Monday, July 18, 2022

Session #82: Raising Bob II?

Just this last weekend, attentive patrons at Cothon-Under-Star might have heard Gan explaining to Heijo that Gan's employer Bart had a new scheme to engage upon--the discovery and retrieval of a sunken ship! How were they going to do this? Unknown! But Bart and Raoden were intent upon the idea, and Gan was about to set out to join them in Bob Hall, if Heijo wished to join.

Heijo answered in the affirmative, and so this was the company for the expedition:

  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 5)
  • Raoden (magic-user 5)
  • Heijo (magic-user 6)
    accompanied by Vlana the Bard (magic-user 3) 

Gan and Heijo later returned to Cothon without any material gain--a common thread to many recent expeditions, alas!--and cursing the Ergas and their minions and designs. Apparently the sunken ship had been located--a sistership to Bob, apparently!--but it was being watched by oddly desiccated Sakkra and other creatures in league with the Ergas. Given their limited resources, the company decided not to press the issue, but to return at a later date ...


The Learning

  • 496 xp from three "suit-monsters" (150 +hp ea.)
  • 300 xp to each player-character for exploration of the shipwreck location
The Cut
  • 465 xp per player-character
    233 xp each to Gan and Vlana


Session #81: Of Alkari and Sakkra

 It has been some time since the denouement of the Sixth House affair, at the end of which the Alkari of the northern sea-cliffs approached the Survivors of the Tel seeking some help from the barbarian-adventurers in their own affairs.

It has been some time, but not forgotten; and finally, Citizen Sesel and his comrades have responded by seeking out the Alkari to see what help they might desire. To this end, Sesel came down to Cothon in his coastal vessel the Silver Qaqtla, picked up his comrades, and thence set forth for the strange cliffside abode of the north-coastal Alkari.

The Alkari north of the city have been intensively active these last few months, even such that it is common rumor in the fishermens' and seamen's taverns that something is afoot there, and in the Denyan Isles north and east as the sea-currents go. The best attested rumors suggest that the Sakkra in the sea-caves are swarming forth again--despite it being "too soon" for another generation to swarm forth!--but there are other rumors, say that the Alkari will finally push their weak claim to the Denyan Islands, and that the Ten Cities' League better be prepared to fight a campaign against the Alkari, just as the Hanse fights against the Luwian Pirates.

With that backdrop in mind, a certain company set out north on the decks of the Silver Qaqtla:

  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 5)
  • Barlow (magic-user 4)
    accompanied by Vlana the Bard (magic-user 3)
  • Heijo (magic-user 6)
  • Sesel (fighting-man 8)
    accompanied by Raoden (magic-user 5)

This expedition lasted longer than many another, and the company did not return to Cothon for several days. When they returned, the adventurers bore little in the way of lucre, other than some baubles gifted them by their Alkari hosts, and a prayer flag for them to display when they wish to visit again with the Alkari of Kheir al Sabal, the cliffside monastery overlooking Dirac's Sea. They spoke of continued strife between Sakkra and Alkari in the caves riddling the headland, and of a harrowing skirmish in the depths of the caverns against strange creatures--what seemed to be long-legged ilwraths attached to the backs of weak-looking Sakkra.

These apparent parasites seemed to be in league in some way with the Ergas who claim rulership over much that lies beneath the Tel ... another sign perhaps of the underworld overlords' growing designs ...


