Friday, February 12, 2016

In and Out of Threshold, part 2

continued from here, Adventure one:

Adventure 1: Cave of the Vengeful Fish-Men


Our heroes begin their adventure by visiting the local tavern. There, they hear many rumors. One person has lost their gold, snatched out of their hands by some flying monstrosity from the passes. However, they also hear about someone who disappeared from a logging camp north of town. They hear that a man went digging where he shouldn’t have been, and has not been seen since. After his disappearance, there’s been a rash of purported ugly fish-men attacking loggers.

The four friends decide to check out the last rumor. Trekking north, they arrive in the logging camp. Dmetrius asks some of the loggers, and discovers tell of a trail leading to a partially flooded cave. Naturally, the group goes to investigate.

The group quickly finds the trail and follows it along the edge of the river. Some strange fin-like marks in the ground look as though they might be tracks left by some bipedal fish folk.

They enter a glittering cave full of minerals out of which flows some sort of underground river which forms a tributary of the Windrush River. Lighting a torch, they explore into the camper. It is not long before they are met by angry fish people. The group fights as more and more of these things come out of the woodwork. They fare well. However, Vlad loses his bow in the river. The Ranger decides to dive into the water to fetch his bow, but more of the things lurking beneath the surface of the water hold him down. It is with the help of mighty Sara that he is able to come out of the water. But he managed to keep his bow!

The group follows the only way they can that is not flooded into a seemingly empty room. However, Sara, the barbarian, sinks halfway into a concealed pool of quicksand. She is able to pull her self out with a bit of struggle and the help of her friends.

Two other passages lead from the quicksand room. Down one, Vlad’s wolf, Fang snarls viciously at whatever he smells there. The smell from beyond is horrible. Down the other passage, the group here’s a strange sporadic chopping sound.

They decide to explore the smelly passage with caution.

They descend down a natural staircase into a largish room littered with refuse, and something used as a pallet for sleeping. Old bones of previous meals litter the floor. Dmetrius is standing rear guard, when a huge ogre closes in from behind, trapping them in the room.

Dmetrius tries to defend, but a giant club catches him in the midsection and flings him across the chamber. He crumples. Sara, however, charges with a war cry to avenge her friend. In a single blow, she defeats the ogre.

It turns out that the cleric is still alive, albeit barely. The others do what they can for him, but it is plain that they need to get him back to the church, where healers can tend to him. They search the area, finding a stash of gold and silver, as well as a mysterious grimacing green mask.

They retreat from the cave without any further mishap. Once back in the town of threshold, Piotr takes the mask to a dealer, who seems to recognize the artifact. The dealer claims that a local lord had lost a mask such as this and might pay to have it returned.

Dmetrius is healed, but recalls a dreadful dream when he lay dying that he may in the future be called upon to perform an assassination. And the group goes shopping…

To be continued...

Thursday, February 11, 2016

In and Out of Threshold, part 1



a sandbox game of John Harper’s World of Dungeons rules
random character generation
random dungeon creation through a d6 random generator

Particulars


Here are the rules I’m considering:
  • I’ll use WoDu’s Die of Fate and a single Rory's Story Cubes die per area generated.
  • I’ll summarize the entire adventure in a few paragraphs, highlighting particular moments.
  • I’ll conduct play by scribbling on a map as I go.

Monsters will have a HD rating, and a mode of attack:
  • weak = 1d6-1
  • moderate = 1d6
  • strong = 1d6+2
  • extreme = 2d6+2

They also may have an armor rating. Multiples of a creature roll a damage die per participant, taking the highest roll. Special abilities are assumed and will make use of partials and misses.

Experience vale (XP) of monsters and hazards are based on the following:
  • 1 HD = 10
  • 2 HD = 15
  • 3 HD = 25
  • 4 HD = 45
  • 5 HD = 75
  • 6 HD = 125
  • 7+ HD = 200

Exhibited special abilities in creatures may bump the value by one or more tiers.

My dungeon generator (a vastly simplified version of one found here) will handle the layout.

When initiating an adventure, first rumors (generated by Story Cubes) will be determined for dungeon location and theme, serving to anchor all future action. Once at the site to explore, roll a Cube for each area. These inspire the sights, sounds, and smells that will give life to the dungeon. The chosen game system will push the fiction forward from there.

