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Post by aceofspades on Apr 18, 2021 9:47:34 GMT -5
Hi all, I've been wanting to do this for awhile and my play has been spotty, but I have enough to at least post a little bit of my ongoing experiment. This is my first attempt at solo play with no guard rails (a.k.a. no guiding adventure), other than some plot seeds. As such I may change a few things as I go through this experience. So if I do something different from what I did in a prior post, don't hate on me, but if you know how to use any of the methods please point out anything that I may have done incorrectly. I will likely take some liberal uses of some LAW skills as some were likely better defined for the guided adventures, so you will see some interpretation that might nudge things in my character's favor  . RULES I will be using the Legends of the Ancient World rules and a few house rules may creep in here and there. I haven't really decided on a few of them such as maybe critical rolls or facing rules. TOOLS Other tools I will be using to create the adventure. The printed resources (other than DCG) can be generally found on Amazon or Drivethrurpg 1. The Redpoint campaign guide (hereafter, RCG) from the "Fire in the Streets" adventure by Dark City Games 2. Monster stats gathered from various TFT websites, HOW and DCG adventures 3. The Mythic Game Master Emulator, The Location Crafter, Mythic Magazine articles for dungeon creation 4. The Universal NPC Emulator 5. Many (too many to list) and miscellaneous internet random generators for maps, city maps, character creation, name generation for places and people I have used the descriptions in the RCG and my character background story to create area specific random encounter tables, odds of encountering certain LAW races, terrain types, etc. I judged the odds of encountering anything by the environment and tone set in the RCG for the area and its history. CONVENTIONS Rolls and the description of each tool's use will be placed in blue italics and occasional separated by a horizontal line to compartmentalize it away from the main story text.
So far what I've found is that a lot of the play is story driven by the Mythic engine and my own logic. Not combat/action oriented, but I am still in the gathering information phase so that makes some sense. My next post in this thread will set the stage and the first scene. - ace
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Post by aceofspades on Apr 18, 2021 10:28:47 GMT -5
Introducing our main protagonist. Note: I will be posting updates as stats change throughout the adventure using this character block. Damage [FAT+ST] shows the current state of those stats in terms of damage taken. As treasure or items are gained they will also be listed here. Crispin GreyhazeHuman Man at Arms/Adventurer (Fighter style) Background: Crispin is a young 25 year old fighting man who grew up in the town of Zuro and has seen some action in the River States and the Upland Nations escorting trade caravans through the hills and valleys. He has had the occasional scrap with orcs and bandits during his escort duties. He has a healthy distrust for orcs as on his most recent job his caravan was destroyed by a marauding band of orcs and everyone killed to the last man except he and the last wagon driver, a dwarf, who he was able to save from an orc raider. The two drove off south away from the scene at a hard gallop. The wagon driver took his leave of Crispin after dropping him near the gates of the city of Steel Gap. He has come to the city in search of work, wealth and adventure. ST 11 | FAT 11 | Damage [FAT+ST]=[0+0] | DX 12 | adj [10] |
| IQ 9 |
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| MA 6 | adj [4] |
| AC 2 |
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Karma: 0 Coin: 75cp, 100sp, 0gp Weapons/Armor: Long Bow [11] D+2 Short Sword [11] 2D-1 Leather Armor (2/2) Skills: Sword+1, Bow+1 Charisma+1 [IQ/IQ] | Survival+1 [IQ] | Stealth+1 [DX] | On winning IQ against nonhostile NPC, the NPC will take action to help the party, and do nothing to harm.
| Character lives off the land instead of eating a daily ration on 3/IQ.
| Evade detection on 3/DX. |
Training Goals: 1) Train IQ, 2) Train ST, 3) Train DX Possessions:Long Bow Short Sword Leather armor Clothes Rain Cloak Tent (6) Torches Rations & Water Skin 50' Rope
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Post by aceofspades on Apr 18, 2021 10:52:50 GMT -5
Mythic GME & Tools The Mythic GME is a way to add structure and to add random events into to these freeform adventures. It does require some book keeping, however.
So I will introduce each "scene" and then make a roll against the "chaos factor" to determine if the scene goes as I thought it would or if something else happens. Mythic has some random tables that assist in interpreting what happens next, but its mainly up to the player's imagination and logic. The chaos factor is modified at the end of the scene (up to the player) either up or down depending upon how in control the character was during the scene. It modifies the odds for the Yes/No "oracle" known as the fate chart and determines whether a scene goes as planned or not. At the beginning of a scene the players rolls 1D10 against chaos. A roll at or below the chaos factor typically means something unexpected occurs.
Other things to track are a list of PC's and NPC's as well as "plot threads" which are adventure tidbits, rumors, etc. NPC's can be added or removed from the list depending upon the relative importance the PC sees them at as they come up or if they die or the mission concerning them is accomplished - a lot of that is up to the player. Plot threads can come into play in various ways.
The other tools I use also use randomness and logic to guide the development of the adventure. It would be hard to explain them all and others have done a better job than I probably would. You can read up on them on the internet and I also use random generators from various web sites. I'll usually cite them when I make a roll or random determination.
