Tékumel Archive

The Book of Visitations of Glory

Issue Eleven | May 2007

Hard At Work, Or . . .

by Krista Donnelly

Author’s Introduction

I’ve used the Tékumel: Empire of the Petal Throne rules, Middle Way campaign type, Medium magic level. The spell, the Inimitable Defense of Habitations, is my own creation, as is the group nature of its casting and the rules surrounding the group casting. For those paying attention to such things, the cost of the spell is not included in the initial costs of creating the characters. It’s assumed to have been learned during the characters’ time at the Temple.

The scenario is inspired by a reading of the section on diseases in Swords and Glory, Volume 1 (including the fact that encephalitis is still around), and idle musing on how ironic it would be for priests from Keténgku, the Temple of healing and physicians, to be present during an epidemic and yet utterly unable to help.

I first ran this scenario at the 2006 U-Con in Ann Arbor, Michigan. We didn’t manage to make it to the following morning, but there was much delightful intrigue surrounding Omél and discovering his condition. I’ve revised the scenario fairly substantially since then.

At the end of the scenario, I’ve appended the rules cheat sheet that I hand out at my sessions.

GM’s Introduction

The characters concluding the project they've been assigned to, the construction of a hunting lodge for the Sea Blue clan. They're a disparate group of characters, all chosen by their Temple for their high status and lackluster work ethics (not to be confused with ambitious scheming to get ahead). In this way, the Temple and Sea Blue hope to hide the true nature of the lodge, that it is a new, secret outpost for the Emperor, to help him keep secure the northern border without drawing attention to the effort. For the most part, the Temple chose wisely, and the characters are none the wiser. With the construction of the lodge completed, they only need to cast the Inimitable Defense of Habitations. What they don't know is that their leader is completely incapacitated, a plague is raging through the laborers and local fauna and a conniving clan elder is about to pay them a surprise visit.

Players’ Introduction

One year ago you arrived here, in the middle of nowhere in the hills north of Avanthár, between the Missúma River and the Sakbé road which runs from Avanthár to Thri’íl. Béy Trántis Peak towers off to the east. The Temple of Keténgku was commissioned by Sea Blue to build them a rural retreat, a hunting lodge to which weary clan members could retire and enjoy themselves. Set upon a bluff overlooking the river, laborers sweated and groaned over the fine imported granite and marble, working furiously under the lash of their foremen.

Your lot is more pleasant, as befitting your station. Emerald Girdle outdid itself in its political maneuverings to secure your appointments. For the first year, you enjoyed yourself in Béy Sü, leisurely working up plans for the lodge with all the resources and staff of the temple at your beck and call. In the meantime, excavations were dug, the materials imported and all made ready for your arrival on site. You traveled there in comfort on your palanquins. The one disappointment of the trip being that you never met your leader Omél hiKetkolél of Might of Gánga. He never emerged from his palanquin while in your company and immediately ensconced himself within his rooms upon arrival at the site. All communication has been through his capable majordomo Adlár.

At last, the lodge has been completed. At dinner that evening as you relax on your mats, sipping wine and engaging in idle conversation, Adlár stands up and commands your attention. “Omél hiKetkolél has been informed that the construction is finished. Consequently, prepare to cast the Inimitable Defense of Habitations upon our handiwork tomorrow at noon, in accordance with the traditions of our ancestors and the wish of the Builder of the Worlds.”

Just as Adlár sits down again, there is a knock at the door of the dining hall. A servant opens it to reveal a messenger standing there, clad in the symbols of Emerald Girdle. A hurried whisper later, the servant turns and announces, “A message for Shekkára hiJarásh, to be delivered privately.”

Background: The Lodge

This is far more than a simple rural hunting lodge for the Sea Blue clan. Located in the valley along the route to Thri’íl, it will double as a redoubt should trouble arise again on the northern border. In the meantime, it provides aid and comfort to spies sent to Tsolyánu’s northern borders. Sea Blue is building, staffing and maintaining the lodge as a favor for the Emperor. Its unofficial nature enhances its effectiveness, since a low profile preserves the element of surprise should it ever be needed. It is being kept in a state of readiness through the services of half a company of ex-soldiers from the crossbow legion Legion of the Wind of Iron. They also happen to belong to Scarlet Planet of Knives and were hunters before their military service, providing a perfect cover for their being at the lodge.

Sea Blue coordinated its plans with several carefully chosen architects in the Temple of Keténgku. Highly skilled but hailing from medium status clans, these architects drew up the plans for the secret areas of the lodge while providing the guidance that was given to the players in Béy Sü. They went to desired region and selected the limestone cliffs overlooking the Missúma River. They oversaw the early work of carving out the limestone caves to create caverns for storage of foodstuffs, armor, weapons and disguises for the spies. Once the caverns were finished and stocked, the team of laborers from Open Hand were executed and buried in a cavern to preserve the secret. A suitable sum was paid to the clan in compensation, and another team imported to build the lodge proper. In a similar manner, with the secret work accomplished, the true architects returned to Béy Sü, and the project was handed over to a new team, the player characters and Omél hiKetkolél. This team is here to misdirect attention. When the project is completed and praised publicly, it will be their names that are praised. Their lack of an architectural reputation will ensure that no one looks closely at the lodge. Additionally, their interests and proclivities should mitigate against their noticing anything unusual going on. And by giving Emerald Girdle members such preference, the clan now owes the Temple a favor to boot.

Above ground, the lodge follows a fairly standard Tsolyáni pattern of a central structure surrounded by outlying support buildings. The roofs of all the buildings sport gardens, growing every conceivable exotic plant. Somewhat unusually, Airá grass (used as an anaethetic) and Lisútl bushes (roots are used as the universal birth control agent) adorn that of the central structure. A 6 meter wall has been built around the perimeter at 100 meters out, except for the edge overlooking the river. The wall is stunning. A beautiful mosaic of the Sea Blue emblem adorns the gate. Mosaic march around the circumference of the wall, depicting scenes of the hunt of such creatures as Jakkóhl, the Zrné, and even, improbably, a Sérudla. The color scheme of the lodge itself replicates those of the Sea Blue emblem: shades of blue with hints of silver and red.

Beyond the wall, the forest reigns supreme. Only a simple trail leads out to the Sakbé road several miles away. It is not uncommon to hear the cries of wild creatures if you stroll outside among the buildings at night.

Communication
There is a regular courier service to Thrí’il modeled on the imperial messenger service. Once a week, one arrives to carry messages and small packages back to the city. It’s a minimum of two weeks to send a message and receive a reply.

Once a month, a regular supply caravan arrives to deliver furnishings for the lodge and stock (or restock) the luxury perishables. It takes around two to three weeks to reach Thrí’il by chlén cart.

The date after tomorrow marks both the weekly arrival of the courier and the monthly arrival of the caravan.

Transportation
Since this was a long term assignment, the Temple deemed it unnecessary for the players’ palanquins and their teams of bearers to remain idle at the work site. The caravan leader returned them to Béy Sü with medium status architects who oversaw the initial work.

Currently, there are only two travel palanquins which belong to Omél and Adlár. There are numerous “city” palanquins for use in the immediate vicinity of the lodge and traveling to and from hunts. The outdoor staff can double as palanquin bearers.

Staffing

  • Major Domo: Dijáya of Scarlet Mantle. A plain woman with a no nonsense bearing.
  • Kitchen Mistress: Sáyi of Scarlet Mantle. A harpy. Insecure in handling her responsibility and feuding with the chef Núromen.
  • Mistress of the Body Servants: Chashána of Scarlet Mantle. A serene and competant woman who punishes any lapses severely.
  • Master of the Hunters: Bálesh of Scarlet Planet of Knives (see NPC listing)
  • Master of the Laborers: Zagár of Open Hand (see NPC listing)

  • Apothecary: Pí’ur of Staff of Beneficence (not arrived yet)
  • Assistant apothecary: Jesékh of Broken Reed. Unassuming. Has minimal training dealing mostly with caring for physical injuries. Is in charge of stocking the supplies that Pí’ur sends up with the monthly caravan. The apothecary is well stocked.
  • Chef: Núromen of Granite Lintel. A frustrated prima donna. Tries to undermine Sáyi’s authority in the kitchen by commandeering her staff to aid in food preparation.