Treasure is the source from which heroes earn most of their experience. The presence of treasure is determined if deemed logical, and/or if an effort is made (via avoided trap, monster, search in a logical area). If present, a story cube will determine the form of the treasure. The Die of Fate (d6) will determine its value.
  • 1 = minuscule (1d6 sp)
  • 2 = minor (2d6 sp)
  • 3 = decent (1d6 x 1d6 sp)
  • 4 = abundant (10 x 1d6 sp, plus another item of value)
  • 5 = worthy (10 x 4d6 sp, plus another item of value)
  • 6 = trove (100x 1d6 sp, plus 1d6 other items of value)

If an item of value is rolled (after its nature has been determined by a Story Cube), roll another Die of Fate to determine its value. A treasure roll should be reduced or capped based on the amount of opposition faced during the adventure.

A session must be completed in one go. If the session must end prematurely, the dungeon can be assumed to be fully explored.

The Characters


Only their summaries here, not their full character sheets — all sheets and notes will be handled with actual pen and paper. I've decided to place this in the world of Mystara, right smack in the middle of Threshold, my favorite old school setting from my junior high years.

Dmetrius Lumovich — A local cleric for the Traladaran church. Dmetrius makes inquiries about the death of Aleena Halaran, but secretly seeks reconciliation between his faith and his desire for vengeance.

Piotr Radu-Belovich — Piotr is a childhood friend of Dmetrius, and has become somewhat of a wizard. He desires greater power and knowledge. However, some strange unknown power from the wilds draws him.

Vlad the Wild — A loner and ranger, Vlad has wandered the lands serving as a guide for some time. He travels with his pet gray wolf, Fang. He was once captured by evil elves. He secretly hopes to find and vanquish these troublesome tricksters.

Sara the Strong — An outcast from a mountain tribe, Sara seeks naught but adventure and dominion. Huzzah!

Next… the adventures!

Tuesday, December 8, 2015

Pool of Oblivion

A most rocking kick-ass session, even though it was our first. Usually, I use this blog to discus solo concepts and play reports. However, being my first actual play of Fate with someone else, I got all jazzed up about it.

I ran a Fate Accelerated game for a friend of mine. This represented his first foray into Fate (having read it once or so).

This began with me giving a few pitches in a mutually familiar game setting, that of the Forgotten Realms. Some of them included the rebuilding of Phlan, and a return of the Banites (a sequel to the Pool of Radiance video game series), revelries in Thentia with political intrigue there, and finally a visit to the last lord of Hulburg. In the end, we decided to merge some of the results of the first and last.

Getting a few more specifics down, we knew that Hulburg was a ruin — a monster-infested rundown has-been city on the north coast of the Moonsea. We knew that only the lord’s keep, a now dilapidated structure on the acropolis, was the last inhabited structure. The lord, one Gallard Hulmaster (name change edit post-facto, because I remembered that’s what the family’s surname was), an old widow in the winter of his life lived with his two remaining offspring, a sullen pouty boy named Derek, and his homely daughter, Rowena, who the lord wanted to marry off.

From the Phlan story, we liked that the cult of Bane might not be destroyed and sought a way to revive their dead god.

Good enough for starters. How does the PC fit in?

Our hero, one Orelbersk (Orel Bersk?), was a silver-tongued foolhardy treasure-seeker. We decided he was marked by the Black Network, indicating his past association as a former agent of the Zhentarim — with a knack for finding relics and treasures needed by the arcane arms of the organization. This gave us some background and hooks off the bat.

We also nailed down that he had a compulsive weakness for “just one more…”. Lastly, the thread that connected Orel to his trouble (being relentlessly hunted by the Zhentarim) was one of his last prizes — a small finger bone — one that belonged to the dead god, Bane. Our hero could not bring himself to deliver the tiny relic, because he knew through coercing a fellow agent that the Banites planned to resurrect their former god. This led to his final character aspect of the evening, a little piece of me.

Compel and invocation examples were easy to come up with for these character aspects. It also gave a very good picture of who our hero was and what he stood for. The last thing was determining what that little god bone did. Apparently, Orel had discovered that the bone offered subtle suggestions and lures, promising riches. More often, it led to trouble, and Orel surmised that the bone sought out more pieces of himself. He also couldn’t destroy or rid himself of the little relic.

This led to the idea that the next piece — the god’s eye — was a powerful artifact, but one that could be destroyed, thus thwarting the Banites’ plans once and for all. This was both our hero’s lure and salvation. Maybe if the Banites’ dreams were dashed, they might leave him alone.

