Age of Wonders, Issue 1 Reflections

Welcome to my first “pause and reflect” post! I’ve finished one “Issue” of my Age of Wonders story, which is a good opportunity to reflect on the system, characters, story, and approach. In case you missed the previous installments:

These reflection posts will follow every completed Issue, and I suspect that their length will vary widely based on how happy or not I am with my process. Today, I’m going to discuss what I think is going well in my fledgling story, what tweaks I’m making from here (primarily on my unstructured plot approach), and a look at revamping the Crusaders Victory Points system for my blog purposes.

What’s Going Well

So much about this Age of Wonders story is an experiment. Fresh off six months of my first-ever solo-play experience with Dungeon Crawl Classics, I wanted to continue what was so fun about those games, while a) pivoting to a superhero game system, since superhero TTRPGs are my lifelong happy place and my group games are almost entirely Pathfinder-based, b) spending more time on a homebrewed world, since this was one of the areas I very much underdeveloped in my DCC game, and c) focusing more on characters and character development, since for whatever reason I found the characters sort of flat last time around. The trick is that I love Dungeon Crawl Classics, but didn’t see it as working for a superhero story (though I am eagerly anticipating my copy of Evolved arriving any day now). One of my worries heading into this project was that I wasn’t ready for such an ambitious undertaking. The more obvious next step would have been restarting a DCC campaign, focusing on worldbuilding and characters.

Thankfully, I took my time sifting through a bunch of possible superhero games, and I’m pleased with Crusaders, my current system of choice. Yes, I still wish the game had a bigger and more vibrant community. Yes, there is a chance that it’s too lightweight for a meaningful multi-year campaign. And yes, some might argue that I’ve hacked the rules so much that it’s not really even Crusaders anymore. A niggling part of my brain still wonders if I should have waited for Evolved, or if some game like BASH! would have been better – both games were on my list to explore, but I was too excited by Crusaders to wait. But honestly… I’ve enjoyed the system. The rules-hacking has been fun, and my storytelling has felt enhanced by the game’s mechanics. One Issue into my project, the system is a big green light.

I’m also happy with the structure of my game, using three blog posts to form a single Issue. Whether or not I’m correct that three of these posts roughly equate to one four-hour game session (which is what Crusaders calls an Issue), is an unanswerable question. But I do play multiple weekly games, and the ratio feels right. Moreover, the “three posts and reflections” structure has two implications that make me happy. First, it allows me to make each blog post from the point of view of one of our three protagonists each issue. I have a suspicion that the “objective third person” storytelling in my DCC game was a major factor why characters felt flat to me, especially given how many characters I was juggling. This way I can get into the perspective of each PC, which is interesting narratively and ensures each character receives a deeper exploration. Secondly, assuming that I can keep up my regular writing pace, this process means that you’ll be getting one Issue of Age of Wonders every month… just like a comic book! That’s just fun, and gives my writing an overall structure that makes me happy.

Speaking of characters, I’m excited to be playing with Emah, Kami, and Maly. It always feels risky to leave backgrounds, personalities, and powers to random rolls, but the combination of ICONS Origins and Crusaders pseudo-random generation has provided me with three (four if you count the panther Destiny, who will likely be debuting next Issue) interesting and different PCs. I’m excited to fully explore each one, and I’m going to try and embrace each one changing and developing as the story progresses through PC level-ups. There may be some people put off by a man writing a story about three women of varying cultural backgrounds, but I hope not. Doing so is a writing challenge, and an energizing one.

Worldbuilding-wise, I’m happy so far. If it isn’t obvious, my intention for this story is to keep the action focused on the town of Oakton—like Spider-man stories taking place mostly in Manhattan, Batman stories in Gotham City, or Daredevil stories in Hell’s Kitchen. This intention is why I spent so much time focused on fleshing out the history and character of the place. Oakton is a love letter to my current home of Oakland, California, and I want to make it just as diverse and complicated a setting as I experience living here. I still think there’s a lot of work to do for me to make Oakton feel fully alive, but I’m finding my way and off to an acceptable start.  

Which is all to say: So far so good!

Open Story Structure Versus Published Material

As I mentioned above, one of my goals with Age of Wonders was to focus more on worldbuilding than I had done in my previous solo-play writing. I knew that I wanted to tell a superhero story in a more traditional fantasy setting, which blends all my passions and is something I’ve envisioned for a long time. It was relatively easy to chart a course on homebrewing a setting, and I have a bunch of ideas on how the various forces in this setting operate and may interact in the future. It’s been everything I had hoped so far, and I expect that you’ll start to see the superhero action and themes become more apparent as we get deeper into the story.

I assumed that a homebrewed world must also necessitate an entire homebrewed plot as well. Tale of the Manticore, as I’ve said before, inspired me to begin solo roleplaying. I admire the heck out of Jon and his process of discovery. He approaches each story as a blank page, its secrets ready to be revealed. In the past, however, for both my TTRPG-playing in general and my DCC solo-play games specifically, I’ve relied almost exclusively on published adventures. Heck, even my Paizo novellas are based on a published adventure path. There is something about the structure of existing modules—knowing where they begin and end, plus the main story beats in between—that fuels my creative energy. When I’ve tried writing my own adventures without any published material to inspire me, I find not having this structure to be a burden and stressful. I need more than a blank page.

So, the biggest change after Issue 1 is that I’m going to be steering away from the “open story” approach and instead reach back into the endless shelves of published adventures I own. Or, more accurately, because Age of Wonders is neither fully a fantasy tale nor a superhero one, I will use published adventures as inspiration—a jumping off point to provide more structure than I had in my first few steps of this project. Process wise, this change means that I’ll have a bit more of a handle on the primary story beats and meta-plots as I go. Maybe it means using the Mythic GM Emulator slightly less often, though I’m not sure that’s true. Indeed, this change should be mostly invisible to the overall reading experience. Instead, I’m giving myself some mental structure as I approach each Issue.

What adventure am I going to lean on for this first part of the story? I’ll keep that bit of knowledge for myself right now, particularly because I will surely be bastardizing and changing the source material heavily to fit my world. Suffice it to say, I’m going to keep a toe dipped into the Dungeon Crawl Classics waters for now. If you catch on and identify what adventure I’m using for inspiration, feel free to pipe up in the comments.

Victory Points and Character Progression

Overall, I like the Crusaders Rank and Victory Point system. I’ve already discussed my tweaks to Rank in my variant rules post. Now let’s discuss the specifics of Victory Points. As per the rulebook, PCs earn Victory Points “for vanquishing villains, thwarting menaces, saving cities, and accomplishing other heroic deeds.” At the end of each Issue, the GM is meant to give out a number of Victory Points to each hero commensurate with the victories in that Issue. The guideline is to provide 20 Victory Points for “major victories,” for example. When a PC gets to 100 Victory Points, they advance to the next Rank. Everything in Crusaders is percentile based, so this system ensures that at any point in time you know what percentage of the way your hero is to the next jump. Pretty elegant.

Now that I am at the end of my first Issue and looking at awarding points, I’m realizing something fundamental: I do not like fiddly experience points systems. I’ve been spoiled in recent years by milestone leveling in Pathfinder and the vastly simplified experience system of DCC. Sitting down to examine each story beat from my previous three posts and assign them a point value is, I find, an energy draining exercise, especially without knowing where the plot is heading and how big each accomplishment is relative to potential future ones. Since this project is a game by myself that I’m doing for the pure enjoyment of it, I see no reason to spend time on energy drainers.

I’ve recently run a small handful of Sentinel Comics RPG sessions for one of my weekly groups, which has reminded me how much fun that system is. Sentinel Comics, like Crusaders, envisions each gaming session as an Issue. Yet Sentinel Comics builds on this idea and provides milestone awards when you reach six Issues, what comic collectors know as a trade paperback Collection. It’s a neat idea and helps me figure out the tweak I’d like to make for Age of Wonders.

Here’s what I’m going to try: Instead of 100 Victory Points to achieve the next Rank in my game, I’m going to say that you need six Issues to advance. My three PCs are now 1/6 of the way to advancing to Rank 2. If, by some act of Herculean luck and effort, they all persevere through sixty Issues (i.e. roughly five years of writing… heh), they will hit the ceiling of Rank 10 and be godlike entities in the world. At that point I suspect that I’ll feel more than happy to say I’ve done everything I can and retire them from play. And to be clear: I don’t suspect I’ll make it anywhere near sixty issues, but a guy can dream.

What I like about this plan is that it forces me to pay attention to the trade paperback (TPB) collections I’m creating. Recall that I want each level-up to be an event, a time when the characters take a noticeable jump in power. I’ll either need to ensure a major story climax at the end of each TPB to allow for a time jump or provide a catalyst for them changing. Since Crusaders also judges a character reputation by their Rank, I’ll be keeping an eye on the public nature of their identities through this progression as well. Now there’s a writing challenge that jolts my energy! Perfect.

How About Some Issue Covers?

Finally, this is my first opportunity to introduce the awesome Issue cover sketches done by Roland Brown. As I was writing the first Issue and the idea of one-issue-per-month started crystalizing in my mind, I started yearning for actual comic book covers for this story. I reached out to Roland, who had done such a masterful job bring Emah, Kami, and Maly to life with his character work. He was happy to help.

I couldn’t justify the cost of fully painted covers for a free blog, but Roland has been awesome to work with and we jointly came up with a black-and-white-sketch-solution that allows for a visualization of the story. He’s responsible for the cool Age of Wonders logo and he pulled me away from my first cover concept to a more classic “debut” cover that you see below for Issue 1. Expect a new cover for each Issue, and I’ll go back and retroactively add it to earlier posts if we don’t have it ready by the first installment. Thank you, Roland!

art by Roland Brown (drawhaus.com)

That’s it for now! If you’re enjoying the story or have suggestions, drop me a comment below or feel free to email me at jaycms@yahoo.com.

Next: Issue 2 begins! [with game notes]

Age of Wonders, Issue 1c: Inspector Calenta

art by Roland Brown (drawhaus.com)

“Stop right there!” a guard, young and confident, pointed his finger at the trio as Kami and Emah pulled Maly to stand. The young Maly stumbled, still disoriented and wounded from the hulking rat creature lying dead at her feet. She blinked, her eyes trying to focus.

“We have to go, Maly,” Emah hissed through clenched teeth.

“I… I got it. Okay,” she panted. The guard was within several strides of them now, with more green-and-yellow livery bobbing through the crowd of gawkers behind.

“Kami?” the young man said, confused. He was Kaleen, dark skinned and tall, with a shaved head shining in the sun. As with all City Watch members, he held a broad-headed spear. Kami swore, briefly tucking her face below the wide brim of her hat before looking up with her masked face. She knew this man. Intimately.

“Hello, Hakau,” she said, straightening. Kami leaned on her walking stick casually, as if there weren’t a humanoid rat laying in a bloody pool on the cobblestone street between them. Her mind reeled, trying to find a way out of this mess. Why did these creatures have to attack the jail, today of all days? Why did they have to kill Hothorp before she could get to him? It was all insufferably bad luck.

Her more intimidating bodyguard, Emah Elmhill, scanned around them with a glower. A crowd had gathered, pointing and exclaiming at the dead rat-thing, muttering at Maly’s bloody, torn clothing. More Watch members emerged from the crowd, stopping and gaping at the unnatural corpse. Dammit all to the bottom of the sea!

“Sargeant Mewa?” a young Mesca woman in green and yellow asked the man, stepping forward hesitantly. Kami did not recognize her. “What do we do, sir?”

“What happened here, Kami?” he asked, ignoring the question from his colleague. His big, brown eyes were the man’s best feature, despite all the long, lean muscles and that honey-deep voice.

Kami shrugged with one shoulder, not taking her eyes from his. She sighed. “We were attacked in the jail, Hakau. I would only allow your strongest of heart and most loyal to go in there. It’s… like this,” she nodded her chin to the corpse. “But far worse. Everyone inside is dead.”

The sergeant licked his lips, then frowned, deep in thought, his heavy brows bunching. Poor man. He took his responsibilities so seriously.

“How does she know him?” Kami heard Maly whisper behind her.

Emah huffed through her nose. Kami imagined the woman rolling her eyes. “She runs a brothel, twit.”

“But… oh.”

Despite her tattoos, knife, and profession, Maly Wywich was very much an innocent. It made the woman adorable, but also a dangerous companion.

