For a game of RIPE you must gather the following:
* **2-4 players**. The book will be your Game Master!
* Each player needs a **pencil**, **blank paper** or notecards, and a **twenty-sided die** or die-roller app.
* Players take turns reading each section and answering prompts. But **important decisions and rolls are made as a group**!
[[Next each player must choose an Elder->Choose an Elder]]
Eight different Elders are provided below, or a player may create a new Elder of their own design.
### Juror (they/them)
A retired detective turned beekeeper. Juror uses a heavily modified cane that contains a whole host of surprises.
0. Achievement: Solved the murder of the Triplet Queens
0. Fragment: Mystery Swarm
0. Burden: Vision out of focus
0. Cane Flask (of honey)
0. Cane Grabby Arm
0. Cane magnifying glass
0. Cane foldable seat
### Lance (he/him)
An old smith who refused to make weapons of war. Claims he won't even defend himself if his Harvester comes.
0. Achievement: Crafted the Tempered Shield for Lady Ironsworn
0. Fragment: Forging Rythm
0. Burden: Letters from his apprentice begging for help
0. Light armor that can turn into a comfy recliner
0. Metalworking tools
0. A romance novel
### Amra (she/her)
A poet, traveler, and parent. She loves to tell stories about her children, her adventures, or both.
0. Achievement: Dined with every royal family.
0. Fragment: Protective Compass
0. Burden: Unfinished Dirty Limerick
0. Stuffed wallet (foreign currency, pictures of family)
0. Trained pigeon
### Otis (he/him)
A ship’s cook who always puts a little too much salt in his dishes. Lived on a ship for so long that he constantly suffers from motion sickness and vertigo even on land.
0. Achievement: Cooked and served the Darkweed Beast
0. Fragment: Chilly Breeze
0. Burden: Wobbly Sea Legs
0. A "bottle opener" that looks suspiciously like an axe
0. Recipe book filled with notes
0. Spice rack (half of it is salt)
### (print: $elderNames's 1st)
0. Achievement: (print: $achievements's 1st)
0. Fragment: (print: $fragmentAdjectives's 1st) (print: $fragmentNouns's 1st)
0. Burden: (print: $burdens's 1st)
0. (print: $slotItems's 1st)
0. (print: $slotItems's 2nd)
0. (print: $slotItems's 3rd)
### (print: $elderNames's 2nd)
0. Achievement: (print: $achievements's 2nd)
0. Fragment: (print: $fragmentAdjectives's 2nd) (print: $fragmentNouns's 2nd)
0. Burden: (print: $burdens's 4th)
0. (print: $slotItems's 5th)
### (print: $elderNames's 3rd)
0. Achievement: (print: $achievements's 3rd)
0. Fragment: (print: $fragmentAdjectives's 3rd) (print: $fragmentNouns's 3rd)
0. Burden: (print: $burdens's 3rd)
0. (print: $slotItems's 6th)
0. (print: $slotItems's 7th)
0. (print: $slotItems's 8th)
0. (print: $slotItems's 9th)
### (print: $elderNames's 4th)
0. Achievement: (print: $achievements's 4th)
0. Fragment: (print: $fragmentAdjectives's 4th) (print: $fragmentNouns's 4th)
0. Burden: (print: $burdens's 4th)
0. (print: $slotItems's 10th)
After all players have written down their Elder Slots, [[Begin the Adventure!->SNARE Intro Adventure]]Achievements are notable accomplishments and events from your Edler’s past. They often include valuable skills, connections, or knowledge.
* **Sailed the 5 Oceans** could be used for navigation, predicting the weather, ship repair, and fishing.
* **Married to Six Kings** could be used for social cunning, political intrigue, flirting, and party planning.
* **Survived the Red Storm** could be used for hasty architecture, foraging, and keeping warm.
* **Cultivated and Consumed a Death Pepper** could be used for endurance, discipline, withstanding toxins, and herbalism.
* **Dove from the Sky Spire into the Shallow Sea** could be used for dangerous stunts, heights, leaps, and grandstanding.
Consider all of the skills, knowledge, and experience required for every accomplishment. Use those skills to overcome difficult obstacles!
Pick a Achievement below, or roll the die to see what you get:
<ol>
(for: each _item, ...$achievements) [<li>_item</li>]
</ol>Fragments are powerful pieces of advanced technology that are named in an “Adjective Noun” format. They can be used to do anything related to their name. Here are some example Fragments and possible uses:
* **Angry Growth** could be used to tangle foes, infest an area with deadly ivy, secrete an enraging poison, breed flowers that only bloom on the battlefield.
* **Howling Moon** could be used to turn into a wolf, emit a piercing howl, ask the moon a question, hear the stars, scream loud enough to be heard around the world.
* **Freezing Gale** could be used to move foes around, freeze a lake, fly up a snowy cliff, soothe sore muscles, summon a dense fog in the area, survive a snowstorm.
* **Loyal Companion** could be used to ride like a mount, tell if someone is lying, keep watch at night, or go hunting.
* **Burnt Questions** could be used to Ignite materials, confuse an enemy, uncover a secret best left forgotten, out-riddle a dragon, sow doubt in a crowd.
* **Sleeping Depths** could be used to see through fog or water no matter how deep, find buried treasure, know which ocean canyons to avoid.
Every time you use a Fragment you might discover a new function or feature. You'll probably never fully understand this strange advanced technology. To create a new Fragment roll on the tables below for an Adjective and a Noun.
##40 Random Fragments
<ol start="2">
(for: each _i, ...(range:1,$fragmentAdjectives's length))[<li>(print: $fragmentAdjectives's (_i)) (print: $fragmentNouns's (_i)) </li>]
</ol>
Burdens take up a Slot but can’t be used with rolls. Over time your Elder can work on a Burden to grow stronger. Burdens require 10 Progress to complete. When complete, you remove the Burden from your Slots and pick a number to upgrade.
