The Tragedy of Talent Draff
Part 1 | Part 2 | Part 3 | Part 4
System: Dungeons & Dragons 5e
Tools: Mythic
Character Creation and Worldbuilding
For my first solo TTRPG experience, I’m going to give Dungons & Dragons 5E a shot with the Mythic 2e GM Emulator. I’ve played 5E more than any other RPG, both as a player and DM, so I’m super familiar with the rules – meaning I can focus my energy on figuring out the “solo” part of it using Mythic.
I want to go in as blind and random as possible, so I’m starting with a totally randomly generated character: rolling for gender, race, class, background details, and stats.
My rolls come together to give me a Male Tiefling Ranger with a Noble background and the following characteristics:
Personality Traits: The common folk love me for my kindness and generosity.
Ideals: Power. If I can attain more power, no one will tell me what to do. (Evil)
Bonds: I will face any challenge to win the approval of my family.
Flaws: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
I’ve never played a tiefling before, so I look up more information in the Player’s Handbook. This is an interesting tidbit:
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords.
“Crime lords” in particular jumps out at me. The Noble background usually makes me think of aristocratic moneyed and landed nobility, but what if this noble family is a crime family? When I look at a family like the Corleones, the “nobility” trappings are all there: money, power, palace intrigue. I think there’s something there.
Maybe this tiefling is a son in a large crime family, and he wants to rise to the top - his ideal to gain more power, and his bond to win the approval of his family. Maybe he has rivals, like brothers and sisters, who fomented his flaw to see insults everywhere. And maybe his kindness and generosity are him looking out for his neighborhood (albeit in a protection racket / you don’t cross the family kind of way).
The ranger class is a little trickier, since the PHB defines rangers as “hunting the monsters that threaten the edges of civilization” on “outskirts of civilization” “far from the comforts of a dry bed and a hot bath.” But I still think this can work. Maybe this tiefling got sent far away from the family business - maybe for his protection, maybe because of his temper, maybe both. He has a chip on his shoulder to prove himself while he’s far from the action of the city.
I think that’s enough to get started. For stats, I roll for results instead of using the “standard array,” and I get some pretty spectacular rolls… and some real stinkers. Strength, Dexterity and Wisdom are the winners, Constitution is meh, and Charisma and Intelligence are my dump stats with negative modifiers. This works for my hot-headed prince of crime; crafty and tough, but fast to pick a fight and not smart enough to know when to keep his mouth shut.
Okay, let’s put some names to these folks. In the PHB, there are some fantasy-sounding example tiefling names, but also a note that “some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.” Obviously this headstrong tiefling who wants to run things is going to choose his own name. I like “Talent.”
For a family name, I roll twice on the Mythic names table and get “Drah” and “Ph,” so his name is Talent Draff.
Mythic Names Table: 20 “Drah” + 69 “Ph”
This makes the crime family the Draffs. To find out their business, I roll on the Mythic Character Motivations table and get “Official” and “Safety.”
Mythic Names Table: 69 “Official” + 88 “Safety”
Safety sounds like a protection racket, and Official could go a lot of different ways. It sounds like tieflings are too outré in society to be in politics, but maybe the Draffs have taken positions of power in the police force. So this crime family pretty much runs the police in their city, giving them power over who’s safe and who isn’t - in business, politics, neighborhoods, so on. This kind of ties in with Talent’s “The common folk love me for my kindness and generosity” personality trait, too.
I’m going to pick some random names for the rest of the family: Talent’s father, the head of the Draff family, is Mordai; his siblings and rivals for control are his sister Hope and his brother Creed.
I want to know more about the screw-up that got Talent sent away, and the Plot Twist table seems like a good way to figure that out.
Mythic Plot Twist Table: 59 “Object” + 07 “Change”
Mythic Objects Table: 11 “Communication” + 48 “Horrible”
The results “Object” and “Change” make me think something was destroyed – maybe something Talent was supposed to protect.