“Quiet,” Kami hissed back at them. They quieted.

Hakau cleared his throat, reaching up to unclasp his yellow cloak. “Esira,” he said to the woman behind him, who had been staring, wide-eyed, at the creature. She looked up at hearing her name. “Give me your cloak so I can cover this body. Then take two you trust into the jail. Leave the rest on crowd control and keep them the blazes away from here.”

“Y- yes, sir,” Esira stammered, unclasping her own cloak. Hakau spread his garment over the creature’s top half. “What about… uh, those three, sir?”

The sergeant’s brown eyes flicked up to Kami, then Emah and Maly. “I’ll escort them to the Keep when we’re done here. You’ll stay put, Kami?”

Kami half-smiled, though her voice held no warmth. “I suppose you’d know where to find me, Hakau.” He glowered as she let those words hang in the air, but the effect was lost on his companion Esira. It didn’t appear she heard the implication of the comment as she moved to cover the body. Kami sighed. “So yes, we’ll stay. I doubt we can answer any questions for you, though. We are simply bystanders here.”

“Well,” Emah growled behind her. “Our first job has been a bloody disaster.”

Much to everyone’s surprise, Maly laughed.


Estancia Calenta was not what Kami expected from a City Watch investigator. She was in her middle years, round in stature, with a pleasant, dimpled, large-eyed face that would age gracefully into her grandmotherly years. A simple green kerchief covered her otherwise loose, long black hair in the Mesca style. But, Kami noted, her hands were calloused and scarred, her fingernails short. Kami suspected this woman had seen her share of hard work and horror despite her maternal bearing, and she had never seen her within the walls of the Golden Heron.

Inspector Calenta leaned back in her chair, the wood creaking, and folded those hardened hands on the desk between her and the three other women. Kami and her two bodyguards all sat on stools in an unadorned, square room made of stone with high, small windows. They had taken her walking stick, Emah’s sword, and Maly’s two knives, assuring the group that they’d be returned when exiting the Keep. Two Watch members stood flanking the heavy, iron-banded door behind them.

“Alright, my dears, let me repeat the story. To make sure I’ve got it, ah?” she said, her voice husky, warm, and deep, like aged whisky. She addressed Kami. “You hired these two to accompany you to the jail because you feared harassment of some kind.”

“Yes,” Kami nodded. The inspector waited to see if she would elaborate, but Kami did not. She found that the economy of words and movement served best when being questioned or threatened.

“And you were going to visit this man,” she looked down at a note she’d scrawled on parchment, “this Raffin Hothorp, because… he owed you money, ah?”

Kami thought that perhaps she let the eye on the beautiful side of her face—for that is how she thought of it—twitch briefly. It wasn’t clear that the inspector saw it. “Yes,” she confirmed. “From a visit to the Heron.”

“Okay, dear, that’s fine. And when you got there, you found the jail was the scene of some battle, with everyone there dead, including all the guards. There were also these… creatures. The rats.” She pursed her lips, deepening her dimples. “You didn’t go call for help because you wanted to see if this Raffin man was alive?” Inspector Calenta’s index finger began tapping on her desk absently.

“That’s right.”

“Dangerous business, ah? Well, then more of these creatures attacked you, coming up from the toilets. Six of them, if the Watch sergeant’s estimation is correct. You fled, and the rats’ leader followed you out into the street. So far I got it all as you remember?”

“Exactly,” Kami nodded once again.

“My dear, you are either very brave,” the woman continued tapping her finger on the desk. “Or this man owed you more than just money, ah? Most people would see the blood and run, not go straight into the mess.”

“Yes, well,” Kami said. “I had two armed guards, didn’t I?”

“Mmm,” the inspector mused. “And didn’t die, the way our watchmen did, ah? So either brave and skilled, or very lucky. Your two guards managed to kill all six of the ambushers, plus their big nasty leader?”

“What can I say?” Kami grinned. “I hire good help.”

“Mmm,” Inspector Calenta looked at Maly. “How’re those injuries, my dear? You feeling okay?”

Maly blinked, seemingly surprised to be addressed. Her fingers touched the bandages. “Oh! Uh, fine, ma’am. Just scratches, really.”

“Be sure to watch for infection, ah? Rats carry disease,” the inspector smiled with those round cheeks. “No fever? You feel good?”

Maly grinned back, something Kami realized the woman’s presence invited. She would have been valuable at the Golden Heron, she mused. “I’ll be good as new in no time. I’m fine.”

“Good to hear!” the inspector’s tapping stopped as she clapped her hands together. “Just scratches, Kami, you see? You do hire good help indeed.” The inspector stood, as if coming to some sort of conclusion. “If your bodyguard is okay, you can all accompany me this afternoon somewhere, no?”

“Inspector?” Kami arched an eyebrow.

“Well, dears, the evidence all supports your story. But two new Adventurer’s Guild members with no reputation wiping out an entire squad of feral beats with…” those dimples deepened as she nodded to Maly. “Only scratches? Now this is amazing, ah? So, I want to see something, to test a theory, ah? Please, follow me.”


“How did you bend the bars?” Maly asked her in a low, urgent whisper. “How did you move your body like that? What are you?”

Kami did not answer, keeping her eyes fixed forward beneath her wide-brimmed hat. Economy of words and movements, she thought. This is neither the place nor time for this topic.

“Answer me!” Maly hissed.

“Everything okay, dears?” Inspector Calenta asked loudly over her shoulder. Maly swore under her breath and Kami nodded with a tight smile back to the inspector.

Emah glanced between her and Maly and cleared her throat, frowning. “Where are we going, inspector? And can we get our weapons back soon, please? My sword is my mother’s.”

The woman had led them deeper into the Keep, through largely cramped and winding stone corridors, lit by torchlight and arrow slits. The place was cool, smelling of smoke and dampness. Kami had never been inside the walls of Oakton’s inner keep and it seemed that neither had Emah nor Maly. They quickly found themselves lost, with no sense of how they were proceeding or the place’s layout. At one point they went down a short staircase, only to ascend seemingly twice as far up another one a few minutes later. Kami had the dim sense that they moved roughly clockwise from where they’d entered, but, despite that knowledge, she was sure that she could not have gotten them back to Inspector Calenta’s meeting room if given the chance.  

“Almost there now!” the inspector called over her shoulder happily to Emah. “Just a quick stop and you’ll have your family sword back, dear.”

Shortly thereafter, they came to a heavy door, outside of which stood a gangly, long-necked South Islander youth in the yellow-and-green of Oakton. He looked nervous and sweaty despite the cool temperature within the keep, his throat bobbing when he saw them all. Kami wondered briefly if the act of getting older was feeling that everyone around her was too young for their stations.

“Why hello, Watchman Weegate! Have the others arrived?” the inspector asked with a wide smile and deep dimples.

“Y-yes ma’am,” the young man nodded. “Inside and ready, like you asked.”

“That’s a good boy,” she clapped him on the shoulder. “Here we are then,” she said to Kami and her companions, then opened the door.

Beyond the portal was a large room. Thick, colorful rugs and carpets adorned the stone floor, and in various places stood straw-filled dummies on wooden stands. A few City Watchmen battered the dummies with practice spears and swords whose blades were wrapped in cloth. Others sat or stood scattered around the training room, talking in groups. Many crowded around a true mountain of a man, a Kalee with shaved head and skin as dark as iron. Everyone quieted when the door opened, except one woman who kept battering her dummy mercilessly. Eventually the huge man cleared his throat, stopping the woman and making her cheeks color in embarrassment. A few of the others chuckled.

“Come in, come in,” Inspector Calenta ushered them, smiling. Kami arched her eyebrow again and walked forward. Emah followed, then Maly. After all three had entered, the inspector swung the door shut with an echoing boom!, making Maly jump. Calenta waved her hand. “Well, go on now, get in the middle of the room there. Here dear, I can hold your hat.” One of those meaty hands took Kami’s wide-brimmed hat, almost gently.

Confused, the trio wandered to the middle of the room. The watch members had all stood now, their eyes glued to the three companions. Some smirked, others looked terrified, and still others scowled. In their hands they clutched their spears and swords. Even though the practice weapons were made entirely of wood and padded with cloth, they looked ready to fight. Silence reigned for several heartbeats. Tension permeated the air.

“I… don’t know what’s happening here,” Maly whispered into quiet.

Inspector Calenta cleared her throat. “Alright now, dears. I appreciate everyone making time for this exercise. Kami, Emah, Maly,” she smiled at them from the door. “I was quite impressed by what I heard from the jail, and goodness knows we need some help with everything happening in the city these past weeks. So we’re going to see if you’re up to the task I have in mind, or if your tale is nonsense.”

“See if we’re…?” Emah scowled.

“See if you can fight as well as Miss Misaki’s story claims, of course,” the inspector chuckled, and something glittered in her merry eyes. “The goal is submission. Pannu, are your people ready?”

The large man’s white smile split his face. “We are, yes.” He winked at Kami.

“Okay then, let’s go!” and in one motion she tossed Kami’s hat aside and clapped her hands together.

“Wait, what?!” Maly squeaked.

The room of guards whooped and rushed them.

Next: Age of Wonders Issue 1 Reflections

Age of Wonders, Issue 1a: A Simple Job

[Welcome to my new fantasy-superhero mash-up project! This is the fiction-only version. To see game notes, click here.]

art by Roland Brown (drawhaus.com)

Maly pushed her way, panting, into the darkened room. The sudden change from sunlight to candlelight momentarily blinded her as she shut the door. Sounds of cart vendors shouting, street musicians, horses clopping, and laughter immediately hushed to dull muffles. The Golden Heron, with colorful tapestries hanging on the wooden walls, had worked hard to keep its business inside hidden from the bustling street outside.

“Emah? You in here?” Maly asked, breathless.

“You’re late,” her friend answered, her deep voice clipped.

“Ah, yes. About that,” Maly held up a finger. “I need to tell you about–”

“You’re late, Maly,” Emah hissed. “Get over here and. Meet. Our. Host.” Each of those last words was delivered through clenched teeth.

“Oh, but… Right. Sorry,” Maly said sheepishly, still panting. She wiped a forearm across her wet brow and stamped her sandaled feet.

“I’m glad to have you both here,” a supple, smooth voice said. Maly blinked spastically, her pale blue eyes adjusting. Cloth hung from every wall, but otherwise the three of them stood alone in a room only sparsely furnished, with pillows placed neatly around its perimeter. A low desk with quill, parchment, and a slender candle atop it sat near a far wall. Another candle flickered merrily on an ironbound chest in a corner. A few garments hung from pegs peeking between tapestries on the wall. She could see now that her friend had her muscled, bare arms crossed and feet planted wide, pointedly turned away from her and towards their host. Emah was kitted for action, wearing her leather cuirass and gloves, her scabbarded sword hanging from her waist. The warrior’s short, kinky hair was pulled back from her forehead by a leather strap.

Maly still couldn’t make out details, but the third woman was slender and dressed in patterned pants and sleeveless top, with a riot of bracelets and necklaces adorning her. Their host’s long, silken black hair fell across one eye and spilled over one shoulder. Something was odd about her face, but Maly couldn’t tell at first what it was. Everything about her graceful bearing and honeyed voice felt to Maly like a caress in the dim light, which made some sense since they were standing in a brothel that she or Emah could never afford. This room wasn’t the Golden Heron’s primary entrance for clientele, though. Maly had, as instructed, circled around to a side door. She presumed this sparse, elegant room was meant for business only.

Maly tried her best to still her breathing, calm her frantic mind, and focus on what their potential employer was saying. She realized that she had missed the last several moments of conversation between the woman and Emah.

“…so you see, it’s a simple job. One afternoon for you and done.”

“You… just want us to walk with you? Are you expecting trouble?” Emah asked suspiciously.

“No particular trouble, no,” the woman said smoothly, shrugging a bare shoulder. “But you must understand, I am not used to visiting imprisoned criminals. I would feel better having an escort and have the coin to spare.”

“Wait, what are we doing? We’re just going to the jail?” Maly blinked, confused.

“Maly…” Emah growled.

“That’s right, Miss Wywich,” the woman nodded. Maly’s eyes had adjusted, and she could see now that the woman was indeed beautiful, but there was something covering the half of her face that her hair concealed. Beneath the curtain of black hair was a mask, delicately carved with an eye hole and curving around her slim nose and full-lipped mouth. “Walk with me to the jail, stay with me there while I conduct some business, and deliver me safely home.”

