Monday, November 19, 2018

North of Lemuria, Episode 3 (Untold/BoL)

Episode 3: a PLAGUE of RATS


This time using a combination of Clues, Mythic, and Prehistoria cube sets.
This episode features the sidekick, Manda.


A Dangerous Dilemma


Meanwhile in a desolate barren dune, Manda (now lost and on her own) comes across an area of a recent skirmish. There, a throng of scavenger uzegs and a young drakk screech and squawk, fighting over the remains of several fallen warriors. Marro, the duplicitous druid suddenly sidles up to Manda in her crouched hidden position, startling her.

“Any sound you make will bring that winged terror to us!” he warns. “This area is full of the dead. Fell scavengers lurk everywhere.”

Cautiously, the two back away unnoticed. Manda finds the man’s company unwelcome. But being alone in the vast untamed tundra is worse. She continues with him, and tries to put him at ease through idle conversation, but he is too clever. “Quiet your loquacious tongue!” he warns. She tells Marro that Asara knows him and demands answers as to what he’s doing out in the wilds. Marro reveals he seeks the identity of one among the dead who is important for a spell that will aid his master. Manda promises not to let that happen if it leads to anything awful.

The Plot Thickens


Little do the two know that the scruffy, inconsequential uzeg vermin are multiplying more than has ever been seen before in the north. Behind them, the multitudes won their duel against the drakk who is forced away by the sheer overwhelming numbers. However, the two come upon thousands of little bolt holes tunneling under the earth. From these, dozens of others scurry every now and again.

Manda screams. She remembers a time as a girl in Satarla, far to the south. She played in the sprawling villa her father owned outside the city. “Manda, stay away from the old barn,” her father Osmond had told her. The old decrepit zannibal outbuilding had been unused for ages. Needless to say, the young Manda was curious and liked to explore. Wandering within, she fell through a rotting grate into an uzeg infested pool. She was terrified, but her screams eventually summoned her father. The horror has never left her mind.

Now, in the barren hills, the vermin continue to come in droves as though they are being directed by some otherworldly force. In one larger such burrow comes a strange light.

An Heroic Undertaking


Into this larger hole Marro and Manda continue after much bolstering of courage. Winding through the earth are various tunnels and vents carved out by primordial forces, through which they labor until they come upon a lake of fire deep under the ground. There, they spy an altar and evidence of sacrifice.

Suddenly, from a side tunnel lunges a bestial inhuman thing. This creature is clearly from beyond the void. Somehow Manda and Marro get separated. The Satarlan minstrel tries to hide from the thing in a craggy dark corner. Lava bubbles and churns about noisily. Eventually, an inhuman hand falls upon Manda’s knee. She screams.

The druid uses the opportunity to flee, sacrificing Manda to the horror from the void. The beast tries to mesmerize Manda, but miraculously, she shakes off the attempt in her madness. Surprised, she thrusts her dagger — her only weapon — at the thing and darts away. However, she is magnitudes slower than the loping inhuman thing over an open stretch.

Desperately, she turns and fights. Miraculously, she scores several slices into it’s rubbery hide while avoiding the lumbering attacks. Her luck runs out and she is dropped with a single heavy blow. She blacks out.

The Truth Revealed


When Manda comes to, she is strung up within the volcanic lake. She sees that the high temperatures and other alchemical experiments under way serves to foster an elaborate breeding program. Thousands of young vermin fill various surrounding bolt holes.

Manda sees that the demon follows a peculiar man carrying vials and odd accoutrements of an alchemist around. The two pay Manda no mind.

The Final Showdown


Manda watches helplessly as the evil looking alchemist and his demonic boon companion load their few belongings onto a wretched but sturdy looking raft able to float upon the fiery surface of the lake. “You almost ruined this plan with your bumbling intrusion,” the man says to Manda. “No matter! Soon, I’ll be gone, ready to unleash this plague of vermin upon the north and you’ll be dead! Their first feast.”

Manda thinks quickly. From the corners, she sees the glowing red eyes of the uzeg multitude, ready to make good on that promise. Secretly, she tries to undo her restraints. It was no good. Her bonds are too strong.

“Do you know who my companion is?” she boasts. “You best know who you’re dealing with before you sail off to your sure to be short-lived victory.” She tries to lure him in by sucking him into a lie. The man stops. I have him! she thinks. She goes through her lore to come up with a name from legend falling upon the songs she learned in Satarla.

“You’ll untie me when you know that Soren Telbrey is my companion!” she lies. She can hardly believe the name that comes from her lips. Soren was a powerful sorcerer that once was a tyrant on the south but is no more. She keeps fast talking hoping the name drop is enough to fool him. To her amazement, the alchemist turns and unbinds her. Nonetheless, the uzeg horde begins closing in around them.