We left one aspect slot open to be determined during play. Lastly, we set Orel’s approaches and stunts, getting:

Orel

High Concept: Silver-Tongued Foolhardy Treasure-Seeker

Trouble: Marked by the Black Network
Others: “Just One More…”; A Little Piece of Me; (pick 1 more)
Good (+3): Sneaky

Fair (+2): Flashy, Quick

Average (+1): Clever, Forceful

Mediocre (+0): Careful
Because I’m a second-story guy, I get +2 to Flashily overcome when attempting feats of acrobatic athleticism.
(Pick 2 more stunts)
Refresh: 3

We didn’t even talk about weapons or gear he might be carrying, which I found actually quite amazing and liberating in retrospect.

Finally, a discussion of the issues for the game included “They’re Coming!”, referring to the Banites and Zhentarim who were now hunting for Orel. There was also the crew of the Tipsy Tempest, a more immediate threat (see below).

The Banquet


We knew that the hero would be in Lord Hulmaster’s house seeking asylum from the nasty things he unwittingly released during his search for the item in question. We thought a dinner scene where Lord Gallard tries to marry off his unattractive daughter would be appropriate and amusing.

We set the scene. Doing so was such great fun!

Firstly, Hulmaster Keep was a simple square structure mostly consisting of the great hall. It was cold, wet, and drafty. It was a dilapidated shadow of its former self (added in retrospect as a minor milestone). Lord Gallard kept a dozen or so staff members and guardsmen in his employ. There were two small wings off the main hall (which served as the feast hall, lord’s court, parlor, trophy room, you name it), one underused wing for guests, and one for the family. Only a single door between you and them kept hostiles out via the front threshold.

I got a better idea of our host, a slightly unhinged aged man with only one last motivation. That gave us:

Lord Gallard Hulmaster
Miserly Lord of the Manor; Denial Is A Bitch; “What Do You Think Of My Daughter?”
Great (+4): Forceful

Fair (+2): Clever

Average (+1): Sneaky
Because I have a quick temper, I gain +2 to Forcefully create advantages when using my temper to leverage emotional states upon guests in my home.

The actual scene included banter by the lord, who tried to push his daughter, and his long and storied past. Hulburg is in a state of perpetual cold rain and wind, giving a very Wuthering Heights vibe. We included interruptions from banging on the door (to indicate the presence of the ghoulish dead crew of the ship Orel had been investigating; which had stirred up the evil there and sent them groping into the night — thus necessitating his need for shelter). That bit was funny as hell.

All put together, that got three compels to pre-load the session with some complications, and thus, points for the player.

Finally, there was the real meat (no pun intended) of the scene…

Orel came right out and asked what the Lord thought of the Banedeath (events from the close of the video game franchise). Gallard didn’t believe (being the type to dismiss things with a wave of the hand) that there might still be followers of Bane remaining, or that a resurrection was possible. Lord Gallard asked what Orel was doing in Hulburg, which the hero skirted somewhat, bringing attention to the homely Rowena. However, he did show the finger bone.

A couple of success with style overcomes caused Gallard to be convinced Orel had sincere interest in his daughter, and to be enamored of our hero. Orel asked if there were any valuable items in the ruined city that he might filch for the old man as a dowry. This pleased Gallard much, and he agreed he would send his son, Derek, to lead him in the morning to where remaining valuables might still be lurking in the ruins of the city.

After that, the party retired.

Off To Bed


Golan, the Hulmasters’ butler, led Orel to his chambers in the guest wing where he would be left to his own devices. He regretted to tell him that there had been few guests of late, and that the room was not as nice as in the old days.

When he was shown, Orel found the room not at all to his liking. The glass panes in the windows had long since fallen out, leaving the elements to stream in through the open window (which they presently were). “Ring if you need anything,” Golan said, indicating the pull cord near the bed.

The butler then left Orel and turned the key, leaving the hero locked inside. Orel pulled the cord, but the tether came free, being altogether mildewed. We decided that the butler was jealous of Orel regarding Rowena’s affections.

I offered a Fate Point if he could come up with a good juicy compel for that locked inside aspect. He leaned out the window to see:

Malevolent Spirits
Malevolent Incorporeal Spirits; Icy Cold Hands
Good at (+2): terrorizing

Bad at (-2): reasoning, moving fast

This was actually scary, because the spirits’ aspects meant our hero could not affect them physically. He saw a trio of the luminescent things float across the castle grounds and up the wall toward him!

He frantically pounded on the door to no avail, then looked outside up to the sheer slippery walls that led to the rooftop. Out came Orel, with no other option, seeking purchase on the surface. This triggered a fun contest to see if he could escape.

We decided since the spirits could just float, it was easy for them, while the slippery walls (with one pre-loaded free invocation) required a threshold of great (+4) to achieve any shifts.

