
DM Shisumo |

The harsh winds have blown across the Southern desert for the entire week you have been traveling across them, the relative safety and comfort of Gem now but a distant memory. You have traveled in the cool of the mornings and evenings, resting beneath white canvas shelters during the worst of the midday heat, but the man who has hired you, a Guild mercenary named Garavel, claims you are at long last approaching your destination.
Garavel is a man of middle years, a sharp hawk nose in a sun-worn, leathery face framed by salt-and-pepper hair and goatee. Though no longer in his prime, he carries himself like a trained warrior, and he has suffered little on the journey, despite the heat and scalding wind. Around his neck he wear a curious jade torc, one that he never removes, but he will not speak of it to anyone. Garavel is a cold and humorless man, seeming intent solely on getting his cargo – that is, you – to his mistress, the Guild factor Almah Roveshki.
Other than Garavel and a pair of pack mules, you are the only members of this “caravan,” and you have wondered whether such a small group was asking for trouble from the raiders – Dune People and hyena beastmen – rumored to travel the area, but so far, your journey has been quiet, with only the Sun’s piercing gaze to threaten you.

Crux |

Crux is a man of advancing years or at least it seems so. He wears a mask of wood and cloth that covers his face and his heavy robes hide everything else except his hands, which are wrapped. He walks with a limp, but has been able to keep up with the caravan with no apparent difficulty. His pack mules are laden with all manner of samples of items used in thaumaturgical rituals and, as he has shown on more than one occasion, food preparation. Crux keeps his most precious materials in a satchel that stays at his side at all times.
Flametongue is not his native language, but he is fluent in it. He seems well educated, which befits a thaumaurge. Crux is rather cynical, but he can’t hide his excitement when the certain subjects come up, like Kelmarane.

Auric Desertwalker |

Auric walks at a pace natural to experienced desert travelers. His gait bespeaks the mercenary life he has lived to this point, feet always ready for action. He wears a ruddy brown leather duster over plain, tough creme cloth garb meant for hard travel. A sand-colored scarf wraps around his neck, and a brown leather hat adorns his head. At his side, he carries a flame piece belted to his thigh, and his hunting knife sits along his waist. His bow is hung across his back, in position for easy loosing, along with his quiver of arrows.
As he speaks, he tilts his head to edge the sun out of his eyes, his voice a good-natured bass tone, with a touch of stone to it. "Members of my company were hired out for this trip, myself included. If I had to guess, we're to provide defense for the operation, and possibly act as scouts and guides. I'm a pretty mean shot, so if any good meat comes by, we'll be sure of a meal, too!" Auric finishes off with a rumbling laugh, hands at his waist.
"What about you? You look a bit like the mercenary type, but I've never seen you about these parts. New company?"

DM Shisumo |

As your group reaches the crest of the current hill, Garavel raises his arm and points ahead. "There it is," he intones. "The Dragon's Claw." On the next hill, a lone tree - massive but leafless, five twisted limbs reaching for the heavens much like the Wood Dragon's talons for which it is named - serves as the center of a large campsite, several tents and wagons surrounding a firepit just to one side of the Claw. From the largest tent, a flag bearing the sigil of the Guild is just barely visible from this distance.
Even as the campsite comes into view, however, there is a sudden blossoming of light, followed an instant later by the roar of flames. One of the wagons has just caught fire!

