Episode 2 – Heresy

 

A Friendly Get Together

Mayor of Davao calls a council to introduce the tail-less ones to the chiefs, merchants, and religious leaders of the community. As a courtesy, the leaders of the two Homes in port are invited as well. The High Sky Priest of Home, Sak-Tel-Ay attends the council as part of the Home Delmora leadership.

 

An Ulterior Motive

During the council, the leaders have a chance to speak with the tail-less ones. When Sak-Tel-Ay meets the humans, a HARD (11) Alertness + Perception / Deduction or Empathy roll will detect his hostility. If the PCs fail to detect his animosity, it is an IMPOSSIBLE (31) Willpower + Influence roll to avoid offending his sensibilities. If they do succeed, the task drops to INCREDIBLE (23). Every PC that talks to Sak must make this roll. Since the difficulty of this task is so high, this ensures that the PCs will offend the High Sky Priest.

 

As soon as a PC fails, he will confront the human making warding gestures and shouting loudly in his native tongue. The mayor of Davao Aako and his High Sky Priest Jannick will angrily argue back and forth, until Sak produces an object and gestures angrily. At this point the Jannick steps in front of the humans and explains that they have been accused of Heresy. If asked on what grounds, Jannick shoots Sak a withering glare and replies “By your existence.”

 

As this charge is irrefutable, Sak invokes the Rite of Forbearance. This ancient and obscure ritual requires that the humans having to survive being banished to the jungle for a week. Fortunately, only those physically present can be so challenged. The humans that are present, must immediately escorted to a holding area and at dawn, the Davao Guard must lead the humans twenty kilometers into the jungle. At that point, the apostates must survive without assistance for seven full days. If they survive, they have been judged worthy and are completely exonerated from all charges.

 

The Rite of Forbearance states that the accused may only carry what they have on their person at the time of accusation. Unknown to Sak, the humans have weapons on their person that he knows nothing about. The PCs will face several challenges during their time in the deep jungle.

 

Day One

When the PCs are left by the Davao Guard, it is noon and the PCs have roughly six hours before it gets dark. The PC’s will have several priorities on taking in their surrounding, with establishing a shelter, finding food and water source at the top of the list. Finding a defensible location is a HARD (11) Intelligence + Perception / Tactics. Building a shelter is a HARD (55) Complex Action with each roll taking 30 minutes. There are several sources of food in the jungle available the PCs. Hunting is a HARD (55) Complex Action of Intelligence + Perception / Tracking with each roll taking 30 minutes. Success allows a standard attack roll. Failure spooks the target and scares it away. A Botch encounters a hungry dinosaur. Fishing or gathering edible plants is an AVERAGE (35) Complex Action of Intelligence + Survival with each roll taking 30 minutes. Water is everywhere, but purifying the water is a HARD (55) Complex Action of Intelligence with each roll taking 30 minutes.

A success in hunting, fishing or gathering obtains 2-5 pounds of food. A Extraordinary Success will locate 3-18 pounds. A success while looking for water will find enough for everyone to drink if it is purified, while an Extraordinary Success locates a source clean enough not to require any further treatment.

 

Day Two

Each day in the jungle will have the same requirements for food and water as the first day. While the first member of the exiles that is outside of their shelter and rolls a failure on any task will encounter a lone Pyroraptor dinosaur carnivore. They will have to succeed in an Opposed Roll of Alertness + Perception to detect the creature before it can attack. Run the encounter using the standard combat rules.

 

Day Three

Basic survival rolls plus the following special event. During the day, each PC gets to make an AVERAGE (7) Alertness + Perception roll to notice the heavy clouds rolling in. A HARD (11) Intelligence + Survival roll will realize that the shelter will flood. It will take FORMDIBLE (15) Intelligence + Perception / Tactics roll to find a better defensible location. Building the second shelter is another HARD (55) Complex Action with each roll taking 30 minutes. 

 

Day Four

Same as Day Two, but the encounter is with a single Dimetrodon.

 

Day Five

Basic survival rolls plus the following special event. While outside of the shelter, any PC that succeeds with a HARD (11) Alertness + Perception roll will discover a bog and while skirting around the obstacle they will detect oil floating on top of the water. Committing the location to memory is a HARD (11) Memorize roll (Intelligence + Alertness).

 

Day Six

Same as Day Two, but the encounter is with half a dozen feral Grik.

 

Day Seven

Same as Day Two, but the encounter is with a single Hadrosaurus.

 

The PCs that survive will have to return to the clearing where the Guard brought them at the beginning of the Rite. They will be escorted back to Davao and brought before they accuser. At this point, their survival has proved their worthiness and they can demand to be accepted as worthy members of society. During the trip back to Davao, the Captain of the Guard, Chi-Dan-Ag will drill the humans on the correct litany they must use before Sak. This is a FORMIDABLE (15) test of Intelligence + Discipline to recite correctly.  

 

Sak has backed himself into a corner and no choice but to grant the humans their request. The human’s survival and them paying proper respect to the People, defeats his claim and while he must grant the human’s demand, the loss of face turns Sak into an implacable enemy.


Destroyermen Critters

 

Feral Grik

Agility: d8, Strength: d10, Vitality: d10, Alertness: d8, Intelligence: d2, Willpower: d6; Life Points 20; Initiative d8 + d8

Traits: Tough as Nails (Major)

Skills: Athletics d6 / Dodge d8 / Jumping d8 / Running d10, Covert d6 / Stealth d10, Discipline d6, Melee Weapon Combat d6 / Claws d10 / Teeth d8, Perception d6 / Smell d8 / Tracking d8, Survival d6 / Jungle d10

Description: The baseline animal for the family of carnivores that gave rise to the apex-predator the Grik.

 

Herbivore

Hadrosaurus

Agility: d6, Strength: d10, Vitality: d12+d4, Alertness: d10, Intelligence: d2, Willpower: d4; Life Points 20; Initiative d6 + d10

Traits: Sharp Sense: Smell (minor), Coward (minor)

Skills: Athletics d6 / Dodge d12 / Jumping d10 / Running d12+d4, Covert d6 / Stealth d8, Melee Weapon Combat d6 / Claws d8, Perception d6 / Smell d10, Survival d6 / Jungle d10

Description: A large ‘duck-billed’ herbivore roughly 20’ long.

 

Carnivore

Pyroraptor

Agility: d10, Strength: d6, Vitality: d8, Alertness: d10, Intelligence: d2, Willpower: d8; Life Points 16; Initiative d10 + d10

Traits: Fightin’ Type (Major)

Skills: Athletics d6 / Dodge d10 / Running d10, Covert d6 / Stealth d10, Discipline d6 Concentration d8, Melee Weapon Combat d6 / Claws d10 / Teeth d10, Perception d6 / Tracking d8, Survival d6 / Jungle d8

Description: A swift bipedal 8’ hunter that is one of the many carnivores in the raptor genus.   

 

Dimetrodon

Agility: d6, Strength: d10, Vitality: d12+d2, Alertness: d6, Intelligence: d2, Willpower: d6; Life Points 24; Initiative d6 + d10

Traits: Tough as Nails (Major)

Skills: Athletics d6 / Dodge d8 / Jumping d8 / Running d10, Covert d6 / Stealth d10, Discipline d6, Melee Weapon Combat d6 / Teeth d8, Perception d6 / Smell d8 / Tracking d8, Survival d6 / Jungle d10, Unarmed Combat d6 / Brawling d10

Description: A slower and more powerfully built predator, roughly 9’ long with a large ‘sail’ in the middle of its back.