Episode 31

full
Published on:

18th Nov 2022

Lonely TTRPG EP 31 - Feyroam by Eric Dill

Feyroam is a fiction-first, GM-less fantasy TTRPG built on the Caltrop Core system and designed for the 3rd Caltrop Core Game Jam. It is built to accommodate 1-4 players.

You are a Feyroam recruit, just out of training, and preparing for your first quests in service to the Fey Queen. Your job is to protect the Ælfhame—the Essence of Feyrie— from the encroachment of the Rot, a dark plague invading your world from the mundane realm of humans. 

Thoughts: This is a great game that hits a nice little sweet spot for solo fantasy and ease of play.

You can find Feyroam at https://drakonspyre.itch.io/feyroam?ac=pEV55vHqdvG

You can find Croaker's play through and other blog posts at https://croakerrpgcorner.blogspot.com/2022/11/feyroam-dark-forest-chapter-1.html

You can support Too Hot One Shot at https://www.kickstarter.com/projects/2h1s/too-hot-one-shot-turn-up-the-heat-in-your-5e-game?ref=a8dyb3

Find our merch at https://my-store-d24802.creator-spring.com/

BDDC logo by https://www.instagram.com/craftyteapotfox/

You can find us on Twitter @bddc_pod or Tumblr @bddc-pod

You can support us on Patreon https://patreon.com/blackdragondungeoncompany for early releases and exclusive content.



This podcast uses the following third-party services for analysis:

Podcorn - https://podcorn.com/privacy
Chartable - https://chartable.com/privacy
Transcript
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Greetings, weary wanderer and welcome back to Lonely TT, R P g,

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the Solo Actual Play and Review podcast.

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I am coming to you from my new studio.

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As you can see.

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I still have someone unpacking to do, but we're not gonna let that get in the

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way of playing some great solo games.

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And this week we have Fay Roam by our friend Eric Dill.

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Now before we get into it, Fay Rome does offer some acknowledgements

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and oh, I wonder who that is.

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Right there in the highlighted, it's us.

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So Fay Roam.

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Fay Roam is a fiction first GM list, fantasy TT R P G.

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Built on the caltrop core system and designed for the

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third caltrop core Game Jam.

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It is built to accommodate one to four players.

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Now, remember, Caltrop Core uses D four s exclusively.

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Each character has a collection of D four s, dependent on their stat

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value class traits and equipment tier.

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These dice are rolled whenever an action is performed.

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Now it does have group rules where each player plays their own

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character and you can have a full patrol of up to four characters.

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However, if you opt to play a true solo mode and just play one character, then

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the game's gonna be a little difficult and they recommend to mitigate this

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lowering enemy dice totals by one D four to a minimum of one D four.

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And avoid setting your single character against extremely difficult foes

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for character creation.

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All right.

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Character creation and Fay Roam has two components.

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Role play details, and mechanical elements.

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The role play component consists of any details about the character

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the player would like to create.

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The mechanical components are stats, health class, and equipment.

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The role play component to the character creation is completely scalable to

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fit the player's taste and time.

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Coming up with intricate backstory, physical description, personality

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traits, gender identity, and ancestry might be more than some players

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want to delve into, and that's fine.

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Give your character a name and get a rolling dice.

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However, if you find joy in the minutiae, then while there is no

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mechanical benefit to being a dwarf over a sprite, the aesthetic and

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personality will certainly be different.

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Determine how much information you want to hammer out of your character and

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record it somewhere so you don't forget.

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On the mechanical side, our stats are being soul and Fey being for

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exerting yourself performing physical actions such as melee lifting,

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carrying, throwing, intimidating and toughness, soul for exerting

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your will, intellect or performing actions informing the essence of

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aelfhame , which is this system's magic.

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So that will be spell casting, deciphering scrolls, puzzles or

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mysteries, researching, creating tonics and tinctures, and recognizing untruths.

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And then Fey for exerting your cunning mind to perform Clever action.

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Ranged or dexterous.

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Combat, convincing or deceiving, traversing difficult terrains,

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stealthy movements, picking locks, identifying edible plants, and haggling.

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Now each stat is gonna start at one.

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The value of the stat determines the number of D four s.

