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Old 12-31-2007, 01:24 PM
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Diggus Diggus is offline
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[AP - FATE v3] Fate of Dominia Campaign

Chapter 1 - Raiders of the Artere, part one

Style: Gritty fantasy set in a Classical world where the Arcane is taboo. More setting detail here.
PCs: Half orc Priest Jorvon, Army Captain Seffie, Trader Suefus, Elven minstrel Fieldra. Their background and generation notes

Scene 1: A cold rainy night in the capitol of Dominia‘s streets. Being subtropical the land’s winters mark a wet/windy monsoon season.

Jorvon is rushing to an important ceremony when he notices a mugging about to happen. He stops the young man before he acts and questions him. Keleph’s father died in a caravan raid on the northwest border, forcing his family into poverty. It’ll take they’re savings to move the family to the south where the Church has farms for them earn a subsistence living. [Plot hook introduced] Jorvon’s Champion of the Weak is compelled, though I suspect he would’ve acted by it anyway. He invites the kid to the ceremony where he can take food for his family for the trip.

Scene 2: Temple where new officers are given a promotion ceremony, Seffie amongst them. The proceedings themselves I made ritualistic: bull sacrificed, blood placed as a blessing on the honorees, new armor and weapons with insignia given with each symbol some part of the new office (armor for protection, spear for righteousness, helmet for wisdom, etc.)

FATE points where given to each player as aspect compels to reflect their place in the scene. Suefus was there to network with church higher ups [ aspect - Have I got a deal for you]. Fieldra had never been to such a ceremony and was curious [Knowledge is Power aspect]. Seffie and Jorvon are church members anyway.

Suefus rolled an Epic +5 Persuade for a proposal to a Captain Eaton whom has grain farms. He’s referred to the officer’s brother who’s a trader in Arcus [a city of the northwest, gives motivation if needed for the character to travel in that plot direction]. Fieldra mingles a bit to ask questions and compare the ceremony to others she’s studied [her aspects make the elf a font of trivia] but is met with odd glances. NPCs reactions to her enforced the setting of Dominia, which is anti-arcane and elves are known to cast in that style as part of their heritage

The youth Jorvon brought acts the role of a kid in a caddy store, gathering food from the buffet to feed his family for the trip and stuffing himself. Seffie asks the priest about him and is told the happenings of scene 1. Her response is that the kid should be beaten for attempting a mugging, to which Jorvon rebuts with the need for charity. I took this time to introduce FATE’s social combat, a new feature to our group. I decided to let each statement modify the appropriate roll, Persuade attack vs. Willpower defense skill. Seffie had law on her side but Jorvon had Champion of the Weak to invoke and higher ranks in both skills. Seffie took the Pissed Off minor consequence and withdrew in a huff.

Note: This brought up some good dramatic but dangerous tension. The players of these two are a couple in real life, and in game arguments have bled over to the real gaming table before. Inter-character conflict happens in our game often but never with an actual mechanic to reflect these.

To move things along, an NPC superior priest Haegan arranges a meeting with Seffie and Jorvon for the next morning. He notices something troubling Seffie but she brushes off his consolation as unneeded. The player could have appealed to the superior on her point in the argument but let it go.

Scene 3: Split into two settings - the south city bizarre of the capitol and the west gate temple.

Suefus and Fieldra search for some trading leads and discover the raider problems of the northwest; while Haegan commissions Seffie and Jorvon to seek permission from a foreign lord north of the Artere river to search out the criminals on their side. A small envoy of young representatives of Dominia won’t be taken as a threat by the tribes of Barra [a long war in the past left tensions across the border] The elder advises them to hire guides familiar with the area [like the other two PCs that have an interest now to go, plot hook taken].

Party unites, exchanges info, and prepares for the first leg of the journey: a ten day westward trip by river road to the trade city Terrenas.

Scene 4: Stormy night hill road five days to Terrenas left mostly empty by the season. A large tent encampment on the road offers needed shelter.

The encampment is populated by home guard soldiers escorting a chain gang of twelve penitents [convicts in Dominia used as labor until their time is served] including an orc. A bloody tarp covers something that makes the horses a bit skittish. The party is welcomed and given food plus shelter for the night. They have extra from loosing a man and horse to a mudslide. The soldier is wrapped for funeral and the horse is under the tarp for butchering when the storm subsides.
Amongst the prisoners, Seffie notices a vaguely familiar face [compelled her Veteran of Crucible aspect]. The man is a veteran of the same grim battle who’s fallen on hard times. He’s Sayraan, convicted of theft and corruption of a girl [there’s not statutory law in this culture, but the girl was daughter of his employer, so …], a brand on his shoulder shows he’s up for five years labor. The NPC is also a dirty, insolent drunk but Seffie feel sympathy for him. Question are asked about the laws and justice system, giving the setting more detail. Jorvon takes this moment to compare him to the youth he felt for earlier. A small tiff occurs but no need for social battle I judge, better to let things lie. Seffie goes to check the horses to cool down.

Encounter 1: Seffie notices the tarp with the horse carcass is now empty. Others are informed and drag marks are found, there’s a big predator about.

The horses are moved and Suefus with Fieldra investigate for further signs, finding the head of the horse gnawed off. Sayraan sobers quickly and barks to be unchained to help [he invokes his own Veteran of Crucible aspect, the guards comply with Seffie’s agreement]. The two prepare to fight, while Suefus and Fieldra keep searching; Jorvon helps the other guards and centurion stake the horses farther off.

A few Notice checks reveal building tremors not tied to the thunder of the storm [see Jurassic Park, the same techniques work]. Around the far corner of the tent strides a Behemoth King [setting parlance for a Tyrannosaurus Rex, we aint got Latin here ] . Initiative is determined.

Design: Behemoth King (T-Rex) - Great+3 Minion, Move+2 max 5, Bite dam.5, Hide armor2, Opposed Unarmed +2, Reflex-4, Sneak-6, Low light, Scent, Dumb animal 5. Aspects - Motion sighted, Thick hide, Crushing jaws, Swift pursuer, Super scent FATE pts OOOO O; Stress OOOO OOOO [4 from minion, two from size, two from high Fortitude skill]


Fieldra and Suefus are caught in easy reach just outside the tent, Seffie peaks out to see it but isn’t noticed. The elf invokes Knowledge is Power [ her bardic knowledge like aspect] and for a FATE point can make the meta-game theory on the dinosaur in-game knowledge. She tries to sneak into the tent, but doesn’t think to tag it’s Motion Sight aspect, it notices her easily. The beast tromps over to sniff at her but turns attention to the tent nosing it.

Inside, the convicts are shaking in their chains. The orc is actually crying . Seffie notices a trickle of blood running down it’s dirty leg. [this was another step up in the grittiness of the game, it took a second to realize the orc was a female from this. Originally I was going to have the mudslide guard badly hurt not dead, but forgot about the NPC. The T rex needed an new attractant]. The captain moves into action spearing the beast in the eye and placing the One Eyed aspect on the unsuspecting Rex. With 3 shifts success I checked off a stress and gave them 2 rounds of the beast focusing on it’s hurt eye -- Distracted aspect.

Jorvon, the other guards and centurion show up now. The priest casts Bless [I figure how to translate this into FATE from D20 and decide a Blessed aspect is placed on the scene which allies can tag. I forgot that one free tag would be fitting]. The soldiers move and hurl spears, inhibited by the wind. The same with Fieldra’s arrows. The tent guards moved the convicts far from the beast, while Sayraan stepped out to survey the scene.

Everyone was playing things cautiously, too much so. With the support of the players, I compelled Suefus’s No Risk No Gain aspect [funny because his player is super careful in all games]. He took it and ran. For less of a heroic feel than SotC, I limit one aspect invocation per source (character, target, scene, item) to bonus a roll. Chad the player took the FATE pt, invoked his Scrappy aspect, tagged the T Rex’s, and the scenes Blessed from Jorvon’s spell. On top of this he rolled decent for an overall 5 shift success, hide armor extra and invoked Tough hide brought it low. Suefus stabbed it under the chin for a minor consequence and three stress lost.

After this, everyone got in the spirit. When the distraction wore off the critter was on it’s last legs. In a multi-tag combo, Sayraan gave the final blow. Teeth and meat were taken for trade.

Mistakes:
  • The Rex’s Reflexes were too low. Most it’s defense is from the hide (translated into the armor extra) but d20 touch AC 9 doesn’t fit Mediocre -1 rating. Should have been Fair+1 by the conversion guide. Also, as FATE seems geared to create human sized things, may just double or triple stress per size bigger (taking T Rex stress from 8 to 18, closer to it‘s d20 power). If I use them again with these new stats I’ll describe the new one as older.
  • Forgot to give the Rex FATE points for every round it was distracted, a compelled aspect.
  • Jorvon attempted to cast Blindness, with Fortitude rolled versus the spell’s level. Flat difficulty meant the player couldn’t tag or invoke to aid the spell power (like One Eyed maybe in this case). The Rex saved and the player felt a bit left out of the action. Will allow rolling for save difficulty in the future.
  • The NPC landed the last blow, which kinda annoyed a player. Had the T rex seemed more threat, it might have been welcomed given the carnage. This battle, none on the PC’s side was hurt.

