Thursday, April 19, 2018

Myths of Lemuria, part 2

An actual play journal of a Barbarians of Lemuria (Mythic Edition) game.

I’ve been anticipating the next session of our 3-person hangouts game (continued from here) for a long time. In this 2 1/2 hour session, our heroes began on the tails of last session’s game. They encounter fell cultists, and a demon, and have a harrowing journey by sea during which they fight a dangerous bounty hunter.

Read on!

The cultist of Hadron from our last session had gotten away. The heroes hunker down in their usual haunt and are approached by a familiar figure. Dalar the Dealer was the middle-aged man who had originally sold the intrepid adventurers their copy of the map that had led them to riches. Now fearful, Dalar tells them that dark cultists threatened him. They had captured his only daughter and promised to sacrifice her to their dark god if he did not give them the only copy of the map — the same he had sold to them.

The heroes reluctantly agreed to help him, but were loathe to be taken advantage of by unscrupulous business practices. Dalar promised the remainder of his wealth — what little he had. He said the cultists would return the next night to collect the map, and would act on their promises if he did not produce it. The heroes agreed to look into the matter, and if nothing else could be done, would meet the druids head on the next night.

They took to the streets. Garde, leveraging help from his friends in low places, discovered the identity of an errand boy that procured occult items for the cultists every morning at the shop of an old crone who gave mysterious alchemical preparations.

Before they took to their new task, a new ship had meanwhile arrived in Urceb. Its crew included a man both Garde and Agroc recognized from their past. Pavo Rin was an infamous sailor, sell-sword, and bounty hunter that often visited Satarla. Both men had a past they wished forgotten; Lord Festus, and disgruntled lord who had maligned both heroes still sought revenge. Pavo and his crew had entered the heroes’ haunt. Was Pavo’s appearance an accident? Would he be under the employ of Lord Festus? Due to Brom’s carousing antics, the one-eyed sea captain seemed to pay them no mind.

In the morning, the heroes made for the woman’s shop as intended to intercept the errand boy. They descended upon the street urchin and agreed to free the boy from his plight in exchange for showing the whereabouts of the cultists’ hideout. “Rat”, the boy agreed to the promise of a better life.

Straight away, Rat led them by circuitous route and by trap door to a secret underground passage. Having shown them the way and told them the temple’s defenses, Rat was told to await the heroes near the docks.

The heroes infiltrated, taking out two guards quietly. They came upon a sunken temple devoted to Hadron. Several dark cultists were under the spell of some fell magic or illicit substance, and all partook of a ritual, chanting in unison. Four maidens were chained within in preparation for blood sacrifice. The three heroes were able to fan out in the dark recesses of the chamber.


When the high priest made ready to sacrifice a girl, the three hidden heroes attacked. Garde slew the high priest with an arrow through the throat, while Brom took out several followers, and Agroc killed two of the priest’s assistants with archery. Brom scared away the remaining followers and together they rescued the four innocent girls. Going out was not easy due to the excess of enraptured kisses they lavished upon their barbarian rescuer.

However, something deeper in the tunnels was awakened or alerted, shaking the very walls. The three escaped with the maidens. Agroc held the rear and witnessed some beast of shadow that could fly and exuded fearsome power. He escaped. No doubt the terrifying monster from the void would have overtaken them but could not pass through the narrow tunnels the issued from the temple.


They were free.

Reuniting Dalar with his daughter, Esmalda, and having freed three other girls along with Rat, they had the makings of a small crew. Agroc renamed his newly purchased galley (which he bought with his stolen loot in session one) “Esmalda” in honor of Dalar’s rescued daughter. They then agreed to take them to the safety of Lysor where they might find a better life away from the dark cultists that no doubt now wished them dead.