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You can roll them.

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Performing actions, stats can be increased to a maximum of three by spending three.

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Experience.

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For health, every character begins the game with four health.

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When you reach zero, you die.

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You may spend two XP to increase your maximum health by four points.

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This can be done multiple times, even back to back if you have enough experience.

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Health recovery is tied to the fiction Whenever your narrative brings you to

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a place of safety where you can rest and recuperate, restore all health.

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Examples of places of safety are an in a wilderness fort camp

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with a fire or the barracks.

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And for experience, whenever you complete a quest, gain one to three experience.

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Depending on the difficulty ranking, you assign the Quest experience

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points can be spent to improve your character stats and health or to

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upgrade class traits or equipment tier.

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And then there's a handy little table reminding you that stat.

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Three XP Health is two xp.

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Class is two to three as indicated, and equipment is one to three as indicated

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for your classes, each class focuses on a different aspect.

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Guardians are more inclined to be fighters.

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Mystics are more likely to be researchers or spell casters.

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Wildlings are sneaky scouts.

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When you select your class, you automatically mark the first class trait

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and apply its effects to your character.

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You may only have one class per character.

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Classes can be upgraded by spending.

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Experience and experience is earned by completing quests.

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And then we have a breakdown of what the different classes are.

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And the class upgrades that you can get

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now for actions.

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All right.

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You should only roll dice when an action can be phrased as I want to.

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Statements when you roll to perform an action, choose which

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stat best fits the action.

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Roll that dice equal to the stats value, and take the highest result.

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There are two groups of actions in Fay Roam group actions and individual.

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Group actions are whenever the group takes an action together, determine

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what stat best fits the action, and each character rolls their D four s.

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The highest face value, determines the levels of success of the action.

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Using the action table, the most common group action is traveling.

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This might be traveling through a city.

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Through the wilds or even through a cave or dungeon.

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If the result of the action is in question and the whole patrol is involved, consider

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it a group action and role accordingly.

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Individual actions are those taken by individuals.

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These are actions that only a single character make.

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Decide what action the character is taking.

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Determine the stat that best fits the action and roll the dice.

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The highest face value determines the level of success using the action table.

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All combat and actions are individual actions.

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Everyone rolls their own attacks individually.

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Now again, this is based on Caltrop Core, so you have four options

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available to you when rolling your dice.

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If you get a one, that is an absolute failure.

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You do not get what you want and you tend to lose something.

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Two is a partial failure.

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You just don't get what you want.

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Three is a partial success.

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You get what you want, but there might be a complication, and

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four is an absolute success.

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You get what you want and more.

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Now for Combat Combat in Fey Roam is fast, furious, and often

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fatal whenever the fiction brings you to blow's roll with being.

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If you're being attacked with melee weapons, Fey if you're attacking

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with bow or Dagger or Soul, if you're attacking with magic.

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In combat, players always move first and enemies take their action last.

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If you're playing solo, you can choose the player character Action Order yourself.

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Groups can work it out.

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. It's entirely possible that the less dangerous foes will die

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before getting to take their turns.

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The game was designed this way.

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Now when playing true solo with only one player character.

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Standard combat can be a bit too difficult at the early stages.

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Use the alternative combat rules.

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To alleviate some of the deadlines of two to three foes versus the solo character.

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You can continue to use the combat table in true solo play.

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So for combat, when you roll a one that's a counter attack, you

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miss and you take one damage.

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A two is just miss.

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A three is a light hit dealing one damage and a four is a heavy hit dealing two.

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Damage

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in alternative combat enemies do not deal damage unless you roll a one as the

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highest face value of your combat role.

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Players who decide to play true solo might find this mode of combat

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more survivable in the early game.

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If you roll a one or a two, then you're going to need to resolve the complications

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quest.

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Quest are the driving force behind the narrative of Fey Roam a quest

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can be as simple as transporting an item between warehouses or

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delivering it to another person.

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Maybe you've been tasked with eradicating a rat infestation, or the queen herself

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has ordered you to the borderlands to find a lost Fey Roam Patrol

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anything that has some level of challenge involving it is a quest.

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Frame it in the narrative as being received from a superior

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or other NPC and play it out.