“Seems like a pretty easy job,” Maly chuckled.

Emah cleared her throat and shot her a withering stare. “It’s the kind of job new members of the Adventurer’s Guild receive, and we’re happy to do it, ma’am,” she growled.

Maly shrugged back apologetically.

“Excellent,” the woman nodded once. “And please: My name is Kami. I’ll provide half the fee now and half when it’s done. Agreed?”

“Agreed,” Emah nodded, and took the small pouch of coins. It clinked in her palm, and Emah tucked it away on a belt pouch.

“When are we leaving?” Maly asked.

“Why, now of course,” and the woman glided past them. Kami plucked a wide, circular hat from a peg, and a long slender walking stick leaning next to it. Then she was pushing out into the sunlight.

Outside, all three of them squinted in the bright light, Emah and Maly shielding their eyes with a hand. This part of Oakton, the Rose District, sat at the broad border between the wealthier merchant quarter and the crime-riddled slums. Modest wooden homes and shops lined the dirt road, with horse-drawn carts and people traveling up and down its length. Everywhere individuals and small groups played music, the constant backdrop of Oakton. Closest to them, a man sat cross-legged and pat a wide, flat drum, humming lyrics with a deep voice while across the street a girl of no more than ten sang full-throated while her two friends danced and banged tambourines.

Though it was in the second half of winter—indeed it was the first day of Nigwan, which in Kalee meant “End,” named for the thaw and last days of winter in the nation’s capital—the weather here, far to the west and north, was mild. Most of Oakton’s residents wore light fabrics and sleeveless shirts.

Above the roofline, the towering Great Oak stood, like a protective mother watching over the town, its branches stretching across the cloudy sky. Kami did not hesitate, walking with purpose down the road, towards the immense tree. Emah strode after her with long strides. Maly scampered to keep up.

“Emah!” the young woman gasped. “I need to tell you about–”

“Not now,” Emah growled. Her brown eyes did not meet Maly’s desperate, freckled face, but instead scanned the road for danger with a serious, furrowed expression. “We’re on a job. The first job, I’ll add, in more than a week. It’s actual coin, that will put food in our mouths. So just tell me later and pay attention now.”

Now it was Maly’s turn to harrumph in frustration. “Fine,” she said, pursing her lips, and she glanced behind them, searching the crowd with pale blue eyes as if expecting someone following.

Emah pointedly ignored her and lengthened her strike to reach Kami’s shoulder. “By the way, ma’am?”

The graceful woman kept her pace, seemingly not at all breathless or bothered. She answered mildly. “Yes?”

“Why are you visiting the jail? What’s your business there?” Emah asked. A thin, knobby street vendor stepped in front of Kami, leering at her, and Emah pushed him, stumbling, out of the way. He swore at them as they passed.

“That,” Kami said dismissively. “Is my own concern. One doesn’t usually ask the business of someone from the Rose District, Miss Elmhill.” And with that she adjusted her wide-brimmed hat and continued down the road, weaving amidst the crowd while her two guards kept pace.

The trio quickly approached Southgate, beyond which lay the town’s garrison, government buildings, and wealthiest residents. The gate itself was a gap wide enough for three carts, in a thick stone curtain wall with squat, ugly towers at regular intervals. A bored city watchman nodded at them as they passed, his half-lidded eyes lingering on Kami’s smooth cheek, lithe arms, and breasts pressed against her form-fitting shirt. Even with the carved mask and low-drawn hat the woman drew attention, and the guard’s hungry gaze was only the most obvious example around them. Maly began to understand the brothel-proprietor’s desire for bodyguards into the inner city and back, and wondered how often she was harassed in some way by guardsmen, sailors, or even merchants. The brief image of the leering street vendor also clicked into her mind. Emah gave her most withering gaze to the gate guard, but the man didn’t seem to notice, his eyes fixed on Kami.

Emah glanced back at Maly, still struggling to keep up with them because of constantly looking behind.

“Maly? Is someone following us?” she asked in a low whisper.

“What? Why would you–? No, no. Of course not!” the young woman chuckled guiltily. Her round, pale face had wideset eyes, freckled cheeks, downturned lips, and a button nose, making her look somewhat like a child from the neck up. Her tattooed, muscled arms and the knife at her belt dispelled the illusion, however. Maly brushed the short, sweat-damped blonde hair from her eyes. “Uh, our employer is getting away.”

“Aargh!” Emah huffed, and she hustled to pursue Kami as the woman made a beeline through the passerbys to a round, stone structure set away from the other buildings and far from the looming keep. Here, so close to the towering Great Oak, everything was in dappled shade. Yellow and brown oak leaves twice as large as an open hand lay scattered across the cobblestone, the leaves as constant in Oakton as the street musicians.

The town’s dungeons, which held those either awaiting execution or detained indefinitely, lay beneath the main keep. Where Kami strode, however, was outside one of several jails within the curtain wall, a place to hold those accused of smaller crimes or to pull drunkards off the street. Emah glanced back at her friend as they approached the heavy wooden door of the building, clearing her throat to get her attention. Maly was still looking behind her, scanning for something. She heard Emah and looked up to her friend and then the jail door. She grimaced.

“Is this going to be a problem?” Emah whispered back. For the first time since Maly had arrived late, Emah’s voice held no anger.

“It’s fine,” Maly shrugged, but her lips were a grim line. “I mean, I didn’t stay here that long.”

Kami had stopped, motionless, before the door. As Emah and Maly flanked her, the woman seemed to shake herself out of some sort of reverie, as if she’d been lost in thought.

“We are here,” she said simply.

“Are we… going inside?” Maly asked.

Kami seemed to gather herself and nodded once, sharply. “We are. You may stay outside if you wish.” She reached out and knocked on the door, first lightly, and then more forcefully when no one answered.

Maly arched an eyebrow, impressed at the slim woman’s strength. The heavy door thrummed with her booming knocks.

No one answered.

“That seems odd, doesn’t it?” Maly offered, hesitantly.

The three looked at each other, unsure what to do, then Emah and Maly scanned the surroundings. The jail stood away from any foot traffic, and no one seemed particularly interested in watching them at its entrance. They exchanged confused glances.

Kami pursed her lips and clutched the latch. With a sharp push of her shoulder, the door shuddered and flew open.

Inside was carnage.

Maly knew the layout of this jailhouse intimately. The entry room took up roughly half of the circular level, used for the intake of prisoners. Two city watch members were stationed here at all hours, usually complaining about their boring assignment and playing dice or cards. Behind the desk and chairs stood iron bars and a heavy door, behind which were cubbies with prisoners’ belongings, city watch logs, and a winding staircase down to the lower level. The entire jail was windowless, with torches burning day and night to both light it and make the place smell of oil and smoke.

Today, the heavy door at the back of the room hung open, the table and chairs toppled. Two bodies, a man and woman in the city watch’s yellow and green livery, lay sprawled on the floor, their forms ravaged by what looked like an animal attack, or perhaps several animals. Dark blood spattered the walls and ceiling, and pooled in wide, sticky blobs around the bodies. Small prints like that from a cat or dog tracked through the blood and seemed everywhere across the wooden floor.

One guard’s corpse clutched a long spear, which impaled something brown and furred, also dead and curled around the weapon’s tip. That body drew the eye because it was vaguely humanoid, the size of a child, one four-fingered, clawed hand outstretched as if in a plea for mercy. It wore filthy rags that could barely be called clothing, hanging in tatters from its small form. They couldn’t see the thing’s face from here, but its furred head was topped by small, flared ears.

“By the gods,” Emah breathed. “What happened here? We… we should get the Watch. Maly, go get help.”

“No!” Kami barked, thrusting a hand outward, palm facing them.

“What?” Maly blinked, her breath coming short and shallow. The smell in here wasn’t the typical oil and smoke—it was like iron and sewage, making her eyes water and jaw clench. “We need to tell–”

“No, dammit all! Shut the door and follow me.” Kami dropped her walking staff and threw off her hat, tiptoeing her way through the bodies and blood towards the open door. While the other two women gaped, she stepped across the threshold and peered down the staircase.

Emah was squinting at the furred form at the end of the spear, frowning. Maly stepped close to her, eyes wide.

“I’ve paid you to escort me,” Kami said, her face serious. “Come on.” She descended the stairs.

“What- what do we do, Emah?” Maly whispered urgently.

“I don’t…” Emah shook her head. “Aargh. We follow. Come on. Weapons out.”

Emah Elmhill was not particularly tall, but she had the physique of a well-trained fighter. With a gloved hand she reached to her waist, to a leather scabbard from which decorative tassels hung. The scraping sound of steel across the metal collar filled the room as Emah drew her sword. She held the wide blade out in front of her, other hand clenched in a fist.

“Let’s go,” she huffed, and stepped her way through the massacre at her feet to follow Kami.

Maly fumbled at her belt sheath for her dagger, thin blade as long as her forearm. She stole another glance at the furred creature curled around the spear, unlike anything she had ever seen. When she realized that Emah was already descending the stairs, Maly shook her head and lightly padded forward to catch up.

A second furred body lay halfway down the spiral staircase, this one on its back. Once again it wore tattered, filthy strips of cloth, and one side of its small torso was stained in blood from a wound, most likely a spear thrust from one of the guards. Its head was like that of a large rat, with black beady eyes, long whiskers on a nose hairless at the tip of the snout. Its mouth was gaping wide in death, showing sharp, yellowed teeth at the front of its mouth. One of its four-fingered, clawed hands held a sharpened stick.

“By the light of the sun,” she gasped, her steps faltering.

“No! Blast you, no!” Kami’s voice echoed from below, immediately followed by Emah’s shout.

“Maly! Get down here!”

Wide-eyed, she dashed down the curved staircase.

The bottom floor of the jail was simple in its design. The staircase led to a square area with a guard post at its center. Arrayed around the post were four cramped cells, each with iron bars and containing only a straw pallet, a wooden bucket of water, and a grated hole leading to a common cesspit below. The walls and floor were roughly-cut stone, making the place just cold and damp enough to be constantly uncomfortable. Maly knew this place well from her weeks living here. She hated it and everything it represented.

Today, however, there was no guard posted at the center. No living one, anyway. Another green-and-yellow clad city watch member lay on his back, fat belly torn open and spilling intestines across his legs, his lifeless eyes wide and terrified in the torchlight. Two prisoners also lay dead and ravaged in their cells, bitten and torn by what looked like small claws and teeth. As above, the stench of blood and waste permeated the place.

Kami stood, fists clenched tightly, looking down at one of the corpses in the cells. It was a man, pale-skinned from the Stone Isles, with blonde hair like Maly’s. He was tall, with wiry arms and a long neck, and seemed to be of middling years. His gray clothes had been torn, especially around his chest and shoulders, which were a bloody mess of gore. Kami stared at the man’s face, her unmasked cheek wet with tears.

“Ma’am,” Emah said huskily, holding back vomit. “We have to go. We have to get help. Whatever these things are… we need to tell someone.”

Kami continued to stare at the corpse lying between her and the iron bars. Emah and Maly watched her, willing her to respond.

As a result, none of them saw the furred, rag-robed figures climbing out of the cesspool hole in the floor of an open cell, one by one, their small eyes glowing in the torchlight like rounded flint, until it was too late. Chittering, the rat-figures scampered into the hallway and attacked.

Age of Wonders: Issue 1b

Age of Wonders, Issue 1a: A Simple Job [with game notes]

Welcome to the Age of Wonders, my current solo play and fiction project! To get you oriented, these shaded text boxes are for game notes, which will be absent from the fiction-only posts (for today, that would be here).

I’m playing the Crusaders rpg but, to begin today’s adventure, I rolled on the excellent Random Adventure Seeds in the Mighty Protectors core rulebook. I’m truly letting this homebrewed adventure emerge from the dice and am giving into the randomness. Percentile rolls in parentheses.

Step 1: What’s going on? (74) Invasion/rebellion.

Step 2: What’s the status? (04) Cold case – it happened some time ago.

Step 3: How do the PCs find out about it? (50) Via investigation – either the PCs or a third party.

Step 4: Final details. Perpetrator: (65) Enemy aliens. Victim: (08) Criminals. Location: (46) Prison.

