The Genie and The Mirror
The Genie and The Mirror
Genie Mirror
and
the
Special Thanks to: Piotr Chichy, Charles Dunwoody, Cédric Ferrand, Eugenio M. Lauro
On the cover
©2019, Scheherazade, The One Thousand and One Nights RPG, Unique System and all related
copyright:
Spaceorange42
The Story
Genie
of the
Welcometo
Scheherazade!
“So he cast his sun-like image upon the mirror, and its reflection
kindled a flame in my soul.”
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The Story of the Genie and the Mirror
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The Story of the Genie and the Mirror
The Prince is at the market (with a friend or two, perhaps) This scenario isn’t focused on
patrolling and officially checking that everything is Scheherazade’s sleep, so it can easily
in order for tomorrow’s state visit. In truth, he is quite used as a prequel: the princess is
troubled, because, early this morning, he received an already sleeping, and the Heroes
anonymous message (give the Prince, the Mysterious have had the same dream, but they’ll
Letter, found on page 31). discover it only at the end of the
The Courier (maybe with some friends), is crossing the adventure. Maybe their meeting
market. They were hired by the Sheikh of the Golden wasn’t so random: a greater destiny
Dune to deliver a package to a person (describe the is at work…
Receiver) at the Fig and the Fox tea house, in the bazaar
of Basra.
The Receiver (and maybe one or two companions)
is sitting at a table outside the tea house, under a
magnificent fig tree.
When the Courier and the Receiver meet, let the
characters introduce themselves, and then continue
to read. Storyteller’s Tip:
Novice Players and
You (the Courier) take the purse to deliver it and… Merciful God! It the Thief
is empty, gone!
Playing the Thief in Part 1 of this
You checked it a moment ago, just before you bumped into that adventure requires a proactive player.
dirty beggar boy… If possible, assign the character to a
player with some experience (or with
You turn back, and spot him. He has your bag in his hand! the right attitude). If your group is
made entirely of newbies, we suggest
“Thief! Thief!” you shout. to make the Thief an NPC.
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A Dark Figure…
After three rounds, the pickpocket turns “Finally!” the cloaked man says, opening the
into an alley behind the butcher’s shop. bundle and showing a single golden coin, which
shimmers dangerously in the shadows “The Coin
It is a dead end. He is trapped. of Ardashir is finally mine!”
The alley is dark and foul smelling. It is behind At this point the pursuers arrive. The
the butcher’s shop, and there is a pile of rubbish Prince, and any other character familiar
at the end of it, as tall as the wall behind it. with the city, immediately recognize the
man: he is Zil, the renegade doctor who
A couple of mangy dogs are fighting over a bone, tried to enslave the Emir a year ago. There
but they aren’t the only occupants of the place. A is a death sentence on his head, how dare
tall figure, shrouded in black, comes out from the he show his face in Basra?!
darkness, his face, with a pointed black beard,
the only thing visible. “My Prince!” Zil snarls “What a coincidence
meeting you here! I would stop longer, but I have
“Give it to me!” he orders, and grabs the small more important things to do, now that this (he
bundle from your hands. raises the shimmering coin in front of his face)
is mine!”
You would complain, but you are breathless after
the chase. With a fast move of his hand, he throws a
handful of powder over the scrawny dogs,
which howl in pain, mutating in two enormous
black beasts.
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The name of “Magpies nest” isn’t too The text supposes that the Heroes talk with Shaktafa, then
far from reality. This place is where the fight with Abu, and fly away on the magic carpet, but only
Lepers of Basra, an assorted number of because it is the most likely scenario. But things can go in
beggars and robbers, amass the loot for very different ways.
their master, the mighty Shaktafa.
Give the Heroes some time to look Taking Shaktafa Hostage. A bold Hero can put a knife to
around (and maybe scavenge something the Begger King’s throat. In this case, they can leave Secret
from the piles), then go on reading. Basra, but it will be a lengthy walk, and if they do and let
Shaktafa live, they’ll have an enemy for life.
A couple of glowing lights appear in the darkness.