Other Tools - The Location Crafter (also by the developer of Mythic) is used for random location development during exploration. There are also specific dungeon based methods for this discussed in Mythic Magazine Volume 3. - UNE is used for random NPC development and conversation flow. It suggests a set of descriptive terms and motivations that drive the character and can give an idea of how strong the character is compared to the PC. There is also a conversational tone setter to help one hold a conversation with an NPC. I have also used other tools for NPC's as well including random web-based generators. - Weather and terrain are based upon web random generators and my own custom tables - Wilderness encounters are primarily based upon my own custom tables
Abbreviations that I will use in this writeup. Sometimes I will not even note that I rolled for a thing, becouse I probably forgot. MFC - Mythic Fate Chart LC - Location crafter or Mythic Magazine 3, which has the dungeon crafter UNE - Universal NPC Emulator RG - Random Generator CT - Custom table OPSE - One Page Solo Engine. A very minimalist solo engine, but with a lot in a small package! MV2 - Mythic Variations 2 BOLD - Universal PC Stories and Deeds Generator
-ace
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Post by aceofspades on Apr 18, 2021 14:46:48 GMT -5
Scene 1 - Steel Gap Gates Early Afternoon Crispan has come to Steel Gap in search of work, fortune and adventure. It is late fall similar to the 3rd week in October for Earthbound humans.
![]()  His last assignment was an abject failure, as the entire caravan except he and one wagon driver was killed. All the goods were lost to a marauding band of orcs in the hills between Rupp and Steel Gap. Crispin is entering the gates into a large courtyard past some guards.
Steel Gap Plot Threads: From RCG Rumors and Legends - 1) The mine of Trevor's Lie was closed 200 years ago when they tunneled down into a region of deep madness, and ghosts and demons slew all the miners. 2) The Eye of Zom, the world's largest diamond, was stolen from a wizard's tower in the city a year ago. There is a tremendous reward.
Chaos = 5 D10 Roll = 4 < Chaos, Interrupt scene (an interrupt means the scene does not go as planned and the player can roll on the Mythic Meaning Tables for Action and Subject or they can use logic to create a new scene - I rolled in this case and got "Inform the Status Quo", so I think that the scene really hasn't changed that much, but Crispin gets into a conversation with one of the others entering the city. The status quo in this case is the subject of orc raiders, which Crispin doesn't know is becoming more and more common.
There is a line passing through the guard station at the gates to the merchant city of Steel Gap taking a census of all who enter. While waiting for his turn with the census taker Crispan strikes up a conversation with a well-dressed and well equipped dwarven traveler who discusses the now frequent banditry along the Red Way into the River Lands and the Uplands. The dwarf talks about his hatred for the orc raiders, who have raided his caravans more than once stealing his wares and equipment. Crispan introduces himself and tells the dwarf of his own troubles guarding caravans along the busy trade route. They both have a hatred for orc raiders and orcs in general. The dwarf introduces himself as Trock Hardfall (internet random name generator), a merchant and sometime adventurer. He is also looking for work or adventure. Crispan (using Charisma+1 and winning IQ, assume an 8 IQ for Trock) asks the dwarf to join him for a drink at one of the local establishments. The dwarf agrees and also, since Crispan narrowly escaped with his life and saved the life of a fellow dwarf (Mythic Fate Chart: Was the caravan wagon driver a dwarf? 50/50, 18, yes), says the first round is on him! MFC: Do they get through the guard post without incident? Near Sure Thing = 21, Yes.
Crispin reports the caravan raid on his last job to the City Guard. They don't seem surprised and have heard this before. Crispin inquires where the Merchant's Guild quartermaster could be found. The guards tell him to look near the city keep in the Castle Ward. Both Crispin and Trock pass through the guard post without incident and head to a local watering hole that Trock almost always visits when passing through Steel Gap. UNE for Trock Hardfall Sensible Civilian, Slightly Stronger than Crispan, Conquer Opulence
Trock Hardfall is an entrepreneur who is looking for a path to riches. He will always take the path that makes the most sense given the circumstances. He is motivated to make himself a comfortable life, which means he wants to built his fortune in any way he can be it trade or adventure. He has had a bit more experience than Crispin and would be given 1 extra skill and one extra attribute point to start. He also has money.This ends the opening scene. I rule that since Crispin was pretty much in control and not much happened the chaos factor drops to a 4 when we pick up in Scene 2.
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Post by aceofspades on Apr 19, 2021 11:31:58 GMT -5
Scene 2 - The Lucky Bow Tavern Late Afternoon/Early Evening Crispin and Trock enter the Lucky Bow tavern, a place Trock has frequented many a time, to relax, grab some food and drink and gather information.
Crispin and Trock enter the Lucky Bow (RG) tavern and sit at a table. Trock knows the usual human waitress here, but notices that she isn't working tonight. Tonight there is a dwarven waitress named (RG) Vegneh Slendergrip . (Is Vegneh friendly? Likely = 35, Yes)
The Lucky Bow is inside the city walls on the corner of the North Road between Hotgate and West Town. There is a bar at one end that takes a right angle corner. Behind the bar is an opening leading to stairs going up to the right and a back room to the left. It is a mid-sized, homey tavern with a stone fireplace. Between the bar and four tables could probably accommodate about 30 people comfortably. The corner between the fireplace and the bar is clear, except for a stool and a very small table. There are the usual smells of stale beer, tobacco smoke and cooked meat. There are candles on each table and the fire is going. There are a few trophies on the wall of various items. Some stuffed animal heads, a shield and a dull bastard sword, and two well-worn,crossed hand axes. On the wall over the mantle is a longbow with a silver tipped arrow almost knocked.
