Monday, June 2, 2014

Powered by FU 1 — Mecha, part 2

Continuing from here, this is the actual write-up portion of my Mecha game set in the Robotech Universe.

PLAYER CHARACTERS

Bryce Rogers
Descriptors: Second Lieutenant, Ace Pilot Maneuvers, Eager to Prove Himself
Mecha: Veritech VF-1A, Gun Pod x4
Conditions:
  • [ ] I’m hit! …but still in action…
  • [ ] My fighter’s compromised! I can barely hold her!
  • [ ] Bail out!
FU Points: 0

NON-PLAYER CHARACTERS

Cody Tisch (mission leader)
Descriptors: First Lieutenant
Mecha: Veritech VF-1A
Conditions:
  • [ ] I’m hit! …but still in action…
  • [ ] My fighter’s compromised! I can barely hold her!
  • [ ] Bail out!
Jeffrey Pardo
Descriptors: Second Lieutenant
Mecha: Veritech VF-1A
Conditions:
  • [ X ] I’m hit! …but still in action…
  • [ ] My fighter’s compromised! I can barely hold her!
  • [ ] Bail out!

MISSION OBJECTIVE BRIEFING

Alert Status: Yellow
Location: Mars base, Port Justice, after a raid and distress call.
Threats/Severity: Long range scans indicate widespread destruction, but no Hostiles. All communication has ceased, and it is unknown whether there are any survivors. There are little but questions.
Objective: Recover the central communications relay and transcript repository.
Details: The mission is covert, so maintaining radio silence is a priority. Fighters will be lightly armed, and engagement with enemy Hostiles must be avoided. Evade, and engage only if necessary. Lt. Cody Tisch will serve as mission leader in this three-man team.

After the mission briefing, Bryce saluted Major Albright. The three teammates, including Jeff Pardo, grinned at one another. For Bryce, this was his first real mission other than run-of-the-mill ones.
The ARMD-7 with a crew of 600 with twenty-four pilots, each sharing one of its twelve Veritech fighters neared Phobos, where it would keep at a high orbit. The three members of the Vermillion squadron were shuttled to their waiting fighters.
The light was green and the fighters scrambled. Once in space, the three pilots gave hand signals from their cockpits of all systems go and formed up into a tight formation. At this distance, ETA was two hours at cruising speed. They readied their short-range radios which they could use only at need. The crew of ARMD-7 would not hear their communications.
“Why do you think they want this to be so secret?” asked Rogers after a stint.
“Beats me,” answered Pardo.
“No chatter, boys,” chided Lt. Tisch. Cody was the experienced one. Both Rogers and Pardo were rookies. “From here on out, keep quiet and keep your eyes peeled. Anything can yet happen…”
~the twist~
An hour into the flight, Pardo broke silence. “I’m getting some readings. Is it me, or is that a heavy cruiser parked over in that asteroid belt?”
Tisch responded, “You better hope not. Keep your eye on it…”
“Shouldn’t we warn command?” asked Bryce.
“Keep long wave silence. We continue on to the objective. Command wants those transcripts. Out…”

