Monday, May 11, 2015

Powered by FU 2 — “Get Loot!” (Sword & Sorcery), part 1

Here's a solo actual play report of Freeform Universal and Perilous Intersections, featuring Gedric Twoblades, a character concept inspired by this great art by Jason Chan, which I designed for play in the Forgotten Realms. However, this adventure has a strong Sword and Sorcery vibe to it. I started with a simple premise: in Mulmaster, the sorcerer, Ag-morthon, wants an artifact from a rival Blade…Gedric is to fetch it or the sorcerer will direct to him the crime lord, Jornah Kneebreaker, to whom Gedric owes more than money. A little adventure, I call, “Get Loot!”

I have posted few actual play examples of PI, but it's nice to see that some are making use of it. Sophia, over at die heart, is making use of them for her wonderful Dungeon World solo play.

RULES


This will use straight-up FU, for the most part, with aspect like play similar to Fate (á la “create an advantage” actions to put details into play). Spending FU points can grant rule-bending powers in the form of unopposed beat-the-odds rolls.

FU points are fed through complications that have sufficient bite to them. Complications may be fed off of particulars in relationships, drives, flaws, or any details or descriptors in play that may be negative.

In dueling matches of import, the back-and-forth is handled by establishing an upper hand detail. Touches can only be scored by having it. It also is a detail that grants a bonus die.

The GM gets FU points per scene based on the current Danger Level (at Disadvantaged or higher level) plus maybe an extra point or two to assign to the main baddie. These points may be spent to alter Beat the Odds rolls, as normal, or spent to create some scene complication, spent to get rid of a negative condition applied to an NPC, or add some negative detail.


PERILOUS INTERSECTIONS


PI will guide the action. Five seeds will keep this a short one. Two Big Questions (BQ’s) have answers already, due to how I'm starting this one, but may be altered (treat as unreliable). Other BQ’s could be added if context dictates. That starts this in the Rears Its Ugly Head phase, with a bit more aggression directed particularly at our hero.
What we have so far:

Who? Ag-morthon (made this up for my starting scenario)
What? Wants Farnas Del Unthiley’s magical crystal
Why? (this seems to be my only unanswered question so far)

Our Danger Level starts at the usual place (Advantageous -1).

I also rolled the following seeds (all generated through Rory's Story Cubes): an inferno, digging holes, spyglass, treasure chest, hang from a branch.

GEDRIC TWOBLADES


Concept: Petty thief or hired sword depending…
Descriptors: deceptive, nimble, thievery, selfish
Gear: sinister eye patch, twin sabers, ceremonial dagger
Starting FU Points: 2
Conditions: ▫️angry ▫️scared ▫️tired
▫️trapped ▫️blinded ▫️hungry ▫️dazed ▫️injured ▫️dying

Description: A cloaked vagabond, two sabers dangling at his hip. Long, stringy hair. Eye patch. Just something not quite right…
Relationships: Me, myself, and I! Never had people too close. Wrenching costs too much more than a night, and the slum lords always want a piece of the action. Screw ’em!
Drive: Jewels, women, and luxury (order depending).


REARS ITS UGLY HEAD


Scene 1. The Job


Gedric had a hangover. Had he dreamt it? No! He remembered the sorcerer’s gaunt face. The instructions were plain — sneak into the tower of some Farn? Farn…Farnas Del Unthiley — a member of the ruling Blades of Mulmaster to get some crystal.

Why should I? Gedric asked silently. Then he remembered…the sorcerer promised that he would deliver him to one Jornah Kneebreaker, a man Gedric truly wished never to see again. Not only he owed the man a substantial sum of money, but he also took something from the crime lord’s soon-to-be-wed that couldn’t be given back. That gave urgency to the job.

He needed food to quell the revolution in his belly — or maybe not. Regardless how he started his day, it was time to get to work.

His first priority was to scope out the habitat of this Farnas fellow — discover its defenses and security. Fortunately, Gedric not only had skills in getting inside secure places, but he also found friends in not-so-friendly places — the type of folk who might know such details.

 

Mulmaster


Concept: Dangerous city on the Moonsea
Descriptors: guarded by day, thieved by night, sprawling, shadowed civic labyrinth

He bumbled about trying to find any locksmith who might be bought that would know the layout and security of Farnas’s place1. His search turned up nothing. He did find out, however, that the ruling Blade resided in a keep on the side of mount Mulmaster2, the more secure quarter where the upper class resided. He had also learned that Del Unthiley was away on business, and was not expected back for two more days. The rogue smiled…

Without good knowledge of the place through sources, he decided to case the joint himself.

 

Intersection Event: Spyglass


As he set out up the hill, he couldn’t help but notice two dark clad figures shadowing his movements. Savvy to such maneuverings, Gedric decided to turn things around.

He gave the fellows the slip3, and circumnavigated their position, ducking under the flap of a pottery merchant’s stall along a narrow market, and turned the tail on the stalkers. However, they each noted their missing mark and split up. Both being the same in appearance by his quick observation, Gedric arbitrarily chose the leftmost to tail.

The figure wound through the streets, Gedric keeping close, but not too close. The way led him to a run-down looking inn in the merchant’s quarter. Gedric put the hood of his cloak up and entered after. Taking a seat in a shadowed corner, he spied the figure4.

 

Story Probe

 

  • Is it Zhentarim agents? No, something else…
The man removed his own hood to reveal a woodsman of some sort. He greeted a similarly garbed man with a full black bristling beard. He thought he could make out, “Did you capture the rogue swordsman?”

“No, he gave us the slip…” answered the first.

“The beast lord tolerates no failure,” said the first in an almost growling voice. “Find him, or face the consequences. Malar guide you!”

