Monday, December 2, 2013

Mystery of the Burned One, part 2

And, the second part of the adventure...

The 9Q’s: Questions 4-6

Q4. Be the PC — defiance, infiltration

Scene: later that night, Tengrym returns to the inn common room and watches. When folks drop off to sleep, he seeks a possible secret entry point from the Underdark.

Tengrym made his way back to the Rising Moon later that afternoon. He drew up the hood of his cloak around his face and kept to himself, seeking a darkened corner of the room to best watch the patrons of the inn. Ordering a frothy tankard of ale, he nursed the drink slowly, appearing as almost any other normal — albeit mysterious — patron. The night approached and more folk poured in, and still he watched and waited. Tengrym heard talk of the previous night’s disturbance that had seen the demise of several of the regular patrons. Slowly, these folk grew rowdier and more outspoken. Despite the tempered and gloomy moods, musicians still set up and sang obscene songs and played raucous jigs. Eventually, most retired for the night, though some still fell asleep where they sat.

Tengrym finally got up and began to search the place. Somehow, the drow had entered the inn, and he had a hunch it wasn’t through the front door.

Does he find any clues? [+Perceptive, +veteran mage, -whatever it is — it is bound to be well-hidden] No, but… (spend a point to “Flip a Pip”) Yes, but…

The half-elf cast a quick spell of detection and pried about, making his way to the cellar. He found few clues until he found the faintly glowing signature of magical residue. There in the corner behind several great wooden casks was a pattern. So, they teleported in, he thought. Tracking them would be no easy task. Even with careful study, his own transport spell would likely encase him in solid rock.

Be the GM

Suddenly, Tengrym heard the creak of floorboards and whirled around to see Aurous coming down the stairs with a lantern in one hand and a sword in the other.

“It seems lord Thormemnon was right not to trust you,” he said.

“Put your sword away and don’t be a fool!” Tengrym snapped. “I am here to find out how the perpetrators got in here.”

“I doubt there were any dark elves,” the constable replied. “What a fanciful story.”

The half-elf ranger stepped nearer. Tengrym could see there was no other way out than back up the stairs behind the taller and bulkier opponent.

“I won’t fight you, Aurous,” he said. “And I fail to see how you finding me in the cellar incriminates me for anything.”

“So you say,” Aurous replied, leveling his blade. “What are you really doing, Veldis?”

Be the PC Again

“I am doing what I must,” Tengrym sighed. “In truth, I seek the answer to a riddle. Somehow, the drow are related, but I don’t fully know yet what the connection is.”

Reading doubt and inner turmoil in the ranger’s eyes, Tengrym pressed. “I don’t know what Thormemnon wants, nor will I debate the methods of his rule, but I can see you have no love or respect for him.”

Does he touch a nerve? [+Bigoted] Yes, but…

Aurous lowered his blade a few inches. “He is a coward, a charlatan, and the spoiled son of lord Theremen Ulath, who is traveling to the east. No, there is no love between us…however, I still wish for justice on behalf of those who lost their lives to a cold-blooded killer!”

Tengrym regarded the constable compassionately for a moment. “Although I did not know these men, I wish for the same justice you seek. I usually work alone — and since I can see I will not easily shake you while I endeavor to complete my task — let us join together. It seems that our quests are aligned. I seek the killers too, for they hold the key to solving my riddle.”

Does he convince him to join him? [+Principled, -Suspicious] Yes… [+1 FU Point]

After a moment of thought, Aurous replied, “Agreed. I can then keep a closer eye on you.”

Tengrym smiled and extended a hand. They clasped firmly and released. “I see I shall have to work hard to earn your trust, good Aurous!”

“Indeed, you shall. Now, tell me your plan…”

Q5. Be the GMbetrayal — magnet, snake, masks

Scene: Still at the inn, Tengrym learns to his dismay that Aurous is also not who he seems!

Tengrym related his plan to inquire once again about the mysterious fellow that he was seeking — a cloaked half-elf in black with a raspy voice and burned face. When Aurous heard the description, something overcame his features.

“What is it?” Tengrym asked, pausing his description. “Do you know something?”

“You never mentioned him,” the constable said. “Come with me. I will lead you to someone who knows him and can tell you more.”

Tengrym was shocked by the revelation that Aurous knew something. “What is his name? What do you know about him.”

“In truth, very little,” he said. “However, the one who I will take you to knows much. Come!”

A little alarmed and wary, Tengrym followed. Aurous led him through the now deserted streets of Highmoon toward Merchant’s Square, a hitching point and storehouse district for several major merchant companies and coasters. The area was eerily quiet and devoid of people. Aurous led Tengrym around the back of a larger warehouse with the mark of the Three Suns Trading Company. There, Aurous knocked thrice and the door opened a crack. He whispered something to the figure within, and quickly, they gained entry.