Last edited by Diggus; 12-31-2007 at 01:31 PM..
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Old 12-31-2007, 04:37 PM
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Re: [AP - FATE v3] Fate of Dominia Campaign

Scene 4 continued - The encampment

Still dripping with behemoth blood, Sayraan requests for his valor that some years be knocked off his sentence. He could’ve cowered with the others after all. The centurion looks askance to Jorvon, being a Brother of the Church he has the authority to do this. He commits only to writing a letter of commendation but Seffie speaks up for his full pardon. The two adjourn outside to discuss this. Compromise: Sayraan gets a year off, but if he agrees to come with them and serve their mission his assistance could earn a full pardon. If he runs off, Seffie will take on his sentence or must hunt him down for execution.

The convict agrees to aid his sister in arms but doesn’t know of the stakes she agreed to.

Scene 5 - Trade port of Terrenas, five days later

Receiving visitors from many locales, the city is a bit less uptight than Dominia’s capitol. Folks are loud and there are actual bars and taverns here. Low on FATE points from the fight I give out compels for some comedy relief goodness.

Fieldra wanders off to explore the city, gets led to tavern where she captivatingly entertains and motivates a drunken brawl over her prettiness. [Compelled Knowledge is Power, Tall Tales to Tell, Bard’s Luck, and Center of Attention]. Suefus hears of some high stakes games of chance and goes to partake. [three compels of No Risk, No Gain”] After several tables he only breaks even, Sense Motive to pierce bluffs, but the tables are getting a bit frustrated with him. Sayraan enjoys a “massage” parlor to work out some kinks in the fight [compelled Love’em and Leave’em].

The priest and captain make Gather Info checks to eventually track down their wayward companions. The monster’s teeth are traded for a sickle and buckler for Sayraan and the meat for some cheap travel rations. [instead of exact coin values for goods I use a Wealth system that places Descriptive value from the FATE Ladder to trade commodities. Appraise reveals local value and Persuade is used to barter value]. They hop a barge for a half hour drift down the Artere to Tramer.

Scene 6 - City of Tramer.

The setting is a stark contrast to conservatively sparse Dominia. Bright murals, statues and ornamentations are openly displayed. The resentment towards Domin is readily apparent as well. An dingy apartment is rented for the party and stables for their horses. They bed down partied, traveled, searched and massaged out. The following morning they present themselves to Tramer‘s lord.

Scene 7 - Noble’s villa

Disarmed and surrounded by house guards, the party meets Triumvir Andare Soad ozo Tram -- a very casual seasoned warrior that doesn’t stand on ceremony. Jorvon’s request for permission to investigate the northern border is met with doubt ands sarcasm. He harasses the woman and disparages Dominia as paranoid. The elf when asked reveals her ability to cast arcanely, which makes the priest wary of her. Divide and conquer successful, Andare graciously grants them leave to investigate, a writ authorizing this, and even a scroll of Sending so they can contact him for help when the raiders are found. After serving them breakfast they’re excused.

Scene 8 - Tramer

Party tensions rise with Fieldra’s talents known. She is predictably unapologetic for her gifts. During the confrontation with Jorvon, part of Seffie’s deal to free Sayraan slips out. [Phil, the half orc’s player, calls Kim (Fieldra) on meta-gaming the arrangement the elf couldn’t have known about. I asked for a retroactive notice check for her to see if she overheard the deal, which her elven senses let her roll high enough to hear despite distance and the storm.]

Sayraan senses something isn’t right and becomes quiet, perhaps embarrassed or insulted. Fieldra and Seffie off on their own to explore the city before the move out.

Meanwhile, Suefus does some asking around to learn of any town to the west where stolen goods could be fenced easily. Dubleau is free trading and dominated by the Shadow Whisper guild, named for a halfling merchant lord there. The contact further offers a meeting between the party and a Dubleau merchant, he’ll send a page with the specifics. Suefus and the priest go to await word at the apartment.

Later that night, the page finds their apartment to announce the place and time of the meeting with the Dubleau trader.

Encounter 2 - Apartment / Temple

The page is about to leave when an arrow sinks into his back, killing the lad instantly. Suefus closes the door as he and the priest get ready for trouble.

At the temple where Fieldra and Seffie are reading, three men enter and ask their names. Confirming the women’s identities, they tell them that if they don’t accompany their trio the two men will suffer.

To Be Continued …

Conclusions: Everyone really liked how FATE played overall. More structured then Wushu, which they also enjoyed, but a real story telling game as well.

Kim (Fieldra) had some problems with the rules at first when we tweaked her character a bit but it became clear shortly. There was some re-tooling of her character that caused this: she shorted herself 2 skill ranks and took up my idea that she loose her elven bonus to light blades to add Reflexes and Decipher Script. She loves the character though and enjoyed portraying her, despite some unwanted attention in game.

Chad (Suefus) and Nicole (Seffie) liked the narrative feel of combat and how compels encourage role play and serve to recharge FATE points. Phil (Jorvon) gave his insights during our occasional smoke breaks and are detailed at the end of the first post. Many of his aspects are pretty positive so as a gmaistvhe plays conservatively with his FATE points. There maybe some aspect refinement at the first advancement interlude (maybe after this storyline plays out).

Theories of who set up the last encounter were bandied about. I confirmed nothing but considered the ideas they came up with. The campaign has a firm launch.

Last edited by Diggus; 12-31-2007 at 11:19 PM..
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Old 01-05-2008, 10:05 AM
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Re: [AP - FATE v3] Fate of Dominia Campaign

Chapter Two forth coming
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Old 01-06-2008, 06:39 PM
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Re: [AP - FATE v3] Fate of Dominia Campaign

Chapter Two - The Business of Blood

Dramatis Personae
Scene 1 - Split: PC apartment in slums and Temple district of Tramer

[All rolled initiative with each cutting in between scenes as characters came up in the order. Players loved the contrast between physical and social combats]

Dire threats are the order of the evening. A mysterious but handsome and well dressed stranger with two assistants asks Fieldra and Seffie away from the temple library, lest their men be harmed. Across town, Jorvon and Suefus are assaulted at their apartment. A poor page blocks are arrow meant for the merchant. Door shut and barricaded, they prepare for the siege.

The women accept the invitation and enter the evening streets with their three escorts. The leader inquires as to why they’re here in Tramer. “To negotiate a wedding,” Seffie weakly lies.

A pick crashes in the side shutters of the small apartment, “Domins go home!” A burning wicked clay jar is tossed into the room spreading flaming oil over a corner of the room near the front window. Another is heard shattering against the only door out. With good intentions, but bad fore knowledge, Jorvon douses the oil fire with water -- spreading it up the walls. Suefus seeks other escape routes.

The interrogator introduces himself as Malvan, and assures the Captain that lies will result in pieces of her friends being sent to encouragement of the truth. Seffie is left speechless, she’s lost so many friends to past violence -- does it follow her? The man names the men and them by name, he‘s been aware of them since their arrival. Fieldra’s doubt of humans empowers her scrutiny of the handsome malefactor. His words seem as serious as the situation feels. [Malvan inflicted a 8 shift strike on Seffie, she takes the Severe consequence Vulnerable. Fieldra tries sense motive and invokes her Men have pretty words aspect, but fails by 5 shifts ]

While smoke begins to waft up, heat builds in the shrinking apartment. Suefus tossed chimney soot upon the flames but does little to staunch the enlarging flames. Another clay jar adds fuels the inferno. Jorvon can feel heat building on the other side of the door. Their eyes begin to sting a bit. [Fortitude vs Fair+1 to avoid 1 stress]

“We’re here for a fine wedding dress,” is Seffie’s defiant reply. He’ll get nothing from her! Fieldra begins to hum an old tune, hypnotic in it’s melody. Malvan is unmoved but wary of the elf, his accompaniment enjoy it’s light, relaxing, distracting tune. “You WILL die first, elf,” he smoothly assures. [Fieldra casts Enthrall, Malvan saves, goons dont]

The merchant grabs up the Domin shield his ally left and hunkers by the window waiting. “You will die, Dom --” The light shield is brought up to shatter a third jug, outward! The surprised screams of the two outside are heard as they ignite. Shouts in a foreign tongue are heard from farther away in the night cloaked streets. Jorvon gathers up the cinnamon oil, dangerous but their main means of finance. [Suefus didnt have shield skill, and I forgot to penalize his attacks but gave him no shield bonus. He still was able to tag the shield to defend]

Seffie confesses a bit, “We are envoys, you risk the wrath of our nation for your treachery.” Malvan smirks, “I too am empowered by authority, hence my persistence. The blood of you and your friends will be swept away as easily as a pawn, which we are, on this political chessboard we find ourselves.” Fieldra misses a single note at this malevolence, the magic holds, but will her will? [Seffie fails to strike back at socially. Malvan does more stress]

Following sounds of approaching feet, another fire bomb sails over Suefus to ignite the area by the chimney. Smoke begins to choke the two. Jorvon endures it. The merchantman sensing death near vaults out of the window with ready gladius and shield, landing between two of the waiting assassins, “Your heads will roll!!!!”. [Social attack that took out both goons at the window]

“I’m not going to tell you anything,” Seffie stands her ground, literally and figuratively. “You’ve threatened us. I have no trust in you for it.” She grips her spear tighter, “No more words will pass between us, Master Malvan.” The elf stops as well, her tune continues quieter with tension. The two bruisers casually stop, unaware of the ensuing stand off. The interrogator stops and looks the Domin captain up and down with seething eyes, “Very well, Captain.” [Seffie score an Intimidate on Malvan for just one stress but ends the talking part. Malvan was bluff the whole time anyway and concedes].

