Monday, 17 August 2026

Managal Campaign, Summary

Summary.

I enjoyed this mini-campaign and playing in a world normally only my players got to see. I learned that massive or repeated combat encounters might be fun to play, but are not fun to write beyond a certain point. I learned “hexploring” is fun up to a point, but then I yearned for the mines dungeon. And then after the dungeon, I yearned for an urban tale / mystery. After that, well, it looked like the cycle would start again - but I’d like to try something else next.


This was also my first attempt at a Scarlet Heroes urban adventure, and I liked it - quite a change to hex/dungeon crawling, which is all my solo gaming has been up to now. There are a few places where I think it would not hold up to serious scrutiny (Mistress Tavie didn’t think to mention Aric [because we didn’t know about him then] Why would Aric target Governess Mae first? [because the dice said so!]) but if I spotted it then I was able to retro-fit a sound reason in my head, even if I didn’t note it here.


When I tried to come up with a mystery that began with the prompt “Smell/Nose Sun/Moon” I initially thought of something to do with cheese (it smells and the moon is made of it) or possibly werewolves (obvious moon tie-in) but rolling for the “plot” via Scarlet Heroes then asking half a dozen logical questions steered me somewhere not quite as tacky or obvious, and I was pleased with the results.


At some point I decided I knew the likely main enemy. For surprise purposes, the later on in the Adventure that these sort of ‘core facts’ are determined, the better for the solo player - but while the “surprise” might be less, I feel that the “integrity” (meaning logic and cohesion of the adventure plot) would be more. We can interpret the determining of “core facts” as the point in a movie where the villain announces his or herself, monologues about their plan, etc. I suppose if one were to play the game then write the session notes this sort of thing might be easier to fix, but that’s not what I was doing here.


Anyway, at some point I will return to Managal, but the heroes can rest for now. And for my next game, space calls!


Monday, 10 August 2026

Managal Campaign, Part 13

 40th Day of Last Rain (wet season).

Urban Adventure in progress.


Scene 7, Evening: Conflict. Stake = 1VP (-1 Enemy VP if PCs win).

The PCs intend to uncover Aric’s motive, “the easy way or the hard way”. They draw their weapons and warily approach the dying cultist. “Please spare me”, he groans, “The voices are gone. Filthy words of power. I had to obey!” He endures a coughing fit, then continues, “But I can hear my own thoughts now. I can see my mother’s face. I was … I was tricked by the Grey Apostle. But you … you can defeat him. My bracelet, give it to the victims. And tell them at the end … tell them … I was … sorry”.


How does Aric act on his deathbed? Oracle = “Guilt”

How many rounds before he spills the beans? 2d6 = 6 (PCs win condition)

At -1HP, Aric has a 10% chance at the end of each round to die (failing the Scene)

R1=39, R2=96, R3=36, R4=06 (Aric dies before revealing too much)

Treasure for Aric

Copper 10,000cp (fine quality bracelet), Gold 1400gp (‘twisted rope’ style necklace)


PCs (lose) 0 VP.

Enemy (win) +1 VP. Conflict scene, 0 VP.

Result. VPs 7 / 6 (Clues 1).


The PCs head back to town, as darkness is falling. They earn 365xp each for the Chanter fight and his treasure, which will level up Naki and Morgan to L2. Scarlet Heroes lets you sacrifice a scene for a rest, giving the enemy 1VP in exchange for a “full recovery” so the next week will be treated as downtime for training and healing, but also reviewing clues, undertaking research, interviews and investigations etc.


41st-47th Day of Last Rain (wet season). Food 7. Rest in town.

Encounter 1 in 20 (3x per week). 9, 2, 9, No.

Event 1 in 20 (3x per week). 10, 18, 8, No.

Urban Adventure in progress.


Naki (L2 Thief) HP 6 > 12, Morgan (L2 Cleric) HP 8 > 12. Skills and saving throws improve for both. Morgan now has access to Cure Light Wounds, which (to paraphrase one of my gaming friends) makes him “the holy grail of this game”.


PCs (rest) 0 VP.

Enemy (win) +1 VP. Rest scene, 0 VP.

Result. VPs 7 / 7 (Clues 1).


The Heroes consult various friends and contacts (Thieves, Nobles, Scholars, Sages, Priests and Harlots) and consider their possible ways to proceed:

Flush out more cultists (Conflict)

Find where Aric was heading (Investigation)

Significance of the bracelet and necklace (Action)


48th Day of Last Rain (wet season). Food 7.

Encounter 1 in 6. Yes (mandated as part of Urban Adventure)

Event 1 in 8. No  (mandated as part of Urban Adventure)

Urban Adventure in progress.


The Heroes discover (through a combination of magic, research and experimentation) that the Twisted Necklace is actually some sort of conduit for a Whispering Demon. By wearing it for no more than a minute or two, whispers start in the wearer’s head, and they can perceive the distinct smell of rot to the north-west - the direction that Aric was heading.