Winding their way between aisles of crates, they approached a lit area where they heard whispering voices. They emerged to a small clearing with a couple dim lanterns, a desk, and a few chairs. Sitting around the table were two fat men in finery sipping at snifters with a third fellow in the deeper shadows opposite them. Hearing the approaching men, they ceased their conversation and turned to face their guests.

“As you asked, master Shandorin,” said Aurous, “I have brought the inquirer.”

Tengrym was already on edge. However, he was not fully prepared to face the very same scarred visage that he sought. Around the edges of the ring of light, several armed figures appeared.

Be the PC next

The half-elf turned on the constable in wrath, and steel was bared in both men’s hands. “What is the meaning of this? Why have you brought me here?”

Notes: Using the NPC 9Qs, I roll three for Aurous’ questions 4, 6 & 7, getting spectacles, musical notes, and shooting star.

“Spare me you indignation!” spat Aurous. “I have seen into the hearts of men…all have at least the baser need of self-preservation therein, while most are driven by greed.”

“I take it the last applies to you?” Tengrym scowled.

“One may be a means to the other,” he answered cryptically. “I work in tandem with the Three Suns.”

“You mean you’re in their pocket!”

“Do not be so quick to judge!” snapped Aurous. “Unless you have sons and daughters, you could scarcely begin to understand me.”

Still with sword in hand, Tengrym turned to face the scarred one — the man whom Aurous called Shandorin. Around him were armed men, and thought he heard the click of crossbows.

“And you,” he challenged. “Are you under the employ of the merchants?”

NPC 9QsQ6. — tree

“Hardly!” the man hissed. “The Three Suns is only one of the many fruits of my labor.”

“What do you mean?”

Be the GM Once More

“Enough of this!” the man growled. “Shoot him!”

The click of crossbows followed.

Does Tengrym avoid getting hit? [-Injured, +Light Elf Corselet, -Drow Hand-crossbows, -Outnumbered] No…
☑ Poisoned

Rather than heavy bolts, tiny darks struck the half-elf as he lunged toward the burned man. How quickly the poison entered his system was astonishing. The world spun around him and with a few staggered steps, Tengrym fell…

Q6. Be the GMpot of gold, hanging gymnastic bar, flower — intrigue

Scene: Tengrym is kept captive in some underground location where he learns about Anoris’s nefarious plans
☑ Trapped

Tengrym awoke to numbness. A clanking sound rhythmically chimed softly like dull bells or iron chain links. The hero’s vision came slowly out of a nauseous vortex of motion. He was chilled from a cold sweat and wet strands of white hair clung to his face.

He found himself in a dank dark room of stones. He couldn’t feel his arms. Looking up, he saw his wrists were in irons and he hung a few feet above the floor.

Not far beyond lay a short corridor. Tengrym saw the soft glow of faerie lights. A table was set up with chairs. Atop the table was a heap of gold coins, and the room beyond was stacked with several large casks of unknown goods.

Stripped to his undergarments, he was still too depleted to more than weakly groan. After doing so, he drew the attention of the guards. The figures emerged from the shadows — dark elf warriors! One prodded Tengrym with compassionless attention using the pommel of his black dagger. The half-elf groaned louder, and the burned visage of Shandorin appeared soon after.

“I see we are awake, my friend,” he hissed in low gravelly tones. “What is your name?”

Does Tengrym convince him? [-Principled, -Cunning] No, and… (he knows something of his true identity)

“Veldis,” he said weakly. “Of Thentia.”

The scarred man leaned close enough that Tengrym could see the discoloration of his right eye. “You are the one I crossed swords with near Ordanthimus, the demon’s lair. I can smell a Drowsbane anywhere,” growled the man. “Why else would you seek the Stone?” he asked, referring to Tengrym’s last adventure that began almost a tenday before.

Tengrym recoiled at the knowledge that the man knew his true name.

“You are one of the last,” the man persisted. “Do not deny it. I can smell the arrogance of a Drowsbane from great distances. It’s written on your face and etched in your gray eyes. I don’t know why that merchant sought the Stone of Baolnor, but I can well guess your reasoning.”

Tengrym remained silent, but again studied the similarities under the mass of scar tissue on the face of his counterpart. Finally, he asked weakly, “And you? What is your part in all of this?”

The half-elf smiled briefly in a hideous grimace. “My part? I am here to see through that the prophecy does not come to pass.”

“The prophecy?”

“You know the one…it is said the power of restoring the clan and Sullaspryn lies in the power of the last — the last heir of the house of Drowsbane. It cannot come to pass!”

“Why does this concern you?”

“Because my curse only ends when the last drop of Drowsbane blood is spent!” the man sneered in anger. He was now a mere finger’s breadth from Tengrym’s lips.

Tengrym watched in grim fascination, discerning something terribly wrong with the man opposite him. He could only guess at the pain and torture the man had endured, probably at the hands of the drow. It had obviously transformed the man into a hideously disfigured monster bent on helping destroy the remnants of the nearly extinct dynasty.