The Lucre

  • 450 dinars (gp) from minor baubles gifted by the Alkari in appreciation
  • a prayer flag granted to the Survivors to fly or display if they wish to visit or parley
  • a carcass of one of the parasites
The Learning
  • 7292 xp from 19 Sakkra-parasites (400 +hp ea.)
  • 2747 xp from 19 Sakkra hosts (150 +hp ea.)
  • 1700 xp from 17 freed Sakkra slaves
  • 300 xp to each player-character for negotiations with Alkari and Sakkra
The Cut
  • 81 dinars (gp) and 8 dirhams (sp) per player-character
    40 dinars and 9 dirhams each to Gan ad-Din, Vlana, and Raoden
  • 3235 xp per player-character
    1617 xp each to Gan ad-Din, Vlana, and Raoden
  • the carcass of one of the strange parasites
  • the prayer flag


Session #80: An Empty Crypt

 Following the latest expedition into the Necropolis of the Tel, Bartholomew and Co. were interested in poking around the tomb of Goroborg, whom they assumed (rightly) was a Bulrathi scion of the Banu al Barraqi (known colloquially as the Barcidae). They had, per force, a purely historical interest--nothing to do with tomb-robbing, no sir!

Those interested gathered at the Kantor Kabljauhof. There was also discussion that perhaps they would venture into Tsur al Qadim and the ruins there, to confront the restless dead that are said now to walk there in such strength?

Either way, their path lay again through the Mourners' Gate and out onto the Pallbearers' Way, out east toward the Tel al Safina. And so they went:

Goroborg and a human warrior

  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 5)
  • Heijo (magic-user 6)
  • Durham (fighting-man 8)
    accompanied by Pako (renyu)

They returned richer only with information, though accompanied by a traumatized would-be adventurer whose companions seemed to have been murdered by bandits from Tsur al Qadim.

They report that the "new" Green Doors where a pair of ru'un were destroyed just two weeks before had already been reclaimed by the Ergas and their strange underworld minions, hard at work reinforcing them again. Also, apparently they ran into a passel of Klackons, and claimed to them that their purpose in the tomb was the interment of poor Avin, who indeed has not been seen now for many months.

Lastly, they also indicate that Goroborg's tomb was indeed quite interesting historically, and not necessarily interesting for tombrobbers--the upper chamber being merely a false tomb, the true tomb beneath being guarded by some sort of monstrous lifeform ... of which the party has no notion, for they felt ill equipped to handle it.


The Learning
  • 1641 xp from 10 Klackons (150 +hp ea.)
  • 200 xp to each player-character for uncovering Goroborg's true tomb
The Cut
  • 747 xp to each player-character
    373 xp to Gan ad-Din

Sunday, July 17, 2022

Session #79: Agog, A Grog!

 It has been an age and a day since the auction at the Ringing Anvil. It is therefore not unreasonable that one may forget that it was Citizen Sesel who won the "talking plant" presented as part of the auction. Fortunately, Sesel has not forgotten his purchase, and has since claimed that his "purchase" was really an individual of the elusive Zoq-Fot-Pik kobolds, and that he intended to return it to its peoples.

To that end, of course, Sesel must needs gather a company, and so one was rightly gathered at the great tavern of Cothon-Under-Star, under the nacreously shining interior of the vast shell that stands as that tavern's roof. Such were those gathered:

the "talking plant"

  • Sesel (fighting-man 8)
    accompanied by Raoden (magic-user 5)
  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 5)
  • Durham (fighting-man 8)
    accompanied by Pako (renyu)
  • Heijo (magic-user 6)

Out through the Mourners' Gate they went, seeking the Weirding Caverns where the Zoq-Fot-Pik are said to dwell, on the eastern side of the Tel al Safina and deep beneath. Hiking around the curve of the Tel's huge slopes, they disappeared from view of even the most distant Poor Brothers of the Dead ... only to eventually return at the end of the day, somewhat weathered but bearing packs no doubt laden with treasures!

To Cothon-Under-Star they returned, as so often, and there laid out their gains. The treasures are rumored to be many, but most conspicuously was a strange dark helmet, a kind of huge black and gleaming sallet which was cause for no little excitement among the adventuring-barbarians. Nevertheless, just what it is will of course be subject to the researches of those who recovered it ...

As to the fiend that held these treasures within its lair, Sesel was heard to mutter that it seemed rather ... phallic ... in its shape, much in the way that certain sea-peoples are said to inhabit rather obscene-seeming towers beneath the ocean. But surely that is all fantasy and the stuff of overworked artists!

