Post by aceofspades on Sept 30, 2022 21:20:28 GMT -5
I hope to. Lately it has been very hard to find the time. I have enjoyed this campaign and can't say enough good things about Mythic, UNE and Maze Rats as well as soloing with LAW and the other Dark City games. They are just simple enough to not get you bogged down in rules, easy to house rule and complex enough to give many options.
I'm glad I was able to give you some ideas! Give it a try. It looks harder than it is. Watch a few YouTube actual plays using mythic like Me, Myself and Die and you'll see how it's done.
Post by aceofspades on Feb 20, 2023 10:42:41 GMT -5
Scene 24 - My Captain, My Captain (Day 6, Late Night) Under cover of the distraction the party accompanies the gypsy leader and her luprian friend into the orc camp to approach the main tent looking for Jak and the orc chieftain, Grist. Chaos = 5 - 1D10 - 4, an Interrupt scene is generated. Event Focus, 86 - NPC Negative. Which NPC, 05 - Captain Alworth. Action/Subject 69/13, Ruin War. As the men of the Steel Gap Guard are ambushing various parties of orcs induced by the Image spell, Captain Alworth gets a little too cocky and approaches too close to the main camp with two of his guardsman. Is he confronted by something he can't overcome? Likely, 33 - yes and doubles which adds another random event. He is himself ambushed by Grist and a small group of Grist's personal guard. Is Alsworth surprised? Very Unlikely, 15 - yes. The random event is 44 - Move toward a thread. Which thread? 5 - Why is there tension between Kyts Strax (Merchant's Guild) and Captain Alworth? Action/Subject 100/26 - Change the Physical. If Alworth and/or the party can investigate the camp they will find physical evidence of a connection between Strax and the Orc Raiders. As Alworth and two of his men approach the camp around the other side of the hill from the diversion put on by the other five guardsmen they are themselves ambushed and surprised. Grist is shrewd enough to have determined who the leader of the attackers was and lay in wait for him. He and his guard attack Alworth and the two retainers that were with him in the approach to the camp. (MFC-Do they take Alworth? 50/50, 08 - Exceptional Yes! Oh no!). Alworth is instantly and viscously struck down by the mighty Grist and he is taken prisoner (Grist ST 16, DX 12, IQ 10 - Axe+2, Unarmed+2, Leadership+1, Alertness+1, Stalker+1). The Tigran male and dwarven female guardsfolk with him perish at the hands of Grist's guards.
"Ah yes! The bumbling Captain that sniveling weakling Strax warned us about…" The huge orc chieftain holds the unconscious Alworth up high by the neck with one hand so the rest of the Steel Gap guardsman can see as he approaches the site of their diversionary attack on the camp. "The rest of you fools drop your weapons and come out of hiding or watch your captain die!", commands Grist in a fit of rage. (MFC-Do the guardsman surrender? 50/50, 06-Exceptional Yes). They immediately surrender and give up their weapons for the love of their captain.
Meanwhile back within the camp proper… Crispin and the party along with the two gypsies stop behind the main pavilion tent and look on in horror. The entire camp's attention is drawn to the spectacle and the diversion.
"There's no time to waste!", Karina whispers urgently as she looks away from the scene. She cuts a new door into the back of the pavilion canvas. Crispin and Karina lead the way as the four would be rescuers slip into the tent. Trillby and Darric keep watch just outside the tear in the tent wall. (MFC-Is Jak in the tent? Near Sure Thing, 66 - Yes. Are there any guards in the tent? 50/50, 17 - Yes. How many D2, 1 guard. Is he surprised? Very Likely, 09-Exceptional Yes! He is looking out the front of the tent watching the spectacle). Motioning for Trock and Elbek to stay back, Crispin sneaks up behind the guard. (LAW-Stealth+1 on 3/DX, 11/12, success! The party gains surprise on the orc) Opponent Stats Orc Guard (OG1) ST 11 DX 14(12) IQ 10, Bow 1D, Short Sword 2D-1, Leather 2/2 MV 6(4) Surprise Round - Crispin strikes at the hapless orc's back with his short sword, which is now glowing with a blueish light (LAW-Sword strike 4/12, hit for 3 ST after armor, OG1 at 8/11 ST) - Karina slashes the orc's hamstrings with her katana (LAW-Sword 13/13, just hits for 5 ST after armor, OG1 at 3/11 ST) - Trock flips an axe at the hapless orc splitting the back of the guard's head. He falls to the floor of the tent, dead. (LAW-Roll to miss Crispin 9/11, misses Crispin. Roll to hit OG1 10/11, for 6 ST after armor) Crispin catches the orc's body as it falls. (MFC-Was the orc able to make any sound? No way, 14-Yes, actually I will rule that his sword makes a sound as he drops it to the ground. Is there anyone nearby that heard the clink of his sword? Unlikely, 25 - Yes.)
