a little less messy now, Salt'n'Tar looks good, use Keeps!

This commit is contained in:
Laurens Kils-Hütten
2024-04-07 13:13:25 +02:00
parent 64177e69c2
commit db6f0bcfde
21 changed files with 323 additions and 222 deletions

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@@ -1,11 +1,11 @@
SRC=macros cover forward crown abenteuer class report minigame ausblick
SRC=macros cover forward crown class report minigame abenteuer ausblick
all: Grenzland3.pdf Cover.pdf
all: Grenzland3.pdf Cover.pdf img
img: Makefile
make -C img all
Grenzland3.pdf: ${SRC} img Makefile
Grenzland3.pdf: ${SRC} Makefile
groff -ms -mde -e -t -p -Tpdf -Kutf8 -dpaper=a5 -P -pA5 ${SRC} > $@
Cover.pdf: Cover.svg Makefile

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@@ -3,16 +3,6 @@ Save the Date!
.PP
Check out dates for online games on \fC#next-games\fP on our Discord Server. If you haven't been there yet, here's your invite: \fChttps://discord.gg/PqH7xaK\fP
.ad l
.MONT Januar
.DATE "19.01.2024" "Grenzland-Kampagne" "19:00 bis 23:00"
.MONT Februar
.DATE "16.02.2024" "Grenzland-Kampagne" "19:00 bis 23:00"
.MONT März
.DATE "01.03. - 03.03.2024" "AdventureCon" "Kulturhaus Eidelstedt, Alte Elbgaustraße 12, 22523 Hamburg" "https://www.sdnv.de/index.php?adventure-con/"
.DATE "15.03.2024" "Grenzland-Kampagne" "19:00 bis 23:00"
.DATE "16.03. - 23.03.2024" "Gratisrollenspieltage" "am 16.03. lädt das Würfel & Zucker in Hamburg Eilbek ein, Eilbeker Weg 39, 22089 Hamburg, 11:00 bis 23:00!" "https://www.gratisrollenspieltag.de/"
.MONT April
.DATE "19.04.2024" "Grenzland-Kampagne" "19:00 bis 23:00, Finale der 7. Spielzeit"
.MONT Juni
.DATE "14.06. - 16.06.2024" "NordCon" "Brüder Grimm Schule, Steinadlerweg 26, 22119 Hamburg" "https://www.nordcon.de/"
.MONT September
@@ -26,7 +16,7 @@ Check out dates for online games on \fC#next-games\fP on our Discord Server. If
.PP
Online-Spiele werden im Kanal \fC#next-games\fP auf dem Grenzland Discord-Server ausgeschrieben. Falls Du dort noch nie warst, folge diesem Link: \fChttps://discord.gg/PqH7xaK\fP
.PP
Voraussichtliche Termine der Grenzlandkampagne für 2025: 10.01., 21.02., 21.03., 14.04. Die übliche Zeit für die Grenzlandkampange ist dritter Freitag in jedem Monat mit "R", 19:00 bis 23:00.
Voraussichtliche Termine der Grenzlandkampagne für 2025: 10.01., 21.02., 21.03., 14.04. Die übliche Zeit für die Grenzlandkampange ist \fBdritter Freitag in jedem Monat mit "R", 19:00 bis 23:00\f.
.ad b
.H1
Ausblick

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@@ -1,8 +1,14 @@
.H1
The Anointed of Abyssal Slaughter (NPC class)
.\" vim: filetype=groff nu relativenumber
.1C
.H1
The Anointed of
Abyssal Slaughter
.sp 0.2cm
.PP
.ft NI
Thence came the dread pirate Stinkebarter, who had been making the shipping
Thence came the dread pirate
.I Stinkebarter ,
who had been making the shipping
lanes in this part of the world unsafe for close to a century. Like ravenous
beasts these monsters threw themselves at their victims. They stank of the sea,
their skins were full of scales, and their beards were mottled with seaweed and
@@ -11,8 +17,14 @@ anyone in their path and threw their bodies to the sharks. That was the way of
the pirates that had laired in those islands for generations. Some said they
were the cursed of the sea.
