Showing posts with label BFJB. Show all posts
Showing posts with label BFJB. Show all posts

Saturday, 3 October 2020

BFJB solo - Part 6: That which was fated

When Iqīš-Sîn awakens the sleeping mercenary the next morning, Šerašer is terribly embarrassed, but as they all got good, peaceful sleep, no one else really minds his dereliction of duty. The companions eat the meagre amount of food they'd brought along, all the while waiting for the mašmaššum (exorcist) to return.

Scene 14

Chaos: Madness (d6)

Setup: find the exorcist

NPC List: Taqbim the ēntum (=high priestess) of Ištar, Warad-Amurrum who owes grain, Sumu-tibal the overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil), utukkum lemnum, mašmaššum (=exorcist), Marduk-ṣulūl the rival noble

Threads: retrieve the missing grain, deal with M's debt, deal with the utukkum

Waiting becomes quickly tedious, so they decide to climb up onto the highest heaps of rubble and scout the area.

[They must make Body checks to avoid disaster (d6=6,5,6,3) all succeed handily. Mannum-kīma-Adad even rolls a critical success (6+6), so gets a stat boost (+1 Body, up to 3) for the rest of the day.]

Mannum-kīma-Adad makes an impressively quick ascent. Even the mighty Elamite mercenary praises the tax-collector's physical prowess, which does rather go to Mannum-kīma-Adad's head even as it boosts his confidence[the stat increase].

[Mind checks to scan: 5,6,4,4; again all succeed! (I forgot to roll for the NPC slave boy guide, but I assume he can make his rolls too.)

Q: Do they see movement? unknown, d6=2: O6 C1 - yes, and...]


The desert surrounding the tell is barren and lifeless. They can see several bērū out in all directions, and nothing moving in all that space. Turning their attention to within the tell, they are eventually rewarded by the sight of a pair of human figures moving over the rubble in the distance. They shout to get their attention, but the figures don't seem to hear, so they scramble down and through the collapsed city to catch up with them.

[I wasn't sure how encounter should start, so fell back on old habits: 1d6=2, surprised]

Mannum-kīma-Adad halts a few paces behind the pair. They are digging in the sand at the base of a crumbling mud-brick wall, oblivious to the newcomers. The man is in the prime of life. He is clad in an expensively-made tunic, but is covered in grime from head to toe, and his hair and beard are caked with dirt and clay dust. The young woman with him has somehow managed to remain pristine. Her filmy tunic is still as white and clean as her alabaster skin.

"You are Iddin-Šamaš, the exorcist, I presume," says Mannum-kīma-Adad.

They look up, startled at the sudden appearance of five strangers. The man holds his shovel in a faintly defensive posture, the young woman cowers behind him, peeking out with wide, liquid eyes.

"I am. And you are...?"

"I am Mannum-kīma-Adad, a tax collector from Babylon, and these are my associates: Damiqtum, a priestess of the Ekitušgirzal temple, and my bodyguard Šerašer."

"I fear you've come a long way in vain, my friend; the citizens of this fair town are all long past owing tribute to the king."

"I have come on behalf of the temple to collect from Warad-Amurrum."

"I see. And thus you've come to see me."

"His mind is broken, his estates harassed by demons in the night, his slaves are deserting in droves, and then there's that... that abomination in the darkness. Could you not help?"

"Warad-Amurrum is beyond hope. I tried to fight that goat thing, and it was nearly my undoing. I urge you to forget about it. Go back, load a wagon with whatever of value remains at the farm, and take that back to the temple as consolation. Write the rest off, and look elsewhere for tribute in the future. You'd be fools to attempt anything else." [insane - idiocy - previous scene]

The young woman whispers something in the exorcist's ear.

[Damiqtum gets a Mind roll: success to hear a few words, success at -2 to hear it all: 6+2=8 success (-2 is 6, fail)]

Damiqtum is able to overhear a few words, which in themselves are innocuous enough (you...them...should...invite), but which were rather astonishingly spoken in what appears to be fluent Sumerian.

"Where are my manners?" says the exorcist. "Come, let us go to my home where we may talk like civilised people. You'll have to excuse her; she can be shy with strangers."

Back at the house, Iddin-Šamaš is initially incensed at the damage and Mannum-kīma-Adad's pathetic ruse (the pastoral Amorites are afraid of the ruins), but young woman whispers again in his ear and he decides to let it drop and is once again the happy host.

The young woman tugs at the hem of the exorcist's tunic and points to her mouth. "Yes, my dear, you are right," says Iddin-Šamaš, "refreshments are in order. Why don't the women go into the kitchen and bring us some bread, dates, and beer."

Mannum-kīma-Adad is about to jump in with an excuse before Damiqtum causes a scene, but the muḫḫūtum shocks him to the core of his being by agreeing to the proposal and calmly following the young woman in to the kitchen.

Whilst the women are preparing the table, Iddin-Šamaš excitedly shows off his collection, and talks of searching ruins for important magical tablets. Mannum-kīma-Adad feigns polite interest, whilst Šerašer and Iqīš-Sîn look on sullenly, envying the slave lad who was allowed to lie down outside in the shade.

Damiqtum soon returns to the treasure room to announce that lunch is served. She grabs Mannum-kīma-Adad on the way out and bids him be patient, for all will presently be explained.

When the meal is ended and the women are clearing the plates, Iddin-Šamaš excuses himself, saying that he must get back to his digging, because, "she has a good feeling that something important is buried there." He kisses the young woman on the cheek almost bashfully as he leaves, shovel over his shoulder and singing a happy workmen's' song, and terribly out of tune.

The young woman's demeanour changes abruptly. "Now we can get down to business. Let me tell you what you must do."

"Just a moment!" says Mannum-kīma-Adad indignantly, "What is going on here? And just who are you? I thought you were his wife -- or concubine at least -- but he hasn't even deigned to introduce you. And you've barely uttered a word since we arrived. Now you presume to inform us of what we must do."

"Are you quite finished?"

"Mannum-kīma-Adad," interjects Damiqtum, "we'd really ought to hear her out."

The tax-collector sits back in silence, and the young woman continues.

"Poor Iddin-Šamaš isn't much use in an exorcism, I'm afraid. He knows all the rites, but he's not especially good at them. I should never have let him go to the farm; the utukkum nearly killed him. But since you are moving against it, I will offer some assistance."

"It wants to leave," interjects Mannum-kīma-Adad, "but is trapped in the body of a goat."

"Is that what it told you? And you believed it? Believe me, that lazy brute is perfectly happy to lie in the dark and direct his minions to cause havoc. Now, do you want my help or not?"

[Q: Does she have the required object? 50/50 (4+): O5 C3 - yes, but... not here
Q: Where is it? d30=tomb
Q: What is it? d30=mirror

for finding an ally, even a questionable one, Chaos improves to Out-of-Control (d8)]



Scene 15

Chaos:
Out-of-Control (d8)

Setup: retrieve the item

NPC List: Taqbim the ēntum (=high priestess) of Ištar, Warad-Amurrum who owes grain, Sumu-tibal the overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil), utukkum lemnum, mašmaššum (=exorcist), the young woman, Marduk-ṣulūl the rival noble

Threads: retrieve the missing grain, deal with M's debt, deal with the utukkum

They have no choice but to accept the mysterious young woman's aid. She leads them to the very outskirts of the tell. "Dig here," she says.

"In this heat?" asks Mannum-kīma-Adad.

"Do you want to be out here after nightfall?"

"No. No, of course not. You are right, my lady. Iqīš-Sîn, start digging."

"Give me a bucket," says Šerašer. "It's not right making him do it on his own."

"As you would," replies Mannum-kīma-Adad. "I'll be against this mound of rubble where there's shade."

Damiqtum looks at Šerašer. He waves her away, and she sits in the dust by the tax collector.

Within the hour they've broken through into some sort of cavity. The young woman hands them  a torch, which Damiqtum lights for them whilst they take a rest to catch their breath.

The young woman also provides some rope. "You must go in, but be careful. The guardians will not easily part with their treasure."

Šerašer is the first to descend into the hole, with the other three close behind. They find themselves in what was once the common room of a modest house. [1d3=] Two shrivelled, skeletal corpses clad in dusty rags lie in heaps on the floor, a pick, shovel and clay lamp nearby. In the centre of the space is a shallow rectangular grave containing an ancient skeleton surrounded by rough clay pottery and stone beads. But there is a glint of metal in the grave as well. Šerašer reaches down and takes a copper disk from beneath the skeleton's crumbling finger bones. He and his companions are singularly unsurprised by what happens next.