Trock asks Vegneh what happened to the usual barmaid, (RG) Eilwen Vaughan (CT, a human)? Does she still work here? MFC 50/50 = 76, No. Is she safe? 50/50 = 76, No. Do you know if she is still alive? MFC Likely = 78, No, She doesn't know. Is the Lucky Bow under new ownership? MFC 50/50 = 40, Yes. She tells Trock that the tavern was bought out a few months ago by the current owner (she nods at the barkeep), another Dwarf. It seems that the former owner had disappeared and the Bankers Guild impounded the place and sold it to current management. Eilwen was last seen being escorted out by two unfamiliar figures. Vegneh doesn't seem to know much more about what may have happened to Eilwen Vaughan.
Trock buys a round of ale and some lamb pies for us to eat. (MFC Is the ale and food any good? Likely = 89, No.) Trock remarks to Crispin about how the food and drink seem to have gone downhill since last he was in town. MFC Is the tavern crowded? Likely, 77 = No. We notice that the tavern doesn't appear very busy which is unusual for this time of the afternoon (its around supper time). We wonder if the new management has anything to do with the food and drink and lack of clientele. (MFC Is there at least one other customer? Near Sure Thing, 09 = Exceptional Yes. There can't be too many though, roll a D4) There are three other customers, two at tables and one at the bar, The two at tables are alone. All are men. (D100 - 60/40)
Oops forgot to roll for a scene modification. Chaos Factor = 4 D10 Roll = 7 > Chaos, Unmodified Scene anyway
One of the customers who is at a table alone is loud and boisterous. He is actually quite funny in a good natured way and is getting a laugh out of the barmaid and the other clientele (UNE, delightful shopkeeper). He appears to be a local shopkeeper. MFC Is he an older gentleman? Very Likely, yes. He appears to be about 50 years old. (2D10+40)
The customer at the other table (UNE, defective magician) has the look of a wizard to him, but seems to be down on his luck. His head is down and he has a sad look in his eyes, but is also smiling slightly at the shopkeeper's mirth with a crooked smile. Is he an older man? Likely, 37 = Yes. He appears to be about 50 also. (52 to be exact)
The man at the bar (UNE, titled superior) is in a clean uniform of the city guard and seems a little preoccupied as he makes small talk with the bartender. The insignia indicates that he is the Captain of the Guard. Is he older as well? 50/50 = 22, Yes. He is about 49 years old (40+2D10). UNE motivation is convey moderation.
Crispin approaches the man at the bar and introduce ourselves. "Buy you a drink, friend?", Crispin says. UNE NPC Conversation Mood: Relationship is neutral roll a 94 = forthcoming. I determine the NPC bearing to be knowing and roll a 1, report. The man says "That is kind of you, but no thank you, I just stopped in for an ale before returning to duty and my tankard is still half full. I am Captain Avery Alworth (RG) of the Steel Gap Guard employed by the Supreme Council. Who might you be and what brings you to Steel Gap?" In the RCG, the description of Steel Gap indicates that it is "militant and mercantile ruled by a Supreme Council chosen by the heads of powerful families and merchant guilds."
Crispin introduces himself and nods at Trock by way of introduction and "this is Trock Hardfall". Crispin tells the captain of the orc raids on both his and Trock's caravans and that he is currently out of work seeking employment as a man-at-arms or an adventurer. I am using the UNE results, the context and plot threads so far to guide the conversation... Crispin: "Do you know of any interesting opportunities here in Steel Gap?" Captain Alworth: "I am sorry for your troubles. Sadly, I am aware that the roads have been unsafe of late. We have had many reports such as yours. The orc raiders have been more bold in recent weeks." MFC Does he know why the activity is increased? 50/50, 97 = exceptional no. "I have no idea why the activity has increased so much. It is confounding us in the guard and the Supreme Council and the Merchant's Guild are pressuring us to find a solution. We have had to double the guard and increase our patrols around the city! There may be some opportunity for you if you can identify the reason the orcs have grown so bold. It is likely the guild would pay a reward (MBK new plot thread - what are the orcs after, new NPC's - Supreme Council, Captain Alworth, Merchant's Guild). Unfortunately, I myself have no leads for you. None of our patrols have been able to learn anything useful." He takes a final draught of his ale. Crispin: "Thank you Captain Alworth. If we learn anything we will let you know." Captain Alworth: "Thank you, Crispin, well met!" Crispin nods and raises his tankard: "Good evening to you, sir."
With that Alworth dons his cloak and leaves the tavern.
Was anyone else in the bar watching us and perhaps listening in on our conversation? MFC Somewhat Likely, 69=no
Notes: I could probably have ended the scene there and begun any new conversations as new Mythic Scenes, but I didn't. I think mainly because I am new at this. Now I think I would have done that. It seems like a natural scene transition upon reading it back. If I had done that I would have needed to update the chaos factor and check for any scene interrupts or modifications per starting a new scene rules in Mythic.
The Lucky Bow Tavern to be continued in next post...
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Post by aceofspades on Apr 19, 2021 21:49:52 GMT -5
Trock approaches the sad looking magician and introduces himself. He offers to buy the man a drink as Crispin comes over from the bar and says, "Hello friend. I am Crispin Greyhaze. You look troubled. What news have you of happenings in Steel Gap?"
