Thursday, January 15, 2015

Back! And A New Play Report

I'm back...for how long, we'll see. I had a nice holiday, but RL burnout caught up with me...in a big way. When I have had time, I haven't had much in the way of motivation. So, I did something I rarely do, and took a mental health day. It was glorious and led to something else I rarely do: play an entire solo scenario in one — well — nearly one sitting.

I've also had a chance over the break to enjoy reading and experimenting with Tana Pigeon's new addition, The Location Crafter. I see it's still up at #7 on drivethrurpg even weeks after its launch. That sounds like a good sign. If you haven't checked it out, I highly recommend it. A great way to approach site-exploring (or just location-based scene rpg'ing in general) for the GM as well as the soloist. There's a complete solo rpg engine right in there.

“Sending Goblins To Do Elves’ Dirty Work”


For my little delve, I resurrected an old character one of my friends created for a GM + 1 player game we did (if you don't know my thoughts on reviving old concepts and characters, read my Ghosts of Gaming Past post). This was a youthful time when we had read lots of R.A. Salvatore, as you will see.

Also, for the sake of nostalgia, I used a version of John Harper's World of Dungeons spinoff of the Dungeon World system to give it an old school feel (even though it's very new school). I mixed with things I like from the full version of Dungeon World. This is the character in question:



Kingon of Shadowdale,
half-elf male ranger

HP: 2 (2HD); LEVEL: 1
ATTRIBUTES: Str+1, Dex+2, Con+1, Cha-1
SKILLS: awareness, survival
ABILITIES: pet, wild
EQUIPMENT: leather jerkin, long sword, short sword, long bow, ammunition (2 uses), travel rations (2 uses), water skin (2 uses), flint & steel, coin (0 uses)
WEALTH: Destitute (-1)
BONDS: I owe my life to Shadow.
CONVICTIONS: good
HARM: none.

SHADOW. 2HD, 5hp, claws and fangs. Grants the stealth skill. Black cat-beast from Chult. Stalks prey. Ferocious.

I decided on a mixture of John Fiore's Nine Questions solo engine with some elements of the Location Crafter (although what from the latter, I wasn't yet sure — I ended up using the descriptor and action words as my random idea generator along with occasional Rory's Story Cubes). I also rolled a die to clarify occasional questions with a simple yes/no result. Even results indicated Yes, odds, No; and I sometimes threw in an extra die to simulate higher chances of a yes or no (taking the most or least favorable, respectively). Using the base resolution system of DW, the results are based on attribute modifiers and a roll of 2d6 where 2-6 is a miss (failure and a hard move), 7-9 a partial (success at a cost), 10-11 a hit (you get what want, no questions asked), and 12+ a critical (what you want and then some). You will see some of these results sprinkled throughout the text. WoDu doesn't have the explicit moves of DW, but can be free-formed to fit the flow — or simply applying a Defy Danger resolution to everything.

I also tried this session with nothing but my character sheet in front of me, a pair of dice, and dictating into my iPhone.

Setup


Wandering near the woods of Battledale, a half-elf ranger overheard the screams of women. A small hamlet was lit aflame as goblin raiders made a retreat with some loot into the woods. Kingon pursued.

The 9Q’s: Questions 1-3


Q1b. Chase Into the Woods

Focus (PC initiated): pursuit, combat

Kingon swore an oath and trailed after the buggars. Goblins in broad daylight! He pushed himself hard (partial), flying through the foliage so that he scarcely noticed the two goblins hiding around the boles of trees in wait. However (partial), his great cat companion’s throaty growl alerted him. He was able to leap as a rope was pulled tight between the two trees to trip him. That put him off balance — and the goblins were right there on him with axes raised for a killing blow.

A black shadow leapt behind the pair (hit), one goblin going down with a shriek as fur and claws blurred together. The beast raked the life from the goblin. That bought Kingon enough time to recover and draw two blades to meet the second’s onslaught. He owed his life to the jaguar — and not for the first time. He circled with his scared opponent, but the craven thing bolted suddenly, not wishing to face the ranger alone or on even footing.

GM’s Reaction: wildly tranquil

As he turned to follow the remaining goblin, he saw no sign of the others. The brief scuffle had done its job — the others had all completely vanished within the dense foliage of the old forest. Kingon sheathed his blades and drew his bow. He wasn’t about to let this one get away (miss). He let loose, but struck a tree as the goblin evaded him.

Two hoots in the trees let the ranger know he had been duped again — snipers were waiting for him. With a sudden spring (partial), Kingon twisted aside just as a black fletched arrow struck the spot where his head had been a moment earlier. He was behind cover, but had dropped his bow, which was now out of reach and in the direct line of fire.