A naked, grey, diaphanous image of a [d6=3,m] man coalesces round the bones in the grave. The eṭemmum (=spectre, revenant) lets out a terrible shriek. Mannum-kīma-Adad feels it like 600 daggers tearing into his brain. [the eṭemmum used its Maddening Wail talent, making a Mind attack on all PCs: the attack succeeds against all of them (even with the -2 against Mannum-kīma-Adad for his Tough Mind talent). Only M fails his avoid roll. He takes 1 Mind damage (leaving him with Mind 2).]

two thief eṭemmū
Level 3
Body 4   Mind 4   Soul 4
Talents: conscious, diseased bite, horrific visage, persistent

diviner eṭemmum
Level 5
Body 3   Mind 5   Soul 5
Talents: corrupting touch, maddening wail, incorporeality, persistent, perceptive (hearing)



[Round 1]
Šerašer slashes at the thing in the grave with his sword, but it jerks out of the way with surprising alacrity [attack succeeded, but so did its Avoid roll]. One of the dead thieves has come to life, and is scuttling across the floor towards Damiqtum. She recites a charm against it [Stun], but the magic does not slow its advance. Bony fingers close about her ankle and the thing bites her [1 damage reduces her to 2 Body]. The other dead thief reaches out to catch Šerašer's calf, but the canny soldier dances out of its reach, even as his sword fends off the bony claw of the eṭemmum rising in the grave. Iqīš-Sîn goes to cave in the skull of the skeletal thief that attacked Damiqtum, but is too afraid of hitting her instead, and the shovel resounds neatly against the dusty floor. Mannum-kīma-Adad quickly overcomes his initial frightened paralysis -- and runs to the rope.

[Round 2]
Šerašer turns his sword against the thing snapping at his ankles. As it lunges for him, he meets it full on with a mighty thrust of the blade. Its skull shatters and backbones are scattered over the floor from the force of the blow [he hit for 3 damage, it rolled a critical failure on its Avoid (1 more damage): hors de combat]. Damiqtum speaks her charm again. This time the magic causes the thief to pull back from her. Iqīš-Sîn still cannot hit it with the shovel. The eṭemmum now standing in the grave shrieks again [all PCs successfully avoid!] but the stalwart travellers are undaunted. Mannum-kīma-Adad climbs swiftly up the rope to the surface [Body check succeeds].

[Round 3]
The mercenary squares off against the standing eṭemmum, but neither sword nor claw land a blow. Damiqtum scurries up the rope and out into the sunlight. Iqīš-Sîn once again slams the shove against the floor right beside the crawling corpse as it skitters out of reach.

[Round 4]
Šerašer gets a lucky blow in, decapitating the eṭemmum. It falls in a heap back into its grave. Iqīš-Sîn climbs the rope.

[Round 5]
Still cowed by Damiqtum's magic, the remaining eṭemmum cannot attack Šerašer. He sheathes his sword and climbs out of the pit, leaving it scuttling madly about.

On the surface, the young woman is nowhere to be seen. A hastily written lump of still wet clay sits upon an overturned bucket. Mannum-kīma-Adad is pleased to see the missive is written in Akkadian, in small but legible signs. He reads it aloud.

"The mirror will save you from the utukkum's magic. You have less than a week to destroy the utukkum and then the mirror, or the eṭemmum will hunt you down. Do not return to this place unless you have done both."


They examine mirror in daylight. It is a copper disk as big as Šerašer's palm, with a tang on the bottom where it was affixed to a wooden handle, but this has long since crumbed to dust. On the back an inscription has been scratched in archaic Sumerian characters. [Damiqtum's Mind roll at -2 succeeds: 6-2+3, success]

"Ea banishes evil," she reads. "Truly, this is a weapon against demons."

"Dare we set off back to the farm now?" asks Mannum-kīma-Adad.

"Dare we remain here a minute longer?" replies Damiqtum.


Scene 16

Chaos: Out-of-Control (d8)

Setup: back to the farm

NPC List: Taqbim the ēntum (=high priestess) of Ištar, Warad-Amurrum who owes grain, Sumu-tibal the overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil), utukkum lemnum, mašmaššum (=exorcist), the young woman, Marduk-ṣulūl the rival noble

Threads: retrieve the missing grain, deal with M's debt, deal with the utukkum
 
[Q: Anything happen on their journey? 50/50 (4+): O2 C7 - no.
Q: Anything untoward happen that night? 50/50 (4+): O5 C1 - yes, and...
Q: What? request / attention]


They hurry along on their way, barely pausing for rest. By nightfall they have reached the farm. Frightened slaves open the compound gate to let them enter. Sumu-tibal is surprised to see them back so soon. He orders refreshment brought immediately, and sits down with his honoured guests to hear their tale. The overseer waits as patiently as he is able whilst the weary travellers scarf down the meal.

Mannum-kīma-Adad does not wish to discuss the encounter with the three eṭemmū beneath the ruins, but he does feel somewhat obliged to repeat the bad prognosis which the mašmaššum had for Warad-Amurrum's recovery. The tax-collector tells a rather desultory tale of the whole experience, trying as best as he is able to ignore the rising chorus of shrieks and gibbering and howls sounding outside the barred compound gate, which rise to such crescendos that his interlocutor must continually ask him to repeat himself.

"...NO! I said, all his TREASURES were MERELY CLAY--"

The demonic howling has abruptly ceased, and Mannum-kīma-Adad feels suddenly ridiculous for leaning over the table and shouting at the top of his lungs. He sits back, and the silence round him is almost palpable; not a cricket is heard in the night, nor even the murmuring of the slaves, nothing but the crackle of the bonfires lit against the nocturnal fiends.

A rapping sounds against the gate, and then a frightened slave rushes over to the overseer. "Th-- they've requested Mannum-kīma-Adad f-f-for an audience in the hut. They p-p-promise safe passage."

[M needs a Soul check to be brave enough to accept: current soul (5) + 1d6 = 10, success]

Mannum-kīma-Adad stands and regards the others gravely. "Let us end this, then."

[Soul checks for the rest of the party: d6=5,5,5; they all succeed.]

His companions rise wordlessly. Šerašer draws his sword.

"A torch," says Mannum-kīma-Adad. Moments later a slave has handed him one. He walks out to the gate, and the frightened and bewildered slaves hastily lift the sturdy bar and let the brave -- or foolhardy -- band outside. They shut the gate so quickly behind them that Damiqtum's tattered hem is nearly caught in the doors.

Mannum-kīma-Adad leads the procession by the light of his torch through the fields towards the reed hut. Hundreds of eyes glitter greedily just outside the circle of light, and whispering, tittering things cavort in the shadows on all sides of them, parting before them like waves beneath the prow of a ship.

Reaching the hut, Šerašer throws open the door forcefully and holds the curtain back for his friends to enter. The smell inside is even worse than they remembered, and the sight of the gangrenous, five-legged goat with the leonine face protruding from its now-hairless flank still oppresses their hearts.

[as before, the horrid stench imposes a -2 penalty on all checks.

The PCs must each make a Soul check to avoid taking a point of soul damage from fright per the demon's Horrific Visage power. They all fail, dropping to M4, I2, D5, Š1]


The utukkum blinks its eyes against the bright torchlight, and addresses its visitors in an urbane (if grating) tone as they steady their nerves. "Oh, you're back so soon. Couldn't find a new exorcist? I'm disappointed." [inquisitive - request - flaws]

"W-we've heard that you don't really want one," says Mannum-kīma-Adad. "That you would rather stay here in your little hut and cause mischief through your agents."

"Who have you been talking to?"

"She... we never got her name."

"I see! Oh, how rich. I'm surprised she didn't eat you."

"Eat us?!"

"She's an ardat lilî [-demon]. Didn't you realise?"

"We-- I-- that is..."

"And how is her dear little Iddin-Šamaš? Recovering well, I trust? What she sees in him I just can't fathom. I suppose he's no great threat to her, at any rate."

"Why did you summon us here?"

"To see what progress you'd made."

"Why do you want an exorcist brought here?"

"Truthfully? I want one to use against her, against the ardat lilî."

"Whatever for?"

"It is an old enmity, and not the concern of mortal creatures."

"She has made it our concern; she sent us to destroy you."

[Q: How does it react to this news? Fiercely / Magnificent]

"You are a fool, Mannum-kīma-Adad! And you shall pay for your foolishness!"

[It is using its Malediction talent to make a Soul attack against M. Soul 6+5=success, M's avoid roll is  4 (current Soul) -2(stench) +4 =6, fail. He takes 2 Soul damage, leaving him with 2.]

The utukkum's words rip into Mannum-kīma-Adad's psyche, and he feels the will to fight lessening. But not so Šerašer, who advances on the demon with bared blade.

[Round 1]
The Elamite lunges at the weaving lion-head, but it darts out of reach [5(Body) -2(stench) -2(armour) +4 =5, miss.] The utukkum jerks about in the dirt, but with purpose. One festering hoof scrapes against Šerašer's leg and his heart is seized with fear. He drops his sword and stumbles back, senseless.

[Its Body attack succeeds, his Avoid roll fails. He is subject to its Corrupting Touch, taking 3 Soul damage. This reduces him to 0, so he is out of the fight and must roll on the Soul injury table. He rolls Ghastly Appearance; over the next 1d6+4=7 weeks his shocking countenance gives him a -1 to social interactions, and his Soul is reduced by 1 for the duration as well.]