EXECUTION

The three fighters streaked through space and neared the thin atmosphere of Mars. They made entry twelve hundred kilometers from the base site to come in by stealth.
  • Does Bryce spot anything? [unlikely] Yes, but…
As their altitude lowered, they soared through the desert mountains of the Red Planet. Suddenly, something came over Bryce’s sensors, but abruptly disappeared. Whatever it was, it was grounded, little more than a brief movement.
“Lieutenant,” he crackled over the short-range, “I could swear something just moved down there. I got a bad feeling about this…”
“Kid,” answered Tisch, “I had a bad feeling the moment you graduated from the academy! But keep your wits about you. It might be a battlepod, or survivors.”
“I can take a swing-by,” offered Bryce.
  • Does Tisch refuse? [likely] Yes, but…
“That’s a negative, Rogers. We got to stay on task…just keep your eyes open.”
The three continued, coming over a ridge. Beyond that was a dry ocean bed where the base was located. The site was still smoldering. It was utterly destroyed. There was no movement below, whatsoever. No power registered.
The team flew at high speed and low altitude.
“Keep tight,” said Tisch. “We’ll take one more pass to make sure we don’t land in a nest of hornets, then we’ll set down close to the command tower.”
Both Bryce and Jeff were astonished and horrified. “How many were here?” asked Jeff.
“At least two-thousand,” answered Cody. “Button those lips, boys.”
  • Do they pick up anything? [very unlikely] No…
They completed their second circle, picking up no movement or threats. The two rookies followed Cody in, converting to guardian mode to touch down. In formation, the three faced out like a triangle, seeking any hostiles.
“Clear!” all three checked in.
“Okay, convert to battloid mode and follow me in,” said Lt. Tisch.
Three massive robots stepped forward toward the ruined command center. They entered a loading area with a shorn-off door. Inside, they encountered a heavy blast door blocking the way to points further inside.
“As I figured,” said Tisch. “There maybe survivors in here. You two, cover me while I get this door open.”
Bryce and Jeff stood guard while Cody activated the security interface module on his mecha’s right arm. The two guarding pilots couldn’t see the shadow of movement from their vantage point, but amidst the rubble, things moved about. Zentraedi battle pods closed in.
  • Does Cody get the door open? [security measures] No, and…
As Lt. Tisch worked, a charge built up and fried the terminal. A second blast door dropped suddenly down in front of the first.
“Damn!” he said. “The terminal was boobie-trapped. We’re going to have to do this the hard way. Pardo, keep guard. Bryce, you’ve got extra ammunition. Take out the door!”
  • Does Bryce destroy the door? [gun pod, Veritech VF-1A, battloid mode, blast door, blast door] Yes…
Bryce turned and opened fire at point blank range. Thousands of rounds blazed in three seconds. The doors became smoking slag.
  • Does that attract the enemy? Yes, but…
Outside, more battlepods gathered. However, their commanding officer held back their attack. “We must wait for them to return out of the command tower. Hold fire!” and baritone alien voice said.
  • Are there any traps? [likely] Yes…
The three pilots stepped forward as the smoke and debris cleared. Bryce was the first to step forward. “Evasive maneuvers!” he called over his com. Before him was a hastily rigged display of short-range missile racks. The trigger was tripped, and all at once, the things fired.
  • Does Bryce evade the missiles? [veritech VF-1A, battloid mode, ace pilot maneuvers, short-range missiles x3] Yes, but…
  • Does Cody evade his? [veritech VF-1A, battloid mode, short-range missiles x3] No, but…
  • Does Jeff evade his? No…
The explosions were terrible, and destroyed much of what was left in that corner of the building. Bryce’s mecha was knocked aside like a toy where he landed against the steel supports of the building. The shock dazed him in his cockpit momentarily, but his screen went black. A few moments later, the screen flickered back on. He saw a ruined loading area. Lt. Tisch’s voice came over the com.
“Is everyone alright?”
“I think so,” answered Bryce. “My systems shut down…I think I’m on a backup circuit, but all appears to be normal.”
Jeff was the last to answer. “I’m hit, but still in action.”
Cody whistled. “That was close! There was enough explosive power to take out a whole squadron. I’m guessing the passage choked out many of them. I’ve got damage, but it looks like nothing that can’t be repaired.”
“Well, let’s handle that now,” suggested Bryce. He guided his metal behemoth over to Cody’s position. Examining, it was pretty superficial damage. He activated his repair module and knelt next to the area in the back of Cody’s mecha. In moments, the repair was finished. “There!”
“Thanks,” answered Cody. “Let’s move on…”
When the air cleared, the three moved in. They switched on search lights.
  • Any signs of life? [very unlikely] No, and…
Once inside a ways, they came to the parts more intact. The damage was extensive. Readings showed toxic gas and some radiation. The dead were strewn about, but so were enemy Zentraedi battlepods and even some infantry. It was a mess. The three surveyed the destruction silently as they passed.
Once deeper, Cody was directed by his on-screen nav to a service elevator. The three removed the doors by force and made a controlled descent through the empty shaft to the bottom.
  • Is the relay intact? [likely] Yes, and…
The three made it to the control room. It was not only intact, but emergency power was still on. “This is good,” remarked Lt. Tisch. “We should have all the data.” Quickly, he recovered the components and extracted the transcript recorder. “I’m going to extract the data now and transmit to you both so we have extra copies.”
Soon, it was done.
~the twist~
Cody had scarcely turned to lead the others out, when Jeff spotted movement. “Battlepods! It’s a trap!”
Suddenly, laser fire lit up the room and explosions blasted a nearby tank of gas. Fire spread everywhere. “Lieutenant?!” asked Bryce.
“Open fire, gentlemen,” came the answer, a blatant defiance of their explicit orders.
  • Does Tisch deal with his? [Veritech VF-1A, Battloid, Battlepod] Yes…
Cody brought his mecha into a run to take cover behind a service vehicle. Crouching, he let out a few loud bursts from his gun pod. One of the Zentraedi stepped out of the smoke, making a clear shot for the Vermillion pilot. Armor-piercing rounds reduced the enemy mecha to ruin.
  • Does Pardo deal with his? [Veritech VF-1A, Battloid, I’m Hit!, Battlepod] Yes…
Likewise, Jeff Pardo found cover, and disabled another.
  • Does Bryce take care of his? [Eager to Prove Himself, Veritech VF-1A, Battloid, Gun Pod, Battepod] Yes, and, AND…
Seeing that they were trapped, and eager to prove himself in battle, Bryce used thrusters to cover the distance, jumping right amid the firefight. Laser fire and friendly fire both narrowly missed him. He stood before the last hostile, taking it out at point blank range. Behind their cover, he could see three more coming. He stepped his mecha out into full view and opened fire. All three battlepods were smoking ruins. He continued his fire and blasted through one of the bulkheads, finding an alternate exit.
“C'mon!” he said to the others. “So we’re not trapped where they want us!”
The others followed after.
“Lieutenant!” called Jeff as they thrusted upward through an auxiliary conduit. “Drones!”
From behind, small unmanned reconnaissance drones flew after the three, recording their whereabouts.
“Okay,” Tisch answer. “There’s a conduit nearby that runs underground to an adjacent facility. Let’s loose them and hide our trail.”
  • Does Bryce take out the drones? [Small, Maneuverable, Veritech VF-1A, Battloid] Yes, but…
Bryce slowed to a hover. “I’ll get them.”
He opened fire, filling the conduit with bright tracers. Several of the things were destroyed, but several evaded, taking side passages.
“There’s too many!”
“We’ll have to block off access,” relied Tisch.
Together, they found a fuel cell. They set a small charge while Bryce held the passage behind them
  • Do they close off pursuit? Yes…
After a bright fiery explosion, a main beam collapsed and the way was shut behind them. “Hopefully we can get out of here,” Jeff commented.
“Come on!”
Cody led through a narrow way underground. In some places, they had to stop and manually remove obstructions.
  • Is the way clear? Yes, and…
Once through, the way opened to a subterranean hangar bay that was largely intact.
“Okay. Topside, boys,” said Tisch.
The three converted to guardian mode and rocketed upward and out. There were no sign of the battlepods.
“Over there, Lieutenant,” said Bryce.
To the southwest in the direction of the main building, a large group of battlepods formed up in a ring, waiting for them to emerge.
“Damn, that’s a huge battalion!” remarked Tisch. “Alright, let’s fly low at best speed below their radar and climb to escape velocity later.”
  • Do they escape notice? Yes, and…
The three flew away unnoticed and unmolested, seeing no more Zentraedi hostiles.

MISSION DEBRIEFING

Back at the ARMD-7, the three pilots congregated with Major Albright. All pictures and video from the fighters were offloaded, including the records from Port Justice for analysis.
“A good job, gentlemen,” the Major said with a salute. “You’ve done well, and the General may award you all medals for this effort. Any lesser pilots would not have returned.
“Although you didn’t strictly adhere to your orders, under the circumstances, I see no other option you could have exercised.
“Our analysts have confirmed that a Zentraedi destroyer-class cruiser was hiding in the DGZ-6 asteroid field. Reinforcements are coming to rendezvous with us as we speak. Although the Admiral has raised the alert level, earth forces can now act with more confidence and authority given the data you’ve brought back.
“Although I would be happy to send you off for shore leave, stay on alert. At least get yourselves a well deserved drink!”

