Showing posts with label Drowsbane. Show all posts
Showing posts with label Drowsbane. Show all posts

Tuesday, April 21, 2015

Playing Fate Solo — An Experiment, part 2

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.

Thedric let fly his dagger, but a jolt of pain from greater force against his chest caused him to throw wide. He groaned in agony.

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 swooned again, but did not yet relent. His brother’s life, and likely the rest as well, was at stake. He slashed with what might he had left in his limbs, but his attackers were too many and too agile. His every slice was countered. The sun had put them on more or less even footing with the half-elf. However, the poison, working its way into his veins, and now his leg injury made them more than a match.

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.
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.

Thursday, April 16, 2015

Playing Fate Solo — An Experiment, part 1

We who play rpg’s solo get a chance to kick the tires of many systems, play with concepts, settings, or ideas in a way that we often wouldn’t with other groups. During our playtime, we discover things that don’t work, and sometimes stumble upon things that facilitate our lonely fun time.

I’ve heard it discussed numerously among soloists that Fate is one of those games that just don’t work very well (or at all) in a solo environment. Many of us wish it would, and I’ve made a half dozen or so halfhearted attempts. It’s just too much a collaborative system to be able to do it alone, among other issues.

However, I’m still convinced it can work...and I’ve picked up my old Drowsbane campaign to give an honest go of it.

In this first post, I’m discussing my approach, tools, and setup. I like things minimalist, so I’m letting Fate do most of the work for me. It already has its built-in Mythic-like plot builder in the form of aspects. However, I’m supplementing it with Rory’s Story Cubes and making sure I am using note cards.

 

GM Emulation


Believe it or not, there’s not a whole lot that Fate needs. I decided that if I get stuck, I can ask a yes/no question, always with 50% odds. I happen to be flipping one of my pretty copper Fate coins from Campaign Coins to determine results. Heads = “yes”. More commonly, I’m using Rory’s Story Cubes to generate some details by answering more open questions like, “What’s this guy like? What kind of talents does he have?” and so on.

Aspects is really where it’s at. I have been putting all my game aspects and important character aspects on note cards. Aspects tell us almost everything about a game of Fate. It’s already there to provide inspiration about what level of opposition to set, it’s there to provide options for compels, and the compel is the key to turning Fate into its own potent adventure/plot designer.

The most common question I have been asking during scenes is one at the start...unless there’s reason not to (such as there’s already too many fires to put out from other scenes). I ask, “Does this scene begin with a compel?”. If needed, I might clarify whether the aspect in question is a character aspect, a decision-based or event-based compel, or one of the campaign-level aspects. Once this is known, I take my cards and sort them into a stack. Shuffle, draw an aspect, and roll some Story Cubes as to how that aspect manifests into a relevant compel, and...

Voilà!

Instant event created. Now, it’s a simple matter of setting up the opposition in such a way that makes sense. Keeping in mind that characters face minor challenges along the way, and not every baddie needs to be at Main NPC level.

 

System


I decided to use Fate Accelerated as by baseline. The one decision I had to make was how magic was going to work, since I am doing standard D&D fantasy. I have the Fate Freeport Companion, but I prefer the more creative standard FAE Approaches to the standard six Skills (Strength, Dexterity, etc.), so that was out.

One of my favorite options for magic is one found under the Channeling option on page 131 of the Fate System Toolkit. Power is built through a Create an Advantage action to put some sort of flavored power aspect into play. I decided Carefully will be the standard Approach for this to occur. I also decided to use a spell list approach. Characters can start play with Careful +1 spells. Each spell is an aspect in and of itself, so it can be invoked or compelled when used. Characters can try to learn new ones through play. If casters want to get spells off quickly (using, well... Quickly!) in one action, they risk taking stress if they miss a higher threshold to cast (and open options for success at a cost).

Stunts can define schools of magic, specialties, or areas granting access to all flavored magic without the need to learn individual spells as discussed above. Area-affecting spells always work through splitting shifts, according to the rules in Core, but characters can also cast at a “declared level” to up their shifts, as well as use free invocations of their power-generated aspects.