They hastily procured provisions and then plotted a journey along Lemuria’s windswept and dangerous eastern coastline, a journey that promised at least three or four difficult days  of traveling solely by sail. The prevailing winds were with them, which was good, but they had no crew to man the galley’s oars should the weather turn or the winds flag. As the heroes departed, Pavo Rin appeared again with the thronged folk that came to see the heroes off. His one good eye challenged the three as they sailed away. He recognized them. Perhaps he would make good on the bounty on the heads of Garde and Agroc.

The first day at sea under the expertise of Agroc, who was a native of the pirate isles, they made good time and avoided the many perils of the rocky coast. However, on the second day, there appeared far behind them the sails of another ship that was bearing down. They did what they could to try and outrun whatever ship pursued them, but their hunters possessed a full crew of oarsmen. By the day’s end, Pavo and his Sea Drake made ready to overtake and board the Esmalda.

Agroc and his friends decided to try and lose pursuit among the dangerous shoals near one inlet they spied, hoping to snag their enemy. However, they ran aground, giving their enemy time to close the distance.

Garde fired a fiery arrow to light Pavo’s sails, but the enemy ship managed to ram the Esmalda sending Agroc overboard.

A fierce battle raged between Pavo’s well-armed men and the remaining heroes. The Esmalda floundered, taking on water, and the Sea Drake burned. Brom took out most of Pavo’s experienced men with his savagery, aided by Garde with his arrows. However, Garde lost his bow as the sinking ship listed. Some of the fearful slaves issued forward to challenge them at their captain’s command. However, Brom promised them freedom; and having witnessed his effectiveness in battle, they submitted.



Agroc swam around the two ships to take the aft of the Sea Drake stealthily. When he climbed quietly aboard, he took Pavo by complete unawares as the captain ordered his slave galley to put out the flames. Agroc would have ran him through with a well-aimed sword to his backside, but somehow by a trick of his hidden mail, Agroc’s clever blade was turned aside. The two fought furiously, exchanging blades with the skirl of steel.

Garde leapt aboard the new ship with a daring swing across line to land behind Pavo. He nearly killed the bounty-hunter sea captain as well, but Pavo disappeared into the churning sea and did not reappear. Likely, the heroes had not seen the last of Pavo Rin!

The flames doused and the oarsmen pacified, the heroes had managed to capture a better ship. They completed their journey to Lysor, at which point we ended the session.

BoL’s simple rules really lend themselves to quick, easy fun. Looking forward to our next session!

Thursday, March 22, 2018

Doom of Daggerdale, scene 6

Scene 3. The Townsfolk Demand Answers
Scene 4. Ambush at the Rebel Camp
Scene 5. Rendezvous at the River


Scene 6. The Witch of the Wood






Setup. Janson and Amelia arrive at the healer’s house
Chaos Factor. 8
Altered? Interrupt! PC Positive (Janson) — Excitement Business 
NPCs. Randall Morn; Eragyn, priestess of Cyric; Colderan the Mage-Lord; Constable Tren; Zhentarim; Dalesfolk; Goblin Raiders; Marlas Dwinkle, curator of the curio shop; mysterious dark elf authority; drivers
Threads. Solve the Trouble of Daggerdale; Get Randall Medical Help; Discover What Deception Took Place at the Rebel Camp

Another derailment? Let’s see… I’m going to roll a few Cubes to distill the meaning, and I get Chalice, Fearful Face, and Quill. Sounds like they run into surviving members of the camp who have with them the healer.

Q. What’s the healer like? Crow, Skull & Crossbones

The night deepened as Janson and Amelia plodded through the woods. Amelia did her best to trailblaze and keep a lookout for trouble. Janson bore his cousin stoically over his shoulder.

When they heard sounds ahead, the two came to a halt and crouched quietly. There was torchlight and anxious voices. Janson recognized some of the men and yelled to attract their attention. Soon, the pair were surrounded by fierce men wielding bows and spears. Janson held up his hands to placate them.

“It is Janson Morn, along with Randall!”

“…And a friend!” Amelia added.

The men were rebels, including a number of reinforcements from nearby farms. Among them an old crone stepped forward. She was withered and repulsive — she was blind, finding her way with a crooked walking stick and the help of two other men.