And the Zoq-Fot-Pik? The company returned without Sesel's "talking plant"--hopefully that means something was arranged. Or perhaps it was all some odd ruse? Nevertheless, there was a fair haul recovered this expedition, to whit:


The Lucre

  • a piece of pink coral carved in the shape of a group of Zoq-Fot-Pik (1300 dinars)
  • 1130 dinars (gp) from 24 semi-precious stones: 5 @ 30, 7 @ 40, 2 @ 50, 10 @ 60
  • 12300 dinars from 12 gemstones: 3 @ 1000, 4 @ 1200, 5 @ 900
  • a scroll of 5 spells (TBD)
  • a MAP
  • a strange black sallet-helm
  • a pair of strange metallic boots
  • 600 mithqals (at 5 dinars ea., this is 3000 dinars!)
The Learning
  • 17730 xp from treasure
  • 437 xp for the "cone-creature" (400 + hp)
  • 200 xp per player-character for exploring new caves
The Cut
  • 109 mithqals (x5gp), 2678 dinars (gp) per player-character
    56 mithqals, 1339 dinars to Raoden, Gan, and Pako
  • 4742 xp per player-character
    2371 xp to Raoden and Gan
  • the black helmet
  • the spell scroll
  • the map scroll
  • a pair of strange boots


From Bartholomew's Journals: An Aegis for the Ages

 [written by Phil, player of Bartholomew, concerning a recent expedition into the Necropolis and earning Bart 100 xp per level]


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery




19 June 2022

An Aegis for the Ages


It was a pleasant, sunny morning. After a quick meet-up, and stocking up on a few necessary adventuring items, a group of us began a jaunty trek toward the Necropolis. Rumors within the dual cities are rife these days, with the two most upon peoples' minds being potential war with Red Cloud and his K'Zin/human war mongrels, and a rash of otherworldly “beings” issuing out of the Tsur al Qadim (off to the south and east of the cities). As we passed through the Gate of Mourners, we made a stop and chatted amicably with the Poor Brothers, offering them several silvered daggers in hopes that they might help in the struggle against those weird creatures coming out of the haunted ruins.


From the gate, we made our way to the Necropolis, via the Pallbearers Way. Our walk was unhindered, and we made good time. Joining myself and Gan (Bearer of All Things, and Manager of All Necromancers - BATMAN), was Heijo (of the ink stained hands), our good friends Durham (an exceptional metallurgist) and Pako (a renyu of exceptional character), Lord Althis of Crag Keep and his hireling, Slith Sly (a fine sakkra if ever there was one!), Barlow (a fellow barbarian), and Arngier of the Green Gleam.


Along our course Durham and I made small talk concerning the new armor his assistant, Najm (not the fisherman), helped me research, design, and fabricate. It is of a unique and peculiar make – consisting of a tightly woven mesh-fabric of fine zortrium threads sandwiched between two thin layers of strengthened, yet supple, worked leather. The result is a light armor, flexible, strong and quite protective. It should provide me with increased protection, while allowing me to move quietly, easily, and unhindered – a bonus when attempting to weave into and draw from the fabric of the arcane.


My personal suit covers my chest, abdomen, thighs, and shoulders – with matching greaves for my lower legs, and vambraces for my lower arms. The pieces are all a dull, flat greyish-black in color, with a slightly raised, embossed crow (wings spread) on the chest. The leather where the crow design has been imprinted has also been kneaded and rubbed thoroughly with thin silver foil – impregnating the leather deeply with silver, giving the image a shadowy, watery appearance. I am pleased with the results, and thanked Durham very much for his assistance in manufacturing this splendid suit of protection.


Upon arriving at the Necropolis, we entered into the western catacombs, and made our way into the darkness. As we walked through the somber passages, we lit torches and placed them in the sconces found along the walls. Our hope was that if in desperate need, the torches would light our escape! Also, it just helps to keep things lighter. Pun intended. As always, the catacombs were quiet, and our noses were assaulted with the scent of old and recent decay.