Powered by FU 1 — Mecha, part 1


For my first demonstration of FU, as discussed here, I'm configuring the system for Mecha. This is an old hack I put together a couple of years ago and posted the results elsewhere. I also made a mission builder for this which is different from the Twist of Line that I'll be using for other demos. This one is also a full fledged write-up, so I apologize in advance for the length. Others will not be as long. I'll also split this one in two posts, the first with the hack particulars and mission builder, and the second for the actual play write-up.

CHARACTERS

Descriptors — Rank, Edge, Flaw, Mecha, Armament or Modification (in multiples)
All characters assumed to have a Mecha as part of his character. Edges can be anything, but might be specialties such as gunnery, fly-boy, etc. Rank reflects actual command rank and can increase (or decrease) between missions based on mission success. Ranks include (from lowest to highest): Second Lieutenant, First Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, Brigadier General, Major General, Lieutenant General, and General. Note that pilots above the rank of Major generally have command obligations and relinquish flight missions to lesser officers.
Mecha — type of armed mech, and suitable for all things at which such vehicles accel. If that particular vehicle has convertible capability, then that descriptor may be used to grant bonus/penalty die above the descriptors base die based on the following:
  • Fighter Mode: [+] Speed, [–] Gunnery/Targeting
  • Guardian Mode: None
  • Battloid Mode: [+] Gunnery/Targeting, [–] Speed
Armament/Modification — types of weapons aboard the vehicle. Armament typically with limited supplies of ammunition (missiles or gun pod) grant its base die by fitting the primary affinity for the descriptor based on the following:
  • Long-Range Missiles: Potency [4]
  • Medium-Range Missiles: Accuracy [2]
  • Short-Range Missiles: Multiple Short-Range Targets [2]
  • Gun Pod: Point Blank Range [1]
  • Super Armor: Resisting Damage [2]
  • External Missile Batteries: Multiple Short-Range Targets [1]
  • Booster Rockets: More Speed [2]
The number following the armament/modification represents the cost of that item. Each player can begin play (a “mission”) with 6 points to spend. Multiples of the same item can be purchased. Using items for a bonus to a roll requires burning the descriptor itself, and not replacing it until the mecha is refueled/repaired. All mecha are assumed to have laser and particle beam canons permanently attached to the vehicle, and can thus attack even if no further armament remains.

PLAY

During missions, characters can participate in various types of action. This might mean one on one dogfights, providing support, rendezvousing with other craft, formation flying, specific fighter-to-vessel targets, and so forth.
Some rolls that can be made might include:
  • “Does Rick Hunter get the better position over his opponent?”
  • “Does he hit his target?” or
  • “Does he evade pursuit?”
Only by getting into advantageous position can a character make use of its attack power. All opponents are assumed to be one-shot kills with only a few descriptors at best, unless they are fully-fledged combat aces built like regular PCs.
During combat or action maneuvers, characters must pass through the following Conditions:
  • I’m hit! …but still in action…
  • My fighter’s compromised! I can barely hold her!
  • Bail out!
Characters can spend an FU point to substitute a “targeted” Condition in lieu of one of the above damage tracks. Such Conditions can and should be creative and disable one or more systems of their vehicle. Such things might be:
  • My ailerons are jammed!
  • There goes my blast shield…
  • Thrusters are cutting out on me!
…or things hat might compromise maneuverability, speed, firepower, or other systems.

DOGFIGHTING

As above, characters can go through an exchange of positioning with opponents to maneuver in for the kill. However, when facing multiple opponents, descriptors can start to stack, making it more dangerous to take on multiple bogies. Results of Yes, but… or No, but… may indicate advantageous or negative positioning to some, but not all, engaged vehicles.
Helping out teammates is an effective way of stopping or reducing this cumulative stack.

FU POINTS

Characters start play with 1 Point but can get more for:
  • Acting with daring
  • Showing off in front of a crowd
  • Getting two or more kills in a single dogfight
  • Saving a comrade in a pinch

NON-PLAYER CHARACTERS

Most NPCs, whether friendly or hostile, will mostly be of the “extras” variety, possessing perhaps a rank, and a mecha (with or without armament or modifications). Usually, no armament will be included to enhance speed of gameplay and the typical run-of-the-mill cannon fodder. However, some more notable challenges, included enemy or rival ace pilots or team leaders, will be built like normal characters. These latter types of NPCs should be reserved for dramatic moments. Some might even have an equivalent of FU points which the GM can use to throw in an extra penalty die against players to represent special ace maneuvers or trick shots.
When it comes to enemy mecha, most will only possess the Descriptor, “Zentraedi Battlepod”, representing the mass-produced enemy infantry fighting machines. Battlepods are relatively easy to build, somewhat minimally constructed, and are weak, but versatile. Most enemies encountered will only have their battlepod Descriptor, which can be utilized for most maneuvers, attacks, and so on. Although they are weak, as far as armor goes, they make up for it by sheer numbers. Unlike convertible mecha, such as the Veritech Fighters, battlepods are not convertible, but can serve equally well as flyers, walkers, and so cover a variety of needs. Therefore, they do not get additional bonuses for speed, maneuverability, or firepower. They are just “average” at about everything.
Optionally, GMs may wish to include a Flaw: “Poor Armor Rating” which can represent the fact that they can go up in cinders from an errant laser bolt. Any attack “Beat the Odds” roll against a battlepod that results in an uncertain result (“Yes, but…” or “No, but…”) may have a secondary roll to see if any non-direct hits result in bypassing their weak armor and factoring both their “Battlepod” and “Poor Armor Rating” Descriptors (at a 50% chance of a “Yes…” result occurring), thus representing their greater destructibility. However, they should not factor in to the first basic attack roll.
Additional armament or modification Descriptors may include:
  • Short-Range Missile Mount: Multiple Short-Range Targets (no more than two of these)
  • High-Power Particle Beam Turret: One Medium or Short-Range Target
Officer’s battlepods might have additional characteristics, including:
  • Armor-Plated
  • Medium-Range Particle Cannons (representing both arms)
  • Booster Rockets

