An Interactive Novel

The Training Pen

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The Training Pen scenario is meant to teach all players the mechanics of the game and help reinforce everything that was read in the Rules and Systems section. Throughout this Scenario, you will see text that looks like this. When you see this, it is to help explain the mechanic to you that’s going on.

For help keeping your game organized, you can visit our Play Sheets Page to download excel sheets.

A gentle breeze blows the tall trees behind you as you stand in at attention. Your allies are all beside you in a single file line with a man in silver, white, and red regalia pacing in front of you. His long blonde hair flows behind him as the metal boots on his feet clank with each impact onto the ground. You and your allies remain silent while you stare at the leader, Aertis, and ponder what he will have you do. You’ve only been in his command for a few hours and already, you’ve been deemed unfit for service. You’ve been called weak, useless, and lacking any talent or ability. However, you’ve been given an opportunity to prove him wrong.

“Let’s see how long this waste of time lasts,” Aertis states as he turns to face you and the rest of the party. “Before you is the training ground for the Soldiers of Derrien. It is the staging point where fledgling recruits either flame out and are sent back to the pubs where you were found, or your usefulness finally reveals itself and we can put you to service.” 

Aertis points at a large wooden enclosure. “If you can manage to make it through the training pens, then perhaps there is a spot for you within my ranks,” Aertis states arrogantly. He scoffs lightly and folds his arms across his chest. “Even the Soldiers of Derrien need people capable of emptying our chamber pots.”

You and your allies stand beside you a young man who breathes slowly and appears to have a slight bit of reluctance in his eyes. He carries a round, wooden shield on his back and a sword on his side. His equipment is worn and scuffed up, having been handed down to him from other wearers. His messy, dark hair comes down to his eyes.

The Training Pens

Upon starting the scenario, all players/characters are dealt 5 cards. From those 5 cards, place 1 of them into the Field for no effect. 

You walk into the pen with Raylond at your side. “I’m sure this isn’t as tough as Aertis makes it out to be,” he says while taking a step forward. “Surely this is just some light test meant to weed out the drunk and debilitated.” 

 

“It’s a bit more complicated than that, brother!” shouts Mykel from of a few large crates outside of the pen. “Watch where you’re walking!”

 

Raylond takes another step with you behind you. The ground quakes lightly beneath your feet. 

 

Make an Agility Save. If it is less than or equal to 7, take 5 damage.

 

An Agility Save is typically used for avoiding traps or other things inside a Scenario. It uses a player's Speed stat to determine the save. A player may discard a card from his or her field to add to his speed for the sake of this save. If his speed is higher than the designated number, the save is successful. The player does not have to discard a card from his or her hand if he chooses and can simply take the effect. 

 

A small set of spikes come up from the ground and pinch Raylond on the foot. While he leaps out of the way, the tip of his heel gets caught in the spike. Raylond falls face first into the dirt with his body creating a large impact and stirring up the dust around him. “I said watch your step, brother!” shouts Mykel from above. 

 

Raylond sits up and rubs his foot. Though no blood is coming from the wound, he does possess a small hole in his leather shoe. “That’s going to require some attention,” quips Raylond before rising to his feet. “You all may want to take care. This may prove to be a bit more troublesome than I imagined.”

 

Form a Marching Order with one player in the front, one player in the rear, and the rest in the middle. 

 

In many instances, you will have to move in a singe file line, or at least some type of organized blob. With this, all you have to do is designate who is leading the party, who is in the back of the party, and then everyone else falls into the middle. This is for specific traps that may occur. Keep in mind, just because you're in the middle, does not mean that you are automatically safe or immune to traps.  

 

“Move slowly,” continues Raylond as he favors his right foot. “I’d hate to see you get a hole in your shoe too.” You march forward with Raylond at your side, taking up a position in the middle of the group. The ground beneath your feet is hard and dusty and large, wooden walls are on both sides of you. 

 

You take your next step and stop, finding a wrapped parcel at your feet with dust stirring around it. You look up to see a young woman wearing white robes folding her arms in front of her. She nods at you before you lean down and pick up the parcel. 

 

All Players Draw 2 Cards and Place 2 Cards into the Field for No Effect.