“Malda!” Amelia said under her breath in astonishment.

Janson turned to question how she knew the old crone of the woods, but he was overcome by cheers of his relieved colleagues. The men crowded in, bombarding him with a dozen questions and helping place poor Randall on the turf near a tree.

Amelia withdrew, horrified by the woman.

I’m compelling (by choice) Amelia’s A STRING OF POWERFUL ENEMIES. She has 4 fate points.

Malda Tel’fyr was a phantom out of Amelia’s distant past. The novice Harper had run across her before. Malda was some sort of witch, an authority of the occult, and perhaps even devoted to some dark goddess. She had helped one of the slave lords working in Waterdeep with his evil work. As far as Amelia knew, Malda had been apprehended like may of the other villains by the lords there when they were taken down. How she had escaped, and what she was doing so far from Waterdeep in the Dales begged questions of the Harper.

As the men rejoiced that their lord was alive, Malda’s repugnant face turned in Amelia’s direction, probing the air suspiciously with her bulbous nose toward Janson’s friend. Amelia shrank into the shadows.

“Malda!” Janson cried. “My cousin was wounded in battle. He has lost blood. Can you help him?”

The woman felt her way toward the prone man who clung tenuously to life. Her gnarled fingers found their way to the wound in his chest and felt for signs of life.

“We haven’t much time,” Malda croaked.

Q. Does she help Randall? (Likely) Yes

The old woman removed some sort of foul-smelling poultice from her neck. She chanted and seemed to shrink over Randall’s form, nearly collapsing atop him. At last, she righted herself. “He needs rest,” she said in a spent voice. “We must bring him to my cottage immediately,” she urged.

In agreement, the men helped bear their fallen leader after Malda. Many of the men parted with them and continued back to the ambush site to find more survivors or oust other evil lurkers. As they continued, Janson questioned his companions as to the happenings when they were attacked.

Q. Do they know who the drow work for? (No Way) No
Q. What do they know? Monkey, Treasure Map, Mushroom

None of the rebels knew the reason for the attack. They were completely taken by surprise as dark elves descended upon the camp silently from the trees. The initial wave decimated many men. However, the force was not large and the survivors eventually routed them. They followed the fleeing attackers to a cavern not far to the north that was filled with giant mushrooms. They dared not enter for fear of great numbers and prepared tactics, but at least tracked the place from which they issued.

They then immediately went to get reinforcements and summon Malda, the witch of the wood, to heal any survivors.

Before they arrived at Malda’s place, Janson looked back to Amelia, who had fallen behind. He waited for her. “What is wrong?”

Amelia didn’t speak at first. When she did, she kept her voice low. “How do you know that woman?” her voice was full of dread. She remembered seeing some horrific things in Malda’s presence in the past.

“She is sympathetic to our cause,” Janson replied. “Or at least willing to give assistance when we are in need of it.”

“You shouldn’t trust her,” Amelia warned.

Janson looked down at the Harper with sternness. “She has saved many men. We owe her our gratitude!”

Amelia was about to reply, but kept her mouth shut. She would watch the witch carefully. For all she knew, Malda might try to slit her throat when she slept for retribution.

Chaos factor goes down a point to 7.

I’ve added ‘Malda Tel’fyr’ to the NPC list and removed ‘Get Randall Medical Help’ from the thread list. Questions still remain about the dark elves’ involvement. I’ve also added ‘Discover Malda’s Story’.