Back to the tree, he contemplated his next move. Then he spied Shadow lurking beyond. He flicked his eyes upward so the cat could follow. However, the beast was already in action (low partial). The cat stalked up the trunk of the tree within which one sniper lay with deadly quiet. The going was slow enough that the two had time to maneuver to get a better shot at the half-elf.

Kingon was forced to move again as arrows whistled (partial). He dived away, sprawling on all fours as just ahead of him, he heard the brush rustling. Had some of the footmen circled back to reinforce their comrades, or was this some other threat?

However, Shadow was now in position (crit), and tore through the branches, flaying one goblin with a shriek and dropping the other completely surprised archer to the ground. Kingon didn’t waste a moment. With blades back in hand again (miss), he went after the prone goblin. However, the thing dropped its bow and was up with a long knife in its hand faster than Kingon would have believed possible. He deflected one blow, but mostly by dumb luck, the jagged blade sliced open a length of the half-elf’s forearm in a counterstrike.

What’s the source of the sound? delightfully delicate (wild elves)

As the two fought, the foliage shaking reached a crescendo, revealing two or three evilly grinning green fey — wild elves. A central one rode atop a great wild boar. Kingon could hardly comprehend what he saw, but didn’t let up on his offensive (partial), striking down the last goblin.

Laughing, the strange fey beings chanted together. Kingon’s head swam — but pleasantly — and he fell into a deep slumber.

Q2. In the Lair of the Fey Folk

Unusual Event: fortunately scary, vengeance power
Where? in the lair of the fairy folk — a dense mossy green “room"
Focus: intrigue

Kingon dreamt of pleasant laughter and cool turf between his toes. He awoke with the sound of a bubbling brook and found himself on a soft, fragrant mossy bed. He looked around him and found he was dressed in soft linens, his clothes and leather jerkin cleaned and neatly folded nearby. His weapons were nowhere to be seen.

Presently, two elf maidens entered with an urn and basin and told Kingon to refresh himself. When he had done so, he followed the only way out of the natural ‘room’ through a corridor between the woods to an open sward upon which a board was prepared. The impressive warrior Kingon had seen riding the boar sat in a high backed chair at one end. The elf gestured for Kingon to sit, which he did.

“You did well against the goblins yesterday,” the elf lord said.

“You mean a day has passed?” Kingon said with trepidation.

“Yes, but do not worry yourself — those fleeing ones did not get far,” said the lord. “I am Imewar, lord of these beings of the wood. For now, you are our guest. Once you have supped and have the strength to go on, you may leave — however, you are not to follow those goblins again.”

“But, why?” asked Kingon, stupefied.

“They have done misdeeds against my people, and we alone must mete our justice upon them.”

“But they have done misdeeds against the men of the Dales as well — and some have hurt their women, stolen their possessions, and burned their homes. What about them and their lost heirlooms?”

Does the elf lord have them? No
Does he make a promise to return their things? Yes

“You may trust, young one, that we will return their belongings once we have recovered them,” answered Imewar.

“That is poor justice for a people wronged…”

“And so was it when the men of the south first settled about our wood and took much of what was ours from us and made hurts upon our women and cut into our homes,” replied Imewar as though such irony was just deserts. Then, Kingon knew the lord’s eyes regarded him with deep contempt of a half-breed — a reflection of his contempt for mankind.

“Well,” said Kingon after some thought, “at least allow me to join you.”

Is Imewar open to it? No

“I’m afraid it cannot be,” the elf lord said. “Tomorrow, if you are ready, you will be escorted under blindfold back to the outskirts of your man’s world. There you will find your weapons.”

“I am not only of human blood,” insisted Kingon. “By right, I may join by the elvish blood commingled with it. You would deny me my birthright?!” (miss)

The elf lord stood. “I will hear no more of this! You have been paid every kindness and honor in our disposal, for few of the half-blooded folk have ever set foot in Mosshollow! Know that such kindness shall never again be offered. Once you have supped, begone!”

Imewar was not having Kingon interfere or know any more of his mind.

Q3. Too Many Grievances

Shocking Twist: gently lethal, gratify wounds
Focus: betrayal, revelation (amoeba & crown from RSC)

Kingon couldn’t wait to leave the company of the elves. As soon as he was rested, he elected ready to go. In short order, he was dressed (although without his weapon still) and escorted among a group of four elves. They blindfolded the half-elf, disoriented him, and made off.

