The Fabletop Campaign (Session 1)

Hey everyone. I’m gonna begin another campaign. Today, we’re gonna take a voyage into something that’s not an RPG, an Engine, or a Driver. Rather, we’re taking a voyage to the virtual tabletop Fabletop. This is a free, virtual tabletop and I had just registered for it, only for it to land me not in a blank map, but rather a tavern filled with two soldiers, a drunk, and the bartender.

Not only that, but I discovered it had premade maps too. When I created a character to play as, I found it uses its own system too. With that, I decided to make a campaign for this site, though you may see scenes posted early on the Lone Wolf site. I’ll be using CRGE Kai and we’ll see how deep we can make this campaign.

So I fiddled with the settings a bit and I created myself a rogue named Red. Red has entered into the tavern and the first thing he spots are the two guards.

[Q: Are they guarding the place? Purpose: To Beginnings. A: 46. Surge Counter: 1]

No. They’re just drinking the night away. Red tries to stealth away from the soldiers, but sadly, they spot him. How they did it was a pretty easy task resolution.

When your character’s made, he has just three traits: Strength, Agility, and Wisdom. He also has two bonus traits describing his job and additional talents, which can add to his roll. Combining my role as a rogue with my Agility, I had four dice to roll. These dice are different than normal dice. They have a 1-in-3 chance of rolling a star, the game’s equivalent to a success.

I rolled none, and the soldiers, with half the dice, managed to catch Red with one star.

[Q: Are they too drunk to do anything? Purpose: To Conflict. A: 51, Surge making it 53]

Well, they just see me and begin slurring up, but they fall over, tipsy. Red passes them and goes to the table with the town drunk. The town drunk had called for him to meet him at the tavern. Red begins to speak in a secret language called Thieves Cant to avoid suspicion from the soldiers.

[Wisdom 2 + Rogue 1. Roll: One Star]

[Opposition: 1 Die. Roll: Moon]

Now, you may wonder what a moon is. A Moon is… Well, it’s not exactly a critical. But rather, it tells you a good thing happened. A positive twist.

In this case, the soldier knows we’re talking in Thieves Cant, but he’s secretly a spy who infiltrated the town guards.

The drunk explains his case (in Thieves Cant to avoid suspicion) and it’s revealed that he needs Red to steal from someone: his neighbour. It turns out he stole a vase that holds not only sentimental value, but also monetary value as well. Red has to retrieve the vase. Red agrees and heads off. Following him is the soldier, who joins him. With that, we end out scene.

END OF SCENE TALLY:

  • Chaos has decreased (Level 4)
  • Surge Counter: 1
  •  NPCs:
    • Town Drunk *New!*
    • Bartender *New!*
    • Soldiers *New!*
  • Threads:
    • Soldier Infiltration *New!*
    • To Steal A Vase *New!*

[Scene Roll: 0]

So we have an event!

[Event Focus: 35. Introduce a New NPC. Event Meanings: Struggle Pleasures]

So, while in the streets of town, Red and White (The rogue who infiltrated the guards) come across a thug named Victor Black. Victor offers them with tons of money if they were to look the other way on the whole vase business. Now, while I would agree mechanics wise, money is not a factor in Fabletop, so I’m gonna be a lawful good guy and say “lel, nope.”

To which he sends his goons on us. Now we have our first combat. Combat goes in a cinematic fashion, meaning there’s no initiative to be had anywhere. Combat is also basic, so one star = one point of damage. In this case, Red got hit for one point.

So we retaliate. Red ends up killing one whereas White missed. White is special in this case, since he took a Might of three, added it with his Warrior class and Holy trait (which is added whenever the condition “enemy of evil” comes up, and these thieves are certainly evil), only for him to miss.

The thieves retaliate by ganging up on White. One ends up dealing two damage to him, another rolls a Moon and causes him to drop his sword, and the last one rolls a Skull (reverse of a Moon) and drops his weapon.

Red takes advantage of this by going on the offensive with his dagger and stabbing the bejesus out of him. I use a Power Point for this, which act as plot points. I can use them for various things though they’re also used to add 1 star to the roll. Which is what I did. I’ll say that he ends up killing the rogues.

[Q: Does Victor take this time to run away? Purpose: To Conflict. A: 26 (Surge making it 22). No]

Instead, Victor steps down and gets ready to fight, starting with pummeling White. As he does (dealing one point of damage) and White replies with striking him with his sword just as he’s getting up, though he only deals two damage out of six possible damages. Victor replies with a strike to the chest, but misses.

Red, meanwhile, runs, jumps off White’s back, and stabs Black in the face. While it also deals two damage (out of a possible five), Black responds by grabbing him and slamming him into White. White tries to stab Victor in the chest, but he misses. Red, however, manages to impale Black in the shoulder, only for him to be knocked out by a punch to the gut.

White takes this opportunity to drive the final stab into Black, killing him. With an unconscious Red in his hands now, he runs off to find shelter, which is where we’ll end out scene.

END OF SCENE TALLY!

  • CHAOS HAS BEEN RAISED! (current: 5)
  • SURGE HAS BEEN RAISED! (current: 3)
  • NPCs:
    • Town Drunk
    • Bartender
    • Thugs *New!*
    • Soldiers
  • Threads:
    • Soldier Infiltration
    • To Steal A Vase

[Scene Roll: 7, no Scene]

White busts into a store, dragging in an unconscious Red into the store. The store owner is scared.