 

Throughout a scenario, beneficial effects will happen from time to time. In this one, you are placing two cards into your field after drawing two new cards. Keep note, you can only have 3 cards in your field at all time and your turn must end with only 5 cards in your hand. 

You glance up at the young woman and smile with Raylond giving her a subtle nod. Beside her, Mykel, the brother of Raylond walks up and places his hand on the small of her back. He smiles at his brother and motions for him to continue on with you following, though he shakes his head and smirks. However, as you walk through the narrow path, a small dart comes from above and hits the player in the rear.

 

The Player who is occupying the rear space, make a Defensive Save. If it is less than or equal to 4, take 5 damage. 

 

A Defensive Save is typically used for poisons or other debilitating things. It uses a player's Defense stat to determine the save. A player may discard a card from his or her field to add to his defense for the sake of this save. If his defense is higher than the designated number, the save is successful. The player does not have to discard a card from his or her hand if he chooses and can simply take the effect. 

 

You examine the dart to see that it possessed a small amount of poison that, potentially, could have killed a small rodent or creature. However, against a human, it is far from lethal. You look up to see Aertis staring down on the group, holding a small blowgun in his right hand. He smirks before placing it on a table to his left. “Clearly he wants to see just how tough you are,” states Raylond as he affixes his gaze on Aertis. “He’s going to be sadly disappointed to find out that we are all stronger than he gives us credit for.”

 

Raylond grabs the dart and places it into the wooden wall, impaling the wooden fibers with the metal tip. You move forward through the narrow path when it opens up. In the open area, you find four large statues. Each statue is placed perfectly in the corner of a square with the path leading through the middle of it. You look around the area to find that there are no ways out, save the way you came, though as the last person enters the area, a gate closes and traps you in. 

 

“Great,” states Raylond as you are walking along the square. He stands at the door while you examine the statues from the outside of the square, not walking into the confines. Aertis looks down at you and crosses his arms; a wry smile emerges on his face. Raylond glances up at the leader and shakes his head. “I think that bastard enjoys this,” he whispers before turning to face you. 

 

Raylond walks into the square, ignoring you and the rest of the party. Upon stepping into the direct center, the four statues all illuminate. Raylond stands in the middle and pulls out his shield as a ray comes out from each of the statues, penetrating Raylond’s shield and armor. “Ahh!” he screams as he drops to one knee, taking a slight bit of damage from the statues. Behind you, at the edge of the room, two doors slightly open. The beams stop and Raylond rolls out of the way, slightly damaged from the magical energy. Raylond looks up to see the two doors slightly open, though not large enough for anyone to pass through. He peers up at Aertis who shakes his head in disbelief. “Quite a sadistic trick to weed out those you don’t deem as worthy,” continues Raylond. He looks down at you and shrugs. “I’m afraid we’re all going to have to get into that square if we want those doors to open.”

 

You take a deep breath and consider your options. With Aertis looking down on you, your options are limited. You take a step forward into the center of the square with your party and brace yourself. The statues all glow brightly before emitting large beams of energy at you.

 

Make a Magical Save. If it is less than or equal to 8, take 5 damage. 

 

A Magical Save is typically used for any type of magical inside a Scenario. It uses a player's Speed stat to determine the save. A player may discard a card from his or her field to add to his speed for the sake of this save. If his speed is higher than the designated number, the save is successful. The player does not have to discard a card from his or her hand if he chooses and can simply take the effect. 

 

Both doors open simultaneously once the beams conclude. Raylond looks toward both as you step out of the center of the square. There is nothing discerning about each path, only that two doors are open and you must choose one. Which door will you take, the door on the left or the door on the right?

Throughout By Gods and Kings, and any other game using SINS, everything revolves around finite choices. In this instance, you have a choice between two doors. The choices are finite and predetermined, so that there does not have to be a Game Master.

 

The Door on the Left

 

The Door on the Right

The Door on the Left

You walk into the door on the left of the fork and notice that you are again standing in a narrow corridor with wooden walls on both sides of the path. Beneath your feet, the ground remains dusty, though patches of grass line the ground at the edge of the fences. Your order remains the same as you move through the narrow corridor and into an area with three wooden dolls. 