The first exchange went to the spirits as they groped for Orel’s feet with icy cold hands. They tried also to scream to freeze Orel with fear, but he resisted. The next turn went to Orel (2 victory points due to a stunning success with style thanks to some Fate Point expenditures). In another turn, a tie caused Orel to take a maimed hand mild consequence in order to succeed at a minor cost. Eventually he scrambled up and over the rooftop, evading the ghosts between smokestacks and dormers.

Session End

A fun game, to be sure, representing about two and a half hours of play via Skype, game creation and all. Orel ended the session with 5 Fate Points.

Still not too fast with Fate, I was worried our speed would bog down with rules discussion and a monster-length character creation session. I’m happy to say it was not so!

Character creation, along with game creation flowed quickly and smoothly with lots of good ideas coming out, and really almost nothing rejected. Once I asked if my friend had enough ideas on what proactive steps his character would take, thus signaling that our game creation discussion had run its course. This naturally turned into setting the first scene.

Anything awesome that came out of our mouths got turned into a cool game aspect, without debate or discussion…it went fast. NPC stats were quick, simple, and off the cuff. This comes from someone who more often plays lighter games than Fate. Despite this perspective, it still went fast.

When my friend and I do get a chance to play, we play GM-less options, through such devices as Mythic and Rory’s Story Cubes. Fate was so fitting as a collaborative game, with ideas coming unhindered from both sides of the table that it naturally fit our style.

The speed of play was great. Really, we played with only two overcome rolls, and a contest that included some create advantage rolls. I paused to clarify the contest process, but it took only a few minutes.

A good time was had, and I can’t wait for our next session.

Monday, November 9, 2015

SGAM 2015 – Freeformpalooza: Fate (part 5)

Regrouping

There’s a few things to plan. I came up with a big bad. Having done so quickly, I should make a more careful review. Also now that the phaerimm have appeared, I’d like to stat out a few of those in varying levels of challenge.

In Rysdan’s current plight, it seems that a new scenario presents itself here — that of escaping the dread lord’s dungeon. That means that session two really marked the end of scenario one, albeit a failed endeavor. That’s a significant milestone, so I’ll use the opportunity to raise our hero’s intelligence by one point. He’s got no consequences, so nothing to do there.

Now, I really should give Klothain some more specific stunts. Here’s what I might give him, more in line with the Fate Freeport Companion.

Accomplished Spellcaster (x5). pick 15 spells provided you have the requisites to cast them.

Arch-wizard. You have mastered all forms of wizardly magic. You may choose from the Abjuration, Curses, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation schools. This stunt doesn’t automatically grant knowledge of any spells.

Master of Repulsion. You know every spell of the Abjuration school. The cost for this stunt equals the cost one would normally spend on accomplished spellcaster minus one (one stunt). You must meet the requirements to be able to cast spells from this school.

Master of Vision. You know every spell of the Divination school. The cost for this stunt equals the cost one would normally spend on accomplished spellcaster minus one (two stunts). You must meet the requirements to be able to cast spells from this school.
Spells: animate dead, burning hands, charm, compulsion, curse of withering, death’s chill, disguise, evil eye, fireball, ghoul’s touch, ill fortune, magic missile, mind blast, mind shield, and provoke emotion.

That’s 9 stunts worth of potency. That’s a lot. There’s no way Rysdan can confront him directly…which is how scary a big bad should be.

Now for the phaerimm. Here’s a baseline for a fully-developed adult critter.

They get the following aspects: telepathic magical flying thorn grub, mad gibbering supra-intelligence, devious individualists in concert

Superb (+5): Intelligence

Great (+4): Constitution

Good (+3): Wisdom

Fair (+2): Strength

Average (+1): Dexterity

Mediocre (+0): Charisma

Magical Feeder (requires Magic Resistant). If a phaerimm succeeds with style on a defend action against any magic, they can remove a mild consequence or reduce a moderate consequence to a mild one.

Magic Resistant. Phaerimm get +2 to defend or oppose any spell.

No Magic Is Too Great. The phaerimm do not learn magic like mortals. Pick three spells from any school. They may know these without adhering to its prerequisites.

Innate Magic-User (Int). The phaerimm are innate spellcasters, using intelligence instead of charisma for their magical abilities.

Poisonous Stinger. If a phaerimm succeeds in a physical attack, the GM may opt to reduce the damage by one shift and place the poisoned aspect on the victim with a free invocation.