We passed the crypt of Goroborg (likely a repugnant old Barcidae), and peripherally investigated a nest of sekeker, but in general managed to keep our heading south and west. As we neared Hamdi's crypt, I explained to Lord Althis that it had already been thoroughly ransacked and looted (unfortunately), and so would provide nothing of value (foreshadowing here!). So we passed Hamdi by, and found ourselves in uncharted territory. Here we began to move more cautiously, down a long, straight, narrow passage, while taking time to study and map our meanderings.


The hallway turned twice (once south, then again to the west), and we found ourselves in a large – very large – two-level chamber. And when I say “very large”, I mean gargantuan. The light from our lanterns were unable to illuminate the entire chamber. We found the upper level to be like a gallery that surrounded and somewhat overhung a lower, flat-floored area. Numerous long-unused fire-circles were noted all along the upper gallery, and on the walls were old, ragged K'Zin war banners. A large case of stairs was hewn into the eastern wall, allowing a wide and easily traversed connection between the upper gallery and the lower floor.


In essence this appeared to be a step-pool fit for giants – or a crude, underground amphitheater. The lower floor also had remnants of old fire circles, and numerous banners along the walls. As we circled the perimeter of this amphitheater we spied no other egress on the upper floor, but did locate a single corridor on the far western wall of the lower level. This egress appeared to lead farther west, and of course, piqued our interest. On either side of the corridor's opening were pillars, tall spikes solidly affixed to the ground, stacked with skulls. Many skulls. All K'Zin skulls. At the entrance to the corridor, the ground appeared to be stained with ages of spilled blood. And I have to say, the entire chamber smelled strongly of the musk associated with the K'Zin – stale piss, old grass, mixed with the armpit stench of a chnelh in heat – you understand.


On the walls in many places were writings and pictographs. Close inspection revealed most of the writing to be orderly K'Zin, with various graffiti scattered here and there, sometimes obscuring the text beneath. The pictographs indicated that most of the writings were about great K'Zin warriors and their deeds, the glorious liberation that Red Cloud was bringing – so on and so forth. ((Hmmm. More Red Cloud. This is getting serious.))


I pulled a scroll from my pack, unrolled it, and began scanning what appeared to be barely glowing characters or words, seemingly writhing and twisting, burrowing in and out of the vellum. I focused my eyes on the moving glyphs, while simultaneously meditating on the vast arcane. The vellum crumbled into dust and fell out of my hands. My mind snapped and my eyes went in and out of focus, rapidly, my vision crossed then uncrossed, and then everything cleared. I felt slightly dizzy, but it passed almost immediately. Now when I passed my eyes across the pictographs and writings circumscribing the corridor entrance, I could clearly understand their meaning. My spell would not last long, so I began dictating what I was reading.


Indeed, the stories were about K'Zin being victorious over the other races. But the stories did not seem to match known histories very well. They spoke of particular historical figures, known battles and events, but always claimed victory for the K'Zin. We know this is false – else we would not be here.


We shone our lanterns down the hallway, but it extended beyond our vision. Torches were lit and pitched far down the corridor, hoping to provide enough light to see where it might lead. With the added, extended reach of the torchlight, we discerned that the hallway abruptly ended, about 100 feet away, in a closed double door of very similar make to our own familiar “Green Doors” of Bob Hall. Althis, on a hunch, also examined the far eastern wall of the lower chamber, opposite the entrance to this western corridor. He returned and related that the wall had been variously and randomly scarred, melted, and pitted – as if some massive sword of intense heat had cleft long cuts, a thumb's-thickness deep, into the rock. I began to suspect ru'un.


