Thursday, June 14, 2018

Fugees and Iron Scenario 3 scene 1


Scenario 3

Lets return to Verden and see how he deals with the fallout from Jolene’s adventure. He has been keeping an eye on warforged activities, and so a group of warforged spontaneously electrocuting themselves on the lightning rail platform will probably catch his attention. Also, extra heat was thrown towards the refugees by Jolenes exploits.

I want a break from focussing on the warforged however, so lets look at some other aspects. Fallout from the warforged incident may or may not come up.

Because Verden is Champion of the dispossessed and friend to the watch it would be a problem if a Vampire was preying on the Refugees.

Questions;
Can Verden discover the vampires presence before it becomes entrenched?
Can Verden save the vampires thralls from its power?
Can verden discover the vampires lair?
Can Verden defeat the vampire?

According to the Bestiary, a fledgling Vampire is a Superb scale creature, while Verden is only Good scale. That means that  taking it on single handedly and defeating it is probably a losing proposition. Driving it away can almost certainly be considered a win here, while losing (and probably creating another campaign issue in the process) is a real possibility.

Scene 1

First Verden needs to become aware that the Refugee camp is harbouring a Vampire in their midst. Of course the vampire will have been feeding on people, who will have been becoming sick and dying.

Lets make this another challenge. First Verden needs to roll contacts (with a base difficulty of fair[2]) in order to discover a pattern amongst the people becoming sick. Second, he needs to roll Rapport to convince the victims he can help. Thirdly, he needs to roll Faith in order to recognise the taint of evil on the victims of the vampire (again with fair opposition).

[Verden rolls Contacts for a -1+2=1. He notices that people are becoming sick, but not until somebody he cares about becomes affected. Is it a family member? Yes, but not close family. It is one of his in-laws.
1)       Brother/sister in law
2)       Parent in law
3)       Neice/Nephew
A parent in law!!! (his father in law to be precise!!!) WOW. That was not expected. I guess I need to discover some details about his family now…
So, using Tianxia ‘Path of destiny’ to generate a family…
Both his parents are dead (died in the cyran cataclysm?)
3 siblings (dead younger sister, dead older sister, dead older sister)
Wife (same age, alive)
Wifes family;
Both parents live (doesn’t get on with them)
No siblings.
His wife and himself have grown apart and she now loves another!!! Is she still amongst the refugees? No. She thinks he died in the cataclysm, along with her parents, and is now living with someone else – no douebt we will meet her at some point. Verden managed to save her parents (although his own family were killed), which was the catalyst for him becoming the hero this group of refugees are clinging to.
Her father is a warrior – lets say he was a (retired) sergeant in the Cyran army. He disapproved of Verden because he refused to join up and fight – until the flame claimed him and turned him into a hero, Verden was a merchant. His wife escaped the cataclysm because she was already in Breland, securing goods (and possibly already conducting an affair? Perhaps we will find out when we meet her.)
So Verden’s father in law has fallen sick and Verden is paying him a visit to check on his wellbeing, partly through a sense of duty as a son in law and partly through a sense of duty from his status amongst the refugees.
According to the NPC creator, His father in laws motivations are; report academia, operate discretion, and interact magic.
His mood is sociable and he wants to know about Verden’s relics. He is clearly intrigued by Verdens new role as a paladin of the flame, and wants to know more about his powers.]

Secondly Verden rolls Empathy to try and discern that something is wrong with his father in law, rolling a 4+2=6 for a success with style.

#
Verden swallows and takes a moment to pull himself together before drawing aside the hanging that covers the entrance to his parent in laws shack. He has faced many dark things since the cataclysm, but the judgemental ire of his father in law still makes him nervous. Still, he has not managed to track down his wife since the cataclysm and her parents are the only link he has left to a life in tatters.

 Like most of the semi permanent dwellings making up the refugees shanty town the shack is gloomy and cramped, but his parent in laws have done what they can to make it comfortable and a kettle is simmering above a small fire in the corner.
“Verden.” His father in Law greets him “I was hoping you would visit. Make yourself comfortable while I finish a brew.”
Verden sinks into a chair uneasily, wondering what has brought on this change of attitude. Perhaps his status and acheivements have softened the old man towards him, or perhaps this is simply a ploy to put him off guard. “Sir.” He nods respectfully “I hear you have not been well.”
“Nonsense.” The old man retorts, lifting the kettle with a heavy glove and filling two cups with steaming liquid. As he moves into the light Verden can see that his skin has taken on a pale, almost pallid, sheen. “I’m as fit as a fiddle. Thanks to you as well that. Without your fiery blade we would all have met our graves back in Cyre.”
Its true as well. Most of the refugees have Verden to thank for their lives. “All I did was my duty.” He demurs “Anyone else would have done the same. Isn’t that what you are always telling me I should do? Duty and Honour and all that?”
“But nobody else had the power to do it did they?” the old man asks leerily as he hands Verden one of the drinks “Why did the flame choose you I wonder? Of all the Cyrans it could have chosen – and most of them warriors in their own right – why you?”
So this is it, Verden thought. He simply thinks me unworthy of the flame, and wants to rub it in. “I don’t know.” He admits simply. Best not to rise to it.
“A good job it did though. With the way you fought back in Cyre I assume those flames aren’t just an empty special effect? Some strong magic there eh?”
This is not what Verden expected. Instead of dwelling on how unworthy Verden is, the old man grills him on his powers. Can he fight better than he did before? Does the flame speak to him? What other powers has it granted him? Can he channel the power at will? How reliable is it? Despite her is unhealthy pallor the old man has a feverish intensity to him that Verden has not seen for years and his questions come hard and fast, flowing from one to the next and then looping round to verify something Verden said earlier. It is almost as if the old man is gathering military intelligence. Perhaps he has decided to put his skills to use helping to prepare the refugees for conflict and he wants to appraise Verdens usefulness.
“So will you be drilling a new militia?” Verden asks, breaking the flow of the interrogation.
“Me? I am retired.” The old man responds, confusion written across his face
“So what do you need this information for?”
For an instant the confusion is replaced by guilt, and then carefully concealed. “Jus interested.” The old man murmurs, and settles back to sup his drink.
Verden isn’t fooled. The old man is clearly working for somebody, and if it isn’t the refugees then it is bad news.