Iqīš-Sîn stands by his master, ready to flee if he does (and he hopes he does).

Damiqtum produces the copper mirror, and brandishes it before the utukkum.

[Q: What does it do, exactly? (1d6) 1 exorcism, 2 binding, 3 weakness, 4 blinding, 5 light ray, 6 disrupt powers: d6=6. User of the Mirror may make a Soul check to disrupt any power use, before the target's Avoid roll.]

[Round 2]
The utukkum lets out a yelp of fear at the sight of the mirror, and pronounces an awful curse against the muḫḫūtum bearing it, [Its Soul check to attack succeeds, her Soul check at -2(stench) fails to disrupt it, but her Avoid is 5-2+5, success] but Damiqtum merely laughs at its words.

"Don't just stand there," shouts Mannum-kīma-Adad to his slave. "Pick up the sword!" Iqīš-Sîn reluctantly obeys.

[Round 3]
The utukkum kicks out at the approaching Iqīš-Sîn, catching him in the gut. He bends double from the pain [2 damage drops him to 2 Body], and his clumsy swing of the sword goes nowhere near his foe [he needs a natural 6 to hit].

[Round 4]
Feeling the unskilled slave to be little danger, it once again curses Damiqtum. She laughs even harder as the mirror shines and glimmers with each awful syllable the utukkum pronounces [disrupted]. Iqīš-Sîn is chastened by the pain in his stomach, and his swings are too defensive (and clumsy) to land a hit.

[Round 5]
The mirror glows even brighter, and Damiqtum's laughter grows even louder as the utukkum's baleful magic is turned aside again. This gives Iqīš-Sîn the distraction he needs to slip in under the demon's guard. The bronze blade flashes in the light of the mirror, and bisects the utukkum's spindly neck. The lion head bursts into a cloud of black vapour, and the horrible goat breathes its last. [a lucky 6, a failed Avoid, and 3 damage felled the demon]

Outside the hut, a chorus of screeches sounds, and rapidly fades into the night.


- - -


Dénouement

On the morning of the third day after his return to Babylon, Mannum-kīma-Adad is sitting in the courtyard of his house, barely eating the food his slaves have prepared for him, for today he must to the temple for his reckoning. As he rises from the table, Iqīš-Sîn rushes to his side. "Shall we be leaving now?"

"No. I have elected to go alone. You stay here and mind the house. And see if you can get poor Šerašer to eat something. Attend to it personally, do you understand? You're the only slave who's not afraid to go near him."

Mannum-kīma-Adad walks out of his front door and into the winding streets, heading north into the new town district. At the entrance to the Ekitušgirzal temple, he announces himself to a loitering slave. The slave tells him he is expected, and leads him into the temple garden overlooking the canal to await his audience with the ēntum.

She arrives, and he greets her esteemed personage with all the usual obsequies, which she returns with casual amiability.

"Good Lady," he says after an awkward pause, "I must apologise once again for my failure. And I wish to stress that the blame for the unsuccessful venture lies with me, and me alone. Please, do not punish Damiqtum; she represented the temple's interests admirably."

"Oh, Mannum-kīma-Adad, but you are such a fool! I had no illusions that you'd bring me back my grain."

"You didn't? But why...?"

"My dream! Did not Damiqtum tell you of it?"

"She did, but I didn't understand."

"I dreamt that you were sitting in a barren field, eating handfuls of soil."

"I'm afraid that doesn't mean anything to me."

"Of course not. 'If he eats loose earth: he will be in confusion and suffer hunger' [Sm 2073+, right column]."

"It certainly was a confusing experience, but we never went hungry."

