Obojima Solo – Episode 2
A City Chase
Materials Used: Obojima Campaign Book, D&D 5e SRD, Mythic GME 2e, Starsmith Expanded Oracles, Ironsmith Expanded Oracles, various Mythic Magazines
Art by me
In the first episode of Obojima, we meet Naveel Onker as he is taking his final test in the Witchery to be qualified for his Field Study. He was assigned to a mentor, Neelah Leek. She instructed him to proceed to Matango Village for their annual Truffle Hunt via the Wandering Line spirit train. While traveling through the city of Yatamon, our protagonist comes across a Ranger who warns the citizens of the spread of a mysterious thing called the Corruption.
Naveel Onker Lvl 1 Wizard/Witch 8/8 HP
Start of Scene
Chaos factor 5
Expected Scene: Get to Wandering Line station at sunset
Test the scene d10=1 Altered Scene
Scene Alter table d10=4 Increase ActivityMythic Action table: Disrupt + Investment
The Ranger’s news on the Corruption weighed heavily on Naveel’s countenance, as he now trudged through the streets of Yatamon toward the outskirts of town. The colorful shops lining the street that normally piqued his interest held no allure for him now. The sun was in the lower quarter of the western sky, so he still had plenty of time, but he did not feel as excited as he had. Determination still simmered within him, and as he dwelled on his now silent uncle along with his lost parents, the feeling came to a boil. He raised his chin high, his purpose renewed.
Unfortunately, the storm of thoughts and emotions had clouded his attention, and he bumped into the back of a group of rag tag looking humans gathered around a large young man who was “magically tagging” the wall of a potion shop with an image of a purple goro goro (a sake demon who eats drunk humanoids).
“Hey, watch it, punk! Or you’ll face the wrath of the Goro Goros!” the pimply faced youth he bumped into spat.
Naveel looked at the half dozen young men, and one young female, who were all now glaring at him. “I’m so sorry, I should have been paying better attention.” Naveel offered a small bow to the group along with his apology.
“That’s right, you should have!” Pimples snarled. The large young man finished his graffiti and pushed his way to the front. He had a First Age relic cassette player on his hip, and a set of foam-covered headphones perched on his ears. Naveel could see the player had a cassette playing at the moment, and the large boy reached down and pressed the stop button.
First Age technology in Obojima is 1980’s tech from our world, cassette tapes, phone booths, vhs, etc. They can be powered by magic or spirits and do their original intention, or new tasks. For example, often cassette tapes are used as spellbooks. This character was using a spell on tape to magically apply paint to the shop wall.
“Be quiet, Auro. What do you want…witch.” The large young man glanced at the spellbook bulging in Naveel’s pack.
“Sorry, Tatsu.” Pimple face, apparently named Auro, murmured.
“Uh, I don’t want anything, just walking through.” He glanced surreptitiously at the vandalism despite himself.
Tatsu raised his large arms over his head in an exaggerated stretch, no doubt trying to intimidate Naveel. “Well, this is Goro Goro turf, and you are interrupting our art.” He saw Naveel’s eyes going to his art. “You going to tattle on us, Witch?”
Naveel swallowed, he just wanted to go on to the Wandering Line station, he was not interested in causing any trouble with these miscreants. “No, no of course not. I’ll just be on my way. My apologies, again.” He moved to walk around the group, and the girl darted out her hand and grabbed the sleeve of his robe.
“I don’t think Tatsu was through talking to you, Witch.” She sneered.
DC 2d6+6=13
Naveel Cha to convince them to leave him alone. D20+3=14 PassMythic Conversations: 80 Twice! Offensive X 2
Naveel grinned in her face. “Well, he probably is talking to me because your breath stinks so bad he can’t stand talking to you!”
The girl snarled at him, but the gathered boys, including Tatsu, all roared with laughter. She turned her glare from Naveel to her companions. Naveel noted a look of hurt on her face at the sight of Tatsu laughing at her expense, and he felt a little bad.