[Finally, Verden rolls faith to detect the evil lingering over his father in law for a roll of 2+3=5 and success with style]

Something is wrong. Verden can feel it in the depths of his soul. The words his father in law is speaking are wrong. The drink he is holding untouched is wrong. The way his father in law is acting and the ‘illness’ he is suffering are wrong. Evil is clinging to him like a parasitic demon, supping the mans vitality and twisting his thoughts.

Verden can feel the flame that has filled him since the cataclysm burning in answer to the taint he can sense here, and he knows he has work to do.

The scene ends with a partial success. Verden knows a malign influence is at work on his father in law, but he doesn’t know the extent of its reach across the refugee camp.

Scene 1a

Can Verden exorcise the Vampires influence from his father in law?

I am not sure if this should be a separate mini-scene or simply an extension of scene 1.

This will probably be a straight overcome roll using faith. Verden rolls 1+3=4 vs the vampires Will of 2, for a success.

Following the urgings of the flame within him, Verden reaches forwards and grasps his father in law by the shoulders. He can feel the wrongness coursing through the man’s veins, a tarry sickness polluting his blood.  The old man flinches from his touch and tries to pull away, but Verden grips him tightly and murmurs a word of praise as spiritual flame flows through his hands, burning out the rot and purifying his father in laws soul. Soon enough the struggle stops and his father in law slumps, exhausted, into his seat.

“Rest now father. The evil is passed.”

Wednesday, June 13, 2018

Fugees and Iron scenario 2 scene 4


Scenario 2, Scene 4

Can Jolene foil the sabotage attempt?

I feel inclined to treat this as a challenge rather than a conflict, since Jolenes talents run to subterfuge and skullduggery rather than direct confrontation anyway. Actually, lets make it a contest pitting her skills at subterfuge against those of the warforged agents. Each victory she manages to score is an agent taken out, while each victory scored against her is a blow they manage to inflict on the city.

Lets make it tough – she is pitting herself against a whole unit of trained agents after all, so I will give them a great (4) peak skill to use in the contest.

So first of all she needs to buy some time. She knows that the warforged are intending to hit the station and she needs to stop them before they can do that, but she doesn’t know exactly when they will make their move. Her first priority is to make things hot around the station and force them to postpone for a few days while she works on taking them out.

(This will be a roll of contacts, rolling -1+1=0, against a roll of 1+4=5 for failure with style. 2 successes for the warforged)

Jolene sets to work calling in favours from contacts she has made within house Gholander. It is not easy – Gholander usually attempts to keep things peaceful rather than stirring up trouble, but her disgraced status in her house has brought her into contact with some less reputable allies and she manages to convince a few gangs to start causing trouble around the station.  It is not enough however, and although a few extra men are assigned to the station, most of the blame falls on the Cyran refugees slummed on the outskirts of the city. The warforged are not dissuaded, and Jolene is called to a planning meeting for the immanent sabotage attempt.

(Jolene rolls 0+3=3, against the warforged -3+4=1, gaining 1success

The warforged meet in a house not far from the lightning rail station, and outline a plan to overload the capacitors in the station using some magical wands they have procured, blowing the whole thing sky high and ensuring the rail will be inoperable until replacements can be manufactured and installed. Jolene plays her part to perfection, gaining instructions for the diversion she needs to create (she needs to set a fire in an adjoining district) as well as detailed knowledge of everyone elses role in the plan.

Once Jolene has set her fire, the flames will be seen by a warforged scout, who will pass a signal on to the rest of the group that it is time to move. Instead of setting her signal however, Jolene doubles back and ambushes the scout, reducing him to scrap and moving on to the next target on her list. She needs to move fast now, to catch the agents before they realise something has gone wrong and deviate from the plan.

(Jolene rolls Athletics 0+3=3, against the warforged 0+4=4. She spends a fate point to tag Born under open skies for a total of 5, and another success.)

Jolene is moving before the body of her victim hits the floor. She quickly climbs through the window he was using to keep watch and hauls herself onto the roof. Then she runs across rooftops in the direction of the station, making use of the close buildings and overhanging roofs to keep her away from the streets and any potential surprises that might get in her way. Her next target is the agent tasked with shutting down the stations security. He is waiting nervously by a side street in view of the stations control tower, and the last thing he expects is for  Jolene to drop on him for above. The first thing that tells him things are not right is what feels like a child landing on his back, throwing his balance and then something he registers as pain as sharp knives slice through his bindings. Then darkness.

Finally, the warforged carrying the wands of electrical discharge. (Jolene rolls deceit 0+3=3, vs the warforged -1+4=3, for a draw. She spends a fate point to tag Master of disguise for a total of 5, and 1 success – winning the contest)

The final group of agents are milling around the station waiting for the lights to dim, a sign that the stations security has been compromised and they can make use of their wands. They take no notice of the Halfling steward making his way amongst the crowd. Just another unlucky commuter about to become a casualty of war. Only when he ‘accidentally’ bumps into the team leader, and somehow pockets the control device that has been designed to activate all the wands at once do they become concerned. The leader pats his empty pouch for a moment, taking crucial seconds to register what has happened, and then turns to shout after the theif. But it is too late. Jolene activates the wands, and half a dozen warforged agents collapse onto the platform amidst a crackling shower of arcing electricity.

Hands in pockets, Jolene calmly walks away…


So ends the second Scenario, and a significant milestone for Jolene.

Jolene will gain a point of Contacts as she has been relying on them fairly heavily in this scenario.
 She wont change any aspects at this point.