Okay, how about this: a business under Draff protection (and Talent’s watch) was ransacked (Object + Change). But more than that, the wreckage was covered with threatening graffiti demeaning the Draff family and claiming the neighborhood for a rival crime family (Communication + Horrible). So not only did Talent fail to do his job, he actually ceded territory to a rival – a much worse offense. It makes sense that Mordai would deal with this by sending Talent away, so he can’t screw anything else up and it sends the message to rivals that Mordai is getting the Draff house in order. This failure might come up, so let’s give the rival family a name.
Mythic Random Names Table: 73 “Ren” + 43 “Ke”
“Ren” and “Ke.” I like “Renk.”
Mythic Random City Descriptors Table: 22 “Dirty” + 23 “Efficient”
I’m thinking it’s some sort of farming community - the relatives who still live out in the country after Mordai’s generation decided to seek power in the city. Talent’s skills as an enforcer and criminal in the city just so happen to translate to skills he needs as a ranger in this small community, where he hopes he can prove his worth and get back where he belongs. After all, his failure was protecting territory in the city; if he can show that he can protect this community, it could balance out his ledger.
Alright, I think that’s all the setup I need to get started. I’ve got a fully-fleshed out character and backstory, some traits to guide the roleplaying, an ultimate motivation, a setting, and even some rivals and factions. Maybe I’m spending so much time and going so in depth on all this setup stuff because I’m not sure how the actual roleplaying scenes will work, but this should give me a good starting point without a lot of “wait, who am I?” “why am I here again?” speed bumps.
Scene: Ambush on the Road
I’m really not sure where to start here. Talent has a goal of proving himself and getting back to the city, but that’s not really a specific enough objective; it’s kind of like an objective of “Be successful.” He’s in this farming community, he’s got a chip on his shoulder, he knows he has to do something helpful - but now what?
Mythic has a few methods for coming up with a First Scene, and I like “The Four W Strategy,” rolling on four tables and interpreting the results to discover who’s involved, what the main activity is, where it’s taking place, and why it’s happening. I’m going to roll them all at once and then try and suss out what they might mean.
WHO: Ambush + Delightful
WHAT: Repair + Victory
WHERE: Official + Damaged
WHY: Combine + Fame
Alright, there's a lot going on here. “Ambush” and “Delightful” make me think “surprise party,” which I don't really like. What's a delightful surprise? Maybe a visitor from better times in Talent's life, from the city?
His siblings probably wouldn't be that delightful since they're all vying for control over the family, so maybe it's an old underworld crony. Like a guard in the city watch who was on the take from the Draffs.
In that context, “repair” and “victory” seem pretty obvious: this guard has a scheme that will result in a “win” for talent and repair his reputation. That also brings in the “why” words; with their efforts combined, this will improve both of their standing with the Draffs.
Now the “Where.” “Damaged” and “official” make me think of a corrupt official, which is a good target for this scheme but not really a place. Since the Draffs control the police, maybe official is describing another institution - one controlled by the Renks. “Damaged” could literally mean causing damage: a little tit-for-tat attack on a Renk target, with some threatening graffiti, to balance out Talent's failure. That's poetic.
I think it makes the most sense for this buddy to leave the city and seek out Talent if their target is ALSO outside the city. Maybe the Renks are bringing some sort of shipment into the city, and the guard knows it's something valuable and the route they'll be taking. There's the quest: take out this transport, embarrass the Renks.
These 4Ws make me think that the first scene will happen at the ambush, which has me a little nervous - feels like the whole quest could be over in one scene. But I think I can always roll on the plot twists table if things need to go in a different direction. For now I just want to get started.
The last thing I need to do before going into the first scene is populate the Mythic Adventure lists. My only Thread (quest or hook) I’m following right now is “Ambush the Transport,” and for Characters Mythic suggests including lots of things - from locations, to groups, to actual characters - so I’m going to start with Talent’s NPC pal, the transport, the Draffs, and the Renks.