##Burdens are Projects
Burdens can represent a lot of things, but in practice they’re a project that an Elder is working on. Burdens require 10 Progress to complete. When complete, remove the Burden and Upgrade a Number of your choice.
When a Burden is completed it is not necessarily “fixed”. It just means your Elder doesn’t think about it as much. But it may be important again someday!
##Burdens are Heavy
Burdens can be an upsetting reminder of real-life struggles that we all carry with us. If anyone expresses concerns over your Burden, try a something else. When in doubt, just have positive Burdens like learning a new instrument, juggling, or perfecting a standup routine.
##Sharing Burdens
Often another Elder will want to help with your Burden while resting. Sharing Burdens with the group can be a powerful way to bond Elders together. Consent is key, as is how things tie into the narrative details. Would my Elder accept help with their Burden? Or are they protective of it? Would it even make sense for someone to help with this Burden?
* Another Elder offers to help massage Aliz’s muscles and assist her with stretches or exercises.
* Lauen asks for someone to quiz her vocabulary words in the language she is learning.
* Yamot is determined to discover what works for them. They complete their Burden alone.
##20 Random Burdens
<ol>
(for: each _item, ...$burdens) [<li>_item</li>]
</ol>
Your Elder packed everything they would need for their adventures; but their Slots only include things that they are thinking about or using right now.
Pick an item below or roll the die twice and add the two numbers together to see what you get:
##2d20 Items
<ol start="2">
(for: each _item, ...$slotItems) [<li>_item</li>]
</ol>
The smell of sea salt promises an end to this harrowing journey. The port city of Copernica can't be more than a few miles ahead of you. Considering the distance traveled, you made it here in record time. Now we just hope you can land the skipper safely.
The skipper you ride is a metal platform that floats a few feet above the ground. It travels fast enough that you have to wear goggles and hold tightly to the armrests on your seats.
(b4r:"solid")+(b4r-size:4)[**Who noticed the salty air first?** Introduce yourself, your Elder, and explain how you signal the rest of the group about the approaching coast.]
As everyone prepares to land, you all exchange nervous glances. Someone has to unbuckle their restraints, crawl to the center of the skipper, twist the handle, and yank out the lunchbox-sized power supply.
(b4r:"solid")+(b4r-size:4)[**Who among you will take this risk?** Introduce yourself, your Elder, and explain why they agreed to take the risk.]
Another Elder needs to move to the back of the skipper and control the tiller. Their job will be to keep the skipper stable so it doesn't crash directly into the ground.
(b4r:"solid")+(b4r-size:4)[**Who has a steady hand and good balance?** Introduce yourself and your Elder.]
After the power supply is removed, the glowing edges of the skipper darken, and all Elders are secured for a landing. The skipper is continues gliding over the ground at a high speed and slowly starts to dip downwards. Whoever is working the tiller leans back to keep the skipper level.
Over the next few minutes the skipper dips downwards, levels out, bounces off the ground back into the air, dips again, and bounces again. Over and over, getting slightly slower with each bounce. Eventually the skipper comes to a grinding halt and there is a moment of relieved silence.
(b4r:"solid")+(b4r-size:4)[**Who is the first to unbuckle and check on everyone else?** Introduce yourself and your Elder. You help the rest of the group exit the vehicle.]
[[Make Camp]]## One Hundred Die Rolls
In case you don’t have access to a die or dice-rolling app, simply use these results one at a time. If you run out, re-use them in reverse-reading order (start in top right, from right to left). Then re-use them starting from the bottom, right to left moving up. And so on.
17 13 15 12 13 5 19 20 10 16
8 7 4 20 14 9 1 9 10 2
7 20 15 13 14 16 7 3 13 7
18 19 12 9 6 17 12 14 5 16
7 7 19 10 6 18 10 10 17 2
10 17 1 6 11 12 13 20 15 7
5 2 1 9 15 8 5 3 10 5
16 10 11 10 7 14 4 6 7 11
2 14 11 7 18 7 13 9 3 17
8 17 10 9 19 15 13 13 18 5
*Generated from RANDOM.ORG.*### Abide Together
When you have a few hours to rest and plan, every Elder follows these steps in order:
0. **Work on Burdens.** Spend all of your remaining Energy to make that much Progress on any Burden, even another Elder’s. Describe how you're working on that Burden. [[Learn more about Burdens->Random Burdens]].
0. **Pack and Prep**. You may empty as many non-Burden Slots as you like and fill a single Slot with an Achievement from your past or Item of your choice. It can be something you had before or something new.
0. **Rest**. Gain 2 Energy for each empty Slot.## How to work on Tasks
Write down the name of the Task, number of Attempts, and required Progress on a spare sheet of paper. Elders may take turns working on a Task in any order. To work on a Task, follow these steps in order:
0. Describe how your Elder is working on this Task and roll a die. If you have a Slot that would be useful, roll two dice and pick one to use.
0. You may spend any amount of Energy to improve your Roll, 1 Energy for +1 to your Roll. For example, you could spend 3 Energy to turn a 9 into a 12.
0. Consult the Roll Results Table below to see if you made any Progress or not. If your Elder has upgraded the number then they may have an additional bonus.
0. One Attempt is used up for this Task. If any Progress was made, subtract it from the Task and write down how much Progress is left.
* If the Task has no more Progress left, then the group **successfully completed this Task**!
* If the Task still has Progress left but you don’t have any more Attempts, then the group **failed this Task** and you all suffer the consequences together.
* If you still have Rolls and Progress left, then another Elder may make take their turn and work on this Task.
