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ROGUE & SLAYER

By Tiridates

Rogue and Slayer (R&S) is a rules-lite game of sword and


sorcery adventure for 3-4 people. The rules inscribed here
are Narrative, meaning that the description and feel of the
game is much more important than the actual mechanics.
This game does not seek to detail every rule or action;
rather it provides a focus for collaborative story telling
between friends.

In a time before the great glaciers covered the


world there was an age now forgotten. For here a
lotus soaked vision of ancient earth could be
found resplendent with strange cultures, exotic
gods and cruel sorcery. A thin veneer of
civilisation masks a savage and barbaric age of
tyranny and bloodshed. And it is here that our
heroes ply their trade, savage slayers, daring
rogues and cunning thieves all eager for
adventure and riches.
LET US BEGIN
Before we start, our game will require some six sided dice
and two sets of tokens.

For each player a Blue Action Dice. This dice can be


the difference between life and death - treat it
well.

Three Red Danger Dice to be cast against our


heroes. Each player can hold his own set or they
can be shared amongst our heroes.

A stack of Red Danger tokens, accrued by our


heroes during their adventures

A pile of Yellow tokens signifying Coin hard earned


and highly prized.

Now choose one among you to be the Scribe. They will be


the narrator of our tale, presenting the world to the other
players and playing the parts of the other characters that
our Heroes interact with. The role of the Scribe will be
detailed later but for now let us focus on the remaining
players, for they will be our heroes.

CREATE YOUR HERO


Creating an interesting and colourful hero is the first step
towards playing in a dramatic and exciting game. Paint him
or her with broad colourful strokes, leaving the subtle
details to be filled in during play. Name your hero, write a
couple of notes about them if you like, and youre done
Each hero is defined by his Role and Style. These determine
his Traits and Talents as well as his initial Drives. To get
started one player selects a preferred Style. The next player
then chooses one of the two remaining Styles, leaving the
last unclaimed style for player three. The third player then
gets first choice of Roles, followed by player two, and then
player one.
For larger groups or a more freeform choice allow players
to select whichever Style and Role they wish. The only
caveat to this is that no two players can have identical
characters. So whereas its ok to have a Savage Slayer and a
Savage Rogue in the same group, having two Daring Slayers
should be discouraged.

TRAITS
Each character has three Traits that represent their natural
physical and mental qualities. When you perform a task
with a relevant trait you add its value to your dice roll. Each
Trait starts at 0 but may be raised by your choice of Style
and Role. During the game traits can be improved to a
maximum of +3.

STEEL Steadfast and strong your hero counts on


brute force and tenacity to get things done

DARING Decisive and agile your hero depends on


his prowess and bravado to win through.

GUILE Astute and perceptive your hero relies on


quick thinking and cunning to accomplish his goals

SETTING THE SCENE


The Scribe starts the game by describing an opening
sequence. Start with a basic sketch - the characters are on
the rooftops at night, carousing in a favourite tavern, or
moving through a crowded bazaar. Bring the scene to life.
What does the place look and sound like? How busy or
quiet is it?
Next the Scribe creates a Threat. A threat is anything that
presents a challenge to the heroes, from a monstrous
Crimson Ape to a raging fire to a seductive enemy agent.
These Threats need to be defeated before our heroes can
finish the scene. Each scene can have several possible
threats and more can be added by the Scribe as the scene
progresses.
Once the scene has been set and the threats revealed, ask
the players. What do you do?

TALENTS
SPOTLIGHT
Each hero is a capable individual with certain unique skills
and abilities. These are his Talents and each hero begins the
game with two. Starting Talents are determined by your
choice of Style and Role. Although each Talent is associated
with one style approach in practice they can be used with
any Trait. Whenever you use your Talent your blue Action
Dice total can never be lower than a 5.

DRIVES
Crom Grant me revenge! And if you do not listen, then to
HELL with you!
You may be a hero but you still harbour the same selfserving ambitions and questionable virtues of lesser men.
These Drives are your characters desires and motivations.
There will be many opportunities to act upon your Drives
but one must be wary for the ambitions of men are often
petty and cruel.
Each hero begins the game with 3 Drives. Choose one each
from your Style and Role. Your third Drive can be something
of your own choosing or determined by the Scribe. During
your adventure anytime you achieve one of your Drives you
earn a Coin. Each Drive can only be completed once in any
given adventure.

