellbooks he'd recovered from the
Citadel of Sighs and Dortlavyanu's tomb. With some very good rolls on
the skills involved (including his Scholar: Sorcery roll at the
default Intelligence-3) he managed to learn a very flawed version of
Terrorisation in two weeks, and then after another two weeks a more
refined one. Learning from a book with gaps in the knowledge base and
no Temple instruction is very, very difficult in the T:EPT rules, but
Kemuel has the stats to give it a try, and in this case it paid off.
But just wait until the first time he botches a spell-learning roll
with no teacher supervising him...
The
first thing he did on learning the first version, naturally, was to
start testing it on the slaves, and after these frantic runaways were
caught (given a token whipping because the slave-master knew they
were having Sorcery used on them) the other PCs started lecturing him
on why throwing magic at the slaves they needed to carry them and
their possessions to Jakalla was a Bad Thing. Though now he had
actual magic, he noticed that Gachaya no longer attempted physical
beatings as a means of discipline (conducted out of sight to avoid
any loss of status even if all present knew fully well what the
thumping sounds and cries of pain meant).
Finally,
one night when the PCs were camped just off the Sakbe road- the Tower
was already taken by persons of High Clan status and they didn't feel
like marching all the way to the next one- the trouble the players
had been expecting arrived. The slave-handlers had informed the PCs
that word was spreading to the new slaves about what had happened
before reaching Urmish, and the mutterings were now that Kemuel was
intending to practise darker and darker magics on the slaves as time
went by. And now, the inevitable seemed to have happened. Two slaves
were missing, taking one of the packs loaded with the expensive goods
stolen from the Mu'ugalarvyani merchants with them. The PCs found
this a little strange- did the slave expect to sell these somehow?-
but Sirukel was not going to lose the pack. He set out, with Tsodlan,
Mvekku and the six entourage guards to hunt them down- Kemuel refused
to go traipsing around in the dark, and Gachaya decided he didn't
want to leave Kemuel unsupervised.
Eventually,
after two hours, they located the slaves. For some reason, they'd
stopped to argue with each other- creeping closer, it seemed the
argument was about whose idea this had been and, did they actually
need to have the pack. Surrounding the runaways and seizing them,
Sirukel questioned the slaves. After much prodding, they admitted
that they'd suddenly known, without any doubt, that the only thing
they could do was flee from the caravan, and that taking the pack had
seemed like such a natural thing to do they hadn't even questioned it
until they'd been running for an hour. Immediately guessing that some
sort of magic was at work, they hurried back to the camp.
Back
at the caravan, the Temple of Ksarul was making its move. Having
failed to recruit Kemuel by simple persuasion, and the first attempt
at casting Mind-Bar upon him having failed, they had now hatched a
plot to kidnap him and take as much time as was needed to properly
Mind-Bar him into joining the Temple. A group of agents for the
Temple, led by a Sorcerer-Priest, had contacted a group of local
bandits. Posing as a slightly more competent grade of lowlife scum,
they told the bandits that they knew of a very valuable cargo being
taken by caravan but lacked the numbers to raid it by themselves- did
the bandits want to help them in exchange for a cut of the loot? The
Sorcerer-Priest was in civilian disguise and had attached himself to
the entourage of an Iron Helm official, arranging for them to stay in
the tower and so ensure the PCs were outside any protective walls.
The agents joined the bandit raid, and Gachaya was suddenly awoken by
the sounds of combat.
Gachaya
soon learned the advantages of learning a fighting style which didn't
use armour became apparent, being able to simple spring up and grab
his weapons before fighting at full effectiveness- the caravan guards
had all taken off their light armour to sleep. The tide was very much
against the caravan from the start, but Gachaya managed to injure two
of the attackers and buy time for a group of guards to rally.
The
agents had let the bandits form a distraction whilst they went for
the palanquin he was sleeping inside (it had curtains to draw against
the various nocturnal insects). Kemuel had woken at the sound of the
fighting, and begun throwing his Terrorisation spell- his first use
of the less flawed version that only needed a round to cast- at the
bandits, failing each time. When he saw the agents coming for him, he
leapt out of the palanquin and fled, quick thinking and good Dex
rolls keeping him ahead of the pursuit.