“However,” the half-elf continued backing away, “the game has changed. Since the demon, Egelrenardruth, was released and destroyed, and the stone with him, it has freed the drow from one aspect of the curse. The stalemate is broken. The war against the moon goddess has begun in earnest now.”

Shandorin turned and gestured toward the casks. “Even now, a plan is already in motion that will aid in not only the demise of Selûne’s last allies in the north, but also bring down the cities of the Moonsea as trophies of conquest!”

Before Tengrym could ask further, Aurous walked in. Shandorin turned in irritation. “What now, constable?”

“I have done as you have asked, master,” Aurous said. “What of my family?”

“You shall be with them soon enough — but not quite yet,” replied the scarred half-elf.

“But you said…”

“When the dark elves are finished here,” interrupted Shandorin. “You have done well…you have brought me a Drowsbane! The dark elves are pleased and shall take him to their realm to extract his essence — slowly — and further their great plan. Deepingdale shall be untouched for a minimum twelve year stint, and once the shipment is more than ten leagues from here, your family will be released…no sooner.”

Be the PC next

This last part, the scarred man said while looking at Tengrym’s face. Tengrym could read the disgust and agony on Aurous’s face as he stood behind him. He had misjudged the constable. Whatever plan was in motion, Tengrym had to stop it. However, his escape was the immediate concern. If his hands were free to move, he could easily release himself from his bonds. Now that they were not, he was unsure.

“Whatever it is you have planned, it will be stopped!” said Tengrym.

Be the GM once more

The scarred man smirked. “Perhaps it will,” he countered, “but it won’t be on account of you!” He turned to the drow guards next. “Prepare this prisoner for transport.”

Then he turned and left with Aurous. The constable left slowly, casting a look of disgust and contempt toward the drow and a sympathetic look toward Tengrym as he hung in his manacles.

Saturday, November 30, 2013

Mystery of the Burned One, part 1

Thanksgiving weekend has bestowed some extra time upon me. I've done some solo gaming, finishing a couple of items, one of which was long overdue. I'm posting the next part in my Drowsbane campaign with questions 1-3. This one is “Mystery of the Burned One”. The ending is so-so, but I wanted to wrap it up.

Happy Thanksgiving all!

An FU rpg, 9Q, and Forgotten Realms mash-up. This is the fourth in a series of solo games entitled, “Last of the Drowsbane”.

Our Protagonist:

Tengrym Drowsbane
aka Veldis of Thentia
Descriptors: Veteran Mage, Swordplay, Perceptive, Principled
Gear: Enduring Elf-blade, Light Elf-corselet
FU Points: 1
Conditions: ☑ Injured

Heroic Motivation: Tengrym had defeated the demon, Egelrenardruth with the help of Elminster and the Knights of Myth Drannor. This led to the destruction of the Stone of Baolnor, which they two had been seeking. On their adventure, the brothers encountered a mysterious scarred man who worked to protect the resting place of the tablet and was suspected to be kin. Now, Tengrym has set out alone to track the man to piece together the mystery and perhaps learn more about the prophecy.

NPC Personalities

Anoris Shandorin
A fighter/mage like Tengrym, burned and scarred, a former Drowsbane member and now in the service of the drow.

Descriptors: Veteran Mage, Swordsmanship, Cunning, Disfiguration
Gear: Protective Ring, Intelligent Sword

Aurous Eagle-sighted
Half-elf constable
Descriptors: Veteran Ranger, Eagle-sighted, Archery, Bigoted
Gear: Camouflaged Scale Mail, Cold Leg Irons

Deepingdale Militia (Squad)
Descriptors: Warriors, Homemade Long Bow

Lord Thormemnon
Descriptors: Expert Orator, Naive

Bestiary

Dark Elf (Squad)
Descriptors: Drow Warriors, Magic Resistant, Athletic, Creatures of the Dark, Innately Magical
Gear: Adamantium Weaponry, Poisonous Darts

Dark Elf Sorcerer
Descriptors: Veteran Sorcerer, Magic Resistant, Innately Magical, Emaciated
Gear: Heart of the Stone Man

Minor Earth Elemental
Descriptors: Veteran Monster, Tough, Mindless, Stuff of the Earth

Q1b. Be the PC — pursuit, infiltration

1 Kythorn, Year of the Shadows

The next day, Tengrym bid his farewells to Jhael and Thedric and quietly slipped out of the Old Skull Inn. He was still very much in pain, and the matron of the house warned the half-elf that it was too soon to seek the road. Despite magical healing, any travel now was likely to reopen wounds.

Can he afford a horse? No, but…

Tengrym thanked her for her care and hospitality, and packed his few things to depart. He tried to bargain for an old nag, but hadn’t the coin enough. However, farmer Foalsnurse loaned a sturdy charcoal mare named Acanthus. “You’ll bring her back safe and sound,” the farmer said knowingly. Touched by the generosity, Tengrym tried to protest, but Foalsnurse would have none of it.