Where he was, the ranger could not tell. He could, however, gauge the amount of time they were walking — although it would not have been difficult for the elves to backtrack and wind around in order to further confuse his steps.

After several hours into their march, Kingon heard a clamor up ahead. He could very well hear the shrill voices of goblins, and many were crying out as if a battle took place, or some other disaster. Kingon was thrust aside and told to be quiet. The clamor continued, and with it the sound of steel against steel. All the while, two of his elf escorts whispered to one another in their native tongue.

Now, Kingon was partially elf-blooded. That part of him which was elvish was not raised among the tree-folk. However, through his orphanage among many elves and half-elves living in human lands, he picked up a bit of the forest tongue. What he now heard was a bit rustic, but still (hit) he could make out a good deal.

The first commented about how the foolish goblins were too stupid to take the bait. “Imewar’s plan for the goblins to stretch the limits to their ability to survive had better reach its point soon, else they will kill one another rather then raid the communities of men.”

Kingon understood enough to recognize the egregious betrayal. The ranger began to formulate a hasty plan. Hoping his weapons were among the four, he suddenly leapt and hollered, whistling shrilly (miss). He had hoped to stay on his feet longer, but he was tackled to the ground by two of the elves.

“Fool!” the first whispered.

Kingon had only hoped that the goblins fighting nearby would hear the sound and distract the elves. Even more importantly, was that is feline companion, Shadow, was within earshot.

Does Shadow come? Yes

The elves were too preoccupied to notice the black shadow that loomed above them in the trees (hit). Their surprise could not have been more complete. With the savage roar, the cat dropped out of the trees and bore into the group, slashing with sharp claws and bearing it’s fangs.

The half-elf got to his feet and swept the blindfold off his brow. Three of the elves were preoccupied with Shadow, while the fourth turned to restrain him.

Is this the one with Kingon’s weapons? Yes

The elf had a bundle in one arm wrapped in something out of which protruded the hilt of the ranger’s primary sword. Kingon launched his head forward in a butt (miss), however, he misjudged the speed of his opponent. In the blink of an eye, the elf sidestepped, stuck his foot out, and followed Kingon to the ground, putting him into a hold.

Shadow roared a mighty bellow once again (partial), this time scattering his three opponents. However, this time, the goblins heard the sound, some of their rear scouts coming to investigate. Kingon used the opportunity to shake off his attacker (partial), which he did. Up in a flash, the elf darted away into the foliage, but the goblins where nearly upon Kingon and his companion.

The half-elf snatched up his bundle of weapons and quickly sped away at the first direction that promised escape, with the black shadow at his side (partial). Never before had he summoned such speed, moving almost with the grace and lightness of his feline companion.

Kingon managed to escape. Where he was, he could not tell. As he labored for breath, he undid the bundle of weapons, seeking out that all his possessions were there. However, only his weapons were present. He had several other important supplies needed for long-term survival in the woods. These were gone.

But at least he was alive and free — and in possession of some seemingly terrible plan on the part of the elves.


Stay tuned for part 1 and 2...

Tuesday, November 11, 2014

Doria in the Savage North, part 2

Well, this was a ridiculously long period since the last time I was able to sit in peace. At least I got to finish this. The session resulted in plenty of twists and turns in this phase of play. One more part to go to bring it to conclusion.

Rears Its Ugly Head

Three: The Hunt for Jermal

Setup: Doria goes out on the street looking for Jermal, knowing that he is the key to unraveling the mystery and encountering the Zhentarim in Luskan
Position: Disadvantaged (+1)

Does Doria find signs of the madman? Yes…

Does she shadow him unseen? (1FU spent) Yes, and…

It is not long before Doria hears her kinsman frothing at the mouth near the center of town where the Host Tower of the Arcane casts its malevolent four-pronged shadow. Doria remains unseen to Jermal, and…

Seed: Tree

Intersection: the idea suggests the actual Host Tower of the Arcane, which has been described as a tree-like structure rising very high with branches in the four directions. A wizardly person appears at the base of the tower and attempts to take both Jermal and Doria (since it’s the Rears Its Ugly Head phase, we’ll assume they’re savvy and have Doria already on their radar). (Conflict)

Valdaris Blackrot

Concept: Evil Necromancer
Descriptors: Evil Genius, Gaunt, Death Magic, Sick Ambition
Gear: Wand of the Dead
Conditions: none
FU Points per Scene: 1

As Doria watches Jermal under the sinister shadow of the great tower, a black-robed gaunt man suddenly appears. With a simple point of the finger, he has Jermal enthralled and commands him to approach, which he does with the staggering steps of a zombie.