Wednesday, March 21, 2018

Doom of Daggerdale, scene 5

Scene 3. The Townsfolk Demand Answers
Scene 4. Ambush at the Rebel Camp


Scene 5. Rendezvous at the River





Setup. Shoshana is roused from sleep
Chaos Factor. 9
Altered? Interrupt! Remote Event — Travel Ambush
NPCs. Randall Morn; Eragyn, priestess of Cyric; Colderan the Mage-Lord; Constable Tren; Zhentarim; Dalesfolk; Goblin Raiders; Marlas Dwinkle, curator of the curio shop; mysterious dark elf authority; drivers
Threads. Solve the Trouble of Daggerdale; Get out of Jail; Get Randall Medical Help; Discover What Deception Took Place at the Rebel Camp

Well, this is getting crazy! In keeping this as focused as I can make it in context with the given narrative, it sounds like Shoshana is being handed off somewhere on the road, but Tren’s contacts are found dead…

In the middle of the night, Shoshana was unshackled from the iron ring in the floor in her dismal cell. The manacles about her wrists were kept on, as were the bindings around her mouth. She was roughly escorted from her erstwhile confinement and into the night air.

She recognized the despicable lackeys of Tren, including the original two that had accosted her outside of Dwinkle’s curio shop. She protested behind her muffle, but they shoved her forward.

“Move! And stay quiet,” said the leader of the small band of four.

She was ushered toward the town’s edge, where they were allowed outside by a subtle sign to the gate warden. The old wooden gate creaked open and the silent escort prodded Shoshana forward. Once they were a safe distance from Dagger Falls, two of the ruffians lit lanterns.

“Where are we to meet them?” asked one.

“By the river’s crook at Shane’s Crossing,” answered their leader. “Now be quiet!”

Q. What do they find there? Empty Cradle, Trap

The five figures continued for perhaps an hour accompanied by the crunch of grit underfoot and the jingle of the sorceress’s shackles. Shoshana’s wrists were raw and she was weary and thirsty. At last, they came to a narrow stone span over a swift portion of the river sheltered on both sides of the banks with leafless oaks and maples.

Whoever the group was scheduled to meet, none were there to greet them.

“They should be here already,” remarked one man. “We’ll just have to wait,” answered another.

They continued to wait. The men gave the mage an evil look from time to time. One finally broke the interminable silence. “Maybe we should just do away with her here and now!” suggested one. “Tren will find out, and then it’ll be our hides,” argued another. “No, he won’t!”

One of the men cried out suddenly, pointing at the base of the bridge in the water. The men looked over the edge and held their lantern aloft. There they saw the floating form of a man with an arrow in his back.

The men suddenly cursed, drawing their daggers and clubs.

That was it. Shoshana was poised and ready. She made a dash for it across the bridge to the other side of the river.

Shoshana has SHACKLED AND GAGGED, and I’ll give her Athletics at Average (+1). Her spellcasting ability is compromised until she can overcome those aspects. I think I’ll also give her those other required skills, filling in her pyramid thusly:

Shoshana


Great. Lore
Good. Shoot, Will
Fair. Contacts, Empathy, Investigate
Average. Athletics, Notice, Provoke, Rapport

I’m also giving her the following stunt:

Blast. Once per session, you may attack everyone in a single zone with Shoot. Apply your roll to each target in the zone, and they can each defend individually.

This will be a chase here in the form of a contest. These are Average (+1) Nameless NPCs with LOW-PAID TOUGHS and a +1 rank in Fight.

“Hey!” cried one of the men, seeing the Sorceress getting away.

Although her RESTRAINTS were cumbersome, and she couldn’t freely breathe, Shoshana was ahead of them. Wide-eyed and bent on freedom, she looked for an AVENUE OF ESCAPE. It was DARK through the TREES, but because she was OBSESSIVELY SINGLE-MINDED (new declared aspect), she quickly spotted a track through the forest (1 invoke). She sped forward.

The four broke into pursuit, but the leader ordered his subordinates to SPLIT UP (boost). She risked a glance before speeding headlong along a narrow game trail (2 VPs for Shoshana). She came to a crossroads and saw the dim flickering orange torchlight further behind. She took an alternate smaller track leading perpendicular to the main way (final VP for Shoshana).

Finally, gasping through her gag, she slumped against a tree, having evaded her erstwhile captors. She worked against her RESTRAINTS, pulling her slender flexible hands through the cold iron (success at cost). She freed herself, but her hands were RAW AND BLEEDING (mild consequence). They shook from pain, and she feared she might not be able to use them to work the intricate semantic patterns required of her spellcraft. She pulled her gag from her mouth.

