Monday, July 6, 2015

The first adventure from Gregory

A play-report from Gregoy, divided in three parts.

Link to G+

So this is a report of our last session of COJ (and the fist!).

First of all, the casting :
- we had the veteran, Azim Ben Arrabas a follower of the book of Q who fought during the crusades (against the crusaders) and stayed at Jerusalem afterwards with a wish of redeeming himself through combat for some things (which stayed a mystery for now) he’s done during the siege of the holy city. That’s why he joined the Iron Fist.
- then there was Zeno the raider, a local from Jerusalem who was, alongside with his men, a bandit and made the most of the crusades to raid and plunder the poor soulswho managed to escape the war. Then when things calmed down he had no choice but to join the brotherhood to avoid getting revenge from those he stole from (especially a noble family from whom he killed a member). NOTE : the player didn’t chose the leader move so he was considered by his gang as a founding and important member but no more. He came up with several names for other important members of his gangs and we discussed a bit about their relatioships between one another. Turned out that the former leader of the gang (Tobias) led it to a bad situation (which has to be defined) and disappeared during it. Was he left for dead? Did he run away? The gang’s opinion on that matter is divided between the two.

As suggested in the book, I chose to run a focused mission for this first game, so here it was : The characters were sent by the Magister Geoffrey (from Anglia and looking a lot alike with Liam Neeson) to bring a package (of opium) to the port of Ashdod (roughly half a day of Jerusalem) for the benefit of the Judaists. They’ll have first, to pick up the package at a Judaist priest’s place, brother Timeus located in the Essenian district. (I came up with the name after seeing an older map of Jerusalem and made it like a maze like place with many small alleys and a potential nest for thieves). The brother Timeus will then tell them on what vessel they’ll have to drop the opium.

Before dropping them into action, I presented couple more Blood Brothers (as I didn’t see another way to name them, I called them Fraeters to stick with the Magister and Caesar nomenclature (not even sure if it makes sense!). Then they were on their own…

The plot roughly was that a Venitian merchant had some connection inside of the Iron Fist’s fortress and was told about the package and therefore will try to snatch it for himself. His plan was simple : to bribe some guards (as a matter of fact christians) to get the opium shipment as soon as the players will get it and if it doesn’t work he’ll have a gang of mercenaries at the port.

Azim the veteran deicded to check if they were followed as soon as they left the fortress and as he succeeded his perception move, I oltd him that effectively they were. They tried to ambush whoever was following them when they reached the Essenian district but failed. I made a move and decided that the spies managed to avoid the ambush and to follow them again more cautiously (if they had got a 7-9 rather than a 6-, I’d probably stated that they scared the spies and that they wouldn’t have been able to be on their tail again).

By the end of the day, as darkness fell upon the city of Judas, they reached a small plaza where a priest of Judas was giving a hateful speech against the christians at a small crowd and where a young woman was giving water to the old and the weak from a nearby well. She then turned to the PCs and asked them if they were thirsty telling them that Christ gave water to Judas as Judas quenched the thirst of blood of the people of Jerusalem. (I was hoping to introduce differences between Judaists and Christians here and build up the fiction. Not really sure if it worked but well).

They finally managed to talk to the priest who was delivering his spiteful speech. They’d found brother Timeus. He led them through some houses (some of which were occupied by families who looked at him with radiant smiles and respect even if he was accompagnied by a band of bloodthirsty cutthroats. They had a little chat during which he told them the name of the vessel they were supposed to deliver the package (le Fol Ventoux from Frankia) insisting on the fact that the captain of the ship was in a hurry and if they didn’t get a hold on him by mid-day (that is to say the next day) he’ll leave and they’d have failed the mission. Time wasn’t their ally… He then showed them the package : two sturdy barrels placed on each side of a mean looking mule. He gave to Azim some carrots and a stick when screams started to be heard from nearby…

End of the first part. I apologize in advance for the grammar and vocabulary as I can’t really review it right now (I’m as well in a kind of a hurry!^^). At this point they didn’t really make lots of move and the fact that the spies were still tailing them meant that I advanced my front to one step which will lead to what happens in the next episode.

Continues here

Friday, June 26, 2015

Hunting demons

Here is another short report; this is about a sorcerer and the Hunting Demons (see the preview image below).


Hunting demons are relatively weak monsters, although I wouldn’t underestimate them unless I was playing a seriously martial playbook like the Veteran or the Sellsword (or the Raider, with my gang covering my ass). The annoying thing about Hunting demons: they can be raised from corpses, even random pieces of dead meat assembling together and coming to life fueled by the dark force of sorcery. Sometimes, they appear as an animated statue or an empty armor. So, basically, they can appear almost anywhere, without notice.
They are evoked by the GM by spending points on the Taint Tracker; which is increased by characters taking -1 to Spirit. For a brief comment about Spirit, see +Michael Sands quick and cool review here on G+.

When you invoke with the Taint Tracker, as GM, you act as the Hell Prince himself: you know how to find your targets (including the character!). This is really a pain in the ass for my players (in a good way).