Attack (+2): bite or stinger

Defend (+4): thorny hide

Physical Stress: 3 boxes

Mental Stress: 3 boxes
Consequences: 1 moderate, plus 1 mental mild and 1 physical mild

Younger/immature larvae may be met as well. These have flying magical larva, feed me!, and can have either the magic resistant or poisonous stinger stunt, and skills arranged thusly:

Average (+1): Dexterity, Intelligence

Mediocre (+0): Constitution, Strength, Wisdom

Poor (-1): Charisma

Attack (+0): bite
Defend (+1): dodge
Stress: 2 boxes

The session will make use of Chris Stieha’s wonderful map detailing Rysdan’s detention. I will have a mini-game creation session, because our hero is now “off the grid”, and we need to know the environment’s issues, places & faces. I’ll also refine those story questions to focus this particular scenario, dealing with not only getting free, but finding out about our enemy and perhaps helping some other sympathetic prisoners.

I’ll roll a few cubes to get some random input: Floating Hive City; Medical Needle; Paleontology Tools

From this, I gather that this is not so much an underground area, but rather some pocket dimension in the form of floating islands bound together by lines in a formless aether. Something is causing the phaerimm to rely on a narcotic or chemical to survive (maybe it is magic depleted here?). Lastly, the prisoners of Klothain are put into work camps to mine one of these rocks for the necessary chemicals. That’s good stuff…

Next I get: Medical Drop, Laughing, and Scify Sliding Doors

The medical thing is that there’s a priest here. Somehow, they keep him suspended in a cage within the aether. Perhaps his/her priestly magic somehow bypasses the magic depleted area, but it is not energy that can be used to feed the phaerimm. This person is feared — and therefore, useful. Next, there’s a crazy person from which Rysdan can get info (another crazy one!). Finally, somewhere there is a portal between worlds.

More organized:

Realm of the Dread Lord

Floating in a Sea of Nothingness.

Rocks Moored Together.

There’s Nowhere To go!

Mining for Magnetite.

Magic Depleted Vortex.

The Phaerimm

Seeking a Source of Sustenance.

Bound To This Plane — For Now.

The Prisoners

Also refined from some Story Cubes. Our personages of interest:

Mack Grentz — Mad Gnome Miner; I Know This Place!
Mirina Prodwell — Mistress of the Morn; Isolated in Nothingness
The Broken Wizard — Master Planewalker; Kept Senseless on Void Lotus

Story Questions Revisited

1. That sounds like our new scenario-level questions are:
2. Can Rysdan avoid spilling any more secrets?
3. Can Rysdan find away to keep from appearing suspicious as he finds a way out?
4. Can he learn more about the enemy’s plan?
5. Can he find a way out?

Some exciting stuff to be worked out here! Stay tuned...

Friday, November 6, 2015

SGAM 2015 – Freeformpalooza: Fate (part 4)

Session 2, continued

Heading Home with Head Hung Low

Note: I’m not happy with two aspects wasted on antipathy towards humans, so I’m revising his Trouble to solemn oath instead of hatred grown 100 years.

Compel. Random draw produces a mighty enemy broods.
Cubes Rolled. bridge over a brook, cutting paper, and sorcery!

Rysdan returned to his homeland days later after an arduous journey, entering the wooded hills of Evereska. The normally pristine primordial forest was filled with an uncommon apprehensiveness. The first thing out of place was Daffodil Bridge…the first such bridge crossing into the elven fastness.

It stood clearly before him.

Normally, the protective mythal created a fine perpetual mist around the landmarks of the elf nation, helping to veil them from unfriendly eyes.

He was soon approached by one of the Vale Guard, who was distraught that a evil thing had come to pass. He was rushed to the Sorcerer’s Grove, where a moot of the wizard enclave was taking place. He arrived as the discussion turned toward the unraveling of the mythal.

It was believed that the Phaerimm had found a way to eat at the living magic surrounding the kingdom. Once the magic was broken, it would lay open the elven vale to any hostile force. As Rysdan listened, he interrupted, laying out the story of his recent failure. After telling of Mourn and the theft of the crown, he asked the elders if that’s why the enemy was able find a vulnerability.

The consensus was affirmative. “It will only get worse,” forewarned Rosór Rendwater, the eldest of the council.

Note: trying to tie the story with some of the faces & places I’ve already outlined, I’m taking the liberty to throw some of those in.

Rysdan asked if this Mourn Braegan could be tracked. The wizards conferred together and decided to risk a ritual of divination to locate the renegade.

In the evening, they returned. “We know he is somewhere in the vicinity of Neverwinter,” reported Rosór. “Where precisely, we could not see.”