Mythic Threads: Ambush the transport
Mythic Characters: Transport; Torth; Renks; Draffs
And I guess the last last thing I need to do is figure out a little more about this generic guard buddy who came to Talent with this golden opportunity. Let’s roll on some of these tables…
Name: Tor + Oth
Descriptors: Fast + Difficult
Motivations: Fear + Ambition
Personality: Optimistic + Careful
This gives me a better idea of this guard, who I’m going to name Torth. His motivations really fit with this mission - he’s afraid of losing his position and wants to rise up - and his personality paints him as a bit of a schemer. Maybe he always sees opportunities, but he’s a little reluctant to get his own hands dirty, which is why he takes them to someone else like Talent. His descriptors also make me think he’s a little full of himself, like he expects things to go smoothly and is hard to talk out of his planned course of action.
Okay, one more roll before getting started: where is Talent waiting for this transport to appear?
Mythic Location Table: “Confusing” + “Plain”
Confusing could be the opposite of straightforward, like a crossroads. And I’ll go literal for the other roll; this crossroads is in the middle of a grassy plain.
Talent waits at this crossroads for this transport to come along. Out here in the outlands there’s not a whole lot of traffic. Torth was too nervous to come along, but because he’s so careful he gave Talent the exact timeframe of when the transport should come through. Until it arrives, Talent against the signpost, waxing the string of his longbow.
I want to ask a Fate Question (sort of the driving engine of the Mythic system): is the transport on schedule? Because of Torth’s “careful” planning, I’m going to give this “Very Likely” odds.
Mythic Fate Question: Is the transport on schedule?
Odds: Very Likely
Current Chaos Factor: 5
Results: 52 under 75 = Yes
Talent’s keen eyes spot the dust cloud of the approaching transport far down the road, and he slips into the grass to wait.
Unfortunately Torth didn’t have any information about what exactly is in this shipment, so Talent has no idea how well guarded it will be. As a level one character, in a party of one, any number of guards could be risky - and a lot could make this a total disaster.
Mythic Fate Question: Does the transport have extra protection?
Odds: Likely
Current Chaos Factor: 5
Results: 90 over 65 = No
Almost an “Exceptional No,” but not quite. So that means this transport carriage likely just has a driver and maybe a single guard. I’m going to use the “Commoner” and “Thug” NPCs from the Monster Manual for the driver and guard.
As the covered cart drawn by two draft horses approaches the crossroad, Talent steps into their path, bow drawn. The driver pulls back on the reins and the thug reaches for his heavy crossbow.
“Ah, ah, ah,” says Talent. “I wouldn’t do that if I were you. I’ve got a clear shot to let some of this clean country air into that head of yours.”
The thug squints, sizing Talent up.
Now we’re into D&D 5E rules. This sounds like an Intimidation check to psych the thug out from making a move. He’s trained for this, so let’s call the difficulty Hard, with a DC of 20.
Ability Check: Intimidation
Result: 0 under 20 = Failure
Er… maybe I shouldn’t have tried this tack. I just remembered that Charisma was Talent’s dump stat. I could claim advantage for him getting the jump on them, but it’s too late. I already rolled and got a natural 1. Minus 1. So a zero.
The thug thinks Talent is all talk and goes for his crossbow. Let’s roll initiative!
Initiative
Talent: 21
Driver: 13
Thug: 1
Talent looses his arrow at the guard.
Talent Round 1
Ranged Attack (Bow)
Attack Roll 14 vs AC 11
Damage: 5 piercing
The arrow strikes, seeming to sprout out of the guard’s shoulder. Before the driver can whip the horses into action and take off, Talent vaults onto the cart, placing himself on the bench between the driver and the hired muscle.
The driver could just cower or dodge, but right now he can see they’ve got Talent outnumbered, so he takes a swing with his whip.