I’ve already decided that Kami, one of our three protagonists, will be hiring Emah and Maly as a way of forming our party of adventurers. So now I just need to combine the above rolls into that story. Here we go…

art by Roland Brown (drawhaus.com)

Maly pushed her way, panting, into the darkened room. The sudden change from sunlight to candlelight momentarily blinded her as she shut the door. Sounds of cart vendors shouting, street musicians, horses clopping, and laughter immediately hushed to dull muffles. The Golden Heron, with colorful tapestries hanging on the wooden walls, had worked hard to keep its business inside hidden from the bustling street outside.

“Emah? You in here?” Maly asked, breathless.

“You’re late,” her friend answered, her deep voice clipped.

“Ah, yes. About that,” Maly held up a finger. “I need to tell you about–”

“You’re late, Maly,” Emah hissed. “Get over here and. Meet. Our. Host.” Each of those last words was delivered through clenched teeth.

“Oh, but… Right. Sorry,” Maly said sheepishly, still panting. She wiped a forearm across her wet brow and stamped her sandaled feet.

“I’m glad to have you both here,” a supple, smooth voice said. Maly blinked spastically, her pale blue eyes adjusting. Cloth hung from every wall, but otherwise the three of them stood alone in a room only sparsely furnished, with pillows placed neatly around its perimeter. A low desk with quill, parchment, and a slender candle atop it sat near a far wall. Another candle flickered merrily on an ironbound chest in a corner. A few garments hung from pegs peeking between tapestries on the wall. She could see now that her friend had her muscled, bare arms crossed and feet planted wide, pointedly turned away from her and towards their host. Emah was kitted for action, wearing her leather cuirass and gloves, her scabbarded sword hanging from her waist. The warrior’s short, kinky hair was pulled back from her forehead by a leather strap.

Maly still couldn’t make out details, but the third woman was slender and dressed in patterned pants and sleeveless top, with a riot of bracelets and necklaces adorning her. Their host’s long, silken black hair fell across one eye and spilled over one shoulder. Something was odd about her face, but Maly couldn’t tell at first what it was. Everything about her graceful bearing and honeyed voice felt to Maly like a caress in the dim light, which made some sense since they were standing in a brothel that she or Emah could never afford. This room wasn’t the Golden Heron’s primary entrance for clientele, though. Maly had, as instructed, circled around to a side door. She presumed this sparse, elegant room was meant for business only.

Maly tried her best to still her breathing, calm her frantic mind, and focus on what their potential employer was saying. She realized that she had missed the last several moments of conversation between the woman and Emah.

“…so you see, it’s a simple job. One afternoon for you and done.”

“You… just want us to walk with you? Are you expecting trouble?” Emah asked suspiciously.

“No particular trouble, no,” the woman said smoothly, shrugging a bare shoulder. “But you must understand, I am not used to visiting imprisoned criminals. I would feel better having an escort and have the coin to spare.”

“Wait, what are we doing? We’re just going to the jail?” Maly blinked, confused.

“Maly…” Emah growled.

“That’s right, Miss Wywich,” the woman nodded. Maly’s eyes had adjusted, and she could see now that the woman was indeed beautiful, but there was something covering the half of her face that her hair concealed. Beneath the curtain of black hair was a mask, delicately carved with an eye hole and curving around her slim nose and full-lipped mouth. “Walk with me to the jail, stay with me there while I conduct some business, and deliver me safely home.”

“Seems like a pretty easy job,” Maly chuckled.

Emah cleared her throat and shot her a withering stare. “It’s the kind of job new members of the Adventurer’s Guild receive, and we’re happy to do it, ma’am,” she growled.

Maly shrugged back apologetically.

“Excellent,” the woman nodded once. “And please: My name is Kami. I’ll provide half the fee now and half when it’s done. Agreed?”

“Agreed,” Emah nodded, and took the small pouch of coins. It clinked in her palm, and Emah tucked it away on a belt pouch.

“When are we leaving?” Maly asked.

“Why, now of course,” and the woman glided past them. Kami plucked a wide, circular hat from a peg, and a long slender walking stick leaning next to it. Then she was pushing out into the sunlight.

Outside, all three of them squinted in the bright light, Emah and Maly shielding their eyes with a hand. This part of Oakton, the Rose District, sat at the broad border between the wealthier merchant quarter and the crime-riddled slums. Modest wooden homes and shops lined the dirt road, with horse-drawn carts and people traveling up and down its length. Everywhere individuals and small groups played music, the constant backdrop of Oakton. Closest to them, a man sat cross-legged and pat a wide, flat drum, humming lyrics with a deep voice while across the street a girl of no more than ten sang full-throated while her two friends danced and banged tambourines.

Though it was in the second half of winter—indeed it was the first day of Nigwan, which in Kalee meant “End,” named for the thaw and last days of winter in the nation’s capital—the weather here, far to the west and north, was mild. Most of Oakton’s residents wore light fabrics and sleeveless shirts.

Above the roofline, the towering Great Oak stood, like a protective mother watching over the town, its branches stretching across the cloudy sky. Kami did not hesitate, walking with purpose down the road, towards the immense tree. Emah strode after her with long strides. Maly scampered to keep up.

“Emah!” the young woman gasped. “I need to tell you about–”

“Not now,” Emah growled. Her brown eyes did not meet Maly’s desperate, freckled face, but instead scanned the road for danger with a serious, furrowed expression. “We’re on a job. The first job, I’ll add, in more than a week. It’s actual coin, that will put food in our mouths. So just tell me later and pay attention now.”

Now it was Maly’s turn to harrumph in frustration. “Fine,” she said, pursing her lips, and she glanced behind them, searching the crowd with pale blue eyes as if expecting someone following.

Emah pointedly ignored her and lengthened her strike to reach Kami’s shoulder. “By the way, ma’am?”

The graceful woman kept her pace, seemingly not at all breathless or bothered. She answered mildly. “Yes?”

“Why are you visiting the jail? What’s your business there?” Emah asked. A thin, knobby street vendor stepped in front of Kami, leering at her, and Emah pushed him, stumbling, out of the way. He swore at them as they passed.

“That,” Kami said dismissively. “Is my own concern. One doesn’t usually ask the business of someone from the Rose District, Miss Elmhill.” And with that she adjusted her wide-brimmed hat and continued down the road, weaving amidst the crowd while her two guards kept pace.

The trio quickly approached Southgate, beyond which lay the town’s garrison, government buildings, and wealthiest residents. The gate itself was a gap wide enough for three carts, in a thick stone curtain wall with squat, ugly towers at regular intervals. A bored city watchman nodded at them as they passed, his half-lidded eyes lingering on Kami’s smooth cheek, lithe arms, and breasts pressed against her form-fitting shirt. Even with the carved mask and low-drawn hat the woman drew attention, and the guard’s hungry gaze was only the most obvious example around them. Maly began to understand the brothel-proprietor’s desire for bodyguards into the inner city and back, and wondered how often she was harassed in some way by guardsmen, sailors, or even merchants. The brief image of the leering street vendor also clicked into her mind. Emah gave her most withering gaze to the gate guard, but the man didn’t seem to notice, his eyes fixed on Kami.

Emah glanced back at Maly, still struggling to keep up with them because of constantly looking behind.

“Maly? Is someone following us?” she asked in a low whisper.

“What? Why would you–? No, no. Of course not!” the young woman chuckled guiltily. Her round, pale face had wideset eyes, freckled cheeks, downturned lips, and a button nose, making her look somewhat like a child from the neck up. Her tattooed, muscled arms and the knife at her belt dispelled the illusion, however. Maly brushed the short, sweat-damped blonde hair from her eyes. “Uh, our employer is getting away.”

“Aargh!” Emah huffed, and she hustled to pursue Kami as the woman made a beeline through the passerbys to a round, stone structure set away from the other buildings and far from the looming keep. Here, so close to the towering Great Oak, everything was in dappled shade. Yellow and brown oak leaves twice as large as an open hand lay scattered across the cobblestone, the leaves as constant in Oakton as the street musicians.

The town’s dungeons, which held those either awaiting execution or detained indefinitely, lay beneath the main keep. Where Kami strode, however, was outside one of several jails within the curtain wall, a place to hold those accused of smaller crimes or to pull drunkards off the street. Emah glanced back at her friend as they approached the heavy wooden door of the building, clearing her throat to get her attention. Maly was still looking behind her, scanning for something. She heard Emah and looked up to her friend and then the jail door. She grimaced.

“Is this going to be a problem?” Emah whispered back. For the first time since Maly had arrived late, Emah’s voice held no anger.

“It’s fine,” Maly shrugged, but her lips were a grim line. “I mean, I didn’t stay here that long.”

Kami had stopped, motionless, before the door. As Emah and Maly flanked her, the woman seemed to shake herself out of some sort of reverie, as if she’d been lost in thought.

“We are here,” she said simply.

“Are we… going inside?” Maly asked.

Kami seemed to gather herself and nodded once, sharply. “We are. You may stay outside if you wish.” She reached out and knocked on the door, first lightly, and then more forcefully when no one answered.

Maly arched an eyebrow, impressed at the slim woman’s strength. The heavy door thrummed with her booming knocks.

No one answered.

“That seems odd, doesn’t it?” Maly offered, hesitantly.

The three looked at each other, unsure what to do, then Emah and Maly scanned the surroundings. The jail stood away from any foot traffic, and no one seemed particularly interested in watching them at its entrance. They exchanged confused glances.

Kami pursed her lips and clutched the latch. With a sharp push of her shoulder, the door shuddered and flew open.

Inside was carnage.

Maly knew the layout of this jailhouse intimately. The entry room took up roughly half of the circular level, used for the intake of prisoners. Two city watch members were stationed here at all hours, usually complaining about their boring assignment and playing dice or cards. Behind the desk and chairs stood iron bars and a heavy door, behind which were cubbies with prisoners’ belongings, city watch logs, and a winding staircase down to the lower level. The entire jail was windowless, with torches burning day and night to both light it and make the place smell of oil and smoke.

Today, the heavy door at the back of the room hung open, the table and chairs toppled. Two bodies, a man and woman in the city watch’s yellow and green livery, lay sprawled on the floor, their forms ravaged by what looked like an animal attack, or perhaps several animals. Dark blood spattered the walls and ceiling, and pooled in wide, sticky blobs around the bodies. Small prints like that from a cat or dog tracked through the blood and seemed everywhere across the wooden floor.

One guard’s corpse clutched a long spear, which impaled something brown and furred, also dead and curled around the weapon’s tip. That body drew the eye because it was vaguely humanoid, the size of a child, one four-fingered, clawed hand outstretched as if in a plea for mercy. It wore filthy rags that could barely be called clothing, hanging in tatters from its small form. They couldn’t see the thing’s face from here, but its furred head was topped by small, flared ears.

“By the gods,” Emah breathed. “What happened here? We… we should get the Watch. Maly, go get help.”

“No!” Kami barked, thrusting a hand outward, palm facing them.

“What?” Maly blinked, her breath coming short and shallow. The smell in here wasn’t the typical oil and smoke—it was like iron and sewage, making her eyes water and jaw clench. “We need to tell–”

“No, dammit all! Shut the door and follow me.” Kami dropped her walking staff and threw off her hat, tiptoeing her way through the bodies and blood towards the open door. While the other two women gaped, she stepped across the threshold and peered down the staircase.

Emah was squinting at the furred form at the end of the spear, frowning. Maly stepped close to her, eyes wide.

“I’ve paid you to escort me,” Kami said, her face serious. “Come on.” She descended the stairs.

“What- what do we do, Emah?” Maly whispered urgently.

“I don’t…” Emah shook her head. “Aargh. We follow. Come on. Weapons out.”

Emah Elmhill was not particularly tall, but she had the physique of a well-trained fighter. With a gloved hand she reached to her waist, to a leather scabbard from which decorative tassels hung. The scraping sound of steel across the metal collar filled the room as Emah drew her sword. She held the wide blade out in front of her, other hand clenched in a fist.

“Let’s go,” she huffed, and stepped her way through the massacre at her feet to follow Kami.

Maly fumbled at her belt sheath for her dagger, thin blade as long as her forearm. She stole another glance at the furred creature curled around the spear, unlike anything she had ever seen. When she realized that Emah was already descending the stairs, Maly shook her head and lightly padded forward to catch up.

A second furred body lay halfway down the spiral staircase, this one on its back. Once again it wore tattered, filthy strips of cloth, and one side of its small torso was stained in blood from a wound, most likely a spear thrust from one of the guards. Its head was like that of a large rat, with black beady eyes, long whiskers on a nose hairless at the tip of the snout. Its mouth was gaping wide in death, showing sharp, yellowed teeth at the front of its mouth. One of its four-fingered, clawed hands held a sharpened stick.

