Wednesday, April 15, 2015

City in the Mirage, Chapter 3

Rage Bourne Crusader
What follows is a write-up of my group's playtest of the new game I'm working on: Exiled in Eris.

I am running them through the introductory adventure I included with Swords of Cydoria, adapted to Exiled in Eris. Not to mention some final playtesting and fine tuning of the rules.

Characters:

Rage Bourne Crusader, Human Artifact Hunter
Theris, Human Celestial Guardian, searching to recover lost artifacts of the Celestials.
Jip-Jip, Tintazi Scout with a slave-bond to Theris
Pi 2-50, Cyberdroid Aerine and sniper
Thyra, Barbarian warrior from Gatas, land of the Amazon women.

"The City in the Mirage, Chapter 3"
The Dead City
Having made their way through the invisibility force field that hid the lost city from view, the team camped for the night. They built their camp in the center of the ancient arena where gladiators fought and died for the amusement of Aeonian nobles.

The Ruins of Hrosek
The city was in ruins. Many of the buildings were collapsed. The walls of all the compounds had been breached in an attack over a thousand years ago. Everything was covered in a two-inch layer of white crystals that crunched underfoot like snow and disintegrated into powder. The crystals and powder were alkali and were poisonous. The city was coated in the powder to a height of twenty feet above street level, meaning that the powder was once dissolved in the lake water and the lake had flooded the city to twenty feet. The alkali substance had long ago dissolved any organic matter within the city, leaving nothing but the desiccated bones of the dead.

After clearing the powder from the campsite and cataloging various small mundane artifacts, they lit three chemical fires and settled down for the evening.

The camp formed three general social groups. The first included Lord Kendrik and Magister Reeg, who stayed apart from the rest of the group and primarily kept to themselves.  Second was the five students, including their gregarious "leader", Dentir Osso. Third was the guide team led by Rage Bourne. Dergo and Frunk, the two household guard, asked Rage if they could sit with them. Rage agreed.

They learned that Dergo was an older sergeant, a Norukarian veteran of the War of Unification. He had little love for Pi 2-50, who was wearing the brown coat of his enemy during the war, the Coalition, and was wary of Theris, for the Celestials fought for the Coalition during the war. Pi and Theris eased the tension by telling him they were too young to serve in the war and that Pi found the coat in the desert.

Frunk was young, barely eighteen. He kept looking over at the students, people his own age telling stories and laughing, and sighing. Eventually Frunk asked Rage if he had anything to drink. Rage offered him a bottle of Mancean whisky. Frunk said thanks, took the entire bottle, and went over to the students. Rage sputtered in a weak attempt to protest but made no attempt to stop him. Dergo laughed, then excused himself to start his patrol.

A Chat with Osso
At one point, Dentir Osso left his group to their drink and approached Rage Bourne, "Do you have a moment? I'd like to talk to you in private." Rage agreed and the two went for a walk around the perimeter.
Dentir Osso

Dentir asked, "So how did you come by this line of work?"

Rage gave him an answer but Dentir seemed not to care.

"I see. So what do you think of Lord Kendrik?"

Rage said that he had great admiration for the aging adventurer.

Dentir seemed annoyed by that answer, "Hm.. Good to know. Thanks."

Sensing something odd, Rage asked, "Why do you ask?"

Dentir said, "No reason, just making conversation."

But Rage pressed, "If you think there's something going on, you should tell me."

Rage Bourne Crusader
Dentir, suddenly conspiratorial, looked around before answering in a hushed tone, "If you ask me, he’s a threat to what we’re trying to do here. Do you know what we’re really looking for here?" he indicated the surrounding ruins and the few trinkets the expedition had recovered so far, "It’s not this junk, no. We’re looking for whatever causes the airships to crash. The professor thinks it may be a relic of the Sdara Vatra, some kind of ‘anti-anemoi’ that negates their buoyancy.”

After a short pause to gauge Rage's attitude, he continued, “Something like that would be a great defense against airship bombers and scouts. It would be very valuable. The professor has tried to keep it a secret, but Lord Kendrik knows, I’m sure of it. Whatever we find, Kendrik will never let us, I mean, the University  keep it." Dentir's demeanor changed to one of disgust, his affected accent of nobility slipping, revealing a low-born civilian, "He’s a noble. He’ll find some way to keep it for himself. they take and they take, but they never give anything in return!” He turned and muttered under his breath, “Bloody nobles. It’s what they do. It’s all they do.”

Rage asked, "Who do you think should have it?"

Dentir looked hopeful, "The Resistance! I have contacts with the Demetrian Resistance back in Norukar. I told them what we were looking for. They told me to contact Madame Katrea when I arrived in Sweetwater. She's working for the Resistance. I've made arrangements for her to get.. whatever it is we find, and she'll deliver it to the Resistance!"

Dentir added, "Don't tell anyone. Keep it a secret from the magister and Lord Kendrik, they'd try to stop me."

Rage cautiously responded, "We won't get in your way."

With that, Rage re-joined his team. Everyone slept well that night without incident.

An Immortal Monstrosity
The next morning, Magister Reeg discovered an alarming development. The force field had a peculiar desiccating effect. Their eyes and mouths were unusually dry, even for the desert. They became thirsty quicker. Water was evaporating at an alarming rate. They were going through 4 gallons of water a day. They had planned on a ten day expedition: two days traveling to the city, six days on-site, and two days return journey. They had already gone through six days' worth of water. At this rate, they could only spend one or two more days in the city before they had to return. it was clear, the priority was to deactivate the force field.

Magister Reeg reminded the team, they had been hired to scout ahead and clear the ruins of danger for the students, and to report anything they find to him to be immediately cataloged. The students would stay at the base-camp within the arena cataloging finds. Magister Reeg and Lord Kendrik would go with the team but would wait for them to clear an area before entering it.

Lord Kendrik blustered, "Nonsense! I expect to be right there in the thick of it, what?"

Magister Reeg suggested they start with the temple compound in the center of the city. Rage Bourne agreed. The group cautiously approached from the front.

The compound gates were smashed in, a section of the twenty-foot wall had been breached. The temple within was in ruins, the right wing was completely collapsed. Rage recognized the temple as the removable building from the scale model of the city in Yalzhas' tomb. He knew that whatever they were looking for was probably located in a vault under the temple. As they approached the gate, Crusader told the magister to wait outside. He was going to take the team around the compound to secure the entire perimeter. Magister Reeg agreed.

When they reached the rear of the compound, Crusader took his team aside.