Scene 8: Action. Stake = 2VP (spend 1 Clue).

The Heroes arm themselves and ride at first light. Taking great care and sharing the burden, every hour someone dons the necklace to guide their path. They ride north west across the hills, passing far south of the Hill Giant lair, and eventually enter the mountain range. Whether it be the gods guarding the heroes or the Tide luring them deeper into danger, none can say - but they ride further and further from the safety of Managal unmolested, until the setting sun casts long shadows down the mountainside, and the PCs at last crest a large plateau, a hundred feet across. At the centre is a sharp-edged altar of stone, surrounding it forming a rough circle 70’ in diameter, stands a 15’ tall henge made of a strange red mineral - it appears to be ‘bleeding’ an oily grey substance - and with the source of the smell of rot now clear to everyone, the cursed necklace has evidently brought the heroes to their destination.


Grey Apostle - cultists infected with a rotting disease. Treasure = F.

AC18, HD6, Att 2 Claws, Dmg 1-6/1-6, Move 40, App 1/1d2, Save F6, ML12, XP610

Special: Breath Weapon of putrescent slime (1d12). Incite rage in allies (+4 to hit, -4 AC)


The PCs backup immediately. The horses and ponies are hitched to a nearby tree stump behind the crest of the plateau, and given feed bags to keep quiet. It is decided that Morgan is best protected by the Onyx Dog and so the Cleric summons Inquo. The heroes spread out with weapons ready - and spot the Grey Apostle moving between the standing stones. (1d2=) His skin is the grey colour and texture of the ‘blood’ from the henge, although he also appears to be wearing some sort of plate armour over half his body. He is anointing himself with the ooze which seems to be causing him a mixture of pain and pleasure.


HPs rolled for Apostle = 6d8 = 19(!) give minimum per dice as PC = 24HP.

Apostle has minions? Likely = No!

At the henge now? Likely = Yes.

Obviously aware of PCs? Likely = No, but has some mitigation in place.

Apostle surprised? (+1 bonus for PCs situation) = Yes

Mitigation is Trap, Magic, Obfuscation. 1d3 = Magic.

1-3 = Magic Mouth. 4-6 = Ventriloquism. 7-8 = Mirror Image. 1d8 = Magic Mouth.

This will trigger if anyone approaches the henge from the PCs side.


Ghost suspicious enough to cast Detect Magic? 50-50 = No.


Due to the henge, there is no guarantee all PCs will be able to see the Apostle from range.

The heroes wait for Naki to circle round and find a hiding spot on the crest to make a sneak attack (Move Silent 35% + Easy sneak = 2 in 6 + DEX). 1d100 = 08, success.


Do they simply open up with a volley at this point?

We’ll roll for number of PCs with visibility (d6-1) and range (30-100 feet = d8+2)

Each time they wait, there is a chance the Apostle sees them. Visibility = d6-1.


1st opportunity, PCs with shot = 1d6-1 = 5! Range = 50 feet. Almost too good to be true - short range for all bows, everyone has a shot. The PCs unleash hell. (Note, one could argue for an “aim bonus” here but I am not granting it, my reasoning is [1] that line of sight is broken by the Apostle moving around the henge, and [2] BFRPG has no aim rules.


Naki is given the privilege of first (sneak) attack which counts as the signal for everyone else. His bow sings and the arrow punches through the creature’s shoulder (Nak hit GA, -8HP, on 16HP). Ghost casts Protection From Evil. Vasily’s bowstring snaps, and he curses (Vas fumble) as does Five who strikes a standing stone with his crossbow bolt. Morgan stands to spin his sling but it disappears into the seeping ooze (Vas, Mor miss).


Round 1


Initiative:


Enemy = 1

PCs = 4


The Apostle screeches in rage at the interruption, but the heroes of Managal are not distracted and continue the assault. Vasily draws his mighty sword and advances with a shout. Five and Naki take their shots but once again only the Halfling’s arrow strikes true with a shot that slams through the unarmoured calf of his foe (Nak hit GA, -3HP, on 13HP). Morgan and Inquo move to Vasily’s side (Mor miss) as a sinister yet compelling voice speaks from the very air out “Welcome to you, seekers of truth - come and learn the secrets of the whispers …” . Ghost suspects her daggers will achieve naught at this range, so elects to prepare a flaming oil flask.


Apostle charge Morgan/Inquo/Vasily or approach under cover of henge? 50-50 = 51 = cover.


The hideous figure darts to the side and can be seen flitting among the henges, screeching its rage and pain.