"But you did not get the grain for our bread. The goddess spake through Damiqtum just as I was about to write to the chief tax collector for aid. You were part of a much grander design. Go home now, Mannum-kīma-Adad. But I am certain I shall have use of you again."

~~~ fin. ~~~




Monday, 28 September 2020

BFJB solo - Part 5: The truth which engenders confusion

Stepping outside into the light and warmth of the day, Mannum-kīma-Adad and his companions take a moment to steady themselves, shaking off the last waves of revulsion and horror from their experience in the demon's hut. As their heads clear, however, they discover that all without is not as peaceful as it had been.

Scene 9

Chaos:
Madness (d6)

Setup: d6=4, Interrupt (was: pointed interview with Sumu-tibal)
Interrupt:  Ambiguous event - hope / tears

NPC List: Taqbim the ēntum (=high priestess) of Ištar, Warad-Amurrum who owes grain, Sumu-tibal the overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil), utukkum lemnum

Threads: retrieve the missing grain, deal with M's debt, deal with the utukkum

[Switching to Horror theme from here out]

A wretched throng of tearful slaves has amassed before the hut. Sumu-tibal the overseer is [Deliberately / Horrible] hurling abuse at them, striking the nearest ones with his cudgel, but they are intent on making their plea to the strangers, begging them to help.

Mannum-kīma-Adad wipes the tears from his own eyes, then assumes an air of dignity and strides up behind the overseer, bellowing in his ear, "Everyone stop, this instant!"

[using his Authority talent, he rolls a natural 6, success; Sumu-tibal's Avoid roll (1+2) fails]

Sumu-tibal lowers his cudgel. Mannum-kīma-Adad addresses him in a more conciliatory tone. "Tell them -- gently -- to return to the fields. Then go with us back to the house to discuss this... affair."

Scene 10

Chaos:
Madness (d6)

Setup: pointed interview with Sumu-tibal

NPC List: Taqbim the ēntum (=high priestess) of Ištar, Warad-Amurrum who owes grain, Sumu-tibal the overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil), utukkum lemnum

Threads: retrieve the missing grain, deal with M's debt, deal with the utukkum

Sumu-tibal had anticipated the effect of seeing the utukkum on his guests; when they return to the shade of the main house's courtyard, there is a table with jugs of strong beer waiting for them.

"You had better tell us everything," says Mannum-kīma-Adad almost as soon as they are seated.

[Q: Does he? Certain (2+): O5 C2 - yes, and... dos not dissemble at all

I used the Mythic oracle to fill in the blanks; interpreting PC/NPC results to fit the situation as it unfolds]


"It all started when [NPC negative - behold / design] the master discovered a plot by one of his rivals to [seize / castle] take over one of his other estates by means of [Control / Dispute] underhanded legal manoeuvring -- forged contracts, paid witnesses, and the lot. This rival is a certain Marduk-ṣulūl, a noble (rabûm) who had quietly amassed massive debts [Calmly / Ruined], so I suppose he was desperate enough to try cheating the judges. His ruse failed, however, so he hired a sorcerer to send a demon against the master [Horror - NPC - enter / thing] in revenge.

"I sent for a mašmaššum (exorcist) and he tricked or expelled the demon, casting it into the goat and binding it there. But [PC negative - listen / words] the evil thing spoke to the master, and he fell under its spell -- it didn't need to possess him to turn his mind! I took some slaves to kill the goat, hoping it would run off if its vessel were dead, but the demon destroyed all who came near. So we had to leave it the hut out in the field.

"The master [Horror - NPC - possess / heart] was not himself anymore, swayed by the foul thing's words. In the end we had to [conceal / person] hide him away, too. I've sent for the exorcist again, but [hope / hopes] he does not come. I can only pray he arrives soon. I fear he the message never reached him."

"Why don't you just burn down the hut with the demon inside it?" asks Šerašer.

"I have tried... and somehow it wouldn't let me [believe / strength]. It punishes all who move against it, and its demon servants stalk the countryside, howling and wailing all night. Sometimes they sneak inside and do... all manner of frightening things."

Mannum-kīma-Adad shudders at the memory of the first night, then asks, "Why didn't you just tell us sooner? Why not seek our aid?"

"What could you, a tax collector, actually do? Levy a fine against it? Demand 3 shekels of silver as recompense for the goat?"

"Hm. I see your point, so I will overlook your impertinence." Mannum-kīma-Adad turns to Damiqtum. "You knew about this didn't you?"

"I said I knew there was danger," replies the ecstatic. "Not what kind."

"Is there anything else that you know? Anything useful?"

[Q: Does she? 50/50 (4+): O3 C5 - no.]

"Don't take that tone with me! I knew only that a trivial task would conceal an awful danger, and when I told the ēntum, she told me her dream."

"Perhaps we'd best return to the temple, and see what assistance they can provide."

"No! if the goddess had wished us to lead the priests here, her words would have been stronger. No, I think she intends for us to fight this battle alone."

"How?"

"Perhaps we should start with the exorcist."

"What about Warad-Amurrum?" says Šerašer.

"You may go to my master if you like, sighs Sumu-tibal, but it isn't going to get you very far."



Scene 11

Chaos:
Madness (d6)

Setup: d6=Interrupt (was: go see Warad-Amurrum)
Interrupt:   NPC negative - mašmaššum - love / power (noted)



Scene 12

Chaos:
Madness (d6)

Setup:
go see Warad-Amurrum

NPC List:
Taqbim the ēntum (=high priestess) of Ištar, Warad-Amurrum who owes grain, Sumu-tibal the overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil), utukkum lemnum, mašmaššum (=exorcist), Marduk-ṣulūl the rival noble

Threads: retrieve the missing grain, deal with M's debt, deal with the utukkum


Warad-Amurrum's other estate is but one bērum ("double-hour", 10.8km) distant. Sumu-tibal sends a slave on ahead to alert the overseer there that important visitors will be arriving to try to help the master.

"Try to help?" scoffs Mannum-kīma-Adad. "We will help him."

"You haven't seen him yet. He may be beyond saving."

"And if he dies?"

"Then his sons will divide his two estates according to his will."

"Hasn't Warad-Amurrum three sons?"

"The division shall not be easy. So please, don't let him die, I beg of you."

Q: Any problems on the road? Doubtful (6): O2 C5 - no.


Sumu-tibal provides a young lad to lead Mannum-kīma-Adad and his companions to the other Estate. They arrive to find it nearly identical to the one they'd just left (it isn't, but all farms look -- and moreover, smell -- the same to them). The overseer, a scowling Akkadian by the name of Šamaš-ḫāzir, marches out to greet them, whip under his arm [Personality: Self-Directed, Domineering].

"So, you're city-dwellers here to extract tribute from the master? You'll be lucky if you can even extract a few words of sense. I can't see how you'll do any better than that exorcist, and he didn't exactly have a glorious success." [prejudiced - assessment - superiors]

"Spare us your opinions and take us to see Warad-Amurrum," says Mannum-kīma-Adad.

Šamaš-ḫāzir bellows something inarticulate, and a slave comes running before him, head bowed. "Well?" he says, and the slave scurries a few paces forward, beckoning for the visitors to follow.

When they are out of earshot, Šerašer mutters, "He makes Sumu-tibal seem like a decent person." But his companions feel too much trepidation to laugh at the Elamite mercenary's jest.

The slave leads them to smaller (but still 2-storey) house. He points the way up the stairs, mumbling that a nurse is with the master at all times. Mannum-kīma-Adad leads the way up the narrow steps.

The whole upper floor smells like a sickroom.

[PCs need to make Body checks or suffer -1 to all actions until back outside for 15 minutes:

Mannum-kīma-Adad: Body 2 + 1d6=4: 6, fail
Iqīš-Sîn: 4+3=7, success
Damiqtum: 3+3=6, fail
Šerašer: 5+3=8, success]


Mannum-kīma-Adad reels at the smell of the foul air, and needs his slave to support him. Damiqtum becomes light-headed, and Šerašer offers a muscled arm in support.

Warad-Amurrum is tied to a bed with stout ropes, and gagged with a length of cloth. His hair and beard are wild and filthy, and the light tunic he wears now little more than rags. The nurse sits beside him half-asleep. A bronze incense burner sits on a low table before her, but the costly scents do little to mask the odour of foulness and disease.

Warad-Amurrum begins to thrash about as he senses others approach, and the old nurse sits bolt upright at the commotion.

"Leave us," says Mannum-kīma-Adad. She bows her head and slips out of the chamber.

There is scarcely enough room for Mannum-kīma-Adad and his companions to stand in the room beside the bed. Indeed, Iqīš-Sîn is forced to wait outside, but for once the slave does not bemoan his lot.

"I can't believe the state they are keeping him in," says Mannum-kīma-Adad. "Šerašer, remove his gag."

[Q: Anything unusual happen when he does? 50/50 (4+): O3 C5 - no.]

Warad-Amurrum begins screaming and raving, twisting and straining against the ropes holding him. The bed frame creaks and raps against the wall, but his bindings hold firm. Mannum-kīma-Adad puts a firm hand on his shoulder, and tries to speak calmly. Warad-Amurrum goes limp, then begins babbling about shipments of ivory.

"Ivory?" says Mannum-kīma-Adad. "No, we were sent after the grain by the ēntum. But that's--"

"Ask the ēntum if I left anything in her account," says Warad-Amurrum, staring fixedly into the tax-collector's eyes. "Today I want a change from this duty of which I don't even know the name... the first dog you find in the street will tell you... send me to Aphinnarum..."

"You're not making any sense," says Mannum-kīma-Adad. "Just listen to me for a moment..."

[Mannum-kīma-Adad is trying to calm him down, which requires a successful Soul check at -3 (-4 with his nausea penalty); 4(current)-4+d6=4, failure]

Despite Mannum-kīma-Adad's efforts to speak rationally to him, he just keeps on with his disjointed monologue. The tax-collector loses his patience, and ends up screaming at Warad-Amurrum to shut up and listen. The two then begin screaming and shouting back at each other, until neither is making any sense at all.
Šerašer replaces the gag.

*  *  *

Sumu-tibal is waiting for them when they return. "Satisfied?" he says.

