| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

FATE - AC - Trouble at Notre Dame

Page history last edited by Jon Goranson 8 years, 1 month ago

Trouble at Notre Dame

 

February 11, 2016

 

We start out front of Notre Dame Cathedral.  It's early evening and while the sun is below the horizon, it's rays are still lighting up the city.  Johnny senses magic and casts a spell to see magic.  However, all of the group see the magic spell and the dome protecting the cathedral.  Several are not happy.  Johnny notices blood magic and realizes it's a tracking spell.  When that is pointed out to the rest, they go into the cathedral, even as the magic is fading.  They get sixty feet in before they realize that Johnny hasn't followed them.  He noticed the second trail of blood magic going into another room.  The rest of the group backtracks, although Gunther sees the couple that is watching them.  Gunther can't help but notice that the man has a military bearing about him.  

 

The other entrance has stairs down although lights are out.  Turns out, Johnny can create light and when he does, doesn't cast a shadow.  All the rest are starting to get a bit freaked out about it, especially Nigel.  Several traps and wards are set up but are defused.  

 

They arrive in a room with coffins and two corpses that attack!  Although easily dealt with, again, it frays at the minds of some of the party.  The next room is a library but another couple, very similar to the one Gunther noticed outside, is searching it.  They try and talk with them but the couple wants the same book, so the group decides to get it by force.  The man tries to cover the woman's escape but the group blocks her and kills the man.  They knock her out and grab the book.  

 

Outside in the square, the couple notices them and gets up and leaves.  Nigel and Gunther follow them to see them settle down the block from where Gunther had noticed a car.  Gunther goes into the cafe but doesn't really hear anything of importance.  Nigel lets the air out of the car's tires, hoping it is the couples!  Hugh watches out for Johnny, already in his own world and his books.  Johnny mutters from the books, and two runes settle on Hugh's thighs, which Hugh does not appreciate!  He creates quite the commotion wanting them off.  Johnny cuts Hugh's thigh and the blood on the runes activates a portal.  Tentacles shoot out from it and squeeze several civilians, while the rest run screaming.  Gunther and the couple go back to see what happened and when the couple try and do something, Gunther stops them, but they run away.  Meanwhile, Johnny and Hugh work to close the portal but not before several are dead and the square is empty.  Nigel tracks the couple back to the car and then they leave, headed toward a hotel.  

 

The rest of them gather up and get back to where they are based, having the books but knowing that there is still more to do before the city is safe.  At least from ancient horrors.  

 

GM Notes

  • As I write this up, I'm amazed at how much easier it is to translate what we did in game into fiction.  There are very few game terms to get in the way of descriptions.  Indeed, FATE's terms *are* descriptions, and so might be tough to distinguish from a write up!
  • I was also amazed at how much I understood, or had some idea, on the player's characters.  I could visualize them so much easier than other starting characters.  Yes, we spent last session and part of this doing creation but it was easier for me.  It was easy for me to realize that the pilot would recognize other soldiers, the spy knew to look for trip wires, the occultist knew to look for runes or books.  
  • What also flowed well was combat.  Again, it's all description and all done with one roll and some interpretation.  I will say that we won't be spared "swingy" results, as we did get both four +'s and four -'s on rolls but most of the time it wasn't as extreme.  Unless Brook rolled.  I will go so far as to say that combat was the easiest I have run and I could visualize it because it kept moving so easily.  
  • However, this is not to say that the system doesn't have complexity or that it will work well for everything.  Skills and abilities are simplified and it does require strong character concepts to fill in the gaps.  Further, I also think like other skill based games, increases won't be often or fast, so characters will feel a bit static.  That seems to be the standard trade off between skill and class based games.  I do look forward to see how it goes.
  • I do think if we can agree on some sort of conversion from FATE to PF, that FATE might be the way to go to run high level PF as a quicker way to do it and focus on the story.  Maybe not for the DND weekends but for a campaign, such as the Judges.  We will have to see how it goes.   

 

BACK

Comments (0)

You don't have permission to comment on this page.