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All quests have a difficulty rank that the players should determine.

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So for simple quests that are relatively safe, if are one XP average quest

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that possess a level of risk but shouldn't be too dangerous are two xp.

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And challenging quests that are difficult to complete or oppose

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significant risk are three xp.

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Now.

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Quest failure.

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It is possible to roll enough failures to turn a simple quest

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into a much more difficult.

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only increase the difficulty rank of a quest when you roll a one or two on action

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roles directly tied to the quest itself.

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Failures on an action roll related to the consequences of a failed

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quest do not compound the difficulty of the quest mechanically.

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They may, however, create tension in the fiction.

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It is important to note that the failure on Quest roles does not

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mean that the quest has failed.

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Rather, the quest has become more complicated and might

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have a higher difficulty.

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And for optional rules, you can have a Quest clock.

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If you prefer a more visual representation of Quest progress,

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you can use Quest clocks.

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Quest clocks work like progress clocks in many other TT RPGs.

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When you roll a successful action mark progress on the clock and

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express what happens in the fiction.

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If you fail an action, you do not progress.

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The clock Quest clocks in Fey Roam range from two to 12 stages.

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Equipment, every character begins the game with a tier zero weapon of their choice.

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Tier zero armor.

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Tier zero Scout Satchel, as well as extra inventory slots equal to their being stat.

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You may choose from any of the tier zero equipment items that you have slots for,

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including extra weapons, and if you wish to purchase a second weapon, you can do

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so as long as you have the inventory.

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This weapon does not have a tear and cannot be upgraded,

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but it can be dual wielded.

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Dual wielding.

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It is possible to do wield weapons in Fey Roam.

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You can fight with two daggers or a blade in a dagger.

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You cannot, however, do wield blades without upgrading the blade to tier two.

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The staff weapon is not able to be dual wielded, nor can you use

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another weapon while using the staff.

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If you choose to do wield, you may add plus one to any damage.

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You deal as long as you are wielding both weapons.

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Upgrading equipment.

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Equipment tier can be upgraded by spending xp.

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And then the rest of the book includes your various weapons, a

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little bestiary to provide some examples for what you could face.

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As well as rules for creating your own creatures.

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So to create your own creatures, just think of some fantastical being or animal.

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Give it some creative lore and assign it an appropriate

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amount of d four for health.

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I have maintained a doubling of health dies for creatures

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affected by the rot packs.

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Groups of one type of creature also have doubled health.

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So creating rot creatures, any creature can become infected with the rot.

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When this happens, they become tougher, more aggressive and

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predatory to mechanically represent this double the dice of whatever

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creature you want to become infected.

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If you were to make an infected SAP wolf, you would double

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its size of 2D four to 4d4

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given it the potential of having 16 total health and four chances at success

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on its own attacks, an infected Fey fox would be significantly less dangerous

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despite being uncharacteristically violent with 2D four dice instead of one d4.

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And with that, it is time to dive on in.

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Welcome to the Realm of Faeirie where spirits in Sprites, Faires,

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and other faith folk dwell far apart from the mundane world of humans and

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our growing issues with pollution, violence, and climate change.

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That is, until recently, the devastation humanity has reeked upon the mundane

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world is seeping through the thin veil that separates realities.

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Dark monstrosities roam.

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The borderlands and rot seeps into the one golden forest of the Fey Queen's realm.

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The Fey Roam founded millennia ago, became little more than a palace guard

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in times of peace and prosperity.

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A century ago, however, the Fey Queen foresaw a return of darkness and rot

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and issued an edict returning the Fay roam to their previous function

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as border guardians and protectors of the aelfhame, the essence,

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the lifeblood of the fairy realm.

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You are a Fey Roam recruit just out of training and preparing for your

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first quest in service of the Fey.

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All right, so to start out, we need to select our class.

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So we have three classes, so we're gonna roll a D three to choose.

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Maybe.

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All right.

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And we rolled ourselves a.

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So with a one, we are going to be a guardian.

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All right, so we got guardian, and now we are gonna go ahead and roll a D four to

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see what style of weapon we're gonna get.

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And that got us a three, which will be the staff.

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So that is gonna give us a being of two, a soul of one, a, fey of one.