"Perhaps Warad-Amurrum's sons should start partitioning their inheritance," grumbles Mannum-kīma-Adad.

"But they'd still not be able to raise the grain to pay off the temple."

"Tomorrow we shall seek the exorcist," says Damiqtum.


Scene 13

Chaos:
Madness (d6)

Setup: go see the exorcist
d6=Altered

NPC List: Taqbim the ēntum (=high priestess) of Ištar, Warad-Amurrum who owes grain, Sumu-tibal the overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil), utukkum lemnum, mašmaššum (=exorcist), Marduk-ṣulūl the rival noble

Threads: retrieve the missing grain, deal with M's debt, deal with the utukkum

[Q: Were any of them able to sleep through the night? Unlikely (5+): O2 C3 - no, but... no further Soul damage, but no recovery either]

The demons howl and shriek again in the night, but one by one the exhausted travellers finally drop off into sleep. In the morning they eat a meagre breakfast (having little stomach for it) then set off towards the exorcist's residence with a the young slave lad again as their guide.

[Q: Is it an eventful journey? 50/50 (4+): O1 C6 - no.]

They travel for a day into the wilderness. They see no people, and even animal sightings are very sparse on the latter half of the journey. The fields give way to scrub, which soon becomes desert.

By late evening they reach a nameless tell (Akk.: tillum), the ruins of a forgotten city. The exorcist lives in a crumbling old house on the edge of the tell. No lights shine within. The travellers call out, but there is no reply.

[Mind check to find a lamp: D rolls natural 6 (but no crit.)]

Damiqtum tires of yelling at an empty building, and walks in the front door before any can protest. She rummages about for a minute to find a lamp, which she gets lit using the last embers from the cooking fire.

[Q: What's it like inside? Fearfully / Historical

Mind rolls -2 for bad light to Spot Hidden (only -1 for D as she holds the lamp)

M nat 1,4 fail
I 4-2+3=5 fail
Š nat 1,1 crit. failure: stat damage
D 6-1+4=success]


The rest follow her in once the light begins to shine. The rooms are mostly empty or filled with rubble. One room answers to a bedchamber, and jars of grain and other supplies fill another. Here and there are boxes and caskets containing a variety of domestic items and tools in no particular order. Neither Mannum-kīma-Adad nor Iqīš-Sîn find anything of note.

Šerašer opens a wicker casket and comes face to face with a horrible visage. He yelps and backpedals a few cubits, scrambling to draw his sword. His companions rush to his aid, but nothing rises from the box to attack them. They peer carefully into it with the aid of Damiqtum's lamp and find a crude effigy in clay. Bits of the face have fallen off and reveal a bleached white human skull beneath. Šerašer smashes the thing to pieces with a single stroke from his sword before anyone has time to object. He's more embarrassed by the incident than unnerved, but it's made him rather too distracted to search effectively further. [1 Mind damage from the critical failure (down to 3)]

Damiqtum finds a door in one of the most solid walls that looks to be of recent make. It doesn't open, but the solid hinges gleam in the lamplight.

"There must be a secret catch," she says, [Mind check at -3 fails] but cannot find one.

"Let me," says Šerašer, and puts his back into it. [Body check at -2; 5-2+5=8, success] He throws his whole weight against it twice, and on the third go is rewarded with a loud crack  as the bolt is shattered. He pushes it open the rest of the way to reveal the exorcist's treasure room. Makeshift shelves line the walls, full of ancient tablets and assorted items of copper and bronze.

Mannum-kīma-Adad and Damiqtum glance over the tablets, most of which are extremely fragmentary.


"What are they?" asks Mannum-kīma-Adad "I can't get any sense from them."

"They're Sumerian," replies Damiqtum. "And very old."

"I can't even make out the signs."

"I can."

"What do they say? What are they about?"

"We found them sealed in an exorcist's treasure store. Why don't you hazard a guess as to their content?"

"But where is he?"

"And should we really be ransacking his house?" mutters Iqīš-Sîn.

[Q: Does Damiqtum immediately find any tablets of interest? Unlikely (5+): O2 C5 - no.]

"Let us go back to the room just off the courtyard, says Mannum-kīma-Adad, and set up our camp for the night. If the exorcist does return, we can tell him we chased off some pastoral Amorites trying to steal his treasures."

"And if he doesn't return?" asks Iqīš-Sîn.

"We'll determine that in the morning."

[Q: Quiet night? unknown, d6=4; O5 C5 - yes
+Event:  PC negative - Šerašer - hasten / sleep]


It is a very quiet night in the ruined house. So quiet, in fact, that Šerašer drifts off to sleep whilst he's on watch.

[But, everyone recovers 1d6 stat damage for the good night's rest:

M 1d6=1; Soul up to 5 (of 6)
I 1d6=1; Soul up to 2 (of 3)
D 1d6=5; had only taken 1 Soul damage, so back to full strength
Š 1d6=2; Mind back to 4, Soul up to 2 (of 3)

Bad rolls, but a tell in the desert is a spooky place]



next post: the mašmaššum

Monday, 13 July 2020

BFJB solo - Part 4: The thing in the darkness

I've been remiss in my posting (trying to adapt to new ways of living/working as dErra devours the land with his pestilence), so I'm including a short synopsis of the story and characters. If you've just been reading these straight through, you can skip down past the green text to the start of this instalment (Scene 8).

The story so far:

Mannum-kīma-Adad & Iqīš-Sîn
Mannum-kīma-Adad, a tax collector, received a visit from Damiqtum, an ecstatic prophetess, bearing a missive from the high priestess at one of Babylon's great temples of Ištar. The high priestess charged Mannum-kīma-Adad with collecting the grain owed the temple by a certain Warad-Amurrum, an Amorite who has a farming estate well outside the city.
Damiqtum
To prepare for the perilous journey, Damiqtum led Mannum-kīma-Adad and his long-suffering slave, Iqīš-Sîn, outside the walls to a suburb of the great city to enlist the services of her friend Šerašer, an Elamite mercenary. And well they did, for not long after setting off into the countryside they were attacked by a band of marauding tribal Amorites.
Šerašer
They arrived at Warad-Amurrum's estate to find him absent, and were forced to deal with the overseer, Sumu-tibal. The overseer does his best to conceal the suspicious goings-on at the estate, but without much success.
Sumu-tibal
That night, the howls of wild beasts reverberate through the countryside, and someone -- or some thing -- scratches at Mannum-kīma-Adad's door.


Scene 8

Chaos: Out-of-Control (d8)

Setup: review of estate

NPC List: Taqbim the ēntum (=high priestess) of Ištar, Warad-Amurrum who owes grain, Sumu-tibal the overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil)

Threads: retrieve the missing grain, deal with M's debt

[from previous scene--
Q: Does anything else happen in the compound overnight? likely (3+): O3 C3 - Yes, but... nothing that can't be hidden by morning
+Event: Introduce a new NPC - Overindulge / Illusions]


"I hope our guests all slept well," says Sumu-tibal, dark circles under his eyes.

"In fact, I barely slept at all," says Mannum-kīma-Adad.

"Yes, as I told you, the lions were hunting all night. They make the most terrible racket!"

"Those were no lions," says Šerašer.

"Oh, of course. The sound was wolves, to be sure. The lions have got them all worked up. Between them both, we keep losing livestock. They took another few sheep last night..."

"That's bad enough, but inside the house!" interrupts Mannum-kīma-Adad. "There were slaves larking about by my door. You really had ought to keep them quiet if they're indoors."

"There were no slaves by your rooms, I can assure you."

"Well, someone was outside my door!"

"They... they must have slipped inside when I was resting. I'll have words with the scoundrels!"

The overseer leaves his guests to their breakfast of bread and goat cheese, and says he'll be back once he has disciplined the naughty slaves. They eat in a heavy silence. None of them slept well, and the heat of the day already feels oppressive. Would that they were on a mission for the temple of Šamaš! Then perhaps the blazing orb in the sky would provide comfort.

Sumu-tibal returns as the house-slaves are clearing the plates away. He apologises once again that the master isn't back yet, but offers to conduct his guests on a tour of the estate.

[Sumu-tibal is up to something. The PCs get Mind rolls to detect his fraud, but there is a -3 penalty as none of them are Farmers by Profession (and moreover they're all city types).

M rolls 3+3-3, fail
I  natural 1 (but no critical failure)
Š 4+4-3, fail
D  natural 1 (also no critical failure)]



Sumu-tibal leads them on a carefully-plotted path past the fields. He has positioned what slaves yet remain on the outskirts of each field, hoping that the sight of them working in the margins will convince the tax-collector's party that there are others doing the same throughout. His ruse seems to work, and he tests  his guests further by making slight errors in his explanations to draw them out, but they readily accept his words as truth. Perhaps they're just too bored to care.

As Sumu-tibal is showing them a sheepfold, a slave runs up and jabbers something in Amorite (only Iqīš-Sîn speaks it, but there's nothing suspicious in the message). Sumu-tibal dismisses the man, then explains the master has returned. [this is the Event (Introduce a new NPC - Overindulge / Illusions) from the previous scene]

Inwardly thanking their tutelary deities for sparing them a protracted exegesis on sheep shearing, Mannum-kīma-Adad and his associates eagerly follow the overseer back to the courtyard of the main house, where a well-dressed man with a perfumed beard rises to greet them.

"Ah, my honoured guests. I am so sorry to have not been here to receive you. But I trust the good Sumu-tibal has made you comfortable, and shown you how hard we are working to collect the goddess' grain."

[The man needs to make a Soul check: 4+5=9, success. Not a bad liar. But the PCs get Avoid rolls, using their Mind attribute.

M 3+4, success
I 4+2, fail
Š 4+3, success
D 6+5, success]


"Who is this person?" asks Mannum-kīma-Adad.

"Why, it's my master, Warad-Amurrum," says Sumu-tibal. "The lord of this estate."

"It most obviously isn't."

"I assure you," says the man, "my appearance is usually better than this. The road was long and dusty. I changed as quickly as I might so as not to keep you."