One of my best players (say hello to Tom, everybody) plays a Sorcerer.
His first encounter with a Hunting demon (in the form of an empty armor coming to life) was within a tower, while he was sleeping. He had no time to prepare a spell, so he just went for his mace (he’s got quite an attitude, combining spells and furious mace swings). He made it out of the room, while the Raider and his gang came to his aid, blocking the demon inside the room while the sorcerer ran out.
Then the Barber stepped in, got hurt, and the Sorcerer got mad. They finally burned the bastard after breaking the armor into pieces.
The next time, in the desert, the Sorcerer (I have a soft spot for him, I know…) was on duty watching the camp, and was attacked by another Hunting demon (this time a collection of pieces of – mostly – human corpses, with dogs heads instead of hands). He had a big fire next to him, and managed to use his elementals powers to get rid of the beast.

Now, after a third encounter with a Hunting demon, our Sorcerer is gaining a strange reputation among the ranks of the Iron Fist.
He’s already quite a peculiar subject, with a nasty attitude (and dresses like a scarecrow basically). Add to that, that now he demands to have always a big fire lit in his room at night (remember, we’re in quite a warm climate), or several buckets of water always at his disposal (he likes to use water to confuse enemies and then strike with the mace). He needs the fire or the water to cast his spells fast enough to be able to fight the next Hunting demon.
I am inclined to let the mercenaries of the Iron Fist think he’s a paranoid, crazy bastard. And then to bring up a Hunting demon just so that he can go all smug on them with his “I told you so”.
What’d you think? :-)

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Wednesday, June 24, 2015

Against the Cult of Nergal

Against the Cult of Nergal is an actual play from the playtest phase of City of Judas, by Richard Sardinas.
See the original post on G+ here.

Aberlardus – The barber indebted to Geilar for saving his life. Played by Fred.
Eban – The Sorcerer. Hungry for magical power. Played by Adrian.
Geilar – The Raider. A Vandal prince who stole the ring of the King of Corsica. Played by Ray.

We started the game in media-res. The caravan the characters were escorting was attacked by what appear to be indigenous nomads. The sorcerer acts first, and with some foresight, by creating a stone barrier around one of the nomads who is trapped there. Geilar charges a large concentration of raiders with his gang, but is repulsed. Geilar took the move Last Stand so elects to face the enemy force by himself on one flank, while the rest of the group attempts to attack the other flank. Aberlardus goes to Geilar’s aide. With a few good rolls the nomads are beaten back and retreat. The character’s have a prisoner.
The caravan master, Calix of Damascus, tells the characters that his rare beetles (a delicacy around these parts) have been stolen, but even worse the nomads kidnapped his daughter. He beseeches the characters to go find her. The characters agree for a fee then interrogate the prisoner. The raider starts torturing him, allowing Eban to manipulate the captive. The nomad talks saying they took her to an abandoned barn and adds cryptically that “She is to be give to the One that rises from Meslam”.
The captured raider leads the group to the barn. The nomad claims that they have taken the girl into the tunnels under it. Eban casts the light spell on the captive. They go into the tunnel and after a long walk enter a large room where the captive is shot in the chest and killed by 2 other raiders. They run, but the sorcerer casts a fire spell blocking the way. One of the raider knocks the other one into the fire, and he is subsequently killed by Geilar’s gang. Since it’s difficult to carry a glowing body Geiler decides to cut the body to pieces and hands out body parts to the group to use as torches. (I added a level of taint here because this was pretty gruesome and the players were treating the captive pretty callously.) Eban took the create fire, but not the control fire spell, so the fire can’t be stopped. He had to cast Stone Spell to turn the burning stones away from the tunnel. They continue and emerge from a trap door into a house.
The house is empty right now. Eventually the players leave (Geilar’s gang stays behind in the house waiting for the sign) and poke around town, finding a few things. The name of the town is Karak and there are several issues going on. Animal pit fights, infighting amongst the ruling houses, and of course mysterious disappearances. The characters ignore the pit fights and go directly to the militia and bully help from them by showing them the glowing body parts, claiming they are from some weird cult. The militia captain admits he has heard rumors that the cult of Nergal has been up to no good, but that cult has been dead for hundreds of years. We assumed that most of the inhabitants are Christian with a few Judiasts here and there. With amazing perception rolls they figure out that everything points to one of the weakest noble families.