She released Naveel’s sleeve and shouted an arcane word while swirling her hands. A ball of water appeared in her moving palms, and she hurled it at Auro, who stumbled back, drenched from the blast of water.
“Hey!” he screamed. The others roared with even more laughter, and Naveel took the opportunity to try to slip away.
DC 2d6+6=17
Naveel Dex to sneak. D20+1=14 Fail
The shop owner heard the commotion and came out with a broom, shooing the youths away from her shop. Naveel was already down the street when he heard her begin to shout about the graffiti on her shop. Luckily, he was far enough away to not be implicated. But Tatsu and the others saw him scurrying away and hurried after him.
“Get him!” Tatsu shouted as they all hurried down the street. Naveel clutched his staff to his chest and began to sprint away from the oncoming gang.
I’ll do a progress bar for this chase. I will have 10 rounds of skill checks randomly rolled from Astonishing Random Tables – Urban Chases. If we Succeed on a check, we mark progress on the bar. After the 10 rounds, we’ll roll our Progress vs 2d10 (like Ironsworn vows) to see the outcome.
Round 1
D20=16 No Complication. +1 Progress. 1/10
Naveel had a bit of a head start, so he dashed down the street, the gang following close on his heels, shouting threats at him.
Round 2
D20=8. A patrol of city guards try to stop you. DC check of 15 with Str, Dex, or Cha. I’ll do a Cha check to try to talk my way out of it.
Cha d20+3=9 Fail. 1/10
As Naveel ran, a couple of the local militia who roamed the streets of Yatamon to keep the peace heard the shopkeeper shouting about her graffitied wall. Seeing him running ahead of the others, they presumed he was the culprit. They dashed across the street just as he neared and ordered him to stop.
“It wasn’t me, good sirs! It was those guys!” and Naveel pointed behind him. The Goro Goro gang sprinted across the street away from the militia, but had gained valuable seconds on Naveel. When the guards turned to look at the gang, Naveel dashed down one of the side alleys away from the group and the militia.
Round 3
D20=20 No complication. +1 Progress. 2/10
The guards accosted the group of youths about their involvement and that allowed Naveel to make some progress away from his pursuers.
Round 4
D20=11 Make a Wis Perception check DC 13 to notice an open manhole. If you fail, fall into the sewer taking 1d6 falling damage, and a Con saving throw DC 12 to avoid being poisoned by the sewage.
I’m proficient in Perception, so I get a +5 bonus.
Wis d20+5=10 Fail! No!
1d6 falling damage=4. HP 4/8
Con saving throw d20+2=14 Pass
Naveel glanced over his shoulder while he ran down the alley, hoping he could make some gains away from the Goro Goros. He turned back just in time to see a gaping open manhole into the sewers below. He attempted to stop, but he skidded on the cobblestones and slipped into the hole. He landed hard with a splash in the murky water trickling through the sewers. He stood, cursing at his now soiled robes. He heard the shouts of the gang members above, talking about him going into the sewer. He considered running down the sewer tunnel, but it was dark, and he had not thought to bring a light source with him. He scrambled up the ladder as quickly as he could, only to see the gang members approaching down the alley.
Round 5
D20=8 Guards again.
Cha d20+3=15 vs DC 15 Success! +1 progress. 3/10
“Here they are!” Naveel shouted to the militia who ran past the alley way mouth, they skidded to a halt and proceeded to pursue the gang, who followed closely on the heels of Naveel as he sprinted away again, though a bit slower than he had due to one of his legs being sore from the fall.
Round 6
D20=7 Street urchins surround you. DC 12 Str or Dex to avoid them. On a fail of 5 or more, they pickpocket you.
Dex d20+1=16 vs 12 Success! +1 Progress. 4/10
As the alley opened into the adjacent side street, Naveel found himself among a crowd of young boys and girls. They rushed toward him, their hands outstretched, asking for alms. He glanced behind him, and dashed away from the children, moving down the street at a hobbled run. The gang burst from the alleyway, followed by the guards, and bowled into the quagmire of children.