He told his team about the discussion he had with Osso the night before. He said that Magister Reeg knew about an artifact and was specifically looking for it, but was keeping that detail a secret from the rest of the expedition. He told them that despite Reeg keeping it a secret, Kendrik also probably knew about the artifact somehow and had no intention of giving it to the university. He asked what they wanted to do.

Theris replied that they should find the artifact first before anyone else and turn it over to the Demetrian Resistance, like Osso wanted, but not to trust Osso with the deal. Rage nodded his agreement.

Rage then threw a grappling hook attached to a rope over the rear wall of the temple. Their plan was to sneak in from behind while they couldn't be seen. The team stealthily climbed up the rope and stayed low, staying hidden behind the tall structure of the temple. They climbed along the roof of the wing with the collapsed roof, moving towards the gaping hole.

Suddenly, a gigantic figure materialized as if from thin air! The creature was a tirak, a breed of carnivorous saurian native to western Markania, a terrible creature by itself, but this one was mutated into something beyond nature! It's arms, normally short, were long and man-like, it's body was covered in plates of thick crab-like armor, and from it's head grew two long bull-like horns. On top of its physical mutations, the beast apparently had the ability to hide in plain sight using some kind of chameleon-like camouflage!
The Mutant Tirak Attacks!
The mutant tirak immediately grabbed Rage in its rapacious jaws, its dagger-like teeth biting deep into the screaming artifact hunter. The team sprang into action, attacking the creature from atop the partially collapsed roof. Pi 2-50's plasma rifle flashed brilliantly in its thunderous discharge. The glowing blade of Theris' starsword sliced through the creature's armored exoskeleton like warm butter. Thyra fired her crossbow but had little effect. The creature tossed Rage in its mouth, eventually swallowing him whole!

The team continued to attack but Thyra was next to be lifted up in its jaws and swallowed. At this point, Theris finally delivered a killing blow. The creature fell to the ground with a thud. Thyra found Rage's limp leg and pulled him out of the tirak's dead carcass. Rage was dying but desperately clung to life. Thyra applied the shamanic healing arts of her tribe to bring Rage back to health.
Thyra of Gatas
As Rage stood up, covered in blood and tissue and stomach acid, Lord Kendrik and his two soldiers came running into the compound. "What's happened here? Some kind of danger, I imagine! Is everything now in equilibrium?"

Rage, coughing, told Lord Kendrik the beast was dead. It was one of Xurin's horde, lying in suspended animation here in the city for hundreds if not thousands of years. More dangers might lurk within the temple. He ordered the nobleman to wait outside while he and his team cleared the structure. Lord Kendrik agreed, but told Rage to call for help at the slightest trouble.

The Temple of the Sdara Vatra
Rage and his team entered the collapsed wing of the temple structure. They found nothing but rubble and white crystalline powder. They found no stairs down but did follow some stairs in the rear that led up towards the octagonal temple at the center of the compound. They followed the stairs and saw that the white powder stopped, meaning they were above the high-water mark of whatever ancient flood had happened here.

They entered the temple through a concealed passage in the rear which no doubt allowed for miraculous appearances by temple priests in bygone times. They found nothing but a large octagonal platform made of marble in the center of the room. Set within the top of the platform was a thick metal inlay of an eight-pointed star within a circle, the ancient symbol of the god-like Sdara Vatra.

The front entrance to the temple was burst off its hinges long long ago. Lord Kendrik and his men came striding through the open doorway. "Any progress, what?"
Lord Kendrik
Rage replied no. Lord Kendrik suggested that the team return down the rear passage and investigate the hall that led to the left wing of the temple structure. Rage narrowed his eyes, sensing some kind of deception from the Norukarian lord, but acquiesced. The team retreated down the passage but stopped just around the corner. Rage motioned for them to shut up while he listened.

He heard the sound of rusty metal turning, followed by the sound of stone scraping on stone. A few seconds later, the sound repeated and stopped.

Rage led the team back into the temple. Lord Kendrik and his men were gone. He felt around the table, feeling the metal symbol with his fingers. He eventually pushed hard on the symbol and it popped out. He turned it like a ship's wheel, rotating it 360 degrees until it stopped, then pushed the symbol back into its grooves. The flagstones in the floor around the platform began to descend, creating a spiral staircase that led into a concealed tunnel beneath the temple. The team descended and the stones returned to their original position behind them.

The stairs led to a secret room over a hundred feet down. Frunk and Dergo readied their weapons at the team's approach. Lord Kendrik, who was busy studying some metallic squares on a metal door on the opposite wall told them to be at ease.

Lord Kendrik invited Rage to take a look at the metal squares, as well as the inscription beneath it. There were eight square metal plaques, each about four inches wide and a quarter of an inch thick. An inscription above the door was written in ancient Aeonian.




Rage told Lord Kendrik that this room was trapped and probably very dangerous. He told him to take his men and go back upstairs until it was safe. Lord Kendrik reluctantly agreed but left Dergo behind to watch. While Rage translated the inscription, Pi 2-50 engaged Dergo in small talk to distract him.

The inscription read:

No two siblings shall abide
To sit together side by side
Up or down, left or right
Nor corners touching even slight
Once the siblings are aligned
Pay your homage to the divine

Rage called Theris and Thyra over to consult. He noticed that the plates were removable, perhaps magnetic, and could be re-arranged. He correctly deduced that the plates had to be re-arranged in the correct order to disable the trap and that no plates could touch another plate, either adjacent or diagonally, in any sequential numerical order. The team discussed their options, eventually arranging the plates in the following order:


He then paid his homage to the holy symbol of the Sdara Vatra by touching it with his fingers.

The Ossuary Vault
The door opened to reveal a long straight passage with a high gothic ceiling that eventually led down a ramp. The corridor opened into a large octagonal room like the one they saw in the model.

The room was an octagonal ossuary chamber, ninety feet wide. The ceiling was vaulted and supported by four stout columns. The walls were lined with niches, filled with the dried bones of the ancient priests of the cult of Sdara Vatra. The funeral wrappings that once covered the bones had long ago decayed into dust.

The far wall of the ossuary chamber was dominated by two heavy vault doors, bound closed by a larger version of the eight-pointed star-symbol of Sdara Vatra. At the center of the symbol was a slot for a card about four inches wide. A blue diamond shape was set in the floor in front of the vault doors. It glowed with eerie blue tracery.

The team cautiously crossed the room to approach the vault door. As they entered the room, the diamond-shaped panel set in the floor began to glow even brighter. Liquid metal, like mercury, began to drip upwards from the diamond shape, forming a metallic three-dimensional diamond that hovered in mid air. The liquid metal eventually took on a humanoid shape with arms and legs. One arm ended in a long sword. The other arm formed a kind of buzz-saw. The metallic guardian shouted in a grating electronic voice, “TAS RAYA PRADINNA! YA BRABDA DANYA ZARKAN TE AKKAT!”

