A Game Fragment

In this episode, two partners from Directorate of Souls – Lawrence (Player #1) and Adelmar (Player #2), find themselves in a dangerous situation. They are in a tavern. Some bandits are looking for them. Suddenly, among the other people in the tavern they notice three elves who could become their allies. Male elf with a bow, a swarthy male elf with cornrows, and an elven girl. Player #3 plays as Claem (one of the elves, with the bow). The GM plays all the other characters.

Tavern
RESET
Lawrence

Lawrence

I start talking to those three in the tavern. I approach the three elves and say to everyone present: “To avoid any accidents, I ask you to leave the tavern, preferably through the back entrance.”
Adelmar

Adelmar

I go to the window and watch what’s happening outside, keeping an eye on the gates of the tavern.
Lawrence

Lawrence

Do the elves pay any attention to me?
G.M.

G.M.

Yes, as you approach them, they stand up from the table and begin gathering their belongings.
Lawrence

Lawrence

I say: “Gentlemen, may I ask a question?”
G.M.

G.M.

Now wait, someone will join us in the voice channel. It`s a player who plays the elf with the bow, the serious one. When you approach him, you feel a strong magical aura emanating from him. You don’t sense any aura from the elf with cornrows.
Lawrence

Lawrence

So, the archer is a mage. The elf girl is not.
G.M.

G.M.

Exactly.
Lawrence

Lawrence

...and there is nothing special about the elf with cornrows.
G.M.

G.M.

Two katars, distinctive exotic blades, are secured to his belt.
- Player #3 enters the voice channel -
G.M.

G.M.

Addresses Player #3: You’ve finished your breakfast and started to leave when suddenly one of the two men who just came down from the second floor moves towards you.
Lawrence

Lawrence

“Gentlemen, may I ask you a question?” - I say to all three elves who are about to leave.
G.M.

G.M.

The swarthy elf with cornrows, who is closer to you, says, “Hmm? What is the question?”
Lawrence

Lawrence

“Did you see the guys leaving the tavern just now? They are highwaymen. We caught one of their accomplices (by the name Cleve, author`s note), but instead of disposing of him, someone spared him, causing this predicament. Judging by your weapons, you are quite experienced warriors and, I apologize if I offend you, but I assume that you are mercenaries. I’d like to propose that we deal with these bandits together. You can freely take everything from those you kill. We will give you money from those killed by us.”
G.M.

G.M.

A dark-skinned elf with cornrows (GM): “Who are you anyway?”
Lawrence

Lawrence

“Two civilian mages.”
G.M.

G.M.

The swarthy elf with cornrows looks at the elf with a bow, surprised. This seems suspicious for him.

Player #3, who is playing the elf with the bow, doesn’t trust strangers and makes a covert claim. He informs the GM that he wants to use the Constable profession and check the recent statement about “civilian mages” for falsehood. The GM independently rolls for the Constable based on the elf’s stats and rolls for the Fraud based on Lawrence`s stats.

  
+0
=   
  
+6
=   

The rolls fall in favor of the elf and he gets feeling that he is being lied to. Player #1 and #2 are unaware that their words are being checked for lies. These people are not civilian magicians, they could be anybody.

Claem

Claem

I just shrug my shoulders and say, “You’remistaken, we’re not mercenaries.”
Lawrence

Lawrence

“I understand you, but maybe you would consider helping us? I see you have a fairly good bow on your back.
Claem

Claem

“Unfortunately no, we have to go.”
Lawrence

Lawrence

“Very well. Then have a safe journey. And it’s better to leave through the back entrance. I’m afraid these bandits will come in through the main one, and you may get caught in the crossfire.”
G.M.

G.M.

While you are talking, your character (referring to Player #2) sees the bandits entering the tavern courtyard and heading towards the stables. There are six of them, including the guy you tied to the post earlier (Cleve, author`s note).
Adelmar

Adelmar

I say: “There are six of them, they have entered the yard.”
G.M.

G.M.

They’re all armed. You can see the weapons.
Adelmar

Adelmar

I draw my stiletto, hold it in my hand.
Claem

Claem

“So why can’t you two mages deal with them? With mere bandits.”
Lawrence

Lawrence

“It’s always easier to fight a big crowd with more people.” I sigh heavily.
Claem

Claem

“I see, good luck.” I leave through the main entrance, not the back one.
G.M.

G.M.

The elven girl looked at the mages shyly and with fearfully and then said: “Good luck to you” before starting to move towards the exit.
Adelmar

Adelmar

“It’s not too late yet. We can use the table to block the entrance, make it harder for them to come in.”
G.M.

G.M.

The swarthy elf with cornrows (GM): “Let us leave first, then do whatever you want.”
Lawrence

Lawrence

“Reasonable.” Have the other people left or are they still sitting?
G.M.

G.M.

Roll a dice for Socialization - how convincing were you in getting them to leave?
Lawrence

Lawrence

So, armed bandits didn’t convince them?
G.M.

G.M.

What would they be afraid of? It is you who should be afraid. Roll the die.
- Player #1 rolls low on the die (Socialization) -
  
+3
=   
G.M.

G.M.

Nobody listened to you at all. Nobody left the tavern, except for the elves who were leaving the tavern anyway.
Adelmar

Adelmar

“Kind people, get on your feet and leave quickly, because now there will be a big fight and lots of damage. If you don’t want to get hurt, clear out right now through the back door.
G.M.

G.M.

The woman from the tavern asks: “Who are you?” Meanwhile, you see six people approaching the stables, inspecting the horses.
Adelmar

Adelmar

“In the name of the Directorate of Souls, leave immediately!”
- Player #2 rolls a high die (Socialization) -
  
+5
=   
G.M.

G.M.

As soon as you uttered the sacred words “Directorate of Souls”, the tavern people jumped up and began to rush towards the exit. As the elf with a bow approached the front exit and opened the doors, the sounds from the yard became clearer. You hear the bandits swearing among themselves. Please make a Perception roll.
- All players make Perception rolls -
  
+3
=   
  
+5
=   
  
+6
=   
G.M.

G.M.

Addresses Player #1: You’re the only one who heard Cleve, the man who you tied to the pole earlier. “Here are their horses! Here they are! They are still here!” After these words, they all turn around, take out their weapons and head in your direction. A swarthy elf with cornrows opens the front door, and his traveling companions (elf-archer and elven girl) follow him.
Claem

Claem

I follow him. A girl is walking behind us. We are going towards our horses.
Lawrence

Lawrence

Please open the combat file so that I can write down my actions.”
G.M.

G.M.

The elven girl asks the elf with the bow: “Shouldn’t we stay and help these people?”
Claem

Claem

“Well, if you want to stay, go ahead, but we’re in a hurry.”
G.M.

G.M.

The elven girl (GM) says in fear: “No, no, no. I don’t want to”. She immediately backs down. “This is not what I want.”

Addresses Player #3: You leave and head towards the horses. You’re walking towards the bandits and they glance at you. They are wielding weapons, looking dangerous and angry.

- GM and Player #3 switch to a separate voice channel. Player #1 and Player #2 cannot hear them -
G.M.

G.M.

The bandit leader asks Cleve (GM): “Do you know these guys? Are they connected to your kidnapping?”

Cleve (GM): “No, I don’t know them. There were two of them, people from the Directorate of Souls.”

The leader of the bandits turns to the elf-archer: “Guys, don’t you want to help us kill these Directory folks? We’ll split the money later. They’re scum.”

This is what the social part of the Side by Side game looks like. The words and actions of each character determine how events will unfold further. Unpredictability and incredible coincidences often create an amazing fresh story that you want to retell to your friends later.

Voice Chat