They warned Rysdan that it was important to find the crown quickly. The sands were quickly running out of the hourglass. Rysdan asked to be teleported to the human city. Rosór replied that it was too dangerous to do so while within Evereska, due to the unraveling of the mythal, which had the potential to disrupt the already risky spell. Instead, they instructed Rysdan to leave the realm, and take a magical scroll which he could use once he has left the boundaries of the mythal. It would provide him a one way trip to Neverwinter.

Rysdan accepted the gift and sword that he would bring the crown. As he left, he couldn’t help but feel the apprehension. The people were wary of attack. They could lend no aid to him. The tomb guardian was on his own.

Note: This scene was built purely from an event compel. A few new elements were introduced which will be updated on the list at the end of the session.

At the Fringes of the Realm

Note: Decided to flip another coin to see if something would interfere with Rysdan’s spell casting, even though I promised only to do so once per session. It was heads, so, I went with it.

Compel. I got Neverwinter’s Evereska’s closest ally — but too far to lend real aid. The distance thing stood out. Clearly, Rysdan had interference, and appears somewhere else.

Cubes Rolled. gears, puzzle piece, and blindly feeling a face.

Once in the twilight of the vastness beyond the elven hills, Rysdan performed the ritual. The magic spent on the scroll, he was enveloped by a swirling vortex of pure energy. He disappeared, and then found himself whole again…

He expected to hear the carriage wheels on the cobbles of Neverwinter, and he looked forward to seeing Juliet again. He did not hear any familiar sounds of the city. Instead, he heard cavernous echoes, and he was in an impenetrable darkness.

The sounds were of a gibbering insanity. Suddenly, he was frozen by an unbreakable vice grip. His blade slid free from his scabbard, leaving him without his main weapon. He was hoisted up off his feet and carried through the air.

He knew not how long he traveled this way. His screams were unheeded, and his struggles futile. When he regained his senses, he found himself in some subterranean nightmare. There was a strange fortress in a large cavern. Illuminated by magical fire, he saw the horrific forms of the writhing, serpent like Phaerimm — the completely alien race of magical floating slugs. At the top of their cone was a fanged mouth with surrounding arms. At the tail of the tapering monstrosity was a poisonous barb.

The Phaerimm were some of Faerun’s most powerful and feared creatures.

Two carried him via some incredible telekinetic magic to the fortress. There, he beheld a fell king with a mane of white hair and a crown of cold iron. The terrible king regarded him with dead blue eyes. Rysdan could not free himself, and he felt the strain on his sanity.

[ In the Fate Freeport Companion, this is a major sanity trigger — Rysdan gets a success on his overcome roll ]

The cold king introduced himself, calling himself Klothain the Black, lord of the Phaerimm. “Welcome to my refuge, Rysdan Nythil. How nice of you to pay me a visit before the fall of your people’s realm.”


Klothain asked Rysdan to join him — to be a worthy soldier like Mourn Braegan had become. Then the fell lord began to press Rysdan with questions about the many factions and strengths of Evereska. Rysdan refused, which angered the evil tyrant.

The dread lord rose up from his throne and began a ritual. Rysdan felt the workings of magic loosening his mind and tongue.

[ Klothain casts compulsion successfully, getting one answer ]

The elf resisted as long as he could. Some secrets came out after long hours of torment, but he could not remember which ones. In the end, he was a collapsed heap on the floor.

“Remove him,” said the lord. “Place him in the dungeons. He will answer more questions tomorrow.” [ Compel ]

End, Session 2

Ending this with 5 Fate Points.

This is another minor milestone. I’ll tweak his unforgiving of man’s ruthlessness to one kind act despite his antipathy for men to reflect the when he helped the mad drifter in the first scene of session 2.

For the game world, there’s a few changes. The unraveling of the mythal is a change from the last mythal as an issue for Evereska, as well as wary of attack. We have a new sympathizer, Rosór Rendwater, and a main baddy — Klothain, King of the Phaerimm.

Story Questions Revisited

1. Will Rysdan find the thief Mourn in time to help his kingdom? (Campaign Level)
2. Will Rysdan reconcile his own hatred of man and that of Juliet’s father? (Campaign Level)
3. Can he have any real future with Juliet? (Campaign Level)
4. Will Rysdan catch up to Mourn Braegan? (Scenario Level)
5. Will he win a confrontation with the traitor and wrest the crown from him? (Scenario Level)
6. Will Rysdan escape the clutches of Klothain to resume his quest? (Scenario Level)

Wednesday, November 4, 2015

SGAM 2015 – 1 page DIY Tool Challenge: Saga Creator

Introducing the Saga Creator, using Rory’s Story Cubes!