Rage translated from Sdara Vatran, "This Area is Forbidden! You have ten incremental time units to vacate!"

The team spread out. After ten seconds, the guardian shouted "AKKASAS YABANNA! TASAS-YURO VANAR VAHEEN GARU!", but Rage didn't have time to translate before it attacked. It fired its sword as a ranged weapon at Theris and attacked Rage with its buzz saw. Pi took up a sniper position near a column and fired but missed. Pi's shot accidentally hit Dergo who was across the room readying his ballistic rifle. Dergo fell, gravely injured.

Thyra felt helpless, unable to affect the armored sentinel. Rage gave her the key card they found in the tomb and told her to open the vault. She took the card and ran for the vault. Theris' glowing starsword cut the mercurial guardian in half and the liquid splashed to the floor, apparently inert.

As soon as the guardian fell, Pi 2-50 felt a presence in his electronic mind. Another entity was trying to take control of his body. He resisted and, with great mental effort, was able to successfully force the other entity out.

Thyra inserted the card into the slot. Previously invisible tracery inlaid into the doors, resembling a giant circuit board, began to glow blue. The two great metal doors slid open, revealing the treasure within.

A silvery metal orb, about ten inches in diameter and polished to a mirrored finish, hovered a few centimeters above a metallic plinth.

Piled around the plinth were several treasures, coins of precious metals, objects of art, religious artifacts depicting the Sdara Vatra, and other offerings made to the temple priests and stored away within the vault. Rage estimated an entire haul worth nearly 50,000 Aus.

Rage quickly hid the orb under his jacket. As soon as he touched it, a blast of wind swirled around the orb and blew outward. At about that moment, Lord Kendrik, Magister Reeg, Dentir Osso, and Frunk entered the chamber.

Vengeance of the Aya
"I say! You were not supposed to notify us before you touched any treasure! Step away from.."

The thunderous report of a plasma pistol echoed in the subterranean chamber.

Magister Reeg looked very confused for a moment, staggered, and fell dead.
Magister Reeg

Lord Kendrik was holding his steaming plasma pistol, having just shot dead the learned professor.

Frunk stood dumbfounded, staring at his master.

Lord Kendrik shouted, "What's happened? Who turned off the lights? Why can't I see anything?" before turning his pistol on Frunk and opening fire, killing the young solder.

Dentir ran for cover as the rest of the team rushed to attack Lord Kendrik. "I.. I seem to have no control over my limbs! Blasted mechanical things!" Lord Kendrik began attacking the team. He was apparently the being possessed by an aya, his cybernetic limbs and eyes under the control of the disembodied spirit of the dead guardian.

Before Rage could call for Lord Kendrik to be captured alive, Theris had eliminated the problem, killing Lord Kendrik in one slice.

"Well, I guess we're not taking him alive," the Artifact Hunter quipped as he picked up Lord Kendrik's valuable plasma pistol and monomolecular sword.

Suddenly, the power cell in Pi 2-50's plasma rifle began to over-charge. Pi quickly threw it across the room and it exploded like a small grenade. The aya was now possessing any advanced technology in the room. Rage threw down the monomolecular sword. It, too, exploded into sparks. Rage desperately threw the plasma pistol into the hall, hoping to save it. He was relieved when it did not explode.

The Ambush
The expedition, now consisting of Rage Bourne Crusader, Theris, Thyra, Pi 2-50, Jip-Jip, Dergo, and Dentir Osso, returned to the surface. The shimmering force field around the city was gone. They rejoined the four undergraduate students in the arena. The three bodies were wrapped in cloth and stowed on the wagons.

The two girah did not look well. They were both wounded by the sand squid attack and did not have protection from the alkali powder. They would not survive the return trip. That night, Thyra applied her mystic healing power to one of the ailing girah, restoring it to health.

The expedition camped that night. Already, Rage could tell that he no longer required as much water and that his lips and eyes retained their moisture. The desiccating effect ended when the force field was disabled.

The next morning, Thyra healed the other girah. Now, both would make it. The team made plans to return. Osso objected, citing all the city ruins left to be explored, but it was obvious he was stalling for time. For what reason no one could guess. His argument was weak and was quickly overruled by Crusader.

They packed up the gear and set off across the lake bed.

They camped that night at the edge of the lake bed where the tintazi had attacked three nights previous.

The next day, they crossed the elevated gap between two two small mountains and were traversing the rocky plain when Pi 2-50 spied a group of men riding anators riding at a gallop to intercept them. The men had been hiding behind a large boulder. This was obviously an ambush. Dentir Osso moved to the rear of the group.

When the men got within 500 feet of the expedition, the one who appeared to be their leader opened fire with a laser pistol, killing one of the students. Pi 2-50 returned fire with his ballistic sniper rifle.
Dentir Osso ran out, waving his arms, screaming in horror, screaming, "No No No! It's not supposed to happen this way! No one is supposed to get hurt!" A laser beam caught Dentir Osso in the chest and the student fell to the ground.
Pi 2-50

Pi's third shot caught the bandit leader in the head, causing it to explode and taking him off his anator. The rest of the bandits, without their leader and now uncertain about their chances, turned and fled. Pi ran over to the dead bandit leader and gave Thyra the laser pistol and sword.

Rage went to Dentir, who was dying. He asked the misguided student what he was trying to do. Dentir's words were feeble through bloody lips, "I knew... Magister Reeg and.. Lord Kendrik would never give up the.. orb. So I met with... Madame Katrea... in Sweetwater. She's an agent.. of the Demetrian Resistance. She hired the.. bandits to steal it from us. No one was... supposed to get.. hurt." *COUGH* *COUGH*

Satisfied with his story, he asked Thyra to heal him back to health. Dentir, ashamed for his actions, kept quiet for the rest of the journey.

Leaving Sweetwater
The expedition returned to Sweetwater late that afternoon, six days after they left and four days early. They went straight to the Tonbo. They did not stop to visit. They avoided Madame Katrea and Baron Donahee, and told Captain Resko to power up and take off. They were returning to Acik-Sehir.

Captain Resko took stock of the survivors and of their haggard state. He asked Rage, "Where are the others?"

Rage answered, "They're dead."

"What the hell happened?"

Rage turned and looked at Captain Resko with a smirk, "That's archaeology for ya."

THE END 

Thus ends the latest playtest of Exiled in Eris. It was a lot of fun. I tweaked the rules here and there as we went, but they were very minor tweaks. It played great, better than I expected to be honest. The players had a great time with their characters. And that final line. That was the honest-to-god final line of the campaign, spoken by Rage's player, Jeff D. It was UH-MAZING! It was like the end of a movie!