.ft
- from the anonymous (and justifiably forgotten) novel Scourge of the Sea
Beasts
.ad r
\[em] from the anonymous (and justifiably forgotten) novel Scourge of the Sea
Beasts
.sp -.4cm
.ad b
.2C
.PP
In the depths there are things sleeping for untold aeons. Occasionally one of
them reaches up from the darkest reaches and touches the existence of the light
@@ -49,7 +61,7 @@ gods of the sea. And of course they are only half-wrong.
if intelligent beings are killed and given to the sea in one of
the holy places of the Coelacanth god, they are counted as sacrifices. The ways
of the god are unknownable, but in general about 1000 unintelligent beings, 100
intelligent ones, or 10 Anointed of the Coelacanth god1 will be enough to grant
intelligent ones, or 10 Anointed of the Coelacanth god will be enough to grant
the Blessing of Form. It does not matter if they are killed in the water or
outside, as long as their fresh blood and meat ends as a feast for the ocean
dwellers.
@@ -72,18 +84,28 @@ soul to a demon or other being is a surefire way though, so there's that. The
blessing of form also grants the character an unnaturally long life-span,
however useful that is. Most afflicted disappear after a few years, some hold
on for a few hundred years, but ultimately most disappear into the waves.
(mechanically their lifespan increases to natural lifespan * level of Anointed)
(mechanically their lifespan increases to
.I "natural lifespan"
\[mu]
.I "level of Anointed" ).
.PP
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 11 12 14 16 15
2 2000 2d6 19 [0] 11 12 14 16 15
3 4000 3d6 19 [0] 11 12 14 16 15
4 8000 4d6 19 [0] 11 12 14 16 15
5 16,000 5d6 17 [+2] 9 10 12 14 12
6 30,000 6d6 17 [+2] 9 10 12 14 12
7 60,000 7d6 17 [+2] 9 10 12 14 12
8 120,000 8d6 17 [+2] 9 10 12 14 12
.1C
.TS
center;
llllcissss
licicilililililili
lrccccccc.
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 11 12 14 16 15
2 2000 2d6 19 [0] 11 12 14 16 15
3 4000 3d6 19 [0] 11 12 14 16 15
4 8000 4d6 19 [0] 11 12 14 16 15
5 16,000 5d6 17 [+2] 9 10 12 14 12
6 30,000 6d6 17 [+2] 9 10 12 14 12
7 60,000 7d6 17 [+2] 9 10 12 14 12
8 120,000 8d6 17 [+2] 9 10 12 14 12
.TE
.LP
Every level roll 1 ability of Coelacanth form, also following changes
.IP "Level 1:"
@@ -94,46 +116,68 @@ cannot enter dry land anymore (100 paces past the shore)
needs to spend half of time breathing water
.IP "Level 8:"
cannot breathe air anymore, unavoidable urge to travel to Coelacanth god
.2C
.PP
Every level past the first a character has to make a saving roll against
Spells or be drawn to the next holy site of the Coelacanth god. (if not yet
Spells or be drawn to the next holy site of the Coelacanth god. If not yet
they will become an NPC and spend the rest of their time in the vicinity
"guarding" the non-existent site. Most of the rare Anointed are just living
there as hermits, only going out for hunting, some of the larger sites have
small villages or the equivalent to monasteries of these blood-thirsty
hermits, others might be more enterprising (raiding the surrounding
settlements and trade routes as pirates).
hermits, others might be more enterprising \[em] raiding the surrounding
settlements and trade routes as pirates.
.PP
At level 8 they are drawn to the depths where the Coelacanth god dwells. This
is an ancient, near-ruined city of the elder adherents of the god, and there
they are matched against other Anointed ones until they either die a
sacrifice, or gain the right to challenge the god himself. What happens if
they kill the god is not quite clear. It might be this already has happened.
