[Circle of Hands 1.1]Adventure: Joan of Drikstag

Started by John W, April 15, 2014, 05:32:37 PM

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John W

Hi all,

I'm working on a concept for our next scenario.  I have what I think is a pretty cool idea, but it needs work.  I know it doesn't conform exactly to the adventure design mechanics (again).  Hopefully, this time, the differences are less important.  Your thoughts and suggestions would be most welcome.  My players, please stop reading here (Mitch, this means you ;-)).

The component is Rjaba presence.  I wanted something more than a simple "kill the undead/Rjaba wizard" scenario.

The town of Drikstag lies in Rolke on the border with Tamaryon.  Virklund, a neighbouring baron in Tamaryon, has embraced White magic, and has made it his mission in life to "spread the faith" (while also profiting from expanding his held lands).  In each of the past 3 years, Virklund has sent Amboriyon missionaries to Drikstag, followed by an attack on the village.  Drikstag only survived because it is built on a rather defensible rocky outcrop.  In last year's attack, Drikstag's wooden palisade was extensively damaged.  The townsfolk of Drikstag have been labouring together over the past year to surround the village with a stone wall.

This year, the missionaries have come and gone, and the stone wall is not yet complete.  Virklund's force, bigger than ever before, has arrived and attacked.  They would have prevailed except for something completely unexpected: a girl in Drikstag summoned an enormous Rjaba manifestation that countered Virklund's Amboriyon magicks and allies, and repelled the besiegers.

Now there is an Rjaba zone right outside the village.  The young magician is inside it (or on the outskirts), apparently still alive but in a fugue state (possessed? altered by Rjaba? or a psychotic break from reality?) . The village is suffering the effects of the nearly Rjaba zone (chaos, disease, zombies...).  Virklund is camped nearby, awaiting reinforcements and preparing to attack again.

Inside the village of Drikstag, we have the following named NPCs:
- a member of the girl's family, who wants her rescued.  This person is backed up by many family members and townsfolk who want the Rjaba zone eliminated.
- a hawkish loudmouth who wants to harness the power of the girl and Rjaba to destroy their perennial enemies, here and where they live.  He has little clout to start, but his ideas may gain traction as time goes on.
- the chief, who agrees that the girl should be rescued from Rjaba, but only after the village has survived the coming second attack.  And maybe until after they can finish the stone wall.  THEN they'll rescue her.

And outside, we have Virklund, a chief and white magician with a force of armed fighters.

And we have our new black magician, the young lady.

Tripwires and thoughts:
I've written this without access to the rulebook, so some things will need working out, e.g. the effects of an Rjaba zone and what exactly could be up with our young Joan-of-Arc figure.  And whether and how she could be rescued and restored to human state, and whether she would still be a black wizard thereafter.
We don't have a way to play or model mass combat, if it comes to that.  But I think the tripwires could help here:

Ideas for the tripwire:
If the PCs eliminate the Rjaba zone while the threat of attack from Virklund still exists, then both the chief and the hawkish loudmouth will want to abandon and evacuate the village.  If the PCs can convince (let's say) 3 of the 4 named characters (not including Virklund) to stay and defend the village, then Drikstag prevails; otherwise the people flee and the village falls. 

The latter is the mission's failure condition. All the (surviving) villagers become refugees. 

Or if the PCs team up with Rjaba to fight Virklund, then Virklund is defeated.

What do you think?  Will it play well?  Can it be made to fit the adventure design rules?  Should it be?
Thanks,
-John

Jonas Ferry

I just finished a session with Rbaja presence that I'll write up in the next couple of days. I look forward to comparing notes and experiences.

I see that you added Amboriyon presence as well, even though it's not a rolled component. I wanted to add local-power tensions to my adventure, but resisted. It was actually exiting to make the single component work without adding another "obvious" component. When you have to focus on that single component, you realize things about it you wouldn't otherwise. Is there a reason Virklund can't be a regular baron without any access to magic? The rest of the adventure would work anyway, with Drikstag protected by Rbaja magic from the more powerful neighbor.