"Speak only when you're spoken to!" thunders Mannum-kīma-Adad. "I was addressing Sumu-tibal."

[Mannum-kīma-Adad is using his Authority professional talent. He makes a Soul attack, rolling 5(current Soul)+3, a success; The imposter's Avoid check comes up with a natural 1, fail.]

The false Warad-Amurrum instinctively assumes a cowed demeanour.

"You see?" says Mannum-kīma-Adad. "The lord of such a grand estate would not bow his head before me thus. What is the meaning of this imposture?"

"I... forgive me, I meant only to protect my master. Your grain will be forthcoming. We just need time."

"Where is he?"

"He's away at his other estate, and I don't know when he'll return. I'd hoped that you'd be satisfied if you thought you'd met him, and leave with his assurance. I am only trying to protect his interests."

"Why is this slave still before me?" asks Mannum-kīma-Adad. "Get you gone!"

The slave runs off.

"Now we shall speak alone. I wouldn't want to hurt your authority in front of the slaves. But I don't believe you at all. Perhaps I'll have my bodyguard beat the truth out of you."

Šerašer grabs Sumu-tibal by the shoulder.

[The soldier rolls Body 5 + nat 6 (no crit). The overseer rolls a 2 on his avoid (+ Body 4 =6), fail.]

Sumu-tibal tries to wrench himself free from the Elamite's powerful grip, but is held fast.

Damiqtum brandishes her dagger before the struggling overseer. "Maybe we should cut him open and read the truth on his liver, instead."

[She's using her Sharp Tongue talent to make a Soul attack: her Soul 6 + 5, success vs. Sumu-tibal's Soul 3+3, failed Avoid.; He takes Soul damage equal to the weapon's damage value (2), reducing his Soul to 1.]

"That won't be necessary," says Mannum-kīma-Adad, "provided he render up to me a full account of this pathetic deception. What is going on here? Where is your master? And where is the goddess' grain?"

[He's using Authority again to force compliance: M 5+3 success; S 1 + 5, failed Avoid roll]

"Fine! I relent. I'll tell you the truth -- all of it. Better yet, I will show you proof. But -- heed my words -- you'll regret it. I swear on the life of the god [nīš ilim] I did not wish you to get involved..."

"Good. Lead on. Šerašer, you can let go of him now."

Mannum-kīma-Adad is slightly dismayed to see the Elamite glance toward Damiqtum for her assent before he releases his grip on Sumu-tibal.


The overseer heads to the slaves' house and finds an old woman baking bread in the courtyard. "Run and fetch me an oil lamp he barks, [Soul check 1+4, fail] scarcely able to conceal the tremor of fear in his voice. The old woman scurries inside, and soon returns with an old, scuffed seashell lamp that probably belonged to the master before it was dropped and chipped. She lights the wick in the cooking fire and places it into the channel carved at one end, then hands it wordlessly to the overseer.

"Come. We're going out across the field."

They follow bemusedly through a field of barley. None of them pay particular heed to just how overgrown the barley is, nor the absolute lack of slaves in the field. [Mind checks (at -3) all failed].


In the middle of the field stands a solitary reed hut. Sumu-tibal stops a full qanûm [~6m/20'] before it and offers the lamp to Šerašer. "You've probably got the steadiest hand," he says. Quizzical looks and silence meet his proclamation, so he adds, "I'm not going in there."

Mannum-kīma-Adad's disgusted sigh does not move the overseer in the slightest, so he beckons his companions to follow him, but stops short after few paces.

"Phaugh! That smell!"

"It's worse within," offers Sumu-tibal. "And be careful with the door. Don't let too much light in , or... just please don't."

Šerašer leads the way. He holds open the door to find a thick hanging curtain just inside, which keeps the interior in perfect blackness. He goes in bravely. His three companions file in behind him, heedful of the overseer's unusual entreaty. The stench of foulness and decay is overwhelming inside the hut, causing them all to retch and their eyes to tear up. Their eyes slowly adjust to dim lamplight and they see the source of the uncleanness. A swollen, five-legged goat lies sprawled in the dirt against the far wall, rasping with each uneven breath. A fleshy leonine head grows on a shrivelled neck out of its flank.

[the horrid stench imposes a -2 penalty on all checks.

The PCs must each make a Soul check to avoid taking a point of soul damage from fright per the demon's Horrific Visage power: all fail their rolls (no crit fails though). Their Soul values are thus reduced to - D5 I1 M4 Š1

It will address 1d4=M by name.]


The lion head blinks with evident distaste as the flickering lamplight plays over it. It rises feebly on its spindly neck to gaze pointedly at the humans entering its sanctum, looking over each one in turn. The onlookers have no doubt that they are faced with an utukkum lemnum (evil demon) rather than a simple izbum (monstrous birth), even before the head begins to speak in perfect, though grating, Akkadian.

"So, Mannum-kīma-Adad, you have come at last. And with your three friends behind you -- not that I'd keep them there, were I you. I wonder which will be first to betray you..." [knowing - account - friends]

"Who-- what are you? Who told you my name?"

"Everyone knows who you are. Your name will be on the king's lips someday. But if you fail in your task, it will be angry words the king speak, will it not?"

"Don't listen to it," says Damiqtum.

"But why shouldn't you listen to me? I only wish to help." [scheming - compromise - previous scene]

"I--I-- I doubt that very much," stammers Mannum-kīma-Adad.

"Think you that I enjoy being held captive on this miserable farm? No! Set me free, banish me from this place, and the slaves can return to their fields, the grain can be harvested, and the ēntum-priestess of the temple shall thank you most eagerly. But time is short. Daily more and more slaves flee into the countryside. If you do not act quickly there will be too few left for the harvest. And then the consequences for you will be... you know I speak truly."

"Come, we've heard enough of this," says Damiqtum, and drags the trembling Mannum-kīma-Adad out of the hut. The others follow quickly behind.


next post: just where is Warad-Amurrum?

Monday, 1 June 2020

BFJB solo - Part 3: Welcome guests



21 Simānum (6 June)

It seems they have been following the canal since before the great flood, and could have walked to Dilmun and back by now. The blazing heat of the Šamaš has almost accomplished what the weapons of the marauding Amorites could not, and the buzzing flies and biting insects have driven the travellers half-mad with their predations (perhaps fully mad, in Damiqtum's case). Iqīš-Sîn has collected a bundle of rushes, and does his best to twitch the flies away from his master's person, but Mannum-kīma-Adad tires of being accidentally hit in the face, and bids his slave stop. Iqīš-Sîn apologises "sincerely" for his "clumsiness".

At length they the mud-brick and reed building of a farm compound come into view, and not long afterwards they meet a young boy sitting in the path, throwing stones into the canal. He looks up expectantly at the travellers. "You the taxman from Babylon?" he asks in heavily accented Akkadian.

"This is my master, Man--"

The boy does not wait for Iqīš-Sîn to finish, but leaps to his feet shouting, "I go tell the chief!" and runs off towards the farm.


Scene 5

Chaos:
Average (d10)

Setup: 1d10=3, Interrupt (was: arrival at the estate)
Interrupt: NPC positive - overseer - Starting / Messages

NPC List: Taqbim the emtum (=high priestess) of Ištar, Warad-Amurrum who owes grain, overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil)

Threads: retrieve the missing grain, deal with M's debt

[This scene was just an off-stage Interrupt: someone sent word ahead that a tax collector was coming -- they're ready for the party's arrival. Since this is going to work against the PCs, I raised the Chaos level one step.

This was an especially welcome turn of events, as it changes the whole tenor of the arrival, adding an extra layer to the mystery and some additional challenges that did not exist in the adventure set-up as I had envisioned it.]



Scene 6

Chaos: Out-of-Control (d8)

Setup: arrival at the estate



Sumu-tibal the overseer is an Amorite, though more of the settled variety than the nomads who attacked our heroes in the countryside. He comes to greet his visitors as they arrive, meeting them some distance from the fields. He looks clean, calm and well-dressed [Coolly / Soft] but still carries a stout wooden rod under his arm. A pair of slaves accompany him silently behind.

"You are the tax collector come from the Ekitušgirzal temple, yes?"

"I am indeed," replies Mannum-kīma-Adad.

"How was your journey?"

"We were beset by savages! Fortunately my bodyguard here fought them off."

"How extraordinary! You look no worse for it, let me tell you. But regardless, you must be tired from your journey. I've had refreshments made ready. Come into the house. If you'd care to wash first, I'll have you shown to the room I've made up for you. And I can have someone make up a room for your, ah, lady-friend, should she require it."

"She is a representative of Ekitušgirzal."

"Of course! How foolish of me."

Sumu-tibal leads them towards the cluster of buildings at the edge of the fields. He barks a command in Amorite to the slaves without looking back at them. They immediately scurry on ahead into the house, a two-storey mud-brick building not at all unlike Mannum-kīma-Adad's house in town.

[With my GM hat on, I know that the PCs have a chance to notice something amiss as they arrive, so they each get to make a Mind check. None of them have the Farmer profession, so there is a -3 penalty on their rolls.

D natural 1,4 fail
I 4+4-3, fail
M natural 1,3 fail
Š 4+5-3, fail

No one notices anything.

In a very happy coincidence, a preview of the Taskmaster (waklum) profession in an upcoming supplement was posted on the Šukāmu Press site, so when it comes time to determine stats for Sumu-tibal I don't have to wing it.]


* * *

Sumu-tibal tells his guests he had a lamb slaughtered as soon as they were spotted, as they are his master's honoured gusts. He seats them at the table in courtyard of the big house, and makes polite small talk as the house slaves bring forth the repast. Their meal is a hearty affair: lamb stew, bread, cheese, and plenty of beer. His guests are almost too tired from their journey to talk, but Sumu-tibal does not seem to mind, and plays the attentive host.