Traits of Form (1d8)
1. Silvery Scales AC +1
2. Bulbous Eyes Cha -1, darksight if underwater
3. Pointy Teeth Bite 1d6 damage
4. Extra Fins - Double Swim Speed (when undressed)
5. Webbed hands Swimming speed like land movement
6. Unhinged Jaw
7. Aquatic Predator Smell Cha -1 (except for cats)
8. Hollow Spine: +1 attack if in water
.KS
.H2
Traits of Form (1d8)
.IP 1. 3
Silvery Scales AC +1
.IP 2. 3
Bulbous Eyes Cha -1, darksight if underwater
.IP 3. 3
Pointy Teeth Bite 1d6 damage
.IP 4. 3
Extra Fins - Double Swim Speed (when undressed)
.IP 5. 3
Webbed hands Swimming speed like land movement
.IP 6. 3
Unhinged Jaw
.IP 7. 3
Aquatic Predator Smell Cha -1 (except for cats)
.IP 8. 3
Hollow Spine: +1 attack if in water
.KE
.KS
.H2
Quests of the Abyssal Slaughter God (1d10)
1. Destroy shrine of other religion
2. Destroy heretics of the Slaughter God
3. Slaughter criminals
4. Slaughter innocents
5. Feast on raw meat
6. Slaughter land dwellers
7. Slaughter sea dwellers
8. Slaughter air dwellers
9. Challenge other Anointed
10. Challenge higher level Anointed
.IP 1. 3
Destroy shrine of other religion
.IP 2. 3
Destroy heretics of the Slaughter God
.IP 3. 3
Slaughter criminals
.IP 4. 3
Slaughter innocents
.IP 5. 3
Feast on raw meat
.IP 6. 3
Slaughter land dwellers
.IP 7. 3
Slaughter sea dwellers
.IP 8. 3
Slaughter air dwellers
.IP 9. 3
Challenge other Anointed
.IP 10. 5
Challenge higher level Anointed
.KE
.PP
.ne 999
Note: I recently have come to reevaluate NPC classes as a useful concept. My
main idea is to see them as the equivalent for specific monsters, but in
social settings. The idea of the Anointed is similar to the presentation of

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@@ -1,3 +1,4 @@
.\" vim: filetype=groff nu relativenumber
.rs
.fam BM
.ll 12.8c
@@ -14,7 +15,7 @@ Grenzland
.ft BMR
.nf
.ta 6.8cC 12.8cR
No. 3 Worse Things Happen at Sea Jan 2024
No. 3 Worse Things Happen at Sea Apr 2024
.sp
.ta 12.8cR
.\" let's have a macro for table of contents items
@@ -23,14 +24,12 @@ No. 3 Worse Things Happen at Sea Jan 2024
\fI\\$3\fP
..