I can't take full credit for this one...most of this is included in the “Krongor and the Saga Creator” from the new Barbarians of Lemuria — Mythic Edition. It is here adapted to roll some cubes instead of roll on charts.

Use it to come up with scenario setups in solo games, or even to prep your evening in a traditional rpg with friends.

Sample saga creation:


SGAM 2015 – Freeformpalooza: Fate (part 3)

Session 2

Note: After some more consideration, I’ve decided that the Gray Reavers sounds like an interesting faction to get thrown into the mix. I’ve added this as an addendum to the last minor milestone, giving the issue, out to right past wrongs, reflecting the potential for retaliation as a result of Rysdan’s last conflict.

I’ll also be flipping a coin to find out if a random compel takes place and have generated a stack of cards with all aspects on them. If a relevant compel is unwanted, I will demand the payment of a Fate Point to make it go away. There can be a maximum of one of these random-type compels per session.

As per the usual rules, as a player, I can always choose to compel things…I may taper off the use of Rory’s Story Cubes to focus the manifestation of said compel. It seems necessary only if some complication doesn’t immediately spring to mind. Aspects already pack a lot of meaning, and trying to strong arm too much into a compel might be forcing things. I may roll a cube or two if I’m at a loss.

The Big Wide Open

Compel. The Lost Crown of Laenaya Nathoniel.

Cubes Rolled. wheelchair, hobo pack

The Big Wide Open.

After fetching his steed, Rysdan happily quit the all-too untidy human settlement of Scornubel. Rysdan, however, felt the dusty community smelling of livestock an apt reflection of the human race, and his brief dealings with them there only served to heighten his antagonism for mankind.

He hastened westward, flying like a bird of prey. He could see a distant speck on the road beyond, and kept following the signs. However, he was relentless, and his beast was spent, forcing him to rest. He resumed as soon as he dared.

Travelers were few and far between. When he did happen upon a small caravan or the odd family on pilgrimage, he inquired. The first of such groups confirmed seeing a scarred elf in a terrible haste, but the others he met later had not.

Vexed, he could do little but make a brief camp and water his horse. Elves required but little actual sleep. When they used beasts, however, they were subject to the needs and limitations of their companions.

Near a brook, Rysdan wandered a ways to scout the terrain for clues. The vastness of the western heartlands was daunting and discouraging. The odds of him finding anything were as good as finding a needle in a haystack.

The next morning dawned, and Rysdan wandered aimlessly, for some reason following the same brook. He heard noises and cautiously approached by foot. They were the mumblings of a aging drifter, with one lame leg who wandered a hillside picking dandelions which he proceeded to eat while arguing with himself.

Rysdan looked upon the man without remorse and pressed the man, who seemed at the edge of leaving his senses behind. The man was startled when he revealed himself, but answered the elf’s questions easily enough. The fact of the matter was that the man had seen the scarred elf a day before heading north into some hills.
“Seen him!” the old man said. “Know where he is!”

Rysdan promised to give the man a gold if he might lead him the direction to which he referred. The man accepted gleefully and wandered north. The way was slow what with the man’s constant mumblings, poor train of thought, and ambling gait. It tested Rysdan’s patience, but the elf would not deign to give his saddle to the poor man.

By nightfall, the pair crested some hills into a grassy depression dotted with strange lichen covered stones. The man led the elf between two leaning columns that nearly touched one another in an arch.

“Here!” said the man at last.

“Here, where?” Rysdan asked irritably. “Where, exactly?”

The man pointed to the ground between the stones. “Poof!” was all he could repeat as he flicked his fingers as an illustration of the word.

Rysdan nearly throttled the man, but realized in sudden dismay that these were ancient standing stones imbued with the power of teleportation. It was an inter-dimensional gate…one that Mourn knew how to use. Rysdan’s quarry was gods knew where.

Gates were capricious. Some were enchanted to activate from a simple password, while some were set to the celestial mechanics of the heavens. Some were one-directional, or set to a single destination. If one did not know the key or command spell, there was no hope of knowing how one worked or to where it led.

To make matters worse…

Compel. [ I’m choosing to do this one to make matters interesting: A Dangerous Frontier Full of Fell Beasts and Worse ]
Cubes. astronaut planting a flag, nest of dino eggs, “look over there”

Rysdan’s horse nickered nervously. A strange cracking sound caught the elf’s sensitive ears. He silenced the old man’s rambling. He followed the sound to the summit of the hill where, after a quick investigation, revealed an enormous nest. Inside were eggs as big as a pumpkin if not more. A shadow passed overhead, blocking out the first stars of the azure sky.