Grateful, Tengrym left southward immediately. By the first of Kythorn, marked by heavy rainstorms, a weary half-elf plodded into Highmoon in southern Deepingdale and sought the Rising Moon, a rowdy establishment off of Crescent Way. Weary and many shades of sore, he entered the place and inquired about the mysterious scarred half-elf, giving his description. Highmoon was the largest town near the Thunder Peaks where Tengrym had first encountered him. It stood to reason that it may have been the best place to re-provision for someone working in the wilds of the mountain vale; and chances were that someone would have taken notice of an unforgettable face.

Does he learn something? Yes…

It wasn’t long before Tengryn got his confirmation. “Aye, I’ve seen him here,” said an old coot. “Disfigured man, raspy voice, elf-blooded….”

It turned out that the man in question was seen at odd intervals in town, even in that very inn. Tengrym thanked the man for the news and paid him five silver. Then, he rented a room for the night and considered his next move.

Be the GM

Scene: dark elves pay the hero a visit at night

Is Tengrym alerted by their presence? [+Perceptive, -Unconscious, -Creatures of the Dark] Yes…

Late that night, after he was already fast asleep, some deep unconscious voice warned Tengrym of danger. He woke with a start and heard soft movement near the lock of his door. He stole out of bed and drew his magical blade.

Be the PC Again

Does he take them by surprise? [-Creatures of the Dark] No, but…

He waited for the door to slowly open a fraction. Slowly a figure entered as Tengrym watched from behind the door. The lurker spied movement from the corner of his eye, but the half-elf had the tactical advantage for the moment. Little could have prepared for the sight of utter black garments, stark white hair, and red, almond-shaped eyes. It was the drow! And there were more in the hallway.

Does Tengrym beat them back? [+tactical advantage] Yes, and…
☑ Confused

A word of magic and a overhanded feint meant to overbear, and a bright light flashed, blinding the intruder and two accomplices. The dark elf cried out and put up his dark blade defensively as Tengrym lashed out and hacked. He cut down one and fought back the others, securing the door with a spell to hold it.

Using the moments of confusion, Tengrym snatched up his belongings and escaped out the window.

Does he escape? [+Confused] Yes, and…

He walked along the eves and escaped, alighting on the floor below, and detecting no sign of pursuit behind him. How quickly he had drawn attention astonished him — and these were dark elves! It looked as though if he were to get any rest, he wouldn’t get it where it was known he was quartering.

Q2. Be the GM — intrigue, pursuit

Scene: In the morning, the constabulary goes on a manhunt, tracking Tengrym in a glade

Does he hear their approach? Yes, but…

2 Kythorn, Year of the Shadows

Tengrym awoke to the sound of whispers and the soft swish of blades of grass at the passing of stealthy forms. He had selected a shaded area just beyond a little glade near a fresh gurgling brook. He quickly snatched up his pack and sword, but did not hear the approach in time to conceal himself. A group emerged from the trail headed by a tall reddish haired man with clearly elvish blood wearing scale armor and soft forest greens and earth browns. The archer led an ill-equipped group of men with bows. The group stopped having spotted Tengrym tense and ready to bolt. Immediately, arrows were nocked and pulled to ear.

The half-elf leader stopped before the others, holding out his hand with a staying gesture to the men behind him.

“I am Aurous, constable of Deepingdale,” he said in a deep voice. “We seek one Veldis to answer for disturbances at the Rising Moon last night. Be you he?”

Be the PC Again

Tengrym’s mind swam with possibilities. He didn’t want to flee now for fear of implicating himself in something that was not his fault. He did wish to speak with the authorities regarding the dark elf night raid, but he didn’t want to place himself under arrest for endangering any townsfolk or causing damage.

“I am he,” Tengrym said. At least they used his alias. “I will come peacefully to speak with the lord of Highmoon.”

Be the GM Once More

Since Tengrym came peacefully, Aurous let him walk alone. However he asked him to surrender his weapons. The Drowsbane saw the deadly intent in the eyes of the militiamen.

“You have my word that I shall cause you no harm,” Tengrym said in answer. “Unless you are charging me as an outlaw of some sort, I shall keep my sword — sheathed — at my side.”

Does Tengrym convince Aurous to let him keep his arms? No…

“That cannot be, sir,” Aurous answered gravely. Leg irons hung at his side. “I have my orders.”

Before he took a step forward, Tengrym tensed. He prepared himself mentally for flight, although his body was still sore from his ordeal less than a tenday before.

“If you threaten to take me against my will or take my sword, be prepared for a tough fight,” he said, “unless you can lay charges against me.”

Does his firm stance change anything? [+Principled] Yes, but…

Aurous stared for long moments with a hard challenge in his grey eyes. “Very well,” he said at last. “But if you make any sudden moves, you will know how a pincushion feels.”

