[Gm Notes]
Aspects: ??
[Narrative]
The door. The human spies it warily, knowing that the last person he knows of who went through it, met – at best- with some violence. A goods night sleep hasn't helped the sense of concern he has regarding what may be coming.
He glances around, and notes a dearth of information, everything seems in place. Quickly, he slips up to the door, and tests the handle, which moves easily allowing the door to be opened.
Stairs lead down into darkness. Before allowing the door to close, he notes, with some concern, that there is no handle on the inside of the door. Given the quality of the door, it is unlikely that he could re-open it, if he needed to. “There must be another exit”, he thinks to himself, before pulling a small stake from one of his many pockets, and jury-rigs the lock, to try and stop it from latching. He lets the door close, then pushes on it, and it opens again. When the door closes, the hallway he is in is plunged into complete darkness, he notes. The stairs seem to stop about 20 feet underground, with a passage leading away from it.
[OOC]
[Rolls]
Rolls: Notice +3 +4 = +7 Epic
Thief +4 +1 = 5 DC 3 : Result +2 Fair.
Notes:
Nymh FP : 4
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[Gm Notes]
Aspects: Darkness
[Narrative]
Step, Step, step. The bottom of the stairs is reached without incident, and the quiet thief starts down the path, slowly. The passage is not long, and ends in a large wooden door. Light is just visible under the door, and casts enough into this part of the passage, that Nymh can make out the door and the lock. A try of the handle, shows the door to be locked.
Kneeling down, he peers through the lock and sees a simple chest upon a table, lit from above by a large chandelier. In doing so, he notes a small needle pocking from the lock, which he deftly removes. Picks are produced, and he attempts to unlock the door…
[OOC]
Ed, so, fails in FATE are successes with bad consequences. In this case, you’ll unlock the door, but noisily. You can invoke an aspect and either add +2 (for a tie, which is success with a lesser consequence) or a re-roll – which can fail again.
Or you can just take the lumps.
[Rolls]
Spot trap: Thief +4 +0, +4. DC 3: Result +1. Average.
Unlock Lock: Thief +4 -3, +1. DC 3. Result -2. Fail.
Notes:
Nymh FP : 4
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[Gm Notes]
Aspects: Darkness
Free Aspect: Situational Awareness (+2 to any one roll)
[Narrative]
Which he does so with amazing skill. The air around the door is hardly stirred, as the thief slips into the room. In the center of the room, is a wooden table with a small chest. Despite the tantalizing chest, the wary human hangs back near the door, and looks to other aspects of the room. There is evidence of violence, with stains on the floor and portions of the wall. And a smell – gamey and arid, which lingers in air. A rope, tied on one end to the wall, supports a large wooden candelabra, which supports candles, and hangs right above the chest, giving the light in the room. Finally, there must be a secret door somewhere, as it seems unlikely that the expectation is to exit as he came in.
A odd feeling of being watched washes over him, though he's not sure, exactly, why.
He ponders these thoughts as he considers his next step.
[OOC]
From one extreme to another. Re-roll resulted in a +4.
A boost is like an aspect, but temporary. It will end after the scene. You can invoke it at will (before or after a roll).
[Rolls]
Unlock Lock: Thief +4 +5, +8. DC 3. Result 5. Superb.
Notice +3, +2 (SA) +1 = +4; DC 3; Result 3: Good.
Notes:
Nymh FP : 3
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[Gm Notes]
Free Aspect: Situational Awareness (+2 to any one roll)
[Narrative]
The lock is untrapped, and easy to pick. The chest opens, and inside is a small scrap of paper with a red wax seal. As the box opens, so, too, does the wall start to lift. Three greyish, mottled, feet can be seen, beneath the door.
[OOC]
This is a good place to review actions: Overcome; create an advantage, attack and defend. Attack and defend is obvious, but be aware you can declare a full defend, lose your action, and get a +2 to your defense rolls.
Overcome is about getting rid of an obstacle between you and your goal (such as picking a lock, forcing a door, etc). Create an advantage is a way to create an aspect you can use, sometimes for free. Tripping someone, caltrops, smoke to hide in, dousing the lights, are all examples of this. But, maybe you want to use a "lore" roll to recall something about the enemy which may help.
Also, a word on “multi” attacks. There are various approaches (read page 205 in the rules), but the most obvious is that you can split your rolls across various targets. So, if you end up with a +5 attack roll, you can use it against 3 characters, for a +2,+2, and +1. The best way to handle this in our game, is to use conditionals: If I get more than a +4 on the rolls, split it this way.
We’ve been using mostly passive resistance up to now, IE, DCs. Active resistance is rolls on both sides. You get to roll a defense against every attack.
[Rolls]
[OOC]
There was no way to avoid this, as I wanted us to test the combat system. That said, fighting is not necessarily your only option.
Notes:
Nymh FP : 3
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[Gm Notes]
Aspects: Darkness
Free Aspect: Situational Awareness (+2 to any one roll)
Cluttered floor: (one free invokcation)
Goblin 1: Prone (free invoke)
Goblin 2(Boost vs. Nymh) : One free invoke for +2 to attack (lasts one round).