[Q: Does he try to attack the two? Purpose: To Conflict. A: 93, Surge making it 99]

Yes, and unexpectedly…

[Roll: 18]

I rolled a Reroll/reserved. I’m gonna say that he has hired out some thugs to guard the place, so we have a battle. Only two, though. The two thugs fire at White. One deals a hit, which knocks him down. As it turns out, Fabletop keeps track of your health for long periods of time. In short, I ended up having a total party kill. But nah, I’ll have it so that they’re unconscious. The shopkeeper keeps them in the shop and calls for guards to go over and jail the two.

Ending out scene.

END OF SCENE TALLY!

  • CHAOS HAS BEEN RAISED! (6!)
  • Surge has lowered (0)
  • NPCs:
    • Town Drunk
    • Bartender
    • Shop Keeper *New!*
    • Thugs
    • Soldiers
  • Threads:
    • Soldier Infiltration
    • To Steal A Vase

[Scene Roll: 2]

Scene interrupt!

[Event Focus: 22, NPC Action. NPC: Shop Keeper. Event Meaning: Kill War]

… What? Ooooooooooh…

So as the two are in jail, the guards looking over them suddenly get poisoned and fall unconscious. The Shop Keeper comes into the jail wearing blue robes. Sure enough, it’s actually another member of the party, Blue. As it turned out, Blue was more scared of the fact that the two were near death. As for why he sent them to jail, it turns out that the vase is inside the castle where the jail is at.

This quest to steal back a vase has just gotten more complicated. Red tries to break out of the jail, which he easily succeeds with two stars. Meanwhile, Blue uses a magic missile to blow off the lock for White… Though he misses. White just smashes down the door and the three are on their way.

[Q: Does anyone hear the smashing? Purpose: To Conflict. A: 1]

No, and unexpectedly…

[Roll: 10]

Pattern Change. Well, I think that the revelation that they’re stealing from royalty is changing the pattern enough. So the three bust out, ending our scene.

END OF SCENE TALLY!

  • Chaos has lowered (5)
  • Surge has remained (0)
  • NPCs
    • Town Drunk
    • Bartender
    • Thugs
    • Soldiers
  • Threads:
    • Soldier Infiltration
    • To Steal A Vase From the Kingdom

[Scene Roll: 4]

Scene interrupt!

[Event Meaning: Remote event, Propose Status Quo]

So as our heroes are wondering a bit, they stumble into a courtyard where they overhear two of the handmaidens for the princess discuss about preserving status quo. It turns out that the king is sick and that the vase is actually a magic item that can cure his illness. The princess isn’t ready to become queen, and so if the king dies, there’ll obviously be a power vacuum. As such, our heroes have a bit of a situation on their hands. They were hired to steal a vase, but this vase is going to save the king.

[Q: Is this king benevolent? Purpose: To Conflict, I’ll say it gets a +15. Roll… 72]

Yes. He is. So yeah, they now need some ideas on what the hell is going on and are doubting their mission. The solution is simple. We just don’t do the mission. I mean, what could the dude who hired us do?

Wait, he did say that he stole from his neighbor… I have my group roll Wisdom, plus having Blue roll Wisdom plus his Mystic skill (it has sixth sense, so I could say he is seeing the future) and they conclude that the guy didn’t literally mean neighbor like he lives right next door, but rather his neighboring kingdom. And I guess that’s when an army starts to march in, ready to raid.

I have my guys roll agility, and only Red is able to rush out of there. The other two, having rolled skulls, stay behind, ready to fend off the army and die for their kingdom.

Crap.

Just…

Crap.

END OF SCENE TALLY!

  • Chaos has Raised: 6
  • Surge has increased! (1)
  • NPCs:
    • Town Drunk (Secret Side?)
    • Bartender
    • King
    • Princess
    • Handmaidens
    • Thugs
    • Soldiers
    • Enemy Soldiers
  • Threads:
    • Soldier Infiltration
    • To Steal A Vase From the Kingdom (Maybe?)
    • Save the King

[Scene Roll: 4]

Another interrupt.

[Event Meaning: NPC Action, Soldiers, Disrupt Fears]

So as Red runs into the room, the king’s soldiers rush in to defuse the situation with the invasion.

[Q: Is the King very sick? Purpose: To Endings. +15 on this one. A: 60, surge making it 62. Surge Counter: 2]

He coughs and blood spills out. He asks what is going on. Red summarizes up the events.

[Q: Does the King know who is invading him? Purpose: To Endings. Odds increase to +30. A: 42, Surge making it 38. Surge Counter: 3]

No. He has no idea who is invading him. The king has made many enemies in his life, all who wish to kill him for the throne. He laughs at how fragile he has become. Meanwhile, they can hear people shouting, demanding both the king’s head and the Vase of Aquarius.

[Q: Are the two party members holding them off? Purpose: To Endings. I’ll have them roll to increase the odds. +15 A: 43, surge making it 37. Surge increases: 4]

No. They barely are able to hold them off. White is pushed through the doors, having been mortally wounded (he rolled another skull) and Blue rushes in, saying they have no time and that they need to get out of here. Without explaining what he means, he casts a spell, rolling two stars in the process. He succeeds in creating a swirling portal where he drags both Red and White. Red, on the other hand, drags in the King.

And that is how we end our session. Every character gets six experience (I interpret each scene to be a half hour), which means Red and White are at 11 XP, while Blue is at 6 XP. At the end of the session, I also level up my characters. Either I increase their HP by 1 or their Power by 1. Where have our heroes gone? Find out next time!

End of Session.

  • Chaos Factor Increased: 7
  • As has Surge: 4
  • Threads
    • Soldier Infiltration
    • Kingdom Invasion
    • The Vase of Aquarius
    • Save the King
  • NPCs:
    • Town Drunk (Secret Side?)
    • Bartender
    • King
    • Princess
    • Handmaidens
    • Thugs
    • Soldiers
    • Enemy Soldiers
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