DM Shisumo |

Roused by the sight of the sudden fire, the group rushes down the cracked-dirt slope of the ridge toward the hill of the Dragon's Claw. As they get closer, more details of the camp become apparent: there are a total of six wagons, making a circle around the Dragon's Claw along with a single large white-canvas tent. On the far edge of camp, a collection of animals - chickens, goats, and camels - rushes around in a frenzy of fear in a makeshift pen; even as the heroes see them, however, the panicking animals collapse one edge of the wooden fencing and spill out across the hilltop.
As the group reaches the top of the hill, a beautiful woman in the dress of a rich merchant sweeps out of the tent. She has golden-brown skin and light blue eyes, a rare combination in this part of the world, and her full lips are compressed into a tight line as she sweeps her gaze across the camp. She quickly comes to stare at the new arrivals, including Garavel, and she gives a curt laugh. "Ah, Garavel," she says, "just a moment later than in the nick of time, as usual." She looks past him to the rest of the group and snaps, "Find some way to help!" before rushing toward the burning wagon to join the forming fire brigade there. Garavel immediately moves to join her.
Several options for action present themselves. They are:
* Helping Almah, Garavel and some of the Guild guardsmen try to put out the fire by carrying buckets from a large water-barrel to the burning wagon.
* Lending a strong back to the aid of several warriors in mismatched armor, probably mercenaries, who are attempting to drag the next-nearest wagon away from the flames so the strong Southern wind doesn't spread the fire completely around the camp.
* Working with a pair of animal handlers who are desperately trying to restore order to the animal pen before the livestock all runs away.
* Treating a fallen mercenary, seemingly overcome by smoke or flame, while another figure, possibly a doctor or shaman, does the same nearby to a second warrior.

DM Shisumo |

I shall go assist the 'doctor'.
"I know a little about medicine. Allow me to assist you."Int+Med 4d10
The first step in treatment is diagnosis (this is technically a Perception + Medicine roll, but since it's the same pool for you, we'll just go with it).
The patient - a woman, apparently, the only one in the mercenary group you've seen - has apparently suffered soem serious burns (1 HL), but also has a chunk of blackened timber the length of your hand buried in her stomach (2 HLs).
Treating her will require three separate checks: Wits + Medicine (difficulty 1) to perform first aid for the burns, Wits + Medicine (difficulty 2) for the same on the stomach injury, and finally an Intelligence + Medicine roll (difficulty 1) to help resist infection. She'll need to make a Stamina + Resistance roll, difficulty 2, to avoid having the wounds become infected, if you succeed; you can use some alcohol to sterilize the wound and reduce the difficuty to 1.

DM Shisumo |

Ata drops his gear and starts helping to put out the fire.
Thankfully, helping to put out the fire requires no roll.
Ata joins the others carrying water to the fire and tossing it on, sending steam high into the air. The group seems to be having an effect, but it is agonizingly slow.

DM Shisumo |

Unfettered drops his staff and moves to help move the other wagons away from the burning wagon.
Strength+Athletics: 5d10
Wow. That's a botch. It's probably a good thing that feats of strength aren't actually rolled, then, isn't it? ;)
Unfettered joins the mercenaries trying to pull the wagon and leans his full strength into it. The wagon rocks on its wheels, but doesn't quite move.
The Strength + Athletics total needed to move the wagon is 9, and Unfettered begins with a 5. Each extra helper adds +1 to the total, but only up to a maximum of Unfettered's Athletics - which means he's capped at +3, for a total of 8. A stunt, Virtue Channel or Willpower Point are going to be needed to make up the difference, it would seem (if you just spent Willpower, roll your Willpower rating and add the successes to your total - otherwise, the stunt reward or Virtue rating is just added directly to your total).

DM Shisumo |

Knowing he can do little for his companions at this time, Auric rushes to the animal handlers, knowing the value of a good mule in a desert.
"What can I do?!"
"Try to calm them down!" shouts one of the handlers, a middle-aged woman with sun-wrinkled skin.
This is a Charisma + Survival roll. This is an extended roll, with 10 successes needed to calm down all the animals - you can make one roll every action (6 seconds).

Unfettered Silhoutte |

Unfettered pulls on the wagon in vain. There's no way he's going to move this wagon. As he leans on the wagon catching his breath, he realizes something. With one wagon gone, this expedition probably still has enough supplies. If two wagons were destroyed, there's no way they could last long enough to get more. People would starve, just because he didn't feel like putting in a little more effort.
"Come on, put your backs into it!", he yells at the other guards helping as he once again tries to move the wagon, a determined gleam in his eyes.
Invoking Compassion to move this thing, I can do this two more times this story.

