Lately I’ve had an urge to explore M.A.R.
Barker’s Tékumel
setting through solitaire roleplaying. (You can read my earlier
missive on this subject, “Prepping A Solitaire Foray into Tékumel.”) So one night
while my wife was off watching Game of Thrones with
friends and my son sat glued to the television screen watching
American Idol (neither of which engages me in the least) I
spread my solo gaming materials across my standing desk and indulged
in a brief foray into the Empire of the Petal Throne. My heroes consisted of Ibásh,
a young, idealistic priest of Keténgku;
Bara, a protective aridani warrior late of the Legion of the Mighty
Prince; and Thékuto, a
well-traveled trade liaison for the Victorious Globe clan, to which
they all belong. Their masters have quietly charged them with
researching and retrieving an ancient automaton. As the first step in
their journey they stopped along the sákbe
road at the Tower of Deathly Hospitality (detailed in the earlier
blog entry on this subject). Seeking shelter in the midst of a
torrential monsoon, they find a caravan camped on the platform as far
as possible from the dilapidated guard tower, with a lone fellow
staring into the open door into the structure calling for his wife
but, alas, not brave enough to enter and search for her himself.
After learning of the tower’s haunted reputation from the encamped
caravan, the group approaches Hóru
hiArusá, a craftsman from
the Silver Collar clan heading home with his new wife. Dzái
sought shelter in the tower against his wishes; she has yet to
emerge, call for help, or otherwise make her presence known. Although
Ibásh wants to charge in,
Thékuto, ever the voice
of savvy reason, asks what Hóru’s
willing to do if they group finds and returns his wife. The artisan
offers them a finely wrought copper cup he himself crafted.
Encouraged by this incentive the heroes enter the tower.
Solo
Analysis
Overall this solo roleplaying excursion took about
two hours, including time to write notes as I moved along. I was
using a prepared scenario of sorts, so I already knew the overall
plot; it was just a matter of seeing how the characters interacted
with its elements. I managed to employ all the different resources
I’d gathered, including guides to the esoteric setting as well as
various solo roleplaying aids. Overall they worked quite well. The
Ever-Gratifying Game of Glorious Anonymity (since I’m not
revealing what game system I decided to use) proved just right in
determining the success or failure of skill checks and in creating
some tense moments in combat, despite the streamlined simplicity and
distinctive lack of crunch other games set in Tékumel
offer. My two hardcore setting resources – Guardians of Order’s
Tékumel roleplaying game and Jeff Dee’s comprehensive and
well-illustrated Béthorm –
served me well for quick monster and clan references, while Brett
Slocum’s The Petal Hack
was particularly helpful randomly determining names and clans to give
greater depth to the husband and wife (in
hindsight I might add tables to randomly determine city names as well
as gods/cohorts).
I recorded notes in a small booklet I made based
on a Cornell Note-Taking Graph Paper template from incompetech.com.
The sidebars provided nice spaces for game-related notes, callouts,
hints on character status, and doodles of Rory’s Story Cube
dice results (when applicable; see below). The booklet gave me the
opportunity to have fun with several fountain pens with different
colored ink I got as presents over the past year, though the
calligraphy marker I used for the entry heading number bled through
(a note for future entries). I gleefully got the chance to roll my
scarab d6s, though I had some other polyhedrals, blue with gold
numbers, of which I’m particularly fond. My other solo roleplaying
accessories proved a mixed bag. The cards of mysterious origin with
“yes/no” answers amended with “and/but” qualifiers and some
additional story cues really helped move the game along, especially
when I had a straight “yes/no” question; aside from providing
binary outcomes they added some complications and extra developments
on which I could elaborate within the context of the encounters.
Where these cards proved extremely effective the Rory’s Story
Cubes “Voyages” edition (my much-vaunted “Glyphs of
Momentous Augury”) did not offer as much inspiration as I’d
expected. Whether I rolled three and chose one or rolled all of them
and picked anything appropriate, I still had to work hard
interpreting any of them for the setting and encounter situations.
The two I used were a “goblet” for the bronze cup Hóru
offers the characters and the “octopus” which triggered the káyi
encounter. The story cubes remain about the only solo gaming
accessory I’m likely to set aside, perhaps after giving them just
one more chance (a personal weakness, I’ll readily admit).
Despite my few difficulties I still enjoyed the
solo game and intend to continue along the sákbe
road with my characters. I expect quite a different experience when
I’m not following a previously designed adventure outline and must
rely more on random tables and oracle generators. I might have to
start seeking or creating other tables to cover new environments and
situations, after exploring those in my current Tékumel
game books. I’m also tempted to create a random dungeon based on
Schweig’s Themed Dungeon Generator, which would provide an
underworld labyrinth I can seed with setting-appropriate
encounters...and further customize it to my characters’ particular
quest.
In planning the adventure I arrived at two
realizations: none of the extant “eyes” seemed appropriate for my
characters as a starting “magical item;” and I also had no
reasonable explanation for what happened to the errant wife to keep
her trapped in the tower without actually bringing her to harm. So I
devised the Most Vigilant Eye of Spectral Sentries to project the
“ghost” that transfixes Dzái...and
give the characters a magic item to use in their future escapades.
Alas, Ibásh barely made
his saving roll to avoid becoming entranced by its powers; though he
mustered his wits and courage to rescue the wife he had little time
to investigate the ghost or discover the ancient technology that
summoned it. So I present it here for Tékumel
gamers (and others) to use in their own adventures (either as players
or devious gamemasters).
The Most
Vigilant Eye of Spectral Sentries
This eye
projects the image of a ghostly sentry to frighten or stun casual
intruders nearby. Unlike most spherical eyes, this device has a
flattened plane on one side to allow it to sit on the ground or other
surface, from which it projects the image. When activated and left at
a location the eye senses movement within 50 feet, then activates the
projection, which remains for 4d12 minutes. The image isn’t static,
but loops so the sentry shifts weight between its feet, adjusts its
weapon, blinks its eyes, and occasionally even scratches itself.
Those who see
the sentries must make a resistance roll or become enthralled by the
sight (and susceptible to capture by other live guards), remaining
motionless and rapt yet unable to be wakened from their state for 1d8
hours.
The eye our
most excellent adventurer’s discovered in the Tower of Deathly
Hospitality currently shows the image of a single Bednálljan guard.
Such devices usually employ a d30 usage die, but the one in the tower
has degraded slightly to a d20.
Understanding
the eye’s different operational modes requires a period of study
and a relevant skill check at the following difficulty levels:
Easy:
simply turn on/off one sentry, no timed shutoff.
Moderate:
turn on sensor mode, sentry appears for 4d12 minutes when intruders
come within 50 feet. Remains operational on standby until turned off
(to save charges).
Difficult:
vary number of sentries appearing (1-6) when activated.
Heroic:
scan new sentry image from live model to program into eye, erasing
last image.
Unsophisticated
people believe images from this eye are ghosts, especially after
waking from the enthralled state to which the eye subjects them.
Those possessing and understanding the eye’s function frequently
use it as a guardian device to summon spectral sentries guarding
locations far from view (often in catacombs, labyrinths, and tombs).
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