Mannum-kīma-Adad begins to grow suspicious, however, and finally asks, "Just where is your master? I find it surprising that he hasn't come to greet us in person."

"He's in the fields, I expect. He's not like most. He's not afraid to put his back into it. Show the slaves and tenant farmers how it's done! You know what he's like."

[Q: Has Mannum-kīma-Adad ever met Warad-Amurrum? unlikely (5+): O4 C5 - no]

"No, in fact. I've never met him in person. I've only ever received his letters -- statements of account, with just the usual pleasantries, really."

Another slave slips in, and whispers something in the overseer's ear. Sumu-tibal excuses himself, and hurries out of the house towards the fields. He doesn't return until the empty plates are being cleared away.

"I am very sorry to have to tell you this," says Sumu-tibal, "but it seems my master must be off at his other estate. Please accept my most humble apologies on his behalf. Such bad timing! I am sure he'll return very soon."

[I'd used UNE as usual to get his initial conversation topic as they set down to table. The result was scheming—agenda—allies, which seemed better interpreted as his general demeanour and actions than his actual words. The slave who called him away was a plant.]


Scene 7

Chaos: Out-of-Control (d8)

Setup: night

NPC List: Taqbim the emtum (=high priestess) of Ištar, Warad-Amurrum who owes grain, Sumu-tibal the overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil)

Threads: retrieve the missing grain, deal with M's debt

As evening falls, the slaves and tenant farmers begin to close up the compound. A new, reinforced gate pulled across opening in the compound wall, and a bonfire is kindled. Slave with torches, cudgels, and spears take up a position by the gate. From the roof of he big house, Mannum-kīma-Adad espies wisps of smoke in the fields by the farm's outbuildings. He looks quizzically at Sumu-tibal.

"Wild animals," says the overseer. "They've been trampling the crops and wreaking havoc on the livestock. We're having to keep guards posted against them."

The party are shown to their rooms. Mannum-kīma-Adad and Damiqtum are given small private chambers, whilst Iqīš-Sîn and Šerašer must share.

The night becomes very dark. Sîn shows the barest sliver of himself in the heavens [the new moon will be the next day according to http://astropixels.com/ephemeris/phasescat/phases-1799.html]. All is quiet as the weary travellers drop off into dreamless, exhausted sleep.

But it is not to last. An unearthly howl shatters the nocturnal stillness. A chorus of shrieks and screeches rises in answer. Shadows gather at the edges of the bonfires' light, then slink away. The barley rustles with movement. Something wet and heavy thumps against the compound gate. The howling ceases, then moments later rises again, always in a different place.

The travellers are awakened by the terrible din. Mannum-kīma-Adad pulls his blanket over his head, despite the heat of his chamber. Iqīš-Sîn lies stock still, lest the creaking of his bed attract the notice of prowling night demons. Šerašer reaches for the comforting solidity of the bronze sword beneath his pillow. Damiqtum whispers a prayer to her goddess, who, naked and alone, braved the horrors of the nether realm.

[The howling counts as Soul attack against all hearers. They must each make an Avoid check or take 1 Soul damage.

Mannum-kīma-Adad rolls a natural 1, failure (but not critical failure): his current Soul drops to 5.
Iqīš-Sîn rolls  3+3, failure; his Soul drops to 2.
Šerašer also rolls 3+3; his Soul is also now 2
Damiqtum rolls 6, success (but no crit), taking no damage

Q: Does anything slip past the guards? unlikely (5+): O6 C7 - yes
Q: What does it do? Abuse / Peace
Q: Which room does it pester? 1d3=Mannum-kīma-Adad's

The effect will be a Malediction spell cast against him. It's another Soul attack. It succeeds (natural 6, no crit), but he is allowed to avoid; Current Soul 5 +1d6=9, he avoids the effect.

UNE: insane - idiocy - campaign]


Mannum-kīma-Adad has just about managed to shut out the tumult outside when a much nearer sound catches his attention. At first he thinks he's just imagining it, and strains to hear; there is nothing. He holds his breath and lies very still, and the sound comes again, just barely reaching his ears: a slow, soft scraping, as of a single nail being drawn along the wooden bedroom door. It stops, then comes again, louder now, as if more pressure were exerted. Again it stops, then comes back louder still, and faster. Some small animal is scratching to get in.

He throws a sandal against he door, hoping to frighten off the pest. The scratching ceases, and he lies back down, trying to make himself comfortable again. Then a chittering laughter meets his ears, and a grating voice whispers at him from underneath the door.

"Why did you come, Mannum-kīma-Adad? Why did you come? It was foolish to leave Babylon! Flee back to the city! Here shall you find only death."



next post: the heart of the mystery!

Sunday, 24 May 2020

BFJB solo - Part 2: danger lurking in the reeds



21 Simānum (6 June)

They all sleep very late after such long night, and over a late breakfast in the shady courtyard of Mannum-kīma-Adad's house, they go off to make preparations for the voyage.

Šerašer needs to retrieve his things from the alehouse. Iqīš-Sîn is sent with him carrying a hastily scrawled missive bearing his master's seal, mostly to make sure the mercenary is allowed back into the city with his arsenal.

Mannum-kīma-Adad wants the muḫḫūtum to look normal, so buys her a simple but elegant (and most importantly, neither tattered nor bloodstained) dress, and a takes her to a barber who forces a comb through her hair.

Afterwards Damiqtum visits her temple to show off the new gown to her colleagues. Mannum-kīma-Adad goes straight home, lest the emtum-priestess upbraid him for his behaviour towards her agent, or charge him with further duties.

Mannum-kīma-Adad feeds them all very well that evening, and they set out a bit after sunrise the next day.

[He's spent about 2 silver shekels in total -- probably more than he ought to have!]


Scene 3

Chaos: Average (d10)

Setup: setting out; d10=3, Altered
Alteration: Inquire / Balance

NPC List: emtum, Warad-Amurrum who owes grain, overseer, farmers, Ḫali-malik whom M may owe a great deal of oil

Threads: retrieve the missing grain

[Q: Does anything untoward happen as they begin? Unlikely (5+): O6 C7 - yes.
Q: What? Persecute / Friendship]


They've hardly walked 20 paces from Mannum-kīma-Adad's door when a slave rushes up to him bearing a tablet.

"Mannum-kīma-Adad! my master sends you this letter."

"I haven't time for his. I am going away on important business. Knock at my door and leave it with my slaves. I shall read it upon my return."

"I have instructions to hand it to you personally, and to see that you read it."

"Impertinent! bring it to my home, I say, or I'll have my slave thrash you right here in the street."

"I wouldn't do that. My master writes to say you owe him a goodly quantity of oil. You wouldn't want to add to the amount of your debt by mistreating me, would you?"

Mannum-kīma-Adad snatches the tablet from the slave's hand and reads it over furiously, then throws it to the ground and crushes it beneath his heel.

"There's my answer to this fatuous claim. Tell your master that if he wants to pursue this nonsense he can summon me before a judge. But remind him of the penalty for a false accusation! Now away with you, scoundrel!"

The slave turns and goes away. As soon as he's out of earshot, Mannum-kīma-Adad whispers to Iqīš-Sîn, "I don't owe Ḫali-malik anything, do I?"


Scene 4

Chaos: Average (d10)

Setup: through the countryside

NPC List: emtum (=high priestess), Warad-Amurrum who owes grain, overseer, farmers, Ḫali-malik (whom M may owe a great deal of oil)

Threads: retrieve the missing grain, deal with M's debt

Once out of the Adad gate (the southernmost of the 2 western gates) they follow the canals into the countryside, past cultivated fields, and reed-choked marshland.

[Q: Can they find transport? 50/50 (4+): O3 C2 - no, and...]

Mannum-kīma-Adad looks anxiously for boatman to take them down the canal, but there are none to be had. He curses his ill luck, for (according to a merchant friend of his), Warad-Amurrum's estate is situated 3 double-hours outside the city. At least following the canal they cannot get lost, but this is a longer distance than our poor tax collector has ever had to walk in his life!

[A bērum ("double-hour") is the twelfth part of a day, or the distance a person can travel in that time: 21600 cubits, or 10.8km (by ancient Babylonian reckoning -- 11.5km neo-Assyrian.

I rolled 1d6+2=6 hours of travel. They are traversing Cultivated Land per the RQ2 encounter tables, which gives a 75% chance of an encounter per hour. Even with 25% of the results being 'residents at work', there are probably too many combat encounters on the chart, but for a short journey it wasn't too bad.]


The first double hour passes without major incident, though not to hear Mannum-kīma-Adad tell it. Even Damiqtum, who had dreaded leaving the comforts of the city, finds his ceaseless carping about the heat and the dirt and the flies to be uncalled for. At one point she gets him to stop by pointing out a venomous serpent, which Šerašer has to shoo away using one of his javelins.

[1st encounter roll: snakes

A Mind check was needed to spot it - Damiqtum has the best in the party (6), so I just rolled for her: 6+1d6=10, success.

Šerašer made a Body check to fend it off; 1d6=6, auto success (but the second d6=5, not critical success.]


Whether or not the serpent was venomous, Damiqtum didn't rightly know; the important thing was that Mannum-kīma-Adad believed her. He is quiet and well-behaved from then on.

[2nd encounter roll: -
3rd encounter roll: Raiding trolls = pastoral Amorites 1d6+3=6 (stats as 1st level Pastoralists in the bestiary)

The Group’s Size and Condition (via Scarlet Heroes): Half of them are wounded

Each is armed with (1d6): 1 spear, 2 sling, 3 javelin, 4 club, 5 lasso, 6 throwing stick (unscathed: 1,6,4; wounded: 2,4,1)

The injured ones have each taken 1d6 damage: 3,5,6: two are in bad shape, the third has taken critical damage. 2d6 on the Body injury table gives him a broken arm.