UNE - comparable in power to Crispin (random human ST11/DX11/IQ10, motivations - 56/91 "assist industry", 93/29 "execute academia", 18/11 "pursue contraband").
Is the magician talkative? (MFC - "Somewhat Likely" based on his smiling along with the shopkeeper, 89 - No)
Using UNE to gage the magician's conversation mood, I would say that instead of outright friendly he is "peaceful" in regard to us because of our calm, courteous actions and the general light mood of the room from the shopkeeper's joking/storytelling, UNE NPC Conversation Mood, 17 - "Cautious"
Crispin tries to use Charisma+1 (LAW) to increase his chances of talking, but fails rolling against IQ+1, 11 > 10)
UNE NPC bearing is "prejudiced reputation". NPC focus is "future action". I have an idea about who this guy is…
He looks around the room suspiciously and asks "Why are you so interested in my dealings in the city?"
Crispin holds up both palms and replies, "Peace. We do not wish to pry, I and my associate, Trock, are simply looking for work either as men-at-arms or adventurer's and you look somewhat…troubled."
Again the man looks around the room to see if anyone is paying attention. (MFC - Is anyone watching? 50/50, 77 - No)
The man looks at Crispin, "Troubled? What do you know of my business!?"
Crispin smiles disarmingly, "Why… nothing... In fact we don't even know your name, my friend." Now Crispin and Trock are curious.
One Page Solo Engine (OPSE) Neutral NPC Reaction 4 - Needs a favor or has a job. What is his name? Use an RG. With one last sidelong glance around the room the man seems to be satisfied that no one else is paying attention to the conversation. "I am Andihjar of the Steel Gap Mages Guild."
Crispin says quietly, "Well met, Andihjar. Have no fear, we are friends. Is there anything that we can do for you?"
Andihjar begins "I have been researching the trail of a missing gem that my order had in their possession. About a year ago it was stolen from our tower. As it was under my care at the time of the theft, I have been under suspicion and have lost face in the guild. I need help recovering it, but I can't trust just anyone…" and again he looks around the room nervously.
We look at each other and back at him expectantly. "We would like to help, but you haven't given us much to go on…", says Crispin.
MFC-Is he referring to the "Eye of Zom"? Near Sure Thing - 80, Yes (barely)
Andihjar licks his lips, looks sideways and says under his breath, "You have heard of The Eye of Zom, have you not?"
MFC-Have we? I think Trock may have since he's been around Steel Gap and is familiar with the culture here. So I would say Trock a Sure Thing - 17, Exceptional Yes, so he knows quite a bit about it due to his travels as a merchant and entrepreneur. Crispin may have, since he's often been around merchant caravans, Likely - 86, No. He hasn't heard of the Eye.
Trock catches his breath and whistles softly…
Crispin looks at them with a blank stare and quietly says, "Uh... what's The Eye of Zom?"
Their eyes widen and they both look at him incredulously and say almost in unison, "You've never heard of the Eye?!"
Crispin says, "Nope. Afraid not. Should I have?"
Trock is the first to shake off the stunned look and says, "Why it's only the largest diamond that anyone has ever seen! It was supposedly held in a special chamber in the main tower at the Mage's Guild here in Steel Gap. It should have been damn near impregnable. I can't believe someone was able to steal it!" At that Andihjar squirms, his face goes red, he looks angry and abashed. Trock continues "word is it may also have magical powers of some kind. It was found ages ago by the dwarves of Dumor deep in the earth while they were delving the great underground network of caverns below the Dayraise Mountains. Legend has it that the elven wizard, Eflyn (RG), somehow used the great stone to help protect the dwarves from the last human invasions. I'm surprised you've never heard of it, but you are young for a human."
Andihjar says, "There is a substantial reward for its return. And…, I…, I… would be in your debt if you helped me save face by finding it and returning it to the Guild." He lowers his head.
We agree to help him find the Eye. He asks us to meet him tomorrow in the guild's library after mid-day to help plan.
"It is settled then." Andihjar gets up, drops a few silvers on the table, takes one more look around and quickly takes his leave."
Notes: Now again I think I should have ended a scene here, but I didn't. It seems like a natural place to transition even though Crispin is still exploring the tavern patrons and staff. The conversations seem long enough that they could be scenes unto themselves. Again the benefit of doing that would be to potentially allow the Mythic GME to add some randomness.
The Lucky Bow Tavern continues next...
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Post by aceofspades on Apr 21, 2021 9:50:36 GMT -5
Crispin asks the boisterous shopkeeper what kind of wares he sells? UNE motivation 26/19 drive intelligence, 10/77 conceive narcissism, 10/42 conceive discretion. He looks at you and around the room. (RG I roll randomly on a table and get weaponer) Then spreads his arms wide, gesturing as if to the world. "Well, my friends, I sell the finest weapons and armor in the city! The envy of Steel Gap and the entire Stormspeak I tell you! You will not find another shop with such beautiful, deadly implements." He looks sideways at you and says "Some of the items may even surprise you - If you can afford them. I could tell you a few stories about how I came by some of my wares, that's for sure. I warn you that I drive a hard bargain, but the quality of my wares is second to none!" Crispin acts suitably impressed. (LAW makes his Charisma+1 roll, 9 /10, but the shopkeeper makes his with a 12/12 and wins IQ - I randomly gave him a 12 IQ, being so flamboyant and amicable, he seems to have good people skills)
He looks Crispin up and down and says, "You look like you could use a new sword and that armor has seen better days. Come to my shop, "Blue Steel", in West Town near the Castle Ward and ask for me, Jakokan, and we'll see what we can do. I am sure there is no one else in the city who can provide you with anything better than ol' Jak. After all, I am renowned as the best weapons seller on the Red Way!" With that he grabs his hat, quaffs the rest of his wine and leaves the tavern with a flourish. Again could have made this a small Mythic scene I think.