##Roll Results
**20.** Your Elder makes 10 Progress on this Task.
*If upgraded, then any extra Progress is converted to Energy.*
**19.** Your Elder makes 9 Progress on this Task.
*If upgraded, they also make 5 Progress on any Burden.*
**18.** Your Elder makes 8 Progress on this Task.
*If upgraded, they also make 5 Progress on an ally’s Burden.*
**17.** Your Elder makes 7 Progress on this Task.
*If upgraded, each Ally immediately gains 2 Energy.*
**16.** Your Elder makes 6 Progress on this Task.
*If upgraded, each Ally immediately gains 1 Energy.*
**15.** Your Elder makes 5 Progress on this Task.
*If upgraded, your Elder may gain a new [[Achievement->Random Achievements]].*
**14.** Your Elder makes 4 Progress on this Task.
*If upgraded, your Elder may gain a new [[Item->Random Items]].*
**13.** Your Elder makes 3 Progress on this Task.
*If upgraded, an ally may gain an [[Achievement->Random Achievements]].*
**12.** Your Elder makes 2 Progress on this Task.
*If upgraded, an ally may gain an [[Item->Random Items]].*
**11.** Your Elder makes 1 Progress on this Task.
*If upgraded, your Elder may empty a non-Burden Slot and gain 2 Energy.*
**10.** Your Elder makes no Progress.
*If upgraded, increase this Task’s Attempts by 1.*
**9.** One of your Elder's Burdens suddenly requires 5 more Progress.
*If upgraded, they gain 1 Energy for each Empty Slot.*
**8.** Gain a [[Random Burden->Random Burdens]] related to sickness.
*If upgraded, the Burden is a little easier (requires 7 Energy).*
**7.** Gain a [[Random Burden->Random Burdens]] related to stress.
*If upgraded, the Burden is a little easier (requires 7 Energy).*
**6.** Gain a [[Random Burden->Random Burdens]] related to an injury.
*If upgraded, the Burden is a little easier (requires 7 Energy).*
**5.** Gain a [[Random Burden->Random Burdens]] related to your Elder's past.
*If upgraded, the Burden is a little easier (requires 7 Energy).*
**4.** You must empty a Slot with an Item, if possible.
*If upgraded, Your Elder gains 3 Energy after clearing it.*
**3.** You must empty a Slot with an Achievement, if possible.
*If upgraded, Your Elder gains 3 Energy after clearing it.*
**2.** Your Elder is incapacitated until allies make 20 Progress.
*If upgraded, allies only need to make 10 Progress.*
**1.** Your [[Harvester->Random Harvesters]] arrives! The letter is from your mutual friend, Greydon. He was obsessed with his Harvester and afraid that it might hurt his friends. He fled to the mountains years ago; you haven’t heard from him since.
The letter reads:
“I’m sorry for my sudden disappearance all those years ago. Despite my mission, I do regret leaving you. Every day I woke up thinking maybe I should write to you or even visit…But then I imagined my Harvester descending from the skies and causing havoc.
I’m too dangerous to be around until I can prove my ultimate solution. I only write to you now because I think I finally found the final missing piece.
Come to my lab on the Tempered Coast. I’ve taken up residence in an old observatory. Don’t tell the Silver Council; they’re not ready to handle my discovery. - Greydon”
It’s dated several months ago; the merchant sure took his time getting it to you! Hopefully it’s not too late. You begin to make plans to visit your old friend.
## This is the end of the demo/playtest version of RIPE.
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https://tinyletter.com/technicalgrimoire/subscribe(unless: (passage:)'s tags contains "no-header")[
]
You are an Elder. **Elders have 8 Slots**. Slots are not an exhaustive list of everything your Elder knows and carries with them. Rather, Slots contain the things your Elder is thinking about or using right now.
**The first Slot is an Achievement**. Achievements are notable accomplishments and events from your Edler’s past. Consider all of the skills, knowledge, and experience required for every accomplishment. Use those skills to overcome difficult obstacles!
**The second Slot is a Fragment** that your Elder is studying. Fragments are powerful pieces of advanced technology that are named in an “Adjective Noun” format. They can be used to do anything related to their name, and you'll discover many new uses for your Fragments through play.
**The third Slot is a Burden** your Elder can’t stop thinking about. Burdens take up a Slot but can’t be used with rolls. Over time your Elder can complete a Burden to grow stronger.
**Other Slots are filled with Items** your Elder considers important: tools, weapons, provisions, and knickknacks. Again, not a list of everything they have with them, just some important things they're using right now.[[Convince the Captain to take you on as passengers]]
[[Pay the Captain with something valuable]]
[[Sneak on board the ship]]
[[Help the mutineers]]
[[Support the Captain]][[Help the mutineers]]
[[Support the Captain]]
[[Remain hidden]](if: (passage:)'s tags contains "task")[
(display: "Work on this Task")
]
(unless: (passage:)'s tags contains "no-footer")[
(b4r:"ridge","none","none")+(b4r-colour:white)[
To learn more about Ripe, visit TechnicalGrimoire.com
Ripe is protected under the CC-BY 4.0 License.
[[Start over.->Welcome to Ripe]]
]
]After introductions are made the conversation flows more easily. Snacks are broken out and shared amongst the group. A few simple songs and idle chatter eventually give way to a heavy silence.
(b4r:"solid")+(b4r-size:4)[**Who is the last to stop singing/talking?** Why did you?]
You all received the same letter from a merchant named Harvold. The merchant claims to have information about an old friend of yours. Harvold is willing to trade the information to you; in exchange for what, he did not say.
(b4r:"solid")+(b4r-size:4)[**Who was the last person to see Harvold?** Why haven't you spoken to them since?]
Hopefully you have enough valuables between yourselves to complete the exchange with Harvold and reconnect with your long-lost friend.
Somehow you've got to meet with the merchant, trade for the letter, and escape the city back to your skipper all without being seen. It's a good thing you're not doing this alone.
[[Abide in camp]]Despite riding in a vehicle, it was hardly relaxing. The speed and bumpiness drained your Energy. For now, you all only have 3 Energy left. Write down "3 Energy" on your sheet. As you play you'll be able to spend Energy in different ways.