Driver Round 1
Melee Attack (Whip)
Attack Roll 14 vs AC 16
Startled, the driver clumsily smacks at the back of Talent’s studded leather armor as the tiefling focuses his attention on the thug.
Now it’s the transport guard’s turn. The thug makes two melee attacks, and because of his “Pack Tactics” trait (an ally, the driver, is within 5 feet) he makes these attacks with advantage.
Thug Round 1
Melee Attack (Mace)
Attack Roll 7 vs AC 16
Melee Attack (Mace)
Attack Roll 15 vs AC 16
The guard drops his crossbow and picks up the mace at his feet, making a rising swing to launch the tiefling off of the cart. Talent ducks out of the way, then turns his torso and takes the weak follow-up blow on the heaviest part of his armor.
The second round starts with a crowded field - everybody’s crowded on the drivers’ bench. I don’t think the goals have really changed, though. Talent wants control of the cart, and the driver and guard what to get rid of him.
I haven’t played a ranger in a long time, so I forgot something that could make things a little easier for Talent in the first round: he casts Hunter’s Mark on the thug for additional damage.
Talent Round 2
Bonus Action: Hunter’s Mark (Thug)
Melee Attack (Spear)
Attack Roll 12 vs AC 11
Damage: 14 piercing
Shrugging off the blows from the mace, Talent growls at the guard, mutters a magical curse in Dwarvish, and lashes out with his spear. He aims for a killing blow through the heart. The thug twists out of the way, but the spear gets him in the armpit, just above his leather armor, and blood gushes down his side.
Seeing his muscle rotisseried on a spear, the driver might not think it’s worth sticking around; so far they haven’t put a dent in Talent. I’m going to do a fate roll: does the driver run for it? I’m going to call it “Likely” (I mean, this guy doesn’t even have a weapon).
Mythic Fate Question: Does the driver run for it?
Odds: Likely
Current Chaos Factor: 5
Results: 24 under 65 = Yes
The driver dives off the cart, away from the scary devil-man with the spear who is cursing in Dwarvish and stabbing his coworker.
Talent could take an opportunity attack here, but what does he care? The whole idea is for the Renks to find out about this eventually, anyway.
The thug isn’t looking good, but he has more than a little fight left in him.
Thug Round 2
Melee Attack at Disadvantage (Mace)
Attack Roll 8 vs AC 16
Melee Attack (Mace)
Attack Roll 21 vs AC 16
Damage: 8 bludgeoning
With a scream, the guard makes a wild swing at Talent’s head, unable to even lift his other arm where blood is pouring from his armpit. Talent easily ducks the weapon, but he pays for his overconfidence when it comes down on his head, landing on his skull with a sickening crack.
This is not good for Talent, who started with all of 11 hit points. Now he’s down to 3 HP, and the next successful attack will knock him unconscious. There’s blood leaking out of his ears, probably a concussion, maybe even a broken horn. The question is, can he hit this thug hard enough to end the fight with the next blow? Or does he trust his armor enough to keep him safe if he doesn’t?
Going back to Talent’s bonds, he’ll do anything to get back in his family’s good graces, which means seeing this through.
Talent Round 3
Melee Attack (Spear)
Attack Roll 1 vs AC 11
Talent dives forward with his spear, but the thug angrily turns it aside. Sensing his advantage, he brings his mace down twice with powerful overhand swings.
Thug Round 3
Melee Attack (Mace)
Attack Roll 14 vs AC 16
Melee Attack (Mace)
Attack Roll 10 vs AC 16
Through the fog clouding his vision, Talent leans on his spear and pushes himself to one side, then the other, staying just clear of the mace.
This is a lot of action on the cart, and the scent of blood is now filling the air, so I’m going to do another fate question: do the horses get spooked? I’ll put this at “Likely” too, especially since the driver who was holding the reins took off.
Mythic Fate Question: Do the horses get spooked?