MISSION BUILDER

  1. Roll a set of Rory’s Story cubes, pick freely from the set, and answer the following questions:
    • Where will the action be set?
    • What is the main threat the characters face?
    • What are the overall odds the characters face?
    • What is the cost of failure?
  2. Next, roll a d6 to answer what the character’s role is:
    • [1] Support — the character’s role is secondary to other major players.
    • [2] Escort — the character must accompany the main means of achieving the objective.
    • [3] Seek and Destroy
    • [4] Rescue/Recover
    • [5] Reconnaissance
    • [6] Intercept
  3. Roll another d6 and determine if the overall stance is:
    • [1-2] Aggressive
    • [3-4] Defensive
    • [5-6] Covert
  4. Play out the scenario in however many scenes it takes to conclude the mission. Each mission should have three stages: a mission objective briefing (setup and plan), execution (actual mission operation), and debriefing (homecoming and conclusion). Between each of the three segments, there exists a chance for a twist. On an odd result of d6, an unexpected ambush or negative twist occurs. Roll one or two Story Cubes to inspire an event that has the potential to derail the mission and must be overcome.
  5. Once concluded, roll another one or two Story Cubes to inspire the implications of the mission success or failure. Determine the alert status (condition within an overall conflict of multiple missions, from green to yellow to Red) by lowering or elevating the overall threat level.
  6. Repeat step one, above, for a new mission.

Sunday, June 1, 2014

Powered by FU

Greetings readers! No, I’m not dead… I have, however, been traveling far too much. There has been little comfort or let alone internet access for more than a month, and RL business before my trip prevented posting prior.

Enough for the excuses.

What is next? I have plenty of unfinished projects and solo campaigns to pick up…which I will! First, however, a plan to add a new project, one that features the flexibility of FU RPG (free universal RPG) by Nathan Russell. For those who do not know, it’s a fabulous light and elegant system, and great for trying those ideas you would like to try with your group (or alone) with no prep or forethought. As an aside, Nathan is currently working on a second edition, which I am anxious to see. Hopefully this can also help build some excitement.

I plan to post some short play reports using FU to feature and test its flexibility. Each post will center around a different short solo adventure utilizing a different genre. FU can easily do this straight out of the box with no effort except perhaps renaming the descriptor types. However, each genre I’d like to feature I will try a small surgical alteration in each to highlight the genre.

This is where you, the reader, can help too. If you want to propose an idea for a specific genre for me to try, voice it. I plan to try a cyberpunk and a swashbuckling session first, maybe followed by a Wild West session. I WON’T try a Star Wars or Kung-Fu session, because those hacks are already available.

Secondly, each session will make use of a new solo narrator with which I’m experimenting. Like most that I’ve tried to devise, this one is light, and is based on the development of a random plot generator and interspersed shifts, which I’m calling, Twist of Line.

Twist of Line

This off-the-cuff scenario generator was inspired by the space adventure creator in John Harper’s Lasers & Feelings. Twists are added through random determination.

The Setup

Roll or choose:

A Threat…

Roll Story Cubes, select a random picture, etc. or just pick.

Wants To…

RollMotivation
1Destroy/Corrupt
2Steal/Capture
3Bond With
4Protect/Empower
5Build/Excavate
6Pacify/Occupy

The…

Roll Story Cubes, select a random picture, etc. or just pick.

Which Will…

RollAction
1Destroy
2Change
3Enslave
4Invade
5Summon
6Restore

A…

Roll Story Cubes, select a random picture, etc. or just pick.

The Play

Play to find out how the characters come into conflict with and resolve the threat. Gradually assert the threat’s malevolence over the characters, motivations, and/or setting, then have the characters take a proactive stance. If the genre dictates or character motivations are not directly in conflict with the implied threat, have their actions' successes or failures push that threat into direct opposition.

This can be freeform or more structured, short or long. In a more structured approach, define the adventure in terms of:

  1. The Hook. The threat makes its presence known. Characters learn of the stakes and become forcefully involved.
  2. Action. The characters formulate a proactive plan to overcome the threat and take discreet steps to do so. This implies one or more scenes. Their successes and failures change the face of their opposition.
  3. The Plot Thickens. This optional stage introduces a major plot twist that changes the face/true motivation of the threat, or complicates the story, and heightens the threat’s imposition on the characters and/or setting. Fill in the twist generator below when the characters have attained at least one step toward their goal (but more likely are closer to their goal). At your option, roll a die at the end of each scene…on an odd result, throw in a twist.
  4. The Showdown and Epilogue. The characters deal directly with the main antagonist or its representatives in a final confrontation to stem the threat once and for all. Depending on their success or failure and its degrees, determine the impact on the characters and the setting at large.

Twist Generator

Things are not what they seem when…

Roll (d66)Subject
11-13The Actual Threat We Didn’t Before Know Is Revealed
14-16The Threat Just Escalated (Bigtime!)
21-23All Appears Bleak (Really Bleak!)
24-26All Is Lost (Goal Changer)
31-33Fake Victory
34-36Betrayal
41-43That Was Part of the Plan, Fools!!!
44-46The Threat’s Identity Changes (Wasn’t Who We Thought)
51-53Besieged On All Sides
54-56Side Plot Takes Over
61-63I Wasn’t Actually Dead
64-66Victory At Great Cost

Pick a threat, supporting character, or thing introduced in the story so far, or roll Story Cubes, select a random picture, etc to help focus the subject of the twist.

Sunday, March 30, 2014

RotSM, part 7

Continuing on with the “Return of the Shattered Mail” campaign. In part 6, we discovered that the petty-thief, Stordfast, met an untimely end and has released the demon bound within the mask. Our heroine has no clue as to these events, but the fate of her friends lays in recovering and delivering the mask. Things look dire indeed!

When leaving town, does Mitra meet up with Redbeard? DoF: 6
A good result means that she gets what she wants — she collects her horse and heads out

Mitra collected Umbril and fortunately had the coin now to pay the ostler. She cast wary eyes over her shoulder to make sure she could escape from town alone and unseen. Tymora shined upon her. She saw no sign of either the militia men, the stableboy from the watering hole in which the two had been struck by ill luck, or Redbeard.