 

Raylond steps in front of the group and up to the dolls, examining them for only a few feet away. “Awkward,” he says while he looks at their wooden frames. “Why would there be dolls here…”

 

“Don’t ask stupid questions, brother. You know why those dolls are there,” shouts Mykel as Aertis smirks. 

 

Aertis walks up to the edge of the platform and peers over into the area. He motions for one of his soldiers to cast a spell and animate the three dolls. A woman wearing grey robes and a white sash holds her hands out in front of her to cast an orange aura onto the three dolls. After a few short seconds, the three dolls spring to life. Raylond steps back and reaches for his sword as you and your allies move forward with your weapons drawn. Aertis crosses his arms across his chest and looks down as the three dolls stumble toward you to attack. 

 

Commence Battle with Training Doll x 3

 

In combat, the first thing that you have to do is establish the turn order. This is done by calculating each player's SPD and each enemy's SPD. The person or enemy with the highest SPD goes first and it descends. In the event of a tie between a Player, an NPC, and an Enemy, the Player always goes first, followed by the NPC, and then the Enemy. 

During combat, you will begin your turn by drawing a card. Next, you place a card into your field. Remember, your hand size cannot exceed 5 cards and your field can not exceed 3 cards. If you're placing a card into the field and it is the 4th card, you must discard one of the cards out in the field. If you possess a Sacrifice ability, now is a time to use that. 

The overall goal is to defeat the enemies. Every time you place a card into the field, you perform a basic attack. The total amount of the damage is calculated by adding the number on the card (A= 1, Jack, Queen, or King = 10) with either your physical or magical bonus. If you're using an Axe, Greatsword, Sword, or Spear, you will use your Physical Bonus. If you're using a Staff, Scythe, Club, or Runeblade, you will use your Magical Bonus. If you're using either a Dagger or a Bow, you can choose to use either your Physical or Magical bonus, but not both. 

In combat, your goal is to deploy one of the abilities on your Shard. These are deployed by Sacrificing a card from the field, Discarding a card from your hand, or by making a 3 card hand on the field. To make a 3 card hand, you would need to make a flush, by having a hand with the three cards all of the same suit; a straight, by having a hand with three sequential numbers; or a 3 of a Kind, with three cards with identical value. Aces are wild but always count as 1 when calculating damage. They can be any suit or can represent any other value. When calculating a 3 of a Kind, the cards must possess the same value, in that Jack, Jack, Queen is not 3 of a Kind, but Jack, Jack, Jack is, as well as Jack, Jack, Ace. 

Combat ends when all enemies or players hit points reach zero. 

 

The three training dolls fall to the ground and break into several pieces at their joints. Large pieces of them are strewn about with the life that briefly inhabited their eyes fading to black. Raylond places his shield back on his back and looks up at Aertis, who remains stoic and stone-faced. His brother, Mykel, however, was exuberant next to the white-robed woman who aided you earlier. 

 

“Open the doors. Make sure the new recruits get a meal in their belly before their training begins,” announces Aertis as he gazes down on you. “There isn’t much time. The turmoil of Dun-I awaits these soldiers.”

 

All Players Earn 100 Experience Points

 

Upon completing this Scenario, all players will gain 100 Experience Points on all Equipped Shards. Unequipped Shards do not receive any Experience Points. Different scenarios reward different amounts of Shard Experience, depending on the length of time required to complete it at the difficulty. 

 

Scenario Complete

 

This means that the Scenario is finished. You can purchase items from the shops now and choose another scenario to undertake.

The Door on the Right

As you turn and walk to the right door, you look through it to see several pieces of armor resting in wooden crates. You take a step toward the door when it closes abruptly. “You’re not permitted in there,” announces Aertis from above. You take a step back and look over your shoulder at the general. You nod before turning toward the open door on the left. 

 

You walk into the door on the left of the fork and notice that you are again standing in a narrow corridor with wooden walls on both sides of the path. Beneath your feet, the ground remains dusty, though patches of grass line the ground at the edge of the fences. Your order remains the same as you move through the narrow corridor and into an area with three wooden dolls. 

 

Raylond steps in front of the group and up to the dolls, examining them for only a few feet away. “Awkward,” he says while he looks at their wooden frames. “Why would there be dolls here…”

 

“Don’t ask stupid questions, brother. You know why those dolls are there,” shouts Mykel as Aertis smirks. 