I dipped my fingers into the arcane and began weaving a small orb of power. My finished product was a virtually invisible floating eye, and what this eye peered at, I saw clearly in my mind. I was also able to move and direct it, down the corridor, with but small mental effort. My morale dropped as I learned through this far-sight that just before the double doors were two alcoves, one on either side of the hall, flanking the portal. And standing in those alcoves were two large, very familiar types of statues – ru'uns! However, they did not seem to be active, be aware of my arcane eye, or did not perceive it as a threat. Hopefully they would remain inanimate.


I moved the eye to the door itself and noted similar pictographs and writings all along its outside edge. I have no knowledge of what the actual language was, but I understood what I was seeing. The writings and pictographs found here wholly contradicted the K'Zin victories found outside the hallway, and conformed to what I knew of as our historical past. These tales were of other races (human/sakkra/bulrathis/etc.) banding together and being victorious over a K'Zin incursion. And there was much in the way to suggest that the K'Zin got wiped hard!


The stories, in brief, related how Dalan IV, in an ancient time, used the “Aegis of the Demon Queen” to lay low a mighty force of the K'Zin. The words told that afterward, during victorious revels and much heated debate, it had been reluctantly decided that the Aegis should be laid to rest, protected and forgotten, hopefully forever. The coalition of allied races had deemed that the Aegis was too destructive for any one creature, nation, or culture to wield. Finally, the words spoke of very bad tidings to anyone who misused (or over-used?) the Aegis. A curse of some kind was intimated – either natural or supernatural, I could not discern.


We entreated Slith Sly to stealthily investigate in person – I was not altogether certain that the two statues were ru'un, even though they had that appearance. Slith agreed, and proceeded toward the doors waiting beyond, craftily blending into the walls as he moved. Indeed, they were ru'un, lurking in an inactive state. The ru'un became agitated with Slith's approach, stepped into the corridor, and began loosing intense beams of concentrated light toward us. Slith darted and ducked out of the way, quickly exiting the corridor, diving to the side, and escaping harm. The rest of us had sequestered ourselves at the edges of the entrance, and the fire from the ru'un simply passed us by, posing no immediate threat, while carving new gouges and pits into the far wall that Lord Althis had earlier examined. We felt that we might be safe, unless the ru'un moved and advanced on our position. To our wonder, when targets were no longer presented, the ru'un stopped firing, but remained in place, in an “on-guard” state, facing our direction.


These ru'un seemed to be much more dangerous than many we have encountered before. Each of their arms ended in a pod that emitted intense bursts of focused fire. Seeing how the power of their energy blasts had no difficulty carving shallow troughs in solid stone, we saw little hope of overcoming them. And then Lord Althis came up with a plan.


Five of us returned back the way we had originally come, and entered Hamdi's crypt. We removed the lid that acted as the cover-stone to his sarcophagus, and formed a crude method of carrying it – as a shield, and aegis. Three individuals would be able to carry this massive shield, clumsily, but hopefully to effect. Our stone aegis was at least four times thicker than the deepest gouges the ru'un blasts were making in the stone wall. Hamdi, even in death, was still present in our adventures!


As we returned with our own prized aegis – again, thanks to Hamdi – we encountered the two female K'Zinti shapeshifters, S'rra, and Darya, who maintain a rather, shall we say, exotic abode here in the catacombs. They made inquiries into what we were doing in their domain, ransacking crypts. We explained what we believed to have found, and our plans, and we asked them to join in our endeavor. They … accepted. Well, they made it known they would not hinder us … yet. They have no love for Red Cloud and the war-crazed minds of male K'Zin.


Upon our return to the corridor in question, Hamdi's aegis was hefted into position, held, and maneuvered by Gan, Arngier, and Slith. The rest of us formed up behind, and our wall moved slowly, but steadily forward. The ru'un opened fire.