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And we have a simple yet effective weapon given as an alternative

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to the blade for recruit.

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And then we have standard tier zero armor.

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So that's not gonna provide us any mechanical benefit, so

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we're not gonna put it on here.

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And diving on in, we're gonna go ahead and use the one of the starter quests.

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We're gonna go with Quest two.

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Hoard of Fools.

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Your patrol has been sent to the Highlands of Kiddarby, open Hill Country.

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No large towns, many hamlets to investigate the reports of missing folk

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from several of the nearby hamlets.

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When you arrive the local Fey Roam Legate informs you that the folk who have gone

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missing all have one thing in common.

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They disappeared in foraging or hunting trips into the Highlands.

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Local legends speaks of a wyvern and that once dwelled

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in the cave beneath the hills.

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It hasn't been seen in a century, but the people have gone missing nearby.

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Record this as a dangerous quest and make an action to travel to the cave optionally

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start a quest clock with two portions.

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Make actions until you fill the clock.

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When you arrive, you see several different size footprints in the dirt.

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They all lead inside.

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When you have successfully investigated the missing people,

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the patrols should receive two xp.

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All right.

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So yeah, we're gonna go ahead and we're gonna go ahead and make the

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travel to the cave, our thing.

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Cause after all we're a little new.

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We're kind of new to this, so we're gonna try to get to the cave.

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So we will see how that goes.

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Mm-hmm.

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All right.

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So we'll need two blocks of progress in order to in order to.

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So

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guardian steel has been sent to a small village in order to track

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down some of the missing people.

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He's not sure why he was, I'm not sure why I was sent.

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I mean, after all this seems like something that a scout should be doing.

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I'm just a guardian, but whatever.

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I got my stick.

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I got my feet and we're gonna go ahead and we are going to try and

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find these people because that is what we were sent out here to do.

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So I want to

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do stuff.

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I want to do stuff.

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All right.

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What I want to do is I want to.

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Start heading towards the cave.

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I got a, I got a general description of the area and where people

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were disappearing, so I'm gonna go head off in that direction

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and I'm gonna see what I see.

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And I think that is going to be a.

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That's gonna be a fey roll.

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Pretty sure that needs to be a fey roll as nothing else makes sense.

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It's not magic, it's not physical.

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I'm just trying to interact with the land.

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Outstanding and I got a four, which is an absolute success.

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. So we're going to mark one progress.

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So I'm one of two ways to the cave.

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So

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the directions were really good, like everybody seemed to be

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disappearing around the same area.

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And the directions I got were really good for that.

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So like I was able to, I was able to get to the spot, like to one of the spots.

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And I definitely found some signs of some signs of struggles, some signs of a fight.

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And now it is time to decide and now I need to track that.

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I need to track that on back and see where that see where this fight went.

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And I think that's going to be another fey roll at as I'm trying to use my cunning.

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As I'm trying to use my cunning to divine, where,

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where these people got taken.

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I got another four outstanding.

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So it turns out it, there wasn't a whole lot of divining that I needed to do.

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I was able to follow a very clear path right up to the cave entrance.

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So I have found the cave.

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I have located the cave, and now it is time to go in.

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Now it's time to go in and see what happened.

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Like, like this cave.

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It looks, sketch.

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It definitely looks like a predator's cave.

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Now it is time to go in and see what is going on and here.

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So

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we are actually going to

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We're actually gonna give this a progress track of four.

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All right?

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So I need to get four successes in order to figure out what's going on.

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And I think part of that's gonna be because

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I think part of that is going to be because.

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Like, my character doesn't know that it's a wyvern.

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You know, and this is a starter quest, so I'm not even supposed

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to run into a wyvern so yeah.

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. Yeah, we're gonna give it a four cuz he is gonna have to look around.

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He's gonna have to figure out what's going on.

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Cuz you know, I'll tell you what, you know, finding this cave was easy.

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I don't know why people are disappearing.

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It's not like, like, I mean, obviously something happened, saw a fight, but

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like, I mean, the path was so easy to follow that this should not have been,

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that like, this should not be that big of.

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That's all I'm saying.

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It should not be that big of a deal.