Odds: Likely
Current Chaos Factor: 5
Results: 46 under 65 = Yes
The horses take off, pulling the cart violently. Talent and the thug need to make Dexterity saving throws with a medium DC of 15 to keep their footing or be knocked prone.
Dexterity Saving Throw
Talent: 14 under 15 = Failure
Thug: 19 over 15 = Success
The noise and scent of blood panics the horses. They whinny and bolt, trying to get away, but they’re still hitched; the cart is dragged with them, swerving and rocking in the rutty road. Talent is jolted off of his feet and tumbles over the back of the driver’s bench, onto the canvas roof of the cart. The thug turns and looms over him, ready to deliver a killing blow.
Talent Round 4
Melee Attack (Spear)
Attack Roll 24 vs AC 11
Damage: 16 piercing
Wow, that Hunter’s Mark bonus packs a punch. That’s enough to do the guard in.
Talent springs forward from where he was sprawled on the canvas and uses the forward momentum to drive the spear up under the thug’s chin. The beefy guard gurgles his last, and his eyes roll back in his head. Talent pulls the spear free and pushes the man over the side, where he rolls into the tall grass in a cloud of dust.
Phew, that was a closer thing than I thought it would be. I’m used to playing in a group of four players and one DM, for whom a CR ½ Thug would be no problem. I forget how squishy level one adventurers are.
Talent puts a bit of distance between himself and the driver who leapt off the cart, then slows the horses to a stop in a rut alongside the grassy road. He hops down from the driver’s bench and walks around to the back of the cart to open it up and see just what this guarded cargo is.
I think what’ll make this the most interesting is if there’s something unexpected in the cart, so I’m going to roll on the Object table.
Mythic Objects Table: “Natural” + “Unpleasant”
Hmm. I think the “object” in the back of the cart is a dead body.
Now Talent is in possession of a dead body! Who is this person? Let’s ask the Fate Chart: Does Talent recognize the body? I don’t know a thing about where this is going, so I’m going to give it a straight up 50/50 chance.
Mythic Fate Question: Does Talent recognize the body?
Odds: 50/50
Current Chaos Factor: 5
Results: 85 over 65 = No
Feels risky to leave this cart here with a dead body and graffiti claiming responsibility; what if it’s somebody important? It could blow back on the Draffs.
I think Talent has got to meet back up with Torth and see if he can identify this body. It does throw a wrench in the original “embarrass the Renks” plan, but if this body helps get to some more valuable dirt, then it could be more than just a ding on their reputation; it could be the leverage that gets Talent back in the good graces of his family.
I think that’s the end of this scene. With Mythic, that means doing some “end of scene bookkeeping.” First, I need to add threads or characters that either appeared or reappeared during this scene, and remove threads or characters that are no longer relevant.
For threads, I think I can remove “Ambush the Transport” and replace it with “Discover the body’s identity.” For characters, I can add additional or duplicate entries for new elements that were introduced or elements that were “important” during this scene. The transport is still important, so I’ll add another instance of that. I’ll also add a new entry for “body,” and since the driver escaped I like the idea of adding an entry for him too - just in case his getaway comes back to bite Talent in the tail.
Mythic Threads: Discover the Body’s Identity
Mythic Characters: Transport; Torth; Draffs; Renks; Transport; Body; Driver
Finally, I have to adjust the “Chaos Factor,” depending on how much Talent controlled the scene; it goes down if he was in control, and up if he wasn’t. Even though this essentially worked out in Talent’s favor – he completed his objective of ambushing and taking control of the cart – I wouldn’t say he was in control. His intimidation check failed, the driver got away, he took a tumble when the horses got spooked, and he was one strike away from going down. So I’ll adjust the Chaos Factor from 5 up to 6, which could change how the next scene plays out or how rolls shake out with the Fate Questions.
Current Chaos Factor: 5 -> 6
Continue Talent’s story: Part 2
Comments
Post a Comment