Round 7
D20=20 No complication. +1 Progress. 5/10
With a glance backward, Naveel smiled to himself as he gained a little more distance. The militia were now questioning Tatsu and the others while simultaneously trying to disperse the crowd of begging children.
Round 8
D20=3 You come across a crowded marketplace. Make a DC 12 Str or Dex save to avoid the crowds or become slowed. Failing by 5 or more and you are grappled.
Dex d20+1=13 vs 12 Pass! +1 Progress. 6/10
Naveel rounded the next corner to find the entire square block packed with citizens. An open market was in progress, and people milled about visiting the various stalls. Deftly, Naveel maneuvered between the crowd and broke out in a run once again on the next block. He could hear shouts of frustration rise from behind him as the gang encountered the same crowd.
Round 9
D20=15 No complication. +1 progress. 7/10
The combination of the militia and now the crowd allowed Naveel to make good progress away from his pursuers. His legs ached from the run following the fall, and his robes were uncomfortably wet and smelly from the sewer. He slowed his pace slightly to regain his breath.
Round 10
D20=17 No complication. +1 progress. 8/10
8 vs 2d10=4 and 5. Strong Hit! He loses the gang in the streets.
Finally, Naveel could no longer hear or see Tatsu and his gang in pursuit. His trot slowed to a walk and he leaned against the wall of a building to regain his breath. A sheen of sweat soaked his face and back, and the remainder of his robe clung to him where he had fallen into the sewer. He barked a laugh at the absurdity of it all.
With a flick of his wrist, he cast his cantrip, Task. A magical force squeezed the rancid water from his robes, and they were simply damp now as opposed to soaking wet. He looked around at what street he as on, then determined his direction and limped down the street, footsore from the fall and the chase.
Ahead of him, a magical armory shop loomed, the shopkeeper standing darkly in the doorway. Though Naveel saw no one behind him, he thought it might be prudent to step indoors for a few minutes to avoid any further commotion. As he neared the doorway, the merchant held up a hand.
“Only Coven Witches allowed, young man.”
Naveel put on his best smile, despite his sweaty demeanor. “Ah, well, I’m a Witch in training, is that good enough?” And he made a motion with his hand again, adjusting his robes with his Task cantrip.
DC 2d6+7 (+1 for sweaty)=17 yikes
Cha +6 (arcana)=23 Pass!
The man snorted, then smiled and waved him in. Naveel gave him a bow, then passed through the doorway. Though it was not hot this time of year in Obojima, the store was blessedly cooler than the evening sun outside.
Mythic Magic Item: Monster + Trap
Mythic, does the merchant give him something for free? 42 vs 50 yes
The merchant followed him inside and made an elaborate flourish to indicate he was welcome to shop around. Naveel had not visited a magical armory before, and was amazed at the various weapons, armor, potions, scrolls, wands, and even First Age relics lining the shelves. It all appeared to be out of his 4 GF price range. But he enjoyed looking around at all of the magical items nonetheless.
The merchant did not quite hover, but he kept a close eye on his wares. He broke the silence with some small talk. “So, are you starting your Field Studies?”
Naveel glanced to the shopkeeper and smiled. “Yes sir, I am. Just starting today. I’m heading to Matango Village to participate in the annual Truffle Hunt there.”
“Ah, Matango! A wonderful little village. Lots to see and do around there, to be certain. But you must be careful, there are some things that are too nasty to be encountered alone,” he had a friendly smile on his face and shuffled back behind one of the counters. He stood with a corked bottle of pink potion.
“I know you likely don’t have much starting out. Let me gift you this Don’t Hit Me Juice. If you get in trouble with a monster or the like during your hunt, simply throw this potion at the assailant, and it will pacify them…uh….for the most part. Some things can overcome the effects, but it will give you a chance to escape, anyway.”