Each heads the staff in their bailiwick, and all answer to Dijáya. Dijáya in turn consults daily with Adlár.

Background: The Plague

To provide themselves entertainment, the Open Hand laborers caught some local Jakkóhls (fox-like animals), pitted them against each other in fights and bet on the outcome. It was a harmless enough past time until Qárras became involved (see his character sheet). The increasing frequency of the fights meant more Jakkóhl had to be brought in on a weekly basis. Unfortunately, the local Jakkóhl population has become infected by ticks carrying a viral encephalitis infection.

This infection is spreading rapidly. The laborers who handle the Jakkóhl became infected several days ago. Qárras was infected yesterday and will start to exhibit symptoms. A Hyahyú’u (“Whooper”) pack that recently came into the area and began feeding on the Jakkóhls has become infected and is displaying symptoms. Symptoms in the Jakkóhl themselves are hard to distinguish from the reaction to the general mistreatment to which Qárras subjects them.

Early Symptoms
Early symptoms of encephalitis are similar to those of a flu and usually include fever, headache, nausea and vomiting, muscle aches, and lethargy.

Most of the infected Open Hand laborers are in this stage.

Symptoms of Full-Blown Encephalitis
Behavioral and personality changes. (This will go unnoticed in Qárras since he behaves so oddly in the first place.)
Sensitivity to light
Vomiting
Lethargy and reduced consciousness
Seizures
Memory loss
Stiff neck and back
Confusion
Coma
Death

Possible Additional Symptoms.
Severe general weakness
An inability to coordinate voluntary muscle movements
Tremors
Partial paralysis
Difficulty in hearing, seeing, or speaking
Difficulty in swallowing

There is no cure for encephalitis short of sorcery (Greater Alleviation). Once the plague is discovered, the best course of action is to prevent future infections: kill all the Jakkóhl, burn the carcasses, and burn the meat in the kitchen. If the characters are true to Tekumelyáni sensibilities, the best course of action is to quarantine the Open Hand infected and simply let them die. The work, after all, is done.

To save Qárras and any other high status person who becomes infected, there aren’t many options. The Temple of Keténgku is the temple of healing. Hopefully there will be a moment of irony as everyone curses the fate that sent only architects out to the site. The good news is that the disease progresses so fast, there’s no possibility they could accidentally take it back and infect the clan house in Béy Sü. The bad news is that there’s no time to summon help either. The only hope is Omél’s collection of inscribed spells. His clan despairs of him acquitting himself honorably and gives him every crutch they can imagine to prevent him from disgracing their name. Among them are three copies of each type of Healing spell. Thus, three people can saved from the plague. Choose wisely!

NPCs

Omél hiKetkolél, Might of Gánga Leader of the Keténgku Priests
Omél is a disgrace to his clan. Descended from one of the most illustrious lineages in the empire, he is utterly irresponsible. His entire career has been made possible only through the extremely active support of his clan. His chamberlain Adlár has consistently carried out any of the assignments given to him that have been completed.

Omél is concerned with only two things: prepubescent girls and intoxicants. His burning desire is to become a zu’úr addict in order to feel the heights of sexual ecstasy they are said to experience. He has not obtained any mainly because Adlár refuses to help him. In a misguided attempt to replicate the effects of zu’úr, he paid a shady lay priest to cast Mindbar upon himself and command him to act as a zu’úr addict would. He did this immediately prior to leaving on this assignment, taking with him three of his “specials” [young mute illiterate girls] so that he could ‘enjoy’ the effects. As almost anyone other than himself could have predicted, the priest could mimic the outward aspects of the disease but not the sexual ecstasy. Consequently, he has spent the past year as a barely conscious, incoherent, drooling idiot. His confinement to bed has naturally led to the weakness and pallid appearance of an addict. If he is ever released from this condition [Disenchant will do it], he will be pathetically grateful and will attempt, for a short time, to turn over a new leaf.

Omél’s inscribed spells: Inimitable Defense of Habitations, Healing (all attributes) x3, Alleviation x3, Greater Alleviation x3, Disenchantment x3.

Adlár, Chamberlain
Adlár is skilled at covering for Omél, having years of practice. However, this assignment has been his worst, and he’s at his wits’ end. While the project continued, he could maintain business as usual, receiving the reports of Zagár and consulting with Réshmel as needed. But he is not a sorceror and cannot take Omél’s place in the casting of the Inimitable Defense of Habitations. Nor can he allow Omél to be shamed by not participating. In Omél’s quarters can be found several dispatches from the Sea Blue overseer Tsodlán informing Omél that the schedule has been accelerated. Sea Blue wishes the lodge to be completed yesterday. The latest message informs him that Tsodlán will be arriving this month, and he expects to be able to inspect a completed lodge. If it is not ready, he will assume supervision of the project until it is completed.

Adlár knows that if he informs Might of Gánga of Omél’s predicament, he will be fired and sent back to his clan in disgrace. So he sent a message to his own clan, Victorious Globe, asking them to contact the lay priest and persuade him to travel to the site and reverse whatever he cast. Victorious Globe’s council of elders debated this in closed session and deemed it too expensive for the clan. He has in his possession a reply from them instructing him to inform Might of Gánga and ask for their aid. Adlár is furious that he is being set up to take the fall for Omél’s senseless behavior. In desperation he decided to help himself by skimming off considerable amounts from the project. He then sent a message to the lay priest himself, offering to pay 10,000 káitars to reverse his spell. He has in his possession an answer from the priest, stating that he will arrive on tomorrow’s date. Adlár fears that Tsodlán will arrive with the caravan on the day after tomorrow. Thus he has gambled on the priest’s arrival and announced that the spell will be cast tomorrow.

Osumétlu hiKutonyál, Emerald Girdle Clan Elder
The newest and youngest of the clan elders of Emerald Girdle, Osumétlu is only 30 years old. Dark rumors float about him in the clan, whispering that ugly things happen to those who get in his way. All the player characters are aware of his reputation.

He was contacted by the Ksárul lay priest and told that he could get the temple in his debt by making a special trip out to the lodge site. He does not know it, but one of the bearers of his palanquin is the Ksárul lay priest. Osumétlu was not one to turn down an opportunity like this. His ostensible reason for visiting is to propose to that renowned beauty Shekkára hiJarásh and add her as one of his wives. He suspects that after such a confinement in the sticks, she may be sick of Temple life and ready to link her destiny with a rising star within the clan.

He will not be aware of the Ksárul priest’s plans for him until he is slipped the scroll and told what to do.

Tsodlán hiKetkolél, Sea Blue Representative
The Sea Blue overseer of this project is Tsodlán hiKetkolél. Tsodlán often travels between cities, relaying sensitive opinions and information between clan houses in the various major cities of the center and north. He is fully informed of the true nature of the lodge and the reasoning behind the choice of the current Keténgku overseers. He has sent messages to Adlár with almost every courier, inquiring about the status of the project and pushing up the completion date. He will be arriving the day after tomorrow with the monthly caravan. As he told Adlár, if the project is not completed when he arrives, he will supervise its completion himself.

Knowing why the Keténgku overseers were chosen, he will project an image of a bored aristocrat who can’t be bothered to work and will not berate any displays of incompetence or mismanagement on the part of the characters (as he holds Adlár responsible for the real work). Plague and murders will sail blithely passed him. What will anger him will be if the Inimitable Defense of Habitations spell is not properly cast, if the Scarlet Planet of Knives “hunters” contract the plague or if someone has discovered the caverns and asks questions about them.