.CI "Editorial" "1"
.CI "Eingekerkert" "3" "Ein Piratenabenteuer für Stufe 1-3"
.CI "The Crown of Neptune" "x" "A One-Page Dungeon for High-Level Characters"
.CI "Jolly Roger" "x" "A timetested battlemap for on board swashbuckling"
.CI "Salt'n'Tar" "x" "Rules for sailed movement on the tabletop"
.CI "Drachenschildkröten" "x" "Ein Spielbericht aus der Grenzlandkampagne"
.CI "Feedback" "x"
.CI "Save the Date!" "x"
.CI "Ausblick" "x"
.CI "The Crown of Neptune" "3" "A One-Page Dungeon for High-Level Characters"
.CI "The Anointed of Abyssal Slaughter" "7" "An NPC Class"
.CI "Schiffbruch" "11" "Ein Spielbericht aus der Grenzlandkampagne"
.CI "Salt'n'Tar" "13" "Rules for sailed movement on the tabletop"
.CI "Eingekerkert" "23" "Ein Piratenabenteuer für Stufe 1-3"
.CI "Save the Date!" "28"
.CI "Ausblick" "29"
.fi
.ad b
.2C

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@@ -24,3 +24,4 @@ Encounters
\X'pdf: pdfpic img/treasure.pdf -L 12.8c
.bp

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@@ -1,5 +1,8 @@
.\" vim: filetype=groff nu relativenumber
.H1
Editorial
.sp -.6c
.2C
.PP
Hurra, die dritte Ausgabe des Grenzland ist da. Kürzlich schickte mir
.I phf

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@@ -1,4 +1,4 @@
PDF=caves.pdf dungeon.pdf encounters1.pdf encounters2.pdf npc.pdf pointcrawl.pdf title.pdf treasure.pdf map.pdf
PDF=caves.pdf dungeon.pdf encounters1.pdf encounters2.pdf npc.pdf pointcrawl.pdf title.pdf treasure.pdf map.pdf Carrack.pdf Cog.pdf Cutter.pdf Galleon.pdf Longship.pdf Schooner.pdf Trireme.pdf movemnt6pt.pdf movemnt8pt.pdf
all: ${PDF}
@@ -8,6 +8,9 @@ all: ${PDF}
%.pdf: %.dot
dot -Tpdf $< > $@
%.pdf: %.jpg
convert $< $@
%.pdf: %.png
convert $< $@

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@@ -15,12 +15,13 @@
..
.\" Major section header
.de H1
.sp 3
.ne 20
.\".sp 3
.1C
.ne 10
.ft NB
.ps 22
.vs 26
.ce
.ce 2
..
.\" Secondary section header
.de H2
@@ -32,8 +33,8 @@
.B "\\$1"
..
.de Au
\[em]
.I "\\$1"
.ta 6.2cR
\[em] \fI\\$1\f
..
.de BS
.B1

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@@ -8,6 +8,7 @@ These rules for sailed movement on gaming tables are inspired by the
Numbers are adjusted to work well with the
original fantasy role-playing games of the 1970's: speed is always given
in tabletop inches (").
.KS
.H2
Initial Wind strength and direction
.PP
@@ -15,49 +16,34 @@ On a playing surface without a grid, or a square grid, use 8 points of
wind directions:
.TS
center;
cblb
cl.
1d8 Wind Direction
1 North
2 Northeast
3 East
4 Southeast
5 South
6 Southwest
7 West
8 Northwest
cblbcblb
clcl.
1d8 Wind Direction 1d8 Wind Direction
1 North 5 South
2 Northeast 6 Southeast
3 East 7 West
4 Southeast 8 Northwest
.TE
.PP
on a hexagonal grid, use 6 points of wind directions, if hexagons are
aligned vertically:
on a hexagonal grid, use 6 points of wind directions:
.TS
center;
cblb
cl.
1d6 Wind Direction
1 North
2 Northeast
3 Southeast
4 South
5 Southwest
6 Northwest
.TE
.PP
or, if hexagons are aligned horizontally:
.TS
center;
cblb
cl.
1d6 Wind Direction
1 Northwest
2 Northeast
3 East
4 Southeast
5 Southwest
6 West
ciscis
cblbcblb
clcl.
vertical hexes horizontal hexes
1d6 Wind Direction 1d6 Wind direction
1 North 1 Northwest
2 Northeast 2 Northeast
3 Southeast 3 East
4 South 4 Southeast
5 Southwest 5 Southwest
6 Northwest 6 West
.TE
.PP
Thus, the initial Wind Direction may be diced for with a d6 or d8.
.KE
.KS
.PP
The initial Wind Speed may be determined by rolling on this table:
.PP
@@ -73,156 +59,188 @@ cl.
5 & Wind Speed = 3 (strong breeze)
6 & Wind Speed = 3
.TE
.KE
.KS
.H2
Movement
.PP
Various ship types have different
.I "Speed Factors"
depending on their bearing toward the wind.