The bravado of the fire bombers fades as they back up. Shouts of reassurance in the foreign tongue heard before issue from across the street and down from a roof top, arrows fly from them to punctuate it. Suefus blocks them with shield. The two swipe at him with maces, lowering his resolve. Out of the flame lit night, a sickle from over the shoulder is brought across the neck of one them. Sayraan stands with drunken glee over the fresh corpse, “How’s it go’ in lad?” Jorvon’s last attempt to stifle the flames with rice flour yields no aid. He must flee through the window with oil cask in hand. [I've houseruled some stress treatment rules. Basically Heal skill vs Mediocre with positive shifts equally stress recovered. In this case persuade was used to bolster the minions back]

With waning menace and admiring grin, Malvan admits they don’t have their two men. “I’ve been sent by an interested party to find out of what you spoke with Triumvir Soad. He doesn’t communicate openly with his legal peers.” Seffie relaxes a bit but questions his motives and tactics. He points out the truth distilling quality of duress and apologizes to both ladies. Though repentant he doesn’t answer the elf’s question of which noble sent him. The captain explains their conversation with Lord Andare, permission to hunt the bandits of the Artere.

Jorvon tries to hunker his girth through the broken window but catches a mace downside his brow from a waiting assassin. Sayraan pressed to defend the priest, opening the neck of another foe. Suefus evades more arrow as he rushes across the street out of the fire light intent to reach the archers. He notes the night doesn’t seem to mire their aim. He finds a latter up the building they perch upon and heads up, while the penitent drunk helps the half orc out of the blazing apartment. [Dramatic to the rescue moment. Sayraan was invoking his Violent Drunk]

Atop the roof, he finds two men and a black clad women with darkened face and kukri blade. One man’s corpse pools blood from a deep back wound, the other groans groggily from blunt blow to the skull. “I’ve left you one for questioning,” offers the mysterious woman.

“Uh … thank you, miss”

She casually walks to the back part of the building .

“May I know the name of my savior” Suefus pleads. [attempted Persuade fails]

A moonlight lit smile spreads across her darkened face, “No.” She disappears over the edge and into the cloaked streets. Calls of fire begin to fill the quarter, neighbors join the quell it as the survivors take their prisoner to a quiet place for conversation.

*
Scene 2 - Temple district streets

Malvan Inassu deems Seffie’s story as true asking follow up question to figure Andare’s response to them. Satisfied with the truth she thanks the ladies and begins to bid them good night. Spell ceased, Fieldra inquires as to his nobility, but he neither confirms nor denies. Her curiosity needs sating, Malvan claims access to books and his own desire for refined company this evening. A new negotiation begins to Seffie’s prudish objection. This man just threatened them!
With further apology, Malvan peaks the elf’s curiosity in a different way. With Seffie’s term that she be returned in the morning, Fieldra leaves with the handsome investigator to a well appointed noble’s study for … stimulating exchange. The two toughs gruffly invite the captain to drinks, she accepts for her frayed nerves sake. [It was bound to happen Malvan seduces Fieldra. She self compelled her Knowledge is Power aspect while Malvan invoked A Way with Women, the player's first in game trist. Shame followed dozens of jokes about how big his "library" was and the quality of her "entertainment". ]

*
Scene 3 - Dock district stables

The stable where their horses are kept proves sufficient for the needs of Jorvon, Suefus, and Sayraan. Searched and trussed up with a bridle the captive would be assassin is awakened. He’s amazingly professional, though vulgar, in his discourse. A “short fellow” -- small man or tall halfling -- made a deal with his boss, Jaibin Rust of the Foam Blade dock gang, for them to scare the Domin visitors. They suspect the halfling merchant Kalbrand Shadow Whisper of whom they’ve heard. He knows not why, just business. The gang wont likely want vengeance for the dead, an acceptable loss by his account. Jorvon considers approaching Jaibin, but is strongly dissuaded, “We do what’s dealt, jus’ tha deal priest, no malice. You come to our house wit’ bitterness, an’ less mates than manners, bloody lemon juice you’ll drown in.” [thug was completely honest and forth coming so he was let go]

Fieldra asks her new “friend” what he’s heard of the Artere raids. She learns from Malvan a rumor that special barges were commissioned by some shipwrights along the border, but no fine details. They could allow quick crossing of the river’s storm swelled width and heightened flow. He still doesn’t confess his employer, despite the elf’s pleasing coercion. [She spent a FATE pts to tag his Heard a Rumor aspect. Malvan was tapped from dueling wills earlier ]

Scene 4 - Burnt out hovel in the slums

Seffie returns to the apartment to find it nearly extinguished. She searches the bodies but finds them unidentifiable. Despair sets in and she collapses under the weight of tears. The men of the party return, after letting their captive free, and are warmly greeted with hugs from the captain. Stories are exchanged as they bunk down in the stables. The next morning, Fieldra is dropped off by Malvan, whom promises if the fate’s be kind he’ll see her again. She too rejoins her partners. After taking stock of what was lost in the fire, they acquire more local garb to silence their signs of being foreigners. They have the meeting Delcroix set up for Suefus to attend.

[Seffie compelled her Weight of the Fallen aspect, played out braving the fire to find the bodies. Kudos. When the elf returned she bragged about the evening and effectively did a manuever to put Jealous aspect on Seffie ]

Scene 5 - Shandel Guild Hall

Tellingly, no one shows up, nor have the locals heard of the merchant‘s contact. From memory, Suefus notes that Delcroix was of small stature. He hired the Foam Blades, and likely sent word to the bandits! With replacement of burned provisions they leave Tramer westward along the Artere for their quarry.

*
Scene 6 - Road to Dubleau / Bandit Camp a day west of Comas

Five days out from Tramer, a day past the farming village of Comas, a freshly hit caravan is found along the river road. Though grains and other common goods are left, horses are found hung up and butchered. All dead but a single aged man with a crushed rib cage. Jorvon administers his healing spells but they aren’t enough to greatly aid the forgone condition. The victim is left with enough breath to tell of the attackers: horsed archers, orc mercenaries, and even a pair of giants! With the booty, two small children were took -- likely for slaves. His last words request a promise from the priest to save the innocents, a promise gladly accepted by Jorvon.

[Using my healing rules the victim took a severe consequence that downgrade after a failed save. Cure moderate spell level of Fair+1 was rolled against Epic+5 and failed. A high Heal check was enough to keep the man conscious long enough to details. Jorvon's Champion of the Weak aspect was compelled obviously]

With the twenty six victims given burial, the Sending scroll is activated to alert Andare of their location, the raid, and their pursuit. The noble replies that help is en route. They started heading due north after the murderers. A day later they spot a lone horseman upon a hill. Upon spotting them, a horn is sounded. The battle begins.

Twelve horseman fly arrows as they approach. Fieldra drops several with her bow and Seffie and Suefus ride other off. Cresting the hill, they find a wagon camp in a depression guarded by a line of ten well armed and armored orcs; a pair of ogres beginning pelting them with barrel size stones. The elf de-horses to let Sayraan take her steed; the veteran rides like a madman towards the encampment. Seffie bellows encouragement to her allies, inspiring them for the justice to be meted out. [Seffie rolled Persuade boosted by Captain of the guard vs the PC's willpower, those that failed could tag the Inspired aspect of the scene]

Sayraan enters the depression and the elf’s horse is felled. He scrambled for defense at the foot of two orcs. Suefus stops at the edge of the depression to look for traps, and his nearly bashed with a rock for it. Jorvon critically notices a panel in the down slope and narrowly avoids the same fate for his mount. The rest easily close around the danger as Fieldra gives long distance archer support. [A trap was set up. It took a Good+2 Notice to catch. Failure shifts equaled damage to the horses (2 stress average minion). Once notice others needed only Average+0 to avoid it. Sayraan's horse, borrowed from Fieldra, was taken out to her melodramatic grief]

On horse, the heroes boast a good advantage and the orc lines begin to dwindle. Sayraan fells his second behemoth with a sickle to an ogre’s kneecap. The priest suffers a hard blow from a tree sized club but summons Rydan’s blessings with Prayer. Suefus downs the second ogre with luck and risk. The last orc left surrenders rather be trampled to death. Sayraan finds a young boy and girl in one of the wagons. The day is won!!
[+1 for positioning on horse back to the PC's, the minions all average had +1 outnumbering usually, Ogres had four stress each but otherwise Average. The giants did tag Small on the heroes, but they countered by taging Large on the ogres.