Tuesday, June 12, 2018

Fugees and Iron scenario 2 scenes 2 and 3

Scenes 2 and 3


Scene 2

Now is the hard part. Jolene needs to gain enough trust from the warforged to get an idea what they are up to without doing anything that might come back on her house. Her first mission will be a test.

She must break in and gain plans for a city instalation

1) Guard barracks
2) Governors mansion
3) Lightning rail station

A 3, so it is the lightning rail station. This will be another challenge; The plans are kept in the city archives

Deceit in order to gain entry to the station; roll -1+3=2 for success at a minor cost
She dresses as an orderly, and manages to convince the guards to let her into the building however they are suspicious.

Stealth in order to get past the guards unnoticed once inside; roll -2+2=0
She fails to get past the inner guards, and instead sets off an alam drawing them away from their posts

Burglary in order to break in and take the blueprints; roll 0+2=2 for success at a minor cost
She manages to get the blueprints, but is trapped in the archives by guards closing in on her position.

There is only one solution – Parkour!!

The archive is a third story room. By going through the window she can drop to an adjacent second story roof and from their make her getaway.
Acrobatics: roll of 1+3=4 for asuccess
Stealth: -1+2=1, +1 for moving silently across the rooftops while barefoot for success at a minor cost (a boost of ‘something strange’ raising the next difficulty to 4)
Deceit: roll of -1+3=2. tagging ‘Master of disguise’ for a fate point to gain success at a minor cost.

Jolene jumps from the window just as guards break into the room, and makes her way across the rooftops, evading patrols on the street below and droping unseen into an alley near her bar, where she quickly removes her Goblin disguise and stashes it, before strolling into the bar dressed as a regular halfling patron.

She has the plans but that was a mess. The town is in uproar. it is common knowledge that a Goblin stole the blueprints to the lightning rail station and she is sure she compromised her disguise during her escape. The watch may not know they are looking for a Halfling, but they probably know it wasn’t a Goblin. And worse, the warforged will probably not be entirely happy with the messy retreival of the plans.


Scene 3

Can Jolene discover the Warforged plans?

Jolene meets the Warforged agent by the fountain again the next day as planned, and hands over the blueprints in exchange for payment.
“A Goblin? I thought I was paying you to be discrete?” The agent complains “Now half the city watch is up in arms.”

Jolene needs to salvage things. (using deceit for a roll of 2+3=5 and success with style)
“You need discretion for YOUR bussiness, not for mine, and that is exactly what you have paid for. The break in last night was one of a string of serial robberies committed by a gang of Goblins, a gang who are known not to deal with anyone whos skin is anything other than green. By getting himself seen, my agent ensured that the theft would not be traced back to you. Or did you want an unusual break in landing on the desk of those two who are investigating you?”

The warforged begins to continue its complaint, but looks thoughtful for a moment and relents. “Thats a big risk. What if your agent was captured?”

“Then its not your problem. I ensured they didn’t know who you are remember. You are insulated from this.”

“And the Goblin Gang?”

“Scapegoats.” and imaginary ones at that, Jolene thought, “they arent even connected and so know nothing.”

“Still, I was hoping the theft would go unnoticed for a few days. Dissapointing, but cant be helped I suppose. The extra guards at the station were probably inevitable, and are certainly not insurmountable. Your people seem good at creating diversions. How about we create one to leave that station wide open?”

“Open to what?” Jolene asks guardedly

“Sabotage.”



I decided to let that ride on a single success with style rather than drawing the scene out, in order to cut to some action.
Also, 3 scenes in and just before the pace changes and the action starts seems a good time to call a new session (and a minor milestone). Doesn’t have much effect at this point, but there it is...

Monday, June 11, 2018

Fugees and Iron Scenario 2 scene 1


Scenario 2

I am thinking of introducing another cast member for this scenario. A halfling scion of house Gholander. She acts as something of a troubleshooter for the house – an assassin who specialises in discrete removal of unwanted guests.

Enter Jolene d’Gholander, disgraced (but useful) scion of her house.

The Problem: The lord of blades is gathering an army/Hospitality can be eternal

What if the Warforged agents are using house Gholander hospitality as a cover for their murderous schemes? Why, they would call in a troubleshooter to extend their offer of hospitality to become permanent, thats what…

Will she assassinate the warforged agents?
Will she discover the warforged plans?
Will she track down the head of the warforged agents?
Can she infiltrate the warforged operation?

This looks like it might be shorter and more direct than the previous scenario. A bit like Jolene herself…

Scene 1

Can Jolene gain the trust of the warforged and infiltrate their operation?

Jolene saunters across a bar run by her house. It is easy to spot guests here as they tower over her kin who run the establishment – humans, elves, the occasional bestal shifter - All are welcome in the halls of her family, and all are eating and drinking merrily, enjoying the performance by Victer Evensong, as he belts out a raucus ballad above the din of the crowded bar. Below and between them, Halflings scurry, carrying drinks and meals and empty glasses to ensure their guests are happy and fed. Jolene herself could almost be mistaken for another employee of the house – just another childsized halfling host, easily passed over and dismissed unless some need was not yet catered for. Almost but not quite. The confident manner in which she prowled across the room dismissed any notions one might have that she was in any way a subservient hostess.
Likewise, her quarry was easy to spot. It almost fitted in amongst the tall patrons and revellers who crowded the bar – almost but not quite. Before it sat an untouched tankard of ale, and a glance was enough to see that it had no need of the famed Gholander sustenance either. It had the size and form of a well built man, but it was an approximation at best, fashioned from burnished Iron like a suit of armour given life. In fact, Jolene mused as she drew closer, that was pretty much what it was. Forged to wage war during the long and bloody last war, and now cast adrift on a fragile sea of peace.
“I hear you are looking to put a team together.” Jolene casually slid herself up onto its table, resting her feet on the bench it was sitting at and leaning back on one arm casually while regarding it with a cocked head.
“I have a team.” It replied curtly.