Also, I wonder about the PCs eliminating the Rbaja zone. What does "eliminate" mean to you? From my reading of the text I couldn't find a way to remove a zone of either type once it's created. Perhaps you can create an Amboriyon zone on top of an existing Rbaja zone, replacing it, but I don't think so. Also, it wouldn't solve the problem, since it would just be the Circle knights picking the Amboriyon side instead of Rbaja in the magic conflict over reality. You can banish undead, and you can put a protective circle around the zone that undead can't cross, but I don't think it's possible to remove the actual zone. It would make sense; this is how Rbaja and Amboriyon takes over the land; it's a one-way process.

John W

You're right, there's no reason why Virklund needs to have White magic.  This was left over from an earlier conception.  I'll remove it, if for no other reason than to simplify things for myself.

I could have sworn there was something in the rulebook about eliminating colour zones, but now I can't find it.  Ron, can a zone be destroyed/erased/banished/restored to natural form?  I was probably thinking of this: "It is easily killed..., but always reappears at dawn or dusk...  The only way to get rid of a Guide is to kill it in or near an Rbaja zone, or with black magic."  Now what do I do?  I guess the village will have to be abandoned in any case - at least moved away from the zone.  I don't see a Protective Circle spell.  I'll need to re-write my tripwire a bit.

-J

John W

Perhaps casting Wrath can reduce/eliminate an Rbaja zone, depending on the size of the zone, and casting Distort can reduce/elinminate an Amboriyon zone.

Ron Edwards

#4
Hi guys,

Quick easy question: the "protective circle" spell is the 2-point white spell White Light, soon to be renamed. Its original name included the word "circle" but I realized that was thematically borked.

When one of the color zones is created on top of or next to another one, you now have two disasters rather than one – the immediate reality is shattered by both, much faster than would happen with one of them. It's a really bad idea in Circle terms.

I do need rules for destroying zones, and obviously, magic isn't going to do it. It might require some more Circle-specific activity along the line of wraiths. I mean, not requiring wraiths, but in the same sphere of non-normal but not color-magic. I'm a little concerned about recapitulating the perfectly good game The Whispering Vault, however.

I've noticed, also, that people tend to throw everything they can find into results 6 and 7. Listen: one wizard, or one zone, or one demon is plenty! Maybe a few demons if they're smaller. There's no need to pack the joint with a wizard and a zone and an army of undead.

Start small. If there's a wizard or a zone, an army of undead is potentially present anyway.

Also, spelling: "Rbaja," pronounced "ur-BAH-ja."

Best, Ron

P.S. I figure you're using the name Joan as a thematic indicator, for purposes of the post, but just in case anyone reading might misunderstand, "Joan" is a version of Johanna, the feminine of Johanan/Johann, which is Hebrew and therefore not in the names list. (You would not believe how decimated the female German names list was by taking out all the Biblical stuff.)

Ron Edwards

OK, looking it over some more, I see the thing I wrote about in a recent thread: putting the failure of the mission right there into play, when the tripwire is hit. Don't do that!

The "wrap up" part of the text is being rewritten. It's giving people the wrong idea about what to do when a tripwire is hit.

For now, the rule is, do nothing different. Have the result of the tripwire occur. Otherwise, merely play the NPCs precisely as you would expect to play them in those circumstances. And that's all. Don't concerrn yourself with success/fail of the mission while you're playing; all of that is only a topic for post-adventure talk.

Another way to look at it is that the characters might accomplish wonderful and mighty and admirable things in the adventure, but if all the tripwires are hit, the adventure is a failure in terms of how it affects Rolke. But you do not have to make or intrude that content into play, not one little bit. You don't have to show it while the adventure is happening.

John W

Thanks guys.

I think I originally had both Black and White in there because I thought that militia + Rbaja wizard = 100% slaughtered militia.  But I guess with enough armed men, and given the wizard's limited B, it could come to a stand-off.

I'm thinking about letting the players decide how to eliminate the Rbaja zone (if that's what they want to do).  I'll just tell them "magic won't do it, Amboriyon won't do it," and see what they come up with.  I'm imagining something like, in certain versions of English fairy tales, every curse can be broken somehow; "true love's kiss," a mother's sacrifice, and all that.  I'm imagining a great personal sacrifice, a truly heroic deed, something like that.  But without leading the players at all, and letting them come up with something.  Would be interesting, from a playtest as well as a story perspective.