Anyway, I'll be packaging Exiled in Eris soon and selling it as a PDF and print on demand within a week I think. I'm converting City in the Mirage to the new rule system tomorrow and hope to have it out soon after. 

I'll be running more Exiled in Eris adventures every few months, and posting new rules here and adventure outlines. 
See you soon! 



Sunday, April 5, 2015

City in the Mirage, Chapter 2

Thyra
What follows is a write-up of my group's playtest of the new game I'm working on: Exiled in Eris.

I am running them through the introductory adventure I included with Swords of Cydoria, adapted to Exiled in Eris. Not to mention some final playtesting and fine tuning of the rules.

Characters:

Rage Bourne Crusader, Human Artifact Hunter
Theris, Human Celestial Guardian, searching to recover lost artifacts of the Celestials.
Jip-Jip, Tintazi Scout with a slave-bond to Theris
Pi 2-50, Cyberdroid Aerine and sniper
Thyra, Barbarian warrior from Gatas, land of the Amazon women.

"The City in the Mirage, Chapter 2"
A horde of diminutive gibbering reptile-men descended upon the expedition in the middle of the night. The members of the expedition were thrown into disarray.

The contingent of students, including Magister Reeg and Dentir Osso, scattered into the darkness seeking to hide in gullies and behind boulders. They were chased by eight tintazi raiders. Lord Kendrik's house retainers grabbed their rifles and ran off to help defend them.

Lord Kendrik stood back to back with his loyal bodyguard firing their plasma blasters at the eight raiders that surrounded them.

The guides, led by Rage Bourne, formed three small groups. Rage Bourne was caught apart from the rest, surrounded by three barking fiends, Theris and Jip-Jip fought side by side against another three tintazi, and Pi 2-50 and Thyra stood back to back firing their ranged weapons at point-blank range.

Eventually, Theris was able to leave Jip-Jip to fight a single tintazi. He dashed across the dark terrain to provide assistance to a student that has been captured and tied up by two tinazi and was being carried off.

Soon, Pi 2-50 broke away and ran to help another student who had likewise been set upon by two scaled assailants. Once Theris defeated his two, he turned to help Pi 2-50.

Eventually, enough tintazi had been killed that the remaining survivors turned and fled into the night. In the end, the expedition had survived with one casualty: Lord Kendrik's bodyguard Kabak had been killed in the fight. Kabak's remains were buried under some rocks and at dawn Lord Kendrik said a few words commemorating the sacrifice of his loyal guardian.

Instead of using a strict scale representation on the battle map, I used a conceptual representation showing who was fighting whom. I had a circle drawn for the "student group" and a circle drawn for the "Lord Kendrik group" with lizard-men miniatures in each group. Players could send their characters to help whichever group they needed to. Instead of playing out the individual actions of each member of each group, I had a table that I rolled on at the end of every turn to determine what happened to each group.
Student group:
Roll
Result
1
One of the tintazi has caused 1D6 + 1 damage to either one of the party.
1: Magister Reeg
2: Master Osso
3-6: one of the students
7-8: Dergo
9-10: Frunk
2-3
One of the four students has been found. Two tintazi wrestle the student to the ground. On the next round, the tintazi will bind the victim’s hands and legs. On the third round, the tintazi will carry the student away into the dark.
4
As above, but two of the group have been found.
5-8
Stalemate. The tintazi cannot find any of the students and no one is captured, injured, or killed this round.
9
One of the tintazi is killed
10
Two of the tintazi are killed
Lord Kendrik's group:
Roll
Result
1
Lord Kendrik is injured, taking 1D6 + 1 damage
2
Trin is injured, taking 1D6 + 1 damage
3
Kabak is injured, taking 1D6 + 1 damage
4-6
Stalemate, no one is injured.
7-8
One of the tintazi is killed
9-10
Two of the tintazi are killed

The expedition continued after sun-up. They loaded up the three girahs and set off across the flat expanse of the dry lake bed. The entire plain was covered in two inches of fine white crystalline powder that crunched underfoot and kicked up huge plumes of white dust. The dust was toxic so everyone in the team wore filtered breathing masks and goggles. The girah wore no such masks and suffered as a result.

The Journey
By mid-morning, the expedition had covered nearly ten miles. A dark flat wavering shape could now be seen on the horizon. Magister Reeg pointed to it as their destination.

Suddenly, the ground beneath each of the three girah erupted as tentacled horrors emerged from their subterranean burrows. The expedition had been beset by three large sand-squid. Each sand-squid grabbed a girah and began dragging it down under the sand. The girah squealed in confused pain. The team grabbed their weapons and began firing into and otherwise attacking the sand-squid attacking their girah. Thyra was grabbed by a tentacle and was risk of being eaten when the team killed the predatory creature, primarily with Theris' armor-piercing starmetal sword and Pi 2-50's plasma rifle.

Sand Squid attack!

After killing their sand-squid, they rushed to the next. The students had scattered, giving the team a wide berth to attack the leviathan. Once again, the starmetal sword and plasma rifle made short work of the armored creature. The third creature, meanwhile, was killed by Lord Kendrik and his retainers.

This time, the expedition faced a real problem. The girah were wounded and were unable to continue. Either Thyra would have to use her healing power to save them or they would have to be put down. Thyra decided to keep her healing powers in case a human member of the expedition needed them and the girah were eliminated. The expedition would have to carry their gear on their backs for the rest of the journey and would have to make several trips. They loaded up and continued to the dark patch on the horizon.

They reached their destination by mid-afternoon. As they approached the dark patch, it resolved itself into a shimmering translucent dome of some kind of energy at least a mile in diameter. The dome was empty and the ground beneath the dome appeared dark as in shadow. The air around the field crackled with a static charge and smelled of ozone. The mouths and eyes of everyone in the expedition had become unusually dry. Magister Reeg believed the dome to be some kind of invisibility field, concealing the city within.

The team decided to investigate the field. They cautiously moved forward. The field offered mild resistance but was otherwise pliant and tingly, almost "fuzzy". They pushed forward. As they entered the field, they were beset by an overwhelming disorientation and feeling of nausea. Even Pi 2-50's circuits were scrambled by the field. Ultimately, they pushed through, though they felt significantly weaker than they did when they first entered it.

Each character lost 1d4 Hit Points passing through the field. 

Within the field was a ruined city! The city was built atop an artificial island, like a flat stone platform. The sides of the platform were steep and over fifty feet tall.