Crux |

Crux goes through his bags and pulls out some burn ointment, painkillers, gauze, alcohol, and a few other medicinal supplies. Then he goes to care for her wounds. With the burns being the lesser of her wounds, he begins by taking the piece of wood out of her stomach. She screams in agony. Crux uses some gauze steeped in medicine to clean the wound as best he can, then uses some fast decaying herbs to fill in the wound before stitching it closed and bandaging it. After that, the burn is only a small matter of coating it with some ointment and covering it with bandages. He offers her a taste of some potent alcohol before he starts and once again while working on hers.
'Of course the only time I get to touch a woman, she's in need of medical attention.'
Wits + Med, dif 1 4d10 ⇒ (3, 4, 9, 9) = 25
Wits + Med, dif 2 4d10 ⇒ (8, 5, 2, 6) = 21
Int + Med, dif 1 4d10 ⇒ (4, 1, 9, 3) = 17

DM Shisumo |

Unfettered pulls on the wagon in vain. There's no way he's going to move this wagon. As he leans on the wagon catching his breath, he realizes something. With one wagon gone, this expedition probably still has enough supplies. If two wagons were destroyed, there's no way they could last long enough to get more. People would starve, just because he didn't feel like putting in a little more effort.
"Come on, put your backs into it!", he yells at the other guards helping as he once again tries to move the wagon, a determined gleam in his eyes.
Invoking Compassion to move this thing, I can do this two more times this story.
With a groaning creak, the wagon shifts again... and then slowly starts to roll across the cracked-dirt hilltop. Once it's moving, it's easier to keep it so, and it only takes a few moments for the wagon to be safely shifted across the circle, well away from the fire or any blowing sparks.
Channeling the Virtue does cost 1 WP, don't forget.

DM Shisumo |

Crux goes through his bags and pulls out some burn ointment, painkillers, gauze, alcohol, and a few other medicinal supplies. Then he goes to care for her wounds. With the burns being the lesser of her wounds, he begins by taking the piece of wood out of her stomach. She screams in agony. Crux uses some gauze steeped in medicine to clean the wound as best he can, then uses some fast decaying herbs to fill in the wound before stitching it closed and bandaging it. After that, the burn is only a small matter of coating it with some ointment and covering it with bandages. He offers her a taste of some potent alcohol before he starts and once again while working on hers.
'Of course the only time I get to touch a woman, she's in need of medical attention.'Wits + Med, dif 1 4d10
Wits + Med, dif 2 4d10
Int + Med, dif 1 4d10
Great two-die stunt! You succeeded on the first and third rolls, however, so all you need to do is add another two dice to the second roll and see if one of them can give you the second success you need...

Auric Desertwalker |

Auric moves into the herd cautiously, with his arms up at a 25 degree angle, the light of fires amidst the camp his only way to see, interspersing calming sounds with "Whoa!", and such. One creature bolts from Auric as he attempts to calm it, knocking him aside into another horse. As the horse turns, its fear makes it rear into the air, the fire glinting off its hooves, creating the illusion of crystalline flame trapped within.
Charisma+Survival:4d10 ⇒ (1, 1, 4, 3) = 9

DM Shisumo |

Auric moves into the herd cautiously, with his arms up at a 25 degree angle, the light of fires amidst the camp his only way to see, interspersing calming sounds with "Whoa!", and such. One creature bolts from Auric as he attempts to calm it, knocking him aside into another horse. As the horse turns, its fear makes it rear into the air, the fire glinting off its hooves, creating the illusion of crystalline flame trapped within.
Charisma+Survival:4d10
Also a two-die stunt. Let's see if those dice can save you from that botch...

DM Shisumo |

stunt dice 2d10
Whoa. Okay, yes, that qualifies.
Crux's treatments seem effective, and in a few moments he realizes he has done all he can for the woman; if she avoids infection, she'll live, though without some kind of magical healing it will be weeks - more than a month, at least - before she's fully recovered.
Crux and Unfettered: it takes 3 full actions for the two of you to accomplish your tasks, but there still remain other tasks unfulfilled. Do you want to try helping Auric with the animals, Ata with the fire, something else, or none of the above?

DM Shisumo |

Stunt Dice: 2d10
Ouch. Not so much.
Auric's calming attempts cannot truly add to the chaos, but they certainly don't seem to be helping either. Moreover, the impact from the horse knocks the wind out of him for a moment dealing 1 bashing level of damage. Undeterred, he tries another tack.
Give me two more rolls - feel free to stunt these as well if you want.