The first bowed and removed himself. Gedric felt the hairs at the back of his neck stand. He had never before heard of a beast lord. The fact anyone was hunting for him did not bode well.

 

Summary Notes


  • Danger Level goes to ‘At Odds (+0)’
  • Gedric gets an FU point
  • seed produced the pursuers
  • story probe failed
  • ‘Who?’ changed tentatively; this also nullifies ‘What?’

Associated Rolls


1 Does Gedric find a relevant source willing to give security details? No, but… [he learns the location]
2 Does he learn interesting gossip about Farnas’s mansion? Yes, and… [that Farnas is away]
3 Does he turn the pursuers into the prey? Yes, but… [they split up]
4 Does Gedric observe his target surreptitiously? Yes… 



Scene 2. Casing the Joint


Not wanting to waste time, Gedric set out again for the Lord’s Quarter on Mount Mulmaster.

 

Lord’s Quarter


(may be combined with Mulmaster proper)
Concept: Home of the paranoid and corrupt ruling class
Descriptors: vigilantly guarded night and day, formidable walls and gates.

He set back up the path toward the wealthy quarter, choosing a circuitous route to elude any would be followers5. He was furtive, avoiding the sundry street influences, but couldn’t help feeling as though he was being watched. By whom, or from where this gut feeling came, he had no idea.

Next, Gedric set about locating a good spot from which he could observe the manse of Del Unthiley6. He spied a rooftop blind from atop a quiet ruin sitting squat between two other walled establishments. Furthermore, noting the movements of the many patrols about the Lord’s Quarter, they paid the ruin no mind.

He furtively stole across an alley and hopped a low stone wall and made his way up the crumbling building’s facade.

Once in position, he made himself comfortable and gazed out across the road toward the dwelling of Farnas Del Unthiley. He observed some interesting things of note7.

 

Story Probe


  • Does he note a schedule leaving the place unguarded at night? No, something else…
Throughout his watch, he noted that two pairs of guards circled the bailey grounds in opposing directions. He spotted a growth of trees inside the wall on the far side. He noted that the two pairs, when crossing directly in front of the shrubbery would afford anyone twenty five breaths before they might have a chance to put their gaze at the front of the main building. There was entry through a front door, or on the upper level by way of climbing vines and an overlooking terrace. The upper windows were always dark, appearing that servants worked in the main floor, while the upper story was vacant.

He liked his dry lips, having spent much of the night looking out. Coming down from his perch, it was time to get some rest before putting the plan to action the next night on the eve before Del Unthiley’s return.

 

Intersection Event: Hang from Branch


As he dropped to the broken flagstones, another black form dropped from a nearby refuge. A lumbering long-armed form followed stealthily after.

 

Night Beast


Concept: Demonic black gorilla of Malar
Descriptors: cloaked in night, immensely strong, athletic, taloned, vulnerability to the sun
Conditions: ▫️Confused ▫️Dazed ▫️Trapped ▫️Injured ▫️Out of Action

Gedric, lost in his thoughts8, was oblivious of the charging horror at his back and was knocked down with tremendous force. Air blasted from his lungs with a grunt. He struggled to turn on his side and scramble up9. He was too pressed by the black horror looming over him to get on his feet, but had managed to turn and draw his twin sabers.

Gedric frantically worked his blades from his prone position to ward off groping hands10, and managed to buy enough margin to find his feet. The monster before him was hulking. In some primitive simian shape, Gedric had the feeling he faced a savage monster of the deepest jungles of Chult; however, this beast was otherworldly. He could not see the horror under the shadow of the void from whence this thing came.

Backing away11, he tried to find a narrow choke point at an archway that crossed a narrow lane in order to control his movements. The monster came on too swiftly, closing the gap, but opened a gap under its hideously gangly arms as black talons poised to strike. He ripped the unseen flesh open with his offhand blade12 and managed a downward chop with his primary blade as the monster doubled over, finishing it off.

The creature melted into black ichor before his eyes. Though he was alive and prevailed against some demon of the void, Gedric fled in fear and loathing…



 

Summary Notes
  • DL remains ‘At Odds (+0)’
  • seed produced the pursuing night beast
  • story probe failed
  • no BQ’s added or altered

Associated Rolls


5 Does Gedric loose any would-be followers? Yes, but… [is ▪️watched]
6 Does he identify any possible refuge conducive to spying at the target site in question? Yes, and… [the place is overlooked by guards]
7 Does he gain valuable intelligence of the place that may help him? Yes…
8 Does he observe his pursuer? No, and… [is ▪️prone]
9 Does Gedric get to his feet? No, but… [gets his blades ready for defense]
10 Does he keep the night beast at bay? [1 FU point spent to up the odds] Yes, and… [removes ▫️prone]
11 Does Gedric take advantage of a strategically defensible position? No, but… [the thing opens itself up for attack]
12 Does he take advantage of the creature’s reckless opening? Yes, and… [inflicts ▪️injured and ▪️out of action]

Scene 3. The Interrupted Plan in Action


Gedric had a fitful sleep at best. Thoughts of Jornah making good on his promise and namesake gave him a throbbing sensation in the legs. Then, leering shapes in the darkness of which he is only aware from the revolution in his insides cause him to toss and turn. The day wears on gloomily under thick clouds. Hail pelts from the heavens — as good a time to get to work as any, he mused.

Waiting for nightfall, he moved out by circuitous track again. He felt at any moment, some mobster might jump from the shadows to grab him13. His sense of paranoia made him tense and jumpy. He was sure he heard muffled footsteps behind him. Gedric was quickly loosing his customary roguish cool14. With some half-heard grunt, he took off at a dash, panic pushing to near madness.