The hero who first steps up to tackle the threat is now in


the spotlight. During this time we zoom in on them as they
describe how they will deal the threat. Other things may be
happening in the background, but the focus is on the hero.
Remain in the spotlight by narrating more actions. Your
turn ends and the spotlight cuts to another player when the
threat is overcome, you elect to Pass or you are Defeated!
Your time in the spotlight is measured in segments called
Exchanges. Each Exchange consists of a player narrating
how he will deal with a threat and rolling the dice to see
how successful he has been. An Exchange has no fixed
duration; during Action scenes they may last only last a few
seconds while during an election campaign may comprise
months of canvassing and making speeches

DRAMATIC OPENING
Start your sessions so that something exciting happens right
from the start. All that truly matters is that your opening
scene is dramatic enough to get everyone on the edge of
their seat and feeling fully engaged
Its a crimson dusk on the first night of the Festival of
Laments, and the streets are more crowded than usual.
Wine and song dull the dying heat of the day as masked
celebrants dance around you. Suddenly the crowd parts
and Hargun, feared enforcer of the Thieves Clan, locks eyes
with you. He clearly has not forgotten the last time you met
and the debts still owed. At his signal, a dozen cutthroats
swarm out of the crowd and surround you.

THE EXCHANGE
When its your time in the spotlight be bold! Use colourful
narrative to describe your actions. Never just sneak over
and kill the guard. Instead slink through the shadows up
behind the lone guardsman and with an iron grip, wrench
his neck until the snap of bone and tendon can be heard.
Then lower the lifeless body to the cold stone floor and
melt back into the shadows.

Say how you deal with a Threat and choose a Trait. The trait
should be based on your approach and the actions you
described. You cant creep through a dark room using Steel
and you cant smash open a locked door using Guile

Use STEEL to accomplish feats of strength and


endurance. Wrestle a bear, stare down a thug take
by force, stand your ground, resist temptation or
shrug
of
influence.

Use DARING to perform feats of athletic prowess


and agility dodge an arrow impress draw attention
to yourself leap across roof-tops or jump out of
burning
buildings.

Use GUILE to observe carefully solve problems


outwit others, negotiate a deal Sneak into places
hes not welcome conceal yourself evade scrutiny
or suspicion

What Happens on a HIT?


Each Hit you score takes you one step closer to defeating
the Threat. If you score 3 hits to a threat during your time
in the spotlight you gain an advantage. This gives a +1 to
your Action dice against this threat.
Chased across the rooftops of night caressed Shadizar, our
hero rolls his third hit. He narrates reaching into his belt and
scattering a handful of caltrops behind him. Although this
action doesnt help him directly escape it should slow his
pursuers giving him +1 to his next Action Dice.
Regardless of how well you do your description is true. This
allows our heros a certain narrative freedom when
describing their actions and how they deal with threats. But
it does come with two stipulations. You cannot contradict a
previously established element of the scene and you cant
narrate victory before you've accumulated the required
number of hits

If you pass you can give your Advantage (+1) to the


next hero who attacks the same threat.

If you do six Hits to a Threat during your turn in


the spotlight, it is defeated! Narrate your victory

If you elect to pass or you are Defeated before you


score six hits the threat remains and any Hits you
scored are lost.

ROLL THE DICE


Once you have finished your narration, its time to roll the
dice. Pick up your Action Dice and at least one red Danger
Dice. Narrate more details by adding more Danger dice
(max 3). The more dice you roll the more hits you can
achieve, but the greater the risk of being defeated and
removed from the scene before its done.

Roll your Action Dice and add your Trait for a final
result between 1 and 6 (the result can never be
lower than a 1 or higher than a 6.)

Roll your Danger Dice and compare against your


Action Dice result

What happens on a MISS?