Round 2


Initiative:


Enemy = 3

PCs = 2 (Naki 4)


Naki draws his bowstring and waits, and is rewarded when the Apostle breaks from cover at full pelt towards the approaching Fighters and Inquo. The Halfling gives a little grin before letting fly, again reaching his mark! (Nak hit GA, -5HP, on 8HP). But the others are caught unaware, and within seconds the Grey Apostle is amongst his targets, and vomiting a foul rotten sludge all over them, Vasily blisters and screams as if burned - and even Inquo starts to steam and many cracks appear on its stony body.


The Apostle’s breath (cone) can hit 2 of Morgan, Vasily and Inquo. 2d3 = Vasily, Inquo.

Vasily Save = Fail, takes 1d12 = 8HP (on 3HP). Inquo Save = Fail, 1d12 = 11HP (on 3HP)


Morgan attacks and Inquo is like the Cleric’s shadow. Morgan grazes the thing’s scalp (Mor hit GA, -1HP, on 7HP) while the loyal hound clamps its jaw on the horror’s leg (Inq hit GA, -5HP, on 2HP). Vasily stumbles backwards (miss) while Five’s crossbow bolt is too high (miss). Ghost runs closer and wants to contribute but is as afraid of setting her friends ablaze as she is the deadly ooze, so settles for half-heartedly throwing a dagger (miss).


Round 3


Initiative:


Enemy = 1

PCs = 5


Everyone runs in - there is a flurry of biting and bashing, hacking and slashing at the Grey Apostle, and the disgusting thing gouts out blood and ooze from many wounds, and is finally still. (in reality, it needed Inquo’s Hold damage to kill it, as AC18 is very hard to hit!)


PCs (win) +2 VP, -1 Clue.

Enemy (lose) 0 VP. 7th Inv / Act scene, (1d10=4) +1 VP.

Result. VPs 9 / 8 (Clues 0).


Morgan casts Cure Light wounds on Vasily (+4HP, on 7HP) and then recalls Inquo to its statue form. The daylight has now gone, and the Heroes move back from the foul henge and set a camp and a double watch to keep guard over the place. The henge is an unnerving place, and the watchers are constantly jumping at shadows and sounds, but eventually the sun rises after an uneventful night. (Vasily, the only injured PC, restores 1HP).


49th Day of Last Rain (wet season). Food 6.

Encounter No (mandated by GM as part of Urban Adventure)

Event No (mandated by GM as part of Urban Adventure)

Urban Adventure in progress.


The Heroes smash the altar apart, dig in disturbed piles of earth, and search the body of the Apostle and generally around the henge stones, and find:


Grim looking/smelling half-plate armour.

1000 gp in Silver (10000)

3500 gp in Gold

3500 gp Platinum (700)

2000gp in Gems: Diamond (1000gp), Greenstone (100gpx4), Amethyst (50gpx12)

1 Potion (Cold Resistance), 1 Magic User Scroll (Sleep, Floating Disc)


Sensing this is not the end of the matter, the heroes decide to head home and consult the priests and scholars of Managal on the morrow.


50th Day of Last Rain (wet season). Food 7.

Encounter No (mandated by GM as part of Urban Adventure)

Event No (mandated by GM as part of Urban Adventure)

Urban Adventure conclusion.


Scene 9, Daylight: Conflict. Stake = 1VP (-1 Enemy VP if PCs win).

The heroes and wise folk of the village devise a plan. They all agree that slaying the Tide creatures was an important step, and smashing or consecrating the altar, henge and necklace will help prevent the demons from coming back again. One aged scholar declares he has a “Dispel Magic” scroll saved just for this sort of occasion, while another announces she owns a book containing a ritual on how to purify items of demonic influence.


The heroes and sages gather at the blacksmith, whereupon they heat the cursed armour and necklace in the forge while chanting blessings, sprinkling holy water and beseeching the gods - culminating in the casting of Dispel Magic. The necklace resists the fire until the very end, when it appears to seep the very same rotten ooze from the Apostle and the Henge, before melting like cheese in the fire. The blacksmith pours the gold into an ingot, and Ghost intones a quick detection spell and nods satisfactorily. “The curse is gone!”.


Conclusive actions (roll 1d6 vs target number for each action):

Defeat Chanter (1) or Apostle (2)

Smash Altar (1) or Henge (2)

Specific action uncovered by research (1) or magic (1+1/level)

Consecrate Henge Site with holy water (1)  or magic (1+1/level)

Destroy Necklace with holy water (1) or magic (1+1/level)


Is Bless (Cleric 2) available today? Likely = No.

Remove Curse? (C3) Unlikely = No, and nothing else clerical.

Is Dispel Magic (Magic User 3) available today? 50-50 = Yes, but 1 only.

Is Remove Curse (MU4) available? Very Unlikely = No.

Research in the matter fruitful? 1-2 No, 3-4 ritual, 5-6 random spell. 1d6=Ritual.