Dont think I remembered to factor armor in every case but things were really exciting, plus it was 4 AM . Some tension was lost early on IMHO. The large numbers were daunting until they started wading into them. Jorvon cast Prayer, which put on the scene Blessed to be tagged to help the PCs or Cursed tagged against foes. Given how the spell description is in D20, both should be available for simultaneous tag (I limit one per source usually

A testament to the system is in that I lost my notes for the whole Bandit party, but was still able to make them from scratch in a few minutes. ]

*

The children know little of their captors, other than a blonde man treated them nice and bossed around the monsters. This man was absent from the battle but left most of the booty to heavy to flee with: Dominia minted iron ingots to barrels of Barran wine and lumber. Before the orc can be interrogated, the thunder of hooves is heard approaching.
Over the hill crest a line of sixteen heavy cavalry draped in black and purple. In the center appears, in full battle regalia, none other than Triumvir Andare Soad ozo Tram -- arriving in less than two days of their missive!

He looks appraising around the field and upon the rich merchandise before smiling at the heroes. “You have done well this day, my friend. How fortunate that we are here now to carry these riches for you.”
[Is Andare here to help, or did he use the party to lead him to the booty, which he'll take from them? ]

To Be Continued …

Last edited by Diggus; 01-06-2008 at 07:56 PM..
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Old 01-24-2008, 12:33 AM
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Re: [AP - FATE v3] Fate of Dominia Campaign

Sorry for the gap in play, but you know ... life.

I addressed an issue with Suefus and Fieldra regarding their Worldy aspects. "Worldly" is a bit too general IMO and both had the same aspect which isnt really defining as it should be. Updates here.

I suggested that based on the events of the phase they took them in they could flesh out the aspect a bit more. Fieldra reflected her wide travels by shaping worldy into Foreign Lore -- still lacks that punch but good enough to contrast for invocation and compelling. Suefus' playuer is yet to reply on the topic but we have a gamew coming up this Saturday.

This is aspect refinement, which I usually would save until an advancement period (after they accrue as many XP as skill ranks they have). At this period they'll also receive 2 more skill ranks. This slow style of advancement, once per 3 or 4 sesions, helps communicate the gritty setting I want for the game.
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Old 03-20-2008, 07:32 PM
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Re: [AP - FATE v3] Fate of Dominia Campaign

[FINALLY got back to this campaign following the holiday season. December doesn’t kill games, it merely strangles them into a coma … some revive, most don’t. Ours did.

FYI- Suefus changed his Worldly aspect to Outsider at Home to reflect his foreign upbringing. And now, the overdue continuation...]


What Lies Beneath
Dramatis Personae


“Well done friends! Good haul, too. How fortunate for you we arrived to carry it for you.”

Lord Andare chuckled as his elite Arta cavalrymen moved to secure the bandit camp site and begin searching through the stolen booty. Luckily, he wasn’t interested in the “small potatoes” our heroes fought for. The lord’s support detachment arrived shortly to set a temporary fortification under the black and purple of Tram’s banner. His priest of Arroth, the victorious god of conflict, blessed Jorvon with a healing of his bruised shoulder to honor the battle. [A Moderate Bruised Shoulder consequence, Fair +1 difficulty for the Fair minion cleric. The roll was 3 shifts over so the wound downgraded twice to completely healed] The freed children were seen too by Sayraan -- the dirty criminal showing surprising tenderness, while the last orc of those that orphaned them was prepared for interrogation

Trussed up on his knees, Jorvon questioned the captive in the guttural tongue of their shared ancestry. Lord Soad climbed down from his mount an stood waiting -- perhaps listening. Though a grin parted his graying beard all knew his blade of black steel waited for blood and vengeance from the orc bandit.

The raiders had a barge, but never crossed the river. It lay disassembled in a wagon, never having tasted river. Dominia goods were amongst the treasure, but their missing leader made trips to the west and returned with them after several days , not south. Indeed, most of the booty was native to the plains -- east and west. The mysterious bandit leader, Lirzhan the Light so called for a shock of white blond hair, fled west a day before upon hearing of the heroes prowess in surviving the attack at Tram. The orc was so cooperative given their release of the city mercenary they held. Perhaps such forgiveness would grace him. [Considered running this as social combat for the interrogation but the players were still recalling the system and an early party rift seemed likely. I don’t mind intra-character conflict but it felt a bit too soon.]

Surrounded by Andare’s men it was doubtful. Jorvon and Suefus tried to offer him a chance to escape if he led them to the boss. He’d never rode with the Light on his short trips, those peers that had were now dead. Rydan’s priest offered him Penitence, years of imprisoned servitude to Dominia, as a way to survive. The orc refused, cursing Jorvon a half breed coward unworthy of Gruumsh’s gaze. Jorvon cut him loose and tossed an axe to the warrior who roared defiantly at the now approaching Lord Andare Soad ozo Tram. The old man brought clean justice with a deft riposte through his throat. Vendetta served. [Average minion orc versus Great Named NPC with his own character sheet, no big surprise]

Later that night, our Domin heroes pondered the implications of what they learned. Suefus broached the possibility of corrupt member of Home Guard and was answered with a swipe of Seffie’s backhand for the impudence!! [Compelled her Captain of the Home Guard aspect] He elaborated on his point diplomatically to make the suggestion a valid possibility, yet without more attack from proud Captain. [Suefus’s Good Persuasion vs. Seffie’s Average Willpower: bloodshed averted] Dominia is very communal, and mortal’s being prey to greed can feel slighted enough to abuse power -- especially given the word of the captive. Fieldra sang to calm the spirits, as the murderers corpses burned. It resounded deep enough to apparently touch the grizzled lord. She asked if he knew more about this caper but he only gave her a horse to replace the one she lost.

The next morning sentries called alarm, westward an armed company approached the camp. As they closed their identities were revealed: a formation of skirmishers accompanying Reen Dalarven the halfling sheriff of Dubleau [Great NPC with 4 Fair and 13 Average followers] and red with white clad heavy horseman led by the chariot mounted Helar Arevir, dwarven Domin Shield Templar of Arcus [Great NPC with 12 Good heavily armored and armed followers].

The leaders with signs of peace closed to centerfield to meet Lord Soad, Brother Jorvon, and Captain Seffie. They too have been searching for the bandits, Helar’s templars aided by the sheriff traveling towards Tram. Reen bristles at the mention of Kalbrand Shadow Whisper, the halfling merchant lord of Dubleau, but admits with apparent shame no evidence has surfaced to implicate him. Helar questions Jorvon on his mission, his penitent servant, and especially his elven partner Fieldra. Jorvon defends all his choices forcing the dwarf to admit his wisdom giving the amount uncovered. Andare voices thoughts of Domin corruption -- agreeing with Suefus -- and nearly starts a battle, but cooler heads prevail. It is agreed that the search must continue. [Could’ve done social battle here but all parties basically agreed and the sides heavily suggested TPK. Nice tension was established though]

It is decided that a detachment of each group will guard this site while the leaders search north, south, east, and west. Assuming their intelligence is good, Jorvon’s team will go west to hopefully find the Light using their small number for speed and to avoid notice. The half orc is a bit dubious of the dwarves suggestion that he pursue the bandit leader with only four but his own success says he can., plus a Right Templar outranks a Brother of Rydan. A day west of the alliance camp, our heroes happen across a hill cave dimly lit by the setting sun. [This was the weekend following the loss of Gygax and I’d decided to participate in the World Wide Gary-Con. A dungeon crawl to honor the old man, why not. The players swallowed hard on their stress knotted throats as I said the phrase “traditional Gygaxian dungeon crawl“.]

Shivering in a fireless camp through the cold damp night, the party awake in the morning to tackle the unknown. Fieldra sneezes off the beginning of a cold, her spirits markedly dimmed. Still they press into the cave, cautiously. [Fortitude check on a Fair +1 difficulty, leave it to the elf to fail. Using the 2/4/6 consequence swap as a grade, the shifts they failed by determined the severity of the affliction. Seffie took a Minor sniffles consequence but made the Mediocre check to downgrade it after that scene. Fieldra will need to made a Fair Fortitude check to overcome her Moderate Cold consequence after eight hours of rest]

A bad omen greets them first. A dead riding horse minus a leg, apparently torn off. The earth at the north facing mouth shows a bit of travel. Most recently a pair of boots and large trunk like clawed feet. The 20 by thirty foot mouth funnels into a weatherworn but constructed chamber. A patch of loose earth sits near a eastbound short hall wall leading to a sleeping chamber. A warm brazier an disturbed bed mark recent usage.