Once she had composed herself, a white-hot need for vengeance warmed her insides. She was free, and prudence dictated she find her way to a safe house where she could recover and plan her next move. However, she had other immediate ideas…

She found her way to a nearby clearing. She rubbed her poor hands, allowing the blood to return to them. Ignoring the bleeding, she used her magic to light a few small fires nearby. She could hear the men taking note of the flame and making their way over.

When the first of them appeared cautiously at the edge of the clearing, Shoshana addressed him. “You should have killed me at the bridge when you had the chance,” she said, her voice shaking from controlled anger. “That mistake will be your last!”

With that, she lifted her bleeding hands and uttered words of magic (success). Fingers of flame shot from her hands, sizzling through the air. The men’s agonized shrieks filled the forest as the white-haired witch destroyed them.

That removes ‘Get Out of Jail’ from the thread list.
Moving the CF back to 8.

Also, I think this marks the end of a ‘Session’. I’ll bring the PCs back to their refresh levels. Amelia and Janson have 3, and Shoshana keeps her remaining total (3). Shoshana’s mild consequence will stick around until she does something about it.

Monday, March 19, 2018

Doom of Daggerdale, Scene 4

Scene 3. The Townsfolk Demand Answers


Scene 4. Ambush at the Rebel Camp





Setup. Amelia and Janson arrive at Randall’s camp
Chaos Factor. 8
Altered? Interrupt! (Good Lordy!) Remote Event — Dominate the Physical
NPCs. Randall Morn; Eragyn, priestess of Cyric; Colderan the Mage-Lord; Constable Tren; Zhentarim; Dalesfolk; Goblin Raiders; Marlas Dwinkle, curator of the curio shop; Fendil the blacksmith; mysterious dark elf authority
Threads. Solve the Trouble of Daggerdale; Get out of Jail

Sticking with the original crew here, it sounds like they come to Randall’s camp to find it abandoned with shocking clues as to the rebels’ vacating.

I’m carrying over the extra GM Fate Point since it wasn’t used in the last scene.

Janson Morn pressed through the failing evening, taking Amelia on a circuitous route through the woods, frequently doubling back to further confuse the trail. The Harper peppered the brawny rogue about a good number of things.

“You talk entirely too much,” Janson remarked. Yet he answered each of her questions.

Janson was a bit of a hothead. Of all of Lord Randall’s rebels, none were more despised by the Constable of Dagger Falls and his men more than Janson. He had hurt a good number of Tren’s cronies on one of his last visits to the town when he was discovered. Now a hefty price was placed on his head, which seemed to delight Amelia a good deal.

“Good for you!” she said in response. Janson’s scowl only deepened.

In exchange — even though Janson hadn’t solicited any such reciprocation from her — Amelia revealed something of her past. She was a street urchin in Waterdeep and had broken a dark slave ring operating in secret there, almost purely by accident. However, it had gained her a number of powerful enemies as well as friends. The Harpers had taken notice of the girl and her plight, and granted her protection. It wasn’t long before she was working along with them, first as a messenger who could get into secure places, and then on to more daring missions.

I’m going to declare A STRING OF POWERFUL ENEMIES as a new aspect for Amelia.

When at last Janson came to a discreet marker in the grass that he sought, he froze at what he beheld.

Q. What signs are left behind? Meat on a Spit, The Rack, Arrows, Alien

Beyond a clearing the two saw the sign of smoldering embers. Smoke was thick in the air along with the smell of burned flesh. Janson abruptly drew his bow and leapt forward.

“Wait!” called Amelia. The Harper donned her hood and made her way to the deeper shadows along a line of trees.