“By the light of the sun,” she gasped, her steps faltering.

“No! Blast you, no!” Kami’s voice echoed from below, immediately followed by Emah’s shout.

“Maly! Get down here!”

Wide-eyed, she dashed down the curved staircase.

The bottom floor of the jail was simple in its design. The staircase led to a square area with a guard post at its center. Arrayed around the post were four cramped cells, each with iron bars and containing only a straw pallet, a wooden bucket of water, and a grated hole leading to a common cesspit below. The walls and floor were roughly-cut stone, making the place just cold and damp enough to be constantly uncomfortable. Maly knew this place well from her weeks living here. She hated it and everything it represented.

Today, however, there was no guard posted at the center. No living one, anyway. Another green-and-yellow clad city watch member lay on his back, fat belly torn open and spilling intestines across his legs, his lifeless eyes wide and terrified in the torchlight. Two prisoners also lay dead and ravaged in their cells, bitten and torn by what looked like small claws and teeth. As above, the stench of blood and waste permeated the place.

Kami stood, fists clenched tightly, looking down at one of the corpses in the cells. It was a man, pale-skinned from the Stone Isles, with blonde hair like Maly’s. He was tall, with wiry arms and a long neck, and seemed to be of middling years. His gray clothes had been torn, especially around his chest and shoulders, which were a bloody mess of gore. Kami stared at the man’s face, her unmasked cheek wet with tears.

“Ma’am,” Emah said huskily, holding back vomit. “We have to go. We have to get help. Whatever these things are… we need to tell someone.”

Kami continued to stare at the corpse lying between her and the iron bars. Emah and Maly watched her, willing her to respond.

As a result, none of them saw the furred, rag-robed figures climbing out of the cesspool hole in the floor of an open cell, one by one, their small eyes glowing in the torchlight like rounded flint, until it was too late. Chittering, the rat-figures scampered into the hallway and attacked.

Well dang… no rolling of dice or combat today, but there’s no avoiding it next time. I’m excited to take the Crusaders light and fast combat mechanics for a spin!

Age of Wonders: Issue 1b

Age of Wonders: Maly Wywich

It’s an exciting day! Today we discover the last piece of our starting party’s puzzle. Who will be the third protagonist, member of our erstwhile Crusaders adventurers, joining Emah and Kami? What sort of stories will be possible once the set is complete? Let’s find out… right now!

Background Rolls

As before, I love me some Background Generator tables in ICONS Origins. For any PC in any superhero game that doesn’t have random backgrounds, I can’t imagine starting anywhere but here. Also as before, I’ll include my d6 rolls (sometimes 2d6, sometimes a single d6 or series of d6s) in parentheses. I’ll also include a bit more commentary on each roll than the previous two, since this character completes the picture of the party.

Gender (7): Female! Alright, then… it’s a trio of women as our protagonists.

Ethnicity (6): Stone Isles. That’s a nice balance with Emah and Kami. All the main cultures in Oakton are represented except the Mesca (which will certainly get covered by NPCs).

Age (7,4): 24 years old, the exact same age as Emah and five years younger than Kami. It’s easy to decide, then, that Emah and this character are friends.

Manner (12): Anxious, nervous, or jumpy. Ha! Stark contrast with the other two, and likely makes this character the comedic one of the trio.

Who do you value? (8): Pet. Pet?!

What do you value (6): Friendship. Well, that tracks. She and Emah are definitely besties.

Attitude (5): People need strong leadership and guidance. Truth be told, I originally rolled a 10, which is the same attitude as Emah, and I wanted more diversity. This result is interesting for someone who’s anxious… I’m guessing that she’s a follower more than the leader, but feels leadership is important.

Birthplace (2): Urban. Born and raised in Oakton.

Status (6): Solid and stable, economically speaking.

Tragedy (4): No childhood tragedy.

1st Past Experience (3,6): Windfall. She received some material or financial gains.

2nd Past Experience (6,3): Imprisoned. She was abducted, held hostage, sent to prison, or otherwise held against your will for some reason.

3rd Past Experience (3,3): Opportunity. She found a new opportunity, whether it was a new job, an invention, or a new way of looking at things.

I roll on these tables until either I feel “done” or I get a result that doesn’t fit the story building in my head from the initial rolls. Today, after only three results, she crystalized early and I’m ready to sketch out her backstory. Here it is…

Maly Wywich was an only child to a mother and father who owned a modest business in Oakton. Much to her surprise, when she turned eighteen years old, her last remaining grandparent died of natural causes, leaving Maly a large inheritance. Her parents were offended by the slight but pleased for Maly’s fortune. That is, until news of the inheritance made its way through the town, and an underworld gang intimidated and threatened Maly and her family, forcing her to hand over the deed to her grandfather’s estate and wealth. Infuriated and defiant, Maly tried infiltrating the gang’s headquarters to get back her inheritance but was caught by the town guard and imprisoned for it. The scandal and shock of the events led Maly’s parents to effectively disown her.

Having lost everything and her world shattered, Maly was eventually released from prison without any prospects for the future. She adamantly refused to turn to a life of crime, instead joining the Adventurer’s Guild. There she met Emah, a strong and capable warrior that Maly immediately idolized. The two became fast friends, and Maly sees in Emah someone who may yet help her right the wrongs she’s suffered, restoring her fortune and the relationship with her parents.

I like it! There’s a strong connection between two of our initial party members, and as I mentioned last time, I see Emah and Maly being hired by Kami as the beginning of our adventure.

Origin

Now the all-important (for most superhero games) roll… What sort of character are we talking about here? As a reminder, I’m using the tables from my variant rules post to figure out the rest of Maly’s character sheet.

The Origin is equivalent to class in many d20 games and provides the overall flavor of Maly’s archetype. Here we go… I roll 31 or 13, which is either Wyrding – Arcane or Companion – Animal. Either Maly is, like Kami, directly transformed by the Wyrding, manifesting magical abilities, or else she has an animal companion who was transformed. Well, well, well… remember how Maly values a pet? This is an easy decision, then. Maly will be a non-powered human, as Emah. Unlike our Warrior, however, Maly will have a powerful bond with a powerful animal.

I’ve thought about how to handle a “Companion” character if I rolled one, and my plan is to create TWO character sheets, one for the human and one for the companion. As a result, my three-person party just effectively became four, which is in part why I went for a limited initial number of PCs. If I enjoy this story and want to continue it, I imagine an ensemble cast that at various times bulges and splits off, creating factions that we can follow narratively.

Powers and Attributes

Let’s stick with Maly for now, focusing on her 3 Power rolls and 10 Attribute points. As a nonpowered human, I’ll automatically trade one of those rolls for an additional 4 Attribute points with the Intensive Training option. I’ll also burn a roll for Privileged Background – Maly is independently wealthy, though she won’t have access to that wealth at the beginning of the tale.

That leaves a solitary Power roll, which is: 09 or 90. That gives me Armor, Vigor, Clairvoyance, Telepathy, Energy Blast, Weather Control, Acrobat, or Weapon Master. Even though a lot of those are cool, the only options that make sense, really, are Armor, Acrobat, and Weapon Master. Since Emah is a capable swordswoman, I won’t pick Weapon Master. And given that she’s currently penniless, I have a hard time seeing Maly wearing a sweet suit of platemail armor. That leaves Acrobat, which is a lovely complement. With this power, Maly can vault, somersault, walk tightropes, swing from rooftops, and perform other spectacular feats of agility. She is, in other words, a thief-type of PC. Mechanically, it means she can make acrobatic dodges, adding +5 to her Alertness when defending against melee and missile attacks. She can also break her falls, reducing damage from falls by 20.

For Attributes, Maly will spend her 14 points first and foremost on Alertness, beginning with a 15. She’ll drop a single point onto Physique, four on Prowess, and three on Psyche. She’s vigilant to danger and skilled, with an above-average will. With a 10 Physique, her Vitality is 30, same as Kami.  

Now the juicy part: What kind of animal companion does Maly have? A long time ago, I made an Animal Spirits table for another game, conveniently providing a d100 percentile table upon which to roll in situations like this one.

Some of these obviously won’t work, but let’s allow the dice to tell the story and see what I roll: 68. Panther. Well, that’s just cool as hell. Maly has a friggin’ panther as a companion! I’m guessing that this isn’t an animal that’s ever been seen in or around Oakton, which makes it both a startling companion and something that will immediately cause problems in town. Wonderful stuff.

I’ll also burn a Powers roll for our new panther friend for Intensive Training. Then come the two Power rolls:

Roll 1: 35 or 53, which is Flight, Molecular Morphing, Psychic Blast, Psychic Sense, Energy Manipulation, Force Field, Detective, Marksman.

Roll 2: 90 or 09, which is the same roll as Maly! Once again, that’s Vigor, Armor, Telepathy, Clairvoyance, Weather Control, Energy Blast, Weapon Master, or Acrobatics.

As always, lots of ways to go with those rolls. Unlike Maly, I’m perfectly comfortable going weird here. Off to the Crusaders rulebook I go, reading up on the various powers.

One option is to simply make a Super Panther, taking Detective and Vigor/Acrobatics. I like the addition of an investigative character, but I think we’ve got melee combat handled between Emah and Kami, so I like this option least. I’m also ditching the Molecular Morphing and Vigor combo, which makes a panther that can become stone or wood, which is wandering too close into Kami’s territory.

Another option is to take Energy Manipulation and Energy Blast, making a lightning-cat, or fire-cat, or ice-cat, or whatever. It’s a fun, Pokemon-ish idea and gives the party some range, but I would have liked it more if it had been a regular housecat or less impressive creature than a panther.

A flying panther that Maly could ride? A pega-panther, with Vigor, Acrobatics, or even Weather Control? I love the visual here, but if Maly is going to be our thief analogue, it makes a little less sense for her to be riding a winged panther.

Much to my surprise, then, I find myself drawn to a panther with mental powers. I’ll give the panther Telepathy, which means it can read surface thoughts of other individuals (requiring a Psychic attack if it’s an unwilling target). The panther can also communicate, sending thoughts into the minds of others. This power, then, is how Maly and the panther talk to one another. I’ll also give the panther Psychic Blast, which does indeed provide the party some ranged attack options. Instead of a generic “I assault you with my mind,” I’m going to say that the panther’s stare can cause abject fear in opponents. Maly will provide some comic relief, but the panther will be scary as hell.

I don’t have enough Attribute points to make the panther as bad ass as I picture in my mind, so I’ll have to justify it as a relatively small version who will grow as his and Maly’s Rank grows. For now, I’ll put five points in Psyche and distribute the remaining nine points evenly among the other stats. With a 12 Physique, our animal companion panther will have a Vitality of 26.

Final Touches

Maly’s motivation is front of mind for me. She’s an Avenger, sworn to reclaim her inheritance and, more importantly in her mind, punish the Oakton gang responsible (I’ll have to flesh out that gang at some point). To keep things simple, I’ll say that her panther—whose name I’ve decided is Destiny—chose Maly precisely because of this motivation because he is himself a spirit of vengeance. What Destiny the panther wants to avenge, I have no idea but will figure out over time.

Equipment-wise, Maly will have a dagger and thieves’ tools, and Destiny will of course have claws (which act the same as a dagger).

Here, then, are our two-for-one character sheets:

I’m extremely pleased with what my random rolls have created here. I can picture Maly and her panther Destiny clearly in my mind, and they complement Emah and Kami well both in terms of personality, party composition, and story potential. I can’t wait to get started!

Of course, first I don’t actually have to picture them in my mind, because once again Roland Brown (drawhaus.com) has stepped in with awesome artwork for Maly and Destiny. Here is the initial sketch and final result:

Finally, here’s a little splash of fiction to get a sense of our remaining protagonist(s)…


“‘You’re no fighter,’” Maly said, her tone mocking, her pale, freckled face a mask of abject disgust. She blew out a long, exaggerated breath in frustration, her slim body seeming to deflate against the wooden wall. In a tired voice, she muttered, “I never said I was a fighter. I’m just trying to get my inheritance back!” She yelled those last words, clenching eyes shut and fists tight. With a sob, she sank slowly down to a crouch, her back still against the wall. Somewhere distant, a dog began barking.