Gear is listed, granting and denying permissions and establishing facts like aspects, but without the mechanical benefits of aspects (invocations & compels). Unique plot-point gear can be treated like regular aspects, but will be encountered rarely.

 

Setup


Game setup as per Core’s rules is the key to getting the Fate engine working for solo play. To do this, I’ve picked up my Drowsbane Campaign, which has been on hiatus since the summer of 2014. I got stalled in that one, getting some burnout just before tying up all the loose ends in the Hour of Dream.

 

What Happened Then?


Tengrym, our main protagonist, and Thedric, his half-brother sidekick, successfully tracked Shandorin, our main baddie so far, to Scardale in the Forgotten Realms. It was uncovered that the plot was to lace the deadly grains (enchanted with a potent slumber magic) among normal ones in the port. Scardale is one of the main hubs of trade in the Dales, so eventually, poisoned grain could travel in any of the four directions by land or sea. It appeared that the grain was then to be loaded onto ships and exported to unknown targets. Thedric successfully enlisted the local garrisons to help root out the evil while Tengrym sought his enemy, and a great confrontation took place in the port.

Tengrym confronted Shandorin, and a battle took place. With the help of Dynas Dundragon, an exiled court wizard of the Drowsbane court and now rival, Tengrym captures the evenly matched Shandorin.

In Scarsdale, Tengrym also has a chance encounter with Arafraulyn, his former fencing master, general of the Sulaspryn militia, and confidant of Tengrym’s late father...an elf he did not know still lived. Tengrym and Thedric rescued him from the clutches of an ill-tempered ogre (do ogres ever come in any other variety?).

 

The Aftermath


The aftermath of the story arc is as follows:
  • The villain, Shandorin escapes
  • The local enemies (drow, orcs, evil men) are routed
  • One ship loaded with cargo got away, bound for who knows where

 

First Story Arc


Using the advice in Core, I tried coming up with some story questions that might help direct the actions of our hero.
  • Will Tengrym discover for what land the one ship that got was is bound?
  • Where could Shandorin be, and what’s his next move?
  • Shandorin works for the drow. What’s their deeper plot?

 

Game Creation


With those things worked out so far, I used the standard game creation method found in Core to summarize the sorts of issues, faces and places that have already been in play from my previous sessions from long ago. It gives plenty with which to work.

 

Issues

 

 

Faces & Places

 



In addition, many of the NPCs have a few more interesting aspects that I’ve put on their own cards that offer more compel options. Each aspect that’s interesting for plot purposes gets its own card.

 

Tengrym Drowsbane


High Concept: Half-elf Swordmage Vagabond

Trouble: Bound by Principles

Aspects: Former Apprentice of My Evil Uncle; “I Work Best Alone”; Lone Heir To the Drowsbane Dynasty

Good (+3): Careful

Fair (+2): Quick, Clever

Average (+1): Forceful, Stealthy

Mediocre (+0): Flashy

Ara’s Lessons. +2 to Cleverly create an advantage actions when observing weaknesses in an opponent’s style when dueling one on one.

Danger Sense. You have an almost preternatural capacity for detecting danger. You may Quickly notice things unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.

Quick Learner. +2 to Quickly overcome actions when learning new grimoire or arcana, even if exposure was brief.

Power of Deduction. Once per scene you can spend a fate point (and a few minutes of observation) to Quickly overcome representing your potent deductive faculties. For each shift you make on this roll you discover or create an aspect, on either the scene or the target of your observations, though you may only invoke one of them for free.

Refresh: 2

Gear: shirt of light elf-mail, magical sword
Grimoire: blink, light, magic missile, slumber spell, telekinesis, wall of ice

In my next post, I’ll give details of the first session of play, using aspects as the main driver for creating story with the aid of some Story Cubes and the flip of a coin.