Does Doria resist the effects? Yes… (But using Valdaris’s one FU point, it changes to No, and…) (+1FU)
[X] Enthralled

Doria too is dumbstruck and wanders to the wizard. Through some gate effect, she and Jermal both disappear within the tower she presumes. They are placed in a cell, still bound by the spellcaster, and unable to move or speak.

Story Probe: Does the wizard discuss war plans against the Harpers with his minions? D6+1 = No

Something Different: drawing a mysterious alien face (which I’m interpreting as telepathic; so maybe some mind-flayers) and intersecting against the Story Probe, Valdaris discusses with a illithid he calls Klorpus how to extract some power from Jermal that will allow control of a vast undead army.

Scene Close: Things are looking bad, and Jermal has some hidden gift that the necromancer needs to control a fell army. This clarifies How (and helps lower the DL), and changes what Doria thought about Who. The Harpers are involved somehow, but Valadaris seems to be at the heart of the plot (– DL). Even though she’s suffered a setback (+ DL), it still amounts to lowering the Danger Level for the next scene.

Four: Escape

Setup: Doria attempts a daring escape with Jermal
Position: At Odds (+0)

The two regain their senses (at least Doria does — Jermal is just crazy). She watches the guards assigned to their cell, timing their routine and looking for an opportunity.

Interpreting the intersection of the scene later, this gives Doria a chance to make a break for it first. The intersection will be added later, to see what complication arises.

Does she overpower the guards at an opportune moment? Yes…

Collecting her weapons and leading the insane Jermal along, Doria seeks a way out.

Does she maintain stealth? No, and…

Sneaking through the maze, a magical alarm sounds, and guards pursue them.

Seed: Lightning

Intersection: interpreting the idea as the obvious, this means that hedge mages appear, unleashing destructive magic to destroy Doria and apprehend Jermal. (Conflict)

Hedge Mages

(squad of 3)
Concept: Apprentices of the Arcane
Descriptors: Naive, Curious, Magic
Conditions: [ ] Confused, [ ] Slowed, [ ] Out of Action

Does Doria avoid their magical attacks? Yes, but…

Powerful thunderbolts are released and other energetic attacks. Doria dives to safety, but Jermal is caught in a spell of holding.

Does Doria close the distance to the mages? Yes, and… [X] Magic Dispelled

Like a wildcat, Doria rushes forward. She lays about with her blade and puts the mages on the defensive. One of them who had the hold on Jermal releases the spell in a panic to defend himself.

Does she escape with Jermal? No…

Try as she might, Doria turns down a passage only to run into armed guards. Every passage seems blocked off. There is no other way than to fight!

Tower Guards

(squad of 5)
Concept: Armed Guardians
Descriptors: Duty Bound
Gear: Long Halberds
Conditions: [ ] Confused, [ ] Slowed, [ ] Out of Action

Does she punch a hole through the guards? Yes…

Her vengeful streak fueling her on, Doria smashes through the armed guards with blade and force of will, sending them scattering.

Host Tower of the Arcane

Concept: Mysterious and Highly Magical Tower
Descriptors: Arcane Mysteries, A Maze that Defies Physics, Password Protected

Does she find an exit? Yes…AND!

Flying through strange passages with a pack of angry guards on her tail and an incoherent geriatric barbarian on hand, she flies into some sort of magical gate chamber. A wizard in the midst of some magical research or purpose has an active portal open. Doria flies through the portal, finding herself free of the tower, AND somewhere else entirely…

Story Probe: because of the fiction, no Story Probe needs to be asked.

Scene Close: If I could think of a logical Story Probe, I could go ahead and state it. In this case, an action sequence without furtherance to the plot is fine. The DL goes down one step because I consider Doria escaping Valdaris’s clutches with Jermal is a success in thwarting the antagonist’s plans. We still have answers for only three of the Big Questions, which means we are still in the Rears Its Ugly Head Stage.

Five: the Grotto

Setup: Doria investigates a mysterious cavern complex for more clues of her enemy
Position: Advantaged (-1)

Note: The grotto sounds scary and mysterious. A great place to start! Why here? What details of the system let me to assert this stage? In Perilous Intersections, flexibility and narrative license are built right in. As long as there is reason to frame a scene, the player can exercise any license he sees fit to set that scene in any place that makes sense. For me, a mysterious grotto could be anything… It does not necessarily dictate a real place, such as another city, other part of the continent, different world, or what have you. I did not have to use a Seed or a random idea to generate the setting for this scene.