You turn and see the figure of a small, deformed Revealing to Shaktafa his True Aspect. A smart Hero can
man, covered in rags, his eyes shimmering in the reveal that the “cure” Zil gave Shaktafa is false. This requires
pale light. The person raises his arms, hissing, to mainly finding another reflecting surface to show him
protect his eyes from your torch, and you see the the truth. In this case, roll a Fate Die. In case of a bad
signs of leprosy on his body. Consequence, Shaktafa’s rage focuses on the Heroes (and
Abu swirls his chain again) for pointing out the truth. With
“Light!” he hisses. a good Consequence, the Leper King keeps his calm, thanks
the Heroes, and does everything he can to lead them to Zil.
“Light! Light!” dozens of other voices echo. And With any other result he unleashes his rage against the
you realize with terror that you are surrounded furniture and his subjects (giving the party the occasion to
by a horde of lepers. sneak away).
The lepers (LvL 1) number thirty, but But those aren’t the only possibilities, your players could
are really only dangerous in this place. surprise you.
They aren’t automatically hostile, unless Our suggestion is: go with their ideas and improvise.
the Heroes stole something, but are
armed with an assortment of daggers
and makeshift hooked spears (Reach),
and could easily overpower the party
(remember the Group Enemies Rule).
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Dealing with Shaktafa. The “Abu! Abu!” the lepers shout frantically, beating
Leper Lord is devious but smart their staves on the ground.
(even if not smart enough to
figure out that Zil cheated him) A figure pushes its way through the crowd: a
and with the sense of loyalty of a hyena. giant of a man, muscular even if the signs of rot
He admits candidly to having helped his are evident on his body. Luckily, you cannot see
“old friend Zil”, and he knows where he his face, which is covered by a veil, but the heavy
went, but he won’t give the information chain he holds in one hand makes you sure that
out for free. He doesn’t need anything the malady hasn’t reduced his strength yet.
material (but he’ll accept any gift the
Heroes wish to give him), but he is bored, Abu swirls the deadly chain and growls: “Abu
so he’ll gladly accept a Story in exchange kills!”
for what he knows.
Fight with Abu. The combat takes place
After a character tells a tale, read the in the center of the throne room. The
following. main opponent is Abu (LvL 4, Life 8,
Entangling) and the Lepers (LvL 1), which
“Bravo! Bravo!” the beggar king claps, croaking intervene only after Abu suffers the first
his appreciation. damage. In this case, twenty of them
intervene, splitting equally against the
“A fantastic tale, if ever I heard one. So, you have Heroes (again, remember the Group
earned your reward: my people escorted Zil to a Enemies rule), but Abu continues to fight
secret exit on the north walls of the city, where alone. Other twenty remain in reserve, to
a couple of camels and a guide awaited him. He protect Shaktafa (LvL 3, Life 4, Initiative
is going to the ruins of Vahishtaba, even if I 5) or to take the place of their fallen
don’t know what he hopes to find among those comrades, if necessary.
old rocks.”
Zones: clear center of the room,
The Receiver character (or anyone with surrounding area full of lepers, throne,
a sage or sorcerous concept) knows that right mound of carpets (see below), left
Vahishtaba is the place where King mound of carpets, walls of the room (with
Ardashir, the one whose face is on the torches in holders), corridors to outside.
Coin, was buried.
Having gotten the information they Special Rule: Retreat. In this fight only,
need, the Heroes are ready to go, but at the Heroes have an additional option.
this point, Shaktafa reveals his real plans Whenever they suffer damage, offer
for them. them the opportunity to reduce it by
one if they retreat, climbing over a pile of
“Not so fast, my friends, not so fast.” he croaks. carpets. They can do it up to three times,
until reaching the top of the mound (and
At these words the lepers surround you. ending with their back to the wall).
“After all, you trespassed in my kingdom, and Flying Away. When a character is on the
you found the way to my court. Abu will make top of the right mound, read the following
sure you won’t tell THIS story to anybody!” text:
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Part 3 –
The Genie of the Mirror
Storyteller’s Tip:
The scenario supposes that the party flies Getting Reinforcements
directly to Vahishtaba, if they do, they
reach the ruins just as the sun is going
down. Otherwise, if they are on foot,
they must find horses (the Prince can get
them easily at the palace), and ride wildly
to the ruins. In this case, ask the Heroes
to make a POW+COU, LvL 2 roll, failing
means losing one Life due to fatigue, and
the party reaches Vahishtaba in the dead
of the night.