On a Miss the hero takes a Danger token and the Scribe
gets to make a move - a response to the heros actions.
They may escalate a situation or give the hero a tough
choice to make there are no mechanical implications to
these moves but they help form part of the back and forth
narrative that makes up an exciting exchange.
No matter what move you make, always follow up with
What do you do?
Example Miss Results

For every red dice that is lower you score a Hit

For every red dice that is equal to or higher you


score a Miss

Theyre circling around you, trying to cut off your


escape!

He charges with his shield, pushing you back


towards the edge!

The things tentacles coil around you, dragging you


under the water!

COMPLICATIONS
Complications are used to describe a heros current
condition or situation. A hero takes a Complication by
rolling three Miss Results during his time in the spotlight or
by accumulating six Danger tokens and being Defeated!
Each Complication gives a -1 penalty to a heros Action Dice
whenever it would affect what he is trying to do. A
Complication will typically last until the end of the scene
though more permanent Complications are possible.
Complications can be anything that hinders or impedes a
hero. They also neednt always be physical states!
Distracted, Angry and Scared are just as valid as bruised,
bloody and broken. Complications can also be situational
such as a temple having a sturdy lock or a mountain pass
being blocked by a landslide. No matter what you call them
Complications are always negative.

DEFEATED!
You would rather fall beneath the blades of your enemies
than submit. So be it proud slayer! When a hero is defeated
he has failed at whatever task he was trying to accomplish
and plays no further part in the scene. But never fear your
hero can be revived and back in action soon only with a
lasting Complication to remind him of his defeat.
During your turn in the spotlight if things are going badly
and you have amassed a pile of Danger tokens you have the
option to concede. Your hero surrenders and plays no
further part in the scene. Temporary defeat means that
you'll be back in action soon enough and unlike being
Defeated! you have some say in your fate rather than one
imposed by the scribe

TURN END
Sample Complications
At a Loss for Words
Confused
Scared
Poisoned
Exhausted
Bad First Impression
Humiliated
Mauled
Stunned
Cornered
Restrained

Outnumbered
Lost
Bloodied
Easy Mark
Shaken
Doubted
Tougher Than He Looks
Nothing to lose
Suspicious
Distracted
Spotted

DANGER TOKENS
Red Danger tokens are a heros story immunity. As long as
he has less than six he can play an active part in the Scene.
During their time in the spotlight for each Miss result the
hero takes a red Danger token. The more Danger tokens
you have the greater the risk to your hero. Accumulate six
tokens and you are Defeated!

At the beginning of each adventure every hero


starts with zero Danger tokens.

At the end of every scene you clear 3 Danger


tokens from your stack

Reviving or rescuing a hero who has been


Defeated is treated as a Threat

Your turn ends when you overcome the threat, pass or you
are Defeated! The spotlight then moves to another hero.
Once everyone has had their time in the spotlight the
Scribe can escalate any threats that still remain. Turns
continue until all the threats have been dealt with and the
scene ends

SCRIBE

DRIVES

As the Scribe you are responsible for telling our story. A


daunting task but the following should give you some idea
on how to run a Sword and Sorcery adventure. Keep in
mind the daring exploits our heroes undertake should be
fast and furious - full of action, drama, sorcery and
swordplay. Above all it is about telling a good story and
having fun.

Subotai: A good thief could get in there, steal the princess,


and be off before she's missed
Valeria: Good thieves could do that, but not vengeful ones.

Its your job to paint a picture of the world. The better your
descriptions, the more creative your players will be. More
than this, a vivid description brings the game to life, Ask
questions constantly, and build on the answers. Have any
of you faced a Witch before? Where? What happened?
Keep them guessing. Build a sense of danger and
excitement into every scene and keep the players on the
edge of their seat as to what might transpire next. When
everyone looks to you to see what happens make a move
that demands a response. When you escalate a situation
always end with What do you do?
Fail forward - It is possible the characters will fail but this
should never simply lead the characters into a dead end.
Instead it should make their lives more complicated by
forcing them to pursue a second, more dangerous route
towards getting what they want.

