The Maiden Saga: Role Playing Game (9 page)

BOOK: The Maiden Saga: Role Playing Game
10.49Mb size Format: txt, pdf, ePub

You do not refresh your Game Points until you have won free and/or can get a good night's sleep. Inanimate objects do not refresh at all, so you may take several nights to chew through your capture net, but only if circumstances permit. (See Example 3)

 

 

The Dash for Freedom

 

If, for whatever reason, a PC simply wants to get away, fast, 1 Glory Point will buy a chance at a dash for freedom. This is represented by a single roll of the six dice, with the outcome dependent on how many sixes you score. Any PC with more than 10 Game Points in either Dexterity or Intelligence can build sixes.

 

0 sixes – not only do you fail to break free, but you rouse the guard, suffering whatever they, if they are PCs, or the GM deem appropriate.

1 six

You fail to break free.

2 sixes

You break free but rouse the guard, who you must face unarmed and naked.

3 sixes

You have break free and escape, unarmed and naked.

A quadruple

You break free and rouse the guard but manage to snatch a weapon of your choice (subject to the GMs decision on what is available) with which to fight.

A quintuple

You break free and escape with your weapons and clothes but no money.

A sextuple

You break free and escape with your weapons, clothes, a riding beast if available and five times the sum you were carrying when you were captured.

 

Note that this is an individual efforts. If you wish to free fellow captives you must revert to the normal escape rules.

 

 

Group Escape

 

If a group is escaping together PCs can operate singly or together according to normal rules.

Both PCs and NPCs are entitled to one search roll each per obstacle encountered.

When overcoming obstacles common sense applies. For example, if a group encounters a locked door it is reasonable to have the individual with the best chances of success attempt to open it, but if they come up against a wall each must scale it individually.

 

 

Failure

 

If you fail to escape you are either maladroit dolt or have been properly secured and will remain so, although you may well have an opportunity to talk your way out of the situation using whatever skills are available to you. Should that fail you are trapped until an action of the GM or other players causes a change in circumstances. NPCs receive the same chances when captured as do PCs.

 

Breaking, Entering, Robbery & Looting

 

“She moved to the light well, peering up, then sniffing. Iriel caught the tang of perfume immediately as her eyes settled on another colonnade two stories up. Above was the roof, edged by pillars, with plants hanging down into the light well. Aeisla nodded and pulled herself out of the window. Iriel followed, stretching up to one ledge, the next and hauling herself between two pillars and into a warm, perfumed darkness, from which a voice spoke as light flooded over them from every side.

‘Welcome, as expected, although I confess not by the light well window, nor two of you.'”
Princess

 

In may occasionally prove necessary, or desirable, to break into somewhere rather than out. If so, the same rules apply as for escape when dealing with inanimate objects, although you have hopefully had the sense to acquire necessary items in advance.

As is generally the case wherever the human condition finds expression, the more valuable an object, the better it will be guarded. However, things are not always as they seem. Should you intend to steal an Aprinian artillery piece you can expect to encounter alert guards, high fences, massive iron doors and thick concrete walls, all of which suggest that they very definitely do not want you to take it away. On the other hand, should you attempt access to a maiden's tower in Mund you may well find that a clever and daring suitor can reach the top with no great difficulty, and that while she will undoubtedly attempt to stab you, the fine armour that marks your rank will offer adequate protection. If you lack rank, you get what you deserve.

 

 

Theft

 

If you wish to steal something there has to be a good chance of it actually being there, and a fair chance that it won't. You also need to be inside, so you will need to overcome one or more obstacles before you begin to search. Once you are in you are entitled to make a search roll every time you encounter an obstacle, as with escape except that you should have your equipment with you already, as follows -

0 sixes

You rouse the house, meet a guard, trip over the pet troll or some similar disaster.

1 six

You find nothing remotely useful.

2 sixes

You find some loot of the GMs choice, worth a few Silvers.

3 sixes

You find some loot of the GMs choice, worth at least fifty Gold.

A quadruple

You find loot worth one-hundred Gold and can choose one item within reason.

A quintuple

You find loot worth one-thousand Gold and choose any five items within reason.

A sextuple

You find a magnificent treasure, easily transported and of incalculable value.

You may be looking for a specific item rather than simply intent on looting the place. If so, tell the GM what it is and they will judge how likely it is to be there on a scale of one to five where one means very likely and lots of them, like loaves in a bakery, to five, which means would be more like the proverbial needle in a haystack, or a single vial of goblin musk in a large castle. The GM has the right to dismiss attempts as ridiculous, so if you want to steal a fully equipped Vendjomois war elephant from a small shed somewhere on the tundra of northern Kora, forget it.

Results are as follows –

0 doubles

You find nothing.