Each ships speed in tabletop inches is then derived by multiplying
Wind Speed (WS) and Speed Factor (SF):
.EQ
Mv = WS \[mu] BN
.EN
.KE
.KS
.PP
Bearings in the 8 point wind system:
.sp 0
\X'pdf: pdfpic img/movemnt8pt.pdf -C 9c 0 12.8c
.KE
.KS
.sp 5.2c
.PP
Bearings in the 6 point wind system:
.sp 0
\X'pdf: pdfpic img/movemnt6pt.pdf -C 11.5c 0 12.8c
.sp 5.2c
.KE
.PP
When moving ships may normally change direction by one point per turn.
Changing direction by two points per turn is dangerous and causes Strain
(see below).
.H2
Ship types
.KS
.H3 "Large Galley"
A Trireme or Quadrireme, ships with three to four rowing benches and
probably more then one lateen rigged mast:
.\".\"\smallmap{img/Trireme.jpg"
one or more masts, lateen or square rigged:
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 9
Broad Reaching & 10
Quarter Reaching & 8
Beating & 3
Luffing & 1 (backwards)
Luffing & -1 (backwards)
.TE
.KE
.sp 0
\X'pdf: pdfpic img/Trireme.pdf -C 11c 0 12.8c
.sp 6c
.KS
.H3 "Small Galley"
A Bireme or smaller, ships with one or two rowing benches and a single
lateen rigged mast.
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 8
Broad Reaching & 9
Quarter Reaching & 7
Beating & 2
Luffing & 1 (backwards)
Luffing & -1 (backwards)
.TE
.KE
.KS
.H3 "Viking Longship"
A fast square rigged sailer, one mast:
.\"\smallmap{img/Longship.png"
.sp -0.4c
\X'pdf: pdfpic img/Longship.pdf -C 8c 0 12.8c
.sp 4.5c
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 11
Broad Reaching & 12
Quarter Reaching & 9
Beating & 4
Backing & 2 (backwards)
Backing & -2 (backwards)
.TE
.KE
.KS
.H3 "Large Merchant"
A square rigged trading vessel with full lines and two to three masts. A
Hulk, Carrack or Caravel.
.\"\smallmap{img/Galleon.png"
.sp 0
\X'pdf: pdfpic img/Galleon.pdf -C 7c 0 12.8c
.sp 5.9c
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 9
Broad Reaching & 10
Quarter Reaching & 8
Beating & 3
Backing & 1 (backwards)
Backing & -1 (backwards)
.TE
.KE
.KS
.H3 "Small Merchant"
A small trading vessel with full lines, and usually just one mast. A
Cog.
.\"\smallmap{img/Cog.jpg"
Bearing & Bearing Number (BN)
.sp -0.4c
\X'pdf: pdfpic img/Cog.pdf -C 4.5c 0 12.8c
.sp 4c
.TS
center,tab(&);
cbcb
cc.
Bearing & Speed Factor (SF)
Running & 8
Broad Reaching & 9
Quarter Reaching & 7
Beating & 3
Backing & 1 (backwards)
Backing & -1 (backwards)
.TE
.KE
.KS
.H3 "Sailed Warship"
A Galleon or Man-'o-War, a massive ship with three or four masts, the
fore- and mainmast are always square rigged. One or more gun decks or at
least multiple catapults.
.\"\smallmap{img/Carrack.png"
.sp -0.5c
\X'pdf: pdfpic img/Carrack.pdf -C 9.5c 0 12.8c
.sp 13c
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 10
Broad Reaching & 11
Quarter Reaching & 10
Beating & 4
Backing & 1 (backwards)
Backing & -1 (backwards)
.TE
.KE
.KS
.H3 "Cutter"
A fore-n-aft rigged single masted boat.
.\"\smallmap{img/Cutter.jpg"
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 6
Broad Reaching & 8
Quarter Reaching & 7
Beating & 5
Luffing & 1 (backwards)
Luffing & -1 (backwards)
.TE
.sp -0.3c
\X'pdf: pdfpic img/Cutter.pdf -C 5.5c 0 12.8c
.sp 5c
.KE
.KS
.H3 "Schooner"
A fore-n-aft rigged boat with two or more masts. The foremast may have
square sails.