Goblin 3: Unarmed (free invoke)
[Narrative]
In anticipation, the human kicks over the table (after grabbing the paper), and starts to run for the door. The table easily topples over, splitting into several pieces. The small test tumbles further, also splintering into pieces.
The door continues to climb, revealing three goblins with small, but angry looking, daggers. The gibber to one another, looking fearfully around, before moving to intercept the thief. They slip and stumble over the debris on the floor, and haven’t quite gained their balance when they reach the thief.
The first goblin swings his dagger at the thief, over corrects for the debris, and slips and falls. The second goblin moves around the first, and swings his dagger as well, which the thief deftly parries, though exposes his back in doing so. The third goblin swings as well, but sweat (or some worse liquid) causes the blade to go sailing through the air, well over the thief, and slides across the floor into the corner of the room.
[OOC]
So, this is a good example of combat (one sided as it is). I intended for these guys to be easy, though they haven’t rolled very well either. Free invocations can be used to help you attack.
If the numbers had been reversed, Ed would have suggested the aspect to be placed on him, or let me pick on him.
As no damage has been done (yet).
Ed, you can keep moving, maybe try and close the door after you, or fight.
[Rolls]
Nymh Athletics (overturn table) +1 +1 = 2. Fair. One free invocations.
Goblin 1: Fight +0 +-1, result -1. Defense Thief 4 -1 = 3; Total Fail -4. Abysmal.
Goblin 2: Fight +0 +4. Result 4. Defense Thief 4 + 0 = 4. Tie.
Goblin 3: Fight +0 +2. Result 2. Defense Thief 4 + 3 = 7; Fail -5 Abysmal.
[OOC]
There was no way to avoid this, as I wanted us to test the combat system. That said, fighting is not necessarily your only option.
Notes:
Nymh FP : 3
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[Gm Notes]
Aspects: Darkness
Free Aspect: Situational Awareness (+2 to any one roll)
Goblin 3: Unarmed (free invoke)
[Narrative]
With a practiced ease, the thief finds a dagger, and flicks it through the air, where is spins end over end, and strikes true. The chandelier falls down…
…and catches all 3 goblins in its path. It lands squarely on the head of one of the prone goblins, with a satisfying *crack* sound. The other two are struck by the thing as it falls, but are knocked away and are not trapped under it. Both look the worse for wear, as they stumble towards the thief, but he quickly slips out the door into the hallway.
[OOC]
Chandelier drop has no rules I can find, so I made it up.
A quick note on damage – there are 2 types “Stress” which avoids damage, and Consequences, which lets you take damage and keep acting. There are limits to both. If you have no stress of consequences left, you fall and are at the mercy of the captors (or the gm).
Here, the goblins have 2 stress boxes and no consequences. So, G1 is out of the fight. G2 and g3 each have 1 stress left. The stresses have point values and you can only wipe away damage of equal or less with a stress box. Consequences can wipe away a lot of potential damage, but are slower to heal.
Ed, when you get to the door, you'll find it's been locked. The goblins will be after you again next round.
[Rolls]
Prone is invoked on both goblins who are prone. No FP.
Chandelier: Multi-attack on 3 goblins at +3. (+2 on 2)
G1: Avoid chandelier Physique +1 +1; Result -3
G2: Avoid chandelier Physique +1 +2; Result -2
G3: Avoid chandelier Physique +1 +0;-2
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[Gm Notes]
Aspects: Darkness
Free Aspect: Situational Awareness (+2 to any one roll)
Cluttered floor: (one free invokcation)
Goblin 3: Unarmed (free invoke)
[Narrative]
Nymh moves for the door back to the street, and curses silently when it does move. Quickly, he draws another dagger, and turns back to the hallway, in time to see one of the goblins at the door. The thief flashes a smile and offers a threat, which does cause the goblin (who, let’s face it has not been doing well), pause. The pause gives Nymh an opening which he takes, swinging his dagger. The close quarters of the hallway makes maneuvering difficult, but the thief manages to slide the blade into the rubbery grey skin, ending the threat.
As the goblin’s body falls to the ground, the thief waits for the second attack, which never comes. Cautiously, he returns to the chest room, and glances around, but the Goblin is nowhere to be seen. The false wall remains open, and the thief can see that there is another door, open, at the end of a short hallway.
With care, he moves down the hallway and through the door, into a small non-descript room with a small, but tidy desk. To the right of the desk, in a small heap, is the third goblin. On the desk, shimmery with the goblin’s blood, is the goblin’s once lost (but now recovered) dagger. It rests on a white handkerchief.
Behind the desk sits a be-spectacled man with very pale skin and jet black hair. Mostly human, it is possible there is an elven ancestor or too, as his face seems long and thin, and his eyes more almond shaped than most humans. He seems to have been waiting. “You do not need your weapons anymore”, he notes calmly, gesturing at the chair. “Sit, please. You have been offered a chance at wealth and power beyond your dreams. As you have kept the appointment, and managed to past the test, we just have a few matters to detail.”