(b4r:"solid")+(b4r-size:4)[**One of you only has 1 Energy left?** Why did the journey drain you more than the others?]
Elders rarely sleep for a full 8 hours, instead preferring to take shorter naps more often. It gives them time to plan and prepare for upcoming tasks. Let's abide together and plan for tomorrow.
(display: "Abide to Rest and Plan")
As the glowing box starts to cool you all crawl into your sacks and fall into a peaceful slumber.
(b4r:"solid")+(b4r-size:4)[**Who is the last to fall asleep?** What finally pushes you into rest?]
[[Begin the next day]]You awaken to the sound of grinding wagon wheels and excited chatter. A caravan is passing by you on their way to Copernica. You can see children peeking out from the wagons and looking upon your group in awe.
A rubber ball comes flying out of one of the wagons and rolls down the slope to your campsite. An embarrased looking group of chidren clamber from the wagon while nervous looking adults grab the children before they can get too close.
(b4r:"solid")+(b4r-size:4)[**Who grabs the ball?** What do you do with it?]
A few minutes later the wagons have moved on and the area is quiet once again. You start to pack up camp and decide on how to best contact the merchant.
[[Approach the city gates and ask Harvold to meet you outside the walls.->Petition Merchant]]
[[Sneak into the city and seek out the merchant.->Sneak into City]]
[[Demand to see Harvold, or else you will enter the city by force!->Demand Merchant]](set: $achievements to (shuffled:
"Sailed the 5 Oceans.",
"Married to Six Kings.",
"Survived the Red Storm.",
"Cultivated and Consumed a Death Pepper.",
"Dove from the Sky Spire into the Shallow Sea.",
"Defeated their father's Harvester.",
"Translated the lost history of the Silver Keep.",
"Courted the Last Mermaid.",
"Defended the Unspoken Priest in a hostile courtoom.",
"Raised 12 children.",
"Fed the entire village of Numare for a week.",
"Served as High Jester in the Fane Court.",
"Champion of the Starborn Games.",
"Invented the 5-lens Telescope.",
"Broke out of the Coral Prison. Twice.",
"Mined the last piece of Veridian Ore.",
"Composed the Ageless Song.",
"Was a spy for all 12 kingdoms during the Debt Wars.",
"Stood atop the Twisted Peaks for 3 days straight.",
"Brought laughter to a hungry village."))
(set: $burdens to (shuffled:
"Half-empty Vial",
"Familiar Fear",
"Twisted Ankle",
"Halting Stutter",
"Unfinished Wood Carving",
"A Lie You Were Raised to Believe",
"Homesickness",
"Hearing Loss",
"Confusing Relationship",
"Difficulty Sleeping",
"Nasty Cough",
"Unexpected Letter",
"A Chill that Won't Leave",
"Learning a New Hobby",
"Survived a Tragedy",
"You Struggle to Feel Anything",
"Sore Back",
"Unfinished Project",
"Learning a new Langauge or Skill",
"A Difficult Riddle"))
(set: $slotItems to (shuffled:
"Hammer",
"Shovel",
"Metal File",
"Tinderbox",
"Cooking Pot",
"Spyglass",
"Fishing Rod",
"Waterskin",
"Rope",
"Chain",
"Fishing Net",
"Lock Picks",
"Grappling Hook",
"Torch",
"Lantern and Oil",
"Padlock and Key",
"Hammer",
"Axe",
"Shield",
"Spear",
"Staff",
"Plain clothes",
"Fancy garb",
"Winter coat",
"Sneak suit",
"Plate mail",
"Outrageous costume",
"Makeup",
"Incense",
"Fake jewels",
"Bear trap",
"Quill + ink + book",
"Hand Mirror",
"Weighted dice",
"Bag of Marbles",
"Torch",
"Bucket of Grease",
"Waterskin",
"Bucket of Glue"))
(set: $fragmentAdjectives to (shuffled:
"Arcane",
"Blazing",
"Bleeding",
"Chaotic",
"Crying",
"Cute",
"Devious",
"Dying",
"Elder",
"Empty",
"False",
"Flying",
"Foamy",
"Fractal",
"Frozen",
"Furious",
"Galactic",
"Glaring",
"Gloomy",
"Growing",
"Haunted",
"Infected",
"Jagged",
"Metal",
"Mystical",
"Pale",
"Prismatic",
"Sad",
"Scarlet",
"Screaming",
"Shining",
"Silent",
"Soggy",
"Stinging",
"Stylish",
"Twisted",
"Wandering",
"Withered",
"Youthful"))
(set: $fragmentNouns to (shuffled:
"Ally",
"Bane",
"Beast",
"Blossom",
"Champion",
"Claw",
"Cloud",
"Creature",
"Dream",
"Dunes",
"Edge",
"Elder",
"Embers",
"Eye",
"Fate",
"Frost",
"Grave",
"Hunter",
"Ink",
"Justice",
"Moon",
"Mountain",
"Noise",
"Ocean",
"Oil",
"Pain",
"Reverie",
"River",
"Santuary",
"Seed",
"Sleep",
"Sound",
"Spike",
"Storm",
"Terror",
"Time",
"Tooth",
"Trick",
"Wind"))
(set: $elderNames to (shuffled: "Aalfte", "Aalina", "Ailuin", "Aketa", "Aleaumin", "Algaia", "Algaia", "Alkain", "Alycie", "Ambrosius", "Andima", "Androbulos", "Annoni", "Annys", "Anselme", "Anthusa", "Antonoli", "Argas", "Argo", "Argoitz", "Cheval", "Chiesa", "Chirot", "Ciola", "Collina", "Condulmaro", "Corbinian", "Corleone", "Csillac", "Druettus", "Duhr", "Dyonisya", "Edgyue", "Eduinus", "Edyva", "Egesburga", "Ehgelhild", "Eick", "Élainne", "Elaisse", "Elia", "Elipandas", "Elison", "Elseneer", "Emeline", "Emenjart", "Emme", "Engelgard", "Epicurus", "Epicys", "Ervig", "Estrildis", "Ethelia", "Euenor", "Eufemma", "Eurynome", "Eustachia", "Gaspar", "Gauliot", "Gauzpert", "Geccerelli", "Geertje", "Geney", "Gerbertus", "Gilot", "Girardus", "Giuliani", "Glezos", "Glismodis", "Goditha", "Goduia", "Gojenola", "Gonore", "Gorane", "Goubert", "Grietje", "Griseldis", "Guda", "Guenevere", "Guistiniani", "Guyon", "Haat", "Hagenlocher", "Haltzel", "Harding", "Heimerich", "Heinl", "Helenos", "Helgaud", "Helgesippos", "Helgot", "Henseus", "Henseus", "Mauro", "Meco", "Meisner", "Mientje", "Mirentxu", "Morte", "Mota", "Mou", "Munifrid", "Muntsaratz", "Myrsinus", "Namatius", "Natividad", "Nesaea", "Neustatter", "Nicholaa", "Nicoli", "Nimtz", "Noemon", "Sar", "Sarto", "Sayeua", "Scheffers", "Schelfhout", "Schepper", "Schlarp", "Senglin", "Sibry", "Sirakov", "Speth", "Stangassinger", "Stauffer", "Sueteluue", "Süto", "Szabo", "Tasso", "Tello", "Terheun", "Terrier", "Teunis", "Theocharistus", "Theodoracius", "Theodric", "Theomer", "Theriot", "Thestor", "Tjabbend", "Toché", "Tölle", "Toloo", "Tontchev", "Touchet", "Trikoupis"))You