A hall to the west is trapped, as a waist height rusty dull scythe blade pins Seffie to the wall. If maintained she may have been disemboweled. With some elbow grease aided by Suefus’s surprising knowledge of mechanisms, she’s freed. [Good Reflex roll or damage plus the Pinned aspect. Minor stress was taken from negative shifts. Suefus’s Disable Device roll reduced Good to Average Strength to free her. He was elected to point position.]

The chamber ahead features a domed ceiling above a metal bowled cistern. Without erosion, murals of gnomes engaged in rural toil with glee identify the architects of this abode. A stair down to a pair of double doors. Script upon the door is deciphered to read as a welcome and blessing to those that enter. [With some prompting, Fieldra made the first Declaration of the camapign: Gnomish shares arcane roots with Elven from before the First War. Great Knowledge-History made it true, Great because it wasn’t very interesting an explanation.]

A small dining hall with connecting kitchenette are found, thickly dusted with age and stale. Cursory searching reveal nothing, save a nest of flying vermin (see below)! They swarm upon Seffie and Suefus, draining the merchant of precious fluids. With effort the beasts are exterminated, but not even Jorvon’s divine power can feel him. A course of invigorating but mundane treatment allows him to push on. A locked door out of the hall is undone, after much effort, and leads into a temple of the chief deity to these small folk. From the seat of a nearby bench Fieldra notices his image appears in the nooks of a painted gold nugget upon the central alter, though slightly misaligned. [Fair Search roll to Detect the Secret door, l;eave itr to the Elf] Fixing the orientation opens a passage into a stairwell below.

[Design: Stirges are Tiny, Swift Fliers, and Voracious (three aspects). They travel in groups of 2-14 and look like this . The little beasties attack with Fair accuracy, on successful hits they attach. They take Great skill to hit but only Good when attached. One stress will take them out. An Average effort is needed to detach them, once you get a Good hold of them. Every two exchanges of stirge attachment give the prey aDrained consequence. Multiple stirges sum their attachment time, so two attached give Drained in one exchange. Four Drained consequences equal a Taken Out prey, usually dead from blood loss. ]

The hidden chamber boasts a large relief of Arroth and Flandal (gnome war deity) killing Rydan, dating this passage to the ancient Plain Wars between the Barrans and Dominia following the latter‘s Gnome Purge. This area has the feel and design of a subterranean fortress. The doors open into a three way kill zone with protected by some kind of automatic arrow shooting mechanisms in the walls. Luckily they aren’t cocked for company, save one that just misses the elf [Compelled Fieldra‘s Bard‘ Luck as she was running low on FATE points].

Following an empty guard post, a chamber of loose earth awaits the explorers. Within Suefus notices a freshly cleaned set of bones (horse leg bones?) Before he can react a bulbous head with compound eyes sprouts from the floor. A dazzling pattern emitted from the myriad dark panels steals away the man’s reason, and a 10ft tall behemoth surfaces from the ground, roaring it’s discontent to the visitors.

Design: Umberhulk: aspects Amazing Strength, Maddeningly Malicious, Aberrant Mindset. Fate Pts. 8. Claws +3, Reflexes -1, Fortitude +2, Willpower +1, Strength +3, Move -1, Climb +2. Weapons: Bite damage 4 (damage means on successful hit add 4 shifts), Claws damage 3 , Armor 3 (the amount of damage shifts soaked/negated by the armor). Stunt- Large size: Strength related shifts x2, Burrow: move through earth at walking speed, Darkvision, Tremorsense for 2 zones, Confusing Gaze: those in 1 range need a Fair Willpower or gain Confused aspect for the rest of the scene. Stress boxes 10 with all 3 consequences.]

After Suefus is pitched to the chamber’s back wall, the others are engaged. Seffie’s shield dances about deflecting savage claws that rend stone as easily as dry parchment. Fieldra rains arrows upon the beast, scoring a severed feeler which unbalances the monster. Jorvon invokes the power of Rydan to bolster his partners and empower the soldier’s spear arm. [Jorvon used Prayer and Bull’s Strength plus others from D&D. any bonus less than +4 gave bonus dice. You roll X extra Fudge dice and only count the best 4 for rolls, for penalties you’d count the worst 4. Bull Strength’s +4 gave Seffie a Fate +1 to everything strength realated, like her spear attacks] Suefus regains his sense eventually and rushes to distract, while the half orc rallies amazing strength to rock the creature. Dazed, Seffie gets in a lucky jab to the beasts mandible jaw joint, pushes it deep, then levers the shaft to crack it’s neck and skull. With a thunder of force it falls. [Once the Umberhulk took consequences the free tags piled up to finish it.]

In shock and relief, only Suefus can muster the ultimate question, “Can we leave now?”

Last edited by Diggus; 03-20-2008 at 07:58 PM..
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Old 03-31-2008, 04:50 PM
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Re: [AP - FATE v3] Fate of Dominia Campaign

“No.”
It was the obvious answer to Suefus’s question, but the solidity that Seffie gave the single syllable added the weight of duty and honor. With a sigh, he assented to her command.

Chapter 4 - Enemies Within and Without Part 1

Dramatic Personae

Jorvon and Fieldra stepped over the growing pool of stinking spoiled orange ichor from the hulk’s cracked skull to enter the chamber that made it’s den. The floor was churned into small hills and valleys of soil with the occasional chuck of jagged tile . Besides the freshly gnawed horse leg bones, no other indication of the escaped bandit rider was found. As with the previous rooms, a waist high bas relief mural encircled the room. This one depicted human and gnome warriors together going about the daily acts of their vocation: eating around camp fires, maintaining and donning armor, drilling. The centerpiece on the far west wall opposite the entrance featured a man in breastplate and gnome in studded leather saluting the viewer. It was here that the elf felt the tickle of a breeze coming from the apparently solid wall. [A sucky Search roll for the floor but it brought the elf close enough to the secret door to gain her interest]

Suefus examined the wall closer and found the human’s armor to be plated with actual dust encrusted gold. The gnomes studs were green tarnished copper bits, but no mechanisms attached to either figure. His knowledge of engineering led them to conclude this image was significant in it’s portrayal and perhaps magical in nature. [Chad, the player of Suefus, declared the image a clue to a magical trigger. I’d already decided so but let him have the spotlight to encourage using Declarations, which they havent gotten the hang of yet. Also, his wife who plays Fieldra wasn’t there so he played her too. She made to be a font of lore but the merchant may have been under used.]

The Captain stood before the image and saluted. Seems became visible in the stone that traced a large door. Latches, handles, and pressure plates were sought but none found. Jorvon fished a silver dagger from his pack and lent it to Seffie whom saluted with the precious metal, an intermediary between the gold and copper of the mural. [a FATE point for the lucky coincidence. Being silver I’d usually require they pay for that with wealth, but really a silver coin could of sufficed. So I took it] A loud but short-lived mechanical clattering in the wall followed. Muscle was applied, to no avail. Fieldra contemplated the trigger from the perspective of caster. [Knowledge is Power aspect invoked for effect essentially to metagame years of player rpg trap experience.] The salute was a somantic element, the silver a material component. Perhaps verbal was needed. Given the motif of the carvings in the hidden base, one constructed by the defenders in the war Dominia instigated ages ago, a phrase was easy to find if hard for the soldier to pronounce.

“Death to Rydan and Dominia!!” The door noisily slid open four feet to reveal a darkend room.

A soft breeze doesn’t only suggest an unseen exit to this dungeon, but also caries the warm acrid soot smell of a recently used smithy. That’s what they find. Three forges featuring chimneys with work tables and tools around. A crate of tin, coal, and one of aged wood. Barrel making materials and barrels of river sand, water, orange/brown ore, even a poor quality wine. No crafter amongst them, what exactly was done was unclear, but certain tools spelled it out. Metal stamps were found, each featuring the trading crest of major trade cities along the Artere. This was where shipments had labels changed to launder the bandit’s booty!

“So they’re making and forging barrels to transport counterfeit sand, rock, and bad wine?” Seffie wondered aloud, brimming with frustration.

Suefus smirked, “That’s not all.” He opened the door on the southern wall which revealed a side storage room boasting racks of pole arms, shelves a swords and axes, barrels of arrows, even wooden shield cores and half assembled quivers. The tools of war were being forged. Jorvon tested the blades and found them well made. Fieldra restocked arrows while the merchant selected an axe for a keepsake.