MFC-Do any other patrons enter the tavern? Very Likely, 05 - Exceptional Yes. The bar begins to fill up. Suddenly, every table is taken and it is standing room only. The crowd is mostly dwarven, but there are some humans and one or two others. Luckily, Trock and Crispin were still at Jakokan's table. They motion Vegneh over and order more ale asking, "Why suddenly so crowded? Is there entertainment tonight or something?" MFC-Near Sure Thing, 72 - Yes.
"You didn't know?", Vegneh says, "Minnie Mountainblood will be performing this evening. She's incredible." Turns out she is a dwarven bard and an amazing singer. They wait to watch the show. MFC-Is she any good? The way the crowd gathered it’s a Sure Thing, 67 - Yes. Trock is impressed and gets quite drunk and rowdy during some of the rousing dwarven songs. Minnie is able to play the crowd's emotion like lute strings. MFC-Do they gain a Karma point? Likely, 03 - Exceptional Yes. They feel so good they each gain a Karma point and Minnie befriends them, as Trock is having a raucously great time. They've really hit it off! She says to come and see her any time. Since Trock was a bit impaired, Crispin goes to speak with the bartender when Minnie is on a break and asks after a room to stay the night. MFC-Is the bartender the owner of the Lucky Bow? Very Likely, 53 - Yes. Is he also a dwarf? Likely, 45 - Yes. UNE Delightful Gypsy, slightly stronger than Crispin with motivations of depress vigilance, explain modesty and aid science. The bartender, (RG) Ossian Gravelking, offers Crispin a free drink while he enjoys the show. Crispin gets him to talking and finds out that at one point Ossian was a wanderer with a band of gypsies and sometime adventurer in his younger days. He worked for the band as a master craftsman and has had experience working with magic items and mechanical devices. After the small talk Crispin asks after a room. Ossian replies, "Aye, there are rooms to be had for one such as ye'self. Alas, not here at the Lucky Bow, since we're so small I only have room enough for me living quarters upstairs, but down the road there are a couple of Inns. The Hunter's Cellar in Raincliff and the Foolish Harlequin in Hot Gate. There are others, but…", he looks you up and down, "someone of your modest means may not have the coin". Going forward in the story Ossian Gravelking is a possible asset that may be able to identify magic or complex mechanical equipment for a price due to his experiences with the gypsy's. End Scene - Mythic Chaos Factor goes back up to 5 for the busy bar scene and Trock being inebriated and the scene finally ends. Added new characters to the NPC list. I added Trock as a Player Character (PC) as it looks like he will be partnering with Crispin.
Mythic Book Keeping PC's: Crispin Greyhaze, Trock Hardfall NPC's: Orc Raiders, Eilwen Vaughan, Captain Alsworth, Supreme Council, Vegneh Slendergrip, Caravan Wagon Driver, Andihjar, Mages Guild, Minnie Mountainblood, Jakokan, Ossian Gravelking Plot Threads: Mine of Trevor's Lie rumors, Return the Eye of Zom to the Mages Guild, Find out what is behind the Orc raids, What happended to Barmaid Eilwen Vaughan
LAW Book Keeping Health: Crispin 11 ST / 11 FAT, Trock 12 ST / 12 FAT Karma: Crispin 1, Trock 1
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Post by aceofspades on Apr 21, 2021 14:35:57 GMT -5
Character Sheet
Trock HardfallDwarf Merchant/Adventurer (Dual Fighter/Magic User) Background: He is an entrepreneur who is always looking for a path to riches. He will always take the path that makes the most sense given the circumstances, but is motivated to make himself a comfortable life. Trock is an adventurer, traveler and also an occasional self-financed merchant who has picked up a few magical tricks along the way. As an experienced merchant and spell user I have also given him extra languages and sorcerer's tongue. Trock hates bandits and orc raiders in particular, who have raided his caravans more than once stealing his wares and equipment. ST 12 | FAT 12 | Damage [FAT+ST]=[0+0] | DX 10 | adjDX [9] |
| IQ 11 |
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| MA 5 | adjMA [4] |
| AC 1 |
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Karma: 1 Coin: 500cp, 500sp, 100gp Weapons/Armor:
Axe [10] D+3 Hatchets for throwing [10] D+1 Cloth Armor (1/1) Skills: Weapons: Axe+1, Languages: Speak-Dwarvish, Literacy-Dwarvish, Speak-Elvish, Speak-Goblin, Sorcerer's Tongue Merchant+1 [IQ/IQ] | Tactician+1 [IQ/IQ] | Traps+1 [IQ] | Detect Hollow Spaces+1 | Underground Senses+1 | Purchase goods at 10% discount, or sell goods at 10% premium, for each merchant level by winning IQ. | The character steals initiative by winning IQ. | Detect/remove traps on 3/IQ.
| Dwarves make a 4/IQ check to detect local hollow spaces in the earth like caverns, or forces like earthquakes.