Saturday, June 21, 2014

Hour of Dream, part 5

At last, a continuation of my campaign, "Last of the Drowsbane." When last I left off, Tengrym had freed his former mentor in a chance meeting. He was tracking down his nemesis, who had made his way to Scardale in order to ship tons of magically enspelled grains abroad in order to subjugate a large number of surface dwellers for the drow. He was also hoping that his brother would be successful in summoning the combined garrisons that occupied the city.


Scene 9

Setup: Tengrym and Ara sneak through the night to find a quiet and seemingly unoccupied granary near the shipyard
CF: 4
Altered? Yes — instead of a quiet place, much activity is afoot

Is it Shandorin or his forces/allies? Yes…

Are more drow present? Yes, and… (some orc slaves)
Are they loading casks for transport? Yes…
Do they outnumber even what the combined garrison can handle? Yes…
Note: Ara fails stealth test
Do the sentinels that spot Ara close in immediately on the two? Yes, but… (they are overconfident and in a smaller number (4 drow minions for each character))

Together, the two padded toward the deeper areas of the dockside warehouses. During this late hour, the place was surprisingly teeming with activity. Dark elves stood guard about the perimeter, and orcs began loading casks onto three carvels. The numbers were astonishing. With the paltry garrison of each nation in Scardale, their combined might still couldn’t hope to be at even footing with the number of dark elves, orcs, and whatever other forces Shandorin had available.


“Where is Thedric?!” whispered Tengrym to himself. Still, they couldn’t hope to succeed without the Cormyreans, Sembians, and all the others.

He turned to Ara to discuss their plan, when he saw several stealthy shapes creeping close. “Look out!” he cried as drow descended upon them.

A group of four got the jump on Ara, striking with such surprising speed and ruthlessness. Somehow, the elf swordsman readied his newfound arms and tried to put up a defense. He took the brunt of the assault and Tengrym thought his old mentor was done. However, he was made of resilient stuff.

Before Tengrym could intervene, four more put him to the test. He was flanked and cut off from his former teacher. Steel clanged, and all of the half-elf’s nerves were tested. A slice got through his guard, but fortunately, his shirt of mail held. He beat them back methodically, not daring to split his attention, and beginning with the weakest member. They were fiercer than those who had escorted Ara to the warehouse. One fell, and then another after relentless and patient blade work. The last was tenacious and put up a firm resistance. At last, Tengrym spun like a dancer, using one of the graceful feints that Ara had taught him.

The swords-master had finished his duel at the same time Tengrym dealt with his four. Though it initially appeared ill for Ara, only the dark elves’ ambush had granted them a momentary advantage against a seasoned veteran.

Does this draw attention from others? Yes, and…* (Shandorin sees and shouts an alarm)

*Twist: Tangential; Cubes — alarm wake-up, ask question, chaos
Interpretation: Hapray wakes up and causes a delay with his questioning and chaos erupts

At this point, the two could hardly catch their breath or share a word. Across the yard between stacks of cargo, Tengrym and the white-haired Shandorin locked eyes on one another. There could be no doubt…the scarred visage was clear even at the distance of a hundred paces in dim lighting. Shandorin’s eyes registered recognition and bewilderment. Those brief tense moments seemed to last a great while. At last, the ally of the dark elves shouted an alarm.

“Intruders! Every man, elf, and orc…bring me the head of the half-elf and any allies!” The scarred renegade’s finger pointed.

Others had already come upon the disturbance having heard the brief struggle. All at once, it seemed the entire bustling throng of the shipyards simultaneously turned toward the two. There was no direct line of escape, but plenty of bolt holes through which a resourceful mouse could scurry. A group of six orcs dropped their arm loads of cargo and picked up axes and clubs, charging forward. From another corner came five more dark elves while another trio rounded a blind.

They were trapped!

Suddenly, a huge form smashed into the surprised orcs, scattering them in all directions. Hapray charged in, swinging his club blindly at anything within his reach. Boxes of cargo splintered and surprised screams cried out.

“Where is that tricksy elf?!” he screamed. A rage was over the great ogre, and friend or foe, it did not matter — he wished nothing more than to wreak havoc on anyone foolish enough to stop before his frenzied charge.