Rage Bourne Crusader recognized the architecture as Aeonian. He could also deduce that the city was once an island in a large lake. He could also tell that at one point the water of the lake had been poisoned or otherwise polluted by whatever left the white crystalline residue and that the lake had risen to a point where it flooded the city thirty feet deep. All of the buildings were coated in the residue to a height of thirty feet.

The city had also fallen to an attack. Buildings were toppled, entire sections of the platform were destroyed, monuments had fallen. Other than the battle damage and the residue from the poison flood, there was no sign of weathering. It had obviously not rained here for hundreds, if not thousands, of years, nor had strong winds blasted anything inside the energy field.

The team climbed the steps into the gates of the city and looked around.
The Ruined City

Rage Bourne recognized it from the model city in the tomb of Yalzhas. He stood now in the ruins of Hrosek, the Lost City!

To be continued!

Friday, April 3, 2015

Exiled in Eris Free Preview

I'm 99.999% done with Exiled in Eris and will be making it available for sale very shortly.

In the meantime, here are two free preview excerpts from the game. The first excerpt includes the full character creation rules. The second excerpt is the full rules section including combat.

Exiled in Eris Character Creation
(52 page PDF)

Exiled in Eris Rules
(20 page PDF)

Exiled in Eris Character sheet
(2 page PDF)

The final product will include an introduction and setting info, opponents and monsters, a GM section including powerful artifacts, and a free introductory adventure.

Sunday, March 29, 2015

City in the Mirage, Chapter 1

Pi 2-50
What follows is a write-up of my group's playtest of the new game I'm working on: Exiled in Eris.

I am running them through the introductory adventure I included with Swords of Cydoria, adapted to Exiled in Eris. Not to mention some final playtesting and fine tuning of the rules.

Characters:

Rage Bourne Crusader, Human Artifact Hunter
Theris, Human Celestial Guardian, searching to recover lost artifacts of the Celestials.
Jip-Jip, Tintazi Scout with a slave-bond to Theris
Pi 2-50, Cyberdroid Aerine and sniper
Thyra, Barbarian warrior from Gatas, land of the Amazon women.

"The City in the Mirage"

When we last saw our intrepid band of artifact hunters, they had returned to the free city of Acik-Sehir after a successful mission. After spending a few days of down time recuperating, Rage Bourne Crusader decided to do a little bit of research at a well-stocked library. He was looking for information on the lost city of Hrosek, the greatest city built by Yalzhas the Architect. It was a legend, no one had ever found it. Yet he had just seen a model of the city in the tomb of its builder and ruler. 

The library had only one book that mentioned anything about Hrosek, and the librarian indicated that it was currently in the possession of that man over there.

Rage asked the young privileged academic about the book. The young man introduced himself as Dentir Osso, a student of antiquities from the University of Vrildar and asked Rage why he might be interested. Rage explained that he was an artifact hunter searching for the lost city of Hrosek. Osso explained that he was part of an expedition from the university searching for the lost city and that they were in need of a guide. He asked Rage if he would be interested. Rage agreed.
Dentir Osso, you just want to punch him in the soul patch!

Later, Rage and his team met the members of the expedition in a private room at a local restaurant. The leader of the expedition was a older professor named Magister Kulik Reeg. Accompanying the magister was Osso and four young Vrildarian students.

Magister Kulik Reeg

 The expedition was being funded by a Norukarian aristocrat named Lord Garrus Kendrik. Lord Kendrik was a famous adventurer of the previous generation who had explored many of the ruined cities of eastern Cydoria until he lost his arms and eyes in an explosion. Today, he has artificial bionic hands and eyes supplied by Rhakadian technology.
Lord Kendrik enjoying a smoke.
The team also met Lord Kendrik's bodyguards, Trin and Kabak, and his two retainers, Dergo and Frunk.

Also in the room was a Demetrian airship captain, Kak Resko, master of the cargo airship named Tonbo.
Captain Kak Resko is totally played by Timothy Hutton in the movie!
Captain Resko's crew included young Fornaxian navigator Xuxa Kaym.
Xuxa Kaym

The bald and burly Zinjani engineer Dys, who of course has a valid guild license with the Syntechnium. Would you like to see it?
Dys, bald by choice!
There was the dashing, handsome, and roguish Mancean pilot, Dosay Matin.
Dosay Matin, "Well, Hello there!"
And finally there was the laconic Bakaran ship's purser, Bannis.
Bannis

After introductions, the magister laid out his backstory and plan. He explains that through careful research and interviews he has deduced that a previously undiscovered Aeonian city, possibly legendary Hrosek, is located in the heart of the desolate region known as the Wasteland. For some reason, airship engines will not work within the wasteland. To that end, he has chartered the Tonbo to take them as far as the small village of Sweetwater. There, they will procure several girah and wagons and the expedition will travel overland to the northeast. The journey will take two days. The first day will include a 25 mile hike to the edge of the wasteland where they will camp. The second day includes a 15 mile hike over the burning alkalai flats to the center of the wasteland, where he hopes to find a previously undiscovered Aeonian city.

Rage and his team would be paid 2000 Aus each to act as guides. All artifacts and treasures will be the property of the university of Vrildar. During the mission, they would be allowed to carry and use a Rhakadian plasma rifle belonging to Lord Kendrik. Any other reasonable equipment would be provided at the team's request.

Rage and his team agreed. They were to report to the Tonbo in the landing field at dawn. 

Bannis overseeing the loading of the Tonbo
The next day, they boarded the rusty boxy airship and lifted off, headed southeast. Their journey would take roughly 8 hours, taking them near the busy Imperial territory captitol of Feng and the iron fields of Tzan where hundreds of machines and thousands of slaves scraped the rust red surface sand so it could be smelted for iron and other metals. They arrived at the small walled village of Sweetwater late  that afternoon. 


Their landing was met by several rough-looking thugs carrying ballistic rifles. The thugs greeted the expedition and demanded to see papers. Their sole purpose was to look intimidating in case of trouble and to make sure nobody started any trouble.


The town of Sweetwater was built around a pump that drew water from a deep aquifer. A small power transmitter supplied electricity to the area and a wall kept marauding bandits, barbarian tribes, and Tintazi at bay. A fortified manor house built of basalt overlooked the village from a nearby hill. The team started unloading all the equipment. A large blustery man with a wide military helmet came down from the manor accompanied by a few more retainers. The man was friendly but imperious. He introduced himself as Baron Donahee of Sweetwater. He spoke mostly with Lord Kendrik and Magister Reeg, giving them a tour of the town and pointing out its many shops and entertainments. The rest of the team were left to their own devices until morning.