Doria finds herself in a vast, artificially lit cavern. Water drips in many places, but it is not empty…

Does she investigate in stealth without alerting anyone? Yes, and…

Story Probe: Does Doria find a barbaric slaves exhuming corpses from a mass grave? D6-1 = 4; No

Something Else: using the image of dice, the idea of a game or score intersects with the question to suggest that the (dead) barbarians themselves are undead legions of some great army being housed in the Underdark that is being made ready to be released when the enemy has gained control of the legion (presumably through Jermal). There are human and goblinoid overseers here.

Doria is left with the horrifying view of hundreds of her dead kin. Unsure what to do, she tries to come up with a plan. Her thirst for vengeance now includes the wizard Valdaris in addition to the Zhentarim, who are no doubt involved. She reasons that wherever the cave is, it must be reasonably close to the target of the attack.

Now, I haven’t included an intersection yet, so here it goes:

Seed: Sunflower
Intersection: a sunflower suggests a ripening and giant growth…and also seeds. I’m also low on revelation-type events, and the clock (remaining Seeds) is ticking down. Without changing the personal danger for our heroine, this sounds like when Doria is focused on the scene, Jemal wanders off and is grabbed…“We got you!” says one. “Good,” says a hobgoblin general. “Call Klorpus…when he extracts the seeds from the barbarian’s mind, the army will be ready to attack.” (Revelation)

Doria’s chance to free Jermal again is probably best now rather than later. Even though the DL is low, it makes sense that there are great numbers here. If she fails, that’s a setback, making the final showdown harder. The last of the Big Questions must get answered in the next scene regardless of what happens here. Combat seems likely…and the great numbers will be represented by some squads. If she gets a poor result on some of her FU Beat the Odds questions, that may mean more squads come to the call.

Hobgoblin Overseer

Concept: Big Mean Hobgoblin Boss
Descriptors: Tough, Intimidating, Fighter
Gear: Man-cleaver (huge battle axe)

Grotto Squads

Concept: Mooks for Hire
Descriptors: Duty Bound
Gear: Rusty Sword

The Grotto

Concept: Unknown Vast Cavern
Descriptors: Vast
Conditions: [X] Unknown

Does Doria surprise the captors? Yes…

Doria leaps out and surprises the goblinoids that have Jermal in hand.

Does she free him with a swipe of the sword? Yes, and…

She lashes out like a panther, smiting two of the hobgoblins. Grabbing Jermal by the hand, she dashes out through the nearest passage, and leaves her pursuit confusedbehind her.

Does she find escape? No, and… (+1FU)

Dashing down that way, she comes only to a dead end cavern with more corpses lying on various slabs. Trapped! Turning, she grits her teeth and draws dirk and sword. She must fight for her life to get free.

Does she fare well against the squad? Yes, but…
[X] Reinforced

The wildcat becomes a lioness. Bodies begin to heap at Doria’s feet, but more reinforcements arrive. The overseer hefts a massive axe and orders his grunts forward.

Does she convince the hobgoblin to meet her in single combat? Yes, and…

Doria calls out the leader in single combat. The huge hobgoblin accepts her challenge and agrees that a map showing the way out is hers if she defeats him.

Does she fare well? Yes, but…

The two stalk around taking account of each other then meet in a clash of steel. She is the faster, gouging a wound in his side, but he shrugs it off being trained for worse hurts.

Does she press the attack? No, but… AND
Both participants are [X] Injured

A brief exchange too fast to follow with the eye results in Doria stepping back, wide eyed. Blood begins to flow down her arm from her side where the cruel axe nearly maimed her. The hobgoblin grinned, but staggered. It turns out that Doria’s initial touché was worse than he thought.

Does she press the attack? Yes, and…
[X] Dying

With a final burst of speed, Doria ducks under her larger foe’s slow and clumsy attack. A spin and slash opens up the hobgoblin’s abdomen. He looks down as his innards spill out.

“I’ll be taking that map,” she said as her opponent slumped to his knees. She reached in and produced a dogeared parchment before her foe fell on his face.

“Get back, or the same pile of dead meat will be made of you all!” she warned the crowd of minions.

Does she intimidate them? Yes, and, AND…

The crowds parted for her and most disperse in fear of their commanders, feeling themselves liberated from their unwanted duties. Furthermore, one of the hobgoblins agrees to lead the two to the closest exit from the caves to the lands beyond.

Scene Close: Nothing further was answered this scene. The only question remaining is Why, which must get answered during the next scene (there is only one Seed remaining). The only moving criteria for changing the DL that was met was thwarting the antagonist’s plans, which Doria did resoundingly. The DL stays put for the next scene, since it’s already at its lowest level.