(so this is going to be a challenge. The most obvious skill here is Rapport, which she doesnt have, so lets get a bit creative and start with a retro use of stealth which she used to follow it earlier and discover the identities of its team. All against a difficulty of 2, like in the last scenario. So she rolls 2+2=4, for a success.)

“With respect, you have a toolbox full of hammers and cleavers. What you need is subtlety. Lucky for you, house Gholander prides itself on fulfiling the needs of ALL our patrons – even those whose needs are shall we say more specialised in nature.”

(So now she has his ear, she needs to make him believe she actually knows what he wants and that she can get it. Sounds like Deceive for a roll of 1+3=4, and another success)

“What would you know of my needs halfling? I requested nothing but a place to stay, and discretion with regards to my dealings. Something I paid handsomely for.”

“And discretion is what you have.” Jolene pouts, “Its you Im talking to after all isn’t it? No details have passed my lips. But we both know that in order to succeed in your goals you need something more. You need discrete help in getting things done – the kind of discretion that lumbering cans of metal find difficult, but that comes attached to skills that are hard to find. You need people who can get things done silently. In short..” She smiles her most winning smile, “You need me.”

(Nearly there. What is needed now is a demonstration that she can be useful to it. How about Notice for a roll of -1+2=1. She will pay a Fate point to invoke ‘My home is open to all’ and spot a fortunate arival for a success.)
“And what can you offer me Girl, that cannot be offered by beings forged in the heart of conflict?”
“For a start.” She nodds towards an unusual pair who have entered the bar and chosen an out of the way table where they can discuss their business in relative privacy. That is not unusual in itself – plenty of people have sensitive bussiness to discuss. What marks these two out is their uniforms – a halfling dressed in the livery of the city watch, and a bearded human dressed in armour bearing the markings of the Silver Flame. “I hear those two have been making enquiries into warforged bussiness in the city. Perhaps that bussiness is yours, perhaps it isn’t, but our discretion can extend to making sure they don’t get any closer.”
Jolene has been steadily leaning closer and closer to the warforged as she says this, taking on a conspiratorial air laden with hidden meaning and suggestion. She doesn’t actually have the clout to force the city watch to back off if it comes down to it, but hopefully her bussiness will be concluded before they put too many pieces together. If they do close in then she will hopefully be able to cut some sort of a deal to keep her houses reputation out of it, that deal won’t extend to the warforged of course but it doesn’t need to know that, and anyway her job is to make sure things are cleaned up before that becomes necessary.
She stays leaning in, holding her head inches from that of the warforged, waiting expectantly for his nod of ascent. “OK. He concedes. Bring your team to the fountain tomorrow, and we will discuss business.”
“No.” she shakes her head lightly and drops down from the table “You dont meet my team, they don’t meet you. Secrecy is the key to discretion. Your instructions go through me, and I will ensure they are carried out.”
It holds her gaze for what seems a long time, steady and unblinking as though taking her measure, and then nods ascent. “Tomorrow then.”

Success. Jolene has gained employment with the Warforged agents operating in the city.

Friday, June 8, 2018

Fugees and Iron scene 5


Scene 5

A new day dawns. Verden wakes up feeling severely battered and broken. Getting some kind of healing for his ribs is right at the top of his priorities, but tracking down the killer and putting an end to his activities comes first.

He gingerly dresses and pulls on his armour, before going out to find Sergeant Hemlock. The sergeant fills him in on the identity of the two corpses the killer murdered last night – one was the shopkeeper, and the other was the artifact dealer that Verden had been looking for. It seems the Killer abducted the shopkeper, forced him to complete the transaction, and then killed both him and his supplier.

Verden fills Hemlock in on the Warforged he chased down. Both agree they dont have much to go on. Without evidence of the warforged’s involvement, the Refugees are still the obvious culprits to most of the city, and tensions are running high. Verden devises a plan to trap the warforged;

They will stage another seller of a warforged shema, and hope to find a buyer. With luck that should draw the warforged killer out from hiding, and allow them to ambush him.

Another challenge then.

Finding someone to pose as a seller, and getting the word out to a buyer should both require contacts. Because of the extra complication I will set the difficulty as good (3).

Setting up a convincing ambush will require deceive at fair (2)

Springing the ambush at the correct time will require notice at fair (2)

Assuming things go to plan, the fight will be relatively easy as crown officers will help with the ambush. Of course Verden isn’t actually skilled at this sort of thing, so it may not go exactly to plan…

First, setting up the deal (using contacts for a roll of 2+1=3, and success at a minor cost.) goes without a hitch. The only problem is that Verden is forced to rely on his contacts within the Refugee camp to set up the deal, meaning that if things go south it will look like the refugees were setting up an ambush killing of their own…
Second, setting up the ambush (using deceive for a roll of 0 and success at a major cost) is more difficult with Verdens limited experience. He can get himself into position to pull off the ambush by posing as a guard for the seller. He cant see a way to get official reinforcements close enough without giving the game away however. Oh dear…

Lastly, springing the trap (using Notice for a roll of 1+1=2 and success at a minor cost.)…

Things were set up. Verden watched uneasily as his ‘seller’ Harken waited patiently for the buyer to show. So far there was no sign of an ambush. The warforged killer might not show at all. He might not need more schematics, he might wait to target the buyer later, he might have gotten wind of the trap, or he might simply not have heard about the sale. All verden could do was wait and watch as the buyer – a middle aged human with a large belly – arrived and the deal was made. Verden was just starting to relax when it happened. With the sound of splintering glass the warforged made its appearance, leaping through a second story window directly above the transaction to land between the two men in a shower of glittering fragments, Its blade held ready to strike and already swinging towards Harken’s head.

Verden moved fast (attack 0 vs defence 2) and the warforged blade deflected from its path with a deafening clang as he pushed Harken aside. The fight was on.