A creak from a larger fortified door to the west pierces the silence. All glare over to see a man sized figured glance towards them before closing the door with a clacking of lock fastening. Though muffled, deep laughter can be heard from the other side. Quickly the heroes grabbed a coal cart and aimed towards the thick frame. After three hard heaves, the reinforced wood fell to splintered pieces.
[Jorvon the half orc priest being the strongest took lead. The other three that assisted rolled Strength skill vs. Average with each shift giving Jorvon a bonus die to his check. 3 shifts from the assistants would let the half orc roll 7 fudge dice (4+3) and take the best 4 results. Every four shifts would give a flat out +1. I decided 10 total shifts on the iron reinforced door would be enough to finish it, only took three tries.]

To be continued shorty ...
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Old 03-31-2008, 04:59 PM
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Re: [AP - FATE v3] Fate of Dominia Campaign

Part 2

The settled dust revealed a large room crypt like room with bones and dust strewn across the floor. An alter centered upon an encircled crescent sculpted into the wall. Neither Jorvon nor Fieldra recognize it but the symbol also hangs around the small neck of one of the temple’s two occupants. A halfling woman with raven hair in a black silken dress, her gleeful childlike eyes near tearing as she giggles before the sight of the heroes, the a silver crescent necklace her only adornment. A tall lean man in a hide vest with leather slacks casually gives mockingly slow applause to the newcomers. Sharp crystal blue eyes contrast a weathered face topped with a wild head of bright blonde hair. This may be the boss the captive orc bandit spoke of before his execution. The twin hatchets looped at his sides say he may wish to return the favor.

After entering, Suefus is first to ask the female her identity.

“She a friend.” the blonde man admits, her only response being a nervous chortle. He continues, “You too may be friends if you have mind for profit, rather than interference. Which is it?”

“Interference.” Seffie chooses without hesitation . A determined step forward punctuates the severity of her intent. “Who are you?”

“Lirzhan, the Light” he runs both hands through his tossled mien before resting them on his axes.

“Surrender and you may live.”

“Surrender to who? Dominia? Who do you think I’m work’ in for, love?”

All are aghast at his words. Jorvon shakes of the statement in denial, but Seffie pauses remembering Suefus’s theory.

The Light smiles at their reaction before going into gloating elaboration, “War in the southern swamps is hard. You’d know, captainess. Supplies are short. Why pay for needed goods from your pros’prus neighbors, when you can take them. Secret middlemen like me, of course. Wouldn’t do to open another battle front to your north.

“Your templar pays good., and as he outranks you, I’ll not surrender to mere minions. Maybe YOU should offer your service to me, eh?”


Seffie’s eyes meet his, gauging distance as she reverses grip on her spear and slides her lead foot forward.

“Suit yourself, love”

At his words, the here to silent halfling begins whispering with a small hand clasped over her mouth. The shushed words to her unknown god moves the bones on the floor around in a feverish whirlwind, they assemble into unliving skeletons with shields and crude splintered weapons. A dozen and a half dead warriors silently move to punish the descendants of their ancient enemy.

They move to surround Seffie, but Suefus moves up to stop the flank. Both heroes counter attack as best they can but spear head and gladius point deal poorly against the fleshless.
[Design: Skeleton warriors -- Aspect Undead. 18 Fair minions in six teams of 3. Weapons Fair+1 (damage 1), Reflexes Fair+1 with shield, Willpower Fair +1 (Temple has Desecrated aspect), Armor 2 (0 vs. bludgeoning), Darkvision, Two stress each & 36 stress total! It IS the climax ]

Jorvon grasps the bronze hand pendant around his neck, symbol of Rydan the Right. “Rydan, right the wrong of these false lives!!”

He feels the power swell but something in this dank place smothers His full glory. None of the skeletons are swayed. The small priestess snickers at the impotence of his god, but is cut short by one of Fieldra’s arrows nearly piercing her delicate throat. The glee drains from her girlish features.
[Rule: Turning - Priests make a Persuade check vs. the flat Willpower quality of the undead. Every shift he succeeds by turns 1 stress worth of undead (round up). Each turn attempt channels so much faith it burns one box of Composure.
Being animated in a Desecrated temple gave these undead a Fair+1 Willpower and Jorvon rolled poorly. His Blessed of Rydan aspect allows him to turn but cant be invoked to bolster it. No other aspects apply.]


As he fights, Suefus taunts the little one to draw her out but she seems unfazed. Lirzhan enjoys the battle before him, distractedly twirling paired hatchets as he awaits his moment. There’s very little room to get into things, the mob of bones are starting to tire the two front liners . From how far they’ve come, he hopes his foes wont disappoint. The priestess whispers to the unknown deity again, this time sending a cold pall over Seffie’s mind. The captain can no longer will her limbs to move!! With a nod the blonde warrior strolls over towards the helpless woman. [Hold Person being a 2nd level spell rolls Fair+1 opposed by Seffie’s Willpower. Guess who lost.]

Jorvon recognizes the enchantment. “Seffie! We do this for Rydan, for our people, for Dominia itself!! Throw off the shackles, soldier!!!” A blink gives way to a grimace, and with effort she’s able to break out of the spell just in time to parry a hatchet swing to her face. The priest takes his own advice an channels the power of his deity again. The pendant glows strongly now, sending a nearly a squad of undead fleeing.
[Jorvon rolled his Persuade invoked with Blessed of Rydan to place the aspect For Dominia! On the scene. Seffie tagged this for free and invoked Captain of the Home Guard to beat the evil cleric’s previous roll, which was acting like a Block. As a supplemental act he tags the new aspect Turns with success making nearly a third flee!]

Suefus decries Lirzhan a coward, which gets his attention with effort. He continues his assault and even scores a cut upon the haggard soldier, but his mind stays on Suefus. [Suefus does a social attack with a Fair Persuade vs. Lirzhan’s Mediocre Willpower. The Pissed Off aspect is taken] The elf continues her volley on the halfling but the intervening melee sullies her aim. She repays the kindness indirectly to the their main fighter. The cleric, quietly, curses Seffie’s eyes with blindness!

Lirzhan moves to take advantage but now Fieldra calls him coward, even employing the verbal flourish of a limerick about the man’s endowments given his association with a halfling. He bullies a skeleton aside and makes to meet his detractors, but a spear point pierces his thigh deeply.

“If I fall here, know that I could smell a coward even in the dark.” Seffie croaks in a hoarse voice. A quick hatchet slice splits her shield arm elbow to shoulder and the blonde man leaves her to the undead with a spit-spraying curse.

Suefus begins dueling with the Light in earnest now, thrusting cutting jibes as he himself is cut … in the literal sense. An arrow nicks the dark priestess finally, she summons protection from beyond and begins to consider escape. Jorvon moves up to hold the line, his calloused knuckles the most effective weapon so far. He tries to offer a healing hand to his compatriot but too many bones angle between him and Seffie. The white tatters of her tunic become wet with red as the undead claw, cut, and gnaw at her. She falls bleeding crisscrossed rivulets of blood.

The priestess exhales a billowing black obscuring cloud that fills the west side of the chamber, covering her escape. Lirzhan, fixated on making Suefus match the butchered image in his mind, continues upon the merchant. Jorvon’s fends off the skeletons who have turned away from the apparently dead warrior to her allies. Fieldra pep talks the priest to help him focus for another blast against the undead. [Rule - Persuade can be rolled against Average, with each success returning a lost Composure. Heal can be used for Health stress if patient isn’t engaged.]

“You cannot best even me!” Suefus curses the blonde deeply, “You’re defeated! Give up, like your stunted mistress fool!!“ The hatchet man losses morale and as he turns to flee, suffers a parting shot from the merchant: a gouge to the neck. Coughing and bleeding, Lirzhan flees defeated. The skeletons know no such fear and press on.

The half orc’s fists and the back of Suefus’ new axe shatter a couple more, enough for Fieldra to pull the mortally wounded Seffie free. Between sobs she rallies her allies to defend this dying one whom has sacrificed so much for them in this mission. [Maneuver puts For Seffie!!! As a scene aspect. Lower difficulty than the first, cause really, cant Rydan take care of Himself? ]

This bolsters their spirits but the undead horde is unrelenting. Suefus begin to despair, deeply. [FATE pts were at zero for most everyone, save Seffie whom had a pile from compels. I compelled Suefus’ Shaken consequence. Chad wished he could have another FP. I asked if he’d take another to have his character pee his pants. There was a pause as Chad considered. I gave him the second one as Suefus boots filled with liquid fear. ]

Removed from their mistress, or because of the desecration’s elapsed duration, the skeletons fell back to dust. Weary, Jorvon moves to heal Seffie, but even the most powerful spell he has left can only stabilize her.

He lowers his head in despair.

Fieldra weeps over her fallen friend.

Suefus stands helpless for awhile, before giving voice to angst and sadness

“NOOOOO!!!!!”

To be Continued ...

Verdict

Seffie's player, Nicole: "I've never had so much fun nearly dying!" Taken Out with Bleeding to Death on top of 3 other consequences, Split Arm, Flayed Flesh, and Clawed without strong healing she may die yet. The minor clawed will fade likely after a scene; the rest days, weeks, and months. Still blinded at that. Sueus is near the brink too.