each grab your packs from the skipper and start setting up a simple campsite. Sleeping packs, water canteens, snacks, and a few foldable chairs have never looked more luxurious and comfortable in your entire life.
Whoever removed the power supply brings it to the center of the camp. Even after being removed from the skipper, it still glows with warmth and energy. Too tired to collect firewood, this glowing box will do nicely to ward off the chill of a sea breeze.
You all unpack your things and check to make sure nothing is missing.
(b4r:"solid")+(b4r-size:4)[Take a moment to review what each Elder is carrying with them, and make any remaining introductions.]
## What do our Slots mean?
(display: "You are an Elder")
[[Contemplate your mission.->Planning]]You approach the gates and a guardsman stops you with an upraised palm. She squints her eyes a bit and steps closer. She notices your aged faces and her eyes widen.
"No Elders allowed within the walls of Copernica!" She looks to her fellow guards for support and puts her hand on her sword. The rest of the guards look upwards as if expecting a Harvester to land at any moment.
(b4r:"solid")+(b4r-size:4)[**TASK**: "Convince the guards to bring Harvold out here to meet with you." 4 Attempts, 15 Progress Required.]
*Suggested Actions:*
* Juror could use their foldable seat to sit and diffuse tension.
* Lance could use his Achievement to explain they're here for trade and important metalworking projects.
* Amra could use her Achievement to exert influence and authority.
* Otis could use use their Achievement and explain they're simply here to exchange recipes and ingredients.
* If the Task has no more Progress left then [[the guards are convinced and will bring Harvold out.->Harvold comes out to meet]]
* If you ran out of attempts then [[the guards instead take you into custody!->Jailed on a Boat]]You walk the last few miles and examine the city of Copernica from a distance.
Sneaking into the city will not be easy. Copernica's walls are not that high and its guards are not very impressive, yet the city is packed with traders and travelers who are younger than yourself.
If any of them see you there will be a panic and perhaps even a riot. While Elders have a healthy fear of harvesters, youngsters prefer not to think about Harvesters as tall. An Elder walking around their city would be an unwelcome reminder.
You could sneak in at night, hoping to find a gap in the patrols or swim up to the docks. Or sneak in during the day, hiding among another group of travelers.
[[Sneak in at Night]]
[[Sneak in during the Day]]You approach the gates and a guardsman stops you with an upraised palm. She squints her eyes a bit and steps closer. She notices your aged faces and her eyes widen.
"No Elders allowed within the walls of Copernica!" She looks to her fellow guards for support and puts her hand on her sword. The rest of the guards look upwards as if expecting a Harvester to land at any moment.
It never gets any easier dealing with these youngsters. They'll have to learn who's in charge.
You explain that you have urgent business with the master Merchant Harvold. An important trade that required your presence here. You demand to be escorted to his shop or else you will enter the city by force.
The guards and surrounding travelers all take another step back, their eyes wide with fear and anger. The guards are unsure how to react.
(b4r:"solid")+(b4r-size:4)[**TASK**: "Intimidate the guards into escorting you inside." 4 Attempts, 15 Progress Required.]
*Suggested Actions:*
* Juror could use their Fragment to summon a threatening swarm around their heads.
* Lance could use their Fragment to disorient the guards; shocking them from their stupor.
* Amra could use her Achievement to threaten the guards and act as a higher authority.
* Otis could use his Fragment to summon an ominous cloud of mist and frost.]
* If the Task has no more Progress left then [[the guards are cowed->Guards Escort to Merchant]]
* If you ran out of attempts then [[the guards instead take you into custody!->Jailed on a Boat]]
As the sun dips below the sky the chatter and noise of the day begins to fade until only the roaring of the waves is left. Townsfolk put out their lights for bed and the city gates grind closed with a muted *boom*.
Torches emerge atop the walls as guards continue their regular patrols. There are only a handful of guards to patrol the entire length of the city, and the port docks are mostly unwatched. This shouldn't be too difficult...