Verden pushes his friend out of harms way, and calls the blessing of the silver flame upon himself, filling his very being with feirce fire (create advantage using faith for a roll of 1+3=4 to create the advantage ‘blessing of the flame’ with one free invoke.)

The killer circles and strikes (attack 2 vs defence 3, tagging ‘broken ribs’ for attack 4. 1shift +w2 -a3 = 0stress, and the boost ‘painful ribs’), causing pain to flair in Verdens ribs as he deflects the blow.

Verden circles around the killer, forcing him back against the wall of the building he jumped from (using his adaptable stunt to create ‘between a wall and a halberd’ with 1 free invoke.)

The killer attacks again, trying to force his way back out from the wall (attack 6 vs defense 4, tagging ‘painful ribs’ for attack 8,  4 shifts +w2 – a3 = 3 stress), laying into Verden with solid blows but he refuses to give ground.

Every time the Killer launches towards Verdens halberd, he is met with a thrust of his blade. Every time it attempts to circle away from the wall, his blade sweeps wide to halt it. (create advantage using fight for a roll of -2+3=1 against resistance using physique -2+4=2. Verden tags ‘between a wall and a halberd’ for a total of 3, gaining the advantage ‘pinned in place’)

With a roar, the killer attempts to break free of Verdens blade, (using physique 0+4=4 to overcome vs fight 1+3=4. Tagging ‘broken ribs’ with a fate point to succeed). His ribs give a sharp tug as he swings his blade and he is forced to give way as the warforged barrels towards him.

As Verden dances aside from the killer, carefuly maintaining an advantageous distance and using the reach of his weapon to keep it at bay, he watches the way it fights. (create advantage using empathy 3+2=5 vs deceit -3 for 8 shifts and the advantage ‘Use its rage against it’ with two free invokes.) It is almost entirely relying on blind rage and brute strength, weilding its sword like a cleaver.

The killer attacks again (attack 2 vs defence 1) and Verden smoothly steps aside (attack 2 vs defence 3, tagging both ‘use its rage against it’ invokes, as well as ‘blessing of the flame’ for 7 shifts.) swinging his halberd in a graceful arc that seems to anticipate where the killer is moving. As the blade connects he grimaces in pain (killer invokes broken ribs, for total defence 5 and 5 shifts +w3 -a2 = 5stress and taken out). Grimly, Verden fights the pain that washes over him as he connects with the warforged just below its head, sending it spinning into a backwards summersault as the momentum of its lower body continues, and landing it in a crumpled heap of tangled limbs and scrap metal.

Sergeant Hemlock and his reinforcements arrive to find Verden kneeling beside the dead warforged, cradling his damaged ribs.

“C’mon lad.” he says as he pulls the Paladin to his feet. “Let’s see if we can’t get you some healing.”


So that ends the scenario, and merits a significant milestone. Because he has been making friends in the city watch, Verden will increase his Contacts to Fair (2). He will also alter an aspect to show that he now has friends in the watch.

Thursday, June 7, 2018

Fugees and Iron scenes 3 and 4


Scenes 3 and 4

In retrospect Scene 4 should really be scene 3.5, so I will post them together. Scene 4 sees the first combat of the campaign...

Scene 3

Can Verden prove the Refugees are innocent?

After a day spent searching through the ramshackle lodgings that pass for homes in the refugee camp and questioning their occupants, the investigation has drawn up nothing. The shopkeeper has not resurfaced, and nobody in the camp seems to know anything. It is a frustrating day, both for Hemlock, who was hoping to find the culprits, and for Verden, who has to watch his people interrogated over something he does not believe them guilty while the true culprit roams free.

“Why the shop?” Verden asks as the sun begins to set and the shadows lengthen.

“Opportunity?” Hemlock responds half heartedly. They have had this discussion several times already, and now it is looking depressingly likely to be the only lead he has left.

“What if it wasn’t? What if the target was either the shopkeeper himself, possibly because of links he has, or the shop, maybe a robbery or something?”

“Doesnt look like anything was taken. There was no sign of the place being ransacked. No struggle either for that matter.”

“So he might have done it himself and left to fake hiis own death? How much do you know about this ‘victim’?”

“Bit farfetched.” Hemlock responds dryly “More likely kidnapped, but we’ll look into it tomorrow I suppose.”

“How about tonight? We could have a last look at his things in the shop, and if it turns up nothing we can start afresh tomorrow.”

The shop is much as they left it, and they quickly set about looking through the shopkeepers belongings.

Was he killed for something he found out? Yes. His inventory states he had tracked down part of a schema used in the creation of warforged. He hadn’t taken possession of it yet, but he was due to do so.

“If we can track down that schema, my bet is we will find whoever did this.” Verden opines.

Scene 4

A contacts check is needed to find the seller for the schemata that same night. Verden rolls 1+1=2 for success at a minor cost. He tracks the seller down, but he is almost too late and he arrives just in time to see the seller murdered and the killer fleeing the scene.

CHASE. Will the killer escape?

Compel on heavy armour (resisted due to armour training). Overcome using Athletics for a roll of 2 and success at a minor cost.

Verden follows the insructions given to him, and arrives in time to see two shadowy men standing over a corpse. Before he can react, one of the men falls, and the third shadow runs down a nearby alley. Verden takes off in persuit, ignoring the strain of carrying his heavy armour and hauling himself over walls and keeping pace as he rushes after the shadowy killer.  Finally cornering him in an alley. Unfortunately, he has been led into a trap, and more thugs enter from side streets to surround him.

Zones:
darkness
Central Alley: Killer, Verden, street lamps
Side Alley: Thug Mob, crates
Side Alley: Thug Mob, Overhnging gantry
Side Alley: Thug Mob, narrow space


Warforged Killer: Nameless
Great: Physique
Fair: Fight, Athletics
Killer: May attack using Physique instead of fight
medium armour, bastard sword (a2, w2)
1 2 3 4
Thug Mobs:
Each 2 thugs
Average Fight (2)
x0/x1/11
(w1, a1)

The Killer turns to face him as more enter from side streets. Verden gives one last chance to surrender, and spins his halberd in a warding pattern, attempting to drive his foes back and stop them from using their numbers to their advantage. (using Fight for a roll of -1+3=2 and gaining the boost ‘Whirling death’)

The thugs close in, rushing to attack with no sense of strategy, coming at him in pairs.