| Dwarves have +1 to all attribute checks when underground
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Spells:Leather Flesh | Heal Wounds | IQ11 2F | IQ10 2xST Healed | Gives target 2-0 armor. cannot be stacked with other armor spells. | Target heals one damage point per two fatigue points expended. Caster can treat self. Spell does not work on character below net zero ST. |
Training Goals: 1) Train IQ, 2) Train Axe+2, 3) Learn Diplomacy Possessions:Hand Axe (3) Hatchets, 2 for throwing, 1 spare Cloth Armor Merchant's clothes, hat, boots Backpack-Bedroll, Tent, Tinderbox,50' Rope, (5) Torches, (3) flasks Oil, Hatchet Canteen
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Post by aceofspades on Apr 22, 2021 18:33:03 GMT -5
Scene 3 - Late Night, Off to the Inn
Crispin and Trock head to the Hunter's Cellar in Raincliff to secure a room for the night. Chaos = 5 D10 Roll = 2 < Chaos, even - Interrupt scene Introduce a new NPC Event Meaning: Action 22/Subject 20, Befriend Joy
Crispin and Trock head out south toward Raincliff, but before they can take 5 steps a joyful (and drunken) Minnie leaves the bar with her instrument case and flags us down. As it turns out Minnie is staying at the Foolish Harlequin and she changes our course to guide us in that direction linking arms with Trock. She has really taken a shine to him and the two of them stagger drunkenly down the street toward Hot Gate singing raunchy, parody songs riffing on dwarven fairytales with a vulgar twist. MFC-Does the noise attract any unwonted attention? - Steel Gap is fairly orderly and Captain Alworth indicated that patrols were ramped up at least outside town implying that the guard are more vigilant at this time, so only somewhat likely - 74, No. They don't draw much attention on their way to the inn. At least not within the city walls.
The group continues Northeast now towards the city gates into that part of Hot Gate outside of the city proper where the Foolish Harlequin is located. The city construction is a little less orderly here and a little more run down in terms of the buildings; less stone and more wood, some of it old and ramshackle. MFC-When they exit the city walls and enter a seedier section of Hot Gate they do attract attention? somewhat likely - 64, Yes. Imitate Evil…Hmm. Is this encounter related to our discussion with Andihjar regarding the Eye of Zom? 50/50 - 49, yes. Someone has been instructed to waylay us with evil intent… they want to find out what we know… I roll a D4+1 for how many people we encounter and also use my Race Encounter tables for the Steel Gap area…I get (2) humans and (1) goblin accosting us…using UNE the leader is an "unseemly hero" comparable to Crispin motivated to "publicize secret societies", "report family" and "suppress academia". This group is working for another group that knows Andihjar is seeking the Eye and wants to expose that it is missing and that it is Andihjar's fault. MFC-Is the leader a magic user? 50/50 - 96 - Exceptional no, The leader who confronts Crispin in the street is afraid of magic and distrustful of anyone who uses it. This group wants to destroy the Eye of Zom thinking that this will save the world. This goblin woman is a lieutenant of a cult, (RG) The Silent Guardians, dedicated to destroying magic items, opposing the use of magic and the Mage's Guild itself. MFC-Do they attack us? 50/50, they see that Trock and Minnie are drunk and maybe it would be easier to talk - 87, No. They don't attack, they want to try and talk to us… The goblin, a female, approaches us in the middle of the street, while the two humans a male and a female quietly slink out of an ally behind us. MFC-Does Crispin or anyone else notice the two coming up from behind? 50/50, 57 No. But no one notices the two figures behind Crispin and company. The goblin steps out in front of the merry group, says "Ho there!" ![]() Crispin steps out in front of Trock and Minnie and stops: "How can we help you?". Crispin wins Charisma against the goblin. I rule that this will mitigate its UNE conversation demeanor from "hostile" to "inquisitive". I already rule that the relationship is "distrustful". Goblin: "What was your business at the Lucky Bow, traveler?" Crispin: "Who are you and why do you care about our business?" Goblin: "We know you were talking with Andihjar. What did he tell you?" Crispin is getting a little suspicious at this point. Crispin: "What we discussed is no business of yours. Again who are you?" UNE- I changed the goblin's demeanor to "scheming" and get an UNE result of "negotiation with the character" Goblin: "If you answer my questions, nothing untoward has to occur here tonight. Simply answer the questions and we can all move on. I'll even make it worth your while…" Crispin thinks - why does the goblin keep saying "we/our"? Suspicious now… MFC-does he notice the two humans behind his friends? Very Likely, 21 - Yes. At this point Crispin has had enough, noticing the two other figures behind them. He places his hand on the hilt of his sword, steps to the side and turns so that he can see the goblin and the two humans. He says in a more menacing tone, "Trock beware!", motioning at the two humans so that Trock sees the situation and then Crispin says, "I am not accustomed to being threatened, my friend. If you step aside nothing untoward needs to happen." MFC-Does the goblin and her crew attack to try and subdue Crispin and company? Likely, 37 - Yes. I will switch to Tactics section of OPSE now and use a long 3 hex wide street with two alleys to either side as the battlemat…
Off to the Inn to be continued...