“Wow, thank you sir!” Naveel beamed at the unexpected gift. He bowed low sincerely after taking the offered potion and slipping it into his pack.
“Of course, young man! I’m happy to help an honest pursuant of the craft.” He glanced at the ticking clock on the wall. Naveel followed his gaze and startled, it was only half an hour before sunset!
“I have to get going, thank you again, sir, and have a pleasant day!” The man called out good luck as Naveel hurried from the shop and made his way toward the outskirts of Yatamon.
The magically sustained First Age buildings of Yatamon began to give way to the more rural contemporary buildings of the farmers surrounding the city. As the sun crept toward the horizon, Naveel arrived at the location where the Spirit Train was known to arrive. There was an old, worn-down station building sitting among a glade of birch trees. The doors and windows were boarded up, and vines encapsulated the majority of the exterior. A strange breeze tickled Naveel’s neck as the sun sank below the island’s landscape. Suddenly, the station was overlaid with an image of itself in immaculate condition. The dilapidated structure could still partially be seen underneath the other image, but only just barely.
With the breeze—rocks, wooden planks, and steel rails whooshed into view and laid down in front of the station in the shape of spiritual train tracks. A light appeared in the near distance on the tracks and resolved into a three car train that chugged to a stop in front of the station. Several spirits riding the train filed out of the first two cars and disappeared into the surrounding forest.
Naveel hurried toward the train, only to be greeted by the human looking spirit conductor. He fussily asked for a ticket as Naveel stepped up into the first car. He waved his white gloved hands for Naveel to step aside as other ticketed spirits entered the train.
“Uh, I don’t have a ticket, sir. I do have these Creeping Bulette mushrooms though?” And Naveel dug into his pack and retrieved the bundle of fungi.
The conductor’s translucent eyes gleamed a bright blue before returning to their normal clear color. A basket appeared floating beside him and he motioned for Naveel to place the bundle inside. Naveel did so, and the spirit said, “Come aboard then, do not tarry.”
Naveel bowed and walked onto the train. There was an open bench seat next to a humanoid dog spirit reading a newspaper. It did not acknowledge Naveel as he sat down next to him.
“All aboard!” the conduct called out to the station beyond. He blew his shiny whistle, then disappeared from view. The basket Naveel had deposited his mushrooms in now floated down the aisle, and the other passengers, all spirits from what Naveel could see, placed their tickets or offerings into the basket. It popped out of sight and the train slid silently into motion. Naveel looked over his shoulder and could see the station return to its decrepit state and the rails begin to fade away as they rolled down the line. Soon the birch forest too faded away, replaced by the thick mist of the Spirit Realm.
Naveel sighed in amazement, and the dog spirit sitting next to him looked over and shushed him.
Abashed, Naveel bowed his apologies and enjoyed the train ride to Matango Village.
End of Scene
Short Rest: Use 1 HD to restore d6 HP=1. Boo. 5/8 HP
Chaos factor check d10=8. Chaos factor increase to 6.
Close thread: Go to Wandering Line
Next expected scene: Get to Matango Village
I hope you enjoyed this session of Obojima! I am trying to keep it cozy, while still having action as well, and I think this episode hit the sweet spot for me. Let me know what you thought in the comments!



I liked the chase, they are so hard to get it right as a player and from a writing perspective. I feel like you hit the right spot with it being fun and engaging without feeling like it dragged. It also suited the vibe haha, falling into the sewer and then dragging yourself out!
I like the recap at the start! Short and easy way to remember what happened.
Damn, the way you dealt with the chase scene is incredible hahah. I would have probably just handwaved it or done something quickly, but you made a whole thing out of it. Really cool stuff.
The First Age is an interesting concept, I like it. I don't know the lore behind it, but we can guess that it's kind of a post-apocalyptic Earth, right? Maybe due to magic or something.
Great session!