The first pair close in but hold off (attack 2 vs defence 3), while the second pair rush close only to be driven back by his swinging blade (attack 2 vs defense 1, tagging ‘whirling death’ for defence 3). This breaks his rhythm, allowing the third pair of thugs to push in on him (attack 0 vs defense 0, gaining the boost ‘weight of numbers’)

The warforged killer wades in amongst his thugs, swinging an overhead blow (attack 4, vs defense 2. Tagging ‘weight of numbers’ for attack 6. 4 shifts + w2 – a3 = 3 stress) that Verden is unable to dodge because of the assailants pressing around him and he barely deflects it with a sweep of his halberd.

Verden sweeps aside from the killers attack, and launches one of his own (attack 3, defense 2 for 1shift +w3 – a1 = 3 stress.) smashing the blade of his halberd into the chest of one thug, caving it in and sending his corpse crashing into his comrade.

The thug recovers quickly, leaping his fallen comrade and thrusting his blade directly into verdens face (attack 2, defence 1. 1 shift + w1 -a3 = 0 stress. Creating the boost ‘distraction’)
The second pair of thugs take advantage of the distraction (attack 1, defence 2;  tagging ‘distraction’ and creating boost ‘swarming foes’)
The third pair rush from the other side, ducking in and attempting to strike at Verden as he deals with their comrades (tagging the boost to create a different one - ‘attacked from all sides’)

The killer stands amongst them (attack 6 vs defence 3. Tag ‘attacked from all sides’ for attack 8. 5 shifts +w2 -a3 = 4 stress.) and sweeps his blade in another solid blow which a harried Verden barely responds to in time.

(attack 1 vs defence 1. 0 shifts +w3 – a1 = 2 stress). Verden drops low and sweeps his blade in a low arc, cutting the legs of another thug from beneath him.

The first pair of thugs retaliate (attack 0 vs defense -1. 1 shift +w1 -a3 =0 stress. Creating boost ‘distraction), drawing forcing him to continue to circle and react as their comrades move behind (attack 3 vs defense 2.  1 shift +w1 -a3 =0 stress. Creating boost ‘multiple distractions’) and continue to assault his guard.

The Killer swings his sword in another arc, (attack 5 vs defence 2. tagging both boosts for attack 9. 7 shifts. 2 stress and moderate consequence – broken ribs).

The killers blade crunches into Verden’s rib cage and he feels something break. Another blow from one of the thugs takes his balance, and he drops painfully to the floor. For a moment he thinks that is the end as the Warforged killer raises his blade in a reversed grip, but then it seems to freeze and motions its allies to withdraw. Through the gloom he hears the sound of a watchmans whistle, and sergeant hemlock appears standing above him.

“Well well, looks like you shoulda waited till morning after all...”

Definately not a successful scene. Verden has gained a moderate consequence ‘broken ribs’, and the killer has escaped. Not only that, but in accepting the concession, the killer has gained a bonus fate point. To be fair, this was a pretty hard fight to win (although I could have used the alleyways to try and create advantages that would limit the numbers that could be brought to bear). Just the warforged on its own would probably have been a match for Verden.

I will end the session here as well, allowing Verden to regain his refresh before continuing.

Tuesday, June 5, 2018

Fugees and Iron scene 2


Scene 2


Can Verden gain access to the official investigation into the killings?

Has there only been one murder? Yes. And given the impromptu nature of the mob, it must have been recent meaning that if he is quick, he may be able to get access to the crime scene.

This will be another challenge.

Contacts, in order to track down the crime scene quickly enough to look it over.

Politics in order to convince the investigators to give him access.

Investigation in order to put together clues as to the killer.

Again the difficulty for each roll will be fair (2).

Verden gets to work quickly, starting by asking around the refugees and putting feelers out to discover where the murder took place.

(overcome using contacts for a roll of 0+1=1. he uses a fate point to tag ‘infused with the silver flame’ for a total +3 and success)

Nobody seems to know anything, and he sends out runners to discover more but with time being paramount he doesn’t have the luxury of simply waiting for their return. He tracks down the local church of the silver flame, and introduces himself. Word of the murder is spreading within the city walls and he is pointed towards a shop specialising in historical curiosities from before the last war.

[The shop has been cordonned off, and the officer in charge is a

1) Elf
2) Dwarf
3) Gnome
4) Halfling
5) Goblin
6) Ogre
7) Warforged
8) Orc
9)shifter
10) other

hardened veteran halfling with a dour demeanor.

Does the detective suspect the refugees? Yes.]

He is stopped from entering by a dour and hardened halflng, wearing leather armour and dressed as a city guard.

“Get out of my way, Paladin. This is a murder investigation, and unless you have something to add I suggest you back off before I arrest you for obstruction.”

(Verden has little understanding of the political arguments he needs to gain access, so he will need some advantages to help. Firstly he will use Rapport to try and soften up the halfling rolling 3+2 for a total 5 and creating ‘a fellow inquisitive’ with 2 free invokes. Secondly he will draw on his newly made contacts in the church of the flame to lend weight to his request rolling 1+1=2 and creating ‘on church bussiness’ with 1 free invoke. Finally he will attemt overcome using politics for a roll of 0, and use all his free invokes to succeed with style gaining the boost ‘a helpful halfling.’)

“If I can be of any help then I will.” Verden responds, tipping his head to the officer, “In fact thats why I’m here. I have come straight from the church of the silver flame to lend what aide I can. Verden Bartell at your service.”

