Note: The following is a log demonstrating how I played a session of the game. The more in-universe fiction friendly version may or may not appear in a future post.
The story begins as Dane, carrying only a torch, enters a lair he discovered southeast of town. Shortly after entering, he encounters a spike trap laid by the kobolds. Rolling his Careful approach, I get a result just under the trap’s difficulty, and he takes 1 point of physical stress.
Continuing on, he passes a fork and stumbles on a locked door. He knows nothing about picking a lock, so his attempt is hopeless. As he’s trying, the wandering kobolds catch up to him. For turn order, I roll their Sneaky approaches and his Careful, since they’re trying to surprise him, and Dane ends up right in the middle. At first, though, this doesn’t matter as all three try to roll attacks and just miss.
It’s time to complicate things. Maybe a prison guard overhears and joins the fray starting on the next turn? The dice confirm this. Dane realizes he’s outnumbered and has a Clever idea of whirling his torch to make them back off. I roll to create an advantage this way and come up short, so it’s time to use a Fate Point. I invoke Apprentice Spellweaver, thinking he might amplify the flames with a dash of magic. The kobolds continue to miss, making me wonder if I’ve lowered their stats too much. Using my advantage, Dane flees, and for the first time ever, I’m using Fate’s chase rules.
Basically, I make a line with seven points. If the chase reaches the left end, I get away, but if it hits the right side I’m caught. Since I just made a break for it I set it close to the right side – two spaces away, since I wouldn’t want to just get caught in the very first action. That still means it would be an uphill battle for me to lose them, though. For reference, that makes it position 5 of 7.
Dane uses Quick to get ahead on the track, and for the kobold turn I see if the trap will slow him down. It doesn’t. For the next turn, I decide to use the other use of a Fate Point: declaring a scene detail that’s to my advantage. I decide that in the commotion, the aarakocra prisoners escape. This doesn’t have an immediate effect, though, so the kobolds get a sling attack in. It doesn’t actually hit, but I do badly enough on my roll to have them catch up a bit. Next turn, Dane throws his torch on the ground to delay them a bit. However, they roll Quick to catch up and succeed with style, allowing them to jump up two places on the chase track.
The chase isn’t going anywhere, and I figure I’m probably outside by now, so Dane decides to turn and face his pursuers. A trait of kobolds is that they have a disadvantage when trying to see in direct sunlight. I treat this as an aspect, Blinded, that starts with a free use on all three assailants, and we’re back to combat rules again. To start with, Dane Forcefully punches one, invoking that advantage to cause 2 points of physical stress.
Two of the kobolds miss their attacks while another is maneuvering so he’s not blinded by the sun – an overcome action that gets rid of the aspect on it. When I try to finish off my target, I bungle the roll and fail with style, causing Dane to trip and fall – a temporary disadvantage. The one that unblinded itself earlier invokes this to attack for 2 stress against him. I’m now out of stress boxes and will have to take consequences from here.
Dane’s next punch knocks out the one he weakened earlier, leaving only two. However, a thrown rock leaves Dane hurting with a mild consequence – Bloodied. The other one tries to capitalize on that aspect and ties Dane’s defense, giving it a temporary boost against him. Trying a different tactic, Dane Cleverly decides to climb up on top of the entrance to the lair, and succeeds with style, getting two free invokes on a Higher Ground aspect. One of those is used to cancel out the boost when a kobold tries to use it to throw another rock, and it misses this time. So does the other one.
Time to end this. Dane jumps off the entrance and slams into the one that’s still blinded, using both its disadvantage and his own advantage to increase the power and defeat it in one shot. The last one being alone, I figure it might flee, and the dice confirm it. The confrontation is over, and it hasn’t gone well for Dane. It’s time for him to head home.
Since it’s a trip of two hexes, I roll to see if he runs into anything on the way back. “Yes, but…” Well, it must not be anything worth stopping for. Maybe he sees some deer and rabbits or something on the open plain. (Frankly I’m not so creative in that department.) Eventually, though, he makes it back to West Quartzwood. After dropping his stuff off at home, he visits his parents to tell them he’s okay.
I basically manage NPC’s by thinking of the most likely reaction and asking the dice if that’s so. Is the mother mad that Dane went on a dangerous quest? Yes, very much so. Is the father more sympathetic since he’s a fighter himself? Definitely not. Maybe he thinks Dane isn’t ready, and is foolish to charge in alone. He tries to Carefully explain that he’s an adult and that what’s done is done, but the roll flops. Feeling that he can’t win in this situation, Dane gets upset and storms out.
Instead, he turns to his teacher, the witch. She assures him that, with a little more practice and properly armed, he could have won the day. Dane grumbles that he could barely beat kobolds, which are known as rather weak foes. She treats his mild consequence and he thanks her, but isn’t really reassured.
In the end, Dane heads to the local shrine and spends the rest of the evening praying for divine guidance. Unbeknownst to him, it works, giving him an advantage with one free invoke for the future. After that, though, he heads home for the night.
Before ending the session, there’s just one thing left to resolve. When I looked into aarakocra again, I realized they’re a fair bit stronger than kobolds, meaning they could have easily fought their way out. I guess that three would have escaped. The dice give me a result of +1 – okay, four escaped. They probably wanted to fly around and stretch their wings for a while, but from the sky they would have easily seen Dane heading back to town…
To be continued…