Try to hint to the players (in case they
forgot) that if Zil is going to do something, The Prince, being in his own city, could ask for
it will likely happen tomorrow, when the reinforcements, like soldiers to bring with him. It is
Princess arrives. perfectly reasonable, but remember, the greater part of the
manpower is busy securing the city for the royal visit
The Tomb of Ardashir tomorrow. Ask the player for a PAS+RES, LvL 2 roll. With
a success, and per each point of margin, he gets a Soldier
Vahishtaba spreads out below you. A mass of of Basra (LvL 1), or can spend two points for a Chosen
ruined buildings, half buried towers, and broken Soldier (LvL 2), or three for a Sergeant (LvL 3), or any
columns. A place that was already old when combination of these.
the Prophet was only a spark in the mind of These characters aren’t Allies, so the Storyteller controls them.
the Almighty. Legends say that in this place,
Ardashir was born. From there he began his
conquests, ending in the foundation of Basra, and
was buried here when he died.
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A set of stairs leads deep underground. “Prince! Finally, we meet again!” the dark cloaked
Following them, the party reaches a man says “I took great pain to ensure this meeting
corridor, which goes straight on. Thirty would happen here and now.”
paces ahead, there is a T intersection,
from which they see a light coming, and Let the player respond, then continue.
hear the sounds of steps approaching.
There is a niche in the wall nearby, where “Are you ready to face your true self?” a second
the party can easily hide, and see who is voice, a familiar one, speaks from behind you.
arriving. It comes from the mirror, where you now see
It’s Zil, who crosses the corridor, without the reflection of your comrade, the prince. It is
noticing the Heroes! He is concentrating identical… but also very different, with a glint of
intently on something he is holding in his fire in his eyes and an evil smirk.
hand (it’s the Coin).
The Heroes can easily follow him. If they Ask the Heroes what they want to do,
charge to attack the man (who already but before they can act, go on with the
noticed them but pretends not to have to) following.
he runs away.
You are overcome by a great vertigo, and, when it
You cautiously take the same direction your enemy ends, you aren’t in the tomb anymore. The room
took, but the corridor turns and you temporarily is similar, but Zil isn’t there.
lose sight of him. When you reach the corner
you find a large, dark room, surrounded by a There is mirror in front of you, where you can
long colonnade. In the middle of the room there see Zil and a perfect copy of the Prince standing
is a rich sarcophagus, partially opened, while on side by side, the dark cloaked man holding the
the opposite side there is passage, shrouded by a Coin in his hand.
large blue tent.
Suddenly, you understand what has happened:
Zil is nowhere to be seen. you switched places with the creature in the
mirror, and now are trapped inside it!
The cover of the sarcophagus is richly
decorated and represents a bearded man. “You are in my palace now.” the double Prince
The Receiver character recognizes him as bows, smiling mockingly, a glint of fire in his
King Ardashir, whose tomb was lost! The eyes. “I hope you’ll enjoy the stay. I did, for several
sarcophagus is empty. centuries”
Behind the tent there isn’t a passage,
but something very different. A large, “They surely will, Genie of the Mirror.” Zil says
full body-length mirror of polished “But now, we must go. We have a vengeance to
black metal, which apparently casts no enact. And a war to start.”
reflection. When all the party members
(or at least the Prince) are near it, go on The fake prince bows and says, in a mocking
with the following text. tone, “All your wishes are my orders, Master of
the Coin.”
A sardonic voice comes from the columns behind
you, from where Zil emerges. And the mirror turns black.
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24-26 Event – The Guardian [Repeatable]. The party hears a sound of thundering feet, and
after a few moments, the Earthenware Eunuch (see New Creatures and Monsters
Chapter) appears and attacks the party. The eunuch continues to reappear, each time
stronger, until the party finds and destroys his bracer (see the Throne Room entry 51-53).