The halfling takes his offered hand and gives him a curious appraisal. “Sergeant Hemlock.” He turns back towards the shop and scratches his head, “How about you take a look and tell me what you think.”

(I will start by rolling to see how much sense Verden can make of the scene using Investigation for a roll of -2. He will invoke ‘a helpful halfling’ for a reroll and get 0. Still a failure.)

Is the body present? No, and….
Is the shop intact? No
Are there signs that the refugees are responsible? Yes.

There is no sign of a corpse. No blood. Nothing. The shop has been devastated and it looks like a fire burned half of it down. GREETINGS FROM THE MOURNLAND. Has been scrawled in red paint across one wall.

“Your refugees are from the Mournland are they not? The shop owner has been missing since the incident.” Sergeant Hemlock drawls.

“But why would they draw this attention to themselves? And why target a shop filled with antique curiosities?” Verden shakes his head. Something doesnt quite seem right.

“You tell me. Or better yet let’s crack some heads in the camp and see if we can find answers from the horses mouth.”

Another partial success. Verden has gained access to the official investigation, but that investigation is heading for his own doorstep.

Monday, June 4, 2018

Fugees and Iron Scene 1


Scenario 1


I have found with solo campaigns that I find it much easier to get going if I begin with one character at a time and get to know them a bit before adding more to the mix. Usually I like to play wizards of some kind, but for this campaign I broke the mold and started with a Paladin. For some reason the idea of a divinely empowered striker appealed to me, and Verden was born.

So to begin the first scenario I picked an issue and a character aspect;

Refugees are outstaying their welcome/Champion of the dispossessed

I then mashed them together into a story question;

What if a series of attacks and murders are being blamed on the refugees?

And brainstormed a series of questions following on from this. The intention was for these questions to provide seeds that would guide the creation of scenes in the scenario. More seed questions can be added as needed, but this is the starting list;

Will Verden be able to clear the refugees and track down the culprits?
Can he foil an attack?
Can he stop reprisals against the refugees?
Can he prove that the refugees are innocent?
Can he put an end to the attacks?

I answered yes/no questions using the loom of fate from conjecture games, partly because I have it on an excellent ‘adventuresmith’ ap on my phone. Most random elements in this adventure came from generators on the adventuresmith ap.

The following scenes have been left exactly as I chronicled them during play. I have attempted to highlight sections which purely apply to the mechanics being used in the hope that this will make it easier to read, however please be aware that this was essentially a stream of consciousness and as such mechanics and story are intertwined throughout the text.

Scene1.


So there are two possible places to start this scenario – stopping an attack, or stopping reprisals against the refugees. Lets say an attack has already happened and that a mob is gathering to blame the refugees for the problem.

Verden’s goal is to stop the mob from targeting the refugees.

Do the refugees know about the attacks that have been happening? No. It has only just happened, and the mob is a knee jerk reaction.

Verden is attending a council meeting with the appointed leaders of his refugee group when they are disturbed by a commotion outside and a young Cyran man bursts into the room ranting about mobs and violence. Verden bids the councillors remain in hiding and goes to see what the fuss is about.

Are the mob armed? No, they have come with words and accusations. This is potentially the prelude of greater repercussions.

This will be a challenge in order for Verden to deesculate tensions and stop things from getting out of hand.

Firstly he must Get the crowds attention centered on himself using Rapport

Secondly he must determine the cause of the unrest using empathy

Thirdly h must convince them he can discover the true cause of the problems using Lore.

Each task has a difficulty of Fair (2).

As he approaches the mob, Verden calls upon the flame, illuminating himself with its light (create advantage using faith for a roll of 2+3=5. Creating ‘filled with the living flame’ with 2 invokes.)

“Enough!” As Verden addresses the crowd, he is lit from within by burning flames, and his voice crackles and roars with divine authority. “We are harmless refugees. Our homeland has been destroyed, and we simply wish to live in peace beside your city. What can we possibly have done to provoke this violence?”

(Overcome using Rapport for a roll of -2+2=0. Tagging both invokes on ‘filled with living flames’ for a total 4, and success)

The mob draw round him, cowed by the obvious divinity of his presence but unswayed by his words. “What have you done? What have we done to draw you to our city like parasites? For a hundred years we have fought your kind. A hundred years we have bled to keep you in your forsaken nation. And now we are expected to welcome you as guests?”

The speaker is a youngish man, probably a labourer, possibly a veteran of the war himself. Is he a nationalist? Yes.

“There was blood spilt by both our people.” Verden retorts, “We lost our families, our nation, and our home. We know of loss Brelander, none more than us. But the war is over. I for one am sick of the violence. A million of my countryfolk lie dead – can you not pardon those of us who remain?”

(Overcome using empathy for a roll of 2+2=4, and success)

“Aye. Peace would be fine if only that were offered. You come to us with open words and hidden swords. We will not stand and let you murder our kin.”
“There has been killing?” Verden asks with a sinking feeling, “This is news to our camp. I swear by the flame that I will find the culprits and bring them justice. Leave now in peace, and I will find your killer.”

(overcome using Lore for a roll of 0, tagging ‘champion of the dispossessed’ for a fate point and success at a minor cost).

“Then you had best start looking within your own walls. We will leave you now, but blood demands blood. We will be back with the weight of the law and the strength of the crown. Hand those responsible over for justice, and we will allow the rest of you to leave in peace.”

Success (mostly). Verden has gained time to look for the killer, but disaster has been delayed rather than averted. If he cannot find the killer before the mobs can gain official sanction then the blood of his people will be spilt.

Sunday, June 3, 2018

Fugees and Iron - Characters

Fugees and Iron - Characters

 Unfortunately I didn't save the character sheets as they were at the outset of the campaign, so here they are as they stood at the end of the first story arc. Not much has changed - the odd skill has been swapped here and there, a couple of aspects have altered, and everyone has had a few skill raises and gained a stunt. Nothing major however.