When Janson stepped to the edge of the camp, what he found filled him with tremendous dread. In the darkness was Randall’s most recent rebel camp. The many tents and makeshift stables were tossed aside, ransacked, or altogether burned. Bodies were strewn about, many showing signs of needless wanton torture. Men were maimed, or quartered, or worse. Arrows peppered many trees, showing signs of an ambush or skirmish in recent history.

Janson immediately assumed Constable Tren or his Zhentarim supporters, but his eyes fell upon the body of a dark elf. Hate and loathing filled him. Snarling, he spat at the body, and went to look among the dead for sign of his cousin.

Q. Does he find his cousin among the dead? (Unlikely) Yes
Q. Is Randall still alive? (50/50) Yes

Q. Are there men unaccounted for? (50/50) Yes

Q. Any other immediate threat? (Unlikely) Exceptional Yes

Q. What is it? Spider


It seems the drow left behind some driders to finish off any threats.

The woodsman searched about. Amelia came to the edge of the encampment, her senses tuned to lingering threats. Janson came upon a figure prone with a broken sword still clutched in one hand.

“Randall!” he cried. Dropping his bow, he knelt next to the figure. Randall was alive, but barely. He had lost blood and treaded dangerously near death’s doorstep. “Can you hear me?” Janson cried, holding his head.

Q. How is this set up? Fire, Chaos, Lurking Shadow, Trap

I already know I want to treat these baddies as Good (+3) Nameless NPCs with EIGHT-LEGGED CURSED ABOMINATION and HORROR OF A LIGHTLESS WORLD with +3 Stealth, +2 Fight, and +1 Athletics. Three of them would be a significant challenge.

Borrowing a battle map, I’m dividing into a tic-tac-toe zone configuration. Anything visible is a usable aspect, plus it’s DARK with a SMOKESCREEN, and there are various burning EMBERS.

I’m also gong to devise a bit different notation for rolls, incorporating them direct in the text using the ellipsis trick from Fate Core along with brief parenthetical summaries.

I’m also going to give the stunt, DANGER SENSE to Amelia along with the Stealth skill at Good (+3) and Notice at Average (+1).






The rightful ruler of the Dale was pale, pierced through the lung with a crossbow bolt. He looked like death had claimed him, but after repeating his prompt Janson saw Randall’s lips twitch.

“Water!” his brawny cousin said, reaching for his skin.

Amelia, in the meantime, cautiously approached from the southwest of the small clearing (Zone 7) clinging to the DARK (2 invokes) and approaching noiselessly (assume action already happened before the conflict). The Harper saw Janson leaning over a figure in the center of the clearing (Zone 5) while keeping to the shadows and scanning the deeper concentration of trees to the north (1 shift). With her keen eyes, she spied three hideous bloated shapes emerging from the darkness — massive spiders the size of ponies with the torso of an elf — dark elves to be precise, with stark white hair. Each was armed with a spear and assortment of other weapons (Zone 2).

Janson was exposed. Amelia cried out suddenly, revealing her position. “Janson, look out!” The ALERTED (2 invokes) woodsman whirled around to confront the danger (free invokes on DARK go away). The rebel drew his sword and charged forward fearlessly.

Janson has the skill, Athletics at Average (+1).


Blade leading, the burly woodsman leapt a fire pit and into the path of two fiendish monsters. The smoke in his eyes and the darkness spared them worse hurt as he pressed them into a hasty defense (1-shift hit after invokes spent). Two of them worked together, thrusting with their spears in an attempt to get him HEDGED IN (1 invoke). The third scuttled westward just ahead of Amelia’s position (Zone 4) into the darkness. No doubt the monstrous beast devised a plan to cut her off from within the deepest DARK (2 invokes).

Amelia put her back to a tree in an attempt to PROTECT HER BACK (2 invokes). She awaited the thing to close, which it did with frightening speed and stealth. A spear out of nowhere flashed out to PINION (2 invokes) her against the tree. She saved herself from getting impaled with a sudden twist, but the cruel tip of the spear dug through the cloak around her neck and deep into the living wood behind her. She was immobilized, her air pipe compressed. She fought for air and was unable to call out.