Her tirade had disturbed an alley cat, which darted across Maly’s path, escaping the scene. The young woman opened one eye and watched it depart into the shadows, darting around crates as it went. Her other eye, of course, was swollen shut. The unseen dog continued to bark.

“Ow,” she sighed. “Yelling hurts. Everything hurts.”

She lowered her slim hips delicately to the alley floor and stretched out her legs, groaning in pain. Two fingers touched her lip, which felt puffy and split. Maly glanced left and craned her neck right to look down the narrow gap, lit only by streetlamps outside the alleyway. No sign of the cat, or anyone else this late at night.

“Just me and the trash,” she muttered. “And that damned dog.”

For what felt like almost a full bell, Maly sat there, miserable and eyes closed. At some point she placed her forehead against her knees, crying softly.

“Alright,” she sighed, sniffling. “Let’s review. I am penniless, my fortune stolen by one of Oakton’s scariest and biggest gangs. I’ve tried to get it back, and all that’s gotten me is time in a dark stinky jail, my parents disowning me, and now a bunch of scary men and women beating me up. Is that all? That seems like all.” She bonked the back of head a couple of times against the wall behind her.

“Ow,” she said, and stopped.

It must have been well past midnight now, and Maly had never known the town to be so quiet. Even the dog, it seemed, had gone to sleep. Maly sighed, only now fully realizing how much the alleyway reeked of rotting food and urine.

“What am I going to do?” she asked the darkness.

You’re going to fight, a male voice said from somewhere, low and growling. You’re going to tear the East Bay Dragons apart, person by person, brick by brick, until you have your birthright restored.

Maly yelped and scrambled to her feet. “Who’s there?” she gasped. “What?”

You’re going to fight, it repeated, and now Maly felt certain that the man’s voice had no origin. It did not echo in the confined alley, but felt instead whispered, purring, directly into her ear like a lover’s coo.

Something was moving through the shadows towards her. Maly’s breath came fast and shallow.

When she saw the twin yellow eyes, advancing in the darkness, Maly ran.

Age of Wonders: The Adventure Begins!

art by Roland Brown (drawhaus.com)

Age of Wonders: Kami Misaki

Today we’ll build the second of three player-characters for my next solo rpg adventure, which I’m calling Age of Wonders. Check out more about the setting and rules here, the town of Oakton here, and our first PC, Emah Elmhill, last post.

I’ll be using the same process for this character as I used for Emah. Let’s discover who will be inhabiting this world as one of our primary protagonists!

Background Rolls

As before, I love me some Background Generator tables in ICONS Origins. Indeed, it’s fun to think that my earlier exploration of ICONS led me to discover it as a tool, just as playing other TTRPGs have introduced me to all sorts of mini-game systems or other ways to enhance whatever game I’m playing. I have my pair of d6s in my hand. I’ll again log each table and results, with the roll in parentheses.

Gender (6): Female.

Ethnicity* (9): Kaizuka. Interesting! This will be my first exploration of them, since their arrival in Oakton wasn’t really covered in my history. I see them as the hardest-luck people in the town, finding the least desirable work.

*the city of Oakton has four major peoples, which are rough analogues of broad-African (Kalee), Spanish/Mexican hybrid (Mesca), English (Stone Isles), and Japanese (Kaizuka), roughly in that order from most- to least-common.

Age (8,9): 29 years old, five years older than Emah.

Manner (4): Proud, aloof, or arrogant.

Who do you value? (6): Themselves.

What do you value (8): Home or family.

Attitude (6): Neutral towards most people.

Birthplace (3): Outskirts of Oakton.

Status (10): Wealthy. Hm… interesting. That flies in the face of what I said above about the Kaizuka. She may own an elicit business or something.

Tragedy (3,2,2,3): One or more family members were murdered.

1st Past Experience (4,3): Opportunity: She found a new opportunity, whether it was a new job, a new invention, or a new way of looking at things.

2nd Past Experience (4,4): Promotion: She received a promotion or a general stepup in her career or recognition of her abilities.

3rd Past Experience (1,2,1): Gained a friend, who is like a family member to her.

4th Past Experience (5,5): Injured: She suffered an injury, and may even have lasting trouble from it, such as a disability or disfigurement.

Okay, I think I’ve got an idea. Sheesh these characters are not for the faint of heart… Emah’s story blurb, much to my surprise, turned out to be as much a commentary on sexual harassment as anything. And now I’m going to dive into the world of prostitution.

Here’s her brief bio (some of which I revised after rolling on the Crusaders Origins and Powers tables):

Kami Misaki came to Oakton when she was very young, in the cargo hold of a ship fleeing Kaizuka, an island nation across the sea. Like many Kaizukan refugees, her family was given no advantages in the Kalee-occupied town, and found themselves doing whatever work they could find. When Kami was thirteen years old, her father ran afoul of one of the many Oakton gangs, who killed Kami’s parents in retribution. Her older brother joined a rival gang, vowing revenge, and Kami stumbled into the employ of one of the town’s many brothels.

Over the next several years, Kami became one of the town’s most sought-after ladies of the night because of her stunning beauty. It was a soul-crushing life, but the madame of her brothel looked after her and protected her as best she could, becoming a surrogate mother to the lovely-but-hardened young woman.

One night, a particularly brutal client attacked Kami with a knife, wickedly scarring her face. Her value to the brothel plummeted, but the madame decided to keep her in her employ, not as a prostitute but instead to use her mind and keen insights into people for their mutual advantage. Kami became part proprietor, part advisor, and was paid handsomely for her efforts.

Hmmm… now how do I steer her towards the Adventurer’s Guild and in cahoots with Emah Elmhill? A narrative mystery to be solved.

Origin

Thank you, Background Generator! Now I’ll set the d6s aside and grab my pair of d10s for the Crusaders tables, revised for this campaign. We start with Origin, which is akin to Class in other systems.

I roll a 99, which is to Choose my Origin! Neat. Well, since Emah is a non-superpowered (which I always want to write as a slightly-pejorative “normie” because, apparently, I’m a superhero snob) PC, let’s focus on Kami as someone directly affected by the Wyrding. I’ll roll again to see if one of those options presents itself, a reroll if not: I get a 76, which is “Wyrding: Humanoid Animal/Plant.” Excellent stuff, and fits her first name well. Now, will it be animal or plant? Let me roll another d10, odds are animal powers and evens are plant powers: 6. Plant powers… here we come!

Powers and Attributes

For something as specific a concept as “plant person,” I’m going to create a special Powers table, as suggested by the Crusaders Companion supplement. Here it is:

  • 01-10   Adaptation
  • 11        Choose/Invent
  • 11-21   Armor
  • 22        Choose/Invent
  • 23-28   Elasticity
  • 29-32   Growth/Shrink
  • 33        Choose/Invent
  • 34-43   Plant Communication
  • 44        Choose/Invent
  • 45-54   Plant Control
  • 55        Choose/Invent
  • 56-65   Regeneration
  • 66        Choose/Invent
  • 67-76   Special Attack (incl. Toxic Attack)
  • 77        Choose/Invent
  • 78-87   Super Strength
  • 88        Choose/Invent
  • 89-98   Vigor
  • 99-00   Choose/Invent

I’m excited by those options! Kami will get 3 Powers rolls to begin with, and I’ll confine my rolls to only this table (which will limit the concept but ensure I use this handy table I just created). She can trade one or more of these in for various other perks, and I may do so after a couple of Powers. But first, the good stuff…

Roll 1: 28 or 82, which is either Elasticity or Super Strength.

Roll 2: 87 or 78, which is Super Strength, period. So she’s definitely a brick!

Roll 3: 50 or 05, which is Plant Control or Adaptation.

As I frequently find with Crusaders, there are a lot of different ways I could go here. She could take Super Strength twice, making her a mega-tank, but that feels weird without Armor or Vigor to go along with it. She could be able to stretch her arms like a vine, control plants, or simply not have to breathe to go along with her strength. Hm. Let me read up on these powers a bit.

While it feels like a missed opportunity to not take the rare Plant Control, I’ve found a combo from the above list that makes me happy. First, of course, Kami will have Super Strength, making her Strength Level equal to her Physique + 20 for feats of strength like lifting or throwing things, unarmed damage, and resistance to knockback. It does not, however, improve her Vitality or Physique score. In other words, she can (and likely will) be of a willowy build, despite her impressive strength.

Second, she will take Elasticity. I have a fondness of stretchy characters, and mechanically this gives her some ability to take damage, since she a) gets a 25 score instead of Alertness to defend against all forms of melee and missile attacks, and b) subtracts 10 from all bashing or lethal damage, except if blindsided or unconscious.

Finally, it just makes sense to me that she has Adaptation, or the ability to survive and act in any environment (underwater, vacuum of space, or extreme temperatures).

What these choices prevent me from doing, unfortunately, is trading one of those rolls for either Privileged Background (making her independently wealthy) or Connections (which makes sense given her long years in a brothel). As a result, I’ll have to limit how much I rely on either part of her background for her advantage. She’ll have the madame as a contact, but she won’t be able to easily tap into a whole underground network for information or sanctuary. Perhaps the madame only trusts her so far, or perhaps she’s an inherently untrustworthy boss.

With her powers done, I’ll turn to distributing her paltry 10 points to the four core Attributes, which each start at 9. I’ll give 1 each to Physique and Prowess, since she has not trained in Oakton to be a fighter. Instead, I’ll drop 4 points each into Alertness and Psyche; Kami is watchful of the world around her and strong-minded.

With a Physique of 10, it’s easy to calculate her Vitality: 30.

Final Touches

I mentioned last time that I had a narrative system in mind about Motivation that will match the PC’s powers. What I’ve rolled for Kami fits into one of the otherworldly forces I have in mind, sort of a Patron in Dungeon Crawl Classics or a warlock in D&D 5E. As a result, she will be an Architect, someone who is driven to create something of lasting value in the world. That motivation makes some sense for someone who fell into prostitution at an early age, lost their parents, and has lived on the fringes of society who has also come into power.

As I described with Emah, I’m going to handwave most of what fantasy games term equipment. Kami is not wearing anything that would constitute armor, nor does she wield weapons. She’s a social “class,” someone who gets by on charm, wits, and discernment, not fighting. Which is all to say that she does not need anything of note on her character sheet, gear-wise:

Now, the exciting part… let’s see how Roland Brown (you can contact him at drawhaus.com) visualized Kami! As with Emah, I’ll post Roland’s awesome concept sketch as well as the final artwork. You’ll see that I asked him to remove the hat to showcase her mask, though I like the look of the hat overall.

Stepping back, I’m thrilled to have my first two characters be a “scrapper” (i.e. someone who can fight with a sword) and a “brick” (i.e. someone strong and tough), and am even more pleased to have one PC directly affected by the Wyding and another who is more of a companion or witness to these changes. Story possibilities abound, and I’m already thinking that perhaps these two will meet because Kami hires Emah to a job. It will be interesting to see if the final character of the bunch is another non-powered character, making Kami somewhat of a centerpiece, or another person transformed, making Emah the white-knuckled tagalong. Or maybe something else. Will the final character also be a woman, which will make this story have a particular set of themes? We’ll find out next time!

Before we get there, though, let’s peek in at a brief piece of fiction just to get a feel for Kami’s personality and background…


“Sit, my darling,” Elyn said, waving a hand at the pillow across from her own. The room smelled faintly of rose petals and scented candles and was both clean and spare. A high window over Elyn’s shoulder added a slanting sunbeam to the candlelight.

Kami did as instructed, smoothing her silk robe before lowering herself, cross-legged, to the plush seat on the wooden floor. She bowed her head, finding it difficult to meet the woman’s eyes. Without meaning to, her fingers reached up to her left cheek.

Her madame tsked gently. “Leave it. Look at me, Kami.”

She brushed a lock of black hair, combed fine, out of her eyes and looked. Elyn Brehill hailed from the Stone Isles, her skin pale as alabaster stone and lightly freckled, her blonde hair pulled into an elaborate braid which hung over her sheer green robes. She was a truly beautiful woman, and as she’d put on weight in her later years had only become more so. Elyn was round in ways that invited the eye, and the permanent twinkle in her green eyes, the half-grin that was her natural countenance, suggested that she knew you were watching and approved. Even as the proprietor of the Golden Heron and the oldest there by a wide margin, Elyn remained one of the highest-priced and most sought-after prostitutes, and she selected her clients carefully.