They convince the militia to give them authority to search the family’s compound. While there they use perception moves to find a secret doorway. Once inside they come to a large room with some demonic statue at one end. There are body parts all over the place (all those disappeared people) and 3 masked nomads. Spirit rolls are made, but the barber gets a minimum success; he takes the -1 spirit and we move on. The nomads attack the characters. Abelardus jumps to block the attackers to prevent harm befalling Geilar, and is badly wounded (received the unstable condition). A fight ensues, with 1 of the nomads getting killed and the rest escaping. Geiller gives the signal, the sorcerer causes the body parts to flash, and his gang is on its way. One of the nomads ends up killing several of the militia guards and then scales the walls of the compound like a spider. The other nomad is killed by Geiler’s gang. The killing of the guards causes the family to escape and a chase ensues.
They reach the outskirts of the city and Eban causes the groundsunder the family head to rumble and they all fall. The group catches up to them and slaughters most of the family except one of the servants who agrees to take them to the Temple of Nergal.
The characters arrive at the ruined temple and come up on a ceremony. The sorcerer can tell that the ceremony is charged with magic energies. Geiler tells Eban to prepare the Stone Spell to collapse the temple. The characters charge in, and with crazy rolls manage to push back the cultists who outnumber them. Abelardus then runs up and grabs the girl, but he is hit by the high priest (who is the surviving nomad from the shrine encounter in the city). He rolls over the altar with the girl and they escape. The rest of the group pulls back, and Eban causes the temple to collapse on all the cultists killing them.
The characters head back and collect their reward.
The final scene shows the blood of all the dead cultists running to the altar. It then opens and two large Hell Knights step through. The end.

Exploring politics in City of Judas

During our playtesting, I played a few sessions with only a couple of characters, and the game went well. Having only two characters of course leaves less room for possible conflicts between them; but the game holds.

In this specific adventure, we decided to explore some political conflicts between the Church of Christ and the Cult of Judas. The Iron Fist worked to convince the two sides to negotiate a truce, and finally both Christians and Judaists sent a couple of negotiators to the location designated for the talks. The characters, a Veteran and a Priest (which in the game is a follower of the Cult of Judas), were in charge of the security of the meeting, which was held in a small fortress half a day out of Jerusalem.
While the four prelates began the negotiations, which lasted for several days, the characters collected evidence of someone trying to sabotage the meeting. In one case, a messenger sent by one of the negotiators was killed while carrying a truce proposal to Jerusalem for approval from the high clergy of the Church of Christ.
Seeking a final proof of the talks being sabotaged, the Priest broke into the rooms of the two negotiators from the cult of Judas. In one trunk, he found ciphered documents but managed to get a sense of what was going on: someone inside the Cult of Judas was subtracting money from the cult, and using it to hire mercenaries. In a previous adventure, in fact, the characters have retrieved a shipment of opium that someone stole from the Church of Judas ‘ and apparently it was an inside job, orchestrated from the same man.

With this final proof in their hands, they confronted the two prelates from the Cult of Judas. They managed to obtain a confession from the guilty one, but not before he managed to poison both the emissaries of the Church of Christ. While the Priest worked to save the lives of the Christians priests and avoided what could have triggered an armed conflict between the two religions, the Veteran managed to stop the traitor from escaping.
We ended the session with the militia of the Cult of Judas escorting away the traitor, while he threatened the members of his own cult of their mistake. And in the next session, those mercenaries indeed could have proved handy when the Book of Q. moved a little army to raid along the southern borders of the Kingdom of Jerusalem… but that’s another story.

So, this was for those who asked for another session report. I chose this one because, in contrast to the first that presented the giant demon, the characters basically had almost no need to resort to violence for the entire session - and it was a great session even for the Veteran which is in theory a ‘tank’ playbook.

This time, our preview image is text-only: it should give you an idea of the basic instincts and GM moves for threats like the Church of Christ and the cult of Judas.


And for those who’re wondering: yes, the little boxes are clickable in the pdf of the manual. I think the entire manual is quite easy to navigate.

If you’re interested in the game, check it out by clicking here.

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Facing a giant demon

In our last session of City of Judas, my players faced a Giant Demon:


They’ve been hired by the Christian church to investigate an obscure cult - apparently christian as well - that is raiding villages north of Jerusalem and killing priests. It turned out that the cult is searching for three little girls, born in the same day, and all three named Pax (Peace, in Latin). The girls, as our Sorcerer established, have some kind of significance in a ritual the cult is trying to complete.
The characters (a Barber, a Raider and a Sorcerer) kidnapped the girls to bring them to Jerusalem and protect them, but the demon managed to track them. They refused to let the demon take one of the girls and faced it in combat instead.

The fight was real fun: the Raider (known in our group for refusing to use anything but his own, cursed dice that roll 6- embarrassingly often) finally stepped up and his gang proved decisive in protecting the girls. The Barber, although not best equipped for the fight, did her share. The Sorcerer had a somehow clumsy start, but recovered and contributed to the final victory.
But the fight wasn’t easy: both the Barber and the Sorcerer ended up taking a Debility to survive. The Barber is now limping, and the Sorcerer horribly burned by his own magical fire, which the demon spit back at him.

We’re now on hiatus for some weeks, but the players really enjoyed the session and the final “boss-fight”. They felt all the time like they were facing a possible horrible death - which they did - but finally managed to prevail. We’ll be back in Jerusalem next.
I wonder why the church will now demand that the Iron Fist mercenaries will hand over the little girls to them, and what the characters will do [evil grin]

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