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Post by aceofspades on Apr 26, 2021 21:24:52 GMT -5
Off to the Inn - cont'd
The humans approach from behind wielding blackjacks (LAW-House Rule, Blackjack - Unarmed 1D3 choice of damage either to ST or FAT) trying to subdue the three friends. Upon Crispin's warning Trock pulls his hand axe from his belt. Crispin draws his short sword. Minnie is a bit bewildered and looks to defend herself by dodging. Trock can use his Tactician skill, but is at a -2 to the roll if he rolls below his IQ due to the fact that he is currently impaired. If he fails IQ on the dice roll alone it is a fail.
The goblin unsheathes a rapier and stands in their path smiling confidently.
Initiative - Party 6, Silent Guardians 3. Trock doesn't need Tactician!
• Minnie ST 11, DX 10 (10), IQ 11, Dagger, Club (instrument case), No armor, MV 5, will avoid combat as best possible, Dagger+1, Bard+2 • C1 Goblin Female ST 9, DX 10 (9), IQ 11, Rapier, Dagger, Cloth Armor + Buckler (2/1), MV 4, Sword+1, Dagger+1, Stealth+1 • C2 Human Male Silent Guardian ST 12, DX 11 (10), IQ 9, Club, Blackjack, Cloth Armor (1/1), MV 5, Unarmed+1 • C3 Human Female Silent Guardian ST 10, DX 12 (11), IQ 10, Club, Blackjack, Cloth Armor (1/1), MV 5, Unarmed+1
Round 1 - Crispin strikes the Female Silent Guardian with his short sword. (LAW-C3 takes 4 ST damage, C3 ST 6/10) - The woman counterattacks with her blackjack attempting to subdue Crispin, but misses. - Trock moves forward, but cannot attack the male cultist right away. The human attempts to strike him to subdue with his blackjack, but also misses. - While Minnie is distracted by the action. The goblin leader attempts to sneak up behind her, but her boot scratches the gravel surface of the street and Minnie notices the goblin slinking her way (LAW-C1 Failed Stealth roll). Minnie begins to yell for the City Guard "Ho the guard, treachery, thieves in the night! Murder, Mayhem! Ho the Watch!" (MFC-Does the city watch hear her cries? Very unlikely due to the location of the attack, which was not chosen by accident - 67, No). There is no immediate sign of the city watch. The city watch doesn't often patrol this area.
Round 2 - Crispin strikes at the human woman again, but misses this time. She attempts a counterstrike against Crispin with her blackjack, but is shaken from his attack and misses badly. - Trock strikes at the male cultist with a mighty swing of his hand axe and hits for a brutal blow to the arm! (LAW-7 ST damage, C2 ST 5/12) - (OPSE-C2 switches tactics) The male human disengages from Trock and approaches Minnie for a strike with his blackjack, but she manages to dodge it! - The female goblin attempts to grab Minnie and manages to get an arm around her neck. Minnie tries to counter attack using her lute case as a club and manages to hit the goblin with a good crack to the face! (LAW-C1 takes 6 ST, ST 3/9)
All three of the attackers are badly wounded and begin to back off. Crispin and company are on unfamiliar ground and aren't really in the best condition to pursue them.
The goblin says "This isn't the last you've seen of us." as she looks at Crispin with a wicked glint in her eyes, blood dripping from her nose.
Crispin snorts, waving his sword menacingly. "Away with you!". He chases them off into the night. With that the three assailants slink quickly back into the shadows of the alleyway. (LAW-1 XP each to Crispin and Trock)
Chaos factor goes up to 6
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Post by aceofspades on Apr 26, 2021 21:33:31 GMT -5
Stat update: Crispin GreyhazeHuman Man at Arms/Adventurer (Fighter style) Background: Crispin is a young 25 year old fighting man who grew up in the town of Zuro and has seen some action in the River States and the Upland Nations escorting trade caravans through the hills and valleys. He has had the occasional scrap with orcs and bandits during his escort duties. He has a healthy distrust for orcs as on his most recent job his caravan was destroyed by a marauding band of orcs and everyone killed to the last man except he and the last wagon driver, a dwarf, who he was able to save from an orc raider. The two drove off south away from the scene at a hard gallop. The wagon driver took his leave of Crispin after dropping him near the gates of the city of Steel Gap. He has come to the city in search of work, wealth and adventure. ST 11 | FAT 11 | Damage [FAT+ST]=[0+0] | DX 12 | adj [10] |
| IQ 9 |
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| MA 6 | adj [4] |
| AC 2 |
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Karma: 1 XP: 1 Coin: 75cp, 100sp, 0gp Weapons/Armor: Long Bow [11] D+2 Short Sword [11] 2D-1 Leather Armor (2/2) Skills: Sword+1, Bow+1 Charisma+1 [IQ/IQ] | Survival+1 [IQ] | Stealth+1 [DX] | On winning IQ against nonhostile NPC, the NPC will take action to help the party, and do nothing to harm.
| Character lives off the land instead of eating a daily ration on 3/IQ.