“Split up!” whispered Tengrym to his companion. “Try to delay them until my brother can summon help. I’ll make for the mill — no cargo should leave this city tonight!”

Ara nodded and led a group away. The ill-tempered (but well-timed) entry of the ogre was just the diversion needed to stave off disaster — even if temporary.
Tengrym darted forward into the labyrinth of stacks, losing pursuit and spying eyes. He wove his way further from the fray. Behind him, the ogre was making a tremendous ruckus — all the better!

Does he come across anyone? Yes…*

*Twist: PC positive — creepy face, open treasure chest
Interpretation: Tengrym catches up with Shandorin with a small group of dark elves — he is unwittingly leading Tengrym to the cache of magical grains

The half-elf stopped to catch his breath and get his bearings. He was closer to the mill. Part of the Sember powered a paddlewheel which was now disengaged — nothing turned. He heard the gurgling of the lazy dark waters swirling around the locked paddle. Suddenly, he heard the approach of voices barely audible above the sounds of distant clamor.
Tengrym smiled. Just before him passed the form of his nemesis, the scarred man’s dark cape fanned out behind him as he passed. Several more dark shadows tailed him — more dark elves.

“Follow me!” Shandorin hissed to his unseen escort. “We must secure the remainder of the wheat…”

The figures passed over a narrow bridge and entered the old mill. Quickly and stealthily, Tengrym followed shortly after. Waters gurgled under the bridge as he slipped through the door which was still ajar. Once inside, he crouched and allowed his eyes to adjust to the dark.

Are there more within? Yes…

Are they orc grunts? Yes, and… (several larger bugbear/half-ogre types for sheer strength)
What’s going on with the grain? heart, traveling sack, oatmeal
Interpretation: the remaining grain is being offloaded to casks at the center of the mill space; getting there is not easy
Do the workers have masks on? Yes…

There was noise and loud voices, along with considerable banging and grunting. Beyond a short corridor was a flight of stairs leading to a dimly-lit open area. Tengrym cautiously continued this way, stopping at the landing to survey his surroundings. The mill was an open, dust-covered space around a central stone millworks. Orcs and larger goblinoids wearing masks were busy directing freshly milled grains into wooden casks. Shandorin must have taken some other route not seen. He and the drow elves were stationed on a catwalk overlooking the central area from above. The disfigured half-elf was shouting orders down below.

Tengrym withdrew a few steps and considered his next move. He had no idea what might happen if he were to try and directly disintegrate the poisoned grains. They might be extremely volatile, or spread their deadly sleep effect around a concentrated area, killing many in the town. No…too risky to attempt that route. Tengrym decided on a more difficult route.

Tengrym stepped out into the open and chanted loudly, producing a pinch of sand and an eyelash. The orcs and half-ogre immediately turned to face the speaking voice and abruptly fell asleep, toppling where they stood.

From above, Shandorin commanded his dark elves to descend. “Capture him! Your queen’s prize awaits!”

Then to Tengrym, the disfigured half-elf pointed a finger down. “Stand where you are!” That voice had the power of magic behind it. Tengrym felt the power of it — the sheer will — seizing his motions. Need somehow drove his powers of resistance beyond their norm. He wrenched free of the force as the four dark elves raced down stairs — however, he still froze, guessing well the nature of the fell spell and feigning its success against his will.

When he heard the booted steps of the drow near, he uttered a word of arcane command. He abruptly disappeared and reappeared a mere step from Shandorin, sword in hand. The villain’s face palled and he began uttering another spell while drawing his sword.
Tengrym was the faster.

Shandorin grimaced as a nick opened an ugly wound in his already scarred face. Had he not aborted his spell and pulled back at the last moment, the swing might have taken off his head.

Below, Tengrym heard the ‘click’ of hand crossbows at the ready. Without moving his gaze from his enemy’s eyes, Shandorin put up a hand towards his dark skinned allies. “We shall settle this now,” he said to Tengrym, replacing his scowl with a hideous smirk. The two paced around one another among the rickety heights.