Chad (Suefus) loved the social combat giving him another option than straight hack and slash. I'm glad, but in the future I'll likely modify diffculty more for the relevance of the insult and overall tactical situation.

Phil (Jorvon) was a bit bummed from his poor rolling, and felt unfulfilled at the bbeg's escaping. There's still more story to come though.

All three leveled. Using my advancement system they get a new aspect reflecting the campain so far, 4 more skill ranks, and a new stress box for Composure or Health after a little downtime in game. I'm considering adding the option that compels can give -2 to a skill like invokes give +2. Waiting on more feedback from the FATE Listers.

Last edited by Diggus; 03-31-2008 at 07:34 PM..
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Old 04-07-2008, 11:26 AM
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Re: [AP - FATE v3] Fate of Dominia Campaign

[A shortened session thanks to late arrival, food requirements, and a last minute lengthy errand to run. Still, about 4 hours of play time. Players after the last session kinda wanted a denoument to this first plot arch, so alot more exposition than combat. Yet, lots of tension was manitained as you'll see.]

She floated in an icy pool, surrounded by darkness. The numbness of her rent, flayed limbs a relief that spread like oblivion’s shadow towards the warrior’s heart. As it grew a single distant light above swelled with brightness, warmth and invitation. Seffie struggled against it to focus on her pulse, a thinning life line to all that is or was, but suddenly knew in this place between that she was not alone. A strong rough hand -- real or imagined -- caressed her brow. [A cutscene I used to keep the player, Nicole, from getting bored. Also provides a heroic transition.]

Chapter 5 - A Game of Nations, Part 1

The priest’s strong hand secured the captain’s head as her body convulsed in shock. His other hand pressed a jury rigged bandage to the raggedly gnawed neck, the worst of many dozens of similar cuts covering her. Wet burgundy swiftly diffused the cloth’s color and her black shrouded eyes fluttered frantically, shedding human tears that joined the elf’s on the dusty cold floor.
[Heal versus a Fair+1 difficulty to handle the shock. Failure means recovery difficulty will increase +1 per 2 shifts missed by. My rules dont include shock but Fortitude rolls are needed in adverse conditions, like bleeding out in a damp dirty dungeon. Mainly it was a call to action to get their heads in the game. He succeeded]

Cradling the dying woman on her lap, Fieldra desperately rummaged through her pack before fishing out a rare book on exotic healing arts. Jorvon, though experienced in battle field triage, eagerly accepted the assistance without protest. Few have recovered from such harm, and none‘s passing would cause as much for the lonely orcman. The fear of this filled his heart and became words of worship in his mind. Rydan the Right, his god, as a mortal had lost many friends in the great liberation of ancient times. The priest tried to match that envisioned pain with his own so that mercy would be bestowed to His meager servant.
[FATE pts was going to be spent to have a handy medical journal, but I judged it more than a minor convenience, so she paid a Fair amount (10's of gp range). The book was an object with the Medical aspect, so it could be tagged as a new source since I limit one invoke per source, except Consequences.

New Rule - Casters can recover a single cast or unprepared spell they know by paying 1 FATE pt per spell level.]


Lumbering against the pain of his own grave wounds, the trader of Texallen -- Suefus -- gathered wood and nails around the abandoned foundry to assemble a stretcher. With each hammer strike, he silently affirmed to himself that his ally would make it out of this dank place. He‘d see to it. [He'd sustained Moderate and a Severe consequences himself.]

In between here and there. A masculine figure leaned over Seffie‘s buoying form, eclipsing the light that beckoned. Fear lightly brushed her awareness, but the warmth brought was too familiar, soothing, wanted. Have I brought you to this, my child?, soft sadness inquired.

She knew the voice deeply as a pillar of the foundation of her very soul. The apparition was as much Servallon son of Sevini, as she was Seffie daughter or Servallon . Desperate need for his presence and embrace drew in the salt bitter tears of her tight throat. They sank like a heavy wave deep in her quick heaving chest, threatening to smother breath. I’m … sorry, was all she could choke out to the shadow.
[Her Papa died as a dishonored conscript deserter from the Home Guard. This childhood event created Seffie's Courage is the Greatest Sin aspect. ]

The darkness swallowed all ...

… before dull aches and searing soreness announced the return of her battered body.

Jorvon whispered the end of his prayer and glanced over the now much diminished cuts covering his patient. The captain’s dark shrouded eyes opened, but only ears could reintroduce her to this world. “Who’s hammering?” Seffie wondered aloud.
[The priest recalled for 3 FP a Cure Serious, a +2 spell, and tagged Champion of the Weak to overcome the Epic+5 difficulty of a Taken Out consequence.

She still had the Blind aspect from the halfling priestesses spell though (permanent duration).]


“We captured a party of gnomes,” the priest remarked with sarcasm, “they’re making us new shoes to repent for all this.”

Fieldra giggled a sigh of relief, while Suefus dropped the hammer and near collapsed into a seat from exertion. When was his turn?

With the crisis past, the group has time to digest the revelation they received: the murderous bandits may be in league with the “righteous“ of their home. Being representatives of the church, and in the homeland of ancient rivals that were an hour ago thought perpetrator and now maybe prey, the next move unapparent, dangerous, and might be their last.

“Shall we cast the sending to our friends” Fieldra inquired, quickly becoming bored of the situation.

Propped up on her spear, Seffie vaguely turned in the direction of the question, “Which friends? Our Shield Templars are nearly to Tram. Lord Andare may execute us as co-conspirators.”

“Could we flee to Dominia?”

“Too dangerous,” Jorvon and Suefus said in a chorus reply to the elf. Knowing her ability with the arcane, the priest left out ’especially for you.’ If her enchantments were discovered, it would be all to easy to declare them all corrupted, and then cleansed by fire. He did elaborate on the more obvious. “The river is hard enough to ford and we know enemies maybe waiting for us since Lirzhan escaped.

“Also,” he continued, “our disappearance maybe enough to move Andare to suspicion and war.”

“It happens to the best of nations,” explained Suefus flippantly.

The captain nodded wearily before sighing deep with resignation. “It should be Andare. He’s aided us; we know him best; and this Templar they deal with maybe Helar’s follower if not the dwarf himself.”

“But there are many Templars,” the priest added, “it could be happening without his knowledge.”

Suefus agreed, “Arcus is very big. I’ve been there on business for my Uncle Lucis several times. Branded with these fake trade markers stolen loot can get lost quickly.”

“Take those brands Suefus,” Seffie pointedly ordered after nearly overlooking their significance, ”if they know the brands are faked Andare is going to claim all the merchandise for Tramer and Dubleau, even if they are actually Dominia goods. That halfling or dwarf could equally take advantage, giving us a smaller vision of the slaughter to come. We‘ll … have to lie.”

“Ahem. Omit certain details” the merchant corrected while gathering the metal rods.

Noticing the magical mist obscuring the temple was dissipating , Fieldra went to explore. “I think we can all agree to leave this place?”

After puzzling over and failing to recall the deity of the silver crescent, the bard discovers a pair of complex machines. A wooden floor is somehow lifted up a shaft to another level using only a pair of cranks attached to many gears, pulleys, and ropes embedded in the walls. Suefus identifies the device as a Boot Strap of Rydan, used to lift great weights with mechanically enhanced minor effort. The embark the device an raise themselves from the blood-stained accursed depths.

The next level holds a small warehouse that’s seen recent use from the fresh horse dung within. Six large crates are within, 3 empty. The one others hold bolts of exotic silks, another dirty work aprons of a smithy, and one of freshly dyed leather. The elf gleefully examines the silks and selects favorites for herself.

The south facing wall features an odd curtain of grassy turf roots. Up close it is revealed to be an illusion. Passing through yields the open plains bright with early afternoon. Fieldra tops the hill to summon Sayraan and the horses over.

The ex-soldier notices the merchants poor condition and congratulates him on the battle. “You’re a man now lad!“ Apparently, the scent of urine on Suefus was missed or forgiven. The tradesman notices fresh deep ruts carved by wagon wheels heading towards the Artere. He and the captain are in no condition to give chase so they load the silk onto horse and head back to the bandit encampment now guarded by the three nations.

Suefus leaned towards the captain on her guided horse, “Do you think they’ll buy your story?”

“My story?” Seffie asks with shrouded eyes closed. “I didn’t see a thing.”

Continued ...

Last edited by Diggus; 04-07-2008 at 02:51 PM..
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Old 04-07-2008, 12:31 PM
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Re: [AP - FATE v3] Fate of Dominia Campaign

Part 2

In the failing light of dusk, the sentries announced their arrival. Arcus templars rushed to the aid of the Seffie and Jorvon, eager for reports. None of the other three parties had returned yet. Tramer’s cavalry men welcome the elf offering her wine for a song or stirring tale of her adventures. Sayraan and the still limping Suefus find a seat at the Dubleau camp fire, apparently forgotten for the important folks.