With everything that had derailed her quest, she was truly desperate and at an impasse. The outlaw she sought could have escaped to any of the four winds. She had no leads, only the vaguest inkling of what the lad looked like, and few guesses as to what his motivation or direction might be. The only guess she could make was that Stordfast might head towards the biggest city from which he could fence the exotic item. That meant Baldur’s Gate. It was desperate, but it was her only course, unless the road itself might reveal more clues.

Are there any signs yet of an approaching army? DoF: 1
1 means the worst possible scenario!

Mitra saddled up and clicked her steed forward. She headed for the northeast of town — the side to which she was closest. That took her further from the road for which she intended to make, but she wished the quickest and most direct route out of town. One could cut across country easily and circumvent the town, she reasoned.

Now for some Cubes! What do these mean? Cause a disturbance? Step on a twig? Both of these events are usually inadvertent. What would be the same event on a grander scale? Perhaps an advance warg rider scouting party from the horde have come to get recon on the town. One of them has a particularly unruly beast, gets spotted and gets thrown. The others descend upon the warrioress.

Mitra rode beyond the last outbuildings...

...in the lesser populated north side along an old dusty miner’s road. She knew she should be feeling somewhat freer, but something weighed heavy upon her heart…something not immediately explained by her impending plight alone — something she could only feel in her gut, but not put her finger on. That was a feeling she had come to trust, one that kept her alive amid a long career of frequent peril.

She had the urge to look up at some of the line of low rugged hills that frowned upon the town as she continued forward. Lost in her thoughts, something grabbed her attention. She heard a noise like a shriek and the snarl of a beast. Then she spied movement.

Along the ridge of hills at her ten o’clock, a couple quick forms darted beyond sight. She hadn’t had much chance to see them, but she swore they were mounted. Suddenly, from another rocky blind, she saw a goblin or orc on the ground facing a massive lupine monster — undoubtedly a warg. He seemed to be disciplining the creature. The hideous hound simply bit the shrieking rider in two. It let up a howl and darted away.

Advance riders of the enemy was upon the town!

She swore under her breath. From around another bend came two more of the things. Red tongues lolled out of the beasts’ fanged mouths as the red-eyed monsters flew down toward her like a storm. Their riders bore long javelins ready to throw. It seemed the spies were bent on killing the lone witness who was only now aware of their presence. Umbril snorted and whinnied, not so much out of fear as most horses would, but a desire to meet the challenge. He was a war-trained mount, and a fine one at that.

Mitra drew her sword. Behind her, the town was perhaps a mile or more distant, while the enemy riders were the same distance but closing fast. Her warrior instincts kicked and and she spurred her steed forward to meet them. Had she turned and fled, they would surely have brought her down. She would not so quickly be silenced. With an oath to Tempus, she charged.

MITRA
Descriptors: Tactician, Tough as Iron, Fencing, Uncompromising
Gear: Trusty Broadsword, Headstrong Charger
FU Points: 1
Conditions: ☐Angry, ☐Trapped, ☐Unconscious, ☐Scared, ☐Dazed, ☐Injured, ☐Tired, ☐Dying

WARG RIDER SCOUTS (squad)
Descriptors: expert riders, orcish scouts, tough
Gear: merciless wolf-beasts, black javelins
Conditions: ☐Angry, ☐Confused, ☐Slowed, ☐Out of Action

Does she avoid their throws? Yes, but…

She held her sword out and bore down, the gap closing rapidly. Then, the expected throws came. She veered directly into their midst. One of the missiles was overthrown and disappeared overhead, but the other rider held his throw after feigning to follow his partners example and broke free of the formation, quickly veering around to flank her. The second rider came up fast on her offhanded flank.

Does she maneuver to an offensive position against the flanking one? No, and…

She tried to wheel Umbril around, but the wolf-rider was relentless and closed before she had control. The great wolf latched onto Umbril’s foreleg, trying to pull him down.

Does Mitra keep her seat? Yes, but…

Mitra managed to stay in her seat, but it was nearly all she could manage. The horse’s terrified scream, snarling of the wolf-monster, and clash of steel filled the air. The two were locked, and now the first rider had drawn his sidearm, a wicked curved blade, and wheeled around to close in for the kill.

Does Mitra successfully leap into the seat of her opponent? No, but...
+1 FU Point

The warrior woman girdled herself. She was to be skewered on the charging riders javelin, now wielded like a lance if she was to do nothing to break the impasse. She threw herself at the rider away from her sword arm, leaping out of her own saddle and onto the back of her opponent. She missed her mark, tumbling to the ground, but she pulled the squealing rider with her and put an obstacle between herself and the second approaching rider.

Does she finish off the grounded rider? Yes, but...
Does Umbril fight off his attacker? No, and...

Getting to her feet, she faced off with the grounded rider. Her footwork was the quicker, and his eyes widened as ten inches of steel plunged through his boiled leather jerkin. From behind, she heard Umbril squeal in terror. The wolf managed to bring the great horse down and now ripped flesh from his great muscled neck. Leaping over the two forms of wolf and horse struggling in the dirt came the second rider. His javelin cut through the intervening space with astonishing power.

Does she avoid the weapon? Yes...

Mitra twisted at the last moment. The spearlike shaft missed her midsection by mere inches, embedding itself into the earth next to the riders fallen friend. Now without weapon, Mitra sneered at the rider as he and his snarling steed came forward.

Does she finish them off? Yes...
☑ Out of Action
+1 FU Point

She darted to the left and crouched. The wargs own momentum impaled it on the warrioress’s sword, dropping the rider with a sickening crunch. In moments she recovered her weapon from the dead monster and finished off the broken rider. Next she turned her attention to the beast still gorging itself on Umbril’s flesh, uncaring of the danger around it. With tears in her eyes, she plunged her blade into the sinewy backside of the evil thing.

Although she lived and had vanquished her foes, clearly Tymora did not favor her...


Okay, some harrowing moments there. Rolling so many 1s and 5s. What next for Mitra? Will she go back and warn the town? Will she continue on regardless of the danger that looms over Soubar even earlier than anyone had expected? What about the demon? Where does it set its sights, and for what purpose? What about Xavier Zalibar? Does he know of these events? If so, what does he propose to do about them. Many questions! Only time will tell...

