Continued from here, this is the first actual play session of my "Playing Fate Solo" experiment.
Scene One: The Ledger
Scardale was a mess. Reinforcements had been called for from Sembia, the Dales, and by ship to other locales further. The cleanup of Shandorin’s plot would take some time. Two ships floundered in the harbor, and one had gotten away with the dangerous cargo. The Rapier was her name, but for where it was bound, none knew.
By this time, as word had spread of the deeds of the night, and the need for aid, so too had the name, Drowsbane, spread far and wide. It was now common knowledge of the malicious plot and emergence of the dark elves. It was known that not just one Drowsbane had surfaced, but two. And there were other members of that previously-thought obliterated court in Sullaspryn, for Dynas and Ara had stayed in the town to do what they could.
Tengrym was more than uncomfortable that his name was now the subject of standard tavern talk. So, too, was his naïve brother now at even greater risk.
Furthermore, The Rapier’s whereabouts weighed heavily on the principled half-elf. He wasn’t about to let that threat slip through his fingers. Shandorin — the fled villain and formidable lackey of the dark elves — was of secondary concern. Tengrym was sure he would confront him again soon enough.
He and Thedric headed to the harbor master’s house, a building that suffered great damage during the battle in the harbor the previous night. Much of the place was burned and scorched. It had suffered much in the aftermath of the mill fiasco. The two searched for any sign of the record book.
Carefully picking his way among the refuse, Thedric came behind, juggling a knife absently. Tengrym ordered him out, so not to disturb any of the precarious burned items. Gingerly stepping around, he found a plank concealing an area of less destruction. Carefully prying it away, he found a worn seaman’s ledger among the ruin.
He returned to Thedric, Dynas, and Ara with the treasure. In the sunlight, they put it on a pedestal and thumbed through the book.
With the elf and wizard helping pour over the pages, they found mention of The Rapier, the vessel now bound for open waters. It had come from Raven’s Bluff, another time from Tantras, and another time to points in the Moonsea, and even as far as Westgate. What it meant, none of the four knew.
“We have to find the harbor master,” offered Ara. “Hey may have more clues as to the whereabouts of this ship.”
They agreed.
Two: The Harbor Master’s House
Getting the harbor master’s name, Fendrel Marx, was easy enough. He was said to live just outside of town at the edge of a small wood at the base of the northern rim of the Scar. When they arrived at the cottage, they were shocked at what they found.
Although not burned like the harbor master’s house, the interior of the small cottage was overturned and ransacked. There was no sign of the man. Furthermore, the cottage sat on the banks of a swift creek coming down out of the hills. A small dock waded into the water, but there was no boat moored there.
“Either master Marx knows something and escaped, or he was taken, along with something they were looking for,” thought Tengrym aloud. The others agreed that the latter was more likely. An upstream escape seemed unlikely, given the terrain. Perhaps the man had some other larger seagoing vessel moored along the coast.
First, Tengrym risked a few moments to pry about. He found one credenza the subject of most of the destruction. In it were many scraps of paper, although one small drawer was completely empty. “We are looking for letters,” Tengrym asserted. “What they tell us remains to be seen. Let us go downstream!”
Three: The Ambush
The four continued along the creek as quickly as they could. So quick was their urgency, that they didn’t see the trap looming. A flurry of movement from Tengrym’s side alerted him just as Thedric was hoisted into the air and pinned by motes of lavender light. He screamed, but was magically pinioned to a tree. Shandorin’s grimacing scarred face appeared from out of thick foliage with his blade in hand, along with a handful of drow mercenaries and orcs. “Kill those two,” he ordered to his minions. “Disable the white-haired one only, though you needn’t handle him gently.”
Thedric screamed out. Tengrym turned and watched his half-brother go sailing through the air. He began chanting and summoned power crackled about him.
The dark elves drove the orcs before them, preferring the shaded areas of the trees. Many drew hand crossbows. Dynas, too, began chanting, building his own power through incantation. Ara advanced against the orcs, and steel rang. The swordsmaster cut a path forward, neglecting his own safety in order to pass beyond. His cuts did little actual harm, but he put the orcs into close quarters.
Then came the click of crossbows. One dart stung Tengrym in the throat, and he felt the potent sleep poison coursing through his blood. A grunt from Dynas told Tengrym he had been hit by the same sleep poison.
Both Tengrym and Dynas had their spells interrupted — something that could potentially be catastrophic. Tengrym had the presence of mind to mentally dissipate most of the energy through discipline despite the pain, quelling the inevitable explosion. Raw energy crackled within him painfully. Dynas must have as well.
Tengrym willed his legs forward, but the poison made him immensely weary, but he was on his feet and moving. Dynas was made of stern stuff and shook off most of the effect, being only momentarily woozy.