31-33 Place – Ensorcelled Fountain. The party finds a room where a stone fountain
designed to resemble a snake’s head stands, gurgling water. The water is fresh, sweet,
and of a deep blue. It is also magical: any mortal drinking or merely touching it
immediately falls asleep for a Fate Die hours. At the bottom of the fountain there is a
crystal key, which opens the coffer in the Genie’s Tower. The party should find some
smart way to get it without touching the water. If all the party falls asleep, they
wake up after the maximum number of hours rolled in a random location.
34-36 Event – The Sad Door [Special]. The Heroes find a corridor blocked by a
massive door made of polished stone and precious metal. The door is closed,
and shaped to resemble a large face, with a sad expression. The door is
magical, and intelligent. It won’t open unless the Heroes tell it a story, and a
funny one at that, so that it will become happy. If they tell a sad story instead, the door
starts weeping, soon flooding the corridor with water (the party must retreat). The
door can be bashed (LvL 4, Protection 3), but any round it is attacked, it cries for help
(roll the Fate Die, with a bad consequence the Earthenware Eunuch comes in). If the
door is opened, the party immediately reaches the Aviary (if they have 3 Tokens or
less) or the Mirror’s Well (if they have 4-5 Tokens). If they don’t manage to open the
door, they lose one Token, and must go back and find another route.
41-43 Place – Garden of Talking Flowers. The Heroes stumble into a great hanging garden,
built inside the palace, which receives light from a transparent dome. The garden
is filled with plants and flowers of unknown species. Some of them are magical and
quite talkative, revealing something about another location or event in the palace.
Roll the Fate Die secretly: if even, the flowers speak the truth, if odd they only lie.
Picking a flower kills it, and no other flower will talk after that.
44-46 Event – The Treacherous Voice. A randomly selected Hero (and only that Hero)
hears a very persuasive voice and must make a PAS+REA LvL3 roll or be forced to
slip away from the party and make their way, after an exploration round, to the
Baths. Consider them as being lost (see sidebar on page 17). The voice they heard is,
of course, that of Thueban (see Baths entry 61-63 on page 20).
51-53 Place – Throne Room. In this place, the Genie of the Mirror shows all his power,
which basically consists in being the king of his own prison. A dais with a stone
throne stands at the far end of the room, with a large brazier at the foot of it. The
throne, leaning against the wall, is particularly beautiful, the back engraved to
resemble a rampaging lion. Behind the throne there is a secret passage, a narrow
stairwell leading to the Tower of the Genie (see entry 64-66 on page 20). Finding
it requires no roll, only an careful examination of the throne. The brazier is full
of embers burning with crackling red flames. Despite the intensity of the fire, the
embers aren’t consumed. This strange artifact is the thing keeping the Earthenware
Eunuch alive (see the creature’s description). Note that, since this place is the
start and end of its patrol route, if the party stays here too long, the Eunuch will
eventually come here (at the Storyteller's discretion).
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54-56 Event – The Corridor of Shadows. The Heroes are in a long corridor, the walls of
polished stone. Characters passing through this place, cast indistinct reflections on
the walls, which, when they are in the middle of the corridor, animate and attack
them! They are LvL 3 enemies (Defense 4 versus non-magical weapons, they ignore
non-magical armor). Being basically illusions, the Revelation spell destroys them.