So we have 2 (Slay Apostle), 1 (Smash Altar), 1 (Research) and 4 (Dispel).

Roll 1d6 for each, score the number or less to succeed: 4d6 = 2, 2, 2, 2!

Success!


PCs (win) +1 VP.

Enemy (lose) -1 VP. Conflict scene, 0 VP.

Result. VPs 10 / 7 (Clues 0).


~~ Note here that Scarlet Heroes says a final Action Scene is required to win, but I felt this was sufficient ~~


GM fiat: PCs win “Partial Victory” (difference in scores is 1-4)


Denouement


Over the next week (Days 51-57 of Last Rain):


XP for treasure (a convenient 10,000gp) + 610 (Apostle) = 10610 = 2122 each! (Blimey!) Everyone except Five levels up, Vasily would even make L3 because of the Human +10% bonus and becomes the first character I’ve ever seen to be XP capped. Poor Five has got 6HP and everyone else is in double-digits (everyone rolled extremely well)


From scroll to spellbook, Ghost copies Sleep, and Five copies Floating Disc.

The purified ingot and Aric’s bracelet are donated to the town, victims etc.

The Potion goes to Morgan.


The PCs will need to spend some time healing and equipping for another exploration, but in game time it is only a few days from the Cold season (Old Winter) which lasts 120 days and seems like a bad time to go exploring the wilderness.


So this is the end of the adventures of "the Heroes of Managal" for now!


Tuesday, 4 August 2026

Managal Campaign, Part 12

Scene 6, Afternoon: Action. Stake = 2VP (spend 1 Clue).

The PCs plan to find Aric and find out his involvement. It doesn’t take long asking at the fields, his house and his local haunts to discover that his seizures seem to have come out of the blue, and ever since then he seemed to be a different man, always muttering to himself, and making people uneasy in his presence with his smell and manner. Nobody has seen him for a while, and the PCs are starting to think they will have to search the ruins when a small girl runs up and delivers a message from the Plantation Gaffer - Aric was seen at the northern croplands, he passed through the fields and some of the farm hands simply walked off with him to the north west.


Is Aric responsible for Smell (50%) Graffiti (25%) or both (25%). 1d100 = 83, Both.

Is he the Enemy? 50-50 = No, but … trusted/empowered by the Enemy.

He is just 1 guy. What edge will he have?

Class, Racial, Magic, Minions, Tide, Roll Twice. 1d6 = 6. 2d6 = 4, 5. Tide and Minions.

How many Minions? 2d4 = 3.

Where is he found? Wilderness, Croplands, Ruins, Next Victim. 1d4 = Wilderness.


The heroes hastily gather their horses and arms, and ride. If Aric and his followers reach the woodlands, they may attract the attention of the Hill Giants who reside there. Mounted, however, the PCs are able to catch up with the enemy group before the tree line. Aric and his followers turn as they hear the approaching hoofbeats.


The PCs cannot be surprised, but do they surprise their prey? 1d6 = 5, No.

How many base moves to reach the trees? 1d20 = 11 (440 feet).

Encounter distance = 8 moves (320 feet).


Aric has become a Chanter, a Tide cultist possessed by a Whispering Demon, although he is not the main Enemy. His followers are L0 Humans and are slaves to his twisted words.


Chanter- Cultist possessed by a Whispering Demon. Treasure = D.

AC14, HD4, Att Shriek 60’, Dmg Weapon/1-10, Move 40, App 1/1d6, Save F4, ML12, XP280

Special: PCs adjacent hear horrible whispers and must Save vs Spell (WIS applies) to act.


Minion- Cultist lost to the Tide. Treasure = None.

AC11, HD1/HP3, Att 1, Dmg Farm Tool 1-6, Move 40, Save L0, ML12, XP15


Is the Chanter’s goal to return to his master’s lair? 50-50 = Yes.


The PCs decide to run down the Minions and carry on. Naki is on a Pony and only half speed compared to a horse, so Ghost will stay with him at a distance. This battle will take place using “range from the tree line” to make visualising a little easier


Round 1


Chanter distance to trees = 11. Move -2 (run) to 9.

Minion distance to trees = 11. Move +2 (run) to 13.

PCs (Horse) distance to trees = 19. Move -4 (gallop) to 15.

PCs (Pony) distance to trees = 19. Move -2 (gallop) to 17.

Ghost casts Protection From Evil. She is walking her horse with the Pony.


Round 2


Initiative:


Enemy = 3

PCs = 2


Chanter distance to trees = 9. Move -2 (run) to 7.

Minion distance to trees = 13. Move +2 (charge) to 14 then melee.

PC (Horse) distance to trees = 15. Move -4 (charge, melee, and keep going) to 11.

PC (Pony) distance to trees = 17. Move -2 (gallop) to 15.

Ghost activates the Onyx Dog , “Inquo, To Heel!” The Dog moves at “Pony” speed.