He rushed through the empty night streets full of mist, shadows, and malice. Whoever his stalker was, he dogged Gedric’s every step.

 

Intersection Event: Digging Holes


Gedric backed into a darker alleyway, huddling in the dark against a cold wall. His breath came in short gasps, and fear gripped his heart like solid ice. Suddenly, from the ground came a great black arm. Another seemed to issue from the stone of the wall against which he braced himself. He tried to scream, but another sinuous arm snaked around his mouth. He was swallowed within the shadow itself.

When he could feel once again, he found himself in a cold lightless place. He felt stone under his feet, and his breath echoed against hardened walls. The sound of approaching steps came, along with a bestial snort.

 

Story Probe


  • Is it the beast lord demanding sacrifice of a surviving son of a dead heroic Ilmater priestess? Yes!
Out of the cold came a hideous deep voice that carried great power and was the embodiment of predatory-inspired fear. Although he could not see, his mind’s eye saw hate-filled monstrous eyes leering hungrily at him.

“You are the bastard son of Shaela Martyrsblood, suffered disciple of Ilmater,” it said. “I know this by the stench of your blood. The veil of unclean ways cannot mask it. You will die tonight during the blood moon…the rite has begun!

Then, the terrible thing was gone. Gedric tried to free himself, but found himself manacled.

 

Summary


  • DL escalates to ‘Disadvantaged (+1)’ — two BQ’s clarified, one BQ answered, plus a setback
  • seed produced the groping demonic things from shadow drawing aged rid into shadow
  • story probe succeeded producing interesting character backstory and impending issue
  • 2 FU points granted due to complications
  • impending issue detail established: the rite has begun!

Associated Rolls


13 Does he maintain stealth? No, and… [he picks up a new tail]
14 Does Gedric outrun his pursuers? No, and… [he is ▪️scared]

 Stay tuned for more...

Tuesday, April 21, 2015

Playing Fate Solo — An Experiment, part 2

Continued from here, this is the first actual play session of my "Playing Fate Solo" experiment.



Scene One: The Ledger


Scardale was a mess. Reinforcements had been called for from Sembia, the Dales, and by ship to other locales further. The cleanup of Shandorin’s plot would take some time. Two ships floundered in the harbor, and one had gotten away with the dangerous cargo. The Rapier was her name, but for where it was bound, none knew.


By this time, as word had spread of the deeds of the night, and the need for aid, so too had the name, Drowsbane, spread far and wide. It was now common knowledge of the malicious plot and emergence of the dark elves. It was known that not just one Drowsbane had surfaced, but two. And there were other members of that previously-thought obliterated court in Sullaspryn, for Dynas and Ara had stayed in the town to do what they could.

Tengrym was more than uncomfortable that his name was now the subject of standard tavern talk. So, too, was his naïve brother now at even greater risk.

Furthermore, The Rapier’s whereabouts weighed heavily on the principled half-elf. He wasn’t about to let that threat slip through his fingers. Shandorin — the fled villain and formidable lackey of the dark elves — was of secondary concern. Tengrym was sure he would confront him again soon enough.

He and Thedric headed to the harbor master’s house, a building that suffered great damage during the battle in the harbor the previous night. Much of the place was burned and scorched. It had suffered much in the aftermath of the mill fiasco. The two searched for any sign of the record book.


Carefully picking his way among the refuse, Thedric came behind, juggling a knife absently. Tengrym ordered him out, so not to disturb any of the precarious burned items. Gingerly stepping around, he found a plank concealing an area of less destruction. Carefully prying it away, he found a worn seaman’s ledger among the ruin.

He returned to Thedric, Dynas, and Ara with the treasure. In the sunlight, they put it on a pedestal and thumbed through the book.

With the elf and wizard helping pour over the pages, they found mention of The Rapier, the vessel now bound for open waters. It had come from Raven’s Bluff, another time from Tantras, and another time to points in the Moonsea, and even as far as Westgate. What it meant, none of the four knew.

“We have to find the harbor master,” offered Ara. “Hey may have more clues as to the whereabouts of this ship.”

They agreed.

Two: The Harbor Master’s House


Getting the harbor master’s name, Fendrel Marx, was easy enough. He was said to live just outside of town at the edge of a small wood at the base of the northern rim of the Scar. When they arrived at the cottage, they were shocked at what they found.


Although not burned like the harbor master’s house, the interior of the small cottage was overturned and ransacked. There was no sign of the man. Furthermore, the cottage sat on the banks of a swift creek coming down out of the hills. A small dock waded into the water, but there was no boat moored there.

“Either master Marx knows something and escaped, or he was taken, along with something they were looking for,” thought Tengrym aloud. The others agreed that the latter was more likely. An upstream escape seemed unlikely, given the terrain. Perhaps the man had some other larger seagoing vessel moored along the coast.


First, Tengrym risked a few moments to pry about. He found one credenza the subject of most of the destruction. In it were many scraps of paper, although one small drawer was completely empty. “We are looking for letters,” Tengrym asserted. “What they tell us remains to be seen. Let us go downstream!”

Three: The Ambush



The four continued along the creek as quickly as they could. So quick was their urgency, that they didn’t see the trap looming. A flurry of movement from Tengrym’s side alerted him just as Thedric was hoisted into the air and pinned by motes of lavender light. He screamed, but was magically pinioned to a tree. Shandorin’s grimacing scarred face appeared from out of thick foliage with his blade in hand, along with a handful of drow mercenaries and orcs. “Kill those two,” he ordered to his minions. “Disable the white-haired one only, though you needn’t handle him gently.”


Thedric screamed out. Tengrym turned and watched his half-brother go sailing through the air. He began chanting and summoned power crackled about him.