“You are a Drowsbane,” said Tengrym. “What was your price? Or did the drow place some fell enchantment on you?”

What does he answer? Leading a Friend

“You sound like your father,” hissed his counterpart. “The curse is laid upon you…”

“Your blood is thrice cursed if you are in league with these vile villains.”

“Not so. That part of my blood is purged. Give up now…join me and abandon the old ways. Vow allegiance to dark ones, and the Spider Queen may see fit to purge that aspect of your soul for which she thirsts.”

“It’s over, Shandorin. The men of Sembia, Cormyr, and the Moonsea know of your plan. You cannot succeed…”

“Whether this aspect of the plan fails or no will have no effect. It cannot break the curse laid upon the last of the Drowsbane.”

“There is a prophecy…you well know of it. What is it?”

“Join me…I will not ask again,” insisted Shandorin, ignoring the question.

“You must tell me,” repeated Temgrym.

They circled more like quarreling cats sizing one another up in a darkened alley.

“Enough talk!” shouted Shandorin.

At that, he launched himself forward. The two clashed, matching blow with parry, anticipating one another’s feints and lithe steps. For many turns, neither opponent gained ground nor exploited any weakness. This continued for what seemed like an interminable interval. Both were evenly matched. Both were equally trained in arms. Both were astonishingly similar in style and gait.

At last, Shandorin worked Tengrym into cramped quarters and sliced along his arm. An inch of exposed flesh at his elbow opened on his sword arm. Tengrym’s riposte was twice as forceful and three times as surprising as he refused to allow the minor touch slow him. Shandorin limped away, knowing a deep gouge was scored his outside thigh on his right leg.

The two heaved breaths and took a moment to take stock of the situation. Tengrym seemed slightly better off with only a shallow wound along his elbow and tricep and a thin line of red along his left forearm that he did not remember getting.

The drow began creeping up the stairs again, wondering if their ally was done in. However, it was not so.

Shagri-chozh-WAN!” Shandorin cried, gripping a yellow amulet that hung about his neck. It flashed momentarily and the disfigured half-elf launched forward.

With renewed fury, the villain thrashed, foregoing his refined fencing style in favor of barbaric ferocity driven by strength. Tengrym put up a defense parrying the blows. However, some supernatural strength had taken hold of Shandorin’s limbs and Tengrym was numbed by the impacts. Sweat beaded on both combatant’s faces.

Finally, Tengrym’s blade was battered from his grip and skittered across the floor, falling to the ground below with a loud clang. Tengrym uttered a spell of blasting, but staggering back, he stammered and the spell failed in a useless display of light. In the meantime, several of the drow were near at hand, and another had roused the orcs below that Tengrym had put to sleep.

Turning from the scene below, Tengrym faced his nemesis, who had now uttered a word of magic and lunged forward, gripping Tengrym’s neck with a vice-like grip in his off-hand. Simultaneously, a white-hot electrical charge ran along Shandorin’s arm into Tengrym’s body. He swooned and nearly passed out, convulsing from the powerful charge. He fought to draw air through his closing throat.

Do the drow intervene? Yes, and… (A little birdie flies in)

Note: rolling some cubes, I generate appropriate on-the-fly stats and spells for Dynas Dundragon, currently disguised as an owl.
Does Dynas warn Tengrym telepathically (one of his spells)? Yes, but… (not by spell)
Does Shandorin deny the drow their prize? Yes…

The nearest dark elf stepped behind Shandorin. In a strange accent, he whispered, “Release the sacrifice!”

Still clutching Tengrym’s throat, Shandorin shot the drow a hateful look, enhanced by his disfigurement. “Step back, dogs!” he hissed, now fueled by bloodlust beyond reasoning. “This last Drowsbane is mine!”

The two drow warriors drew steel. At the same moment came a screech and flutter of wings as an old owl circled overhead, gaining entry through some shorn roofing or ruined ventilhation.