The farmers have a crazed look in their eye and they twitch their heads as though listening to something only they can hear. They slash at their foes with axe, hoe and rake, and the mounts under Morgan and Five come away bloodied (M1/M3 hit PC Horses, -3HP each, on 7HP each). Morgan’s horse stumbles from its wound and comes to a halt, panting hard (Mor fumble, save fails, move stops). Vasily cannot bring his huge sword to bear while controlling his galloping mount, so elects to ride his foe down, throwing the stunned cultist to the ground and breaking his bones (Vas hit M2, -4HP, on -1HP, dead). Five has lowered his spear at his foe in a classic cavalry charge and slams the point through the madman’s throat, slaying him instantly (Fiv hit M3, -4HP, on -1HP, dead)


Round 3


Initiative:


Enemy = 6

PCs = 3


Chanter distance to trees = 7. Move -2 (run) to 5.

PC (Horse) distance to trees = 11. Move -4 (gallop) to 7.

Minion & Morgan distance to trees = 14. Melee or face Parting Shot if move away.

Ghost (Horse) distance to trees = 15. Move -4 (gallop) to 11 (Inquo at 13).

Naki (Pony) distance to trees = 15. Move -1 (walk) to 14 outside melee, fire bow.


As Ghost waves and thunders by on her horse, Naki reins in Bess, who manages to snort in a way that is somehow both offended and grateful. Taking careful aim for a few seconds (Nak miss) the Halfling eventually relaxes the bow string - there was no clean shot. Morgan is hacked at by a bloody rake, but blocks the unwieldy attack (M1 miss) and in return makes a wild swing of his own (Mor miss).


Round 4


Initiative:


Enemy = 5

PCs = 2


Chanter distance to trees = 5. Turn and shriek.

Vasily & Five (Horse) distance to trees = 7. Move -2 (charge and circle back) to 5.

Minion & Morgan distance to trees = 14. Melee or face Parting Shot if move away.

Ghost (Horse) distance to trees = 11. Move -4 (gallop) to 7 (Inquo at 11).

Naki (Pony) distance to trees = 14 outside melee. Fire bow.


Aric stops running and turns, pushing the hood of his robe back. His face looks like death warmed up, with grey and drooping skin. His mouth is constantly moving as if speaking, although nothing can be heard and no other listeners can be seen. Suddenly his voice becomes louder and higher pitched, and an ear splitting shriek is emitted at (1d4=Five) who grits his teeth against the sound reverberating in his brain (Ch hit Five, -3HP, on 3HP). Five’s horse gallops on, but his spear cannot find its mark (Fiv miss) and Vasily’s horse veers aside at the last minute (Vas miss). Vasily curses and dismounts, drawing his two handed blade and cautiously approaching the vile creature.


Meanwhile, the Tide-Cultist farmer lashes out with his rake, causing Morgan’s horse a series of deep gouges on its flank (M1 hit Horse, -4HP, on 3HP). Morgan has to fight to control the frightened horse, which lets Naki take a snapshot (Nak miss) however the arrow sails wide. Morgan stands in the stirrups and jumps off his horse, crashing into the Minion (Mor hit M1, -2HP, on 1HP) and they both scrabble to their feet to continue the battle.


Round 5


Initiative:


Enemy = 2

PCs = 1


Chanter, Vasily & Five distance to trees = 5. Melee or face Parting Shot if move away.

Minion, Naki & Morgan distance to trees = 14. Melee / Fire bow.

Ghost (Horse) distance to trees = 7. Move -2 (walk) to 5 outside melee. Inquo at 9.


Naki once again cannot risk a shot (Nak miss) but his curses distract the Cultist (miss) - not so much that Morgan can take advantage (miss). The Chanter looks back and forth between Vasily and Naki before finally giving a rictus grin and shrieking at (d3=) the charging Five, however the Elf ducks in the saddle and his poor horse shudders and writhes in agony (Ch hit Horse, -7HP, on 0HP) and collapses. Five (save vs Death fails) cannot jump clear and has to spend precious seconds extracting himself from tangled up reins and stirrups (lose attack). Vasily approaches the Chanter, sword raised - and suddenly the words from Aric’s mouth are heard, whispering terrible words about his fate and his family. Vasily’s arm droops and his heart pounds in fright (Save fails). Ghost shouts words of encouragement, and risks throwing a dagger, but it sticks into the ground harmlessly (Gho miss).


Round 6


Initiative:


Enemy = 5

PCs = 2


Chanter, Vasily, Five & Ghost distance to trees = 5. Melee / Ranged. Inquo at 7.

Minion & Morgan distance to trees = 14. Melee / Fire bow.

Naki distance to trees = 14. Move -2 (gallop) to 12.