The dark elves drove the orcs before them, preferring the shaded areas of the trees. Many drew hand crossbows. Dynas, too, began chanting, building his own power through incantation. Ara advanced against the orcs, and steel rang. The swordsmaster cut a path forward, neglecting his own safety in order to pass beyond. His cuts did little actual harm, but he put the orcs into close quarters.

Then came the click of crossbows. One dart stung Tengrym in the throat, and he felt the potent sleep poison coursing through his blood. A grunt from Dynas told Tengrym he had been hit by the same sleep poison.

Both Tengrym and Dynas had their spells interrupted — something that could potentially be catastrophic. Tengrym had the presence of mind to mentally dissipate most of the energy through discipline despite the pain, quelling the inevitable explosion. Raw energy crackled within him painfully. Dynas must have as well.

Tengrym willed his legs forward, but the poison made him immensely weary, but he was on his feet and moving. Dynas was made of stern stuff and shook off most of the effect, being only momentarily woozy.

End of Exchange 1

Tengrym forced himself forward, trying his best to close the distance to the nasty crossbow wielding dark elves. His plan was to force them into the sun. He leapt over the foliage into the shade, placing himself within their midst. Of course, they could still use their weapons at point blank range, but it would take them several moments to reload their arms. He made quick work of his blade, doing little damage but giving them something with which to contend.

His deft thrusts and counters forced them away from the foliage as they drew their weapons, their eyes into the sun.

Ara, meanwhile, used his momentary advantage and tore into the orcs’ ranks, dropping some of them where they stood. Dynas, too, wasn’t idle. He leapt into the foliage upstream, taking advantage of copious cover.

Thedric was squealing against the weight of the unseen force pressing his chest and crushing him against a tree. He tried to free his arm and draw a dagger, which he did, but not without getting a painfully wrenched arm.

End of exchange 2

Tengrym now had his back to his nemesis, but out of the corner of his eye, he saw what Thedric was planning to do. He couldn’t afford to leave the drow unattended.

With feints and thrusts, he kept on relentlessly, hacking into the dark elves’ ranks. His energetic, almost wastefully inefficient maneuvers serving also to keep him awake. He lunged recklessly, but managed to run one through, and knock another senseless. As Tengrym recovered, dizziness made his head swim.

The four remaining pounced, three of them effectively distracting as a fourth came around with a gleaming black blade. Tengrym couldn’t counter quick enough, and took a hideous gouge to the thigh. He swooned, nearly passing out as much from the pain as from the poison.

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

Ara doubled his efforts, working quickly to wear down his enemy and come to Tengrym’s aid. However, his speed made him careless and clumsy. An orc fell at his feet, but the remaining held a line and danced away from his slices.

Dynas observed the hopeless situation. His hope was to free Thedric by interrupting Shandorin’s spell. He began casting, but his dizziness made him falter.

End of exchange 3

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

Tengrym fell. He found himself on his back sliding down the embankment into the swift waters. The icy flow gave him a start, but he had no strength to fight its current. He drifted away and darkness took him.

How the others fared, he could not know. Shandorin — evil nemesis and sworn enemy of Tengrym — now had his brother, Thedric, and perhaps Ara and Dynas were captured or killed. He could little grasp the reality of that sting. Everything he had fought for — to keep his name hidden from the drow, and those of his kin in exile that still drew breath.

He had failed.

End of exchange 4

Four: Edammer & Kaus


Tengrym awoke with figures staring at him from above. His head still spun and he felt very fuzzy and distant, although he knew he still lay in water. He was washed up (or dragged up) on a bank just on the outskirts of the town of Scardale proper.

He made out two voices. One was a slender whip of a figure. It appeared to be a young boy — perhaps a half-elf — with a gracefully curving bow. He had a pleasant face. The other couldn’t be more opposite — a scowling hulk of a man, with a mane as grey as a wolf’s.

“I thought you said it was Ara,” said the former.

“Quiet,” ordered the second. “We see that he is not. We should go…”

“And leave this man?” cried the bowman.

I rolled some cubes here to get some features about the two. For Kaus, I got a howling wolf from my enchanted story cubes...I’m making him a shape-changer for fun.Tengrym stirred and managed to prop himself up. When he uttered a groan and begged for water, the young one did as he pleaded. He learned that the slender lad’s name was Eddamer. When Tengrym mentioned he had just been with Ara and that they were ambushed, they seemed relieved to hear that Ara was near, but worried that he was in danger.

“We cannot linger here to help this man while Arafraulyn needs our help,” said the wolfish man.

“Kaus!” said Eddamer.

Tengrym sat up more fully. “I am Tengrym Drowsbane, sole heir to the throne of Sullaspryn. Ara was my mentor and friend — we recently met by chance here,” he divulged.

The two exchanged quizzical looks. “Impossible,” said the man the younger one named Kaus. “There are no Drowsbanes alive.”

“It would appear there are,” retorted Eddamer as he gave Tengrym a closer inspection. “I can see the look of Lord Dergan on this man’s face.” Then, Eddamer furrowed a shapely brow. “But Ara is here to put to rest the prophecy of the…”

“Quiet!” hissed Kaus.

Tengrym demanded to know what their secrecy was about. They revealed that they were all working for a mysterious man. They could only say that some of their loved ones’ lives were at stake — to put to rest the Prophecy of the Moon by seeking the Star-Shard of Merillion, a relic they had tracked to this vicinity.

“Ara was working in Scardale itself, hearing rumors of a buyer of the fallen shard who had done business there.”

When asked what would happen if they found it, they only knew they were to deliver it to their mysterious employer in Thentia. What would happen then, they knew not, only that several innocents would be released in exchange.