To a hero each Drive represents a chance to earn Coin. To


the scribe drives present opportunities to challenge each
hero. Put them in situations that force them to make a
tough choice. Do they refuse the reward of coin by not
fulfilling their Drive or do they take the Coin and deal with
the consequences?
Encourage the heroes to come up with their own Drives.
During their adventures potential new Drives will present
themselves. Certain Drives are event driven and short term.
For example the Drive Avenge my father by slaying Etor the
Glib is a short term Drive and only achievable once. Once
Etor is slain the Drive is removed.
Lastly a Scribe can use Adventure Drives. These are a list of
Drives created especially for a given adventure. Assign each
hero a Drive or allow them to choose. These Drives can be
relatively straight forward or for more cut throat play the
Drives may be conflicting, designed to put heroes at odds
with the Adventure Drives other heroes have selected.

COIN
Push hard, but be fair Killing your heroes means the end of
the game When the characters do not stop them in time,
let events unfold describe the consequences of their
successes or failures Let Nameless NPCs die Push people off
cliffs, cut ropes, kill hostages, carry people away.
Keep the adventure moving at a brisk pace. If a scene does
not drive the story forward, just narrate it and move on Try
to make sure that every scene advances the story in some
meaningful way, and when the time comes start looking for
a way to tie the remaining plot threads together into some
kind of big finale

So what of the riches promised for risking life and limb?


During their adventures heroes can earn Coin. Regrettably
they have little to do with gold and gems; although they do
form a currency which can be traded in to improve your
hero. Earn Coin by completing adventures and achieving
Drives. Once you have amassed six Coin trade them in for
an advancement.
For more cutthroat games a hero can earn Coin by saving
another hero from a dire fate (though its the rescued
heros choice on whether to reward them with Coin) or by
tricking or betraying another hero and taking one of their
coins (if they have any). At the end of the adventure the
hero with the greatest number of coins is declared the
winner

Increase STEEL (max +3)


Increase DARING (max +3)
Increase GUILE (max +3)
Learn a new Talent (max 3)

SCENE TYPES
Each adventure is made up of a number of linked scenes.
Action scenes are for fighting, Interludes are for recovering,
and Suspense scenes are for figuring out (and inventing)
what is going on. While combat and action are a big part of
a Sword and Sorcery adventure, dont make every scene a
physical encounter. Allow room for investigation,
interaction, and exploration. Challenge your players with
opportunities for roleplaying and narration.
With every new scene establish its purpose as clearly as you
can. A good scene revolves around resolving a specific
conflict or achieving a specific goal. Keep the scene moving
let things continue so long as the players are all invested
and enjoying themselves. As soon as the momentum starts
to flag, move on. Its always better for scenes to end quickly
rather than drag on for too long.

ACTION SCENES
Whether frantic rooftop chases, daring rescues or brutal
duels to the death Action scenes make up a large part of
every sword and sorcery adventure. Action is the key in any
adventure and it is the Scribes job to set up interesting
conflicts and dangerous situations with real consequences
for failing. Imagine your hero trying to reach the heroine
before the rope breaks and she falls to her doom.
By their very nature Action scenes should be fast and
dangerous. During fast paced Action Scenes the Scribe can
flip the spotlight between heroes at suitably dramatic
moments, cutting to another exciting time within the scene.
Whenever possible, try to make one player's turn flow into
the next, by shifting a threat onto them or offering an
opportunity.

CREATING ADVANTAGES
If a hero has time to prepare before confronting a Threat he
can gain an Advantage. Preparing an ambush or escape
route, fortifying a position, revealing an adversarys
weakness or arming yourself with garlic and crucifix before
confronting a vampire are all situations where a short term
benefit may be rewarded. This can be an automatic bonus
given by the Scribe or a Threat representing the planning
and provision required before gaining an Advantage.
Advantage grants a +1 bonus to a heros Action Dice where
his previous preparation would help. Such short term
advantages will usually only last against a single threat.
Longer term advantages require an Investigation scene

Scene Name: Combat


Combat in Rogue and Slayer is narrative driven which
means things like weapon type and initiative is
unimportant. Combat should be cinematic and visceral so
encourage your heroes to narrate daring swordplay and
savage fury.
Action: Sooner or later blades are drawn and blood is shed.
When you hack and slash lethal moves (decapitations, kill
shots, stakes through the heart, etc.) should be saved until
after the threat has been Defeated!
Success: The victor is entitled to any dramatic killing blow
(or other kind of scene resolution) they wish to inflict upon
their helpless victim.