After the showdown, Tengrym went peacefully with Aurous and his contingent.

Q3. Be the GM — betrayal, revelation

Scene: Tengrym is brought to a well-fortified manse outside the actual town of Highmoon to meet the current lord, a young and naive man named Thormemnon.
Personalities: Using the NPC 9Qs, I determine the following about lord Thormemnon. His role and homeland are obvious, and he’s naive; but for his talent, I rolled: ; an orator!

Tengrym was escorted back toward Highmoon. Rather than follow the main road directly there, the group took a rural road north a half mile from the town gate and climbed a wooded ridge. There, amid noble furs and broadleaf trees was a sprawling manor house. Stone walls and turrets about the house made it quite defensible, and access was limited to a causeway that climbed up a rocky point that jutted above the smaller trees. The place was guarded by grim-faced men in mail with spear and bow.

Entering a large bailey, a group of armsmen challenged Aurous. The half-elf ranger asked to see the lord. Near a fountain, a young man in rich velvet finery and foppish hose answered. “I am here, master Aurous. Have you brought the outlaw for questioning?”

Tengrym blistered at the arrogance and inexperience of a young lad barely out of his teens. The boy’s face was framed in page-length blonde hair and his blue eyes were cold and calculating, yet did not belie the true youth and naïveté about him.

“I have, Lord Thormemnon,” answered Aurous. Tengrym could not help but mark the veiled irritation in his throat.

“I see he is yet armed! Guards! Guards!” called the young man, who looked as though he might very well melt from mortification.

“My lord,” interrupted Aurous with more irritation. “He came peacefully as we asked.”

Four mailed men came to stand guard about the young lord. “Very well,” he said, trying to make it sound very much like a proclamation. “What is your name, sir?” he asked, addressing Tengrym directly.

“I go by Veldis, my lord,” he answered cooly. “…of Thentia.”

The youth regarded the half-elf for some time, almost unsure what to say next. “I see, I see. Tell me, Veldis, did you cause the deaths of five men at the Rising Moon last night? Answer quick!”

Be the PC

Tengrym’s eyes flashed in shock. Deaths of men? What is this fool boy talking about? he wondered to himself. “What men do you speak of?” he stammered, unsure of what words to pick.

Seeing Tengrym flustered, the young lord’s face darkened. “Five good men lost their lives in the inn last night…their throats cut as they slept in the common room. There was disarray near your room, and someone had left by the window to escape through the night like a coward!”

Tengrym now saw the cunning trap he now was on the verge of triggering. The drow raiders must have certainly silenced any possible watchers before their approach to his room. If he were now to tell the full tale, it would bring to attention his true name, and thus draw more possible trouble. He wished not to reveal himself, especially in light of finding the mysterious burned man who had guarded the demon’s lair in the Thunder Peaks.

However, seeing no other immediate solution, and also wishing to alert the locals of a possible threat in their midst — perhaps even a dire one — he spoke.

“During the night, I was assailed,” he began, and truthfully told the tale of his sudden nighttime fight and flight. “It was clear to me that my safety was not assured in Highmoon,” he summarized. “I see now my error in judgment to not first seek the authorities. But had I known that others’ safety was at stake, my actions would have been entirely different — and at my own peril.”

Be the GM Once More

The young lord pursed his lips and pressed his fingertips together, trying to appear wise and thoughtful. “So you say, so you say. Yes, well, then you must remain in my care until my men have had a chance to investigate the matter further. Guards, disarm him and place him in custody.”

The men tensed, as did Tengrym. The half-elf put up a staying hand. He did not yet draw his sword. Aurous cast questioning looks between lord Thormemnon and Tengrym.

“Wait!” said the Drowsbane. “I came in good faith — peacefully — and by my own volition. I will yet stay in town and you may summon me when it pleases you, my lord. Yet, I will not allow myself to be bound against my will, or my blade taken from me without further grounds to lay such charges upon me. Do not do this!”

Does he shake the lord’s resolve? [+principled, +naive] Yes, and…
☑ Humiliated

The face of the young lord blanched as though he was just scolded by his stern father with a slap on his rump. His face turned red and his jaw worked wordlessly. Tengrym turned and began walking away.

“You may send word to me at the Rising Moon,” he said over his shoulder.

No one stepped forward to intercept him.

Monday, November 25, 2013

Epic Playtest, "The Bird of Wisdom", part 2

“Bird of Wisdom”
the conclusion of my Epic (Mythic D6 Lite Variant) playtest.