Tsodlán currently has two wives and is not overly attached to either of them. They are both marriages of necessity and politics. On his last visit he had a fling with Shekkára for the usual reasons – he was bored, and she was available and beautiful. He wouldn’t be adverse to having a wife who was willing to travel with him. If he discovers how fragile Shekkára’s health is, he will be much more open to a marriage proposal. Given what can happen on the road, he anticipates that she wouldn’t survive more than several years and would conveniently die before he tires of her. In general, he will respond to her charms but will not initiate anything.

Ksárul priest
His name is unknown. He is not a lay priest, but a high ranking priest within the Temple. He will arrive as a bearer of Osumétlu’s palanquin. Without revealing himself to Adlár, he will slip into the lodge and use the servants’ passages to reach Omél’s room. There he will take the káitars and the scroll with the Inimitable Defense of Habitations. He will slip the scroll to Osumétlu and explain that he is conveying a message from the priest of Ksárul: His clan’s workers here will not receive the glory of a successful project unless he steps up to fill the role abdicated by Omél as leader of the project and caster of the Inimitable Defense.

Once the spell has been successfully cast, he will return to Omél and free him from the Mindbar.

The players will not wish to let it be known that a lay person helped cast a Temple spell, so they will be in Osumétlu’s debt.

Omél will not wish to let his failure be known, so he will be in both the players and the Ksárul priest’s debt.

Adlár and Osumétlu will be in the priest’s debt.

The priest will be able to study the lodge and learn its true nature.

The lodge will be completed and ready with neither Sea Blue nor the Emperor none the wiser of the Ksárul temple’s involvement.

All in all, a complete victory for Ksárul. If all proceeds as he wishes.

Feel free to make as powerful as you wish, but if he’s revealed, don’t have him simply overwhelm the characters with his sorcery. What’s the fun of that? If things are going badly with regards to the plague, you may want him to be able to cast Greater Alleviation.

Zagár, Open Hand Foreman
Zagár is not aware of the true fate of the first group of workers. Open Hand did not agree beforehand that the first team could be executed. They were, in fact, lied to, told that the workers died in a freak accident when part of the structure collapsed. To silence any skepticism, the clan was paid a more than adequate compensation. The Open Hand patriarch decided that his sublime patrons need answer no questions on the matter.

Zagár has not had an easy time. The Temple set a very ambitious timeline for finishing the lodge which has caused him to work his men very hard. The “freak accident” also weighs heavily upon him. There was no rubble to clean up when he arrived with the replacements. Since this is a hunting lodge, he suspects that there is some kind of truly dreadful predator lurking in the woods that attacked and ate the previous crew. This is also how he explains the large numbers of hunters already employed by the lodge.

Zagár is harassed, impatient and rather cruel. He fears what will happen to him should he fail in this assignment. His stress is only compounded by the obviously incompetent Keténgku supervisors. The only one he has any trust in is Réshmel. He barely manages to be civil to them. He will punish anyone he views as malingering with shouts, blows, and whippings, in proportion to their offense.

He does not see the Jakkóhl fights as a problem. He sees them as a valued and needed source of stress relief. He will resist efforts to shut them down unless it’s proven that they are the source of the infection.

Bálesh, Scarlet Planet of Knives Lead Hunter
Bálesh is a charismatic leader. His men follow him unquestioningly in peacetime, just as they did in war. They are all ex-military, from the Legion of the Wind of Iron. They are proficient in the heavy crossbow, medium crossbow and long sword. Though Bálesh only reached tirrikámu in the legion, he was the de facto leader of all 50 of these men. Bálesh is completely devoted to the Emperor and to Sea Blue and its representative, Tsodlán. Along with Tsodlán, Bálesh is the only person here who knows the true nature of the lodge and the history of the first crew. Neither he nor his men feel any remorse at their secret execution of the Open Hand workers. They know that they are merely the hands of Sea Blue and will be protected from any retribution should the truth come out. Being veterans of the war and then the civil war, they are in sympathy with the reasons for the founding of this outpost.

Bálesh is laconic, competent and rather grim. He does not encourage people to talk to him, and tends to look them in the eye silently until they leave him alone. Most find this unnerving and more than a little insulting coming from one who’s from a Very Low status clan.

Gayán, Suspicious Open Hand worker
Gayán lost all seven of his brothers to the “freak accident.” He’s frustrated that there were no bodies or a gravesite. He once asked a hunter, and was told that they were buried in a mass gravesite. With no evidence of one around, he’s concluded that the lodge was built over the site. He believes that without the bodies receiving the proper attention from the priests of Belkhánu, their souls will wander forever in search of the Isles of Teretané.

Not long ago, his lover Nélel discovered one of the secret passages in the servants’ halls leading down to the limestone caverns. He spent much of his time sneaking away to dig at random spots in the caves. By chance, he has just located the mass grave. Despairing of collecting all the skeletons or identifying his brothers, he is digging wildly, scattering the bones around him, and trying to collect all the skulls. With the project drawing to a close, he knows time is short. He also wonders whether the workers will all be killed again. (It’s obvious that the workers died due to crossbow bolts to the head.)

All the Open Hand workers, including Zagár, know that he has found the graves and is digging up skulls. No one has bothered to mention this to anyone outside the clan. The general feeling is that he’s not quite right in the head due to his great loss, and it’s no one else’s business anyway. The other workers will try to cover for him if a player inquires after him. If there’s a direct accusation and the clan seems in trouble over his actions, they’ll plead his case based on insanity.

Nélel, Pretty Kitchen Girl
Nélel is Gayán’s lover and also the girl Drakóhl hired to deliver the drugged wine to Adlár and seduce him. She did so without questioning. Adlár will be able to identify her on sight, though he doesn’t know her by name. She will freely give up all information in her role in this little deception, figuring it to be some affair of her superiors and none of her concern. If she is threatened, Gayán will become very upset. She is in love with Gayán and willing to help him excavate the skulls.

Status Ranking of the Servants

  • Victorious Globe – Adlár, Omél’s chamberlain
  • Broken Reed – Jesékh, the assistant apothecary
  • Open Hand – Zagár, Master of the Laborers
  • Scarlet Mantle – Dijáya (Major Domo), Sáyi (Mistress of the Kitchen), Chashána (Mistress of the Body Servants)
  • Scarlet Planet of Knives – Bálesh, Master of the Hunters
  • Granite Lintel – Núromen, the chef

Events

The Messenger
The messenger has been tasked to deliver his message to only Shekkára. If Shekkára is not being played as a player character, feel free to have her either pass the information along to Adlár or announce it to the group. The message is as follows:

Our illustrious clan elder, Osumétlu hiKutonyál, wishes it to be known that he will arrive here tomorrow, not long after the sun. He longs to gaze upon your beauty and rejoice in the glory that your labors have obtained for all those born to Emerald Girdle.

The message is verbal. The messenger is allowed to wait as long as an hour if Shekkára (or someone else) wishes to send a message back with him. If questioned, he can relate the following information:

Osumétlu is several hours travel away, at a Sakbé road camp. He is traveling with a small entourage of only 30 people.

He is not happy about being ordered to run ahead to deliver the message nor about his return trip in the dark. This is wilderness once you’re away from the Sakbé road, and he fears being attacked by wild animals.

Doesn’t know if the other elders, the Temple or Sea Blue is aware of Osumétlu’s surprise visit.

Several minutes after the messenger leaves:
You hear screams from outside, shouts of alarm and odd, eerie whooping cries. The door crashes open as one of the filthy laborers races in. He falls on his face before you and screams, “Help us! They’re attackin’! They’re tearin’ us apart from limb to limb!”

Hyahyú’u (“Whooper”) Attack
A scene of carnage greets your eyes. Bodies lie scattered around a fire pit, blood splattered everywhere. The workers are screaming, running for the nearest building. Some are scrambling about for something to use as a weapon against the Whoopers. The savage six-legged animals are everywhere, darting through the crowd, tearing off arms or legs and dashing for the trees. Then a trumpet blast rings out from above you and a fusillade of crossbow bolts rains down from above. The remaining Whoopers flee and gradually calm returns, punctuated by the groans of the wounded.