No scene should happen in an empty, colourless space and


this is especially true for Action scenes. Set each Action
scene in a location ripe for colourful narration, daring
manoeuvres and tricky situations. Mix in bustling crowds,
snake infested pits and crumbling temples to provide
interesting complications and added Danger.

Use STEEL to hack and slash, cleave through


shields inflict grievous wounds push them back
overwhelm and hurl axes
Use DARING to perform acrobatic stunts and bold
manoeuvres, deflect an arrow, duel a master
swordsman, fire a bow, parry and dodge.
Uses GUILE to ambush or strike suddenly with
concealed blades, outmanoeuvre feint and exploit
weakness.

(-1) Complications can have many results beyond mere


wounds. Swords are knocked over cliffs. Shields are
shattered. A cascade of blows drives a warrior to the
ground fatigue loss of position surrounded cornered

CHARACTER SCENES
Between action scenes our heroes need a chance to rest
and regroup. These interludes allow the Scribe to
summarize what has happened so far and for the heroes to
ask questions and introduce new characters, locations or
plot points to the adventure. The Scribe can use these
elements to form the basis of the next scene and any future
threats. Character scenes are also the time for heroes to
ask questions of each other.

When you do an Interlude scene:

Include your hero, plus another or a Scribe


character. Say where you are (or ask for ideas) and
whats happening when the scene starts.
Roleplay! Reveal your relationship with the other
characters. Introduce a clue, plot point, or possible
future threat. Ask questions (in character)
Reset your Danger to 0 and remove any conditions

INVESTIGATION SCENES
After the action and interludes, there will be questions
unanswered. Stuff like, Who was the mysterious figure?
and What was stolen during the attack? and What does
the captive warrior reveal about the plans of her master?
These questions become the focus of an Investigation
scene. The scribe will frame each question with a brief
description before the scene starts and each question is
treated as a threat that needs to be overcome. When a
question is defeated, its answered definitively by the
Scribe or the hero who defeated it. Each threat that is
Defeated brings them one step closer to their goal.

Use STEEL to intimidate coerce kick in doors and


extract confessions
Use DARING to charm and gain someones trust,
talk your way in and trade gossip.
USE GUILE to gain access to places, shadow
suspects, overhear secrets, draw conclusions and
conduct research

Scene Name: Social Interaction


When you Engage and interact with others, extract a
promise, discover a hidden truth or negotiate a deal to your
benefit. If a scene consists of nothing but conversation,
they should be laden with veiled threats, undercurrents of
hostility or other elements to add tension
Success The target is re receptive to a bargain, or inclined
to grant you a favour. Asking him to do something
unreasonable or dangerous will require threats or leverage.

Use STEEL to threaten, Coerce, show youre not to


be messed with, resist temptation, or refuse to
become a liability,
Use DARING to negotiate, persuade, impress, talk
your way in, make a convincing case or gain
someones trust
Use GUILE to manipulate, outwit deceive, spot a
weakness to exploit, discern a person's intentions
or conceal your own

(-1) They need some concrete assurance of your promise,


right now. You misjudge someone you reveal something
unintended or you are deceived. You get put in a bad
position, you make an enemy or they refuse

(-1) You are deceived; the information comes at a price.


Interested parties become aware of your inquiries.