(b4r:"solid")+(b4r-size:4)[**TASK**: "Sneak into the city without being seen." 3 Attempts, 10 Progress Required.]
*Suggested Actions:*
* Juror could use their Fragment to cause a distraction and slip past the guards.
* Lance could use their Metalworking tools to loosen the metal grate and clear a path through the sewers.
* Amra could send out her pigeon to track guard patrols.
* Otis could use their Fragment to whip up a strong breeze and snuff torches.]
* If the Task has no more Progress left then [[you made it into the city->Seek out the Merchant Night]]
* If you ran out of attempts then [[you are seen!->Jailed on a Boat]]The sun lingers high in the sky, perched over a crowd of wagons eager to enter the city. A pair of guards stops every traveler and inspects their wagons before granting entry.
If you can make it past the gate you should be able to wander the city without too much trouble.
(b4r:"solid")+(b4r-size:4)[**TASK**: "Sneak into the city without being seen." 3 Attempts, 10 Progress Required.]
*Suggested Actions:*
* Juror could use their Fragment to cause a distraction and slip past the guards.
* Lance could promise a little wagon repair in exchange for smuggling them inside.
* Amra could use her Fragment to find a friendly wagon.
* Otis could look in his spice rack to find something itchy he can scatter to cause a distracting sneezing fit.
* If the Task has no more Progress left then [[you made it into the city->Seek out the Merchant Day]]
* If you ran out of attempts then [[you are seen!->Jailed on a Boat]]It was a strange experience, being arrested by a group of nervous youngsters. They clearly feared the arrival of your Harvesters and angry that you endangered their city.
And yet their fear prevented them from confistacting any items (probably because of the technology you carry). They also debated how to contain you since you couldn't stay in the city walls.
Their leader made a clever suggestion, which is how you find yourself sitting in a small rowboat tied to the edge of the longest pier. They figure if your Harvester does attack it will simply hurt you and inflict mild damage on the harbor.
To their credit, it's not a bad idea. Hopefully you'll get the chance to explain yourselves before you're forced to escape this improvised holding cell.
[[Wait to explain yourselves to someone in authority.->Harvold Bails them Out]]
You aren't sure what kind of Merchant Harvold is. You'll have to do some educated guesswork using what little you do know:
- Harvold is educated and proud. He wrote with confidence and basically ordered you to meet him.
- He makes long journeys around the land for trade. How else would he have acquired the letter from your old friend?
- He has a shop in a trade city, not just in a tourist spot or large population. His trade must be...trade!
You start looking at all the shops related to trade or exchange.
(b4r:"solid")+(b4r-size:4)[**TASK**: "Find the merchant's shop without arousing suspicion." 2 Attempts, 5 Progress Required.]
*Suggested Actions:*
* Juror could pretend to look for someone to trade large quantities of honey.
* Lance could imply he's willing to sell his fancy armor.
* Amra could pull out some foreign currency, asking if anyone could exchange it.
* Otis could try to pawn off some of his rare spices, find out which shops might deal in that kind of thing.
* If the Task has no more Progress left then [[you found Harvold's shop.->Talk at Harvold's Shop]]
* If you ran out of attempts then [[a few people get suspicious and raise the alarm!->Jailed on a Boat]]
While the merchant's store is likely well marked and covered with signage, you doubt the merchant's home will be so obvious.
There are a few open taverns scattered around town; maybe someone will know something? Or maybe you can snag some city records. Either way won't be easy.
(b4r:"solid")+(b4r-size:4)[**TASK**: "Find the merchant's home without arousing suspicion." 4 Attempts, 20 Progress Required.]
*Suggested Actions:*
* Juror could use their cane magnifying glass to search for clues.
* Lance could use the Achievement to narrow down where successful merchants might choose to live.
* Amra could use her Fragment to direct her to the letter, which would be at Harvold's home.
* Otis could pick up a cooking shift at a nearby tavern and listen for rumors and gossip.
* If the Task has no more Progress left then [[you found Harvold's home.->Talk at Harvold's Home]]
* If you ran out of attempts then [[a few people get suspicious and raise the alarm!->Jailed on a Boat]]After a few hours you hear a commotion from the wharf. Lit lanterns bob their way down the pier and you hear the grind of wheels on wood as someone pushes a cart down the pier.
At the lanterns approach you realize that it's not a cart, but a wheelchair. That man seated within the chair is a tall bald man with a huge hat, fine clothing, and an annoyed frown on his face.
His chair comes to a stop beside the boat. "They will be all, Lara" the man says to his helper, and waves his hand in a wide circle. "That goes for all of you. Leave us. We have business to discuss."
The guards look at one another, but step away and walk down the pier until they fade from the lantern light.
The man in the chair looks at you with a stern expression. "I guess I should be grateful. I had expected a difficult negotiaion with wiley Elders. It will be easier to haggle with old fools who owe me a favor."
He lets the silence hang for a bit. "I've convinced the captain to drop all charges. The Silver Keep won't be notified, and you will be released after you answer my questions. Oh, and I'll give you your letter, as we agreed. Do we have a deal?"
[[Answer his questions]]Harvold runs a hand over his bald head, takes a deep breath, and begins to explain. "My father built this trade business up from nothing. His life consisted of long nights, cheap meals, and not nearly enough time spent with his family. He constantly talked about 'some day' when he would finally be successful enough to rest."
Harvold pauses for a minute, exhaling softly. "But that day never came. As he approached his 60th birthday people stopped trading with him. The town started pressure him to leave and join the Elders in the Silver Keep. They warned him to abandon his family and his future before it was too late."
He sits up a little prouder. "I loved my father, but he didn't have the same head for business and planning that I do. I have not made the same mistakes. I turned this business into an empire. I spend time with my family. And I will be prepared for my life as an Elder."