Six: the City

Setup: Doria and Jermal come upon a city
Position: Advantaged (-1)
Note: I don’t know yet what city this will be, but I’m assuming some sort of war will be waged on a powerful enough organization or nation that there will be a city of some sort. I’m also going to mix it up a bunch in this scene, starting with some investigating and building a bit of context for a Probe. Then, I’ll throw in the intersection last. Strategically, we want the DL to remain low, so Doria will try to clarify What — who is this war waged against? The Seed will somehow impose the Why regardless of her efforts here due to the lack of remaining Seeds. Hopefully, if she doesn’t get a setback, these will balance out.

Doria with her hobgoblin escort emerges from a cavern. Below her on the water is a walled city surrounded by shoulders of mountainous rock under a cloudy sky. She does not yet recognize what city it is. She leaves the hobgoblins behind and leads Jermal to the gate of the city.

Story Probe: Is this a powerful city with magical rulers that is a rival of the Zhentarim, like Mulmaster? D6-1 = 5. Yes! This answers What more definitively, and begins to hint at Why (the Zhentarim are using high powered wizards of Luskan to eliminate certain magical rivals). We will get more details later in this scene.

Doria discovers the city’s name from the guards. She considers her options — the Harpers were involved. Undoubtedly, they wanted to thwart this plot, although she has no clue what their true interests are. She also considers alerting the powers that be about the attack, hoping they might give Jermal protection; however, she reconsiders this too. If the rulers here knew that the crazed tribesman was the key to controlling a legion of undead, were they completely unscrupulous (likely) and capable of great magic too, they might just as easily turn the tables against their own enemies. In any case, that would mean the same fate for Jermal and the desecration of the remains of her kin. The last option was to run and hide.

The best option, although hopeless, was to seek any Harper agents here ask for their help. She had no idea how to go about that except in the most blunt fashion as is her wont — find the seediest tavern where dark business is conducted (and hopefully watched by other powers) and call them out.

Mulmaster

Concept: Evil Moonsea City
Descriptors: Dangerous, Steeped in Intrigue, Maze of Machinations

The Crying Siren

Concept: Nastiest, Seediest Tavern in Mulmaster
Descriptors: Den of Cutthroats, Legitimate Place of Illegitimate Business

In steps Doria with her mumbling companion. She sets him in a quiet corner and begins her ‘inquiry’. She lays the silver pin of the harp she picked up from her initial scuffle with the Harpers in Luskan on the counter of the bar in front of the barkeep and asks him in a not-too-subtle voice where she could find Harper scum.

Does she get the info she seeks? Yes, and… AND!

Even as she is asking, she notices a figure step up behind her. Two more flank her. They are grim faced men, and one of them bears a similar pin.

Doria spins about to greet the men. “I encountered your men in Luskan,” she said. “I want to talk.”

Warily, the men lead her to a private parlor. She brings Jermal along who begins raving again about the looming war.

The Harpers chastise Doria for openly talking of them, blowing their cover. She counters and tells about their comrades who were looking for the raving barbarian and the encounter with the necromancer. She asks for their help.

They fill in the story.

Note: this is the last scene of Rears Its Ugly Head which will complete unanswered BQ’s. It doesn’t matter how it’s answered, though incorporating the last Seed is a part of it. Without further Probes, a good amount of license will be used to provide details; and, as a result of no available Probe left for the scene, it means that the BQ detailed here is subject to amendment during the Final Boss Fight. Here, I’m allowing the NPC informants to fill in the missing details. It will be colored, however, by the perception and agenda of the Harpers.

Sevae, the leader of the trio tells the story: Anestal Devilsend, an agent of the Black Network, has been bent on recovering the Ring of Fire — a fell circle of magical stones wrought by the wizards of Netheril and buried under what is now a local temple. It is a gate to one of the Nine Hells, and capable of loosening beings of unthinkable power and evil and he alone has the key to unlocking it. Anestal hopes to use his undead hordes to assail Mulmaster, and they, along with the barbarian’s seed are the key to open the Ring of Fire. The Harpers’ mission in Luskan was to track Jermal, knowing he was key to Anestal’s plan, though they didn’t know exactly how he fit. It turns out that the mad barbarian has some curse laid upon him, through which Anestal can wield the power of raising the dead, among other powers. Sevae and his companions were in deep cover in Mulmaster to keep an eye over the temple.

Having those answers, Doria asks what next to do. Sevae only responds that to hide away somewhere is a temporary fix. Some conflict with Anestal is inevitable, and now, it seems, so too is one with Valdaris Blackrot, his colleague in Luskan.