“Are you going to do something about them?” she says, indicating the approaching hungry mob. The man and the demon turn to look. Without hesitation, Manda leaps away and onto the raft laden with alchemical components. She takes them by complete surprise and kicks off from the banks. It’s too late for the man as they are overwhelmed by ravenous mad uzegs.

With a pole, Manda steers to safety to an exit vent. She also finds a number of invaluable relics among the stash including some potions of unknown substance and purpose. She hears the man’s dying screams in the distance. Now she has to find Asara once again.

To Be Continued


Who was the mysterious alchemist and who does he ultimately work for? What further complications will arise due to the horde of uzeg vermin? What secrets will be revealed from the weird alchemical tools and preparations?

  • Manda ends with 3 out of 5 LB

Saturday, November 3, 2018

North of Lemuria, Episode 2 (Untold/BoL)

Continued from here, is the second episode from my North of Lemuria series of Untold: Adventures Await #UntoldBG and Barbarians of Lemuria mashup.

Episode 2: DEATH from ABOVE


This time using a combination of Fright, Prehistoria, and Voyages cube sets.




A Dangerous Dilemma


The episode begins in the court of King Kalvar in Vintergart where raiders have captured someone or something. Asara has come seeking answers about her blade, and more about the druid Marro, but has found nothing but a vacant area of yurts and buildings with signs of a recent skirmish everywhere they look. Among the bodies are some of the raiders — scantly clad hardy barbarians from further north who are pocked by some pestilence. Manda begins picking through the bodies for more detail while Asara wants to be far from them. The Satarlan girl is at a loss as to what transpired.

Asara quickly picks up a trail of survivors and possibly captives. She follows the clear trail, setting a brisk march to catch up. After a daunting march leaving Manda behind, Asara catches up with the host. The area is clearly marked by the circling of carrion beasts high above in a no man’s waste.

The Plot Thickens


There, Asara finds a dastardly wizard of some sort who commands the throng of pocked northmen. The poor captives are kept in cages awaiting some terror to befall them. In a large tent nearby come the cries of men as they are taken one by one for the sake of some cruel experiments. Asara watches in horror. When the Valgardians emerge, they are similarly pocked as their captors and behave in a mechanical, almost zombie-like state. Asara sees Marro among the men alongside the wizard. Although the distance from her vantage point is too great to be certain, the barbarian woman is almost certain she recognizes Dark Warlord Tolech, the villain who swept down from the north to terrorize and wage war with her people.

Like a dream, Asara remembers serving as a physician, tending to the wounded during that horrible time in her young life. Savages of unknown motive driven by their warlord descended upon the people of the White Bear clan with supernatural ferocity and relentlessness. She remembers seeing the warlord upon a beastly steed of shaggy fur and dread fangs and saw into his eyes. Waves of fear swept over her. She knows the man in the distance that she now looks upon is he.

An Heroic Undertaking


The episode continues near the cages of Tolech’s camp by night where the warlord’s bestial guardian raises an alarm at Asara’s approach. She quickly moves to silence the source of the horrific shriek, finding a squat ill-tempered reptile bred and altered through sorcery to survive in the harsh northern clime. Red eyes glitter and a maw filled with razor sharp fangs bares to her. It hisses and growls. With a terrific effort, Asara evades the behemoth’s clumsy advances and slays the nasty reptile after several well-timed strokes of her blade. However, between the terrible noise of the beast and pleadings of the distraught and desperate captives now aware of her presence, the minions of the evil warlord rouse themselves in confusion, groping for their weapons.

Thinking quick, Asara runs to the nearest cage that has the most number of men hale enough to put up a worthy resistance. She toils with the lock, being somewhat proficient in disabling shackles and locks. However, she is too beleaguered to finish the job before her challengers descend upon her. Soon three pocked savages fan around her, cutting off escape. She downs one and takes a gash from the axe head of another. She finishes the other two in rapid succession and searches quickly for the keys, opening the cages.

Among the men is an aged man she recognizes from her clan, Draghan, who is a healer and wizened man — she is surprised to see him. The two embrace, but soon the entire camp is roused.

  • Asara spent 1 Hero Point, having 3 remaining
  • Asara took 3 LB damage

The Truth Revealed


Suddenly, chaos erupts as the airborne scavenging beasts, a handful of fearsome drakks, swoop out of the night air, attracted by the scent of the dead guardian beast’s blood. The minions go wild with terror as friend and foe alike are snatched up into the air by the formidable pterodactyl-like terrors.