SCENE 4

Setup: Strold returns to Ravenhall to find warriors turned against him
Chaos Factor: 1
Altered? 3, 1, 6, 6, 3, 1 (“Interrupt Twist”)
Twist Scene Focus: NPC negative (Eohric)
Meaning: elephant, marshal’s badge
Interpretation: Ravenhall has been overrun with imperials with war machines, and prince Eohric has escaped with a few followers

Is the imperial army still present? (Very Likely) 5, 4, 3, 4, 6, 4, 1, 6 (“Yes, and…”)
Interpretation: they have wandering patrols set to chase down escaping villagers with nets*

Imperial Troops
Foot Soldier [+2], Well-Equipped [+2]

The journey was long and painful, and it was late into a second day when Strold made his way back to Ravenhall. During the time, there was no sign of Idraf. Strold had no notion of whether or not the raven clan tracker had already found the root and returned to his prince.

Perhaps because he was weary from the ordeal; whatever the case, he missed the plumes of black smoke until it was too late. Ravenhall had been attacked!

Just as his senses returned, he heard the clank of armor as a pack of six lobster-mailed southern imperial legionnaires with spears and nets. “There’s one!” one shouted, pointing toward Strold. Although the hawk clan hunter knew not their strange tongue, he understood their meaning well enough. Normally, he might turn and run. However, honor and pride for his family welled within him, and he wished nothing more than to kill as many spiritless cowards of the stone cities before he himself could be killed.

The six fanned out. So quickly, Strold pulled fletching to ear and felled two iron suits as they closed. Snarling, he dropped his bow and slit the throat of another with his long knife before he was enmeshed. As he fought and snarled like a caged beast, the remaining three pounced on him, beating him until he knew no more.

Conclusion

CF: +1
NPCs: Prince Hagar, Prince Eohric, Idraf
Open Threads: Return the Bird of Wisdom to Hagar, Get Eohric to tell the whereabouts of Tazor’s Temple, Escape the legionnaires! Find Eohric

SCENE 5

Setup: Strold is placed with other captured Barbarians before transport as slaves to the Empire
Chaos Factor: 2
Altered? 1, 4, 4, 2, 1, 2, 3 (“Interrupt Twist”)
Twist Scene Focus: NPC positive (Hagar)
Meaning: camera, bumping bottle
Interpretation: Hagar’s men have prepared an ambush for the slave train, and conditions are just right.

Strold found himself rudely doused with water and mercilessly handled. Leg irons on and placed inline with other savagely beaten and bloodied men, a slave train set out to the Empire. Women and children were placed in cages drawn by great beasts. The sun beat down, and Strold’s head swam as they made their slow painful way through the plains into low hills. The hunter could not understand any snatches of conversation whenever any legionnaires approached. Most threw insults and laughed at the weapon less warriors. Worse ones kicked dirt or shoved a man to the ground upon passing.

Does the ambush fail to free the group? (Somewhat Unlikely) 5, 3, 5, 6, 4, 5 (“No, but…”)
Does Strold encounter small resistance? (Very Likely) 5, 5, 6, 2, 4, 1, 3, 5, 6 (“Yes…”)

Suddenly, war cries were heard as two groups of assailants at the crowns of two hills flanking the train launched an ambush. They were prince Hagar’s men. In the distraction, only two men stayed nearby while the rest formed defensive lines to protect their flanks. Strold took advantage of the chaos. He knocked into the nearest, sending him down and kicking him unconscious. Another he took a swipe at, but was restrained by his chains. The warrior drew a short blade and lunged. Strold rolled aside with effort, nearly falling. He kicked the legs out from under the legionnaire and wrapped his chai around the man’s throat, choking the life out of him.

Does one of them have keys? (50/50) 5, 6, 4, 4, 4, 6, 1 (“Yes, and…”)

The man at his feet had a ring of keys hanging from his belt. Strold snatched them and undid his irons and as many of the others as he could before attracting attention. He also saw his bone knife and bow in a basket on one of the wagons nearby. He snatched these and sought a path of escape.

Does he have many to face? (Very Unlikely) 5, 6, 4, 2, 5, 2, 6 (“Yes, and…”)
Interpretation: he’ll have to face 3d6 (10) and decide whether to ruin chances of escape by choosing to deal with a warrior about to kill escaping women. (For this, I used a Story Hook generated off of Strold’s “Honorable” Quality as per the Jaws of the Six Serpents rules.)

There was one avenue of escape open — now the alarm was sounded, and nearly a dozen warriors turned to impede the fleeing prisoners. One man bounded after several unarmed women. Weapon raised, he prepared to hack the nearest down. Strold pulled leeching to ear and released. The arrow dropped the man, but now his only route of escape was crowded with a mass of plated southerners.

Are there any friendly warriors left to stand next to Strold? (Somewhat Unlikely) 1, 2, 3, 5, 4, 2 (“Yes, but…”)

Against the handful of armored enemies was one other clansman who had picked up a short sword. Strold was set on evening the odds. As fast as he could reach them, the hawk clan hunter let fly a hail of barbed death. He dropped another before they closed, then drew his knife. One smashed a gauntleted hand into his head. His one and only ally was immediately cut down, and then six of them swarmed him.