Hadn't heard of The Whispering Vault, looks interesting.

About using Amboriyon vs Rbaja in play:
I think Amboriyon is really interesting on its own.  It has that dichotomy of being "good," i.e. fights Rbaja, heals disease, promotes peace, etc. but then builds up and evolves towards a stifling annulling monomaniacal force.  A scenario with just an Amboriyon presence is already interesting.

But Rbaja by itself, on the other hand, is straight-up evil.  A scenario with just Rbaja, in my mind, equates to "go kill the zombies" or demons or ghouls or whatever.  Or go fight the evil wizard.  No interesting social or moral quandary is implicit, so I feel like I need to insert that.  Which is why I've got the invaders and the Joan-of-Arc figure (yes I'll give her a proper name from the text -- again, I'm at work and I don't want to whip out the playtest book). 

I wasn't going to have a standing army of zombies; just to mention, for atmosphere, "since the Rbaja zone appeared, the townsfolk have been dealing with disease, and their dead have been rising."  I mainly want to have an Rbaja zone, that's the mechanic I most want to play with in this scenario.  I'll think about whether I still need a Black wizard as well.  Maybe have someone trapped in (or on the edge of) the zone, but not the wizard who created it.  I'll think about it.

I'm bouncing around a bit here.  Tripwires: okay I see what you're saying.  I'll keep that in mind.  First I'm going to go back and re-think everything about the scenario. 

Thanks,
-J

Ron Edwards

Some more food for thought, while you're re-mixing.

QuoteBut Rbaja by itself, on the other hand, is straight-up evil.  A scenario with just Rbaja, in my mind, equates to "go kill the zombies" or demons or ghouls or whatever.  Or go fight the evil wizard.  No interesting social or moral quandary is implicit, so I feel like I need to insert that. 

Straight-up evil, yes, but it seems to me you're equating that with simplistic or even stupid. Here are some ideas to help.

1. Every component carries its own individual soap opera, in its "problematic characters" requirement. Saying "he's an Rbaja wizard, he's doing wicked gross stuff, obviously he's problematic," isn't sufficient toward that requirement. Especially if #6 is the sole component, that's three NPCs who present human agendas, drives, and back-stories that are supposed to be genuinely engaging, and therefore must be so to you during prep.

2. A wizard is so hard-core powerful in this game -- I mean, all spells of one color + tallies = the number of knights -- that there's plenty to work with in an adventure based on his or her reactions alone. I think I'll stress that in the rules: the wizard doesn't have to be causing a horrible problem ... and in fact, in the absence of things like "humanitarian crisis" or "monster," probably isn't! (yet)

In my recent game, the Amboriyon wizard only wanted to get his ship unloaded. Granted, it was to set up a space to build a statue for the Statue spell, and I have no doubt that the long-term effects of the wizard on the community would be negative, but right here and now, he's just a guy on a boat who needs it unloaded, and whose bad-ass daughter is trying to get this done in the face of local hassles. The adversity presented in the adventure only arose from what the wizard does as a character in the adventure, not as a prompter of the adventure. (Some of what I'm saying here is affected by the fact that the "ordinary local power tensions" component was in play as well. But the basic point still stands.)

3. An Rbaja zone is a serious problem all by itself. Consider what local, non-wizard people might be doing with it. Your post suggests that all they're doing is wailing, "Oh no, the dead are rising!" ... but what if a local person controls access to the zone and has guys with quarterstaffs herding the resulting walking-dead into his feud with another guy? And pitches corpses in there to get more of them. I'm envisioning a horrible brick pit ...

I like the idea of seeing what the players come up with for getting rid of the zone. You can take it as given that their characters already know that the "cancel-out" tactic does not work.


Vernon R


I kind of like the Joan idea but if it were me I'd have the zone she created scare off the raiders completely.  No sign of them anywhere near by, of course they could come back later (but not as a part of this adventure) so you've still got the setup where different NPC's have different goals on how to resolve the situation.  One can think the zone is a minor problem to deal with and is better than dealing with the raiders so wants things to remain as they are.  Her family can want her rescued, the chief can want the zone closed. 