Tengrym was troubled — both by the fact that Ara had not yet revealed any of this story to him yet. Anything regarding the prophecy concerned him directly — being a Drowsbane. Ara surely would have realized this. And remembering that Thedric had experienced some trouble in Thentia before compounded Tengrym’s misgivings. There were men there that still hunted him. Regarding the prophecy, Ara was putting unknown power into the hands of a potentially dangerous personage with likely malicious plans. But, it pained Tengrym that any innocent folk were threatened as a result of the whole mess.


“I believe we should work together to find Ara,” Tengrym said. He also mentioned Shandorin and his drow minions that likely had his half-brother and Dynas.

With Edammer and Kaus’s help, he hauled himself from the cold water. They dried him as best they could and found a shaded hollow at the edge of a wood for him to relax and drink as Edammer set to cleaning and binding his leg.

End of Session, triggering a minor milestone


Here is a chance to take stock of what has happened, and note the changes in terms of issues and aspects in play.

  • Ara’s issue changes from Ara’s Secret to Ara’s Plan
  • Thedric gains a new issue: In Shandorin’s Clutches
  • Thentia added as a new location with the issue, Lair of the Mysterious Employer
  • Star-Shard of Merillion added (no specific issue added until more is known)
  • No change to Tengrym’s aspects, but Clever (was +2) gets swapped with Forceful (was +1)

In addition, another Fate Point is retroactively awarded for Prophecy of the Moon (impending issue) for the new plot seed. Tengrym now starts session two with 7 points.

Also, here are the stats for some of the supporting characters that made appearances:


Story Questions


At the end of the session (triggered by a refresh scene or opportunity), it prompts me to summarize a few new story questions to help frame new scenes as long as a compel situation doesn’t derail that idea.

  • Where is Thedric hidden (and is Ara and Dynas with him)?
  • Is harbormaster Marx’s disappearance connected to Shandorin?

Afterthoughts


One of the things I was struck by was the odds of a compel appearing...I’m flipping a coin, but I don’t want anything more complicated or to introduce some sort of odds. Avoiding weaksauce compels, they can have the ability to totally dominate a scene...which is good, because it’s my instant plot twist generator.

However, what happens when I have too many loose threads in play? I think that’s a case where the Fate Point economy is a good thing. I will enforce the denial of a compel with a point. That way, when points are low, I will lose more narrative control. More twists will be introduced. When I’m stocked up, I can exercise more control and try to tie up loose threads by directly answering story questions.

I like the rules in FAE for creating mooks and groups of mooks. They're elegant with the Skilled At and Bad At modifiers. However, I ended up making the drow too nasty in the fight scene by stacking several things listed at which they were good. That was a mistake, although it created some stiff opposition, which was my intent. The negative side to the mook rules in FAE is that it is slower coming up with nice lists. I think treating mooks more like the Nameless NPCs in Core with only an approach or two will be the way to go from now on. It speeds things up, and still says a surprising lot about them.
The GM fate point pool felt off. I was using one point per scene, since I had one PC (treating the others as friendly Supporting NPCs). There wasn't enough points with which to do things. From now on, I'll include a point for every two friendly supporting NPCs involved (rounding up) to be used only for unfriendlies. I think that will balance things out nicely.

Lastly, during my conflict scene, I didn't flip coins asking lots of questions about what the baddies would do. I simply tried to give them full credit for doing the nastiest things I could imagine them doing. If I get into a bind in the future during one of these action moments, I may end up rolling some story cubes to inspire actions. However, in general, I don't think it will be needed.

Thursday, April 16, 2015

Playing Fate Solo — An Experiment, part 1

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

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

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

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

 

GM Emulation


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

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

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

Voilà!

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

 

System


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

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

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

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

 

Setup


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

 

What Happened Then?


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

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

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

 

The Aftermath


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

 

First Story Arc


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

 

Game Creation


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

 

Issues

 

 

Faces & Places

 



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

 

Tengrym Drowsbane


High Concept: Half-elf Swordmage Vagabond

Trouble: Bound by Principles

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

Good (+3): Careful

Fair (+2): Quick, Clever

Average (+1): Forceful, Stealthy

Mediocre (+0): Flashy

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

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

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

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

Refresh: 2

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

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

Saturday, April 11, 2015

Happy Tabletop Day!

As Wil Wheaton hath decreed, it's International TableTop Day! In so proclaiming, it makes me think about gaming and my corner of tabletop — role-playing games — and more specifically, doing them solo, without the input or involvement of anyone other than myself.

I've been quiet these days at No One To Play With...and not by choice (or at least that's what I usually tell myself). It seems being sick, going on trips, daily drudgery, and all manner of excuses manage to squelch my fun...well no longer!

I'm using TableTop Day as inspiration to recoup my time. It's mine! I'll jealously safeguard that precious commodity from this point forward, despite any excuses that threaten to stonewall me. I realize that I am my own worse enemy in this regard.

How many hours do I waste simply browsing the web, twitter, facebook, and all that useless junk? I like to be inspired by reading others' games — solo or otherwise. However, doing something alone lacks the benefit of feeding off of one another's energy, which is one of the things that make standard games so much fun. The main thing here is to take some initiative and simply do it...for at least  twenty minutes.

Starting today, I hereby promise unto myself to do some gaming every day, whether that be to play out a scene, sketch out a new adventure setup for a one-shot, stat a favorite character, jot down some musings, or whatever. Whatever it is, at least a bit every day. This is not to say that I promise to resolve all my games to conclusion, or try to drop less of them in favor of the next novel idea (that is my gamer ADD). Toppling those challenges is not realistic.