Resting comfortably in Dominia tent, the woman and her half orc ally discuss how to proceed after reporting to the leaders. Some of Tram’s soldiers notice and question Fieldra about the silk. Perhaps drunk on adoration, she dismisses their questions obtusely. Nearly triggering suspicion, the men seem more interested in her for the moment. Seffie decides the silk must be offered to Andare for appeasement. Actually, given the young bard’s flightiness, a chaperone is needed once again. Suefus is summoned and commissioned by the captain to bring her here, for her own safety.
[Neither Fieldra or apparently Kim her player has any Bluff skill. Some thought it was subsumed by Persuade, not the case. Still clever omissions would garner bonuses but Kim wasnt feeling deceitful at all. Phil, Jorvon's player, nearly lost it.]

The concern is warranted. Each of Fieldra’s poems bring more wine, which coaxes more raunchy songs, and more wine. Fear for the ailing trader prompts Sayraan to back him. A particularly stirring song to the Arroth, the blood soaked patron deity of Tramer, rouses the cavalry men to shout jeers at their Dominia counterparts. The disciplined templars hold their ground and tongues, but they wouldn’t mind if steel were drew this night to silence this bestial profanity.
[The players began to wonder if Kinm wanted to start a battle scene. Fieldra was always portrayed as flighty but the situation was dire. I'm thinking because she missed the last session, where they all faced death, the darkening tone was missed.]

The trader crashes the party backed up by Sayraan, the smallish man is in no shape to annoy so many trained warriors he thinks. A connoisseur of the aged grape, grain, and fruit; the former centurion has many a ditty to lead for the men. Suefus tries to coax the elf away, but she’s having too much fun. Reminders of her duty fall on deaf pointed ears. To tipsy for tact, he judges to be direct.

“Don’t you know they’re just getting you drunk to take turns?”

“They kin all ‘ave a song iv they want”, slurred the elf.

“… I don’t mean singing, girl!” his sharp whisper explains, “You want to be passed around like that jug, Fieldra?”

Her eyes wide with shock gave the answer, negative, so he pressed his point home, “If we don’t plan carefully your new friends will be our new enemies. Pretty frame, sweet voice or not. Come on!”
[The two had a social combat over this. Fieldra failed Fortitude and took a minor tipsy consequence, which Suefus could tag with his own "Have I got a Deal for You" aspect. She took a Guilty moderate then wisely conceded.]

She doesn’t resist his guiding her to the tent, as Sayraan starts another verse of The One-Legged Widow. [He actually rolled a better Perform than the Bard, untrained!] Assembled with the party she is given an earful of chastise from the others.

The next morning bring the glory of Rydan’s blessings to Jorvon and his allies. Suefus is finally put on the mend and Seffie’s vision is returned along with her rent shield arm. The mirth of the evening gone, the words of her trader ally stay with the young elf. In shame, Fieldra watches as the half orc gives seeming new life to their friends. She was taught such short lives breeds much gravity in the non-fae. Nearly five times their age, maybe it was time for her to grow up some. Fieldra stays quiet save a calming hummed tune.

Jorvon renews the discussion but is interrupted as a templar informs him that sendings have reached Helar and the rest. Over the day they solidify plans on their report: Suefus will speak with Dubleau’s Sheriff Dalarvan; Jorvon with Right Shield Templar Helar; and Seffie volunteers to confront Lord Andare Soad ozo Tram. Late that afternoon, he is the first to return.

Banded armor jingling as he rode up, “What small army did my heroes conquer now, good captainess?”

Seffie gave Soad their story, filling in most of the detail without the brands or Lirzhan’s boast.

“Why would he offer you an alliance?” Andare questioned with full candor and ordered a subordinate to get directions from Suefus.

“Thinly veiled fear, my lord. We were four against two. I would’ve answered him with my spear but the halfling called her dark creations. Only Rydan saved us from perishing."

“Amongst the tools and ore we found weapons freshly forged and these silks,” Fieldra solemnly presented a length to him.

Soad removed his riding gloves to examine the fabric absently, “And these two escaped … man and halfling girl … to the south?” With the captain’s affirmation he signaled a soldier to pack up the bolts of silk while six riders took their leave to reach the cave before sunset. “I will convene with my peers of the Triumvirate to formally sue for concessions from your church of our goods if found in your nation.”

“And you will concede to Dominia the same?” it was only half question, nearly a statement.

A frigid look met her gaze, moving the soldier of the Right to shift her weight subtlety, preparation to evade the draw and strike maneuver he used on the orc bandit some days past. Andare merely nodded, “Of course, captain.” Without a glance towards Seffie, he strolled over and into the spatha bannered black and purple tent.
[Seffie has no Bluff and I hid the roll Andare made. His disappointment is obvious, but does he suspect their duplicity?]

Sheriff Dalarvan arrived a few hours later to be filled in by Suefus. His small brown eyes scan the man’s face as though reading a tome, muster is passed. Same story, but he focused on Lirzhan, a wanted criminal in his city and rumored to have ties to the infamous Alban Shadow Whisper, merchant lord of Dubleau. The trader is thanked before the halfling lawman meets with his skirmishers to plan a drag net upon their return home. Four will depart in the morning to the cave to scour it for clues.
[The sheriff knew Suefus was holding something back but fixated on Lirzhan, and his connection to Kalbrand. He would love to be able to indite the trade baron from this information.]

Fieldra is invited into the tent of Soad. He questions her on the cave and her part in all this. Learning she is a seeker of knowledge, he proposes she support her homeland with what she learns. Dominia is closed to her kind, casters of her style, but his endorsement will allow her access. To smooth things, he encourages her to embrace Sacred P’Nasia -- goddess of learning and exploration whom is worshiped in Dominia and the elf already feels kinship for.

“Take this to remind you of her example,” a pendant with a thumbnail size open pewter book inlaid with a golden eye is offered. “You can prevent a war by being my eyes over the Artere. Ease tensions as only your talents can. Brave their scorns and know you will always have a home in these plains, a household in Tramer, and place in my heart.”

Fieldra of Garres agrees. [She'll likely try to play the Lord, staying loyal to her friends, but Soad is no fool. The pendant has the ability to Cast Sending once a day so she can communicate with him.]

Helar Arrevir is last to arrive. The account he’s given includes the claim of templar sponsorship. He stubbornly doubts this, but knows that Arcus is weak in such ways. The Menai Expulsion was a symptom of it’s cultural contamination and distance from the capital. The dwarf informs them that Elder Brother Haegan has placed them under his command and they will be returning to Arcus with him to seek out this corruption. Jorvon objects, “Our mission is over. We should return to Minaires”

“It is not over, brother” the Dwarf can’t look at the orcman and refer to him this way. His eyes do look up in full severity though, “It isn’t over until the stain is cleansed.”

The three leaders meet to discuss their plans, Dalarvan is left to his investigation but an argument over Soad’s elven envoy is debated hotly. In the end it’s Andare’s countryman that have died and Dominia sympathies spoken by the escaped ringleader. Helar gives in. The party priest is most dismayed, but Seffie vouches for her friend to the templar commander … reluctantly.
[An elf arcane caster is a corrupting factor to the Domins, worthy of burning at the stake, but she's been helpful. Further, Helar feels the need to concede something to Andare given the possibility of corruption in his government igniting a war. Dwarves and elves have dark history at that, if he can allow her prescence you'd think they could.]

The four companions meet to confront these issues. “You were right last night,” the bard admits. “I’ve not been serious. Not pulling my weight. Being out of focus. This is a way I can assist you now. Applying my vast knowledge to uncovering this mystery and preventing bloodshed. P’Nasia’s example will guide me.”

“A soul cannot change that quick, elf.” Jorvon rebuts hatshly. “I’ve seen you commit attention to little despite the seriousness of this mission, from start to now. Drinking. Cavorting. Giving in to lust. It is one thing play help, quite another to serve a cause beyond your childish whims.”

He looks with warning to Suefus and Seffie “Know this: if her life endangers either of yours. I will not sacrifice either of you, my friends, for this … infidel!”
[This wasnt social combat but was beginning to over flow into real life. Kim is a very casual gamer while Phil is a serious power gamer. Lots of her decisions complicate his efforts. I gave them each some exposition time but ended things. The evolution of Fieldra will determine the outcome.]

The merchant looked away pensively as the soldier lowered her head. Only silence and air passed between elf and orcman.

The tension seemed to explode as Sayraan burst into the tent. “Well folks, I spoke with Templar Helar. My penitence has been absolved!! I’m free!!!” He grinned with discolored teeth, clenched fists with arms pumping his glee.

After a moment his manner calmed, “Where will I go now?”
[A nice comic relief beat to close things off and diffuse the heightened tempers. Letting them level was another fun distraction.

Updated Dramatis Personae. ]



End of Book I
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