In the clearing, Janson was surrounded but no less full of fight. He relentlessly sliced at the beasts, missing, but effectively ruining their positional advantage (invoke on HEDGED IN used). The creatures retaliated with terrible efficiency enhanced by the gifts of their unnaturally imbued state. They might have hurt him a good deal if not for the fact that Janson’s dear cousin clung to life not far away (Janson dealt 4-stress after invokes; GM has no remaining Fate Points; Janson has 1). This pressed him into greater acts of courage.
Amelia fought against her restraint as the cruel drider smiled and leaned in for the kill. A secondary short sword waited in its off-hand. The Harper choked, but with a slight movement of her left hand, reached for the drawstrings to her cloak (overcome PINIONED with style). She abruptly disappeared like some street magician, slipping from her tacked cloak and leaving her opponent DUMBFOUNDED (boost). The creature sought the girl, swiping blindly with its secondary weapon. Underneath her suspended cloak, Amelia was OFF BALANCE (boost) from her hasty evasion.

Janson renewed his relentlessness, crying out the name of his cousin. “Die, fiends!” (6-shift hit after invokes; Janson has no remaining Fate Points). One of the monsters curled up in a ball, dead. The other reared up to gain a HEIGHT ADVANTAGE (fail), revealing the sickly yellow markings underneath. Without hesitation, Janson went for the exposed underbelly (5-shift hit), slaying the second beast.

In the meanwhile, Amelia still had her blade in hand. She crawled away from the tree toward the clearing. With an inhuman shriek, the third fiend dogged her clumsy steps. The Harper turned on her back as it approached. The remnants of a fire pit glowed near her feet. With a kick, she sent up BURNING EMBERS INTO THE MONSTER’S EYES (1 invoke after Fate Point spent; Amelia has no remaining Fate Points). The monster shrieked, trying to clear away the burning ash (fail). Returning to her feet, Amelia quickly stabbed at it (fail).

Janson was suddenly at the girl’s side and stuck, (fail) missing. However, now the pair had some advantage over the lone remaining monster. Amelia rolled to the side and hacked at its articulated spider legs, DESTABILIZING (2 invokes) the thing. Janson was ready as the flailing and scrambling monster turned away from him and exposing its flank. With a tremendous swipe he separated the drow torso from the arachnid like body (8-shift hit after invokes).

When the deed was done the two gulped air, looking with disgust at the remains of the ambushing attackers. “That’s twice in one day!” Amelia exclaimed. “We work well together!”

Janson nodded in agreement, but turned toward his cousin. “We can recount our adventures some other time.”

They looked over the fallen rebel leader. They needed to find help and fast. Amelia looked for other survivors as Janson did what he could for Randall. However, his wounds were in need of a true healer.

Janson now has Contacts at Fair (+2).

Janson looked grave as he examined his cousin. “We need to get him to a healer and soon.” (success) After some thought, he said, ”I know of a woodland healer who just might be able to help…”

Here is an update of our two protagonists after this action scene…


Amelia

High Concept. Beautiful Cat Burglar
Trouble. Web of Lies
Aspects. Novice Harper Agent; A String of Powerful Enemies

Great. Deceive
Good. Stealth
Fair. Athletics, Fight
Average. Notice

Danger Sense. You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
Dirty Tricks. Gain +2 to attack with Fight the first time you’ve deceived an opponent into thinking they have the better position in combat.


Janson

High Concept. Fighting Rogue on the Run
Trouble. Poor Impulse Control
Aspects. Brawny Cousin of Lord Morn

Great. Physique
Good. Fight
Fair. Contacts
Average. Athletics, Notice

Next, we’ll see how Shoshana fares with her escalating troubles. So far, the established pre-written module serves nicely to set starting problems from which to springboard into new events. New intrigue injected here from the introduction of a drow elf element keeps me wondering what is going on. Hmm… Let us continue to find out next time!

The Choas Factor goes up yet again, now to 9, its highest level.
Driders added to NPCs.