This is a pack of 50 Whoopers. Five are killed in the initial fight. Normally, they are highly skilled in pack tactics, but the encephalitis has robbed them of this ability.

Whooper

Strength 5, Dexterity 5, Intelligence 2, Psyche 2, Will 4, Charisma 3
Initiative 9, Combat 7, HP 60, Shock Value 12, Magic Resistance 1, Pedhétl 1
Fangs: damage x 3, High Penetration (decreases armor)

Investigating the Whooper Attack
Background
The Whoopers have been eating the local Jakkóhl and are infected with the encephalitis virus, causing their odd behavior. This is helpful to the players in that their pack tactics are highly degraded (they can’t use any Team points). It’s dangerous because they’ve lost their normal judgment and inhibitions, hence the attack on a group of humans.

They entered through the gate which was left open by the weakened guard. After being driven off, most left through the gate, but some got lost. They’ve settled down in odd spots throughout the complex to eat their food (mostly arms and legs). They will be in darkened areas and will have vomited after eating and will be lethargic if found.

If they are not found in the next couple of hours:

  • One will die in his sleep.
  • Two will wake up and try to find the pack. They are confused and will wander about drunkenly. When they’re spotted, one will have a seizure.
  • The disease is less advanced in the fourth one. It will head toward the gate, but is highly irritable and will attack anyone who is nearby.

Investigation
A pack of Whoopers is known to live in the area (source: Open Hand or Scarlet Planet).

The wall around the complex should have kept them out (source: Open Hand or Scarlet Planet).

They shouldn’t have attacked such a large group of humans. They usually choose smaller creatures such as hmélu. The workers were roasting hmélu.

Several Whoopers were downed by the crossbow bolts. It will be possible to examine the bodies. Anyone examining them will notice ticks jumping onto them.

If Zagár is questioned, he will blame the gate-keeper for letting them enter.

If the wall is examined, burrows near the wall will be found. Anyone who’s clumsy or fails a Dexterity stat check will trip in holes that have been dug. This is the work of Jakkóhl and Kité in the area.

Going to the gate will show the gate to be wide open and the guard slumped against the wall beside it. (The latest entries were when the hunters returned for the day, shortly before dinner.) If he’s questioned, he will be disoriented and then aggressive, but will be shaking so hard that he can’t actually do anything.

Outside the gate is the forest with the path to the Sakbé road winding through it. Anyone walking out on it will hear movement in the woods and then catch a glimpse of a Nráishu, a “six-legged, deer-like herbivore, black or dark brown, with a long-snouted face. They see well in the dark and are often active at night or twilight.”

If Adlár is present as Omél’s representative, he will be angry and order the guard whipped with 100 lashes (a death sentence). Adlár will blame the guard’s behavior and condition on an overdose of some sort of drug.

If Bálesh, the Scarlet Planet of Knives hunter is questioned:

He took his men to the roof to investigate and ordered the crossbow bolts when he saw the attack. He will attempt to gloss over why they all had crossbows at the ready and why they thought to go to a strategic overlook rather than rushing into the heart of the action. If pushed on this, he will admit to some military service.

He will warn that Whoopers should not be underestimated. They live and hunt in packs and can be formidable enemies, though this is uncharacteristic of them.

He’ll suggest that they lay out baited traps rather than trying to track them down.

He can point out that they can jump quite high, though they rarely do more than lie on the lower branch of a tree. The wall should have been high enough to stop them.

He can point out that the Whoopers may not have left through the gate. Some could still remain within the walls.

Qárras
Keep track of how many hours are passing and occasionally pass Qárras’ player notes about symptoms that he’s experiencing. For example:

“You suddenly feel nauseous and must vomit.”

“You fall to the floor in a seizure.”

“You are too weak to perform that action.”

Whenever Qárras is exposed to light (e.g. walking inside from the outdoors, a candle or lantern being lit in his presence), it will be painful to his eyes.

Depending on the player and the circumstances, you can introduce the memory loss and personality change symptoms.

If Qárras is making a serious effort to carry out a murder, don’t use the symptoms to such an extent that this is impossible for him. On the other hand, unless Qárras has isolated himself, use them enough that at least some of the other players realize that something’s happening to him. In no case should he be able to participate in the Inimitable Defense casting if nothing has been done to help him.

Events Occurring During the Evening and Night
Nirún should notice Gayán scurrying furtively from the lodge to a worker dormitory with a large sack slung over his shoulder.

A laborer will climb up on the ledge surrounding the roof on one of the buildings and calmly walk off. If a player character isn’t around to witness it, Zagár will bring it to someone’s attention.

Gayán will furtively scurry back to the lodge with an empty sack over his shoulder. (Repeat his comings and goings approximately every hour.)

As the laborers’ conditions worsen during the night, Zagár will approach Réshmel, Drakóhl, Shekkára, Mórusai, or Nirún, in that order, for help. Under no circumstance will he approach Qárras. He will be desperate, begging for healing, appealing to the sympathies of the god they worship.

If no one is helping the Open Hand laborers, then during the night Jesékh will open up the apothecary to them and bring them into the lodge, setting up a secret clinic. He is a fervent worshipper of Keténgku and will see nothing wrong with this. If this activity is not stopped, he’ll start converting nearby guest suites into a makeshift hospital. By morning, the floor of that wing will be occupied by the sick and dying. Activity outside the lodge will diminish considerably as the healthy come in to help tend the sick.

One of the mute girls will leave Omél's rooms to see what is happening. She is shy, with big eyes and a habit of flinching whenever someone gestures in her direction. She is illiterate as well as mute and thus unable to communicate. If anyone tries to approach Omél’s rooms in her presence, she will shake her head and try to dissuade them.

Appearance of a sick Whooper, if the hunters haven’t already taken care of them.

Jakkóhl fight. The fights normally take place in pit dug in the middle of one of the dormitories. Cages for Jakkóhl fill this dormitory, surrounding the sleeping mats. The animals within are starving and suffering from various injuries sustained in the fights. Too many of the workers are ill for them to hold a fight unless Qárras bullies them into it.

Jakkóhl

Strength 1, Dexterity 9, Intelligence 2, Psyche 1, Willpower 4, Charisma 1

Initiative 13, Combat 6, HP 25, Shock Value 5, Magic Resistance 2, Pedhétl 1

Fangs: damage x .5 (round up)

The Plague
The plague is spread by the infected ticks on the Jakkóhl and on the laborers who participate in the fights, by the blood of infected person and by eating the meat of an infected animal. Each time a character has a chance to be infected, they must make a Strength stat check. If the character fails the check, they are infected. You can mention symptoms, but in the timeframe of the scenario, they should be mild for everyone except Qárras.

By morning, half of the laborers will be incapacitated by the encephalitis. All will bear scars from the fight and be tick-infested. If the connection hasn’t been made by now, Qárras can make an Intelligence stat check to figure it out. Anyone else can make a check with a –1 modifier (Slightly Difficult).

Morning: The Arrival of Osumétlu
Osumétlu cannot be dissuaded from arriving in the morning. He is both bolstered by his mandate from the Ksárul priest and somewhat in fear of disobeying him. He’ll take precautions if warned of the disease, but not to the extent of respecting a quarantine. He will claim concern for his clan members as his overriding motive.

Once he arrives, he will concentrate his attention on trying to get alone with Shekkára and propose to her.

He is conscientious enough that he will attempt to solve any problems brought to him by the characters.

He is ambitious and crafty enough that he will not hand over the Inimitable Defense scroll without having first obtained some personal gain for himself.

The Ksárul Priest
He will attempt to carry out his mission quickly and quietly. Give him Stealth checks with a Stealth 2 and a relevant Stat of 3. Anyone who’s been paying attention to the activities of the servants (probably Nirún) should get a +1 to the roll. Anyone who’s helped the Open Hand laborers will be told of his presence.

The Arrival of Tsodlán
Tsodlán had been travelling with the caravan until they were passed by Osumétlu’s group. He’s intensely suspicious about where an Emerald Girdle clan elder is going, and left the caravan behind to follow Osumétlu at a quicker pace. He should show up at some dramatically appropriate moment, either right before or after the Inimitable Defense has been cast.