Morgan blocks a mighty blow that sends pain up his shield-arm (M1 hit Mor, -2HP, on 6HP) but his riposte thuds into the Cultist’s breastbone with a loud crack. The madman coughs up a gout of blood, then collapses (Mor hit M1, -4HP, on -3HP, dead). Morgan says a quick prayer of thanks, then walks after his horse, waving Naki away - who steers Bess towards his other friends.


Nearer the trees, the Chanter gazes at (d3=) Ghost and a cacophony immediately assaults her, and she slumps over the saddle bleeding from the ears (Ch hit Gho, -8HP, on -2HP. 1d100=93, not dead). Inquo was already moving full tilt, and now targets the Chanter like a javelin (Finally we need Chanter HPs! 16. Inq hit Ch, -6HP, on 10HP). The Whispers clearly cannot affect the stone hound, unfortunately this is not the case for Vasily (Save fails). Five opts to pull out his crossbow and the bolt strikes true in the awful creature’s chest, yet Aric fights on (Fiv hit Ch, -6HP, on 4HP).


Round 7


Initiative:


Enemy = 3

PCs = 5


Main group distance to trees = 5.

Morgan distance to trees = 14. Move -4 (gallop) to 10.

Naki distance to trees = 12. Move -2 (gallop) to 10.


Inquo continues to gnaw on the arm of the Chanter (Inq auto hit Ch, -3HP, on 1HP) but the monstrosity fights with on with the indefatigable strength of madness. Vasily is slashing his sword at foes he only imagines (Save fails), so the Chanter focuses his terrible scream on Inquo, and while the hound seems to ripple like the ground during an earthquake, its powerful jaws do not slacken their vice-like grip (Ch miss).


Five rushes over to the motionless Ghost. The Elf can see no wound to bind to stabilise her, so he settles for dabbing water on her forehead, cleaning the blood from her ears, and crooning a gentle song that an Elven mother sings to her frightened child - a strangely gentle sight to see from the hulking warrior-mage. 


Does this help? Likely = Yes, stable, but only recovers to 0HP until magical healing received.


Round 8


Initiative:


Enemy = 3

PCs = 4


(Inquo auto hit Ch, -2HP, on -1HP, defeated). Inquo gives a mighty wrench of his jaws, tearing Aric’s arm off at the elbow. The Chanter’s voice and whispers are finally silent, then he collapses into the mud. Inquo returns to Ghost’s side - it does not whimper or lay down as a loyal living hound might, simply stands vigilant. Morgan runs up to Ghost and after a thorough examination declares “she will live, but needs help from the gods to awaken fully”. He unrolls his Cure Light Wounds scroll, and reads the prayer, and Ghost’s eyes flutter open to various cheers, prayers, sighs of relief - and even a loud bray from Bess (restores 6HP, full health). If Inquo is pleased to see its mistress recover, it gives no sign.


Then there is a cough from Aric.


PCs (win) +2 VP, -1 Clue.

Enemy (lose) 0 VP. 6th Inv / Act scene, (1d10=4) +1 VP.

Result. VPs 7 / 5 (Clues 1).


Friday, 24 July 2026

Break

 I'm on holiday right now which makes updates a little tricky. The story will continue in a week or so.

Tuesday, 14 July 2026

Managal Campaign, Part 11

 38th Day of Last Rain (wet season).

Urban Adventure in progress.


Scene 2, Afternoon: Investigation. Stake = 1VP and a Clue.

The PCs decide to investigate Mistress Tavie’s house. They thoroughly check the gardens, then the basement levels before moving up through the house a room at a time. After a thorough search top-to-bottom, the group decide that while the odour is stronger inside the house, there is no sign of its source. There is no graffiti, and no magic detected in the house. Night falls and the frustrated group return to their town-provided lodgings.


Clue will be in Garden, Cellar, Attic, Sewer, Normal room (concealed), Roof. 1d6 = Roof.

Is it Magical in nature? 50-50 = No, but “Duty” (a guardian of some sort).

Rooftop Creature = Bird, Snake, Lizard, Insect. 1d4 = Snake.

Clue = rotten vegetation shoved under the tiles/eaves on the rooftop.

Spot Rolls to identify source of smell as the roof:

Ghost/Five/Morgan/Tavie 1 in 6 chance (high INT/Expertise), rolled 5, 6, 2, 4. All failed.


PCs (lose) 0 VP, 0 Clue.

Enemy (win) +1 VP. 2nd Inv/Act scene, (1d10=1) +1 VP.

Result. VPs 1 / 2 (Clues 1).


39th Day of Last Rain (wet season). Food 7.

Encounter 1 in 20. 19, No. 

Event 1 in 20. 3, No.

Urban Adventure in progress.


Scene 3, Morning: Investigation. Stake = 1VP and a Clue.