Wednesday, March 26, 2014

RotSM, part 6

Last time, Mitra recovered her beloved black steed, and a few of her coins, but was still without her mask. On the trail of Stordfast, the alleged thief, she must guess which direction he went. In the meantime, the hordes of Dragonspear threaten to break like a tital wave over the settlements of the Sword Coast. Things look ill for our heroine!

To help, here's a summary:
  1. Part One — Mitra ventures to remote regions of the Thunder Peaks and recovers the Death Mask of the Naive King.
  2. Part Two — In Luskan, two conspirators discuss the progress of Mitra. A wizard has the means to observe her movements remotely.
  3. Part Three — After a long journey, Mitra travels west and north with her prize. Near the High Moor she encounters wounded Red Beard who warns of hobgoblins and devils. They traveled south together to Soubar to warn the folk of the region, but Mitra is robbed, her mask taken.
  4. Part Four — In Luskan, Hacarthor the wizard meets his contact's employer, Zalibar, the nemesis of Mitra. They learn that the cursed mask was stolen. We also learn that Zalibar has imprisoned Sanbar Axegrinder, Mitra's friend and his clan who are building a mechanical horror — the mask is key to its completion. We also learn in Soubar about the thieves — the Calashite orphan flees Soubar with the mask.
  5. Part Five — Mitra send Redbeard to the town's officials to break news of the impending invasion and goes in search of the thieves. She finds their lair, but the trail of the thief grows cold.
And once again, our heroine:

Descriptors: Tactician, Tough as Iron, Fencing, Uncompromising
Gear: Trusty Broadsword, Headstrong Charger
FU Points: 1

Conditions: ☐Angry, ☐Trapped, ☐Unconscious, ☐Scared, ☐Dazed, ☐Injured, ☐Tired, ☐Dying

☑ = checked

However, before we continue her story, we follow the mask with a set of freely interpreted Cubes:

lightning bolt, tower, eating watermelon

A lone cloaked figure clutched something...


...against his belly as he lurched forward. He was weak and confused. Lightning struck again, the skies boomed, and the dark heavens finally released torrents of heavy cold rain. Hungry and aimless, Stordfast sought for refuge against the elements. Off the road, the barrens were devoid of much of any cover. Trees were stunted and provided little foliage. Cursing the gods, the young man scanned the horizons. Suddenly, the broken line of a ruin in the distance caught his eye. You will find safety there, he said to himself. He cocked his head to one side. ‘I’ will find safety, he corrected.

Forward he went. The distance was greater than first appeared. For the better part of an hour he waded through soggy muck and stinking bogs to get to the place. When he climbed out of a pool and onto dry land, he lay at the foot of a once great tower. Little else remained of the attached keep. The young Calashite cared little. He only wanted shelter.

Panting, he tossed himself through a vacant crumbling doorframe overgrown with bramble and into the black stony recesses. He was exhausted, sodden, cold, and famished. You will find food here, he said to himself, or had he?

Turning to examine his surroundings, Stordfast saw a round room choked with fallen stone and debris. An empty windowframe was partially filled in by a pear tree. He wandered to the window. The tree was bent, laden with ripened fruit. The young thief eagerly picked four and devoured them, juice running down his fingers. They were sweet!

matches, descending stair, baseball

His most immediate urge taken care of, he next turned his attention to warmth. He scanned the darker recesses of the round chamber. As if waiting for him, a lantern, tinder, flint, steel, and fuel sat on the floor as if left by someone. He examined the items. They were dusty and smeared from ages of disuse. He hastily lit the lantern and tried to warm his hands against the little flame. He removed his sodden cloak to dry and rubbed his arms.

As he stood trying to warm himself, he spied a dark hole partially exposed under a collapsed stone. Curiosity got the best of him.

You will find power and riches within, he said to himself...or had he?

He picked up his newfound lantern and investigated the corner. Now he could see a winding staircase descending into blackness. The stone was easily removed. He stared down within the mysterious, frightening, and yet promising depths in awe. He descended.

He arrived at a landing. His dim flickering light illuminated little about him. It was dark with very close air. A sense of dreadful, watchful malice filled the air. Stordfast began trembling.

You are well, he said to himself. Fear not, he added with an urge to move forward. Rather than from his own mind, the thought seemed to emanate from his hip where the heavy object hung that he had stolen from the warrior woman rather from his head. Yet, too filled with wonder, he seemed not to notice. The passage moved only forward.

Shuffling along, he came to a seemingly dead end. The short passage seemed to lead nowhere. A strange crest medallion was mounted on the wall. Leaning against the wall was an old iron bar. Judging by the scratch marks near it, someone had tried to pry the medallion loose. Immediately, the old feelings of excitement filled his breast at the thought of filching an item of great beauty and value.

He picked of the bar and tried to pry. However, the stone medallion was stuck fast. After many attempts, the young Calashite grew frustrated and began banging on the wall. By some chance, he struck something that moved. Suddenly the wall gave in and swung away on hidden hinges. It was a secret door!

He fetched his lantern again and peered within the space beyond. It looked to be some treasure room! Glittering coins were strewn about...and jewels! He was rich beyond reckoning! His luck had turned astonishingly for the better.

He danced about and scooped up the shiny valuables, letting them fall between his fingers. He enjoyed feeling their weight, and the feel of their cold, smooth surfaces. He took joy in the clatter and jingle as they fell to the floor, overflowing with abundance.

crown, puzzle piece, cut with scissors

His eye was drawn deeper within the treasure room. In the back, set upon a dais of three steps was a high-backed chair. A throne! Unlike the other items, the chair was not lavish or bejeweled...it was old, and somehow twisted. The leather looked like old desiccated skin — stretched and brittle. It was black and drab and somehow terrible beyond what eyes alone could see. It was also large...a grown man would appear small upon it.

The voice came again. Sit on the throne, it said. This time, Stordfast did not confuse it with his own thoughts. He was flooded by fear. He turned to leave, but the voice repeated. The voice was deep and commanding. So powerful was it that Stordfast might have torn off his own face with his hands if the voice so commanded. Sit!

Drawn, the lad approached irresistibly. He climbed the stairs and stood before the seat. It looked like a dead thing still possessed of a malevolent animating force. But, it was just a chair.