End of Exchange 1
Tengrym forced himself forward, trying his best to close the distance to the nasty crossbow wielding dark elves. His plan was to force them into the sun. He leapt over the foliage into the shade, placing himself within their midst. Of course, they could still use their weapons at point blank range, but it would take them several moments to reload their arms. He made quick work of his blade, doing little damage but giving them something with which to contend.
His deft thrusts and counters forced them away from the foliage as they drew their weapons, their eyes into the sun.
Ara, meanwhile, used his momentary advantage and tore into the orcs’ ranks, dropping some of them where they stood. Dynas, too, wasn’t idle. He leapt into the foliage upstream, taking advantage of copious cover.
Thedric was squealing against the weight of the unseen force pressing his chest and crushing him against a tree. He tried to free his arm and draw a dagger, which he did, but not without getting a painfully wrenched arm.
End of exchange 2
Tengrym now had his back to his nemesis, but out of the corner of his eye, he saw what Thedric was planning to do. He couldn’t afford to leave the drow unattended.
With feints and thrusts, he kept on relentlessly, hacking into the dark elves’ ranks. His energetic, almost wastefully inefficient maneuvers serving also to keep him awake. He lunged recklessly, but managed to run one through, and knock another senseless. As Tengrym recovered, dizziness made his head swim.
The four remaining pounced, three of them effectively distracting as a fourth came around with a gleaming black blade. Tengrym couldn’t counter quick enough, and took a hideous gouge to the thigh. He swooned, nearly passing out as much from the pain as from the poison.
Ara doubled his efforts, working quickly to wear down his enemy and come to Tengrym’s aid. However, his speed made him careless and clumsy. An orc fell at his feet, but the remaining held a line and danced away from his slices.
Dynas observed the hopeless situation. His hope was to free Thedric by interrupting Shandorin’s spell. He began casting, but his dizziness made him falter.
End of exchange 3
Tengrym fell. He found himself on his back sliding down the embankment into the swift waters. The icy flow gave him a start, but he had no strength to fight its current. He drifted away and darkness took him.
How the others fared, he could not know. Shandorin — evil nemesis and sworn enemy of Tengrym — now had his brother, Thedric, and perhaps Ara and Dynas were captured or killed. He could little grasp the reality of that sting. Everything he had fought for — to keep his name hidden from the drow, and those of his kin in exile that still drew breath.
He had failed.
End of exchange 4
Four: Edammer & Kaus
Tengrym awoke with figures staring at him from above. His head still spun and he felt very fuzzy and distant, although he knew he still lay in water. He was washed up (or dragged up) on a bank just on the outskirts of the town of Scardale proper.
He made out two voices. One was a slender whip of a figure. It appeared to be a young boy — perhaps a half-elf — with a gracefully curving bow. He had a pleasant face. The other couldn’t be more opposite — a scowling hulk of a man, with a mane as grey as a wolf’s.
“I thought you said it was Ara,” said the former.
“Quiet,” ordered the second. “We see that he is not. We should go…”
“And leave this man?” cried the bowman.
I rolled some cubes here to get some features about the two. For Kaus, I got a howling wolf from my enchanted story cubes...I’m making him a shape-changer for fun.Tengrym stirred and managed to prop himself up. When he uttered a groan and begged for water, the young one did as he pleaded. He learned that the slender lad’s name was Eddamer. When Tengrym mentioned he had just been with Ara and that they were ambushed, they seemed relieved to hear that Ara was near, but worried that he was in danger.
“We cannot linger here to help this man while Arafraulyn needs our help,” said the wolfish man.
“Kaus!” said Eddamer.
Tengrym sat up more fully. “I am Tengrym Drowsbane, sole heir to the throne of Sullaspryn. Ara was my mentor and friend — we recently met by chance here,” he divulged.
The two exchanged quizzical looks. “Impossible,” said the man the younger one named Kaus. “There are no Drowsbanes alive.”
“It would appear there are,” retorted Eddamer as he gave Tengrym a closer inspection. “I can see the look of Lord Dergan on this man’s face.” Then, Eddamer furrowed a shapely brow. “But Ara is here to put to rest the prophecy of the…”
“Quiet!” hissed Kaus.
Tengrym demanded to know what their secrecy was about. They revealed that they were all working for a mysterious man. They could only say that some of their loved ones’ lives were at stake — to put to rest the Prophecy of the Moon by seeking the Star-Shard of Merillion, a relic they had tracked to this vicinity.
“Ara was working in Scardale itself, hearing rumors of a buyer of the fallen shard who had done business there.”
When asked what would happen if they found it, they only knew they were to deliver it to their mysterious employer in Thentia. What would happen then, they knew not, only that several innocents would be released in exchange.