Casting the Inimitable Defense of Habitations
A minimum of four casters are required to be able to cast this group spell. Casting a ritual spell is a complex, precise act. Anyone who attempts to do so while:

  • Under the influence of any sort of drug: -4 to the spell difficulty modifier
  • Exhibiting milder symptoms of encephalitis: -4 to the spell difficulty modifier
  • Exhibiting severe symptoms of encephalitis: Not possible to participate

If Qárras has not been cured, it will be impossible for him to participate in the spell. Likewise for Omél. Mórusai will need to either have Alleviation cast on him or cease partaking of drugs for 2 hours prior to the casting to avoid the –4 modifier.

Adlár has calculated where they need to scatter throughout the building to cover the entire structure. The minimum four casters will cover the entire lodge.

If there is reason to suspect sabotage during the spell, then two Scarlet Planet of Knives hunters will attempt to accompany each caster. “Sabotage” could simply mean the sick getting loose from the infirmary, or a servant choosing this moment to beseech the character for some aid.

There is a tunkél gong on the top of the lodge that will be rung to signal the start of the spell. It’s assumed, as part of their magic training, that they know exactly when to start after hearing the ringing of the gong. If enough of them are forcibly delayed or choose not to cast the spell that the four caster minimum is not met, then the spell will fail, but the Energy Points will still be spent.

The gong will ring for the 10 minutes of preparation time. When the last ring dies away into silence, then it's time for them to start.

Victory (or Consolation) Lunch
If anyone wants to eat afterwards, Núromen has prepared a meal featuring a local delicacy made with Jakkóhl meat. If anyone is foolish enough to eat it, have them make a Strength stat check to see if they are infected by the encephalitis.

Characters

Drakóhl hiBurusá

26 years old, 12th Circle, Emerald Girdle, Keténgku Scholar Priest
Description: Calm and confident

Character Stats

Strength: 4
Dexterity: 4
Intelligence: 5
Psyche: 6
Charisma: 4
Willpower: 4

Combat Values

Initiative: 8
Combat: 4
Health Points: 40
Shock Value: 8

Magic & Other

Pedhétl: 6
Energy Pool: 35
Magic Resistance: 6
Respect: 0
Teamwork Pool: 0

Skills

Target Number

Attributes

Defects

Language (Tsolyáni)
Spoken 2 & Written 1

7 (Spoken),
6 (Written)

Attractive
(Charming voice)

Distractible 1

Knowledge (Béy Sü) 2

7

High Pedhétl 2

Bad Days 1

Etiquette (High Clan) 1

6

High Lineage

Combat Limitation 2

Etiquette (Temple) 2

7

Magic Ability 1


Ritual (Keténgku) 1

6

Older 2


Theology (Keténgku) 1

6



Magic, Ritual 1

6



Energy Management 2

8



Calligraphy 1

5



Charm 2

6



Scholar (Architect) 1

6



Subculture (High Clan) 2

6



Subculture (Temple) 2

6



Deception (Familiarity)

3



Spell

Inimitable Defense of Habitations

Cost

90

Target

One building

Range

Touch

Area

60 meters radius

Duration

5 years

Notes/Variants

It has a –10 difficulty modifier. This is a group spell.

Notes:

+2 to Charm checks involving your voice

–1 to Planning checks

–2 to attack and defense rolls (you freeze up at the thought of blood)

Make a Willpower check every 5 minutes toconcentrate on dull tasks.

If your first roll of the day is a 9 or 10,you are having a Bad Day. On Bad Days, a 10 is an automatic critical failure, and all critical successes are treated as normal 1s.

You know how to work the system. Before you left to join the temple, you ingratiated yourself as much as possible with the clan patriarch and elders. And once you joined the temple, you toadied up to your superiors in that effortlessly charming fashion that you have. It’s a matter of knowing not just how to flatter, but who to flatter. In this manner, you have reached quite a high Circle with remarkably little work. (Though to be fair, your jealous colleagues will occasionally remark upon it.)

This latest assignment presented you with an interesting dilemma. It’s a commission from Sea Blue, and therefore high profile and good for one’s career. But being involved with it meant an extended period away from the Temple and all the contacts to be made and maintained there. You decided to concentrate on making the acquaintance of Omél hiKetkolél, the scholar priest from Might of Gánga (a Very High status clan!) who heads up your group.

Omél has not made this task easy. He kept his distance the entire journey here, rarely emerging from his palanquin. Upon arrival, he ensconced himself within a luxury suite along with his concubines and slaves. His capable chamberlain, Adlár (Victorious Globe, a mere Medium status clan), conducts all his interactions with others.

Last month, sensing the end of the project, you were desperate to make his acquaintance. So you “borrowed” some brown powder from Mórusai, mixed it with wine and bribed an attractive kitchen girl to deliver it and herself to Adlár “compliments of Shekkára.” Shortly afterwards, Adlár was under the influence of the drug, drowsy and peaceful, and very much preoccupied. You then slipped in to see Omél.

You didn’t make Omél’s acquaintance. He was unconscious in bed with three of his concubines. For someone who’s been overindulging for almost a year, he’s looking pale and drawn. Still, you used the opportunity to rifle through his papers and found an inscribed version of the Inimitable Defense of Habitations spell that he needs to cast on the completed lodge. You pocketed it and left. Casting this spell is the finishing touch to all of the important Temple of Keténgku construction projects. It’s a closely guarded Temple secret, a complex ritual spell that requires a minimum of four casters. It’s the only spell that you and your fellow scholar priests have been taught, and it’s a great honor to know it. Obviously the Temple doesn’t trust that Omél will be able to cast it on his own, or they wouldn’t have sent him with an inscribed version as a back-up.

Goals
Advance your career by either by retaining the inscribed spell for future blackmail or profitable use, or by stealing the glory here if Omél fails.

Make Shekkára’s life as miserable as possible.

Your Fellow Priests (in order of status)

Shekkára hiJarásh.
Not as beautiful as she believes.

You rank here.

Mórusai hiSáika
Owns an amazing array of powders and intoxicants.

Qárras hiChánkolel.
Too brutal to be trusted.

Réshmel hiKarélsaDesperate to advance and it shows.

Nirún hiVáikaA nobody who probably knows it.

Mórusai hiSáika

27 years old, 7th Circle, Emerald Girdle, Keténgku Scholar Priest
Description: Always somewhat distracted

Character Stats

Strength: 3
Dexterity: 4
Intelligence: 5
Psyche: 6
Charisma: 4
Willpower: 6

Combat Values

Initiative: 10
Combat: 4
Health Points: 35
Shock Value: 7

Magic & Other

Pedhétl: 6
Energy Pool: 37
Magic Resistance: 6
Respect: 0
Teamwork Pool: 0

Skills

Target Number

Attributes

Defects

Language (Tsolyáni)
Spoken 2 & Written 1

7 (Spoken), 6 (Written)

Attractive (Hawk-like features)

Addicted 1

Knowledge (Béy Sü) 2

7

High Pedhétl 2

Clumsy 1

Etiquette (High Clan) 1

6

Magic Ability 1

Fragile 1

Etiquette (Temple) 1

6

Older 2


Ritual (Keténgku) 1

6



Theology (Keténgku) 1

6



Magic, Ritual 1

6



Energy Management 3

9



Intoxicants 3

9



Observation (Cultural) 1

5



Scholar (Architect) Familiarity

4



Streetwise (Familiarity)

5



Medical (Familiarity)

4



Spell

Inimitable Defense of Habitations

Cost

90

Target

One building

Range

Touch

Area

60 meters radius

Duration

5 years

Notes/Variants

It has a –10 difficulty modifier. This is a group spell.

Notes

You are addicted to any sort of mind-altering substance. When presented with a chance to indulge, you must make a Willpower check every 5 minutes to resist. Once you’ve started, you must make the same roll to stop.