He proceeds to lay out his questions about Elders, Harvesters, and life at the Silver Keep. Some questions are simple to answer, while others require careful explanations. The information exhanged is summarized below:
### Elders
Elders Study Fragments (bits of ancient technology). Fragments can be scavenged from old ruins or pried from the remains of a defeated Harvester.
Younger folks think that messing with Fragments will summon a Harvester. Only Elders are brave (or foolish) enough to study Fragments and use them regularly.
Superstition about Fragments is a luxury for the young; when faced with your own Harvester you’ll use whatever tools are available to you.
### Harvesters
Harvesters descend from the sky in a rainbow trail of light and smoke. They make landfall with an earth-shaking crash and emerge from the smoking crater with one goal: Find their Target.
Harvesters always target Elders. Younger folks say that’s because Elders are always messing with Fragments, so obviously the Harvesters are attracted to the strange devices.
However, Elder records indicate that Harvesters started targeting Elders first, forcing Elders to adopt Fragments and use them against the horrible monstrosities.
### The Silver Keep
Feared by society and hunted by Harvesters, Elders tend to stick together, not only for safety but for camaraderie. It didn’t take long for them to congregate in a single place: The Silver Keep.
The Silver Keep is a central hub for Elders. This fortress-turned-city offers a place of safety and belonging to Elders who left their previous lives and families behind. Here Elders study Fragments, grow food, form new families, and defend themselves against Harvesters.
It's a good life, if a difficult one. And it's the best you'll find once society rejects you.
[[Take the Letter]] Once you're in the city proper, it's very easy to navigate the city streets. It probably has something to do with the fact that the taverns and bars are noisy and brightly lit while storefronts and homes lay dark and quiet.
Very few guards patrol the streets, and night-time wanderers pay you no attention. This is much easier than trying to wander the city during the day.
Only now do you realize you don't quite know where Harvold's home is. His shop is large and obvious; he's done quite well for himself. But the shop is closed and Harvold must have retired for the evening.
[[Visit Harvold at his home->Find his home]]
[[Hide somewhere for the night and wait for his shop to open.->Find him at his Shop]]
Once inside the city you're overcome with just how...normal everything is. An older merchant haggles with a younger married couple while 4 children chase each other, nearly knocking the entire stall down. Rich patrons in brilliant clothes trie to ignore a group of poor entertainers playing off-key music.
It's been years since you set foot in a normal city, and even longer since you felt welcome in one. While the Silver Keep is a wonderful haven for Elders, it lacks the energy and diversity of the average city street corner.
A glance from another Elder reminds you to keep your heads down, hide your grey hairs, and focus on your goal: find the merchant and get out before you cause a scene.
[[Try to find Harvold's Merchant shop.->Find him at his Shop]]
[[It will be too busy. Hide out and wait for him to head home..->Find his home]]Roll the die to see which Harvester arrives:
1. A round shell like a snail tumbles towards its target; crushing trees and leaving deep ruts in the earth. When it arrives it unfolds in a tangle of reaching metal limbs. Each one limb has dozens of joins that dart forward, grasping and tearing.
Defeating the Harvester will require 30 Progress. If it is killed, strange markings appear above its corpse; it looks like some kind of countdown that will conclude in a few months.
**After 3 Attempts**, a limb drags the target into the shell and curles up protectively around them.
**After 6 Attempts**, the Harvester emist a blast of light, and the target will never be seen again…
2. A metal humanoid skeleton of sharp edges and twisted ribs. It's legs were lost at some point and now it drags along the ground with surprising speed.
Defeating the Harvester will require 30 Progress. If it is killed, its bones explode in a deadly shrapnel bomb.
**After 3 Attempts**, it grabs the target and gently places them inside its ribcage.
**After 6 Attempts**, the Harvester emist a blast of light, and the target will never be seen again…
3. It looks like a buzzard made of old satellite parts. The wings are covered in dark solar panels while its head is topped with a wheel locked hatch. The two heatsinks in its chest can emit dangerous waves of burning radiation.
Defeating the Harvester will require 30 Progress. If it is killed, the corpse emits waves of blistering heat and deadly radiation until it's solar panels are broken.
**After 3 Attempts**, the hatch in its head opens and the target is pulled inside by a stream of wind.
**After 6 Attempts**, the Harvester emist a blast of light, and the target will never be seen again…
4. A ribbon of tempered steel, hundreds of fee long, as tall as a man and thin as a bedsheet. It slices through the air, cutting through earth, stone, and flesh just as easily.
Defeating the Harvester will require 30 Progress. If it is killed, the corpse grows impossibly heavy and slams into the ground, fracturing the earth and damaging anything nearby.
**After 3 Attempts**, the Harvester wraps around the target in a protective coccoon.
**After 6 Attempts**, the Harvester emist a blast of light, and the target will never be seen again…
5. A fungus of small mettalic hexagons creeps along the ground as fast as a person can walk. New growths pop up on every surface while the back of it decomposes into a dull grey powder. When it touches flesh it hardens into a metal cast.
Defeating the Harvester will require 30 Progress. If it is killed, the hexagons spread to cover a few hundred square meters. This area will be tainted forever.
**After 3 Attempts**, the Harvester covers the target in a thick metal cast, leaving small air holes.
**After 6 Attempts**, the Harvester emist a blast of light, and the target will never be seen again…You find Harvold's humble home. For such a successful merchant, the house is...cozy. You expected more opulence.
A slanted ramp leads up to the front door and the patio is covered in foreign plants. His front door is made of a rare wood that's both lightweight and strong. The paint shimmers in a subtle way; hinting it might be more expensive than you expected.
This is someone who enjoys luxury but doesn't want to draw too much attention.
You walk up the ramp and knock softly on the door. "Coming!" you hear from inside. A tall woman with a false smile answers the door. "Rolling Wagons is closed. Please visit our business during the day."
You explain you're here to trade with Harvold on a very special errand. She cuts you off, "I understand you're not used to an early sunset, but Harvold needs his rest if he's to trade in the morning."