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So we're just gonna go ahead and we're gonna go ahead.

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We're gonna go in here, we're gonna knock on some rocks, we're gonna see what's,

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well, we can see if we find anybody and.

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Yeah, and we're gonna go in the cave and we're just going

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to we're gonna go in the cave.

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We're gonna see what's what.

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Now, here's the thing.

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I want to explore the cave.

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I want to explore the cave,

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so that feels like another fey roll.

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So we're gonna go ahead and make another fey roll in order to explore the cave

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And that was another four.

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I rolled another dice, like just to make sure that my digital roller

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wasn't acting up because you know, new move, new house, new internet,

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technical difficulties and all.

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And then I rolled a one on the other one.

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So we're gonna call that a three.

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We're gonna call that a three.

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And so with a three.

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Like that's a success.

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So it doesn't feel good not marking progress on a success.

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So yeah, we're gonna go ahead and mark one progress, but we need a complication.

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So, Hmm, we need a complication.

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So for our complication, as we are exploring the cave, we get

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ourselves a little turned around.

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We are obviously not following the cardinal rule of exploring and

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keeping a hand against the wall, so we're a little turned around.

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And as such, we come across a bit of a, we come across a bit

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of a dead end slash like cave in.

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And there are gaps in the rocks.

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There are gaps in the rocks, and I can see through those gaps and

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I can see a cavern on the other side of these gaps because there's

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light coming through there as well.

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Obviously I took the wrong path, and so it's just a case of, you know,

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do I backtrack or do I try to move the rocks and I'm gonna try to move

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the rocks because I want to roll with my being because rolling dice

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is fun, even if they're digital.

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Even when it takes five minutes for your digital dice to roll.

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All right, and I rolled a 2 and a 3, so that is another success.

SteelStash:

So we're gonna go ahead and mark one more tick of progress.

SteelStash:

And so I'm able to get the rocks out, like I'm able to get the rocks out of

SteelStash:

the way enough for me to slip inside.

SteelStash:

I like enough outta the way I slip inside and I am now in the cavern, but.

SteelStash:

but it is very dim light.

SteelStash:

I thought it was brighter.

SteelStash:

It seemed, it definitely seemed brighter compared to where I was

SteelStash:

at, but it's definitely dim in here.

SteelStash:

And so I'm, now, I'm now kind of stumbling around, like the shadows

SteelStash:

are worse because of the dim light.

SteelStash:

You know how it is.

SteelStash:

You know how it is when you got very little light, the

SteelStash:

shadows are really bad, and so

SteelStash:

I am gonna go ahead and say,

SteelStash:

I'm gonna go ahead and say that there's something hiding in these shadows.

SteelStash:

This main cave.

SteelStash:

This main cave seems like the right cave.

SteelStash:

So I'm gonna say that there's something in those shadows and

SteelStash:

I'm going to turn to the bestiary.

SteelStash:

We're gonna say it's scythe pix, which is a semi sentient insectoid.

SteelStash:

So we're gonna go ahead and have two insectoid and let's roll for their

SteelStash:

health, and that is a three and a one.

SteelStash:

Outstanding.

SteelStash:

Okay.

SteelStash:

Now we aren't gonna play by the true solo rules.

SteelStash:

We're gonna play by the normal rules here.

SteelStash:

So we will go ahead and take our turn and then the ants will get their turn,

SteelStash:

or the insectoid will get their turn.

SteelStash:

And they have one D four each.

SteelStash:

So starting off, I'm gonna go ahead and charge at,

SteelStash:

I'm gonna charge at the weaker looking.

SteelStash:

I'm gonna charge it, the weaker looking scythe pix, and I'm going to swing

SteelStash:

my staff at them using my being and my brute force in order to attack.

SteelStash:

And I rolled a three which deals one damage successfully.

SteelStash:

successfully taking care of that first pix.

SteelStash:

And they are now down as the other one comes skittering up behind me and

SteelStash:

reaches for me with its mandibles.

SteelStash:

and it got a four, so it definitely took advantage of my back being

SteelStash:

turned and my health is now down to two with a roar of pain.

SteelStash:

I am going to turn around and slash at or smack at it with my staff.