One thing I've noticed about the venture creation you can really create different situations based on how overt you make the dangers and the goals of the npc's and the power levels of the npc's you choose.  Rbaja could be a zone opening up in a back room of home and spreading subtle influence or it could be a wizard summoning demons and bringing death and devastation.  By mixing up what you put in beyond even what the dice rolls suggest I can see a lot of diversity in play.

John W

Vernon, thanks for your comments.  I took your suggestion that Virklund's raiders need not even be present in my scenario.  See next post.

And good insight about the flexibility of the components!  A little Rbaja zone, hidden in a hut but growing in influence, would make a really interesting scenario!

Thanks,
-John

John W

First complete draft, revision #4, for your consideration:

Scenario: Joan of Drikstag

Location: Drikstag village, Rolke.  On the border with Tamaryon.

IMPETUS

You have learned that Drikstag village in Rolke has begun using Rbaja magic.


GM's BACKGROUND

Drikstag lies in the foothills that form the borderland between Rolke and Tamaryon.  It is built on a rocky outcropping and is surrounded by hilly grasslands dotted with small forests.  The village suffers annual raids from its Tamaryon neighbours, particularly of late by Baron Rambert of Virklund who wants to add Drikstag's lands to his own.  Accordingly, Drikstag has a greater number of gentry who dedicate themselves to martial training.  In fact, the village is clearly divided into two social strata: a strong and privileged gentry, and everyone else.  The common folk of Drikstag, thin and stoic, work hard to keep their martial commanders well armed, well fed, and well rested.  The gentry are easily distinguished, they are physically larger than everyone else, and always wear swords in public.

This year, Virklund attacked with a larger force than ever before.  A pitched battle ensued and many men of Drikstag were falling under the spears of their attackers.  The remaining folk of Drikstag watched from their walls in horror.  A young girl screamed in terror as she saw her father disarmed, saw a spear raised for the killing blow.  Suddenly, black lightning struck the field of battle.  The ground shook, and dark smoke spread across the battleground.  All of the fallen men from both sides rose up and fell upon Virklund's forces with a reckless ferocity never before seen.  The newly risen men seemed nearly immune to harm.  From Drikstag's palisade, the young girl named Ada commanded the dead fighters in a booming voice and in an unknown language that sickened and terrified all who heard it.  When the Virklund raiders fled the field, pursued by the dead, Ada collapsed into the arms of her frightened family.

Ada slept for days.  Her eyes are now a murky red.  People avoid her, although she has not invoked magic since the attack.  She remembers little of that day, and can not explain how she called forth Rbaja.  The walking dead have not returned, but the stain of her invocation remains upon the land.  The field of battle remains shrouded in dark foul-smelling smoke.  Trees twist and moulder.  Birds and animals are blighted.  At the centre of this benighted zone, dark lightning still flickers.

Drikstag:
•   Farming, hunting, iron mining, smithing, weapon-making, woodcutting, etc..
•   When the village is attacked, all men fight, the gentry leading the rest.


PLAYERS' INTRODUCTION

Drikstag lies in the foothills that form the borderland between Rolke and Tamaryon.  It is built on a rocky outcropping and is surrounded by hilly grasslands dotted with small forests.  Just South of the village, the land is withered and shrouded in smoke.  A nexus of black cloud and baleful flickering light lies at the centre of this darkened landscape.  Many of the townfolk, lean of limb and arched of back, labour to erect a stone wall around the village, replacing a wooden palisade that seems extensively damaged.  The works are overseen by larger men with swords at their belts.


NPCs

Seigbert the Mighty, Chief of Drikstag. Gentry (Martial (high)).  BQWC = highest. 
He wants that wall finished.  He and the other gentry are enforcing the labour.  The Rbaja zone is a new defensive feature.  Ada's new powers will bolster the village's defenses as well.  The girl and her family must be watched closely.