Slowly, he turned and lowered himself. The feel of the old leather was sickening. The smell of decay was in his nostrils. There was old evil within it...terrible, ancient, and unearthly. As though bound into place, Stordfast could not move.

Put on the mask, came the voice. The lad's hand moved to the bag at his hip. Fingers undid bindings and the hideous visage stared at him, eye holes alight with greenish flame. Put on the mask!

Stordfast did as he was compelled to do. As if a fine-fighting piece of a jigsaw puzzle, it seemed perfectly contoured to his face. Suddenly, it fused to his skin with painful burning. He cried a shriek of agony, muffled behind gold. Green flame wreathed his body and the throne upon which he was set. He convulsed and wrenched painfully, screaming, but he could not rip the mask free, nor get up from the hideous seat. His skin rippled and bubbled as though the green flame boiled within him. His shrieks continued, until his own skin ripped open along hundreds of fissures and cuts as though it were mere paper to be torn. Revealed underneath was a demonic form with fearsome face of gold that shed the shell of flesh that was only moments before, Stordfast.


Tune in next time... Mitra wants to quietly pay the hostler, collect her horse and begin her search. Does she lose Redbeard to continue her doomed quest? Does she find sign of Stordfast’s trail? Do the hordes of Dragonspear overtake her? Does she meet the horror unwittingly released by the young Calashite?

These answers and more await...

Thursday, March 20, 2014

Hour of Dream, part 4

Here is the next part of my "Last of the Drowsbane" campaign. Things get a little crazy here, but fun!

Scene 8

Setup: Tengrym sneaks through the night to find a quiet and seemingly unoccupied granary near the shipyard
CF: 4
Altered? Interrupt! Focus — move away from a thread (stop Shandorin’s plan); meaning — Eating Watermelon, Little Faerie, Key
Interpretation: it is a fantasy after all — so, here’s the gonzo — Tengrym hears noise and sees an elf being led in chains to an ogre in a building who is seemingly ready to make a meal of the elf. I’m also adding in another hook — “Last of the Drowsbane”.

Tengrym hastened back into town, keeping to the shadows along the edge of the street and staying alert in case he had another chance encounter with Shandorin. Instead, along a more desolate part of town where the shipyards, warehouses, and granary lay, the half-elf ducked behind cover as he heard approaching whispers.

What’s the elf look like? Eye, cauldron, sunflower
Male? Yes, and… (a great physical specimen)

Four figures escorted a fifth in chains. The four were dressed in black — a deeper-than-night black that might have been the cloaks of dark elves. The fifth was plainly a moon elf. He had pale skin, long hair the hue of black iron, and striking golden eyes. By his bruises and cuts, it appeared he had been in some sort of fight.

What is his relationship to the Drowsbanes? ‘L’, counting coins, magic beans

The tall elf was familiar to Tengrym. Something registered in his tired brain — something deep and nearly forgotten.

The elf was led to one of the warehouses. The figures stopped and rapped on the door. It was flung wide revealing a massive figure of gargantuan proportions and ugly distorted goblin-like features backlit by pale yellow light from within — an ogre!

“Just in time for me meal!” the giant grumbled in bass tones. “Elf flesh, no less!”

“Do with him as you will, Hapray,” answered one of the four.

The elf was thrust inside and the door slammed shut. As the four returned to the direction from which they came, Tengrym reeled. He knew the elf!

Arafraulyn — ‘Ara’ — was the highest paid of Dergan Drowsbane’s servants. Master of Arms for the noble house, Ara taught the novice lordlings the art of dueling and swordplay, sewing the seeds of future warlords, as well as leading the soldiery of Sullaspryn. Indeed, Tengrym had apprenticed under his rigorous and disciplined tutelage, learning the elvish tongue and art of elvish fencing from a true master.

What was Ara doing in Scardale?

Tengrym leaned back and tried to absorb the implications. Ara was a trusted ally and friend of Tengrym’s dearly departed father, and the young half-elf had respected and feared him…he owed much to the master elf who had taught him courage, self-reliance, and the skills to survive in a dangerous and ruthless world.

As Tengrym eyed the timber structure, a great owl alighted on a bent lamppost just above him. Its flapping wings startled the half-elf. He looked up at the golden-eyed bird with a frown. He contemplated lobbing a stone at the nuisance, but turned his attention back on the building.

The height was too high and sheer to climb. However, a word and a gesture blinked the half-elf on the perch. Gingerly, he crept over to an open vent onto the rafters of the ceiling within, looking down over a most filthy habitat. Even now, the giant stirred a pot of boiling liquid, adding some roots.

“This be Hapray’s tastiest meal in a long spell,” the ogre said.

“May my bones stick in your gullet,” answered Ara.

Does their banter reveal clues as to what Ara is doing there? Yes, and… (reveals some other relevant truth)
What? crab, scary shadow, compass

“How about I pull out your tongue while the pot is stewing?”

“Had I not been pinched tailing Shandorin, I might be separating your head from your neck about now,” answered Ara, unimpressed. “Curse this mess! If only I had his moon dial, I could be free of this gods-forsaken place!”

Moon dial? Tengrym had never heard of such a device before. Obviously, Ara had tracked the enemy here for wholly other purposes. Tengrym was intrigued.

Nonetheless, it was time to save his old mentor. Plucking an eyelash and producing a pinch of sand, he began chanting.

“Eh, what’s that?!” the ogre growled turning to follow the sound up in the dark rafters. Then the big oaf fell into a snoring heap.

Another word of magic brought Tengrym floating lazily down to the floor by the ogre’s side. He relieved the sleeping giant of his keys and released the elf.

“It’s been a great many years, master Arafraulyn,” he said.

Is Ara not surprised to see Tengrym? No, but… (he guards his reaction)

“Only by the count of men,” the elf replied cooly.

“What are you doing here?” asked Tengrym.

“Can we not talk next to this snoring, stinking heap?”

The two made their way to the door which was barred from within. As they unlocked the door, a curious owl watched their movements from above.

Do any negatives hear their escape? Yes, and… (the four drow are waiting outside)

The two were talking when they pushed the door open, but came up short, face-to-face with the same four dark elves that had escorted Ara to the ogre. Perhaps Tengrym had not been perfectly silent in his rescue. Dark steel was borne in the evil elves’ hands.