Another orc guard is just outside watching Grist hoist Alworth's body over his head. As the orc in the tent succumbs to the party's attack the second guard hears the clink of the dead orc's sword hitting the ground and turns around to poke his head into the tent. As he does so Trillby and Darric begin to enter through the slit in the back wall of the tent. (LAW-I rule that the orc is surprised) Seeing the guard's startled expression, Trillby quickly reaches for her belt and tosses a small, slender, tube-like vial to the floor near the main entrance. (LAW-3/DX on DX 11/15) When it shatters the vial appears to hold nothing at all. As the orc's eyes open wide to what he sees in the tent he tries to raise the alarm, but there is no sound! In fact none of the companions appear to be making any noise whatsoever… Trillby makes a shushing gesture at the orc with her index finger to her lips. Opponent Stats Orc Spearman (OS1) ST 13, DX 11(9), IQ 9, Spear 1D+1, Leather 2/2, MV4 Surprise Round - Crispin looks up from dragging the body of the first guard away to briefly hear a small tube smash on the floor and all goes silent. Before he can grasp what is happening… - Trock tries to grab the second orc and yank him into the tent bodily (LAW-Tackle Trock 12/9, Fail; Orc 13/9 Fail - the tackle fails so Trock retreats one hex as he has ST 12 vs the orc's ST 13), but he is unable to grab ahold of the guard (MFC-Does the orc stumble forwards into the tent? 50/50, 91-Exceptional No) and the orc stumbles back outside the tent. - Karina reacts instinctively and throws her wakizashi (LAW-3/DX Sword 6/13, hit for 1-2 = 0 damage) striking the orc's leather cuirass, but causing no damage as the knife falls to the ground. - Elbek fires an arrow poisoned with the snake venom at the orc as he falls backwards out the front tent flap. (LAW-3/DX 10/10, hit for D+2 = 6 - 2 = 4 ST to the orc, 4/ST save against the snake venom 17/13, fail, for 2D extra poison damage, 7 ST for a total of 11/13 ST to the orc) - Darric lopes forward attempting to tackle the orc to bring him back into the tent. (LAW-3/DX Tackle Darric 12/12, orc 13/9). Once again the orc fends off the grappling attempt and knocks Darric back. (MFC-Does this bring the orc back into the tent? Unlikely, 97-Exceptional No). The orc is now free of the attackers and starts to try to get the attention of his fellows waving his arms and silently yelling. (MFC-Does anyone notice him? The commotion and attention of the camp is still on the diversion, Grist and Alworth so, Unlikely, 46-No)
Initiative: Party 3, Orc 2 - the party has initiative
- Karina takes another wicked slash at the orc's back with her katana but can't connect with the stumbling orc. (LAW-3/DX 14/13 miss) - Crispin knocks his bow and fires an arrow through the back of the orc's throat, felling him (Law-3/DX 10/12 hit for 4-2 = 2 ST) - Between the men of Steel Gap and the party 15 orcs have been slain of the 49 that were in the encampment, leaving 32 orcs and Grist. Before anyone can notice the party pulls the orc into the tent by his feet and cover him and the other body with blankets. Karina immediately moves to the startled Jak and unties him. (MFC-Is Jak OK? Very Likely, 06-Exceptional Yes) He is unharmed and in good spirits already making ready to steal some of the Grist's possessions and weapons. He is concerned about Alworth's fate. (MFC-Is there anything in the tent that can aide the party to help Alworth and his men? Unlikely, 02-Exception Yes!, Action/Subject 93/94, Proceedings/Elements something to interrupt the orcs; let's use Maze Rats to get an idea of what it is - Miscellaneous Items 6/4, Skull - Spell Generator 3/1, Ethereal Effect/Physical Form, Ethereal Effect 6/3 - Terrifying, Physical Form 2/4, Cloak) Jak holds up a necklace with a skull shaped pendant that Grist has been puzzling over. He knows what it is. (Maze Rats - Male Names & Misfortunes, "Fitzhugh's Totem of the Forsaken" which creates a "Cloak of Fear" emanating from the dark eyes of the skull turning anyone in the user's path into a blathering coward. It requires an action from the user to activate it on 3/IQ, those in the area of effect must make a save on 4/IQ or become a total coward for 20-ST minutes, 5 hex range as a cone from the user's front facing hex, those failing the save will flee from the user as fast as possible while the effect lasts, it costs the user 4 FAT per use).
"We may be able to use this to help Alworth and his men." Says Jak holding up a mysterious, creepy pendant of a skull with purple eyes as deep as a dark pit. "How can that creepy thing help?" replies Karina with a disgusted, puzzled look. "Fitzhugh's Totem of the Forsaken can strike abject terror in its victims making them run for the hills", winks Jak. "I have two elixirs remaining in my possession that may be of immediate service here as well," says Trillby. She explains that she has Sleep Dust and a Fear Bomb which can affect small areas. "Maybe if we use the totem and the potions we can escape the camp with Jak and rescue Alworth and his men. They have some horses as do we." Suggests Crispin. "What'er we decide to do, we best do it quick, laddie! We do na' have all day…" adds Trock.
They begin to make rescue plans for Alworth and quickly search the orc chieftain's tent. There are many jewels, coins and caravan items such as clothing, rugs, tapestries, goblets, paintings, a satchel of letters, and a scroll case sealed with a noble crest. They take a satchel of medicines and bandages allowing +1 to a medic's heal roll and able to heal +1 ST beyond the medic's skill level. (MFC-Are they disturbed? Unlikely, 51-No) This ends the scene. Chaos factor goes up to 6. - 32 orcs plus Grist remain. - 5 Steel Gap guardsmen remain plus Alworth. - None of the party is harmed. - Everyone gains a Karma for learning that Strax is working with Grist - The party gains experience from the two combats with the orc guards. - Add a thread - "Rescue Captain Alworth." - Close a thread - "Why is there tension between Strax and Alworth?" LAW Gaming note: I did the Tackle move wrong. Tackle is a 3/DX check and Grapple is a 3/ST check.