61-63 Place – Baths. The double doors of this location are heavily decorated and lead to a
traditional Arabic bath, an hammam. The whole area is filled with a subtle fog, and
it is quite hot. It is composed of several smaller rooms where the traditional cleaning
and massages are done, and a large central room. In one of the baths there is a
powerful soothing ointment (cures 3 Life). The central room contains a large pool of
cold water, where Theuban, the unwilling guardian of the baths, is imprisoned (see
New Creatures and Monsters). An enormous water snake, large enough to swallow
a man whole, Thueban is very beautiful, with marble skin, blue eyes, and a soothing
voice. A thin, but very strong rope binds his mouth, and anchors him to a metal ring
at the pool’s border, limiting the creature’s movements to the pool. Thueban asks the
Heroes to free him, promising them a precious treasure in exchange. If the Heroes
do it, Thueban rewards them with the very rope binding him: it is a magical rope
(see sidebar on page 22). But once free, roll the Fate Die: on any result apart from a
positive Consequence, Thueban, very hungry, attacks the party! If the Heroes free
him and escape, every time they roll an already visited location or event, with an
even number on the die, they meet Thueban. Note that Thueban is very vain, and
the Heroes can play on this (especially if they have the Mirror of Lies) to divert him
from eating them…
64-66 Event/Location – Genie’s Tower. On the top of a tall minaret-like tower there is a
room where the Genie keeps his treasures. If this entry is randomly selected, it is
an Event: the Heroes see from a window of the palace a tall tower, a pale blue light
coming out of the windows, while occasional blue lightning dances around the
tower. This location can only be accessed through the secret passage in the throne
room. A number of large cushions are spread around the chamber, while in the
middle of it there is a transparent crystal coffer filled with gems and gold. The coffer
is locked, but can be opened with the crystal key found in the Ensorcelled Fountain.
If the Heroes have no key, they can pick the lock (REA+PRE, LvL 4). Otherwise, they
can simply smash or remove it. If they do this, the lightning outside the tower gets
angry, attacking a random Hero each round (roll the Fate Die: the result is the LvL of
the attack). The jewels in the coffer are worth 15 Treasure Points. In addition, there
are four large sapphires, each with a swirling wind trapped inside it. They are the
souls of the Blue Odalisques (see the Harem entry 21-23 above) and quite precious
on their own (2 Treasure Points each). Note that all the treasure, apart from the
sapphires, turns to dust when the Heroes return to the mortal world.
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The Story of the Genie and the Mirror
The Aviary
The Four Winds
You enter a large hall, full of bird cages of
silver and gold, where are kept a number of
The Four Winds, when they recover their souls, turn into birds, the most marvelous you have ever seen:
their original form and fly away in a, well..., a gust of wind. multicolored parrots, dark winged ravens, and
A character can call them once, invoking their names: peacocks of all types and shapes, with tails
Shimalia, Sharquia, Algharbia and Janubia (all together). more beautiful and colorful than the wedding
If they do, the wind spirits come, and aid the Heroes, dress of the Caliph’s daughter. One in particular
usually pushing or pulling someone, creating a whirlwind, catches your eye: a big peacock, its tail even
or something similar. In game terms, consider them a LvL longer and more imposing than the others, with
7 creature. After the Four Winds are invoked, they won’t a small crown of gold on its head. The beast,
respond anymore. seeing you, frantically beats against the bars of
If the Heroes don’t invoke the wind during the scenario, its cage as if wanting to be freed.
they can try to use this connection to transform it into the
following Unique Gift. The cages are all locked, but can be
opened with the keys of the Earthenware
Eunuch or by picking the lock (LvL 3,
WINDS FRIEND [1X1] SPECIAL REA+PRE). The creatures in the cages
Effect: The winds are special aren’t real birds, but some of the creatures
friends of the Hero and wind the Genie has captured over the centuries.
is everywhere. Once per In particular, the crown-wearing bird
session, they can whisper looks somehow familiar: the crown worn
a piece of information they is very similar to that of King Ardashir
have heard somewhere, which the Heroes may have seen in the
give the Hero a warning, ancient ruler’s tomb. If the Heroes open
snuff out a candle, or even
the cages, the birds fly out, but not far
save the Hero from a fall.
away: after a lifetime in a cage, they don’t
The winds act on their own,
but a Hero can also invoke know what to do. The only exception is
their help: every time they the bird with the crown. If it is freed from
do, roll a Fate Die, on a bad its cage, a marvelous thing happens.
Consequence, the Winds
help, but then go away and With a puff of smoke, the peacock disappears,
don’t return anymore. and a crowned man dressed in a long gown
Finding it: The character must lure appears in place of him.
the Wind Spirits with a
poem about their beauty You recognize him, he is King Ardashir, the one
(the player must compose a you saw on the sarcophagus, the original owner
piece) or with music (with of the Coin!
a suitable roll, for example
PAS+REA LvL 5), or in any The ancient King blinks and asks: “Who are
other suitable way (treat the you?”
Wind Spirits like four young
and beautiful girls).