.\"\smallmap{img/Schooner.jpg"
.sp 0
\X'pdf: pdfpic img/Schooner.pdf -C 7c 0 12.8c
.sp 5c
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 10
Broad Reaching & 12
Quarter Reaching & 11
Beating & 8
Luffing & 1 (backwards)
Luffing & -1 (backwards)
.TE
.H2
Movement
.PP
Each ships speed in tabletop inches is derived by multiplying Wind Speed
(WS) and Bearing Number (BN). The latter refers to each ships bearing
relative to the direction of the wind:
.EQ
Mv = WS \[mu] BN
.EN
Bearings in the 8 point wind system:
.\"\smallmap{img/movemnt8pt.png"
Bearings in the 6 point wind system:
.\"\smallmap{img/movemnt6pt.png"
When moving ships may normally change direction by one point per turn.
Changing direction by two points per turn is dangerous and causes Strain
(see below).
.KE
.H3 "Examples"
At Wind Speed 2 a quarter reaching small galley would sail at speed 14''
per round.
@@ -235,6 +253,7 @@ more then 12'', while the fore-n-aft rigged Schooner would race to
windward making 24''.
.H2
Playing the Game
.KS
.H3 "Game Turn when Racing and Chasing"
.IP 1. 3
One player or the referee rolls a d6 to determine wind speed and
@@ -249,6 +268,8 @@ Both sides move their full move according to the movement rules,
possibly changing direction by one point.
.IP 5. 3
Next turn starts at 1.
.KE
.KS
.H3 "Game Turn in Naval Combat"
.IP 1. 3
One player or the referee does the Wind Roll.
@@ -275,6 +296,7 @@ Roll for ramming, boarding and any kind of other actions allowed by
the combat system being used.
.IP 9. 3
Next turn starts at 1.
.KE
.PP
.H3 "Maneuvers"
Optionally, at the end of each game turn ships may declare a maneuver:
@@ -289,6 +311,7 @@ with furled sails can anchor, lest they have to do an immediate Strain
Roll. It takes two game turns to thus come to a full stop, and three
game turns to light the anchor and set sail again.
.KS
.H3 "The Wind Roll"
A single roll of the d6 decides, how the wind changes in direction and
strength.
@@ -304,6 +327,8 @@ cl.
5 & Wind Speed = 3
6 & Direction change counter clockwise
.TE
.KE
.KS
.H3 "The Luck Roll"
A gust of wind might prove fortuitous to gain that extra speed needed,
then again, bad things happen at see ...
@@ -320,6 +345,7 @@ cl.
6 & Wind Speed +2, mark 1 Strain
.TE
.PP
.KE
Wind Changes due to Luck Rolls usually only apply to the ship the die
was rolled for. However Luck Rolls may change things for everyone, if
two or more sides roll the same result:

View File

@@ -1,24 +1,28 @@
.H1
Schiffbruch
.PP
.I "Aus einem Spielbericht der Grenzlandkampagne."
.sp -0.6c
.2C
.PP
Tiana hat bei Tusila ein gutes Wort für ihren Bruder eingelegt. Timo hat sich
bewährt, hat gezeigt, dass er ein exzellenter Speerwerfer ist, und im Sinne der
Gemeinschaft handelt. Tusila nimmt ihn in ihre Miliz auf, und Timo (jetzt
Gemeinschaft handelt. Tusila nimmt ihn in ihre Miliz auf, und Timo (vormals NSC, jetzt
Kämpfer, Stufe 1) trainiert in den nächsten Tagen intensiv mit seinen neuen
Waffenbrüdern.