| Evade detection on 3/DX. |
Training Goals: 1) Train IQ, 2) Train ST, 3) Train DX Possessions:Long Bow Short Sword Leather armor Clothes Rain Cloak Tent (6) Torches Rations & Water Skin 50' Rope
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Post by aceofspades on Apr 26, 2021 21:34:29 GMT -5
Stat Update
Trock HardfallDwarf Merchant/Adventurer (Dual Fighter/Magic User) Background: He is an entrepreneur who is always looking for a path to riches. He will always take the path that makes the most sense given the circumstances, but is motivated to make himself a comfortable life. Trock is an adventurer, traveler and also an occasional self-financed merchant who has picked up a few magical tricks along the way. As an experienced merchant and spell user I have also given him extra languages and sorcerer's tongue. Trock hates bandits and orc raiders in particular, who have raided his caravans more than once stealing his wares and equipment. ST 12 | FAT 12 | Damage [FAT+ST]=[0+0] | DX 10 | adjDX [9] |
| IQ 11 |
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| MA 5 | adjMA [4] |
| AC 1 |
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Karma: 1 XP: 1 Coin: 500cp, 500sp, 100gp Weapons/Armor:
Axe [10] D+3 Hatchets for throwing [10] D+1 Cloth Armor (1/1) Skills: Weapons: Axe+1, Languages: Speak-Dwarvish, Literacy-Dwarvish, Speak-Elvish, Speak-Goblin, Sorcerer's Tongue Merchant+1 [IQ/IQ] | Tactician+1 [IQ/IQ] | Traps+1 [IQ] | Detect Hollow Spaces+1 | Underground Senses+1 | Purchase goods at 10% discount, or sell goods at 10% premium, for each merchant level by winning IQ. | The character steals initiative by winning IQ. | Detect/remove traps on 3/IQ.
| Dwarves make a 4/IQ check to detect local hollow spaces in the earth like caverns, or forces like earthquakes.
| Dwarves have +1 to all attribute checks when underground
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Spells:Leather Flesh | Heal Wounds | IQ11 2F | IQ10 2xST Healed | Gives target 2-0 armor. cannot be stacked with other armor spells. | Target heals one damage point per two fatigue points expended. Caster can treat self. Spell does not work on character below net zero ST. |
Training Goals: 1) Train IQ, 2) Train Axe+2, 3) Learn Diplomacy Possessions:Hand Axe (3) Hatchets, 2 for throwing, 1 spare Cloth Armor Merchant's clothes, hat, boots Backpack-Bedroll, Tent, Tinderbox,50' Rope, (5) Torches, (3) flasks Oil, Hatchet Canteen
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Post by mister frau blucher on May 7, 2021 10:33:09 GMT -5
Hey, Ace,
I am enjoying these! Sorry I haven't dropped a comment, yet.
Eagerly waiting the next installment!
Bret
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Post by aceofspades on May 8, 2021 12:29:48 GMT -5
Hey, Ace, I am enjoying these! Sorry I haven't dropped a comment, yet. Eagerly waiting the next installment! Bret Thanks, Bret! Glad someone is reading them! I have a couple more scenes completed - still mostly talking. Almost ready to find out more about the Eye of Zom at the next meeting with Andihjar. Its pretty cool how a plot can develop and the random tools create personalities that have a real feel to them. I'll have more posted soon. -ace
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Post by aceofspades on May 12, 2021 21:26:31 GMT -5
Scene 4 - A Room for the Night
Crispin, Trock and Minnie enter the Foolish Harlequin to secure a room for the night.
Chaos = 6 Mythic D10 Roll = 8 - the scene proceeds as expected
The Foolish Harlequin is a two story building with a smooth stone floor. There are four rooms on the second floor for longer term rent, a number of hammocks in the common room, and there is a low fire in the hearth burning down to coals. Two hammocks have snoring patrons with their gear piled up below them. By now it's very late so the only person left awake is the night guard. (MFC-Is everyone asleep? Sure thing, 48 - Yes). There is one guard, a very large Ursan who is napping lightly on a stool at the door.
(What does he look like? CT Races, 19, Ursan. MV2-Detail Check 2d10's-2 for CF>=6, 5+5-2, 8 - Disfavors PC: 1-3 Crispin, 4-6 Trock, 5 - disfavors Trock. I also roll 12 & 58 on the Mythic Variations II Descriptor Tables, the Ursan is Calmly/Lonely)
He starts and stands as we enter the building and smiles gently at Minnie, but scowls at the sight of Crispin and especially Trock. He sees the way that Minnie and Trock are interacting and becomes a bit jealous. He stands in front of Trock and looks down menacingly at him getting between Trock and Minnie, protectively.
The Ursan growls "What is business here!?" in a deep gravelly voice, while holding a cudgel threateningly. Its very late so you can't blame him. Minnie replies, "They need a room of course, silly!" She looks back at Crispin and Trock saying "Oh don’t mind 'ol Kolbjorn, he's really just a big teddy bear at heart." She places her hand on Kolbjorn's arm and gently moves the cudgel down to his side. Kolbjorn sighs forlornly, drops his head and backs down under Minnie's pressure. "If it makes you feel any better they protected me from muggers on the way here from the Lucky Bow."
Crispin says to Kolbjorn (LAW-Charisma+1, roll 9 - Kolbjorn ST 17 DX 8 IQ 7) "You have nothing to fear from us my Ursan friend. We are but humble travelers seeking a place to rest for the night, nothing more!". Kolbjorn seems persuaded by Crispin's calming words and lets them pass into the common room.
"You sleep on hammock - 4 silver…each!", he grunts at Crispin and Trock. His expression softens and he turns to Minnie. "Me help you to your room, Minnie." Minnie hugs Trock and waves to Crispin as Kolbjorn glares at Trock and gently guides her upstairs to her room.
Chaos factor drops to 5 as the characters were in control this scene
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