It should be noted that these character sheets were only finalised (and in some cases created) as the characters were actually introduced to the story. I left things wide open for as long as possible.

The biggest changes were to Kayla because I couldnt settle on a system to use for her magic, even taking a couple of weeks Hiatus because I just wasnt feeling the systems I had chosen. This sheet reflects the system I eventually settled on.

Anyway, I didnt create all these before starting but I will include them here for reference;

 
Paladin of the Flame: Verden Bartell

Race: Born Survivor (Human)
Class: Infused with the living flame (Paladin)
Background: Enslaved by a Vampire along with my people.
Aspect: Sick of war and bloodshed
Aspect: Champion of the dispossessed and the Brelish Crown (trouble)

Great: Fight
Good: Faith,
Fair: Rapport, Empathy, Contacts
Average: Ride, Resources, Notice, Stealth

Refresh; 2
Physical [1][2][3]
Mental [1][2]
[Mild] [Moderate] [severe]

Adaptability (once per session, create an advantage relating to adapting to circumstances with one free invoke.)
Paladins Armour (ignore a compel against armour once/session at no cost)
My Faith is my sheild (use faith for physical consequences)
Paladins Weapons: proficient with martial weapons
Smite evil: +2 to attack daemons, extraplanar evil, and undead
Laying on of Hands: your healing power is such that you can, once per scene, remove a mild consequence from yourself or someone else, or reduce a more severe consequence by one step.
You may not do this again to a consequence that you have already reduced. If done in the midst of action, this takes your action for the exchange, and requires you to be in the same zone as your target.



Halberd: w3, Best at a distance, set against charge, 2 handed, free aspect (dismounted), free aspect (punctured armour).
Plate Mail: a3, a loud and protective shell, Partial coverage (breastplate and mail shirt only)
Bastard sword: w2, with 2 hands I hit harder, free boost (binding with oponent)


Scion of House Gholander: Jolene d'Gholander

Race: My home is open to all. (Halfling, Gholander)
Class: Hospitality can be eternal(Assassin)
Background: Born under the open skies
Aspect: Disgraced Scion and folk hero.
Aspect: Aide to General Heager, hunted by his associates

Great: Deceive
Good: Athletics,
Fair: Notice, Stealth, Burglary, Contacts,
Average: Shoot, Resources, Crafts, Fight

Refresh; 2
Physical [1][2][3]
Mental [1][2]
[Mild] [Moderate] [severe]

Silent tread (when barefoot, gain +1 to overcome obstacles by moving silently, and +1 athletics to keep balance on ledges, tightropes etc.)
Killers weapons (+1 attack and proficiency with assassin weapons)
Free running (athletics overcome to move between zones is free)
Unseen blade is the one that kills (Fate point and surprise in order to use Deceive instead of fight to attack single target for duration of combat)
Seducer (use deceive instead of Rapport when able to make use of seduction).
Climb Walls: gain +2 to Athletics for overcome actions that involve climbing. Further,
you may climb sheer surfaces without requiring special equipment to do so, provided
there are any cracks or projections at all that could be used as finger or toe-holds

Superior Leather armour: a1, less restrictive, lightweight and quiet
Superior Shortsword: w1, light and quick, keen edge, free boost: in close
Throwing dagger: w1, easy to conceal, unexpected attack, range 1zone.


Warforged Scout (Dart)

Race: Emotionless Construct Forged in the fires of war (warforged)
Class: Hidden ways and paths are my specialty (Ranger)
Background: For king and Country
Aspect:
Aspect: Special Forces Sergeant

Great: Notice
Good: Stealth
Fair: Shoot, Fight, Physique, Nature
Average: Athletics, Ride, Provoke, Contacts

Refresh 2
Physical: [1][2][3][4] [Mild]
Mental: [1][2]

Shoot and Fade: When attacking from stealth and getting a success with style, may add a free invocation to the stealth aspect rather than getting a boost.
Weapons of the hunter: +1 attack and proficiency with bows, 1 handed weapons, and spears
Bow Specialist: +1 to attack with bows (other than crossbows)
Careful shot: Use notice to attack rather than shoot when time has been taken to carefully aim a shot
Iron Man: +2 Physique when determining stress
Woods Vanish (requires Shoot and Fade or Stalker): once per scene, in woods or other natural environments with plenty of cover, you may pay a fate point to create an aspect of Hidden with two free invokes. This does not take an action, so you may act in the same exchange

Spear: w2, set against a charge, superior reach
Composite bow: w3, 2 handed, very long ranged, silent, Rapid shooting (attack again on success with style instead of boost).
Longsword: w2, with 2 hands I hit harder, free boost binding with oponent

Elemental Binder (Kayla

Race: Better a life like a falling star (Human)
Class: The living Elements are bound to my Will (Magic User)
Background: Graduate of the Lyrandar Windwrights academy
Aspect: Elemental Artillery Captain
Aspect: Dealing with fools is a waste of time (mercy/pride)

Great: Magic,
Good: Crafts
Fair: Lore, Resources, Will
Average: Provoke, Athletics, Notice, Investigate, Ride

Refresh: 2
Physical: [1][2]
Mental:[1][2][3]
[Mild] [Moderate] [Severe]

Human Determination:+1 to physique and Will to resist pain and discouragement
Arcane Education: Use Magic as lore when overcoming wrt magical topics. Once per adventure meet a wizard you knew at school who is favourable to you, or gain a Fate point.
Powerful Bindings: +2 when using Magic to create an advantage representing summoning or Binding elementals
Mage Armour: Use magic as athletics to defend
Sorcery: For the cost of a fate point, Kayla can use magic to replicate the effects of any other skill. If desired, she can instead use that skill with a +2 bonus. This skill use does not require any equipment, and can achieve things that would otherwise be impossible.
Elemental Destruction: Kayla may use Magic as Fight to attack as long as she has a summoned elemental aspect in play. The attack must be in the same zone as the elemental aspect, and has w1.