Just as she's about the close the door a deeper voice calls out, "Who is it, Lara?" After a brief exchange the woman opens the door fully and steps aside. You hear the grinding noise of wheels on stone as a man propels his wheelchair up to the front door.
The man is tall with a balding head and sharp eyes. You feel like he knows the value of everything you carry after a single glance. "Well this is unexpected. But not unwelcome. Please come in." He moves deeper into the house and parks at a comfortable dining table. "Could we have some tea and privacy, my dear? I'm so sorry to interrupt our night."
She gives an exasperated sigh, "Wouldn't be the first nor the last time, Harvold. You owe me something nice from your next journey." She invites you to sit at the tabel and prepares mugs of warm tea and sweet snacks. She then leaves to another room and closes the door behind her.
Harvold looks around for a bit and you can see worry lines deepen along his forehead. "I know I mentioned trading for the letter, but in truth I simply have some questions I need answered. After we're done I'll give you the letter and help you exit the city safely. Do we have a deal?"
[[Answer his questions]]Unlike many of the inland cities, Copernica features a lot of open windows and flowing banners to take advantage of the constant sea breeze. It makes the entire market feel inviting and lively. Before you realize it you've wandered through multiple stores and made a mental checklist of a dozen things you'd like to purchase.
After an hour or so you've visited most of the larger, louder storefronts. None of them featured a merchant named Harvold. Before heading to the smaller stores you play a hunch and walk through the warehouses near the port.
Sure enough, a few simple questions direct you towards the largest warehouse. You enter inside, and are directed to a balcony near the back of the warehouse. As you approach the lift up to the balcony an intimidating woman bars your path.
"Can I help you?" She asks somewhat menacingly. You explain you have a meeting with Harvold, and you received a letter from him.
"Let them up, Marsha", a deep voice calls from above. You see a tall balding man leaning over the railing, looking at you with a wry smile. "I'm probably the only one in the city happy to see this group. Cancel all my appointments for the day and send up some lunch."
The man's head disappears from view and Marsha begrudgingly helps you into the lift. A short walkway leads to a neatly organized office. The bald man sits behind a desk and finishs putting away a few papers.
"Welcome! I'm impressed with your boldness. Copernica does not roll out the welcome wagon for Elders. And neither does any other city, I imagine." He looks a little sad as he finishes his sentence.
"I know I called you here to trade, but in truth I just have a few simple questions I'd like answered. Then I'll give you the letter and help you exit the city safely. Do we have a deal?"
[[Answer his questions]]One of the guards looks ill from fear and heads deeper into the city. The other guards look at themselves nervously and then back at you.
A few moments later the tallest woman you've ever seen walks out to meet you. At least 7ft tall and in her mid-forties she wears long flowing robes and intricate jewelry. "I am the mayor of Copernica" she announces, not bothering to share her name. "After we escort you in to see Harvold you will leave Copernica and promise never to return?"
After witnessing your agreement she turns and calls out in a loud voice. "The city is closed. Curfew is in effect. Please return to your homes and do not emerge until nightfall." Guards with horns spread deeper into the city echoing her orders.
"I hope no one is killed because of this foolishness" she says as she turns to lead you into the city. "Expect a formal complaint to be sent to the Silver Keep."
[[Follow the Mayor.]] The guards look relieved when you explain you won't enter the city. They promise to deliver your message to Harvold. "But if he refuses to meet with you you'll have to leave", the younger guard explains.
"Please wait over there", he points to some stables off the main path, "and please stay hidden from view. We don't want to cause a panic."
You nod, disappointed but unsurprised. The stables are comfortable, in a way, and have that fresh musty smell of horses. Thinking back to the harrowing journey with the skipper, you wonder if you could purchase a few horses for the return trip.
After a few hours you hear the grind of wheels on dirt. A man in a wheelchair enters the stables, having some difficulty with the soft ground.
He holds up his hand as you get up. "No, don't help me. I'm sure you can sympathize with unwanted pity and false concern." He stablizes his chair and looks up at you. He is tall, balding, and somewhat annoyed.
"I don't know why I expected you to just visit me at my office. Foolish, really." He shakes his head and tries to smile. "I am grateful you decided to come. I'll be happy to hand over your letter after you answer a few of my questions. Information is the only thing I desire in trade. Do we have a deal?"
[[Answer his questions]] The mayor leads you down several sinding paths towards the docks. Along the way children peek out from closed shutters and adults scowl at you from open windows. You aren't making any friends today.
Eventually you arrive at a row of warehouses. A guardsman walks inside the largest one and returns pushing a balding man in a wheelchair towards your group. He is tall, well-dressed, and wears a deep scowl on his face.
"Harvold", the mayor addresses him, "it is only because of you dedication to this city and its trade that I don't arrest you for encouraging this violation of our city. Conduct your business quickly."
Harvold turns to look each Elder in the eye. "My apologies, Mayor. I had no idea the Elders would be so pig-headed to endanger our city and frighten its citizens with such a brazen threat. I'll be brief."
He pushes himself forward and flings the letter in your face. "Our deal is concluded. Get out."
Without waiting for any further questions Harvold turns and heads back into the warehouse. The mayor gives you another disapproving look before turning around and leading you back to the city gates.
As you head away from the city walls the gates slam shut with a resounding * boom *. At least you have the letter now.
[[Read the Letter]] Harvold looks even older than he did before you started this conversation. The answers to his questions are not happy news, but he steels himself and hands you the letter.
"Thank you for your answers." He wipes some sweat away from his forehead. "You've given me a lot to think about. Perhaps I can make a trade contract with the Keep, preserve some of my business after I become an Elder."
He turns and leaves. "I'll give you some privacy while you read the letter from your friend. Call me when you're ready, and I'll help you if I can."
[[Read the Letter]]