He fought fiercely, determined to die with honor. He found joints in armor or cleaved at exposed flesh, one by one, his enemies fell until there were but two. Strold bled from a dozen wounds and he sucked in huge gulps of air. However, the fight and rebelliousness never left his eyes. With a primal scream, he leapt forward like a great cat defending its pride, keeping no strength in reserve.

By some boon of the gods, Strold vanquished his foes. Already, Hagar’s force began to pull back as the numbers and armament of the enemy was too great. Delirious and weak from loss of lifeblood, Strold staggered after his kin.

Do any aid him? (Very Likely) 4, 3, 1, 4, 6, 3, 6, 5, 2 (“Yes, and…”)

He felt strong arms around him pulling him up the hill to safety. He knew not what happened next…

Conclusion

CF: +1
NPCs: Prince Hagar, Prince Eohric, Idraf
Open Threads: Return the Bird of Wisdom to Hagar, Get Eohric to tell the whereabouts of Tazor’s Temple, Find Eohric
Closed Threads: Escape the legionnaires!

Note: After this far, I’m noting that the bonus dice for determining Twists is a bit too wild. When lots of dice are in play, it seems the probabilities are up. Instead, I’ll try this mechanic: two dice from any roll will be of a different color. The colored pair will be the “Twist Dice”, and are always included as a part of any roll (but are not desperate from any Fate Question roll). If they come up doubles with a value ≤ [CF + 1], a Twist is produced.

SCENE 6

Setup: Strold finds refuge with his kin and has the chance to learn news, perhaps even Eohric’s whereabouts
Chaos Factor: 3
Altered? 5, 2, 3, 4, 5, 1, 2, 2 (“Interrupt Twist”) (Note: the last two dice shown are always the “Twist Dice”)
Twist Scene Focus: PC positive
Meaning: ID card, bandits
Interpretation: The escaping clansmen encounter rival clansmen and join forces

Is anyone present who has healing ability? (Somewhat Likely) 1, 4, 4, 4, 5, 4, 1, 5, 4 (“Yes, and…”)*
*Twist Produced: PC negative
Meaning: treasure chest, listening to headphones (ignoring)
Interpretation: (also incorporating the Story Hook of “Bring Honor To His Family”) among the rivals is a hawk clansman and cousin of Strold who stole from his father and fled

What did Dykhor steal? (Open) waves
Interpretation: a crystal vessel — sacred objects to each clan; Strold’s father is a headman with some religious significance; such slight is considered grave

As soon as was possible, Strold and the other wounded were laid down in a wooded area where they could rest. One of the ambushers was skilled in herb lore and healing and attended them, starting with Strold, who had lost the most blood.

Is Hagar himself among them? (50/50) 4, 1, 5, 3, 2, 6, 2, 3 (“Yes…”)

Prince Hagar was among the skirmishers. He spoke with Strold, inquiring about his quest. The hunter reported the unfortunate news.

Does Hagar know where Eohric is now? (50/50) 4, 6, 6, 6, 6, 4, 3, 6 (“Yes, and…”)
Where is he? (Open) scary shadow, laughing

To Strold’s satisfaction, Hagar reported the prince was last seen with his followers seeking sanctuary in the Vale of the Laughing Spirits — a place so haunted and vile, even the imperial legionnaires refused to pursue them there. The report did not seem to daunt the hunter.

As the group talked, a man shouted a warning. Suddenly, outlaws appeared around them. The ambushers became the ambushed! Weapons were drawn and curses flew.

It was none other than Aghar Redhand, an outcast rebel and his motley crew of godless folk. Parley was made, and it turned out Aghar and his band had skirmished with the imperials as well. A reluctant decision was made to band together, which was good because both sides had lost men, and survival was dependent upon mutual reliance.

However, such alliance was not to be.

All was well until Strold eyed a particular member of the outcasts. Dykhor, formerly of the clan of the hawk, had a particularly nasty past involvement with Strold’s house — one that could not be forgotten — nor forgiven.

Despite his wounds, the fires of rage lit within the hunter’s gut. With the ferocity of a lion, he leapt up and launched himself at the rogue.

Does Hagar intervene? (Very Likely) 3, 5, 2, 3, 3, 3, 4, 5, 3, 5 (“No, but…”)

Strold was atop Dykhor, beating him savagely. Hagar did not immediately react, as he too had deep issues with Aghar that were difficult to immediately dismiss. It was the bandit chief and his men who pulled the two apart.

“You have yet to atone for what you did, Dykhor,” Strold swore.

Does Strold’s rage and the two groups' rivalry escalate? (50/50) 3, 6, 1, 6, 2, 1, 2, 6 (“Yes, and…”)

From somewhere, an arrow flew and struck a man dead. In mere moments, weapons were bared and screams of hatred erupted. Men of both groups now fought mortally.