“Now that you’ve healed, it’s time to talk, darling,” she said. “You were my best girl, and now, well…” This time her handwave was somehow sad.

“I’m ruined,” Kami said dully. Again, her fingers strayed.

“Leave it,” the woman admonished, her voice harder this time. “As a working girl, I’m afraid those words are true.” She sighed elaborately. “I hope they hang him for what he did to you, but we must face facts. You can’t work now, at least not at the Heron. There’s no market for the disfigured here. I’m sure another house will take you if you want to work.”

Kami’s voice seemed to answer distantly, of its own free will. “I understand. I will be out by nightfall.” She began to rise. “Thank you for…”

“For love of the Great Oak, girl, sit!”

Kami started. She willed the brimming tears to stay unshed as she settled back down, bewildered.

“Come now. Kami Misaki. You’re stronger than this,” she shook her head with disapproval, her bottom lip extending prettily. “When one door closes, another opens. You told me this, when I first took you into my employ, did you not? I understand a time to mourn the loss of your face, I do. But now it’s done. Time to look forward.”

Kami said nothing, her tears forgotten in her confusion. She watched Elyn, trying to read her meaning and body language, but the woman had always been frustratingly immune to her intuition.

Elyn, for her part, seemed to assess the young woman in front of her in equal measure. After several heartbeats, she again sighed dramatically and reached behind her. Her hand returned with a bag of red silk, something heavy causing it to bulge at odd angles and hang from its delicate strings.

“I have a gift. No, don’t open it yet. You can keep it no matter your answer, but I’d first ask you a question.”

Kami took the bag with her slender fingers. Whatever was in it seemed hard and complexly shaped, like a wooden carving of an animal. She said nothing and waited for Elyn to ask her question, though her hands and a slice of her mind puzzled at the bag.

“The question is this: Can you get over your shock and horror at this…” she waved vaguely at Kami’s face. “Setback? I need your confidence and keen eyes, not your tears and shame. There’s less room for those in the Heron than ugliness.”

“I… don’t understand,” she said honestly, fingers turning the bag over. Whatever it was, it was flat but curved.

“You were my best girl, Kami. My most beautiful, true, but more than that. I value your eyes and mind more than your face and body. Well, almost as much.” She chuckled lasciviously.

“I’m sorry. I still don’t understand, ma’am. You want me to… stay?”

Elyn’s eyes twinkled. Her dimples deepened. “Just so. I’d take you as my assistant, someone to keep those sharp eyes on patrons and the other girls, and whose mind I can use to sort through certain business problems.”

“Your assistant,” Kami whispered, her thoughts awhirl. “But, like this?” One hand left whatever was in the silk bag and strayed to her face again. This time the madame did not admonish her.

“Ah, yes. Well. Now you open the bag,” Elyn said with a smile, settling her weight back onto her own plush pillow in anticipation.

Looking down, Kami’s fingers returned to her lap and worked at the cinched top. She pulled the bag open and reached inside.

It was a delicately carved mask, made of a light wood of almost skin tone. In truth, it was more half a mask, meant to cover most of the forehead, one cheek and jawline, with an eye hole and the mask itself curving around the lips. In other words, it was meant to cover exactly the parts of Kami’s face that had been so hideously carved. A simple red ribbon was attached to each of the mask’s top corners.

“Made by Gontro, Oakton’s finest woodsmith. He owed me a favor, of course.”

Kami turned the item in her hands, examining it from every angle.

“He says he’ll adjust the straps and shape of the wood if needed,” Elyn continued. “The idea is that it molds to your face and is comfortable enough that you never need take it off. Oh, do give it a try, will you? Go on.”

This time, Kami let the tears fall freely.

Age of Wonders: Character 3!

art by Roland Brown (drawhaus.com)

Age of Wonders: Setting & Variant Rules

Happy New Year! I love that my first official post on my new project goes live on the first day of 2025.

New project, you say?

Today was supposed to be my umpteenth deep-dive exploration of superhero games, in search of a system that I wanted to run as my next solo game. Then I discovered Crusaders, a book that had been sitting on my shelf unread for months. I’m too distracted by my excitement, so I’ve abandoned my pile of games to be explored. It’s my blog, right? My muse cannot be tamed.

Deep breath. Let’s get started.

My Setting: The Age of Wonders

I’m a big believer that worldbuilding is a trap meant to paralyze GMs from starting homebrewed campaigns. I have a vague sense of what I want to do in this next solo game, based on an idea for a novel I had years ago. But I’m going to discover the world as I play rather than go deep into its history, deities, warring factions, and bestiary.

Here are the elements that are grounding me:

This is a traditional fantasy setting, with faux-medieval technology and cultures loosely inspired by fables and Appendix N-like literature. Taverns and inns have fun names, beware the dark woods, and all that.

At the launch of the game, humans are the only ancestry, living in fortified settlements scattered across the land under a distant monarch’s banner. I don’t yet know who the monarch is or much about the nation, but it’s a relative time of peace.

That said, I envision a town or city where the people are diverse, and many cultures coexist. Too much fantasy, in my opinion, is dominated by the analogue of medieval Anglo-Saxons or Vikings. They’ll likely exist here (because knights and horned helms are cool) alongside African and Latin America-inspired cultures, in a continent that is somewhat a crossroads of the world.

Monsters roam the wilderness, making travel between settlements dangerous and a need for fortified defenses. I need to flesh out what these monsters are, but they’re generally mythical beasts more than nonhuman ancestries. In other words, there aren’t Societies of Scary Things, just hungry predators who want to eat you.

The gods disappeared long ago and took magic with them. Humans are just humans, doing what they can to survive in a harsh world full of creatures mightier than them. Oh sure, people claim that they can cast spells and speak with the divine, because there are all sorts of stories of ages past where these things did exist. But, as far as anyone knows, magic died when the gods abandoned the world long, long ago. As a result, the people in this setting are generally more humanist than religious.

But ho, our heroes are manifesting superpowers! I haven’t decided if the beginning of the story will be the unleashing of wild magic into the world or if we’ll start sometime shortly afterwards. Either way, an event known as The Wyrding will grant some people amazing powers, animate long-forgotten constructs, give some animals sentience, and on and on. The Age of Wonders has begun. Is it random or is there a reason behind the changes? That’s part of the story.

Tone-wise, I’m aiming for something akin to the Marvel Cinematic Universe (phases 1-3, let’s look away from the multiverse stuff) meets traditional fantasy, set in an untraditional cultural setting. This story is meant to be fun, snappy, and action-packed (which is a big part of why I wanted a supers game), character centric, and with emotions that span the spectrum but fall on the more hopeful side of things. In my mind’s eye, it’s a story that starts Grimbright and moves to Noblebright as the characters grow in power. We’re beginning in a decidedly Grimbright story, though… a fantasy town with random people struggling to survive despite the titanic threats surrounding them.

“Moment’s Peace” by Rebecca Guay

That’s it. The details on any of the above and all the texture I’ll discover first by making the starting town, then the main protagonists, then through playing the game. Unlike a novel, I don’t have a story arc in mind, either. I want to find the central antagonists and tensions alongside the characters. It’s an emergent tale, one uniquely possible thanks to TTRPGs and serial fiction.

Recrafting Crusaders Tables and Variant Rules

With these broad brushstrokes in mind, let’s circle back to my game of choice.

As I mentioned last time, I’ll need to do some work on Crusaders to both fit the setting above and combine its core rulebook random tables with the excellent Crusaders Companion. As I suspected, this work was both fun and rewarding, resulting in a set of tables and rules I’m excited to implement.

Origins

Literally the first page of the rules in Crusaders, the first of several random tables, is the Origin of your hero and how you came to be a PC. It is often the most central question to any superhero TTRPG and is the place where I most needed to think through how my setting and Crusaders interact. In some ways, as well, the Origin here substitutes for “character class” in D&D or Pathfinder, helping shape what abilities the character manifests as they grow in power.

Here is where I ended up:

There’s a lot to absorb on a table like this, especially without knowing the game system intimately and with my own homebrew-setting biases littered throughout. One way of understanding this table is that, when making a new character, I have a roughly 50% chance of making someone transformed directly by The Wyrding, 15% chance of someone who’s the companion of a transformed or awakened nonhuman entity, 15% chance of a “fantasy adventurer” who wasn’t transformed but is along for the ride anyway (think Sokka in Avatar: the Last Airbender), 10% chance of someone who is wielding a newly-magical item, and 10% chance to either choose one of these options or create something new/niche. I’ll use this table for both heroes, major NPCs, and important antagonists, since they’re all created using the same process. Speaking of which, expect any PC to also begin with the ICONS Origins Background generator, which I can use mostly unaltered.

Powers

Next up are the retooled Powers tables, which is less about my homebrewed setting and more about a) combining the core rulebook and Companion lists, while also b) curating the lists to the archetypes and powers I most enjoy playing. As you’ll recall from my brief “let’s roll up a PC” foray last post, each percentile roll on a table also gives you the “flip-flop” option (so a 25 is also a 52) across all four tables, giving you a lot of say over what sort of character you’re building. The one place where a fantasy setting crept in is on the Super Skills list, but even here I was surprisingly able to use most skills unaltered.

Here are the lists:

I won’t detail my many, many tweaks from the original lists to these. Suffice it to say, I used the same “what percentage would I want each to occur in the world?” rationale as when making the Origins list. I also added a few items cross-category, so, for example, Acrobat is both a Super Skill but now also a Physical Power, matching things like Super Strength and Vigor. I was tempted to break the Physical Powers list into two lists—either offensive/defensive or separating out travel powers—to make the lists roughly equal in options, but I wasn’t sure such an endeavor gained me anything in character creation. I also didn’t do a deep dive into the flip-flop options, making sure that any number combination on each table provided vibrantly different choices. I’m going to trust that there is both enough variety and randomness in these tables to stimulate my creativity.

Motivations

Motivations are oddly anticlimactic in Crusaders. They get a relatively substantial treatment: a full two-page spread in the character creation section (by comparison, the same length as Origins and twice the length of Character Growth), yet with no real mechanical impact on the game. Motivations are there to flesh out a character and provide roleplaying depth for players, and potential plot hooks for GMs.

I’d like to make Motivations matter more in my game, either by adding Victory Points (the Crusaders equivalent of xp) or Hero Points (the metacurrency that allows PCs to flip-flop die rolls) when characters are acting in direct accordance with their motivation or achieve some story milestone. Possibly both, though I’m leaning towards Hero Points. It’s something I’ll watch once I’m playing and getting a better feel for the system.

In the meantime, long ago I created a handy Motivations list for my various characters, both in TTRPGs and writing fiction. The inspiration for this list originally came from an excellent list in the first edition of the Aberrant rpg, and I slowly added to it over time. My thought is that any character, protagonist or antagonist, can have one of these motivations.

Note that the list is technically a table I can roll on to determine a character’s motivation randomly (good use for those Dungeon Crawl Classics d30s!), though I’m likely going to choose the main PCs’ goals.

Rank and Advancement

As I’ve been saying constantly, I want to create a game with clear jumps in power, taking the PCs from “street level heroes” to godhood. When I made my sample Crusaders character in the last post, I tried using 3 Power rolls instead of 5, and 15 Attribute points instead of 18. I’ve since revised my thinking here, with the following structure for starting values and progression:

Rank in Crusaders is more a symbol of fame and accomplishment than power, so in some ways this is the place where I’m most radically altering the game. Here, Rank 5 is equivalent to what a starting PC in the base Crusaders game would be (5 Powers rolls, 18 Attribute points), which is targeted as a comic book level superhero. To get there, a Rank 1 character is relatively weak, and a Rank 10 character is relatively overpowered. Thankfully, because Crusaders isn’t a game with a defined bestiary and cast of villains, I’m going to be creating all the NPCs and antagonists from scratch anyway, so it’s not like my Rank 1 characters are going to be any more vulnerable if I don’t want them to be.

What are titles, you may be asking? And what does “Godhood” mean? I’m not sure, honestly, except to say that I like the idea of there being a “fame” element to Ranks in addition to power, and I’ve always loved earned titles in fantasy games and literature.

Critical Hits and Critical Failures

Finally, I love that Hero Points in Crusaders are so straightforward and tied to Rank. You get 1 HP per Rank at the start of each Issue, and you can cash one in to flip-flop any d100 roll. Neat. Easy. Cool.