Hartmann, Woodbuilder.  Professional (Outdoorsman, Carpenter).  BQWC = 5428.
Hartmann builds and maintains the village's common wooden structures, including the gentry's lodges and, until recently, the village palisade.  He is now the de facto architect of the stone wall that Seigbert has ordered built, though he lacks expertise in stone masonry.  Hartmann is also the unofficial representative of Drikstag's underclass.  He mediates disputes, and speaks up when the gentry's rule crosses into abuse.

Hartmann feels strongly that the community should abandon Drikstag and rebuild the village far from the Rbaja zone.  He argues this point with Seigbert, without success.

Dagmar, Ada's mother.  Peasant (Farmer).  BQWC = 4825.
Dagmar does not fear Ada and is her fiercest protector.  She refuses to let Seigbert treat Ada as a martial asset.  She believes that, given time and a surcease of stress, Ada will grow into a normal young woman.  Getting away from the Rbaja zone (and Virklund's domain) would be a great start, so she supports Hartmann's call to rebuild the village elsewhere.

Ada, child, 10 years old.  BQWC = 4654.
Ada is a bit traumatized by the day of the attack.  She remembers most of what happened, but doesn't fully understand it and doesn't like to talk about it.  She does not show any retained magical ability (besides the red eyes), and doesn't claim to.  In fact, she doesn't know how she brought forth magic and doesn't know if she could do it again.

Her irises are now red.  She has nightmares about the Rbaja zone.  Other children avoid her now, as do many adults.


DANGEROUS LANDSCAPE

The Rbaja zone and periphery.
(I want to amp up the creepiness and lingering-magical effects of a zone a bit.)

The "zone" to the South of the village includes the periphery and the core.  PCs can not act or survive in the core.

Periphery:  The large periphery area comprises a couple of acres, and includes grassy hills and several copses of trees.  The undead are gone.  The Rbaja effects listed in the book are manifest (rot, disintegration, perversion, foulness).  Here you can still hear echoes of the recent battle, and smell the fear.  Clouds of black smoke roam the area, heedless of any breeze.

•   Trailtwister: this spell can spontaneously affect anyone in the periphery.  An affected character can not perceive the normal landscape outside of the zone.  W vs.12 roll required to orient, navigate the periphery, find anyone or anything, or escape.
•   Curse: anyone can lay a Curse upon another by giving voice to their hatred.  The victim need not be present, but must be within a mile or so (this certainly includes the village).
•   Undead/Demons: These can not be summoned or commanded, but might manifest spontaneously to attack anyone in the periphery.  They will not leave the zone, and will not persist.

Core: The core is a locale of blasted trees, writhing smoke/cloud and flickering light.  It is the size of a small livestock pen.  Anyone looking into it makes a Wits roll. 
Failure = drawn to the promise of revenge or forbidden pleasures.
Success = terrified of it. 

Neither effect compels a PC's behaviour.  Maybe it periodically draws an unnamed character into itself (who is visibly rent assunder / never seen again / re-emerges later as undead).


TRIPWIRE
(With all the recent discussion of what makes a good tripwire, I'm a little unsure of this part.)

If Ada or her family are detained, attacked or manhandled, Ada will manifest Rbaja magic again, but this time will retain knowledge of how to do it.  She will have become a wizard.

Ron Edwards

#11
Perfectly good tripwire. [editing the original sentence: it's close enough to what I'm thinking about for wizardly origin to work. - RE]

Otherwise, it all looks great. No obvious solution, no obvious villain, a zone presenting precisely the problems it should, and no automatic planned responses to the Circle knights.

My only suggested change is because I think you're over-writing the zone with all the Trailtwister stuff and should stick to the Curses, as that's a playtesting issue for me.

John W

Thanks.  I feel good about this one, we'll see how it goes.  I really want the extra spooky Rbaja effects, but maybe for the sake of playtesting I'll stick to just Curses.

I just realized that part of my "what, that's ALL I'm supposed to prep??" feeling is that I hadn't made the mental connection to the other side of the GM's job: to build upon the prep during play by ascending and naming characters.  Of course there will probably be more than three or four important NPCs in this scenario, but I only prepare three or four.  The rest will emerge as needed.

Cheers,
-J