1 double

You succeed on level 1.

1 triple

You succeed on level 2.

1 quadruple

You succeed on level 3.

1 quintuple

You succeed on level 4.

1 sextuple

You succeed on level 5.

You can look for more than one object at a time, and you can also loot as you go along, so if you throw a triple six you have found any level 2 object you're after, plus fifty Golds worth of random loot.

 

 

Spoils

 

If you an opponent helpless, you can take whatever they have on them, which should really go without saying.

 

 

Guards

 

Guards can be bribed, seduced or persuaded that you are in fact there to inspect the drains, but they have a job to do and specialist rules apply.

If you lose a conflict with a guard they will invariably attempt to capture you.

If a guard throws a triple at any stage of a conflict they will call their superior officer.

A superior officer is always supported by at least two grunts.

If the ranking officer throws a triple they will immediately attempt capture.

If either you of a guard throws a quadruple you move immediately to combat.

You have the option of combat at any time, but the noise of combat will attract the full potential complement of your opponents.

Assassination only works on lone guards.

 

 

Treachery and Loyalty

 

If the guards are of your people but have been hired to protect a different people, they will switch sides on the throw of any triple at any point during any conflict.

 

When the GM is deciding on guards, or if a PC wishes to hire guards, the background of the game needs to be taken into consideration. For example, the Makeans are inherently untrustworthy. In game terms this is expressed as the difference between the people's native Greed and their Pride plus the result of the roll of three dice. The values are –

Greed

Pride

=

Greed

Aeg

5

6

=

-1

Mund

1

8

=

-7

Hai

3

4

=

-1

Ythan

7

3

=

4

Makea

8

2

=

6

Oretes

2

5

=

-3

Vendjome

6

1

=

5

Aprina

4

7

=

-3

Now add the total from the roll of three dice. If the result exceeds 10 the guards prove treacherous, if less than 10 they are loyal*. If the result equals 10, roll again.

Guards will
not
turn on their own people, but otherwise the GM can make this roll at any time they consider it appropriate but only once for any given group of guards. If even one guard leaves or another arrives, a second roll can be made. If the guards are mixed between different peoples each reacts according to their national trait.

The exception to this rule is if the goods to be guarded are slaves, in which case Mund will turn on you immediately, Aeg will turn on you at the first convenient opportunity and Aprinians will give you a long and tedious lecture on your moral delinquency.

 

PCs may turn on each other if they feel it is justified by the part.

 

* You are invited to admire the exquisite logic of this math.

 

Money

 

“'As to mercenaries, we are currently receiving one gold Imperial of Vendjome per week. Should you be able to better this offer, there will be no difficulty.'

‘Indeed we can,' Elethrine replied pulling her red gold ring free, ‘we estimate that this finely engraved band of red gold should be more than adequate payment.'

The Stipulator's eyebrows rose before he turned Elethrine a most undwarven look of incredulity.

‘For five men? For three months? Why, there is less gold than in a single Imperial.'

‘It is a work of art,' Elethrine explained, ‘and cost twenty gold Thalars, which, from what you say, are perhaps twice the size of an Imperial and we feel worth perhaps twelve times as much.'

‘You gave perhaps forty weights of gold for one weight in a different shape?' he asked in disbelief. ‘I have always thought humans lacked sense, but this is ludicrous. Let us weigh your gold and we will come to a sensible price.'

Reluctantly Elethrine and Talithea removed their rings and placed them on a small scale that stood by the clerk. In total they weighed as much as five Imperials.

‘There we are, a simple, honest and indisputable measure,' the Stipulator declared. ‘The gold entitles you to one hand for a week at Vendjomois wages.'”
Maiden

 

In the books, each people have their own currency, while the cost of objects and services varies from place to place. For example, we know that in Mund, which is fairly rich in gold but has medieval technology, a band of red gold costs twenty Thalars, a Thalar being a large gold coin. Mund is lush, with plenty of good grazing, and one Thalar will buy a dozen goats. In Vendjome gold is even more plentiful and mercenaries are paid one Imperial per day. The weight of gold in an Imperial is much the same as in a ring and about half that of a Thalar, and yet in the barren uplands of the Glissades an Imperial will purchase a single goat. Even allowing for the price the Mund set on artistry this represents a huge disparity.

Other books

The Splendor Of Silence by Indu Sundaresan
Sex, Lies, and Headlocks by Shaun Assael
Behind the Palace Doors by Michael Farquhar
The Hot Corner by Amy Noelle
When Good Toys Go Bad by Cairo, Debbie
Awakened by a Kiss by Lila DiPasqua
Shameless Exposure by Fanshaw, Robert
In Plain Sight by Fern Michaels