I've already played a bit today, and will dab at it a bit more. This week's fun has been picking up my longest-running campaign (the Drowsbane Legacy) that's been on hiatus for almost a year, and converting it to Fate. This is not an easy system to use in a solo environment, but it seems to go well for me currently. If I get a chance before I burn out on it, I'll write up what I've done that seems to be working well.

Again, happy TableTop Day to you all! Do yourself a favor — go play something today! ...and every day thereafter.

Saturday, January 17, 2015

“Elves’ Dirty Work”, final part

Continued from here, we have the final part of Kingon's first (and possibly last) adventure...

The 9Q’s: Questions 7-9


Q7. The Elvish Council

Focus (PC initiated): defiance
Where? Mosshollow

Imewar was very displeased to see Kingon. And for the third time, the young half-elf warrior surrendered his weapons. However, he refused to be blinded, arguing that he had found them in the first place. Perhaps that is why they were not sure how to decide his fate and why they brought him again to the elf lord.

After hearing Kingon’s excited and winded tale, the elf lord said, “And I am expected to believe such a farce?”

“Believe or disbelieve, at you leisure,” replied Kingon in the best elvish he could muster (he might have mixed up the fairly complex cases — but the gist was there). “Sit here and scoff at me, if you like…until that thing shows up to destroy your habitat.”

“Why would a demon show up here?” asked Imewar.

“Because it was following me,” answered Kingon with a smirk of satisfaction. “I see no other plan than to stand and fight, or pack up and flee. Your game with the goblins — your mistreatment and cruelty to them by whatever you have done — may end up dooming your people.” (miss)

“Twice you have insulted me, and twice you have been spared a worse fate. Leave now!” When Kingon didn’t immediately move, being shocked at the elf lord’s proud rejection of impending doom, Imewar called out to his guards.

“I will leave…” interrupted Kingon.

“Never to return!” amended Imewar.

“Yes…just give me my weapons and point me the way to the dale. I must go if I can and warn the folk there. May the gods have mercy upon you…”

Kingon was expelled from Mosshollow. He knew then and there that should another meeting ever take place, Imewar would be merciless and unforgiving.

Kingon set a course for the dales through the quickest route told to him (crit). Again, his speed and endurance could not be measured against any such feat before. He emerged from the wood, crying out in alarm for the people to ready themselves.

Q8. The Battle of Battledale

The Dramatic Finish: kookily lacking, punish home
Where? the village in the vicinity of Battledale
Focus: the enemy takes aggressive action against the heroes and unsuspecting victims

Does the demon have minions? No

Kingon crashed headlong through the woods, coming to a clearing near one of the northern hamlets of Battledale. He cried out, arms flailing in the air as he ran. Behind him followed his black feline.

“Fight! Fire! Flight!” he called, mustering all of his urgency (miss).

Some of the Dalesfolk, who were by nature generally fiercely independent and wary, watched the half-elf dance around like an idiot with some cynicism and a dash of humor.

“Send word! Call the village warriors! Run! Tell everyone to be ready — a fell beast comes!” he called.

No one moved… that is until the first sounds of the monster crashing through the woods came followed by a bloodcurdling shriek of rage. Some of the treetops in the distance quivered, some smoldered as the flaming monster lit bramble and foliage alight. Then, the few villagers who witnessed the coming ran in all directions wildly, shrieking cries of despair and panic.

Then the monster emerged, a towering bipedal horror of bone and flame. The monster threw its head back and shrieked yet again, sending a pall of terror among the folk.

Making a withdrawal, Kingon put arrow to bowstring, drew to ear and let loose (crit). Several arrows flew directly at the beast, feathering it here and there. The monster howled again in pain and then tumbled recklessly forward at a speed that belied its immense girth and height.

This immediately put Kingon into a run (partial). By near margins, he avoided being trampled by the monster, but was not many paces ahead of the thing. Even now, the demon reached down with an arcing swing of an elongated, taloned arm. Kingon sensed the impending doom, broke his run and abruptly rolled to the side (miss). Few could have withstood a minor strike from a major demon from the depths of the abyss. The blow knocked the young half-elf senseless, and blackness shut out the world.

Beyond the realms of the living were the many shades of the dead. In it center was the kingdom of death himself. Kingon was freed of his body and now stood before the lord of death. He was judged, and it was not surprising for death to know well of his coming (partial), but the final chapter in the land of the living was not yet come. And so, through the layers of the nonliving he was sent back...

Q9. The Nightmare

Where Does the World Stand? innocently drab, judge legal
Does someone encounter Kingon and restore him to health? Yes
Who? lovingly lacking, haggle mundane
What deal does death make? defiantly tranquil, fight weather

Kingon awoke in a none too comfortable bed — little more than a bolster and rushes. There was some acrid odor, hot stifling air, and the sound of something bubbling. When he opened his eyes, he saw an old crone leaning over him. However exceptionally ugly she was, he knew without a doubt that this woman had saved his life.

Glancing down, he noted he was stripped of his things and thoroughly bandaged with some exposed patches of badly burned skin revealed. Drawing a breath was agony. He had been leveled by a single swipe of the monster and left for dead.

Almost as if reading his thoughts, the old woman said, “You should have died, you should! Ah, but I see you are awake. Here, sip this…”

She brought a cup to his lips and poured slowly. He recoiled with disgust. A hot, revolting concoction slowly made its way down his throat.

“Ugh! What is that stuff?!”

“Best you not know, dearie,” cackled the woman.

“What happened?”

“Ah, the demon!” the woman exclaimed.
The memory and the horror came back all at once. She described how the thing tore into the village, slaying many and leveling many of the homes and buildings. The creature continued a course south through Featherdale. Where it went next, was anyone’s guess.