Checking for surprise: the Amorites' stealth: Body 6+1d6=11, success. The PCs get a Mind check as an avoidance roll (Damiqtum's 6 again) 1d6=6, auto succeed, but no critical]


When they have travelled a double-hour from their run in with the dangerous serpent, Damiqtum suddenly bids them stop.

"What now?" says Mannum-kīma-Adad. "That look on your face -- don't tell me the goddess has a message for us."

"Don't be stupid. Look. About 30 cubits over that way -- something's moving in the reeds."

Šerašer gives Iqīš-Sîn one of his two javelins. "Don't throw it unless I tell you to. But make like you're going to."

[reaction roll 2d6=7, neutral. encounter range 2d6x10=50']

Three men stand upright, showing themselves above the reeds. They are clad in skins and carry rustic-looking weapons.

"Let us pass!" shouts Šerašer. "We have no quarrel with you."

[Q: Do they understand him? Unlikely (5+): O6 C9 - yes
He can make a Soul check to convince them to leave the party alone. 3+1d6=6, failure.]


The three raiders advance cautiously. They close a little over half the distance [Body x5 = 30'] before hefting their weapons: a spear, a cudgel, and a throwing stick.

[Per my usual, this first fight will be presented with way more mechanics than subsequent ones, not that this is likely to be a combat-heavy campaign. Before I start I will mention that evenly matched fights with competent fighters will tend to have a lot of parried attacks (like Runequest). The ones that do get through are pretty telling though, and damage results in a death-spiral (like T&T monsters); serious wounds are horrific.

Having played one fight, I realise that out-manoeuvring your opponents (i.e. to give them defence roll penalties) is really key. But there isn't really any of that here. Next time I'll know better.]




[Round 1]
As the spearman and club-man rush forward, the third man lets fly his throwing stick, which Šerašer easily blocks with his shield. The mercenary throws his javelin back at the man, wounding his shoulder. Iqīš-Sîn hurls his javelin as well, though it is unclear who was his target. The weapon sails off into the reeds and ends up flat on the ground.

The spearman runs straight at Šerašer. His low thrust does get under the shield, but Šerašer had let it; he slams the point downward into the earth and steps quickly onto the haft, breaking it.

The club-man takes a wild swing at Iqīš-Sîn with no effect. Damiqtum draws her dagger but hesitates, as she is a stranger to battle. Mannum-kīma-Adad does not hesitate at all -- he moves a safe distance back from the fray.

[Initiative is in descending order of Stat value used, unless anyone acts in haste. Pastoralists have Body 6.

The throwing stick attacked from 20':
-1 for range (twice the basic range of 10')
-1 for Šerašer's shield
so, effective Body of 4; Body 4 + 1d6 =6, miss.

Šerašer's javelin had no range penalty, but -1 for the opponent's hide armour.
effective body also 4; +1d6=9, a potential hit.
the Amorite made an Avoid roll, which was a natural 1. The second d6 was not also a 1, so it wasn't a critical failure.
Javelins do 2 damage, which come off the enemy's Body stat. He's thus reduced to Body 4.

Iqīš-Sîn has the same basic penalties (0 range, -1 armour) as Šerašer, but suffers a further -3 penalty for being Unskilled (the weapon tables list which Professions can use each one without penalty).
He can only hit on a natural 6, which he did not roll.

The 2 remaining pastoralists attack Šerašer & Iqīš-Sîn hand-to-hand. Movement gives -1 penalty per 5' crossed: -4 total.
The spearman has a further -1 for Šerašer's shield. He rolled a natural 1 (auto fail) anyways, and the second die the thrown was also a 1: Critical Failure. This either results in a GM-determined disaster or a simply 1 stat damage. A broken weapon seemed the less prosaic option.

The club attack needed to roll a 5 or 6 to hit Iqīš-Sîn; it didn't.]



[Round 2]
The club-man makes a few more ineffectual swings at Iqīš-Sîn. The man with the broken spear is not cowed in the slightest, and rains blows with the remaining half of his weapon down on Šerašer's shield, also to no avail. Šerašer draws the sword from his belt and lashes out, opening a deep wound in the man's outer thigh.

Iqīš-Sîn has his own cudgel in hand. Try as he might, he cannot strike the canny tent-dweller facing him. Damiqtum feels a rage welling up within her, not the divine rage from the touch of her Goddess, but ne nearly as frightening (and pleasing in its own way to the Lioness of Battle). She is a spitting, shrieking flurry of wild stabs and slashes, one of which draws a neat red line down the club-man's face.

[The club-man now has initiative. He rolls a hit (Body 6 + 1d6=10), but Iqīš-Sîn rolls his Body 4 +1d6=9, successfully Avoiding the attack. Had he not been proficient in use of the club, the -3 penalty would have caused the Avoid roll to fail.

I ruled the broken spear could be used as a club, but with a -2 penalty. His attack against Šerašer was (Body 6, -2 penalty, -1 shield) 3+1d6=8, a potential hit.
Šerašer rolled 5+d6=8, Avoiding the attack.

Šerašer's counterattack was a hit, and the spearman's Avoid roll was a natural 1. He didn't roll a critical failure, but did take 3 damage from the sword, reducing his Body to 3.

Iqīš-Sîn rolled a 1 for his attack, and fortunately did not roll a critical failure. A failed attack does not provoke an Avoid Check.

Damiqtum helped Iqīš-Sîn fight. She has the Furious talent, so gets to make 2 attacks, but at -1 & -2 to hit. She's already got -3 for her lack of skill with daggers, so she only hits on a natural 6. I threw a pair of dice and hoped... and  rolled boxcars! Neither manages a crit, though.
The Amorite now must make 2 avoid checks. There is a -1 penalty for each successive Avoid check in a round, so his 1st is normal, his 2nd at -1 (had not Iqīš-Sîn missed, the penalties would have been -1/-2).
The Amorite's dice come up a 6 (d6=3, no crit) and a 1 (d6=5, also no crit). He takes 2 damage from the dagger, reducing him to Body 4.]



[Round 3]
Šerašer stabs at his foe, but the man twists aside. The bronze blade slides along his flank, but does not bite through the thick goatskin he wears.

Iqīš-Sîn and the club-man bash at each other with their cudgels, but he crack of wood against wood is he only result.

The man who threw the throwing stick has been sidling up to the battle with a dagger in hand. He launches himself at Damiqtum, but she evades his blade. She slashes wildly back at him, but cannot land a hit either.

Šerašer's foe is feeling faint from blood loss, and his weakened swings barely connect with even the Elamite's shield.

[With all the Amorites injured, Šerašer now has the highest checked stat, so wins initiative. His attack roll is 7 exactly, but applying the -1 from his opponent's armour commutes it to a miss.

Iqīš-Sîn rolls a natural 6 (but no crit). The club-man's total is 4 (current Body) + 1d6 =8, so he avoids the attack. His counter attack total is 4+5=9, a hit, but Iqīš-Sîn's 4+3=7 avoid roll succeeds, successfully warding off the strike.

The throwing stick Amorite spent round 2 closing the distance (I left this off the narrative as no one was paying attention to him). This round he moved the last 5' to engage Damiqtum. His current Body is 4, and there's a -1 penalty for movement. 4-1+5, a hit, but Damiqtum's total was 3 Body + 5, Avoided. One of her Furious attacks succeeded (she rolls an awful lot of 6s; I can only assume that she truly is blessed by her Goddess), but the Amorite rolled a 7 on his Avoid check.

The spearman is in a bad way; current Body of 3 with a -2 penalty for the broken weapon and a further -1 for Šerašer's shield means he only hits on  natural 6 now; he didn't roll anything close o that.]



[Round 4]
Damiqtum takes a step back, then shrieks a short Sumerian incantation. Her attacker succumbs to the magic at once, and holds his dagger dumbly before him, unable to do more than back away.

Šerašer makes an upward stab at his opponent. He feels a slight resistance as the point of the blade pushes through the thick goatskin, then warmth as the blood gushes forth over his hand. The Amorite collapses; now dust shall sate his hunger, and clay be his food.

Iqīš-Sîn's club thuds hard against his opponent's shoulder. The riposte goes wild.

[Damiqtum decided to cast her Stun spell. This uses Soul, so with her Soul 6 she now has initiative. Her Soul check (6+1d6=9) succeeds, so the spell is cast successfully. The Amorite gets to make an Avoid roll with his own Soul 3. 3+1d6=5, failure. The spell's duration is based on the caster's current Soul, so the Amorite can only defend for the next 6 rounds.

Šerašer rolled a hit, his opponent failed his avoid roll. 3 damage drops the spearman's Body to 0. Normally this results in a roll on the Body Injury chart, but as a soldier, Šerašer has the Deadly Force professional talent which allows him to forego the roll and take the maximum result, so the Amorite is slain instantly.

Iqīš-Sîn hits the club-man who fails to Avoid, delivering another 2 damage. This will drop the Amorite to 2 Body. However, they both are acting on the same initiative segment (both having current Body of 4), so the damage isn't applied until after the Amorite makes his attack. He rolls badly however, and misses.

Things are looking rather grim for the Amorites now, so I put the question to the oracle--
Q: Do the pastoralists flee? Likely (3+): O5 C2 - yes, and...]


The Amorites see that they cannot prevail, and run off back to their fellows. Iqīš-Sîn takes one last swing at his departing opponent, but his cudgel just swishes through empty air [4+2, miss]. The party, unscathed by the battle thanks to the blessings of warlike Ištar, pause to catch their breath and drink from a waterskin whilst they watch the Amorites limping off into the distance.

[XP total is 300 total for defeating the 3 enemies, giving 100 each to the PCs who fought. Mannum-kīma-Adad earns 0 for cowering and doing nothing.]

When the Amorites have been lost from sight, they continue on their way. They pass by farmers in the fields [hour 4 encounter: residents at work] but pay them no mind. Further into the countryside they come upon a group of local spearmen [h5 - residents, militia]. They pause to tell them of the encounter with the Amorites. Mannum-kīma-Adad is effulgent in his praise of Šerašer's martial prowess which saved them all, so he says. He finds it prudent to omit mention of the muḫḫūtum's furor, and as usual forgets to mention the long-suffering Iqīš-Sîn at all.

next post: a mystery on the estate!