The more I’ve played around with the system, though, the more that double-digits (11, 22, 33, etc.) feel special. The game treats them as special for character creation rolls, in which you’re meant to flip-flop; on the tables above, doubles allow you to choose your own result or invent something new. So, it’s odd to me that the same doesn’t hold true during gameplay.

I’m going to play around with doubles meaning either critical hits (if the roll is under the chance of success for a given roll) or critical failure (if the roll is over). I like this system because it means that if you’re particularly good at something—say, with an 80% chance of success—you get more chances to critically succeed and fewer to critically fail. If you’re facing a particularly tough challenge, the opposite is true. That’s elegant and fits the Crusaders ethos.

The question is: What does a critical success or failure mean when you’ve rolled it? Here I’m going to feel my way and decide depending on the situation. Eventually, I might come up with a more coherent, hard-and-fast rule for how to handle these rolls. For now, I just want them to have juice, either helping or hurting the PCs in some meaningful way.

Let me reiterate that I’m super excited about Crusaders as a game to play. My many tweaks above are a testament to that excitement rather than a criticism. So many of the game books I read had me making puzzled, hesitant notes about rules interactions that I didn’t understand or that felt odd to me. In Crusaders, however, I felt like I immediately “got” the game, and so instead found myself saying, “Aha! That means I could…” All the energy I spent crafting the above tables and rules felt like good energy, generating more enthusiasm for me to jump in and play.

Speaking of which, enough of this table-setting nonsense for one New Year’s Day. Next time we’ll begin diving into the town in which our adventure will begin, and then crafting our player characters. Fun fun! As always, hit me up with any questions or comments below.

Joyfully yours,

-jms

Age of Wonders: Oakton

Choosing a Supers System, Part 3: Prowlers & Paragons

It’s my second of many superhero TTRPG deep dives (links at the end of each installment to the others)!

Why am I suddenly diving into so many games? I’m planning to continue my solo gaming experience, but this time using a homebrewed world, story, and characters. The setting I’m envisioning is a genre mash-up, basically superpowers layered onto traditional fantasy, with a sprinkling of technology. Could I have started with something simpler? Heck yes, and maybe I should have done so. But I’m enjoying the specific requirements for a project like this one, and using it as an excuse to pour over some games on my shelf that I’ve either never read or have wanted to take for a test spin. Choosing the system has become a time-consuming tangle, but it’s been fun so far.

Speaking of requirements, I’ve articulated them as:

  • A superhero game that can be played in a fantasy setting, plus allow for anachronistic weapons and technology. Basically, the superpowers and fantasy elements need to be satisfying, but allow for other genre shenanigans.
  • Is neither too crunchy (if I’m consulting forums or rulebooks more often than writing, that’s bad) nor too lightweight (I need to feel like the dice are guiding the story and enhancing the narrative). I want to feel like the mechanics support the story.
  • Level-up jumps in power. My idea is that the PCs start as “street level” heroes and become demigods as the story progresses. Something will be pushing them closer to godhood, which is a core part of the story. The game should not only allow for those different levels, but be fun to play at all of them.
  • No hard-wired comics tropes (like secret identities, costumes, etc.). The story will be a genre mash-up, so I can’t hew too closely to any overly specific formulas.

My previous exploration tackled Supers! RED, a game that I’d bought after reading its glowing reviews but that I’d never sat down to read cover to cover. The other game in this vein is Prowlers & Paragons, also bought when I was in a superhero TTRPG buying frenzy because of how many people said they love it. What’s different about P&P is how many folks declare loudly that it’s their favorite supers system. When I added it to my “to be explored” pile, it was in large part to give me an excuse to understand what everyone was raving about. Let’s jump in!

Prowlers & Paragons

Prowlers & Paragons was first released in 2013, with the “Ultimate Edition” launched via a 2019 Kickstarter. Before I sit down to read a rulebook for the first time, I often search through easy-to-find game reviews to orient my brain. What’s fascinating (and exciting) about P&P is how many old-school lovers of Champions swear by it, and it seems to be a haven for people who, for whatever reason, bounced off Mutants & Masterminds. Hey, I’m a lover of Champions! I bounced off M&M (at least gameplay… I still love making characters)!

Check out this comment, from Richard in the above DMs Guild forum: “I would recommend this game for players of games like Champions or Mutants & Masterminds who find the math oriented nature of combat to feel very clunky and not very comic book like. Likewise I feel that fans of other narrative games, such as Cortex Prime, could look at this and have a good alternative game to use if their players want more crunch in the character creation. Alternatively I could see this game being used to create a really good fantasy game as well. I have often used super hero rpgs to run Dungeons & Dragons games. I feel character creation is much more fun in such situations and combat tends to work better.”

Squeee!!

In terms of how the core mechanics work, I’m going to use another quotation, this time from a 2022 review from Timothy S. Brannan: “The game mechanic is very basic and very easy to use. Every trait, ability, power, or what have you has a score. Figure out what you want to do, find the right combination, add those numbers up, minus any negative modifiers, and then roll that number of d6s.  “2s” and “4s” are one success, “6s” are two successes.  Compare that to the Thresholds table and you will know by how much you succeed, or fail.”

In a lot of ways, then, Prowlers & Paragaons shares its base DNA with Supers! RED. Everything has a d6 value, and gameplay involves rolling pools of dice. The difference here is that you aren’t adding the dice values in a pool, but instead counting the number of successes. As a result, dice pools in P&P can get large, since the game doesn’t care about your ability to do much math. The book routinely uses pools of 12d6 or more. If you like fistfuls of dice, this is a great game for you.

Combat is the crunchiest part of P&P, with specific terms like “active and passive defense” and “subdual damage,” but everything is theater of the mind and based on the basic mechanics from the review quoted above. Range and movement are abstracted to provide narrative flexibility, and a GM can decide how much things like size and cover matter to combat (or not). There are multiple pages of combat maneuvers, including rules for grappling, stunts, ambushes, defending others, etc. My general sense in reading the rulebook is that the non-combat parts of P&P are about who the narrator is, with a lot of open space to describe what’s happening. Combat, on the other hand, becomes more scripted, with clear initiative order and Health tracking. I’m not sure how I feel about the balance here without playing it.

Also like Supers! RED, character creation in P&P is a point-buy system with an optional random generator if you need a launching pad for ideas. The main differences between the two are a) the overall pool of points is larger (for street-level heroes, I used 12 for Supers! RED and 75 for P&P), b) P&P has more Attributes and Talents, which is what soaks up a lot of those extra points, and c) Flaws serve a different purpose. In Supers! RED, the equivalent of Flaws give you extra points to spend. In Prowlers & Paragons, though, Flaws create roleplaying situations in which you can receive Resolve points, the metacurrency that allows players to add dice, reroll dice, or add narrative features to a scene.

Because there are so many parallels between the two, I thought it might be fun to try and recreate my character Evlyn from the last post to see how it might differ here:

Comparing the two Evlyns from Supers! RED and P&P, you can see that, even with a street level hero, there is more detail here. Indeed, I’ve heard new players sometimes feel intimidated by the sheer number of Attributes, Talents, and Powers, especially if they’ve entered expecting a “light mechanics” system. That said, most of that sheet is fluff (though I like the many ways to add flavor), and since everything is expressed in a simple Xd format, once you’ve stared at a few characters sheets it’s all easy to grasp. Making my first PC took a little more time than Supers! RED, but not much. Like any points-buy system, the biggest trick was the “add one point here, take away two there” fiddling at the end to make sure I used exactly 75 points. Overall, I felt that I had plenty of points and options to make the character from my mind’s eye.

Why Prowlers & Paragons Works For Me

I worry that Supers! RED is too light mechanically, and Prowlers & Paragons is a definite step up in complexity. Combats can get crunchy, and things like chases and hazards are handled in “goals,” or multiple steps to resolve the situation. Because the “who gets to narrate” question is a core focus of the game, it’s a little odd to think about it in solo play. Thankfully there’s a “traditional results” variant rule that creates a table reminiscent of Blades in the Dark, changing the narrate-and-respond structure of resolving actions into “failure,” “success,” or “failure/success with a twist” which the GM can dictate. I love those mechanics, and it’s something I often find myself weaving into other TTRPGs. Also, like Supers! RED, we have tiering of enemies into Villains (full stats), Foes (same stats, half health), and Minions (one xd6 value), which creates encounters where PCs can feel especially super. Which is all to say, Prowlers & Paragons seems to have a lot of things I want out of my next game.

The system also has easy, clear jumps in power level built into the system since everything is based on point-buy character creation. Check out this glorious table from the core rulebook:

Perfect! I can easily see, instead of allowing PCs to spend the incremental Hero Points they receive at the end of each successful adventure, forcing them to save up until reaching a certain threshold. This sort of sudden jump in ability is, mechanically, what I’m hoping to create, and P&P makes this part of the storytelling easy and straightforward.

Finally, I want to say it’s a minor thing, but the more superhero game books I read, the more it matters to me: The Prowlers & Paragons book is gorgeous. Some of the art makes me wish it was a full comic book, and the layout is clean and easy to follow. Bouncing around chapters to find information is easy. The writing is clever and often delivered with a wink. After half a year with Dungeon Crawls Classics’ absolute monster of a rulebook and its scattered supplements, it’s delightful to have such a well-assembled book.

My Prowlers & Paragons Hesitations

Despite the quotation earlier in this exploration, I think the base P&P game requires some work to make it fit cleanly into a fantasy setting. Several of the Talents–Professional, Science, Technology, and Vehicles–are aimed at a decidedly modern comic book experience, and missing are things like Lore and Magic/Arcana. Similarly, several of the descriptions for Motivations, Flaws, etc. lean heavily into modern comic book tropes. None of these problems are crippling to my ability to play it in a fantasy setting, but it’s not out-of-the-box ready. As I’ve said before, I’m leery of homebrewing a system before I’ve even had a chance to play it as intended, and though the core game here is simple to grasp, it’s unlike most other TTRPGs I’ve played.

The biggest stumbling block for a fantasy setting is Gear. For me, equipment in P&P is caught in a weird limbo between narrative and crunchy. Characters can basically have whatever mundane gear they want, but these items often have mechanical boosts or effects. At some point, equipment is good enough to justify becoming its own Power, but that point isn’t obvious to me. Armor and weapons have tags that have defined mechanical impacts as well, some of which mimic Perks or Flaws that would normally cost or give you Hero Points. When thinking about a fantasy world where the PCs have superpowers but others don’t, the whole thing feels like a mess to sort through. I wish there was a P&P supplement that fully explored alternate settings like sword-and-sorcery or cyberpunk, which would help me feel more confident in how to navigate the many issues I see ahead.

I have a few other minor gripes about the system that already make me want to fiddle with it. For example, why doesn’t a character’s Motivation, which is given more than a full page in the book, somehow provide ways to generate Resolve? Another example: when making Evlyn, the only distinction between Blink and Teleport seems to be about combat, and so buying both felt overly taxing on my points build. I read in some reviews that P&P is easy to “break” from a balance perspective, and I’m just beginning to sniff at the edges of this problem even from a single read through the book. There is a way that a highly crunchy system like GURPS Supers or a highly abstracted system like Supers! RED works better for me, which is a surprise to discover.

Finally, I’m bummed to see that Prowlers & Paragons neither has a vibrant, active community nor even a creator website where I can find discussions, alternate rules, sample builds, etc. for inspiration (though I do believe a small Discord server exists). There’s no VTT support that I can find. These absences aren’t an enormous barrier, but they are discouraging to my confidence for committing to it for more than a one-shot foray.

One Game to Rule Them All

When I began my exploration into Prowlers & Paragons and reading reviews, I was sure that it would rank ahead of Supers! RED. Much to my surprise, I can more easily see committing to Supers! RED, and, while writing this post, often found myself thinking “this would be easier to figure out in Supers! RED than here.” My worries about Supers! RED being too lightweight and thus not keeping my interest remain, but P&P simply didn’t pull me in, despite its flashy presentation. In fact, if Supers! RED had the same art and layout, I’m pretty sure that the decision would have been ridiculously easy to make.

To be clear: I don’t want to yuck anyone’s yum; if P&P is your favorite supers system, that’s great. Feel free to argue with me in the comments. For me and for this particular project, however, I see too many ways it doesn’t quite match my hopes for it, despite the ridiculously-lovely rulebook.

As a result, our top contender hasn’t changed…

Top Contender: Supers! RED

Not currently in consideration:

Choosing a Supers System, Part 4