“Don’t you worry, dearie! Some wizard will likely vanquish the thing, and banish it to the hells from whence it came,” the woman cackled. “You had quite some dreams while you were out.”

Then, the memories came back, if vaguely. “I remember seeing Him.”

“Him? Ah, the dark soul reaver!”

Kingon did not reveal the next part, but he remembered. His time was not yet to come, because there was work yet to do. A startling revelation came to him then, that all mortals were witless agents of death in some form or fashion. He remembered seeing the image of a man — a dark, evil worker of the Storm Lord. He realized this was probably a priest of Talos. He knew not his name, but the face was indelibly burned into his memory.

His reverie was interrupted by a knock at the door. A dark bearded man entered. It was the elected chancellor of the dale, a rather honorary title given to a representative to the annual moots of the dales.

“Ilmeth,” the man introduced curtly. He bore several burns and scars. No doubt he was involved with battling the monster. The man had come to ask questions about the origins of the monster and of the half-elf’s involvement.

Kingon related all his story — although he had not wanted to harm Imewar’s people or escalate tensions between the elves and the men of the dales, he felt it was his duty to tell the honest truth. So he did, the entirety of it.

When he had finished, Ilmeth said, “Well, we will have to check on that. I will have our foresters go to the woods to track the beast. I will also alert the Abbey of the Sword. If there is trouble with the elves, they will increase patrols and provide protection for the people.”

It sounded innocuous enough, but somehow, Kingon didn’t like the sound of it. He was disappointed when he asked Ilmeth about whether the elves had shown up to help fight the demon. Apparently they had not. Kingon was inclined to be judgmental, but then stayed his thoughts, not knowing what their story was. Were they killed? Did they go into deeper hiding?

Without a penny to his name, the half-elf did not worry about surviving. In the wild he could take care of himself, and there were always odd jobs to which his sword could lend aid. However, he was indebted to the old woman. He could not pay in the form of money, but he could help her by gathering herbs for her potions and other odd ends fix her dilapidated hut. When he had gained some strength, he helped many survivors rebuild their homes, or at least prepare a suitable temporary shelter.

He had made friends with the woman, and learned her name was Clarisa, a hermit and outcast of the village. That suited Kingon just fine too, because he preferred her peculiar company over the more inquisitive and prying village folk.

In a matter of days, Ilmeth checked in again on Kingon, and reported that his woodsmen had indeed found the goblin village and found signs of witchcraft that explained the demon’s appearance. Kingon was essentially cleared from Ilmeth’s suspicions.

When Kingon had mended enough, it was time for him to go. He thanked Clarisa many times. She also gave him supplies for his journeys. He had at least one friend in the dales. He enjoyed their time together, and even Shadow had come to appreciate the woman’s company. But, the half-elf could not stay in one place for too long. He and Shadow bid their farewells and moved on.

THE END.



A fun little game! This was one of the first ones I could complete in one sitting — though the editing and filling some details took time. I will continue this one in as many scenarios as continues to provide myself some amusement. Using World of Dungeons (or a variation of it), I’d like to try advancing the hero through a few levels.

I’ve included other notes below:

Bestiary

Here is the form in which I created NPC stat blocks. Each has some hit points, gear, and a few keywords that may inspire some moves. Generally, light weapons do d6 damage up to d6+2 for a great weapon. Something truly potent might have 2d6+2 to 3d6+3.

GREATER DEMON. 17hp (Kingon’s volley crit took it down to 11), giant fists, trample, wreathing flames, armor 2. Skeletal horror of the lower planes. Terrifying shriek. Set aflame. Huge.

FOREST ELF. 4HP, sword, bow, light armor (counts as none). Wilderness. Stealthy. Resistant to sleep and charms. Intelligent. Ambush tactics. Elf-magic.

GOBLIN SNIPER. 2hp, long knife, short bow. Dirty inhuman thieves from the woods. Volley from afar. Craven in solitary numbers. Dirty tricks. Hit their own number.

GOBLIN RAIDER. 3hp, long knife or hand axe, shield. Dirty inhuman thieves from the woods. Pack tactics. Craven in solitary numbers. Dirty tricks.

Character Advancement

I use a more DW approach to XP, gaining marks mostly through failure. Kingon's tallied 8XP from failure, and one for acting “good” in light of sacrificing himself to try to protect the town. That’s enough to boost him to level 2, which raises his horrible hp total to 9.

And there was much rejoicing...

For his next adventure, Kingon signs up for a low-paying caravan gig, and things quickly go awry.

Friday, January 16, 2015

“Elves’ Dirty Work”, part 2


Continued from here, Kingon finds himself weaponless again, now at the hands of the goblins. His adventure continues in part 2...

The 9Q’s: Questions 4-6


Q4. The Encampment

Focus (PC initiated): infiltration
Where? lovingly juvenile, freely rough (magic mirror, surprised face, from RSC)

When Kingon had gathered his strength, he began to investigate his surroundings. He found himself near the placid waters of a forest lake. It was hilly and rocky, making his way difficult in the going. He became aware of sounds as he scouted.

Climbing to a high ridge, he came to the edge of a narrow gorge from which plumes of smoke rose from what appeared to be cooking fires. He was shocked to see a goblin encampment, out in the broad daylight underneath the sky. This was highly unusual behavior, but at least the canopy of the forest gave them some protection from the sun from which they usually hid themselves.

GM’s Reaction: swiftly feeble, lie legal (goblin, full sack, from RSC)

Suddenly from behind came a pathetic sound. Kingon turned swiftly, drawing his blades. Before him was a young goblin whelp. The half-elf was no judge of goblin age, but he might guess the youngling was but a year or two old. The grubby creature held out an empty hand, while pointing toward the ranger’s pouches with the other. The creature was obviously starving and begging for a handout. Even with his blades drawn ready to deal death and his mighty jaguar not far away, the pathetic creature came forward, driven by its baser need to survive.