The Final Showdown


The final showdown takes place along a darkened valley leading away from the encampment where the snatching drakks pursue Asara and the fleeing Valgardians because, in their enraged state made worse by Tolech’s aura of fear, they will attack anything. At the same time, some remaining savages give chase to the throng in desperation, commanded by their warlord.

Asara spurs on her kin, urging them with her force of presence. This gets the slower of them more motivated. She seeks a narrow choke point through the tundra valley or shelter — but there is no such place in this blasted land. Knowing the drakks are fueled by the scent of blood, Asara veers from her people, attracting a small horde of minions to attack her. She taunts them and suddenly she is thronged by a dozen mindless savages. She begins heaping bodies about her with bloodied sword despite the many wounds the crazed pocked minions inflict upon her. Then, seeing that their attention is turned to the winged horrors in the sky, she evades them, pressing forward with all her passion. However, her foes are as driven as she, and now the fell things from the sky begin snatching at the men and bodies as she is mobbed once more. She slays more and barely dives aside as a massive talon nearly impales her.

Free at last from the wild throng, she flees as fast as she can. No longer dogged by Tolech’s minions, she has only to lead her terrified and famished people from the crazed flying beasts. At last, the Valgardians are no longer pursued by man and flying beast. However, their ordeal leaves a tremendous and devastating toll. Many of King Kalvar’s finest have died this day.

  • Asara ends with 6 LB remaining and 3 HP

To Be Continued


Asara is heralded a hero of unparalleled bravery after her actions. Once the remaining folk return to Vintergart, Asara is heaped with such jewels and baubles as they have to offer — what little remains that was not hauled off in the raid. A fractured people now bears a great sorrow, and Kalvar, now safe in his court, plots vengeance against Tolech and asks Asara to help lead the men. He is, after all, an aging king less vital than the days of his youth. She is intrigued, for she would welcome the chance to avenge herself against Tolech and Marro.

Still interested in the riddle of her blade, she finds a moment to reminisce with Draghan, paying him kindnesses and what gold she has so that he can recount the story of her father’s blade. Draghan only replies that she should seek out her father’s lover who is said to have journeyed south beyond the mountain passes into the steaming vastness of Lemuria. Khala is her name, and she alone knows the sadnesses that were bound to the blade. Where she may be now is anyone’s guess.

Asara has a tough choice ahead of her…would she take up Kalvar’s cause in the name of vengeance? Or seek to discover the secrets of her ancestry? What other plots do Tolech and Marro prepare to unleash upon Kalvar’s remaining men?

  • Asara receives 3 Advancement Points
  • She raises her Appeal to 1, and her Thief career to 2, thus spending her points


Thursday, November 1, 2018

North of Lemuria, Episode 1 (Untold/BoL)

I haven’t posted for such a long time! I still dabble with solo gaming, but more casually without preparing for public posts. However! ...It is that time of year again. Yes, Solo Gaming Appreciation Month is here! A number of categories exist (in addition to “just play something, dammit!”), including New and Shiny.

Well, it’s not exactly new with its release last December/January, but I still hold Untold: Adventures Await in one of my top “New and Shiny” acquisitions. I really enjoying playing it, either in its native state, as well as coupled with another rpg to handle task resolution. It also has a strong board game quality to it, so it covers that spectrum of SGAM this year — to incorporate board game features into a solo rpg session. Two in one!

For this one, I’m utilizing Rory’s Story Cubes (original set) and joining with one of my favorite lite systems out there, namely Barbarians of Lemuria. Going with character generation first, rather than the standard (set the scene and then introduce characters), here’s some info on our heroine. Inspired by some Larry Elmore old-school art, I found a piece for a fantasy Xena and Gabrielle analogue.



ASARA the BLUE


Attributes. Strength 2, Agility 1, Mind 1, Appeal 0
Abilities. Melee 2, Ranged 1, Defense 1, Initiative 0
Careers. Barbarian 2, Blacksmith 0, Healer 1, Thief 1

Origin. Valgard
Languages. Axian, Lemurian, Valgardish
Hero Points. 4
Lifeblood. 12
Traits. Battle Harness, Can’t Lie, Feels the Heat, Quick Recovery, Trademark Weapon (Valgardian Long Sword), Tundra-Born
Trappings.

  • Chain Mail Bikini (2)
  • Sword (d6)
  • daggers, 2 (d6L)


Backstory.

Asara was daughter of the mighty Thagric, chief of the White Bear clan, and lived and warred among them for many years. (Barbarian 2)

Thagric had no sons and taught Asara the basics of forge and tongs, telling her, “Through steel, you shall pass on the lore and traditions of the White Bear clan should our people die out.” (Blacksmith 0)

When war tore apart the clans of the Volgar vale when the Dark Warlord Tolech swept down from the north, Asara aided the healers, doing her part to save the dying. (Healer 1)

When the survivors enlisted with King Kalvar’s army when Valgard united to push back Tolech and his bloodless minions, a vengeful and wayward Asara held nothing in Valgard in reverence and became a cutpurse and burglar. (Thief 1)

Since that time, she has picked up a sidekick, a prisoner she freed from a despot in Nelheim who was from the south named Manda.