–2 penalty to rolls relating to endurance, disease, and poisons.

You are a semi-high functioning drug addict. Fortunately, you have your habits under control. You, for instance, would never take zu’úr. Possession of zu’úr is punishable by death. Consumption of it will kill the user anyway within a matter of months. As you grow more addicted, you became a drawn, pale zombie, nearly comatose except when under the effects of the drug. No, you only indulge in the socially acceptable drugs. Everyone recognizes the generally harmless and pleasant nature of your choice of recreation. Your expertise in the field is widely recognized and often called upon when deciding the proper powders to offer at a party.

Back when you were at the clan house and without a proper income, you could not always enjoy your hobby to the extent you desired. Thus, on occasion you made forays into the less desirable parts of town and bartered some trinket or another at the apothecary to supplement your supply. Since your employment at the temple, you have been able to survive on what you can obtain with your salary.

You are careful to pay proper attention to your temple duties. You learned how to be an architect and mastered the art of casting the Inimitable Defense of Habitations spell. You know how to tailor your drug use to fit the occasion and never take an overdose. If you need to be functioning, then you simply chew hnéqu weed or sip some wine instead of taking something more potent.

Your official duties here encompass creating and maintaining the roof gardens (each building has one). You’ve judged Airá grass (an anaethestic) and Lisútl bushes (roots are used as the universal birth control agent) to be greatest use to the future inhabitants of the lodge and feature them prominently in the roof garden on the lodge itself. Should you wish to obtain other plants, consult the GM to see if you have them growing somewhere.

Your Personal Stash
Chümaz. A bluish-white powder whichheightens perceptions and acts as an aphrodisiac.

Drársha. A clear crystalline substance which causes amusing visions and distortions of the time sense.

Hnéqu weed. A very popular mild euphoric.

Mághz. A brownish powder which makes users feel drowsy and peaceful.

Ntó. A fine white dust which creates volubility and giddy joy.

Osí. A thick gray mucus which reduces tension and arouses the libido.

Tsuhóridu. A liqueur. You prefer the varieties which produce odd mental effects.

Goals
Stay in a mind-altered state for as long as possible. Assume that each dose you take lasts for an hour. Don’t worry about running out of anything.

Spread the love around.

Your Fellow Priests (in order of status)
Shekkára hiJarásh
Beautiful, but she knows it.

Drakóhl hiBurusá
He always finds golden threads in his skein.

You rank here.

Qárras hiChánkolel
Only clan member you ever saw on the wrong side of town.

Réshmel hiKarélsa
He wishes he would find golden threads in his skein.

Nirún hiVáika
Unpleasant to be around.

Nirún hiVáika

27 years old, 10th Circle, Emerald Girdle, Keténgku Scholar Priest
Description: Nondescript

Character Stats

Strength: 4
Dexterity: 4
Intelligence: 6
Psyche: 6
Charisma: 3
Willpower: 3

Combat Values

Initiative: 7
Combat: 4
Health Points: 35
Shock Value: 7

Magic & Other

Pedhétl: 6
Energy Pool: 35
Magic Resistance: 6
Respect: 0
Teamwork Pool: 0

Skills

Target Number

Attributes

Defects

Language (Tsolyáni)
Spoken 2 & Written 1

8 (Spoken), 7 (Written)

Older 2

Low Lineage 1

Knowledge (Béy Sü) 2

8

High Pedhétl 2


Etiquette (High Clan) 1

7

Magic Ability 1


Etiquette (Temple) 1

7

Good Hearing


Ritual (Keténgku) 1

6



Theology (Keténgku) 1

7



Magic, Ritual 1

6



Energy Management 2

8



Intimidation 2

5, 6 if physical



Negotiation 2

5



Oratory 1

4



Scholar (Architect) 1

7



Observation 2

7



Medical (Familiarity)

5



Spell

Inimitable Defense of Habitations

Cost

90

Target

One building

Range

Touch

Area

60 meters radius

Duration

5 years

Notes/Variants

It has a –10 difficulty modifier. This is a group spell.

Notes: You get +1 bonus to any rolls involving hearing.

You don’t get any respect. In the clan house, your lineage was too low status. In the temple, other factors arose. You’re not that attractive. So, unlike Shekkára, you’re not going to be seducing anyone to get ahead. You detest kissing up to people. So, unlike Drakóhl, you neglect to flatter the right superiors. Hard work is pointless, so you don’t make a fool of yourself like Reshmél. It’s obvious that you are more intelligent than them. But no one values that as they should.

When you were selected for this assignment along with your fellow clan members, you sensed the hand of Emerald Girdle behind it. It’s the only way you would have gotten such a prestigious posting. When you first arrived at the lodge last year, it looked promising. Construction was well underway, and the servants didn’t seem to need your help.

The unfortunate side effect was the stultifying boredom. With your companions (except for Reshmél) soon abandoning even the pretense of working, you were faced with the unpleasant prospect of actually spending time with them. In desperation, you searched for anything else to occupy your time. Any idle curiosity. For instance, why did your leader, Omél hiKetkolél, disappeared into his luxury suite with his slaves and concubines, never to be seen again? Why have you encountered the same laborer wandering around inside the lodge time and again when he doesn’t seem to be working? Why do the hunters lack the proper deference dictated by their low status? You’ve even started paying attention to the supply caravans that trundled in each month. You’ve never gotten close enough to see what’s in the crates, but you suspect it’s not all food and furnishings. The amount of furnishings appearing in the lodge after the caravan’s arrival just doesn’t seem like enough.

Goals
Find a few answers.

Relieve the boredom.

Your Fellow Priests (in order of status)

Shekkára hiJarásh
Beautiful, seductive and the possessor of a very sharp tongue.

Drakóhl hiBurusá
The consummate flatterer.

Mórusai hiSáika
Lives in his own world. Friendly enough if you can draw him out.

Qárras hiChánkolel.
His streak of cruelty causes you to steer clear of him.

Réshmel hiKarélsa
Lacks a sense of self-respect.

You rank here.

Qárras hiChánkolel

29 years old, 6th Circle, Emerald Girdle, Keténgku Scholar Priest
Description: Slim and muscular

Character Stats

Strength: 5
Dexterity: 4
Intelligence: 5
Psyche: 6
Charisma: 2
Willpower: 6

Combat Values

Initiative: 10
Combat: 5
Health Points: 55
Shock Value: 11

Magic & Other

Pedhétl: 6
Energy Pool: 36
Magic Resistance: 6
Respect: 0
Teamwork Pool: 0

Skills

Target Number

Attributes

Defects

Language (Tsolyáni)
Spoken 2 & Written 1

7 (Spoken), 6 (Written)

Attractive (muscular)

Brutal 2

Knowledge (Béy Sü) 2

7

High Pedhétl 2

Impulsive 1

Etiquette (High Clan) 1

6

Magic Ability 1


Etiquette (Temple) 1

6

Older 2


Ritual (Keténgku) 1

6



Theology (Keténgku) 1

6



Magic, Ritual 1

6



Energy Management 2

8



Animal Handling 1

7



Bribery 1

6



Calligraphy 1

5



Intimidation 3

9, 8 if physical



Streetwise 1

7



Subculture (Hirilákte Arena) 1

3



Spell

Inimitable Defense of Habitations

Cost

90

Target

One building

Range

Touch

Area

60 meters radius

Duration

5 years

Notes/Variants

It has a –10 difficulty modifier. This is a group spell.

Notes:

You lack a conscience about your behavior and commit at least one serious act of physical or emotional cruelty per day.

You must make a Willpower Stat check to resist provocation. You sometimes act without thinking.

–1 to Charm, Deception, Analysis and Planning rolls.