The town had few choices. You could get a meal and a drink at the Golden Goblet saloon or you could find more carnal entertainment at the Desert Pearl brothel. Other locations in town included a Syntechnium guild house run by a lone hydraulics engineer, a dry goods store run by a Bakaran bookseller, an apothecary, a mining assayer, and a wine shop that had very little wine for sale.

The team decided to check out the Golden Goblet.

The Golden Goblet was run by a diminutive red-skinned Jinx named Cyril who stood on a raised platform behind the bar. An intimidatingly large but dim-witted brux named Gunter stood by the door.

As they entered, Pi 2-50 noticed Osso meeting with a handsome woman in her forties wearing a fine dress made of Mancean silk. Osso and the woman began walking toward the Desert Pearl brothel. Pi made a comment towards Osso about the mystery of the human practice of mating and expressed his desire to observe. Osso scowled at him, made some kind of defensive remark, and left. Pi 2-50, still curious, decided to follow them more discreetly. To his surprise, he saw them enter the cellar door in the back of the Desert Pearl.  Pi 2-50 then approached the cellar door and listened. He heard nothing. After a moment, the cellar door suddenly opened and Osso exited. Osso was surprised to see the cyberdroid standing at the cellar entrance. He scowled and glared at the Ohnan. Pi 2-50, still curious, expressed his surprise that the act of mating would be so fast. He had heard that it took longer than a few seconds, and complimented Osso on his efficiency. Osso ignored him and pushed past. Pi 2-50 shrugged and re-joined his companions at the Golden Goblet.

While they were enjoying a drink and a meal, a hunched old man with matted hair and wearing tattered robes staggered into the saloon and began asking patrons for drinks or money. Theris could sense attunement in the old stranger, perhaps he was a Celestial!

Cyril yelled at the old man, "Ismir! I told you you weren't allowed in here! Gunter! Throw the old man out and don't let him back in!" Gunter then grabbed Ismir and pushed him out the front door and into the dusty street.

The team asked Cyril about the old man. Cyril explained that he was some war veteran who did ten years in a prison camp. He's got no money and contributes nothing to the town. He lived in a shack back by the waste processor.

Theris and the rest of the team left the Golden Goblet and, despite being thrown out only seconds before, could find no trace of the old vagrant. They tracked him down in his shack, where they found him muttering to himself. They asked him a few questions about his past and what happened to him but could get no coherent answers. Eventually, they gave the poor old man a few dozen Aus and left him to retire for the night.

The expedition assembled the next morning around the the tree girahs. They left through the town gates and trudged to the north-northeast. It was a long day of hiking across the rocky desert with little to see but a few scattered wild girah grazing on dry lichens and a few rattlesnakes.

About ten miles out, Thyra stepped on a hidden trap-cactus buried under the sand. The trap-cactus snapped shut, missing Thyra's feet and legs, and retreated into its burrow. The team was a little more careful thereafter.


Thyra failed her awareness check but the trap-cactus rolled a 1 to attack.

Later that afternoon, after hiking twenty miles across the dry rocky landscape, they passed between two steep ridges and turned to the northeast. Ahead and below, they could see the vast white expanse of the flat dry lake-bed known as the Wasteland stretching away below them. A rocky ridge could be seen on the horizon in the far distance.

It was near dark by the time they reached the edge of the wasteland. The expedition set up camp for the night.

That evening, the expedition formed small cliques around the campfire. Lord Kendrik and Magister Reeg conversed with each other in one group, surrounded by bodyguards. The students sat together in another group. The shorter of the two household armsmen tried to socialize with the students but was rejected. He rejoined his partner who laughed at his efforts. The artifact hunters kept to themselves and maintained watch throughout the night.

Late that night, after everyone had gone to sleep, Pi 2-50 was on guard with one of the retainers when he saw the reflection of night eyes in the darkness coming towards them. His auditory sensors picked up the sound of breathing and movement. He fired a warning shot from the plasma rifle, creating a report like a thunderclap. The bolt of high energy charged particles streaked off into the night, illuminating the desert around it n red neon light. He saw several short reptilian humanoids sneaking towards the camp, suddenly frozen in shock by the bright light and sound of thunder.

The sound woke everyone in camp. Pi 2-50 shone his powered torch towards the now fleeing creatures and took some shots with his ballistic rifle, killing one of them. With the flight of the remaining three, there was no indication of further attack. They recovered the body of the one Pi shot. It was a tintazi, a diminutive and savage cousin of the dakazi. They lived a stone-age existence in caves throughout Eris. After the commotion died down, the expedition went back to sleep.

Tintazi

Later that night, about two hours before dawn, the expedition was once more rattled awake. This time, a force of at least sixteen tintazi had returned to raid the camp. They had crept close in the dark before they were discovered. An alarm was raised and the the tintazi responded by charging and shouting their war-bark, "Gah! Gah! GAH-GAH-GAH!"

To be continued!


Sunday, March 22, 2015

Tomb of the Architect, Chapter 2

What follows is a write-up of my group's playtest of the new game I'm working on: Exiled in Eris.

I am running them through the introductory adventure I'm including with the game. I want to gauge the difficulty of my encounters against real players. Not to mention some final playtesting and fine tuning of the rules.

Characters:

Rage Bourne Crusader, Human Artifact Hunter
Theris, Human Celestial Guardian, searching to recover lost artifacts of the Celestials.
Jip-Jip, Tintazi Scout with a slave-bond to Theris
Pi 2-50, Cyberdroid Aerine and sniper

Introducing:



Thyra
Barbarian warrior from Gatas, land of the Amazon women.
Thyra wears the furs of her people but carries a ballistic rifle. She is trained in the mystic healing arts of the medicine women of her tribe.

"The Tomb of the Architect"

When we last left our intrepid band of artifact hunters, they had broken the seal on the ancient tomb in the desert. After removing a few urns, exploring a room with a rack of deactivated guardians, and finding a scale model of an unknown city, they forced open a door to a hemisphere-shaped room filled with dirt and debris. Within the debris were several dog-sized wrinkled naked cave rats, their wriggling sausage-like pups, and some loathsome giant maggots.



Amid the shells and bones and detritus of the room, Rage spotted a glass or amber ovoid. He called the team to clear the room of its inhabitants. Theris and Rage formed a shield wall at the entrance while Thyra and Pi 2-50 fired their rifles over the shoulders of the front rank at the gnashing rodents within. In a few moments, all the rodents and maggots were dead.

The team set about searching the detritus for more hidden treasures. After two hours of searching they had found additional ovoids. Rage identified them as Aya stones. The first stone contained a simple class-I Aya whose job was apparently to deactivate some kind of guardian. The second stone held a class-IV Aya in the form of a bald androgynous child-like humanoid. This aya contained comprehensive information on Sdara Vatran urban centers, including population, demographics, government, trade, transportation, and other sociological data. The third stone held what appeared to be a mercurial metal humanoid. The apparition that appeared shivered and popped and flashed colors. It began to scream and took a new form, that of a demonic being, a Varic!