Arafraulyn, who was weapon-less, leaned back against a beam and gestured to Tengrym. The half-elf’s face twisted to a sarcastic grin. He drew steel and advanced.

The exchange was quick and fierce. Tengrym rolled before a magical globe of darkness targeted him, avoiding the impenetrable blackness. Steel sang as blows were countered and the four seemed at first to outmatch the one. However, the seemingly slow grace effectively countered each blow as one by one, Tengrym found and exploited each dark elf’s defenses. In moments, he had soundly defeated them without a mark or a scratch in return.

Ara applauded. “Well done! Very fine execution — if a bit unconventional.”

“Isn’t convention in combat synonymous with predictable — and defeated — to quote a master?” Tengrym countered.

“Yes, young Drowsbane…however, unpredictability and a flawless technique are two separate things entirely.”

Tengrym rolled his eyes. “I assume I will ever be the pupil.”

Ara relieved one of the dead drow of his blade. The two dragged the bodies into the warehouse. “These may be needed to prove my claim to the officials here,” Tengrym said.

“Don’t you think we should take care of him?” Ara asked, pointing to the ogre who continued to snore. “Tengrym, he could be a further nuisance.”

“About my name,” Tengrym corrected. “I’ve been going by the name, Veldis.”

“Veldis? You’re hiding from your good name? A finer and truer epithet could not suffice.”

“Not hiding…discretion. The last bit of blood in my veins and that of my brother is a commodity rather in demand by fell forces these days…”

“You would do well to wear your namesake’s livery once again.”

“Perhaps the opportunity will present itself.”

“And the ogre?”

“Leave him be…he may sleep a good while.”

The two left as Tengrym quickly filled in his old mentor on Shandorin’s plot.

Is this moon-dial some relic from Sullaspryn? Yes…
Is Ara under the employ of living members of the Drowsbanes of which Tengrym is yet unaware? Yes…
Who? falling, bouncing ball, drama
Interpretation: someone dear to Tengrym, thought dead, but actually alive
Does Ara withhold the identity? Yes, and… (won’t tell under any circumstance for the time being)

Arafraulyn briefly told Tengrym about the moon-dial, a holy relic taken from the chapel of Selûne in Sullaspryn which Shandorin had stolen. Ara had been tracking the renegade for years. Tengrym naturally asked for whom the elvish swordsmaster was working. “Why would you have any further loyalty to an all-but-dead family from which you have been released for decades?”

“Not all the Drowsbanes are gone,” Ara answered cryptically. “Even those believed long dead…”

“Who? Who, Ara?!”

The elf kept his lips sealed, however. From above, an owl blinked.

Conclusion


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

Wednesday, March 19, 2014

The Hour of Dream, part 3

Hello all! I've been absent for some time from this here blog, and not by lack of desire. RL has intervened, of course. I also have plenty of distractions during my scant dosages of free moments. That has been eaten by a little fun reading, working on my own adaptation of John Harper's World of Dungeons, and trying to get in on the Fate Core popularity.

Too little time. Too many distractions.

Ensuing frustration results.

In any case, I'm posting the next part in my "Last of the Drowsbane" campaign. I'm going one or two scenes at a time, since they are stretching longer at this point. This is old, by I want to get this on the blog.

Here is a brief scene wherein Thedric, the protagonist's sidekick, goes in search of help for their predicament. Using Questers of the Middle Realms for this as well as my Epic Mythic GM Emulator lite adaptation.

Scene 7

Setup: Thedric goes to the first garrison, finding a sleepy skeleton garrison of Cormyr
CF: 3
Altered? Yes
Interpretation: Only the Sembian garrison admits anyone at this hour

Are there many there? No, but… (more are within a quick call)
Is their stance unfriendly? Yes, and…* (they’re in no mood for shannanigans)
*Twist: focus — Protagonist positive; meaning — cauldron, goblin, lightning bolt
Interpretation: Tengrym may have some un-looked for help in the form of one rival wizard

Heaving breaths, Thedric braced himself in the doorway of the only garrison headquarters he found with light inside. The only Sembian warrior — a man on the portly side and not so spry — looked up in anger from his warm bowl of stew. He sat at a table facing the roguish intruder with a look so sour — marked by suspicion that the newcomer to take his meal.

“What do YOU want?!” the man blurted out.

“I…I need…” Thedric couldn’t quite spit the words out. “I need help!”

The man grimaced. “Come back in the morning! We’re closed, can’t you see?!”

“No, wait!” Thedric panted. “Do you want DARK ELVES overrunning this town, and every other town in the Dales and… probably… all of Sembia and Cormyr with it?” he said, making it all up as he went. The off-the-cuff manner was all too apparent, he realized. Yet, on he went. “Free do dominate with sleepy folks who can’t do a thing ’cause it’s too late already?”

The man turned a brighter shade of red. “What nonsense is this? You been in your cups? Looks like you’ve been bruised up a fair bit.” The man pushed his chair back and approached, obviously to push Thedric out the door of the little lodge. “Sleep it off, I say. Come back in the morning if there’s still an emergency.”

“STOP!” screamed Thedric. “You Fool!” He tried to sound a bit like his half-brother for effect — to shame the man. However, it had quite the opposite effect. The man turned even brighter and tried to land his hands on Thedric.

The younger man easily spun out of reach and was now in the room, running with the older on his tail. Thedric leapt up on the table and knocked the stew to the floor. He swung on the chandelier and alighted far away. This angered the soldier even more. This was going nowhere. Thedric needed to do something. Tengrym counted on him!

The man turned to the wall and went to heft a great battle axe from its resting stops. With deft maneuvers, Thedric sent two daggers end over end. Each pinned the man’s arms to the wall through the loose fabric of his sleeves. The man’s eyes went wide with fear now and he struggled to pull them free.

“Hold!” Thedric said, holding his hands out in a peaceful gesture. “I won’t hurt you, I promise. Just listen! Could a drunkard throw like that? I need you to listen!”

Note: I will leave this scene hanging as-is for now. The result of whether he could talk sense into him I will leave for a roll at the critical time in an upcoming scene.

Conclusion

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