Even though the creature’s cry might draw the entire tribe, spelling certain death, Kingon could not bring it upon himself to kill the thing. He put away his blades and showed instead his pouch, which he turned inside out. He shrugged his shoulders.

“I’m sorry! I don’t have anything.”

The creature began to cry. Kingon also had not much experience with the incredible volume a tiny young goblin could make. Wet sobs carried through the forest. The ranger tried to coo the child, making overtures of peace. However, the thing turned and walked away, clutching some decaying rag thing that must have served as it’s teddy bear.

At once, Kingon was surrounded by dozens of warriors and many bows were trained at him. Shadow, having sensed their approach was already nowhere to be seen. Then, either brave or stupid, the half-elf unbuckled his sword belt and dropped his bow, holding his arms out in a gesture of peace. He was going to surrender.

Do they kill him on sight? No

Kingon was handled far from gently, although they didn’t kill him on the spot, which was a good thing. Whatever pity had stayed his hand with the child, he was now beginning to doubt the wisdom of that judgment. How in the nine hells was he going to get out of this one?

Q5. The Summoning

Gains Undermined: neatly lovely, punish travel (howling wolf, from RSC)
Focus: revelation

Kingon was ushered down into the gorge through winding and narrow paths. As he walked, he was prodded by spear tip as well as obviously obscene goblin profanities. Here were the women and children of the tribe. Many huddled together around fires, observing the half-elf through wide, astonished eyes.

As they continued their way, Kingon could descry a central place in the village around a huge fire where many of the tribal warrior and elders were at work. A particularly old gentle-goblin bedecked in feathers, paint, and an assortment of bone charms observed the ritual, adding every now and then a punctuating syllable or command, throwing various colored powders into the fire which flared brightly and disappeared. It was obviously some sort of ceremony — however judging by the many goblin faces, it was not a joyous one. He noted many of the villagers’ stolen heirlooms near the fire. Every once in a while the shaman would reach down and toss one of those in the circle as well.

“I don’t wish to harm anyone!” said Kingon, to which he was answered with a sharp needle to the rear from a spear. “Is there anyone in this damn village that speaks the common tongue?!”

The same reply came, this time fiercer.

Not far away, he was bound behind his back and fastened to an old dead tree. However, he had a great vantage point to the spectacle. He watched as the ritual grew frenzied. Though he did not understand the nature of it, he began to understand that it was not merely goblin superstition — within the flames, a deeper darker color began to swallow the yellow and orange of the outer flames. Within was a black globe that slowly grew. Within the blackness, there became a second growing fire within — The half-elf could only describe what he saw something unholy.

Does anyone address him? No

It seems hours went by and darkness fell, with a full moon rising on the horizon. Still the ritual continued, now growing to a fevered climax. And Kingon could only continue to watch.

With nothing else to do but observe, he studied their movements and timing (partial). In Shadowdale, Kingon observed many rituals, for there were many spell casters in the dale. Magic was never his forte. However, he could recognize a summoning circle when he saw one. This one, drawing off of the energy of the revelers as well as the magical skill of the village shaman, caused this circle to be extremely potent judging by its size and sustained growth.

At the witching hour, the ritual was complete and the globe of unholy darkness took on a life of its own.

Does the circle overwhelm the controllers? Yes
What comes out of the circle? looks like anxiously dry; does overindulge innocent

The shaman and the village warriors observed with hypnotic fascination as the thing grew and lifted off the ground. From it’s darkest depths came a skeletal face. Many scattered astonished cries and moans skip the lips of the observing village. The skeletal face hit the edges — the boundaries — of the encapsulating sphere. Like a balloon, those boundaries flexed outward, expanding to accept the giant skull of the otherworldly thing that was now trying to escape.

Kingon knew this was a horrible disaster in the making, and if he did not escape now, he would die not at the hands of the goblins, but by those of some demonic thing that was ready to be released.

During the interim time he spent observing the ritual, he had surreptitiously worked some of his bindings loose around his wrists. Now is the time for escape (miss). However, instead of a stealthy escape, the old gnarled branches to which he was fastened snapped loudly, drawing attention from the entire village… as well as the horror now escaping from the globe.

Kingon did not linger to study the reaction of the village, taking off at a run.

Are his weapons within visual range? No
Do the village runners pursue? No
Does the thing attack the villagers? Exceptional Yes (doubles)
Does Kingon come across his belongings? Yes

Kingon tore through the foliage at top speed, stooping only to fetch his two blades and bow as he saw them lying near a hut. From behind came an enormously terrifying screech that filled the entire forest. Other screams of agonized villagers followed as well as a tremendous crashing. The demon had been released and was feasting itself on the unwitting and unfortunate souls responsible for summoning it.

Q6. The Charge

Escalation: healthily large, expose rumor (elephant, key, from RSC)
Focus: pursuit

Kingon flew through the forest, quietly calling for Shadow. The sound from behind grew to unthinkable proportions. Above the treetops, a now flaming tusked skeletal humanoid rose. The thing was taller by a wide margin than Elminster’s tower back in Shadowdale. The earth trembled as the monster took flight on the ranger’s trail.

Kingon pushed the limits of his endurance (partial). Eventually, the terrifying sounds of the giant otherworldly monster disappeared in the distance, but now he was hopelessly lost — even if he was lost already!

He knew he had to make his way to some community to give warning before the monster would come through. Be it man or elf, it did not matter.

It was desperate, but he had to find Imewar’s people, and fast! (hit)


Stay tuned for part 3...