Yay! They rolled a varic! Mental note- I need to shore up the varic rules for when they fail. All my rules are for when they succeed.

The varic immediately tried to jump into Pi 2-50, but the Ohnan was able to successfully resist the spirit. The varic remained trapped in the stone. Rage quickly wrapped the stone and hid it away.

Four small cramped tunnels, large enough for a person to crawl on their belly, led away from the room. The team made a note of it and exited the room.

Nobody was going to crawl around in no rat tunnels.

They went to a large brass door decorated in bas relief with a stylized golden obelisk. The door was locked but forced open after an hour of work.
Rage Bourne Crusader

Inside they found a large rectangular chamber. In the center of the chamber was a raised plinth. Atop the plinth was a golden obelisk the size of a man's arm. The team cautiously approached but Rage stopped them. He noted a difference in coloration in the stones in a five-foot band around the plinth and those of the rest of the room. He tied Jip-Jip to a rope and asked him to jump across the band. Jip-Jip easily did so and recovered the obelisk. However, Jip-Jip failed the return jump and landed on the band. The stones of the band descended quickly, creating a twenty-foot deep pit around the plinth. A hissing sound, like escaping gas, emerged from small vents near the top of the walls of the pit. They quickly hauled Jip-Jip up just as deadly yellow acid began to pour from the vents, filling the pit. The team took the obelisk and left the room in a hurry.

This would have been an awesome and potentially deadly trap had they not criticaled the awareness skill test and figured out how to get across. 

The fourth door was partially obscured by a huge pile of rubble from where the roof had collapsed, exposing the gallery to the sky above. As the team crossed the rubble, a pack of wolf-sized locusts known as devourers emerged from gaps and holes in the rubble. The team made a tight formation, back to back, as they defended themselves from the flying giant insects. Thyra and Pi-250 were shooting them out of the sky while Rage and Theris cut them down with sword and starblade. All of the devourers were soon defeated.

This was a great and memorable fight. There was a hint of danger but nothing serious. Everyone liked the back-to-back battle and the giant insects flying around.

The brass door before them contained a bas relief showing a grid with sixteen squares. The door was locked but forced open after an hour of work. Within they found a bare room, a ten foot featureless cube. It was Pi 2-50 that noticed that the far wall had a paper-thin gap separating its corners from all the other walls. The team pushed on the far wall and it receded ten feet.


The team spread out, each person taking a different wall. The farthest section of the wall to the left receded, revealing another room. Again the team spread out and tried each ten foot section of wall. The farthest section of the left wall again receded ten feet and stopped.

The team tried to continue the pattern but could not. They tried other sections of wall, eventually trying a section they had pushed earlier. The section of wall they pushed, the first section to the far left, receded farther.
 They spread out and tried each section. By trial and error, they found a section moved away from the far wall, revealing another ten foot by ten foot room and an exit. They quickly left the puzzle room.



I really need to add a penalty to a failed guess. Perhaps an electric shock for guessing the wrong wall. As it was, it was an interesting brain teaser, but wasn't a threat. It was solved by trial and error and pushing all the walls. 

Beyond, they found a corridor leading down a long flight of stairs. Tiny square holes lined the walls of the corridor. Rage and Theris started running down the stairs, triggering a hail of poison darts. The darts bounced harmlessly off their thick hides and chain mail armor. Once they realized this, they slowed their pace and calmly walked down the stairs, immune to the effects of the ancient trap.

Again, I need to ramp this trap up. It would be dangerous to anyone without armor, but useless against anyone with armor. Maybe electric arcs. I like that. 

At the bottom of the stairs, the team found a round room with a domed ceiling, like a rotunda. Four pillars connected the floor to the ceiling. A ring was set in the floor connecting each of the pillars. In the center of the dome was a ten foot aperture. There was no other exit.

As the team entered the room to inspect the pillars, the aperture opened and from it emerged a ten foot hovering silver sphere of liquid metal. Spikes emerged and receded from the silver sphere. The room began to rotate. Only the ring and the pillars remained motionless.

Rage Bourne held forth the aya stone that controlled the guardian. The aperture reopened, the guardian retreated within it, the aperture closed, the room stopped spinning. Problem solved!

When the room began to spin, the entrance in the wall rotated away from the corridor. The entrance now faced a blank wall. The team began to push against the pillars in order to spin the room some more. Each time they pushed against the pillar, the guardian re-emerged from the aperture. Rage would simply re-present the aya stone and the guardian would retreat again. On one occasion, Rage was a little slow in presenting the stone and the guardian managed to attack, launching two spears of liquid metal at range and attacking anyone near it with long spikes of liquid metal. Rage quickly recovered and forced the sphere to retreat. Eventually, the team rotated the room 270 degrees and revealed another corridor.
Theris

They exited the room and were faced with double brass doors with bas reliefs displaying the space gods known as the Sdara Vatra creating all the worlds of the heavens. The doors were sealed with lead which was easily chipped away. The doors were forced open, revealing the burial vault within.

The room was a long rectangle. The center of the room was dominated by a large sarcophagus. A large steel vault door was set into the far wall. The right and left walls were each covered with five large brass panels. Each panel was adorned with Aeonian runes and bas relief images. Rage Bourne began translating the panels while Theris, Thyra, and Pi 2-50 searched the rooms for traps and opening the sarcophagus.

Each panel took twelve minutes to translate and read:


  1. He was born to Tilkas and Ulumei, leaders of the city of Hrosek, during the year of the falling moonshard. The haruspices of far Gromad foretold of the building of a great empire in the west. His brother Selmic was healthy and strapping while Yalzhas was weak and sickly. 
  2. As a child of ten years, he found a spear and aya stone at the site of the fallen moonshard. He named the spear Ite and the aya stone Deyyam.
  3. As the age of 15, he defeated the Nilian bandit king Rothor in the Battle of the Nyrroth. There he gained the loyalty of the Nilian Horde.
  4. As a strapping lad of 16, he bested the gymnosoph of the Copper Prince in a series of tests of cunning. His reward was a golden ewe and a position as seventh apprentice to Klaven Mason of the Jeweled Spires. Within two moons he wore the brass compass of first apprentice.
  5. At age 20, having learned all his master had to teach him, during the season of crimson skies, he departed on his famous trek to the sunken temple. There he heard the prophecy of the hissing sybil who foretold his assassination at age 40. In melancholy, he conceived the first of his weighted and pitching labyrinths.
  6. At the age of 22, his parents were murdered by his treacherous brother Selmic. Yalzhas slew his brother in a duel of honor and became ruler of Hrosek. 
  7. By the age of 25, Yalzhas led his army to conquer the surrounding kingdoms. He personally defeated several kings in ritual battle using Deyyam-Ite. Wealth began to pour into his city.
  8. By the age of 30, Yalzhas had rebuilt Hrosek into a powerful walled city-state protected by a wide but shallow lake. Hrosek became the jewel of the west. Its fabulous towers were of Yalzhas’ own design and distinctive style.
  9. By the age of 35, Yalzhas had many wives, cementing treaties with other cities from the south and east. 
  10. At age 40, Yalzhas was assassinated by agents of the northern coalition. The Aya Stone known as Deyyam was never found. He was buried in this tomb of his own design with his magic spear Ite. 