Investigation scenes can also encompass long term


planning and research. Similar to the Create Advantage
bonus this equates to a +1 bonus for the entire scene for
each hero involved. For example, when planning the theft
of a priceless treasure the Scribe lays out three questions to
be answered. After these are successfully Defeated our
heroes embark on their heist armed with a permanent
Advantage due to their extensive preparations

INVESTIGATION SCENE EXAMPLES


A plague ravages the city. What is causing it and can it be
cured? Finding the cause gives you a +1 to finding a cure.
Failing to locate the cause of the outbreak does not stop
you from finding a cure and theres always the complication
of becoming infected
A brutal murder needs to be investigated. What was the
motive and who is the murderer? Deception or missing
evidence makes clues and facts surrounding the mystery
hard to uncover; advantages represent revelations about
the crime that make it easier to solve, but alone do not
reveal everything going on>

THREATS
A threat is anything that presents a challenge to the heroes.
The most obvious Threats are those that can be defeated
by beating them to a bloody pulp but Threats dont have to
be all about hacking and slashing your way through hordes
of minions. Solving a puzzle, seducing an enemy, fleeing a
collapsing temple and other non-combat situations all work
great as threats
Indeed any objective, situation, or conflict can be written
up as a Threat. From disabling a complex trap to
negotiating peace between warring kingdoms, the nature
of the challenge is irrelevant. What is important is that the
outcome is important enough to focus on.
When it comes to adding Threats to a scene think about
what the character is trying to accomplish. If our heros
need to escape the crumbling temple before it collapses
then this is the Threat the fact that they are being
pursued by its ghoulish denizens is irrelevant though they
may be incorporated into the ongoing narrative or utilised
by the Scribe

No matter the Threat they all follow the same rules. Score
three Hits to gain an advantage against a Threat and score
six Hits to Defeat it.

THREAT EXAMPLES

Burning Building: During the night, unknown villains set fire


to the tavern where the heroes are sleeping. They wake to
the smell of smoke as fire quickly engulfs the building. This
threat seeks to trap those inside and harm those who try to
put out the flames. How do they escape? Leap from the
window or brave the flames to exit through the front door?
And what if someone needs to be rescued?
(-1) Collapsing Roof Timbers, Raging Inferno
Chase: Pursue a suspect through a busy market jumping
over obstacles and dodging through the crowds. Cut back
and forth between each hero to mimic a frantic movie
chase scene. Our heroes could spot a shortcut, travel the
rooftops or push through the throng before finally
apprehending their quarry. Only to find they have been
lured into a trap
(-1) lose sight of the suspect, fall behind, exhausted
Cross the Desert: A perilous journey indeed! The wide
deserts of the South are scorching hot and lifeless. Our
heroes have to contend with relentless heat, poisonous
insects and desert raiders.
(-1) Lost, Dehydrated, Sandstorm,

THREAT ESCALATION
The threats you face won't just stand around and wait for
you they will fight back! Threats take action as a result of
what the players do (or fail to do) Once each hero has had
his time in the spotlight the turn ends and any remaining
threat will take action - flames will grow higher, ships will
sink farther and plans will unfold. /more

Infiltrate the temple: Within lies the treasure you seek!


Stealth and Guile are the keys to defeating this threat as
Danger results in the alarm being raised. Heroes may Back
away and remain unseen, but without what they want or
run the risk of being identified or exposed. Once they have
their prize they still have to exit the temple. Defeated
heroes have been Trapped or Caught.
(-1) Spotted, Intruders! Cornered,

TIMED THREATS
Can the characters make it out of the temple before the
whole ziggurat collapses? Assign a countdown timer to a
threat to give the scene a sense of drama. At the end of
each turn, reduce the countdown. When it reaches 0, the
threat achieves its goal and everyone who has not defeated
the threat is Taken Out! This should give the players an
incentive to resolve the scene quickly.

Wary of Strangers: Earn the trust of the village elders


before receiving help or much needed information. This
Threat requires roleplaying to overcome the villagers initial
distrust. Defeated heroes are mistrusted or asked to leave.
(-1) Bad First Impression, Mistrusted,