Strold, too, looked down in horror as Dykhor’s dagger plunged into his heart. Dreams of Barbaria’s glory against the Empire fled…and it became clear that steel and stone were not needed to defeat the northern clansmen…their own purposeless malice and rivalry made them weak enemies. Had a greater vision overpowered their pride, the emperor might have had great difficulty conquering the north.

The End.

FINAL CONCLUSIONS

This was a good working out of issues that have come up...the convoluted language of how twists are obtained and implemented are smoother and have improved. Here is the second draft of Epic:


Chaos Factor

The Chaos Factor ranges from 0 to 4 starting with 0. As the CF raises and lowers, it increases the number of die in the pool, slanting to “Yes”. The CF always contributes to the possibility of a positive Fate Question result (see below).

Fate Questions

This version utilizes d6’s. Note the following results and success counting method:

RollResult
5Yes, and…
4Yes…
3Yes, but…
2No, but…
1No…
0No, and…

To use the chart, frame a closed question. Always frame it with a “Yes” indicating the most interesting result (this may not lead to the most beneficial outcome for the protagonists). Roll a number of dice (5 base dice +/– Odds dice + CF) and compare the best/worst rolls to the chart above, counting evens/odds. Always roll a minimum of five dice. Note also that the CF is always positive. Include extra dice according to the following:

Odds


+PositiveNegative
050/50050/50
+1Somewhat Likely-1Somewhat Unlikely
+2Very Likely-2Very Unlikely
+3Sure Thing-3No Way


Roll the dice pool and select from it a “hand” of five dice, counting out the first five most advantageous (evens) or disadvantageous (odds) depending on whether the odds favored a positive or negative result. Two dice from the pool should be a different color than the rest. As a special case, if five is the number of dice to be rolled after calculating the odds, always roll one additional die if the CF is current set greater than 0. Again, since CF dice are always positive, always interpret with the appropriate position.

Fate questions are used within a scene to emulate a GM’s presence, running the minutiae of the NPC actions and reactions, or determine what elements, obstacles, or conditions are in play. Open questions can also be framed by asking any sort of question followed by one or two Rory’s Story Cubes or other random image/word combination. Interpret the random results to attach a relevant meaning within the context of the question.

Twists

Twists may be introduced mid-scene based on the result of a Fate Question roll. Note that success counting is based on number of evens/odds rolled during framed questions. Always examine the two colored “twist dice” from every Fate Question roll. If these dice produce a matching pair, compare their value (ie “1” if a pair of 1’s are rolled) to the CF. If the value of this “twist dice” matching pair is equal to or less than one more than the Chaos Factor, then a twist is produced.

Example 1: with a CF of 0, and positive odds of “Very Likely” (a total of 2 bonus), Brian rolls 7 dice. He gets a 2, 6, 3, 1, 1, 2, 1, and thus a “Yes, but…” result on his Fate Question. Noting that the last two values are black, representing “twist dice”, they fail to produce a Twist.

Example 2: Brian asks another Fate Question, determining “Very Unlikely” Odds and yielding two negative dice to his base five dice. The Chaos Factor in this case is 2 (always positive). Since positive and negative cancel one another out leaving only the five base dice, Brian remembers the special case of adding one more positive dice, since there is a CF value greater than zero. He also ensures that he’s rolling four white dice and two black. He rolls 2, 3, 4, 6, 3, 3, counting out the four evens and getting a “Yes, but…” result. Brian identifies the matching 3’s of his black “twist dice” (the last two rolled). The value, 3, is ≤ [CF + 1], so that’s a Twist.

Twist Interpretation

Roll d6 and consult the following chart to get the “focus” of the event:

d6FocusAttitude
1Protagonistpositive or negative
2Remotepositive, negative, or ambiguous
3Introductionfacilitator, complicator, or ambiguous NPC
4NPC Actionpositive or negative
5Threadtoward, away, or close
6Tangentialambiguous

To get the more specific random meaning of the focus, roll one or more Rory’s Story Cubes or obtain random image/words by whatever means are at one’s disposal. Alternatively, simply abandon the d6 focus roll and instead roll two Story Cubes to get an event meaning. The first image gives a vague notion of the context of the meaning, while the second defines and focuses that context into specifics. Players may wish to draw upon or choose randomly from NPCs introduced or threads established according to logic to refine the event meaning.

Scene Setting

At the start of each scene, a Fate Question is framed to see if the scene plays out as imagined. This is always at not-known (or 50/50) odds. Any sort of “No…” indicates an alteration of the scene (to the next logical one). Using the CF, this may produce an interrupt Twist as outlined above. In this case, the scene frames a wholly new and un-anticipated direction. Remember to include two dice of different color than the others and measure against the value of [CF + 1].

At the conclusion of each scene, note any new threads or NPCs, close any open ones that applied to that scene, if relevant, and mark whether the Chaos Factor escalates or declines, based on whether the scene was controlled by the PCs or not.