The battle was intense, and not without serious injury, and almost permanent loss. At various moments, Arngier and Slith were both laid low unto death, barely surviving with the aid of blood potions quickly administered. Gan and I also took significant damage. Case in point: I was caught full in the face with a most “illuminating” blast of fire-light – I fear my hair may never be the same. In the end, it took many strong and studied blade strokes by Arngier, Gan, and myself – spear-thrusts by Lord Althis and Slith – as well as a handful of well-placed flaming oil flasks provided by Heijo to attain victory. The ru'un finally lay in a heap of smoking, sputtering, reeking ruin. The K'Zinti females were impressed.


Gan was the first to plod down the hallway, since his armor provided unique protections, and removed the poisonous power-packs of each ru'un, stuffing them into Heijo's bag of holding. Then Durham, Heijo, Arngier, and Barlow joined him and began removing the arms of those constructs – they may prove useful in the future. When this was all accomplished everyone returned back to the entrance of the corridor, while Althis and I remained at the doors. When all were safely out of the way, I pulled out a tiny silver hammer and a small block of fine-grained wood – focused my mind into the arcane – and then struck the wood with the hammer. A barely audible “bong” occurred, and the doors began to slowly, creakily, slide apart, rescinding into slots in the walls.


The doors opened to reveal another massive chamber, with a raised dais on the far western side. Behind the dais was a large metallic-looking screen – what lay behind it, at this distance and lighting, we could not tell. But between the door and the dais, blocking our path, were perhaps 50 or more golden-hued, man-like ru'un, all standing inert and at attention.


More occurred here, my friends, but I will lay off the telling of my story at this point. Nothing more was gained, other than knowledge, and we eventually returned safely, but sadly to Cothon-Gadeed. We had intended to crack a few crypts open and make away with several bags of valuable antiques and baubles, but alas, that was not the end result. Yet, we adventured, we learned much, we tested new powers, and we returned alive and with tales of ingenuity and valor to spread.


For my part, I sent word to Lord General Dalinar of the House Khalid, requesting a private meeting with me and Sesel. It appears that the Aegis of the Demon Queen is within our grasp, but may exceed our ability to possess and wield (successfully). However, given the right people, patronages, and finances – which perhaps the General can provide – I believe it may be possible to retrieve the Aegis, and use it to thwart the Red Cloud, and the wild, rebellious K'Zin he leads. We shall see.

Session #78: More Green Doors?

 It has been a month since this expedition set out, but the Scribes are only just now getting back to this chronicle. Much is afoot in the Dual-Cities of Cothon-Gadeed ... the Souffets will be replaced this November, and the long winter is descending upon the city, meaning that demand for foodstuffs from northern kingdoms and provinces will rise enormously (allowing great profits for those who invest right)--even as the Red Cloud and his Kzin warbands are ravaging the hinterlands of the Ten-Cities' League all along the coast!


But as to the expedition: Bartholomew Pettibone, intrigued by past explorations into the Necropolis and by the apparent Kzin interest therein--such that they hold a "Great Moot" there every solar year!--set out to gather a company to plumb the depths of the crypts, and hopefully to discover whatever it is that draws the interests of the Kzinti. Some say the Aegis of the Demon Queen is the object of the leonine warriors' desire!

And so a crew was assembled at the tavern of Cothon-Under-Star:

part of the Necropolis

  • Bartholomew Pettibone (magic-user 8)
    accompanied by Gan ad-Din (fighting-man 5)
  • Barlow (magic-user 3)
  • Lord Althis (magic-user 5)
    accompanied by Slith Sly (Sakkra 3)
  • Heijo (magic-user 6)
  • Durham (fighting-man 7)
    accompanied by Pako (renyu)
  • Arngeir of the Green Gleam (fighting-man 5)

Setting out by way of the Pallbearers' Way, they returned by the same road many hours later, bearing heavily laden packs. Disregarding warnings from the Poor Brothers of the Dead about numerous restless dead wandering the ruins of Tsur al Qadim, the company had ventured forth and entered into the Necropolis of the Tel. Therein, they had engaged in some fierce battle--for it was well noted that many of the company were badly burned and scarred, some limping even as they returned to Cothon triumphantly.