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The Story of the Genie and the Mirror
A Bad Surprise!
You bar the door behind you. You hear the “May Ahriman swallow that Genie!” King
weapons hacking and bashing savagely at the Ardashir curses. “It is on the ceiling!”
wood: the door won’t last long.
You raise your head and see that on the top of the
You look around. You are in a circular room, with conical ceiling there is a sort of tunnel, ending
no other exit apart from a large window looking with a pale, transparent, almost immaterial mirror,
out into the night, surrounded by a red damask through which you can see the light of the sun.
curtain.
“How can we get to it?” Ardashir asks,
And the well? Where is it? dumbfounded.
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Scheherazade 25
The Story of the Genie and the Mirror
Meantime, the crowd, shouts out exclamations of nearby tower. Then he climbs up, until he
surprise. reaches the top, where he’ll try to throw
the princess down onto the crowd (killing
Three guards (LvL 2) are going to obey her as his master wanted) and then
the false Prince unless the real one fighting back any pursuers.
convinces them of his identity, with a LvL Part of the party should stop Zil and get
2, PAS+COU roll. the Coin, while the others must actively
If the Heroes defeat the guards, or contain the Genie.
persuade them to stand back, the Both Zil and the Genie’s stats are in the
false prince unsheathes his sword and New Creatures and Monsters chapter.
attacks the party (in particular, the If you want to add more chaos, throw
Prince, if present). Consider him a LvL 4 into the scene a number of frightened
enemy for now. He fights with reckless citizens (LvL 1) and confused Guards (LvL
abandon, smiling (Defense 3), sure of his 2).
invulnerability.
But the first time the false prince is hit, Zones: raised platform (where the emir
things change. and the dignitaries are), several zones of
crowds (Difficult Zone: a LvL 2 PRE+CAU
“Aaargh!” screams the false prince, wiping at the roll is necessary to pass through it), back
blood. “How dare you, puny mortal? How dare alley (through which Zil tries to reach
you touch me?” Secret Basra to escape), lower floors of the
tower (Narrow Zone: only two characters
With a thundering explosion, the false prince can be there), top of the tower (special
turns into an enormous djinn, with four arms Zone: on a bad consequence in combat,
and the lower part of its body made of smoke. or if thrown down from it, a character
With a swirl, he grabs Princess Jamila and flies suffers a LvL 6 attack).
over the crowd!
On the Carpet! Remember that if a Hero
“No! This wasn’t the plan! Come back!” a voice is still on the magic carpet, they can fly
shouts from the crowd. over all the area, ignoring difficult zones
and scouting around. They can also try to
Shrouded in a dark cloak, you see Zil. catch falling characters (LvL 3, PRE+CAU)!
What About Zil? The evil mastermind The Coin. Once the group has the Coin,
was hidden in the crowd, with the Coin they can try to send the Lord of the
in hand, watching all the action. When Masks back to his prison. It is done with
the Genie is wounded and assumes his a LvL 4 REA+PAS roll, with -1 Difficulty if
true form, he understands that his plan the Hero wielding it also has the Sword of
has failed. He wanted to have the Genie, Ardashir. If successful read the following.
disguised as the Prince, kill the princess
and start a war between Basra and The Genie, with a terrible laugh, turns into a puff
Musquat. of greenish smoke.
At this point, Zil tries to escape, while the “You won, mortal! I go back to my prison. But I
Genie, with the princess held in a couple won’t go alone!”
of arms, hovers over the crowd to reach a
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The Story of the Genie and the Mirror
The smoke flies to Zil and surrounds him. It is so But when the smoke flies into the sky, directly
thick you cannot see through it. to the ruins where the mirror lays, the traitorous
surgeon isn’t there anymore
The cries of the man are painful: “No! No! Leave
me!” You are pretty sure he is imprisoned in the
mirror now, with his former slave as master.
Scheherazade 27
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New Creatures
and Monsters
EARTHENWARE EUNUCH LVL 3 +
28 Scheherazade
The Story of the Genie and the Mirror
Life: 8; Initiative: 3
Keywords: Paralysis
Description: An enormous snake, Thueban (Arabic: snake) is intelligent and very beautiful,
with marble-white scales and deep blue eyes. His voice is soothing and very
persuasive, almost magical. A character hearing it in a moment of quiet (so
not during a combat or similar), must make a LvL 3, PAS+REA to ignore his
suggestions.