Seeing
that Kemuel was in danger, Gachaya ran to aid him. A Stealth roll
allowed him to circle round in the darkness and make his first attack
against an opponent who hadn't seen him. With no defence roll, the
blow took the agent out of the fight. This gave Kemuel a chance to
try his spell again, and this time one of the agents ran screaming
off into the night. Another agent then smashed the hilt of his sword
into Kemuel's face, knocking him unconscious (higher than his Shock
Value and failed Will roll) as the final agent turned to face
Gachaya.
The
fight lasted several rounds, and made use of many of the advanced
combat rules as well as my own house rules- it seems the PCs are
definitely getting the hang of combat, because with some intelligent
choices Gachaya was able to injure his opponent badly while taking
only two minor injuries himself. Deciding rescuing Kemuel was more
important than finishing him, Gachaya left him and pursued.
Carrying
the senseless Kemuel over one shoulder, the remaining agent hadn't
managed to get enough of a lead to escape. Gachaya ran past him, and
another fight began. This time it went worse for Gachaya, as he took
a significant wound, but deciding to pin everything on one roll he
stacked up as many bonuses from other strategies and manoeuvres as he
could before going for an all-out attack. The defensive roll was a
poor one, and the final agent fell.
By
this time the Sakbe guards had roused, and the remaining bandits fled
with whatever loot they could carry. Some were pursued, and dropped
loot to run faster. Sirukel arrived back to find the losses to the
caravan goods weren't as dire as he'd initially feared- selling what
he stole from the Mu'ugalarvyani would mean he still came in at the
level of profit he'd been anticipating.
A
Priest of Ketengku from a Medium status Clan had been described as
being carried on a cheap litter on the lowest level of the Sakbe road
during the day, so he was quickly found and persuaded ("donations
to the Temple") to use healing magic on Kemuel and Gachaya,
along with the injured caravan guards. Sitting down to take stock,
the PCs agreed that somebody was clearly targeting Kemuel- the
question was, who could it be?
*************
The
session went well, and I managed to entertain the PCs without
throwing any strangeness beyond what usually happens on Tekumel- I
was afraid these might be getting over-used. The fights went
extremely well, and I'll have to remember to post my house rules for
how combat manoeuvres work soon.
Nice flavour and atmosphere...Sounds like a fun game. Great job!
ReplyDeleteI only just discovered this, and I am enjoying it. I'll have to go back and start from the beginning. Sorry but I am afraid you are on my blog list now!
Thanks, especially on the flavour and atmosphere- those are the things I was most concerned about getting right for Tekumel.
ReplyDeleteFeel free to comment on the older posts if something occurs to you reading them, I haven't done so many that they'd overwhelm me if you did.
I've read them all....and yeah, taken together I really like the way you are managing to unfurl the setting for your players bit by bit. It seems like you have a plan, it seems like it is working, and it sounds like fun too.
ReplyDeleteSo if I read you correctly, you find Gardasiyal is not much of a game but has some good resources for "baptizing" your players, while the GOO book on the other hand you are finding to be a good playable system?
I wouldn't go as far as calling it a plan. I have a general idea of where I intend the PCs to go, that gets more concrete as the campaign approaches it. But really, I've found that making extensive plans is never a good thing- the PCs inevitably do something you hadn't planned for, which leaves you to either scrap all the plans, or railroad them back onto course.
ReplyDeleteHaving never played Gardasiyal, I couldn't really comment on it as a game system. My problem with it was that it claimed to be a Tekumel game, yet was completely lacking in the background that makes Tekumel special. It also didn't have the full rules to play it, since you needed to buy a supplement to be able to generate characters.
But since I did buy this waste of paper all those years back, I'm determined to get some usage out of it. And the Gardisiyal GMs book has the best random tables of any old-school version of Tekumel. I think that's actually the problem with Gardisiyal- it's only ever useful as a resource for GMs running other systems, and is was far too overpriced for that.
re Gardasiyal:
ReplyDeletethe character generation rules to go with it are in "Adventures on Tekumel Part One: Growing Up On Tekumel." Out of print, but Tita's House of Games has copies for a mere US$5.95. They are pretty good, quite detailed but with good explanatory text, but it does seem strange that they were not included with Gardasiyal itself. Similarly, Gardasiyal is missing creature descriptions, these (with stats) were published separately as the Tekumel Bestiary ($9.95 from Tita's)
The encounter tables and magical item descriptions in the Gardasiyal Referee's Guide are unique, not published elsewhere. They would have been in the 3rd volume of Swords & Glory, had it been published, but it never was, and it was too much detail to fit into the more recent T:EPT book.