As rumored by the serving staff of Cothon-Under-Star after their return, they must have battled some kind of strange gilekite-like crustaceans, given the dark shells they packed back--gilekites with weird metallic innards! There were many friendly ribaldries lobbed to Durham about finding a new set of "green doors" ... and Lord Althis was treated to more than a few toasts for his help in defusing some kind of magical defensive aura the creatures had.

Beyond that, the party's rather mum about the whole affair--seek one of them out for yourself for the specifics!


The Lucre

  • 800 dinars (gp) from various plundered grave-goods
  • 2 sets of destroyed rui'un parts
  • 2 ru'un power cores
The Learning
  • 800 xp from treasure
  • 1319 xp from 2 gilekite-like ru'un (600 +hp ea.)
  • 400 xp to each player-character for being the first to return to the Kzinti-stepwell
  • 500 xp to each player-character for penetrating beyond the new "green doors"
The Cut
  • 106 dinars and 6 dirhams (sp) per player-character
    53 dinars and 4 dirhams to Gan, Slith, and Pako
  • 1253 xp per player-character
    627 xp to Gan and Slith
  • 2 sets of destroyed rui'un parts
  • 2 ru'un power cores


Saturday, July 16, 2022

Teaching an Old Renyu New Skills

 or "The Musical Training Of Gan ad-Din"


Gan ad-Din, bearer of all things and constant companion and retainer of Bartholomew Pettibone, has recently sought out a musician, one Anataynus, to learn from him the singing of songs and the playing of the oud. A worthy endeavor! And an opportunity for the Scribes to outline another possible use of downtime for player-characters in the Dual-Cities of Cothon-Gadeed.

When setting out to learn new skills--or "professions", as they are deemed in the page on Creating a Character--there are several steps to follow to set one well on one's path of "professional development":

  1. Seeking a tutor
  2. Retaining a tutor
  3. Initial intensive training
  4. Practice makes proficient
  5. Continued development

The first three steps are necessary to achieving nominal proficiency in any skill; the last is "optional" though of course anyone who specifically cares for their craft will want to work to master that craft through continued devotion.

Because Gan has already set his feet on the path toward learning to be a musician, we can use him as an example in developing the framework for this downtime process.



Seeking a Tutor

In order to learn, one must have a teacher. To find a teacher, a character must either already know someone proficient in the skill they wish to learn--and perhaps cultivate a relationship such that the person would be a willing mentor--or advertise their interest in learning.

Gan ad-Din, not directly knowing anyone of musical dint, spent a downtime buying drinks around the taverns to the cost of 200 dinars, asking after musicians who might be willing to teach their craft, and rolled 2d6 for a 7 on the dice, plus bonuses. Simple success--he learned the name of a musician willing to teach him (Anataynus). If he'd rolled a 10+ he might have been pointed toward a true master, or really won over and befriended a local musician.

Anataynus

In short, a character looking for a tutor can either

  1. cultivate a relationship with a known master to learn from them, OR
  2. spend money (at least 100 dinars) on advertising one's interest in a learning from a tutor, 7-9 is a success in finding someone, 10+ the tutor is a master or the referee will adjudicate something

Retaining a Tutor

Having found someone to teach them, the player-character will need to establish the tutor-learner relationship. Unless they've leveraged some kind of connection or obligation to learn for free, the player-character will have to negotiate a price for tutelage.

This price will vary according to the skill to be learned. It may even be leveraged in favor of certain skillsets--a character who wishes to learn baking might apprentice himself to a baker and earn a (plebeian) wage working and learning in the bakery. But for most skills of interest, the learner will have to pay the tutor.

In the case of Gan ad-Din, he has offered to pay Anataynus 200 dinars per month to learn the oud from him. This is suitable to Anataynus, and so the contract is easily established. But other such contracts might require rounds of negotiation--entirely up to what the character is willing to spend to win the loyalty of the would-be mentor.