In combat, Thueban can spend three Effect points on an attack to swallow a
man-sized or smaller opponent!
The victim cannot move, and automatically loses one Life every round, passing
out at zero. Their friends can pull them out with a POW+COU, LvL 5 roll, kill
Thueban, or force him to spit out the victim (see below). After swallowing
someone, the snake loses interest in fighting, and tries to go away, to digest his
food, a process which takes a full scene (Storyteller’s decision, at least four hours
of time during which Thueban is sleepy).
Lore: This ancient creature is a savant snake, whose race dwelt in the dark jungles of
far-away India. Smart and cunning, he was captured by the Genie of the Mirror
many centuries ago and forced to serve him. As all the members of his race,
he cannot openly lie, but is always very literal in what he says and what he
promises. Thueban has a single weak point, the end of his tail, which, for the
last few inches, is black and very sensitive. Hitting it (the player must spend
two Effect points Hindering it), causes an intense pain to the creature (double
the Hindering value), and makes Thueban spit out any victim he has swallowed.
This information is available to any character with a snake charmer, fakir, or
similar concept (basically, anybody knowing serpents).
Scheherazade 29
The Story of the Genie and the Mirror
Initiative: 4; Stealth: 4
Keywords:
Description: Zil was once a good and skilled healer, a wise hakim, and trusted counselor
of Umar, the Emir of Basra. But pride and a certain overconfidence in his
intelligence led him to betray his ruler. Since the day when the Prince discovered
his attempt to poison the Emir, Zil has lived in hiding, so now he is quite skilled
in that art. He is armed with a wicked dagger (Vicious) which he keeps under his
robes, and recently acquired, in a mysterious way, a couple of minor artifacts,
the Powder of Mutation (used when first met), and the Mirror of Lies (which
he used with Shaktafa). He still has a trick up his sleeve, a pinch of Powder of
Blinding, a dangerous poison which, if thrown into a Zone, counts as an attack
at LvL 4 which causes double Hindering (each point of Effect spent to Hinder
causes +2 Difficulty)..
Lore: Zil is very savvy in the ways of healing, poisons, and ancient lore, this last being
an area of knowledge which he has recently deepened. But who is his master?
30 Scheherazade
The Story of the Genie and the Mirror
A Friend
Scheherazade 31
The Story of the Genie and the Mirror
Appendix B - Keywords
In this table are described the Keywords used in the scenario. Gear Keywords are
linked to items, and apply both to player characters and non-player characters, while
Opponents Keywords are only used by enemies.
Note that this is only a small selection of the keywords available in the full game.
[6]: If you roll at least a 6, a special effect applies. If you have more than one Keyword
triggering on 6, you must decide how to assign each 6. For opponents, this applies
when the Hero rolls a 1 on the Fate Die.
Heavy You can carry up to a number of Heavy Items equal to your POW
Attribute. At the Storyteller’s discretion, this can raise the Difficulty of or
make it actually impossible to carry out certain physical tasks.
Example. A suit of metal armor is Heavy. It causes +1 to the Difficulty of physical tasks except combat, and
renders it impossible to swim.
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The Story of the Genie and the Mirror
Immunity (specific) The creature cannot be damaged (but can, at the Storyteller’s discretion,
be Hindered) by a specific type of attack.
Mobility The creature is very fast. It can move one extra Zone per turn as a free
action.
Multi Attack X The creature can make X attacks per round, against different (or even the
same) target. Unless differently specified, the attack is always the same,
but certain creatures can use different attacks forms with each multi
attack.
Paralysis Each Effect spent by this creature when attacking, instead of causing
damage, Paralyzes the victim. A paralyzed hero suffers +1 to the Difficulty
of their physical tests (like Hinder), but the penalty disappears only when
a particular condition triggers.
Scheherazade 33
Welcome
to Scheherazade - the One Thousand and
One Nights Roleplaying Game!