ADVERSARIES
Adversaries are the human (and inhuman) threats that our
heros will meet in their adventures. They come in two
varieties; minions and named characters. As with any
threat, score six hits and they are defeated
Guards, cut throats, ghouls, thugs in a tavern; these are the
nameless characters with little or no impact on the course
of events. Groups of minions are dealt with as a single
threat and once defeated are either all dead or running in
abject terror.
Named characters are unique important enough to have
names, talents and their own distinct persona. Many
adversaries possess skills and abilities that make them
particularly dangerous in certain situations. Each will have a
list of moves the Scribe can use based on their talents.
These adversaries will drive many of your plots and
adventures. If our heroes want to thwart them or beat
them to some goal, they have to act, and act decisively.
Hulking Brute
The leader of a gang of violent thugs looking for easy prey
Drive: To be feared and respected
> Inflict Brutality
> Demand tribute
> Sheer Brute Strength
Revenant Slayer
Highly trained in the murderous arts
Drive: Fulfil the Contract
> Trained Killer
> Hunt you down
> Strike without warning

PUTTING IT ALL TOGETHER


What follows is a sample adventure that illustrates one way
you might prepare your own adventures. The adventure is
set over five scenes that you can use, rearrange or ignore.
Our would be heroes come to be in possession of an map
showing the location of the Idol of Dhru, an ancient
treasure rumoured to be made of solid gold! Our adventure
begins in the bustling caravan city of Bulak.
Who wants the map? News of the map has drawn the
attention of other interested parties who will do anything
to get the map. This key aspect to the adventure has been
left intentionally vague for the Scribe to decide. Whoever
they are they have enough henchmen to make a direct
confrontation dangerous. The heroes only option is to
decipher the map and beat them to its secret location!

Scene Name: Escape the Bulak market


Location: the crowded streets of Bulak. Tall stone and mudbrick buildings surround the busy central market; stalls and
tents, dens and emporiums run off in all directions along
winding, narrow streets.
Action: The heroes have just acquired a map to the Idol.
Unfortunately, someone else wants the map and they have
arrived in force to take it. While the characters could fight
them, it might be easier to flee. Do the characters escape?
Danger: Escape the Hired Thugs. The characters are
captured; the map is lost.

Scene Name: Translating the Map

Sorcerer Priest
A powerful practitioner of black magic and leader of a
diabolical cult

Location: A dark paga den or back room, somewhere in the


city. The smell of strong coffee and exotic spices permeates
the room.

Drive: to seek forbidden power


> Bind and torture with cruel sorcery
> Call upon fanatical worshippers
> Offer someone his or her darkest desire

Action: The heroes have the map but must now translate it,
puzzling out the Ancient glyphs and markings. Do they
translate the map?

Fierce Beast
Highly aggressive and capable of ripping a man to shreds
Drive: To stalk and kill its prey
> Ambush the unwary
> Tear through flesh
> Predatory Cunning

Danger: Decipher the Map. The map is damaged or


incomplete; the heroes misread the map; they cannot read
the map and must get help from an expert in ancient
languages.

Having successfully deciphered the map our heroes


discover the Idol lies within an ancient temple located high
in the Kezankian Mountains. The journey to the temple can
be narrated by the Scribe or can be its own series of
threats. The Kezankian Mountains are treacherous and
within their twisting canyons dwell savage bands of hill men
who tolerate no intruders

Scene Name: Ruined Temple Complex


Location: Fashioned into the side of a mountain. Grand
statues of sinister looking gods line the walls. Dust covers
everything. The tunnel leads deeper into the mountain
down twisting passages.
Action: Our heroes must penetrate to the heart of the
temple, but the map warned of nefarious traps and terrible
guardians. Can they make it past the traps to the
Catacombs below?
Danger: Reach the Catacombs. Nefarious traps are tripped,
crumbling floors and dead ends all conspire to stop our
heroes.
Narrative systems often struggle to emulate traditional
dungeon crawls. It is important to note that traversing the
temple and its catacombs are treated as any other Threat.
The Scribe can use any Miss result to trigger traps or
impede progress. Let the heroes actions inspire an
appropriate trap: an attempt to sneak down a corridor
could trigger poison darts for example. Deadly and more
complex traps should be treated as their own Threat.