Shandorin continued his death grip on Tengrym’s throat. Emboldened, the first of the dark elves stepped forward and pushed the disfigured half-elf away. Shandorin fell and Tengrym was released, gasping for breath. Two dark elves descended upon him while the third stepped over the fallen Shandorin.
Tengrym quickly regained his wits and recited a quick snatch of arcane rote. A bright flash knocked one of the drow down senseless, but the other had shielded himself from the bright light. Now combat broke out in two places on the confined upper deck. Just then, the roused orcs were commanded to help one of the drow and they slowly shook off the remaining effects of sleep and grabbed whatever tools they could to aid in the battle.

Suddenly, the owl whooshed down to the floor and morphed into a man — none other than the wizened Dynas Dundragon, the outcast court wizard of the Drowsbane family. The wizard hurled a mighty ball of fire, exploding against one side of the old mill. Screams of the dying sounded as most of the throng of orcs fell into blackened heaps. Flames quickly leapt up the side of the old building.

Tengrym got only a quick glance at the carnage. He noted the inferno licking up the dry wooden walls. He strove against a wicked dark elf with a sword in hand. Nearby, Shandorin was also engaged with a second. Quick sword work dropped his opponent.

The Drowsbane could not guess the source of the explosion. He still fought for breath. The drow attacked, going for his neck with the pommel of his sword. The two danced — Tengrym not so graceful as his counterpart.

Does Shandorin attack the remaining drow? Yes…

The disfigured villain interceded between Tengrym and the drow. A savage slice drove the dark elf back before he finally fell to countless deadly slices.

Tengrym could have uttered a word and teleported out of harm’s way. However, his own rationality had fled him. He could think of nothing but defeating his nemesis — a man who represented the ultimate treachery and antithesis of his proud ancestral heritage.

Instead, he rolled to one side near the ledge overlooking the mill below. Flames continued to lick the side of the building. Now smoke filled the upper portions. At that moment, he saw Dynas’s fierce eyes. He took no time to wonder. He also saw his magical blade below. With a quick two words, the sword was hoisted from the floor magically and sped with a flash into Tengrym’s waiting hand. He turned just in time as Shandorin came in for the offensive.

Rather than meet his blade, Tengrym mustered his speed and leapt, turning and kicking the savage attacker, knocking him through the guard rail and over the deadfall to the mill floor.

Is it a Master [TN 13] fall? No… (it is just ‘Expert [TN 11]’)

Shandorin flailed through the air. He landed hard on his side, the wind knocked out from him. Smoke continued to billow, choking Tengrym where he stood regarding the form below. Dynas saluted him with a sarcastic smirk. He made a frightening gesture, and two remaining orcs that had not been obliterated by they powerful fires ran through an exit. “You’re welcome,” the wizard said to Tengrym.

Tengrym began to cough. He pointed to the form below. “Don’t…let him escape…” Then he recalled the rote to a featherfall spell.

Dynas turned to the man who brought himself to his knees and lumbered after the two fleeing orcs. “Not so fast!” Dynas said, rolling up his sleeves. “Attum brimbiae, salloh NAH!” he shouted. Motes of light shot from his fingertips and took hold of the fleeing figure in black. Where the man had been, now was only a gray tortoise.

“Hmph!” commented the wizard. “That should do it!”

Tengrym controlled his coughing enough to utter the spell. Down he floated through the smoke to the floor to stand beside the wizard. “I haven’t yet forgiven or forgotten, Dynas,” he said.

“I know,” said Dynas, rolling his eyes. “You made that abundantly clear in the Elvenwood.”

Tengrym scooped up the fleeing tortoise and dropped him in a sack secured to his waist. “That’s a humiliating trick you have,” he commented. The wizard only smirked.

“Fine job burning down this place, wizard!” added Tengrym. He now looked at the grains around the mill with newfound worry. “That chaff is dangerous! We have to do something…I don’t know what it will do if ignited.”

“Why didn’t you tell me?!”

Tengrym wrung his hands in desperation and frustration. “Why didn’t I…?! If you had…!” He abandoned it and fled, the wide-eyed wizard running after.