[OOC]
[Rolls]
Fight +2 +0; result +2. Goblin Defense +0 -1; Result +3
[OOC]
Nymh FP : 3
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"You may call me R.M, I am our benefactor's main contact. Our benefactor, as you may well know, prefers to remain unseen at this time. The others are still being recruited, in a manner similar to you. Once they are determined, then you shall all meet."
On Fri, Nov 20, 2015 at 6:46 PM, Ed Boyle <eboy...@gmail.com> wrote:
"I suppose then the next question is who are the others, and for that matter, who are you?"\
On Friday, November 20, 2015 at 6:05:24 PM UTC-5, Lurkwood_GM wrote:"Our benefactor is more interested in control, than wealth. As I mentioned, you will have access to resources, as sort of a start-up fund, which will need to be paid back. He will then take 10% of any profits from whatever schemes are initiated, but his real payment is service. He will, from time to time, ask for small tasks to be accomplished, which he expects will be done quietly and efficiently."He pauses, then adds. "There is an ancient underground temple a few days travel from here, which will serve as the primary base for action, though the town is the target. The current management will be allowed to remain in place for now, but the expectation is that it will eventually be brought into the fold. Right now, there are two primary actors for the less", he pauses, "respectable business in the city. Neither is particularly well organized, and have little policital clout, though larger numbers. Direct action would not be advisable, in the near term."On Fri, Nov 20, 2015 at 2:47 PM, Ed Boyle <eboy...@gmail.com> wrote:There is the matter of payment... What is the projected value/share of the town, or would it be a flat fee? The number of the opposition, and their relative strength? Is the current management being brought up to speed, or removed from the equation?"Our benefactor believes that this towne is only going to grow in important to the region. Current management has not really be able to capitalize on the value, content with merely skimming the top. You and a few others will correct this. You will have the backing of the benefactor, and reasonable access to resources."
Henry
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"Fair enough."
On Tuesday, December 1, 2015 at 4:33:16 PM UTC-5, Lurkwood_GM wrote:
"You may call me R.M, I am our benefactor's main contact. Our benefactor, as you may well know, prefers to remain unseen at this time. The others are still being recruited, in a manner similar to you. Once they are determined, then you shall all meet."
On Fri, Nov 20, 2015 at 6:46 PM, Ed Boyle <eboy...@gmail.com> wrote:
"I suppose then the next question is who are the others, and for that matter, who are you?"\
On Friday, November 20, 2015 at 6:05:24 PM UTC-5, Lurkwood_GM wrote:"Our benefactor is more interested in control, than wealth. As I mentioned, you will have access to resources, as sort of a start-up fund, which will need to be paid back. He will then take 10% of any profits from whatever schemes are initiated, but his real payment is service. He will, from time to time, ask for small tasks to be accomplished, which he expects will be done quietly and efficiently."He pauses, then adds. "There is an ancient underground temple a few days travel from here, which will serve as the primary base for action, though the town is the target. The current management will be allowed to remain in place for now, but the expectation is that it will eventually be brought into the fold. Right now, there are two primary actors for the less", he pauses, "respectable business in the city. Neither is particularly well organized, and have little policital clout, though larger numbers. Direct action would not be advisable, in the near term."On Fri, Nov 20, 2015 at 2:47 PM, Ed Boyle <eboy...@gmail.com> wrote:There is the matter of payment... What is the projected value/share of the town, or would it be a flat fee? The number of the opposition, and their relative strength? Is the current management being brought up to speed, or removed from the equation?"Our benefactor believes that this towne is only going to grow in important to the region. Current management has not really be able to capitalize on the value, content with merely skimming the top. You and a few others will correct this. You will have the backing of the benefactor, and reasonable access to resources."
Henry
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Silverymoon – the city of magical splendors. The comparison between here and Nesme need not even be mentioned, as Silverymoon dwarfs Nesme on just about every measure. Passing through the main entrance, a shimmery bridge of light connects the main city with the entrance, spanning the width of the large river that dissects the city
.
Large, majestic trees dot the landscape, with streets and buildings clearly designed to defer to the needs of the trees, as opposed to the other way around. The steady arrival of steed and wagon in Nesme is replaced by the flittering here and there of magical folks: People fly, teleport, and otherwise seem to be in constant motion. Spells of all sorts are in use, providing lighting, transport, and for good natured competitions.
The people of Silvermoon are generally happy and helpful, even the guards, who are every present.
Nymh has no problems finding several libraries with large repositories of information on the Silver Marches and surrounding areas. No one raises an eye at the request, as adventurers of all sorts research long lost caverns, tombs, and dungeons in hopes of finding the place they can use to make their names.
While details are hard to confirm, Nymh does find vague references to a dungeon that used to be in that area. The area was built as a research and base of operations for an ancient Wizard necromancer known only as Vlad. He was dispatched by an adventuring group several centuries ago. The area fell into disrepair. Since that time, it has struggled to life a few times, by goblins, orcs, and other type, but have always been quieted by a group of adventurers at some point.
The common notes suggest that it currently lies dormant.
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