Intersection: Using the last seed, of fire, Doria smells something as smoke begins to creep into the room. Screams from the taproom indicate a fire is burning the Crying Siren. She doesn’t doubt that Zhentarim spies have tried to flush her out. (Conflict)

Raging Fire

Descriptors: Chaos Reigns, Hot Flames
Conditions: [ ] Out of Control [ ] Conflagration
Grabbing Jermal, Doria heads out the door and finds the nearest exit.

Does she find a clear exit? [-2FU] Yes…

Out of the private room, the smoke is thicker and people shriek. Sevae and his men push their way forward, trying to help. Down a back way they go and then into a darkened smoke-filled alley. As soon as they break free of the burning building and into the alley, several dark figures loom out of the shadows.

Zhentarim Thugs

Descriptors: Treacherous, Greedy
Gear: Gleaming Short Sword
Conditions: [ ] Confused, [ ] Slowed, [ ] Out of Action

Does Doria cut through them? No, and, AND…
[X] Unconscious [+1FU]

Without warning, more figures pop out from their flanks. Sevae and his men are cut down. Before Doria can free her blade from its scabbard, a heavy impact hits her hard on the back of the head and she swoons. The last thing she sees is Jermal screaming as figures hoist him over their shoulders and abscond with him.

Scene Close: Well, that could have gone better! At least, it answers the last of the BQ’s, though with Doria’s setback, it’s not only an elevation of the Danger Level, but a trigger for the next phase, the Final Boss Fight.

We are left with a worksheet that looks like:


Wednesday, September 24, 2014

Doria in the Savage North, part 1

To create more interest in my new Perilous Intersections solo engine, here is an introductory adventure using those new rules. The action is set in the Savage North area of the Forgotten Realms. FU will be my rpg system of choice

First, our anti-heroine:

Doria Nightraven

Concept: Vengeful and Beautiful Northern “Mystra Marked” Barbarian
Descriptors: Quick as a Cat, Willful as the Devil, Swordplay, Vengeful
Gear: Iron Longsword, Stiletto DirksPowers: A Way with Crows
FU Refresh: 2
Description: Dark-haired and pale-skinned, Doria is an attractive yet imposing figure. She hails from the Ride, her home their burned and her people slain or enslaved by the evil Zhentarim. She found her way by virtue of the sword. She has served as bodyguard, mercenary, and adventurer. She wanders, seeking to bring down the sorcerers who have enslaved and destroyed her people.
Conditions: None
Special: as a special charm ability, spending 1 FU point and making a Beat the Odds roll allows Doria to summon a flock of ravens upon need to confuse or bewilder.


Mission

Doria, seeking revenge on those Zhentarim she remembers were a part of the raid on her village, she seeks to track them one by one.

Seek & Destroy
Aggressive

Seeds

Using Rory’s Story Cubes: Happy Face, Sunflower, Tree, Fire, Lightning, Fountain

Something Amiss


This is the first stage of the PI system. In it, scene events are interpreted as to push on the direction of the PC's main thrust. Once two of the Big Questions are answered (Who? What? Why? How?), the system moves into the next stage of play, wherein the antagonistic aggression begins to target the PC directly.

One: Doria in Luskan


Setup: Doria arrives in Luskan where she has heard that a pocket of Zhentarim agents are operating
Position: Advantaged (-1)

Doria wanders into the first dive she sees, the Lazy Albatross and begins questioning in a most unsophisticated way. She’s not against bashing some heads to get some quick answers.

The Lazy Albatross
Concept: Seedy Bar Near the Docks of Luskan
Descriptors: Dimly Lit, Smells Something Awful
Conditions: [X] Crowded

Seed: Happy Face
Intersection: taking the idea to mean friendly or familiar, Doria is shocked to see one of her kin from her burned village — one she was certain was dead or captured, now in his cups, toothless at the bar. Jermal has friends with him — friends with a different mien than she might expect from low-life Zhentish thugs. (Conflict)

Jermal Ashenrod
Concept: Savage-Born Freeman
Descriptors: Feeble, Broken Sanity
Conditions: [X] Inebriated

Mysterious Men (squad of 3)
Concept: Mysterious Guardians
Descriptors: ???
Gear: Fancy Swords
Conditions: ???

Does Doria get Jermal to talk? No, and… (+1FU)

Using her willfulness, Doria tries to get sense out of the man, now a broken freeman with only a shred of sanity. Due to her forcefulness, she has no luck, and attracts Jermal’s nearby friends, who put hands to their sword hilts to protect the aging savage.