SteelStash:

I rolled a three and a four, so that is a four, and I managed

SteelStash:

to connect quite firmly with it.

SteelStash:

And it chitters angrily at me as it snaps.

SteelStash:

Once again,

SteelStash:

and it roll the four,

SteelStash:

bringing my health down to zero and.

SteelStash:

Join the missing Persons Only.

SteelStash:

I wasn't taken out by a wyvern, I was taken out by a scythe pix

SteelStash:

and these things tend to happen.

SteelStash:

But that is Fey Roam by Eric Dill and this, this is a fun little game.

SteelStash:

Definitely fun.

SteelStash:

Caltrop core games are nice.

SteelStash:

I really like them.

SteelStash:

They are very simplistic and this is as well.

SteelStash:

Now the game book is 21 pages.

SteelStash:

A lot of that is devoted to equipment, bestiary, that sort of thing.

SteelStash:

So he did, Eric did build a lot with this.

SteelStash:

and it shows like there is, there is definitely some, there is definitely

SteelStash:

some fun, some fun to be had in here.

SteelStash:

One thing that I would like to see in games like this is, One thing

SteelStash:

I would like to see in games like this is some type of some type of

SteelStash:

oracle that fits with the theme.

SteelStash:

Now I know there are plenty of oracles that you can get everywhere else, but

SteelStash:

most of those are based around D 20 systems or like large dice, and that seems

SteelStash:

antithetical to the caltrop core mantra.

SteelStash:

I did try to, I did try to do something with that where

SteelStash:

like, absolute success would be the only time I didn't run into something where

SteelStash:

I didn't succeed and run into something.

SteelStash:

But it would be nice to see, it would be nice to see something built in so that

SteelStash:

you can at least see if it's going to be.

SteelStash:

a combat if it's going to be a challenge of some sort.

SteelStash:

But this is his first game.

SteelStash:

It's understandable, like this is, this is fine as is.

SteelStash:

Don't get me wrong.

SteelStash:

This is fine.

SteelStash:

This is fun.

SteelStash:

You know, this is, this is a great first game and I'm definitely looking

SteelStash:

forward to, I'm definitely looking forward to what he's gonna do with

SteelStash:

later installments because he does want to, he does want to expand Fey

SteelStash:

Roam and make it into a D six system.

SteelStash:

And I will definitely, I will definitely be bringing up the, the oracle bit, or

SteelStash:

at least something to help drive random con random encounters and content.

SteelStash:

But if you like this and you do wanna see more gameplay make sure you go check

SteelStash:

out another friend of the blog Croker.

SteelStash:

And his blog he has, he's done some sessions as well, and he was far

SteelStash:

more successful in his sessions than I was in my little playthrough.

SteelStash:

And if you want to pick up Fey Roam it is on itch.

SteelStash:

You can find it at drakenspyre.itch.io/feyroam.

SteelStash:

It is a pay what you want game, so you could pick it up for free.

SteelStash:

But remember, we support at least throwing some money at creators

SteelStash:

cuz after all, it encourages us and makes us want to make more games.

SteelStash:

It makes them wanna make more games.

SteelStash:

So definitely go check it out.

SteelStash:

Go pick it up, throw him.

SteelStash:

A dollar or two or pay the suggested price of $5 because again, you are getting,

SteelStash:

you are getting quite a bit in there.

SteelStash:

He did, he did put thought into the bestiary.

SteelStash:

You got the starter adventures, which are great.

SteelStash:

So go check it out.

SteelStash:

Make sure you tell him that steel stash sents you.

SteelStash:

And remember, I must ask y'all to stay awesome.

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About the Podcast

Lonely TTRPG
A Solo Play Podcast
Lonely TTRPG is a show where I play and review solo TTRPGs.

Every other week, we play another solo TTRPG from across the indie community.

So join us as we roll, draw, and journal our way through some fantastic games.

About your host

Profile picture for John Stum

John Stum

Black Dragon Dungeon Company is a TTRPG podcast. We do weekly actual play podcasts and bi-weekly discussion podcasts where we talk about certain things about the TTRPG world.

You can reach us at blackdragondungeoncompany@gmail.com or on Twitter at www.twitter.com/bddc_pod