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Mission From Moses
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10 Interview Prompts to Capture Your Family Story
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Introduction
There have been ten plagues upon the Egyptians, and after watching G*d wage war on your behalf, all of the Israelites have been given leave to go free. But Pharaoh is fickle. He has revoked this permission before, and the entire community is scrambling in their homes to get ready to go quickly. In the midst of this hustle and bustle, you receive a message that Moses needs to see you at his headquarters immediately. Arriving at Moses’s door, this is a good time to ask Players to describe their characters and to give their names. If any of them know each other, they can establish that relationship here.
Get the Mission
When Moses brings them in, he thanks them and conveys the following: “We have a problem. Joseph was the one who brought our people here to Mitzrayim and set up our livelihood here, but he knew that we would eventually leave this place. He made our ancestors swear a divine promise that when left, we would take his bones with us. The problem is, we don’t know where they are. I can’t leave to find them myself, but we can’t leave Egypt without the bones of Joseph! We need you to find them.” 3
(If they wonder why they have the job, perhaps it’s divine prophecy, perhaps Moses has his own reasons. He probably shouldn’t be too specific.)
He tells them they might want to start with the oldest living person, Serach Bat Asher, to see if she has any knowledge of where they are.
Get the Intel
Serach Bat Asher is Joseph’s actual niece. She has been alive for an impossibly long time. She remembers a lot, but has forgotten more. When they tell her why they are there, she is suspicious and asks why they are the right people to find her uncle’s bones. They will need to find some way to convince her.
Once convinced, Serach is able to tell them that the Egyptians knew we couldn’t leave without him, so they hid his sarcophagus by sinking it somewhere in the Nile. The searchers will need two things: A small gold plaque that she gives them with G*d’s 4-letter Hebrew name on it, and the answer to a riddle that she will tell them. But, that’s as much as she can remember.
Choose any riddle you like, but here are two that are appropriate for these purposes:
Finding the Spot in the River
Depending on who the Characters are, they might have a number of ways of figuring out where in the Nile the Bones of Joseph have been submerged. Characters can use their backgrounds and deductions and skills to figure out where the river is different, why the Egyptians might have chosen one spot over another, who might have submerged the bones, etc… Anything plausible that gets them asking the right questions, or even just a good Ability Roll, should be rewarded with hints and information.
Their investigation will ultimately lead to the fact that Joseph (who was a noble in Egypt when he died) was submerged in the section of the Nile that runs beside the royal palace. And specifically, his sarcophagus has come to rest in the portion that is immediately next to the chambers of the Pharaoh’s daughter, the one who raised Moses.
Two potentially useful facts that they might discover or roll to have some knowledge of:
Getting to the Spot
Once they have figured out where in the river the bones are, getting to that spot is also highly dependent on the choices and skills of the Characters. They could conceivably try to swim, boat, sneak along the banks, sweet talk their way through the palace, find a way to get word to Batya that they need access… Any number of options here. Whatever the Players attempt, be sure to 4 make it somewhat challenging, with Ability Rolls to get past guards, avoid crocodiles, etc. If they fail at these things, it need not be fatal. They will just have to deal with the consequences and find another way to the spot.
Batya’s Chambers of the Palace
Once they get to the Batya’s chambers, she is present, gathering her belongings to leave with the Israelites. She can help with what they might need at this point–information, political influence, just a place to rest, etc. If Batya attempts something, you also have the option of having her make an Ability Roll, too (a good thing to give someone else to do, if there are people present who aren’t Players yet). As a convert to her son’s religion, she too has the tension between her Mitzrayim Abilities and her Yisrael Abilities.
Raise the Bones
Once they get to the pavilion on the Nile connected to Batya’s chambers, they will need to do two things:
In any case, if they roll well and you are satisfied they have used the answer to the riddle, their actions will activate the plaque, and the sarcophagus will rise from the bottom of the Nile.
Get Back to Moses
Now that they have the bones, they will need to find some way to get it back to Moses’s headquarters. This can be as varied as the ways they got to the burial site. If you are pressed for time, you can either make it easy for them to retrace their steps, or you can point out that the plaque seems to make it so the sarcophagus defies the currents and other pressures of the Nile. They can conceivably steer it up river to a place where it is easier to deliver to Moses.
Conclusion
When they return, make it a heroes’ welcome. Dancing and singing and reverence for Joseph and G*d… Moses can gratefully congratulate them and say: “Thanks to you, we are almost entirely ready to go. We saved you some rations. Sorry we didn’t have time to let it rise.”
You can conclude by passing out the afikoman and saying, “Moses hands you the remaining portions of the unleavened bread they had prepared. And you and the whole community are finally ready to continue the journey to freedom.”
You are an Israelite about to leave Egypt during the Exodus story. Roll three d6 to determine your Character’s Type, Descriptor, and Job. Note the results on an Israelite Character Sheet.
Type
Descriptor
Job in Egypt
Now, give your Character a name, and decide if and how they know any other Characters.
An Item from the Neighbors
When the Israelites left, they took along items from their Egyptian neighbors. Roll a d6 to determine what special item you have:
If your Abilities get all the way to 6 Israel / 0 Mitzrayim, your actions have become too obvious. Pharaoh finds out what you’re up to, hardens his heart, and you cannot leave.
If your Abilities get all the way to a 6 Mitzrayim / 0 Israel, the pressures keeping you in place win out. You lose heart and need more of a sign from G*d before you are ready to leave Egypt.
You can always find new Characters to take on this adventure, but if anyone reaches a level 6 on one of these two Abilities, this round of the game will be over.
You can intentionally move your Ability levels without rolling by giving your character a moment of reflection in the roleplaying. These should be specific to your Character and their story.
The Storyteller will determine if you have earned the level adjustment.
A note on why Ability levels work the way they do…
You may have noticed that when you succeed on one of your Ability Rolls, it makes it harder to succeed on that roll the next time. That is on purpose. The decision to stay in Egypt or leave to freedom might seem obvious to us, but the Israelites had never known any other life. Sometimes the closer you get to something new, the more the familiar calls you back. And the more stuck you feel in what you know, the more it drives you to break out of that narrow place. When you are pulled too far in one direction, you may need to remind yourself of other parts of your life, or you may need to rely on others to accomplish the things you can’t.
As the Storyteller, you essentially have three jobs:
Other guidance:
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