Does the chaff explode? Yes, but… (not immediately — they have time to escape)*
*Twist: Thread (move away) — Hunt down Shandorin and challenge him in single combat

Interpretation: Somehow in the hustle, Tengrym loses the bag with the tortoise…by some means, the morphed villain manages to escape!
Have the garrisons arrived (due to Thedric) to do battle with the enemy? Yes, but… (they are sorely pressed)

When the two fled the building, the battle had renewed. A huge ogre was tearing up large tracts of the port, while a tight ring of drow and orcs hemmed in a desperate few fighters. Many of them bore the livery of the combined garrisons. Thedric did it! He succeeded thought Tengrym. But they were losing.

Suddenly, from behind, an enormous bright flash exploded, followed by an impossibly loud thunderclap. All were bowled over by a tremendous shockwave that leveled the entire mill and much around it.

Do the enemy lose their fight at this point? Yes…*
*Twist: Tangential — low fuel gauge, meteor

Interpretation: without better ideas, this could be some king of portent…low gas, a waning sickle moon, meteor…a comet

Then it was quiet. Before there had been combat and death, but now only eerie silence. It took some time, but the survivors, both allied and opposed, slowly got to their feet.

A lone figure cried, “Look!”

All heads followed his finger toward the heavens. There, they saw a curious sign. High in the sky, Selûne passed through a break in the clouds, now only a sliver of molten silver. Almost more dazzling and crossing at a perpendicular angle was the bright tail of a huge comet. Every beholder knew that they witnessed some great portent, but they could not begin to understand its meaning.

Almost immediately, the remaining drow and goblinoids turned and fled, though their numbers had been previously overwhelming. A charge among the garrisoned forces sounded, and the warriors began to route the enemy. Most of the orcs surrendered, far preferring the doom of men over the crueler dark elves. The latter fled.

Where does the enemy lead? earth, digging hole

Tengrym and Dynas followed after. The drow, passing like shades in the night, fled along the coast south away from the river Sember. There, just beyond the buildings was a thick tangle of woods. They were making for it.

Do the drow get away? Yes, and… (Their underground complex has a magical gate to spirit them away)

The drow had a lead. When Tengrym and the others at last reached the wood, they discovered a stair leading within the ground. The half-elf summoned light and the allies descended. Within was only a cylindrical chamber etched with runes on the wall and a strange design was on the floor.

“A gate,” observed Dynas.

“Can we use it to find them?” asked Tengrym.

“It would take me considerable time, but perhaps…”

“How much time?”

Dynas shrugged. “Hours? Weeks? I cannot begin to know until I begin to research. And I don’t have access to my tomes.”

Tengrym stared at the room in dismay. Yet, there was still the magical grain which was not all accounted for. They had to regroup and have counsel with the powers that were in control of Scardale. At least he had the scheming Shandorin in captivity, he reminded himself, patting his sack. To his shock and amazement, the sack was ripped open! Had Shandorin chewed through the canvas? Quickly, he retraced his steps, but he could not find a tortoise in the chaos. When he returned to Dynas, the wizard confirmed that the spell was not lasting.

"You wanted me to restrain him, yes?" answered the wizard. "A permanent changing is a more difficult spell...not one that is simply cast willy-nilly! It takes time and effort, and the appropriate laboratory if one is to do it well."

Tengrym had lost his nemesis again! There were clearly more tricks up the villain’s sleeve. Tengrym knew that the disfigured one knew much about Baolnor’s tablet.

Conclusion

CF: -1
NPCs: Anoris Shandorin, Dark Elves, Thedric, Illistyl Elventree, the basilisk, Dynas Dundragon, Orlimpar Eveningfall, Arlgoth the Mighty, Soldiers of Sembia, Arafraulyn, Hapray the Ogre
Threads: Find a new safe haven, Stop Shandorin’s plan, Hunt down Shandorin and challenge him in single combat


This was a long scene and climactic. It was great to return. One more scene should satisfy to tie up all the loose ends with the grain...but who knows? Maybe some twists will prolong this one. The protagonist wasn't successful in his aims, but it was exciting nonetheless...and an escaping villain to return another time is great!