Minstrel 1, Thief 1
Mind 1, Appeal 1
Ranged 1, Defense 1
LB 5
Dagger (d6L)

And, without further ado…

Episode 1: CURSE of the BLADE


A Dangerous Dilemma


The episode begins near a ford along the Frozen Tyr where a group of bloodless are attacking some of the King’s elite champions. The champions are being overwhelmed and are screaming out desperately for help. Asara has no intention of helping, but she is taken by surprise by a handful of the bloodless when she is spotted.

Asara fights valiantly through the throng like a fiend, taking some minor scratches. The champions hail her and she rushes to their aid before more bloodless reach them, for only through unity is there hope to win. She faces three more of the things. Asara destroys them and rallies the men to repel the rest. Some survive, but despite the heroine’s efforts, many perish. She leads the scant remainder to safety.


  • LB remaining 12 after healing (took 1)
  • HP remaining 3


The Plot Thickens


When they reach refuge, Asara and Manda find a mysterious man among their midst who tends to other wounded and sick allies. The man is dressed in strange robes and tends to a sick champion offering a blessing to the returning warriors. Asara recognizes the man…

…The man is a charlatan who begged for favors among her father’s people and who deceived them all. His name is Marro Mhune, and he was banished by the White Bear clan, but not before terrifying Asara as a girl. They believed the man was some sorcerous druid. Whether Marro recognizes Asara is not immediately known.

However, Asara’s contempt cannot be concealed and she lunges at the man. Asara is restrained, and the group takes a vote as to her fate. Marro claims only to be a healer and to want their friendship. Asara and Manda are sent away.

An Heroic Undertaking


The episode continues near the ominous Witch’s Teeth where a horde of bloodless pursues Asara and Manda. The barbarian woman had intended to circle around the tundra to follow Marro and his men, but instead gets inexplicably turned around, and now the two are hunted.

Manda is scared, but Asara keeps her cool, finding a narrow choke point through which only two can assail her. Asara prepares fire to keep them at bay, but she is taken by surprise and Manda is hauled off by fiends. Heedless of danger, Asara leaps after, loosing her advantage.

She slays the foul undead, whittling them down one by one while tailing them and taking a few scratches in the process, but eventually frees Manda. Some sorcery had been the cause of driving them off track toward an elaborate trap. Whatever the power, Asara gets lost in the Teeth, with a peculiar disembodied cackling following them everywhere.


  • Due to TWO calamitous failures, Asara now has 5 Hero Points
  • Asara still has 12 LB


The Truth Revealed


It is discovered that an Old Crone who resides in the witch’s teeth was after Asara’s ancestral blade all along. It seems there is much more behind the old sword forged by her father than the barbarian girl knew.

The Final Showdown


The final showdown takes place in the necropolis of the witch’s teeth. The undead continue to dog Asara’s steps because they are ordered to do so by their master — the old crone. At the same time, the old crone herself, a ragged and ugly hag behind a mask, accuses the barbarian girl of bearing a curse that affects the north.

As the bloodless descend upon her, the barbarian rips through their ranks with renewed vengeance, successfully obliterating the eight that stand around her. Six more of the fiends threaten Manda, but Asara leaps into action, destroying all of the dusty cadavers.

Asara denies being the source of any curse that might affect the old crone. In response, the witch cackles, mocking her. Asara takes Manda by the arm and attempts to leave, but they are rooted in place.

Instead, her barbarian rage wells up within, and she leaps with sudden ferocity at the old witch. The witch blasts her with sorcery, but the minor spell does little to stop the raging barbarian warrior. The witch draws a wicked blade, and the two spar. However the old woman is no match for the young taut barbarian warrior. Asara defeats her.


  • Asara takes 5 damage, but heals 4, ending with 11 LB
  • She has 2 HP remaining
  • Asara is in the middle of her saga, so does not earn any Advancement Points



To Be Continued


The witch is dead. Yet there is some concern surrounding Asara’s ancestral blade. What could possibly be attached to the blade? What is its significance? Furthermore, what is the significance of the druid charlatan’s appearance? He has infiltrated the kings ranks! What did he get from the old crone? Knowledge? Wealth? Or something more devious still?

Asara must discover what importance lays within the tempered steel of her sword, and she must hunt down her old nemesis, Marro Mhune, before he can cause any more mischief to Valgard.

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.