The PCs now investigate Governess Mae’s house. They enlist Mistress Tavie’s help due to her familiarity with the odours, and follow the same routine as before, checking gardens, cellars, and rooms top-to-bottom. The graffiti is very abusive and targets not just Mae but the whole “Nobility” - calling them “honourless scum” and “snakes, vipers” amongst other foul language from the gutter. Again there is no magic source in the house, however while Ghost and Tavie are searching the attic they both wrinkle their noses and look up … they call Naki to scramble up to the rooftop and he confirms - there are bundles of dead or dying vegetation packed under the tiles, and the damp rot is causing the awful stench.


Graffiti message (Oracle) = Debt (revenge for a slight? menaces for payment due? etc)

Graffiti provides a clue to “debt”? Likely = Yes.

Smell easier to pinpoint in Mae’s house? Likely = Yes.

Spot Rolls to identify source of smell as the roof:

Ghost/Five/Morgan/Tavie 2 in 6 chance (easy+high INT or Expert), rolled 1, 5, 4, 2.


PCs (win) +1 VP, +1 Clue (means and motive)

Enemy (lose) 0 VP. 3rd Inv/Act scene, (1d10=3) +1 VP.

Result. VPs 2 / 3 (Clues 2).


Interlude, Early Afternoon.

At Mistress Tavie’s house, Naki immediately climbs up to the roof and confirms the same mode of fouling the house. “Hang on a minute, there’s something else here - argh!”. There is the sound of Naki’s axe chopping against the roof tiles, then suddenly two halves of a 3-foot-long snake slide off the roof and splat onto the front garden path. Naki clambers down a trellis and thunks his axe into the grass to clean the blade, while Mistress Tavie looks on with a frown.


As this is essentially a repeat from before this does not count for Scenes, Clues or VPs. I did roll the 50-50 chance of “facing a fight” (i.e the snake) and rolled No, but I felt it was a cool thing to reveal rather than simply have no encounter. In hindsight, I would have made this a Conflict scene (Rooftop battle vs the Snake).


The group decides the next step is to spend a clue for an Action Scene - Guide the Target out of the foe’s reach. 50-50 to face a fight as well as a skill check.


Scene 4, Mid Afternoon: Action. Stake = 2VP (spend 1 Clue).

The group decide to hide Mistress Tavie and claim that she has suffered a deadly snake bite. She refuses to be used as bait to lure the enemy, but will go into hiding until it’s all cleared up. The group decide to cover her in a cloak and gallop her to the Temple Quarter where she will later be declared dead - but they will sneak out to a safe-house during the announcement of her demise. By nightfall there is no alarm, and the PCs are convinced their plan has worked - for now.


Mistress Tavie allows herself to be the bait in a trap? Very Unlikely = No.

Does the plan work? Likely = Yes, but “Mystery” (the Enemy will question the facts, and act)

Face a fight? 50-50 = No.


PCs (win) +2 VP, -1 Clue.

Enemy (lose) 0 VP. 4th Inv / Act scene, (1d10=2) +1 VP.

Result. VPs 4 / 4 (Clues 1).


40th Day of Last Rain (wet season). Food 7.

Encounter 1 in 20. 6, No. 

Event 1 in 20. 12, No.

Urban Adventure in progress.


Scene 5, Morning: Investigation. Stake = 1VP and a Clue.

The PCs decide to look into the plantations and brewery buildings, figuring these are the most likely places to get hold of significant amounts of fermentable vegetation. They poke around the crops, the presses and vats, and question the workers - who are surprisingly reluctant to talk about anything except the most basic facets of their jobs, and mentioning Mistress Tavie usually has them clamming up faster. Naki and Morgan decide to try the “good cop, bad cop” approach on the overseers of the plantation and brewery. They strike lucky as the Gaffer at the eastern croplands reveals that one of the farmhands who was laid off recently, a (50-50) Mr Aric Asqlan, has been seen hanging around the fields. “Aric had some sort of seizure in the fields, and couldn’t work. Tavie herself turned him away at the gate the very next day, she said he weren’t trustworthy to do the work any more. If Aric is messing with her house, she deserves it, the heartless bitch”.


Is Mistress Tavie well-liked enough that answers will be forthcoming?

50-50 = No, and “Seizure”. Medical or Theft? 50-50 = Medical.

Can Naki get anyone to talk about anything? 1 in 8 (Hard due to “no and”) +1 for “Blends in” and +1 for assist from Morgan’s “Terrifying Mien”. 1d8 = 1, success.

Who talks? Plantation overseer, farm hand, brewer, brewery labourer. 1d4 = Overseer.

What do they primarily learn? Seizure, Suspect, Debt. 1d3 = Suspect.


PCs (win) +1 VP, +1 Clue (Suspect).

Enemy (lose) 0 VP. 5th Inv / Act scene, (1d10=9) 0 VP.