Tengrym was troubled — both by the fact that Ara had not yet revealed any of this story to him yet. Anything regarding the prophecy concerned him directly — being a Drowsbane. Ara surely would have realized this. And remembering that Thedric had experienced some trouble in Thentia before compounded Tengrym’s misgivings. There were men there that still hunted him. Regarding the prophecy, Ara was putting unknown power into the hands of a potentially dangerous personage with likely malicious plans. But, it pained Tengrym that any innocent folk were threatened as a result of the whole mess.
“I believe we should work together to find Ara,” Tengrym said. He also mentioned Shandorin and his drow minions that likely had his half-brother and Dynas.
With Edammer and Kaus’s help, he hauled himself from the cold water. They dried him as best they could and found a shaded hollow at the edge of a wood for him to relax and drink as Edammer set to cleaning and binding his leg.
End of Session, triggering a minor milestone
Here is a chance to take stock of what has happened, and note the changes in terms of issues and aspects in play.
- Ara’s issue changes from Ara’s Secret to Ara’s Plan
- Thedric gains a new issue: In Shandorin’s Clutches
- Thentia added as a new location with the issue, Lair of the Mysterious Employer
- Star-Shard of Merillion added (no specific issue added until more is known)
- No change to Tengrym’s aspects, but Clever (was +2) gets swapped with Forceful (was +1)
In addition, another Fate Point is retroactively awarded for Prophecy of the Moon (impending issue) for the new plot seed. Tengrym now starts session two with 7 points.
Also, here are the stats for some of the supporting characters that made appearances:
Story Questions
At the end of the session (triggered by a refresh scene or opportunity), it prompts me to summarize a few new story questions to help frame new scenes as long as a compel situation doesn’t derail that idea.
- Where is Thedric hidden (and is Ara and Dynas with him)?
- Is harbormaster Marx’s disappearance connected to Shandorin?
Afterthoughts
One of the things I was struck by was the odds of a compel appearing...I’m flipping a coin, but I don’t want anything more complicated or to introduce some sort of odds. Avoiding weaksauce compels, they can have the ability to totally dominate a scene...which is good, because it’s my instant plot twist generator.
However, what happens when I have too many loose threads in play? I think that’s a case where the Fate Point economy is a good thing. I will enforce the denial of a compel with a point. That way, when points are low, I will lose more narrative control. More twists will be introduced. When I’m stocked up, I can exercise more control and try to tie up loose threads by directly answering story questions.
I like the rules in FAE for creating mooks and groups of mooks. They're elegant with the Skilled At and Bad At modifiers. However, I ended up making the drow too nasty in the fight scene by stacking several things listed at which they were good. That was a mistake, although it created some stiff opposition, which was my intent. The negative side to the mook rules in FAE is that it is slower coming up with nice lists. I think treating mooks more like the Nameless NPCs in Core with only an approach or two will be the way to go from now on. It speeds things up, and still says a surprising lot about them.
I like the rules in FAE for creating mooks and groups of mooks. They're elegant with the Skilled At and Bad At modifiers. However, I ended up making the drow too nasty in the fight scene by stacking several things listed at which they were good. That was a mistake, although it created some stiff opposition, which was my intent. The negative side to the mook rules in FAE is that it is slower coming up with nice lists. I think treating mooks more like the Nameless NPCs in Core with only an approach or two will be the way to go from now on. It speeds things up, and still says a surprising lot about them.
The GM fate point pool felt off. I was using one point per scene, since I had one PC (treating the others as friendly Supporting NPCs). There wasn't enough points with which to do things. From now on, I'll include a point for every two friendly supporting NPCs involved (rounding up) to be used only for unfriendlies. I think that will balance things out nicely.
Lastly, during my conflict scene, I didn't flip coins asking lots of questions about what the baddies would do. I simply tried to give them full credit for doing the nastiest things I could imagine them doing. If I get into a bind in the future during one of these action moments, I may end up rolling some story cubes to inspire actions. However, in general, I don't think it will be needed.
Lastly, during my conflict scene, I didn't flip coins asking lots of questions about what the baddies would do. I simply tried to give them full credit for doing the nastiest things I could imagine them doing. If I get into a bind in the future during one of these action moments, I may end up rolling some story cubes to inspire actions. However, in general, I don't think it will be needed.
Hi! I´m another solo player and I love this blog that I just find! I´m eager to read your posts and I want you continue writing them. Thanks for your effort!!
ReplyDeleteVery kind of you. Good luck in your solo journeys! I hope you'll find something here thought-provoking or useful to you.
DeleteI forgot to mention in this post that one innovation I found helpful was to create a card for each zone in play. Any characters or relevant aspects (that had their own cards) was placed in a column under that particular zone's card. That was a great abstract way to both visualize and track the action.
ReplyDeleteI'm feeling a bit guilty for depleting forests for the number of cards I'm using!