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!


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