Mother Roc
Black Bird of Prey; Massive; Slow Flier; Territorial

Fantastic (+6) Constitution; Great (+3) Strength; Mediocre (+0) Dexterity, Charisma, Intelligence, Wisdom

Eyes of the Eagle (Wisdom). With eagle like eyes, the Roc gets +2 to overcome when spotting prey on the ground while in aerial flight.

Snatch (Strength). The roc can snatch creatures up to horse-sized. They gain +2 to create advantage actions to place the snatched aspect on their prey when airborne.

Physical: [ 1 ] [ 2 ] [ 3 ] [ 4 ]

Mental: [ 1 ] [ 2 ]
Mild Physical:

Mild Physical:
Moderate:

The startling realization turned to terror. Rysdan turned and screamed, “Run!”

Contest: run this as a race.
* The roc gets airborne with 1 free invoke.
* The man has lame which provides a passive opposition threshold of 2 that must be overcome by Rysdan as long as he remains together with the old man.
* Strength governs this foot versus air race to evade the bird’s territory.

Exchange 1

[ 0 vs 4 — two victories for the roc ]

Rysdan pushed the man after his now fleeing (and sensible) horse. The man objected, hopping along like a mad hare with a limp. “What in the hells?!”

The dark shape of a monstrous bird wheeled around in the air and dove, gaining considerably on pair.

Exchange 2

[ Rysdan creates scared w/2 free invokes by casting a thunderclap; 0 vs 6 — both invokes used to even it up plus a 1 FP to invoke slow flier — a tie! Fencing! (The man gets adversarial — this ups the required success threshold to 4) ]

The elf risked a stop, turning to face the diving terror. A few gestures and a word of power, and he released a portion of his mighty lightning magic — it was impotent in actual devastation, but produced the loud roll of thunder for which he had hoped. The mighty bird was relentless, not at all perturbed by the sound.

“Sorcery!” cried the man. Rysdan caught up with him as they bounded down the hillside. He caught the man by the arm and began to pull him along.

“Let me go, dog!” the man screamed. He nearly pulled free and turned in the wrong direction.

Exchange 3

[ Rysdan slaps the rump of his horse to create a confused aspect with 2 free invokes; -3 (re-roll of 4 with 1 invoke) vs 2 — increase to 6 vs 2 with remaining invoke; 2 victory points for Rysdan ]

His white steed was not far ahead. Rysdan and the flailing invalid came up behind. The elf swatted the horse’s rump, sending him veering in a tangential direction. It was enough for the giant bird, that whistled dangerously close overhead to veer up in a corkscrew to regain altitude as it considered which target to focus.

Exchange 4

[ Rysdan puts on a burst of speed with 1 free invoke made with opposed roll due to man’s adversarial attitude; 0 vs. 2 — Rysdan uses free invoke and ties; Storm Cloud! ]

Rysdan didn’t wait to figure out what the massive blackbird would do next. He yanked the old man along, putting on a burst of speed that had the man stumbling to keep from toppling.

Just then, real lightning flickered from an approach storm in the distance. The elf felt a few raindrops stinging his left cheek as a powerful gust of wind nearly blew him over sideways. A sudden idea took form…

Exchange 5

[ Rysdan turns into the wind suddenly getting 2 free invokes on the gust of wind; 1 vs 6 — Rysdan boosts score to 5 with gust and spends a FP to finally evade with third victory point ]

Rysdan sharply veered into the wind and kept on as fast as his legs could pump, all the while dragging the cursing man along with him. In the skies above, the wind was no doubt even stronger. The giant roc tried to veer after the elf, but had trouble maintaining altitude against the erratic and swirling gusts.

Finally, the bird circled away as Rysdan made the base of the hill and beyond its immediate roost.

When it was safe, Rysdan let go of the man and fell in a heap gasping for breath. The madman continued a tirade fit to make a courtesan blush and wandered off at random in a limp.

“You’re welcome,” said Rysdan exhaled, silently admonishing himself for putting his beloved steed at risk to save a mentally unhinged human.

Note: much of the gains made here in the form of Fate Points were spent on getting out of trouble. Heh. He’s got two left. It was fun, though. Session two continues. Just posting this scene as a single post because it was longer, quite eventful, and made use of the contest mechanics.

Previously...
Up next, part four...