Result. VPs 5 / 4 (Clues 2).


Monday, 6 July 2026

Managal Campaign, Part 10

 

31st-37th Day of Last Rain (wet season). Food 0. Rest in town.

Encounter 1 in 20 (3x per week). 11, 11, 19, No.

Event 1 in 20 (3x per week). 14, 1, 1, Yes. (Weather)

Urban Adventure Available (Tide Event last week).


The Weather Event is “2d6 day’s food has rotted”. The people of Managal have to tighten their belts for the next week as prices increase and availability plummets. The Cleric recruited earlier with Purify Food is diverted to the town crisis, along with others, and rangers are sent to hunt and forage further afield.


The PCs gain 176xp each for their last excursion. Morgan is only 1 hex exploration away from level up, which will give the party their first cure. Naki is one good treasure away.


Are the Oakhills able to persuade Vasily to retire? Unlikely = No.


The party donates 100gp to the volunteers for their time, healing, prayers and so on. They  also plan to buy another week’s provisions and animal feed (120gp). With 1gp/day housing for each person and animal (84gp) the party will be pretty much skint at this point (11gp left!)


However, Duke Rolf approaches the PCs:


“Friends, you have had a rough time out in the wild lands - perhaps I could interest you in staying a while and looking into a small matter for me … in exchange for your accommodation in town and re-stocking your provisions for your next trip?”


Scarlet Heroes Urban Adventure:

A Target belongs to a Group that is suffering problems from an Antagonist.

Target = Thief, Scholar, Guard, Priest, ‘Noble’, Oakhill. 1d6 = Noble.

Nobles = Headman, Housing, Social, Brewing, Worship, Thief. 1d6 = Social.

Governess in charge of Social Events: Governess Mae

Group = Race, Class, Status, Oracle. 1d4 = Status.

Tide Event from earlier: Smell/Nose (misleading):Sun/Moon.


Duke Rolf outlines the problem:


“You know Governess Mae of course, the Noble lady, head of our social events. Her house has been … defiled … over the last few nights. Nothing of value was taken, even the prize won from the bugbear monstrosity was still under lock and key. But she reports awful smells, getting worse and worse each night. And graffiti … awful words that I won’t repeat, heaping abuse upon her position as a Noble. We’ve opened up the windows to try and air it out - the neighbours aren’t happy to say the least! I will announce that the heroes of Managal are to investigate, and that will set everyone at ease.”


The set-up was based on the prompts, and:

Mae’s house closed up or not? 50-50 = No.

Any valuables taken? 50-50 = No, but “Abuse” (from the Oracle).


The reward is worth at least 300gp of goods and services, let alone factoring the current shortages of food, so the party accepts the quest, keeping their cash flow at 315gp.


38th Day of Last Rain (wet season). Food 7.

Encounter 1 in 20. 13, No.

Event 1 in 20. 1, Yes (Weather) Mudslide, Lose an important Non-Magic Item.

Urban Adventure in progress.


When will the mudslide occur? 1d2 + 1d12 = 9am.

Is it connected to the Quest? 50-50 = No, and will not directly affect the PCs.


Urban Adventures are essentially a race to 10 Victory Points, where each Scene is an opportunity to win VPs and Clues (which can be spent for better scoring Scenes) If anyone has any info or a clue, a roll on the Oracle will see what it suggests. Once things get rolling I will show prompts after the narrative to keep some secrets from the reader.


Where will the PCs start first?

Question Mae/Nobles, Question Neighbours/Guards, Investigate House. 1d3 = Nobles.

Will the Nobles co-operate? Likely = Yes, and eagerly. No skill rolls required.


Scene 1, Morning: Investigation. Stake = 1VP and a Clue.

Duke Rolf (Headman), Governess Mae (Social) and Mistress Tavie (Brewing) are available to be interviewed - due to a mudslide this morning, Lady Irina (Housing) and Sir Conordon (Worship) are otherwise occupied. Needless to say, the mysterious and possibly non-existent Master Thief “Grey Wolf” does not make an appearance.


“Governess Mae, can you think of anyone that wants to harm you?”

50-50 = No.


“Has anyone else noticed any similar problems recently?”

Nobles = Likely = Yes (Tavie, Conordon, Irina. 1d3 = Tavie).

Same problem? Likely = Yes, and she recognises the smell.


Mistress Tavie snaps her fingers. “Now you mention it, I noticed the smell of fermentation in my own domicile recently. You understand I am around these odours a lot, and merely thought the smell was clinging to my robes. I daresay in a day or two my house will start to pong something rotten!” She immediately rushes off to air out her own house.


PCs (win) +1 VP, +1 Clue (Connection to Nobles and Brewing).

Enemy (lose) 0 VP, 1st Inv/Act scene, (1d10=7) 0 VP.

Result. VPs 1 / 0 (Clues 1).