Auric Desertwalker |

Realizing that all his arm waving is just creating pandemonium, Auric instead attempts to grab the reins of a nearby horse, hoping that calming one will make it easier to calm the others.
The reins swing wildly through the air as Auric grabs at them, flickering between the spots of light given by the fire before they are hidden by the darkness of horse shadows amidst flame. Auric suddenly strikes, sinews contracting and releasing as he stretches his arm to gain hold of the reins.
Charisma+Survival: 4d10 ⇒ (2, 9, 5, 5) = 21
Charisma+Survival: 4d10 ⇒ (3, 1, 8, 1) = 13
There we are.

DM Shisumo |

Realizing that all his arm waving is just creating pandemonium, Auric instead attempts to grab the reins of a nearby horse, hoping that calming one will make it easier to calm the others.
The reins swing wildly through the air as Auric grabs at them, flickering between the spots of light given by the fire before they are hidden by the darkness of horse shadows amidst flame. Auric suddenly strikes, sinews contracting and releasing as he stretches his arm to gain hold of the reins.
Charisma+Survival: 4d10
Charisma+Survival: 4d10
There we are.
One extra die for each roll.

DM Shisumo |

That's 4 successes total so far...
Auric's efforts to calm the horse are surprisingly successful, and that seems enough to spread the calm to the other horse as well. The larger animals pacified, that still leaves chasing down the smaller livestock and returning them to the pen as well.
Behind him, as Crux and Unfettered join those fighting the fires, the burning wagon steams and smokes with greater fury, but it seems as though the water-throwers are beginning to gain the upper hand.
Okay, Auric, you have 4 more rolls to get the remaining 6 successes you need...

Auric Desertwalker |

Desperation beginning to set in, Auric steels himself to action.
Without these mounts, we'll never survive here, nor will we get back to Gem or the Lap. I have to corral these beasts now, it all may end right here. And I'm not going to let that happen.
Releasing his pent up tension, Auric does his best to exude calm as he approaches the remaining pack animals. He meets their watery, fearful eyes with his own steady, calm ones. Soft noises fall from his lips to calm them. Each step he takes, he makes like he is a sentinel, to guard them from harm.
Charisma+Survival:4d10 ⇒ (7, 10, 8, 10) = 35
Charisma+Survival:4d10 ⇒ (5, 2, 9, 3) = 19

DM Shisumo |

Auric's efforts are successful, and as the flames finally die down under the efforts of Ata, Unfettered, Crux and the others, the animals too have all - or, almost all, for one of the animal handlers keeps calling for his goat - been calmed down.
Everyone gains 1 XP, plus an additional 1 XP for successfully completing all four tasks.
As the fire dies and some kind of order returns to the camp, a sweating and soot-covered Almah turns to the group and looks you all over. "Well," she says after a brief examination, "your timing was either perfect or terrible, I'm not sure which." She looks over at Garavel, then at the smoking ruins of the wagon. "My astrologer, Eloias, was in there. Given that trying to save him nearly killed two of my mercenaries, I'm assuming he's dead as well." She shows very little discomfort at this statement. "I'd like to know how and why he died, however. It's hard to imagine something like this was an accident." Her blue eyes sweep across the group again, and she nods decisively. "Garavel, since you and your group arrived after the fire started, I think I can safely assume none of you were in any way involved with it. I'd like you to conduct an investigation, now, using these" - her hand sweeps through the air to signal you all - "as you see fit. See to it, and report as soon as you can."
Garavel nods to Almah's suddenly retreating back, then turns to you as well. "Very well," he says coldly. "Best you be about it, then."

Crux |

Crux finds a stick and begins to poke at the smoldering ruin of the wagon. ‘Seems like a bad way to go, even for someone who would have probably been my competition for the lady’s favor’, he thinks. ‘I wonder if anything salvageable remains.’ Crux takes his time looking for something to show how the fire started. He leaves the talking to the others.
Per + Investigation 5d10 ⇒ (3, 8, 4, 6, 8) = 29

Auric Desertwalker |

Rather pleased with himself for accomplishing his task as he is, Auric puts aside pride for now, and moves to check on the other members of his company. Adjusting his coat, he walks briskly back first to the one that was being treated for injury, then to the others who were pushing the wagon. Assuming they are conscious, he will question them regarding events prior to the attack.