Scene Name: Haunted Catacombs


Location: Dusty stone corridors lined with niches of
damaged sarcophagi and ancient sepulchres finally give
way to a long antechamber adorned with broken columns.
The sense of being watched lingers with every step.
Action: Further into the temple the heroes realise why the
local tribes avoid the temple. The restless remnants of long
dead priests rise up to slay the living. Can our heroes make
it through the haunted catacombs?
Danger: Find your way through the Catacombs and Defeat
the Temple Remnants. The Scribe is free to decide on what
haunts the catacombs, be they incorporeal spectres who
form from nothing or emaciated cadavers who crawl from
the shadows. Whatever the Threat try and instil a sense of
trepidation and dread as they battle these undead horrors.

Scene Name: The Inner Sanctum


Location: You enter a great empty sanctum lit from above
by great braziers. The walls are decorated with sprawling
religious frescoes, now faded and damaged. The middle of
the sanctum is dominated by a great stone plinth and upon
it the Idol of Dhru! Unfortunately you are not alone.
Action: The characters enter the chamber only to find that
their adversary and his minions are here too! Do they
defeat them and escape with the Idol?
Danger: Seize the Idol. Although this could be played as a
straight up combat encounter try to make it about who can
get to the idol first and more importantly keep possession
of it. Though in true pulp fashion as soon as the idol is
removed from the plinth the temple begins to collapse and
a new timed threat comes in to play- Escape the Temple!
COMING SOON! Shadizar the Wicked, city of a thousand
pleasures and a thousand more!

Choose a Style
This is how your hero gets things done. The Savage style relies on force and tenacity, the Daring on bold
actions and those who favour Cunning on stealth and subtlety

Each Style gives a Trait bonus. Mark this on your character sheet

Each Style gives a Talent

Each Style list three possible Drives. Choose one

Savage (+1 Steel)


Whether born to the slums or raised in the barbaric north youve had to fight your whole life. You rely on
brute force and tenacity to get things done
Talent: When you resist pain, coercion, exhaustion or stand your ground

when you settle matters with unwarranted or excessive force


when you refusal to yield causes others to suffer
when someone wrongs you, you dont let it go. Ever

Daring (+1 Daring)


Life is an endless adventure for those who live by their wits. You trust in your reflexes and charm to win
through
Talent: When you react to sudden danger or perform acrobatic feats of agility and skill.

when you make a dramatic entrance or escape


when you put yourself in harms way to aid another
when you risk everything on a roll of the dice

Cunning (+1 Guile)


Secrecy, lies, and a penetrating gaze: these are the tools of your trade. You count on quick thinking and
subtle manipulation to get what you want
Talent: When you assess a dangerous situation or discern someones motives

when you escape from a dangerous situation


when you outwit someone more powerful
when you uncover a compromising secret

Choose a Role
This is what your hero is good at. The Slayer excels in combat, the Rogue in dealing with people and the
Thief in stealing anything thats not nailed down.

Each Role gives a Trait bonus. Mark this on your character sheet.

Each Role gives a Talent

Each Role lists a further three Drives. Choose one.

Slayer (+1 Steel)


Watch what you say to me. This is not for cleaning my nails.
You are a warrior highly trained in the red arts. Shadizar is no place for the weak, and skill with a blade is
often the difference between life and death (or worse).
Talent: Slayers Art: When you intimidate, threaten or inflict brutality

when you dispatch a powerful foe in bloody fashion


when you complete a dangerous job or desperate rescue
when you seize by force; be it loot or loyalty.

Rogue (+1 Daring)


To risk it all and lose is unfortunate, but to have never played at all is the greatest tragedy.
You are a streetwise criminal blessed with a charmed life. With a deceptive word and a clever ploy you
prey upon the greedy and the foolish, taking their coin, their trust and their secrets
Talent: Roguish Charm: When you manipulate, deceive or charm others

when you avoid conflict or defuse a tense situation


when you betray someones trust to get what you want
when you make an enemy of someone powerful

Thief (+1 Guile)


Some call me the greatest thief in Ar. And who am I to argue?
You are skilled in the arts of larceny and guile. No lock can stop you, no trap can catch you and no riches
are beyond your reach
Talent: Thief: When you use stealth to steal, avoid detection or pursuit

when you pull of a daring heist


when you endanger others for the sake of riches
when you pass yourself of as someone or something youre not

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