Life is good. Your clan landed you a job at the Temple, and your looks have helped you there afterwards. It’s entirely possible that your clan bribed the Temple simply to get you away from the clan house and the children. It’s certainly true that you’ve had a very free reign once you came to the Temple. Yes, you had the aptitude to cast the Inimitable Defense of Habitations, and you made the minimum level of effort to learn and get by. That seemed to satisfy your superiors. Ever since then, they’ve looked the other way with regards to your extracurricular activities. These activities are many and varied, but they usually revolve around blood. You gravitated to the arenas, at first to watch people die. But lust overcame you, and being a spectator no longer satisfied you. You had no desire to endanger yourself, however, so you turned to the animals. You have a way of breaking their spirits and turning them into vicious fighters. It fills a hole in your soul to see an animal you’ve molded tear the throat out of a living being.

You were furious, at first, to be chosen as part of this prestigious project for Sea Blue. What was there to do out in the country? But once you arrived, everything changed. There were forests and animals all around, and low status Open Hand clan members to cower and scrape before you. As you stalked among them, you discovered that they were keeping Jakkóhls captive and fighting them one against the other. You took over this mini-arena and expanded it. One of the dormitories is now full of cages of the animals crammed among the sleeping mats, with a fighting pit in the middle. You have carefully starved and tortured the animals to the brink of madness. There’s a good fight every night. The Open Hand people bet on the fights. You feed off them.

Life would be perfect were it not for the hunters at the lodge. Fifty members of the Scarlet Planet of Knives. They’re killers, every one of them. At the arenas, you’ve seen men who move like they do, and those men emerge victorious from the fights. You’re careful to ignore them.

Goals
Watch the Jakkóhls fight.

Live the dream and actually kill a human.

Your Fellow Priests (in status order)
Shekkára hiJarásh
A true predator in the social world.

Drakóhl hiBurusá
Morelikely to kill you with poison.

Mórusai hiSáika
Drug addict

You rank here.

Réshmel hiKarélsa
Desperate to advance, may use desperate measures.

Nirún hiVáika
Smarter and more dangerous than he looks.

Réshmel hiKarélsa

26 years old, 11th Circle, Emerald Girdle, Keténgku Scholar Priest
Description: Harassed and disapproving

Character Stats

Strength: 4
Dexterity: 4
Intelligence: 5
Psyche: 6
Charisma: 3
Willpower: 4

Combat Values

Initiative: 4
Combat: 4
Health Points: 40
Shock Value: 8

Magic & Other

Pedhétl: 6
Energy Pool: 35
Magic Resistance: 6
Respect: 0
Teamwork Pool: 0

Skills

Target Number

Attributes

Defects

Language (Tsolyáni)
Spoken 2 & Written 1

7 (Spoken), 6 (Written)

Attractive
(square-jawed)

Indecisive 2

Knowledge (Béy Sü) 2

7

High Pedhétl 2

Nemesis 1

Etiquette (High Clan) 1

6

Magic Ability 1


Etiquette (Temple) 1

6

Older 2


Ritual (Keténgku) 1

6

Aptitude 1


Theology (Keténgku) 1

6



Magic, Ritual 1

6



Energy Management 2

8



Scholar (Architect) 4

9



Analysis 1

6



Calligraphy 1

5



Subculture (Temple) 2

5



Spell

Inimitable Defense of Habitations

Cost

90

Target

One building

Range

Touch

Area

60 meters radius

Duration

5 years

Notes/Variants

It has a –10 difficulty modifier. This is a group spell.

Notes:

It’s difficult and time-consuming for you to make any decision. You must retreat and think about verbal responses. Repartee is impossible for you.

You have struggled where others found smooth sailing. Your earnest efforts at weaving a perfect skein results simply in broken threads more often than not. Still, you persevere and work hard. By the sweat of your brow, you’ve prospered in your career. But your effort is too obvious, even you know that. Everyone sneers at you both because of your work and your need to work. Shekkára and Drakóhl barely disguise their contempt. With little effort, they’re surpassing you. Your resentment seethes under the surface.

This project does seem like a tailor-made opportunity for you. The others are indifferent architects at best. You suspect that none of them are capable of even telling if the Open Hand workers are actually following all the carefully designed plans. Certainly they’ve never made the attempt. And so you’ve been doing the zrné’s share of the work. The ostensible leader, Omél hiKetkolél of Might of Gánga, never emerges from his love nest in the luxury suite. You coordinate frequently with his capable chamberlain Adlár (Victorious Globe – medium status clan), perusing the reports of the Open Hand foremen, keeping track of the various projects and solving the logistical and architectural problems that arise. Adlár seems grateful for your help. Your name is frequently and prominently mentioned in the weekly reports sent back to the Temple in Béy Sü. Everything has gone well, though you can’t bring yourself to relax until the guarding spell, the Inimitable Defense of Habitations, has been successfully cast and all is completed.

Goals
Successfully cast the spell and complete the project.

Keep your connection with Omél through Adlár.

Your Fellow Priests (in status order)
Shekkára hiJarásh.
Arrogant but beautiful

Drakóhl hiBurusá
As deadly and slippery as an alásh snake

Mórusai hiSáika
An expert in intoxicants, lacking in ambition

Qárras hiChánkolel.
Spends entirely too much time outside and away from the others

You rank here.

Nirún hiVáika
A supercilious idiot.

Shekkára hiJarásh

29 years old, 15th Circle, Emerald Girdle, Keténgku Scholar Priestess
Description: Stunning, simply stunning

Character Stats

Strength: 2
Dexterity: 2
Intelligence: 5
Psyche: 6
Charisma: 6
Willpower: 4

Combat Values

Initiative: 6
Combat: 2
Health Points: 10
Shock Value: 4

Magic & Other

Pedhétl: 6
Energy Pool: 35
Magic Resistance: 6
Respect: 0
Teamwork Pool: 0

Skills

Target Number

Attributes

Defects

Language (Tsolyáni)
Spoken 2 & Written 1

7 (Spoken), 6 (Written)

Attractive – Eyes, Face, Voice

Arrogant 2

Knowledge (Béy Sü) 2

7

High Pedhétl 2

Bad Days 2

Etiquette (High Clan) 1

7

Magic Ability 1

Fragile 2

Etiquette (Temple) 1

7

Older 2


Ritual (Keténgku) 1

6

High Lineage 2


Theology (Keténgku) 1

6



Magic, Ritual 1

5



Energy Management 2

8



Scholar (Architect) 1

6



Calligraphy 2

4



Charm (Seduction) 3

9, 10 if seducing



Syle (Béy Sü) – Familiarity

5



Spell

Inimitable Defense of Habitations

Cost

90

Target

One building

Range

Touch

Area

60 meters radius

Duration

5 years

Notes/Variants

It has a –10 difficulty modifier. This is a group spell.

Notes:

If your first roll of the day is over a 6, you are having a Bad Day. On Bad Days, a 10 is an automatic critical failure, and all critical successes are treated as normal 1s.

+6 bonus to Charm checks if you can utilize your attractive features.

You believe no one is more beautiful than you are. In addition to your eyes, face and voice, your body is also beyond compare. Consequently, you are boastful. You need to make a Willpower check to avoid some idiotic confrontation each week.

–4 penalty to rolls relating to endurance, disease, poison, etc.

You are both blessed and cursed by the gods. It’s almost as if the gods had to punish you for coming so close to their level. Your beauty is unparalleled. Both men and women faint with desire when they behold you. Though you were tempted to switch to the worship of the more compatible Dlamélish, you realized the jealousy you would surely inspire in her other devotees. So you remain with stolid, traditional Keténgku, where no one can compete with you. But to balance your beauty, the gods took your health. Several times as a child you nearly died from illnesses that the other children easily shook off. However, the burden of your fragility has silenced many of those who would otherwise lash out against you.

At the age of 14, you declared Aridáni status and joined the Temple, calculating that it offered the best mixture of promise and safety. Soon, opportunities laid themselves at your feet as readily as did the men. But from the heights of the 15th Circle, you see that further promotion carries with it the risk of actual work. That’s when you turned your attention to a more enjoyable challenge: marrying into a Very High status clan.