Within the sarcophagus were the mummified remains of Yalzhas the Architect, builder and ruler of an ancient Aeonian city.

Yalzhas was buried in a funerary shroud and adorned with jewelry worth a total of 5000 Aus. A pendant of starmetal is placed on his chest. Runes engraved on the pendant spell the words “NA ITE MELKONI” in ancient Aeonian runes.
NA ITE MELKONI
Theris was able to channel the Oudh into the pendant, causing it to glow, but could activate no other property.

The team then turned to the vault door on the opposite wall. A brass cover slid aside to reveal a triangular keyhole the size of a human finger. Theris was unable to cut through the door with his starsword and no one was able to open the lock. Suddenly, Rage remembered Jip-Jip, who stayed behind at the top of the stairs. He ran back up, ignoring the hail of darts. He wrapped Jip-Jip inside a heavy cloak and carried him safely past the darts.

Jip-Jip set about opening the lock. He managed to open the door after three hours.

Inside the vault, the team found:

  •  A mysterious staff made of starmetal mounted on a beautiful display. 
  • One hundred iron cauldrons filled with coins and gems worth 1,000 Aus each. Each cauldron weighed about 100 pounds.
  • Four statues, each the size of a small humanoid, carved from ruby, jade, onyx, and ivory worth 50 Aus each.  
  • Corn, beans, wheat, cured meats, wines, and spirits stored in sealed amphorae to provide refreshment for the king in the afterlife. Each amphora weighed about 200 pounds and was worth 100 Aus.
  • Two fine suits of ceremonial armor and swords, impractical for battle, each worth 1000 Aus.

Pi 2-50

Pi 2-50 noticed the fine pin-sized holes that lined the wall near the ceiling. Fearing a gas-trap, Rage spiked the vault door open and the team began moving ten cauldrons, all four statues, and the suits of armor out of the vault. Once they were safely in the burial chamber, they exited the vault. Theris then carefully took the starmetal staff from its display.

When he did so, a grey mist began to emanate from the pin-holes. Theris quickly left the vault, but the grey mist dissolved his clothing and all his soft possessions into fine grey powder. Rage removed the spike and closed the vault door.

Very clever players! I thought they'd go for the mysterious staff first, but they figured that removing it would activate the trap, and they were right!

Safe from the strange grey mist, the team returned up the dart corridor. They opened the door to the room of the shifting walls only to discover that the walls had returned to their original position and that none of the walls would move. They were trapped!

They returned to the burial chamber to think of their options. The Imperials would arrive any hour now. Pi 2-50 estimated six hours left before their scheduled arrival.

I rolled randomly at the start of the adventure, they actually only had three hours left. 

It was then that they noticed the small tunnels in the walls, just large enough for wrinkled cave rats. The team sent Jip-Jip ahead to scout. Jip-Jip returned an hour later with a triangular key, "Hey look! I found the key in one of the tunnels!"

Rage rolled his eyes, "Great! That's helpful now. Do any of the tunnels lead out?"
Jip-Jip

Jip-Jip looked nervously back into the tunnels, "Not that I've found, but they have to lead back to that rat room, right? I'm just nervous about going alone."

The team decided to explore the tunnels with Jip-Jip. They slowly belly-crawled through the dark smelly tunnels, carrying as much gold from the cauldrons as four bags dragging behind them would allow, occasionally finding a small chamber with some rat pups. After about two hours of crawling, they made their way to the room filled with dirt and detritus. From there they retraced their steps to the exit.

Back in the harsh glare of the sun atop the trapezoid shaped monument, they could see their air-skiff in the distance. They could also see another air-skiff, the one carrying the bandits! Pi 2-50 spotted an ambush waiting for them at the gates to the necropolis.

Pi 2-50 and Thyra took up sniper positions while Theris and Rage drew their swords and charged the gate. They battled the bandits man-to-man while the snipers picked off the rest. Rage even managed to scare two of them into running away. The pair ran back to their air-skiff and took off, leaving their companions to die.

Lessons learned from this battle: re-tool the ranged weapon rules, shooting was too damn easy! Also make shooting into melee a little more perilous. I have since added in some friendly fire rules. I made up the morale rules on the spot because Rage made such a good roll. I'll have something better next time. 

The team returned to their air-skiff. They found Glorin tied up and gagged. They also found their power coupling stolen! Without it, they were stranded in the desert. However, Pi 2-50 offered an alternative. He removed his own power coupler, rendering him unconscious, so that it could be used on the air-skiff. With that, they got loaded all the statues and gold and jewelry, the mysterious staff, the obelisk, and the urns on the air-skiff. Each was carefully logged and inspected by Glorin. Not logged was the starmetal amulet and two of the three aya stones. They repaired the air-skiff and were soon in the sky, headed back to Acik-Sehir.

When they left, they literally had one hour left before the Imperials arrived to take all their treasure. It was a nail-biter for me! The players had no idea until they got away and I showed them the tick-marks where I recorded each hour that passed compared to how many they had.

Almost immediately once they were in the air, they could see the dark shape of an Imperial air-frigate in the distance, coming closer. Glorin took a wide course away to the south to avoid the air-frigate. After four hours, they were back in Acik-Sehir. The sun had set by then and the sky glimmered with the swirling patterns of the permanent aurora that lit the night sky with pale green vapors.

They met their contact, a human broker named Tarvo, accompanied by two human thugs, two myrmidon warriors, and three drudge laborers. Tarvo took possession of the artifacts and Glorin and told the team that their payment was hidden in a water barrel over there. Rage verified the payment of eight thousand aus and the two groups parted ways without incident.

I was surprised they gave up the mysterious staff so easily. But it was their first mission and they didn't want to piss off their employer too much right away.

Thus ends The Tomb of the Architect.

Next week, the adventure continues with chapter 1 of "The City in the Mirage"!