.PP
Nach den nächtlichen Erlebnissen sehnen sich Levi und Timo nach göttlicher
Führung. Sie beschließen zum Vulkan [[Fai_Lalolagi?]] zu reisen. Timo denkt,
Führung. Sie beschließen zum Vulkan
.I "Fai Lalolagi"
zu reisen. Timo denkt,
dass er dort vielleicht ein besonderes Erz finden könnte, was er in seinem
nächsten Werkstück verarbeiten möchte. Der schlaue [[Tapu_Fuga?]] (Contis neuer
Charakter, ein entfernter Verwandter Kainenos) schließt sich den beiden an,
nächsten Werkstück verarbeiten möchte. Der schlaue Tapu Fuga
schließt sich den beiden an,
ebenso wie Iosua Aseata (NSC), und zwei Kämpfer aus Tusilas Miliz, der
schmächtige [[Enele_Seko?]] (NSC) und [[Ulasi_Pule?]] (NSC).
schmächtige Enele Seko (NSC) und Ulasi Pule (NSC).
.PP
Mit einem geliehenen Auslegerkanu stechen sie in See, und segeln bei mildem
Südwind ostwärts. An den ersten Tagen beobachten sie von weitem Delfine,
Südwind ostwärts, immer an der Nordküste
.I Galteis
entlang. An den ersten Tagen beobachten sie von weitem Delfine,
nächtliches Meeresleuchten und Flugsaurier, die bedenklich nahe heran kommen.
.PP
Am dritten Tag werden sie im Morgengrauen von Iosua geweckt. Das Meer tost, ist
@@ -38,7 +42,8 @@ er, wie das Tier wieder beginnt zu tauchen. Mit dem Mut der Verzweifelung
beginnt er nach hinten zu rennen. Vielleicht kann er unter dem Rand des Panzers
irgendwo eine Stelle finden, unter der sich eine Luftblase fangen würde, wenn
die Schildkröte taucht? (o.k., sagt der Spielleiter, 5% Chance, mit einer
natural twenty klappt das). Keine Chance, Levi fällt erneut ins Wasser und wird
.I "natural twenty"
klappt das). Keine Chance, Levi fällt erneut ins Wasser und wird
vom Sog der tauchenden Schildkröte mitgerissen. Er kann nicht sehen, wie etwa
dreißig Meter vor ihm das Boot mit dem tauchenden Schildkrötenpanzer
kollidiert, und in tausend Stücke zerissen wird.
@@ -63,15 +68,17 @@ auf dem Weg in die Nachwelt … übermächtige Müdigkeit.
.PP
Levi, Timo, Tapu, Iosua und Ulasi sind an einen kleinen unscheinbaren Strand an
der Nordküste Galteis gespült worden. Hier wohnen drei Fischerfamilien.
[[Mataio_Nanai?]] lässt sich die Geschichte der Abenteurer erzählen.
Mataio Nanai lässt sich die Geschichte der Abenteurer erzählen.
.PP
Nach Faga Afi ist nicht weit, ein guter Tagesmarsch nach Süden, über die Berge.
Nach Faga Afi ist es nicht weit, ein guter Tagesmarsch nach Süden, über die Berge.
Nachdem sich die Abenteurer für zwei weitere Tage erholt haben, machen sie sich
dürftig bekleidet auf den Weg dort hin. Im Hauptort der Insel angekommen werden
sie von ihren Familien und Verwandten aufgenommen, sie erfahren von der Trauer
des Dorfvorstehers [[Iakopo_Latu?]]. Er grämt sich wegen seiner Tochter, die in
des Dorfvorstehers Iakopo Latu. Er grämt sich wegen seiner Tochter, die in
Unwürde gestorben ist. Die Berichte von den Kuttenträgern machen allen Sorge.
Wo kommen sie her? Es braut sich schlechte Stimmung zusammen. [[Bendai?]] die
Wo kommen sie her? Es braut sich schlechte Stimmung zusammen.
.I Bendai
die
Nachbarinsel! Den Leuten dort konnte man noch nie trauen. Alles Schlechte kommt
von Bendai!
.Au lkh