‘Get Randall Medical Help’ and ‘Discover What Deception Took Place at the Rebel Camp’ added to thread list.

Friday, March 16, 2018

Doom of Daggerdale, Scene 3

Project Prospectus
Scene 1. Cruel Welcome in Dagger Falls
Scene 2. A Brief Meeting with the Constable


Scene 3. The Townsfolk Demand Answers






Setup. Amelia and Janson arrive at Randall’s camp
Chaos Factor. 7
Altered? Interrupt! Ambiguous Event — Inform Masses
NPCs. Randall Morn; Eragyn, priestess of Cyric; Colderan the Mage-Lord; Constable Tren; Zhentarim; Dalesfolk; Goblin Raiders; Marlas Dwinkle, curator of the curio shop
Threads. Solve the Trouble of Daggerdale; Get out of Jail

I’m assuming word gets out that Tren has imprisoned a visiting wizard.
Q. Do the townsfolk inquire if she can lift their curse? (50/50) Yes
Q. What is Tren’s response? Worried, Masks, Menacing Shadow

Constable Tren was still in a fit the next day. How the woman had gotten under his skin! The contemptible authoritarian sat at his desk when one of his toothless cronies came in the door with a worried face.

“What is it?!” spat Tren Noemfor impatiently. “Can’t you see I am busy?!”

“My lord,” the man said sheepishly. “You need to come — the townsfolk are demanding answers.”

“What?! I don’t have time for… Oh, just let me see what this foolishness is about!”

Tren got up from his seat and walked outside. Standing outside of the town’s hall stood a multitude of folk, including some of the more noteworthy shopkeepers and even some of the local watch.

“Noemfor!” cried Fendil, the town blacksmith “We have heard you arrested a wizard!”

Tren scanned their faces. Although he was contemptible, he was clever, and a capable speaker. He had to wear many faces to keep order in a town with little enough of it. Clearing his throat, he answered, “Good townsfolk of Dagger Falls, master Fendil speaks truthfully. Last night, a sorceress of no uncertain power tried to assail your good constable without provocation.”

An indignant hrumph resounded somewhere among the gathered. Tren decided to ignore the disdain. “We had no choice but to imprison the attacker. Rest assured, she will be examined by the magistrate and justice will prevail! Your town is safe.”

“That’s not what Fendil was getting at,” shouted another voice. “Maybe this wizard can be made to lift the curse!”

“My sister succumbed to the dream fever last night!” cried another, followed by many others.

Tren held up his hand to stay them. “Peace! Peace! This villain assailed me yesterday by surprise. This wizard is dastardly. A villain, I say! How could you trust one so vile to loosen her sorceries on this already stricken town. She could make such problems worse still!”

This went on for some time, and Tren eventually assuaged their curiosity and concerns, telling them every resource was being spent to find a capable healer or priest who could lift the curse. There were also calls to find Eragyn, the priestess of Cyric that had disappeared. Many shouted their belief that she was behind the debacle and should be hunted.

When at last Tren retired, sweaty and perturbed, a lone figure awaited in his office.

Q. Who is this character? Beetle, Question Mark, Tree

Tren started at the abrupt appearance of a cloaked dark elf. “This woman,” the drow said without preamble. “You were careless to make a spectacle with your mouth. Now the people know and will question the narrative. Do away with her.” The drow’s last statement was hard like a do it or else threat. Tren knew little enough about his messenger contact, but knew enough not to question him. “She must be gone by tomorrow. You do not want to see me again in your office. Make sure it is so.”

The dark elf abruptly vanished without awaiting a reply from the now petrified Tren. When at last he recovered, he made a plan. The sorceress would have to go in the night during the curfew when no one would witness her removal.

Mostly a scene for color and plot building. I think we’re off the rails already.
The Chaos Factor goes up by 1.

I'm clearly off the rails entirely by this point, but I'm looking forward to seeing how Shoshana gets out of this, and how Amelia and Janson meet up with her.