Does Doria defend herself? Yes, but…

A fierce fight breaks out, sending patrons scurrying. Doria raises the hellcat within her and beats the three peculiarly dressed fellows back. However, one escapes out the back with Jermal.

Does she chase them down? Yes, but…

Quick as a cat, Doria chases the man hauling Jermal out by his cuff. She cuts the distance, but the two she fought recovered and have her surrounded.

Does Doria defeat the men? Yes, and…

With savage ferocity swinging her sword, and a cunning backhanded flick using one of her dirks, she cuts them down one by one, and rescues Jermal.

Story Probe: Does she find the token of a silver harp on any of the men? D6-1 = 5! Yes

She finds and recognizes a pin in the folds of one of the men’s cloaks. A Harper pin! What were they doing in Luskan — and with Jermal, who she thought was slain or enslaved years ago?

Scene Close: Who answered; DL increases

Two: Doria Holes Up with Jermal


Setup: Doria rents a cheap room and tries to rehabilitate Jermal and get answers
Position: At Odds (0)

Doria finds a quiet decrepit hostelry near a temple to Talos named The Grand Chalet which was anything but. There, she tries to nurse Jermal back to coherence so she can ask about the local Zhentarim. She knows there must be a connection between them, the Harpers, and Jermal’s seemingly random appearance.

Seed: Fountain
Intersection: Seeing the fountain as a spouting forth of endless stuff, this means that Jermal comes to the next day, and begins talking — a lot! Only, none of it seems coherent in any sense. It is a stream of babble, about esoteric stuff. (Revelation)

Jermal Ashenrod

Concept: Savage-Born Freeman
Descriptors: Feeble, Broken Sanity
Conditions: [X] Ranting
Does she get him to talk sense? No, and…
Doria tries to calm him, but in her vengeful zeal, he only gets enraged and streaks out into the streets like a madman.

Story Probe: Did Jermal speak of some esoteric artifact? D6+0 = 4. No

Something Different: drawing a feathered arrow and intersecting against the Story Probe, Jermal was spouting on about some looming war.

Scene Close: An unreliable and sketchy What answered; How is very sketchy, but seems to involve Jermal; DL increases

Worksheet So Far

By the end of our session, we get this for the first two scenes:

Monday, September 22, 2014

Perilous Intersections, v. 1.0

Okay, I made it! This one sat on my hard drive for a long while before I had the chance to clean it up. Nevertheless, I present to you, Perilous Intersections.


Perilous Intersections
Doubtless, this will not be my final version. If anyone has any comments, criticism, typographical issues, please post them and I'll consider them for my next revision. Part of this new solo rpg engine didn't sit well with me as I dwelled on it...the interpretational issues of scene framing, which are at the heart of PI, seemed slow and too ponderous. I felt that it got in the way of play.

However, after giving it some time to season, I think I am happy with the result. At least, there are parts of it that I really like. If you happen to play it, send your thoughts and comments.

Sunday, August 3, 2014

Progress...

Hello! Well, after promising I would have a new shiny solo engine out by week's end, here I am! It's the new week starting, and still no new solo game. It has turned out to be more work than I thought. What started as an unclear idea seed became a bit unwieldy after setting it down on paper.

I am in the play testing phase of Perilous Intersections. It looks like it's in need of more testing. Some areas are still in need of polish. Once I am satisfied, I'll want to go back through and trim as much as I can. One thing I like are elegant systems with lower page counts. This one is above that optimum threshold to my taste, so there's still work to be done.

Perhaps a preview for you to get the idea out. The tin says:

  • A scene-framing engine for the solo rpg gamer that leaves plenty of room to interact with and contribute to scene details via your favorite rpg system
  • A method of interpretation, whereby conflicts move from targeting motivations to the PC directly
  • A system of slowly revealing an emergent plot line, keeping the player guessing until the end (Great for murder-mystery adventures!)
  • A system that elevates dramatic tension and pushes a final threat in front of the PC
  • Dynamic adventure-building, where the PC’s own motivations and principles are tested, and can change as the threat asserts itself
  • PCs can work to gain edges, gaining or losing leverage, and with it, the ability to stem the final threat
  • Plot twists are naturally introduced through the simple interpretation filter of intersections
  • A system of balancing random prompts with player choice to build a narrative that can feel like the back-and-forth of playing with a live person
  • A simple system for scaling danger that reacts to successful and unsuccessful character action resolution
There are the highlights. I feel like I'm reinventing the wheel here. Hopefully it's not the case...I definitely have many inspirations that I'll credit. No date of completion estimates — but I'll try not to let it drag on forever.