Intensive Training

In anything I've learned--strumming guitar, dabbling in languages--it simply is the case that to begin to learn requires an initial extended time of intensive effort, just to get the forms straight. After this initial effort, in order to really learn, one must continue practicing, but continuing practice doesn't require the same intense focus and effort as the initial entrance to learning.


To reflect this, characters who wish to learn a new profession or skill should set aside a period of downtimes to devote to their new hobby, in order just to learn the basics. Inevitably, different skillsets will require different amounts of time--one can learn the basics of baking (probably) in a couple of weeks, whereas even to learn the fundamentals of shipwrighting will probably take many months. These will have to be worked out on an individual basis at first between referee and player-character--and then if/as other players take interest in learning new skills, a body of reference material will become available.

In Gan's case, he set aside four weeks of downtime as intensive training to learn the oud. This makes sense to me as the referee, as I remember when I was learning to finger chords on the guitar. So Gan will have to spend at least four weeks of downtime learning the basics of the oud before he can really begin to play (he's actually already been doing so--you might have heard him strumming idly along in the background over at the Kantor while Istrid was dancing to far livelier tunes up on the dance-stage). But he may have to spend more than those four weeks--for Gan needs to roll at least 4 successes, i.e. 7+ on the dice, and to keep studying until he has achieved those 4 successes--or else forfeit everything and start over from scratch. There are no "remarkable" successes here--you can't cheat practice.

In short,

  1. Referee and player negotiate time of intensive training and number of requisite successes
  2. Player-character spends that downtime training--and nothing else--until the requisite successes are achieved
  3. Stopping at any point during intensive training resets the success "clock" to 0


Practice Makes Proficient

Having learned the basics, one must continue practicing and learning if one is to become proficient. And again, the time required for this will vary from skillset to skillset. But at least this next period of learning will be, in a way, less intensive than the first. Having learned the basic forms, one now practices putting them together into a cohesive whole, or a proficient practice ... and at some point, after enough practicing, one will simply know how to do the job--how to play a piece of music, how to bake various breads well, how to build a piece of furniture, &c., &c.

This takes time, of course, and many iterations. This is essentially the time of apprenticeship, at the end of which one is a journeyman, knowledgeable enough to journey away from the master and practice the skill on one's own.

In order to be considered proficient at a new skill, a character must both spend the minimum time practicing, AND succeed at a requisite number of downtime rolls. During this "apprenticeship", a character must also spend at least one downtime every month pursuing their new skill.

By way of example, when once Gan has spent an additional six months and succeeded in six downtime rolls (7+ and again, no remarkable successes), he will be considered proficient. He could approach this in different ways. On the one hand, he could practice intensively in the first couple months and probably earn all the successes he needs then. After that, he would just have to devote downtime to playing the oud for one week out of each of the succeeding months.

On the other hand, Gan could devote the minimum one week per month on oud-practice. If he didn't succeed every time, he would have to extend the apprenticeship past the minimum six months in order to get the requisite six successes.

At the end of this time--whichever way a character chooses to approach it--having spent their time and earned their successes, a character is considered proficient, and need no longer pay their mentor. They are now able to pursue their craft for themselves.


Continued Development

But there may be those who want to become masters of their craft--exceptional musicians, orators able to bring people to tears with their words, shipwrights whose vessels cut through wind and wave like a sword ...

Such excellence can only be achieved by continuing to hone one's craft through constant practice. At this level, a character would have to work on projects expressing their master--masterworks, as it were!--and so continued development would be a continual negotiation between player and referee, based especially on concrete examples of a character's mastery of their art.

Durham's Ringing Anvil comes to mind, given that Durham is continually producing artefacts as an engineer/architect ... or, continuing with the example of Gan ad-Din, if Gan were to compose an especial song, a ballad or epic, on the oud, that would be an example of his continuing development of his craft and a masterwork. As the scribes hear it, he is already at work on composing songs, though he is not yet even a "journeyman" musician--still, it is good to have ambition!