Even considering your beauty, this would be a major social coup, and you would reign supreme in Emerald Girdle. So you started to plan. Your first husband could be flawed, someone who would be rejected by his peers and overwhelmed to receive your attentions. Then, once you had secured this entrée into their elite world, you would set your sights on a man truly worthy of you. For your first husband, you set your sights on Omél hiKetkolél of Might of Gánga. He’s painfully shy and enjoys the company of girls who are too young for him. When he was chosen to led the Sea Blue project into completion, you were surprised but volunteered to take part as well.

Now you believe that Omél is beyond reach. He kept to himself on the entire journey up to the lodge and hasn’t emerged from his suite since arrival. In desperation one night, you seduced Adlár, his chamberlain, and gained access to his rooms. He seemed barely conscious and incoherent. The girls in the room with him proved to be mute. For a moment you suspected zu’úr addiction and searched his room fruitlessly for the drug. You’ve left him alone since. If he’s not dead soon, then you’ll start your campaign again. In the meantime, another thread has been added to skein. Tsodlán hiKetkolél, of Sea Blue, came to visit to check up on his clan’s commission. Tall, handsome and charming, he fell under your spell immediately and spent his nights with you. It’s entirely possible that if he visits again before the project reaches completion that you may not have to bother with a flawed first husband. Until then, you merely have to survive co-existing with your clan cousins out here in the wilderness.

Goals
Marry or forge some social liaison above your station.

Avoid any real work or responsibilities.

Your Fellow Priests (in status order)
You rank above them all.

Drakóhl hiBurusá
He resents you and constantly competes with you.

Mórusai hiSáika
If you need a powder (drug), he will have it.

Qárras hiChánkolel
Attractive, but cruel.

Réshmel hiKarélsa
You’re always getting him confused with Nirún.

Nirún hiVáika
You think you know which one he is.

Inimitable Defense of Habitations

This is a spell specialization of the Guarding spell.

Temple Affiliation: Keténgku
Magic: Group Ritual Temple spell
Prereq: Increased Area of Effect 1, Increased Duration 1, Resistant, Spell Defect - Inefficient
Level: 7
Prep Time: 10 minutes
Area of Effect: 60 meters radius
Duration: 5 years

This is simply a larger, longer lasting version of the Guarding spell which is unique to the Temple of Keténgku. It prevents all sorcery from entering or leaving the area of effect, although both types may operate within it. Physical beings can cross its boundaries and fire missiles through it without hindrance. Androids, automatons, creatures produced by sorcery, demons, and the undead cannot enter the protected area, but may continue functioning if inside it; they can also leave.

To effectively protect a large structure, the casters need to spread throughout the building so that the area of effect covers the entire building. The number of casters needed depends on the size of the building.

Casting a Group Spell
A minimum of four sorcerors are required. The casters combine as a unit to cast the spell. The lowest Stat (the average of Psyche and Dexterity) in the group is used. The Magic skill level equals the combination of all the skill levels of the participants. The Energy Cost is divided equally among the casters (round up). There is a +1 to the Spell Difficulty modifier for each spellcaster participating beyond the first.

Spell Cost: 90

Spell Difficulty Modifier: -10 (Based on the level, cost and type of the spell. This can be modified further by the conditions under which the spell is cast.)

Example of Casting::
5 (lowest Stat in group)
+ 6 (if 6 people who each have 1 level in Ritual Magic participate)
= 11 (Target number)

Difficulty Modifier:
-10
+ 5 (if there are 6 casters)
= -5

So, the target number is 6. If you roll less than or equal to a 6, the spell is a success.

Tékumel: Empire of the Petal Throne Rules Cheat Sheet

Stat Check (Use only if a Skill isn’t relevant):
Add a difficulty modifier to the Stat, if appropriate.
Roll d10: Less than or equal to the Stat is successful.

Skill Check
Add skill level and relevant stat together to get target number
Add difficulty modifier to target number, ifappropriate
Add another -2 to -4 modifier to targetnumber if the character lacks the necessary skill.
Roll d10: Less than or equal to target number is successful.

Automatic Success
If you roll a 1, and this would normally fail, roll again (with no modifiers). If the second roll is also a 1, the attempt is a Marginal Success.

Automatic Failure
If you roll a 10, and this would normally succeed, roll again (with no modifiers). If the second roll is also a 10, the attempt is a Marginal Failure.

Critical Success/Failure
If you roll a 1, roll again (with modifiers). A success on the 2nd roll indicates a critical success. Same for a critical failure, except it’s roll a 10 and get another failure on the 2nd roll.

Contested Attempts
If two or more characters are working against each other, each makes a check. The character with the greater Margin of Success (or lowest Margin of Failure if both fail) has the advantage.

Difficulty

Modifier

Margin of Success

Result

Trivial

+4

8 or more than target number

Overwhelming Failure

Nearly Trivial

+3

6 or 7 more than target number

Extreme Failure

Extremely Easy

+2

4 or 5 more than target number

Major Failure

Easy

+1

2 or 3 more than target number

Minor Failure

Average Difficulty

0

1 more than target number

Marginal Failure

Slightly Difficult

-1

Equal to or l less than target number

Marginal Success

Difficult

-2

2 or 3 less than target number

Minor Success

Quite Difficult

-3

4 or 5 less than target number

Major Success

Extremely Difficult

-4

6 or 7 less than target number

Extreme Success

Outrageously Difficult

-5

8 or more less than target number

Overwhelming Success

Practically Impossible

-6



Combat
A combat round lasts 5 seconds. You can:

  • Perform one attack
  • Defend against any attacks (cumulative -2 penalty per additional defense after the first)
  • Move a few steps
  • Speak, shout or scream a number of words equal to your Intelligence.

Attack: Make a Skill check [Combat Value + Combat Skill], note the Margin of Success

Melee Defense:Make a Skill check [Combat Value + Combat Skill, if appropriate]. If the Margin of Success is greater than the attack’s margin of success, the defense succeeds and no damage is taken.

Missile Defense: Same as above, but with a -4 penalty against thrown weapons and a -8 against arrows. Penalties are halved if you have a shield.

Damage: Multiply the attack’s Margin of Success by the weapon’s damage multiplier. An attack with a success of 0 inflicts only 1 point of damage. Double the damage for a critical success.

Armour: The armour rating is subtracted from the damage multiplier. The damage multiplier cannot be reduced below 1. Light Armour: 1; Medium Armour: 2; Heavy Armour: 3; Steel Armour: +1 armour rating

Magic
Skill check [Psychic Magic skill or Ritual Magic skill]

  • Relevant Stat for Psychic Magic: average of Psyche and Willpower
  • Relevant Stat for Ritual Magic: average of Psyche and Dexterity
  • Pay the spell’s cost in Energy Points*
  • Add Skill level and relevant Stat together to get target number
  • Apply appropriate spell difficulty modifier to target number
  • Roll d10: Less than or equal to target number is a success

Spell Level: - (Level/3, rounded up)
Spell Cost: - (Cost/15, rounded up)
Temple Spell: -2

Environment

 

Magically Barren Area

-8

Magically Semi-Barren Area

-3

Magically Fertile Area

+3

Wearing >60 grams of metal

Make a Magic Resistance roll vs spell or die

Situation

 

Surprised

-2

Moving

-1

In combat

-2

Target is moving

-1

Target is in melee

-2

Casting past a potential target

-1 (per potential target)

Distractions (Noise, smell, weather)

-1

Resisting a spell: Resisting a spell does not take an action. You can choose not to resist.

Stat check [Use your Magic Resistance stat]

  • Modify Stat by adding your Magic skill level (if any) & subtracting the caster’s Magic skill level
  • Roll d10: Less than or equal to modified Magic Resistance stat is a success
  • The effects of successfully resisting a spell depend on the spell. Sometimes there is no effect on the target. Other times, it simply lessens the effect of the spell.

Energy costs are affected by the type of area the caster is in:

Magically Fertile area

x .5

Magically Normal area

x 1

Magically Semi-barren area

X 2

Magically Barren area

Entire energy pool, regardless of normal cost for the spell

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