 

Aertis walks up to the edge of the platform and peers over into the area. He motions for one of his soldiers to cast a spell and animate the three dolls. A woman wearing grey robes and a white sash holds her hands out in front of her to cast an orange aura onto the three dolls. After a few short seconds, the three dolls spring to life. Raylond steps back and reaches for his sword as you and your allies move forward with your weapons drawn. Aertis crosses his arms across his chest and looks down as the three dolls stumble toward you to attack. 

 

Commence Battle with Training Doll x 3

 

In combat, the first thing that you have to do is establish the turn order. This is done by calculating each player's SPD and each enemy's SPD. The person or enemy with the highest SPD goes first and it descends. In the event of a tie between a Player, an NPC, and an Enemy, the Player always goes first, followed by the NPC, and then the Enemy. 

During combat, you will begin your turn by drawing a card. Next, you place a card into your field. Remember, your hand size cannot exceed 5 cards and your field can not exceed 3 cards. If you're placing a card into the field and it is the 4th card, you must discard one of the cards out in the field. If you possess a Sacrifice ability, now is a time to use that. 

The overall goal is to defeat the enemies. Every time you place a card into the field, you perform a basic attack. The total amount of the damage is calculated by adding the number on the card (A= 1, Jack, Queen, or King = 10) with either your physical or magical bonus. If you're using an Axe, Greatsword, Sword, or Spear, you will use your Physical Bonus. If you're using a Staff, Scythe, Club, or Runeblade, you will use your Magical Bonus. If you're using either a Dagger or a Bow, you can choose to use either your Physical or Magical bonus, but not both. 

In combat, your goal is to deploy one of the abilities on your Shard. These are deployed by Sacrificing a card from the field, Discarding a card from your hand, or by making a 3 card hand on the field. To make a 3 card hand, you would need to make a flush, by having a hand with the three cards all of the same suit; a straight, by having a hand with three sequential numbers; or a 3 of a Kind, with three cards with identical value. Aces are wild but always count as 1 when calculating damage. They can be any suit or can represent any other value. When calculating a 3 of a Kind, the cards must possess the same value, in that Jack, Jack, Queen is not 3 of a Kind, but Jack, Jack, Jack is, as well as Jack, Jack, Ace. 

Combat ends when all enemies or players hit points reach zero. 

 

The three training dolls fall to the ground and break into several pieces at their joints. Large pieces of them are strewn about with the life that briefly inhabited their eyes fading to black. Raylond places his shield back on his back and looks up at Aertis, who remains stoic and stone-faced. His brother, Mykel, however, was exuberant next to the white-robed woman who aided you earlier. 

 

“Open the doors. Make sure the new recruits get a meal in their belly before their training begins,” announces Aertis as he gazes down on you. “There isn’t much time. The turmoil of Dun-I awaits these soldiers.”

 

All Players Earn 100 Experience Points

 

Upon completing this Scenario, all players will gain 100 Experience Points on all Equipped Shards. Unequipped Shards do not receive any Experience Points. Different scenarios reward different amounts of Shard Experience, depending on the length of time required to complete it at the difficulty. 

 

Scenario Complete

 

This means that the Scenario is finished. You can purchase items from the shops now and choose another scenario to undertake.

 

The three training dolls fall to the ground and break into several pieces at their joints. Large pieces of them are strewn about with the life that briefly inhabited their eyes fading to black. Raylond places his shield back on his back and looks up at Aertis, who remains stoic and stone-faced. His brother, Mykel, however, was exuberant next to the white-robed woman who aided you earlier. 

 

“Open the doors. Make sure the new recruits get a meal in their belly before their training begins,” announces Aertis as he gazes down on you. “There isn’t much time. The turmoil of Dun-I awaits these soldiers.”

 

All Players Earn 100 Experience Points

 

Scenario Complete

Training Dummy
Training Dummy Minion
Hit Points Defense Physical Magic Speed
25 1 1 0 9
Topple (7+) Deal physical damage to a single target for the total amount of the cards plus physical bonus. Training Dummy recovers 5 Hit Points.
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