On 29 October 2026 we played the opening of The Dead Pay Half on the live site, with a new account and only the free Embers. This page is that session, screen by screen. The numbers come straight from the screenshots.
Every caption says who made what you see:
Enforced by the engine: numbers and outcomes the game's rules decide. These are rolls, difficulties, standing, damage, quests and Ember costs.
Narrated by the AI: words the AI writes, such as scene descriptions and what characters say. Lines spoken by characters are generated text.
Real dice settle skill checks; the AI narrates and judges how your choices land.
1. Picking a hero
The Dead Pay Half offers three ready-made heroes through Quick Start, or you can build your own. We picked The Blade, a Loreborn Sage Knight, and named her Wren.
The Quick Start heroes for The Dead Pay Half, under the world's game systems. Enforced by the engine: each hero's kindred, class and the attributes they set.
2. Before a risky move: the odds
At Mile Forty, a coaching inn on the road, Wren leans on the innkeeper, Joss Breadwell, to tell her about the Tithe, the raiders who work the road. Before she commits, the action shows her odds: Presence +5 against a difficulty of 42, a 64% chance of success. The breakdown shows where the +5 comes from.
Intimidate, before the roll: Presence +5 against difficulty 42, 64% success. The breakdown shows the +5 coming from her Presence, Intimidation and Power. Enforced by the engine: the modifier, the difficulty and the chance.
3. The roll
The Forge Roll comes up 80. Add 5 and it's 85 against 42, beating the difficulty by 43. That's a critical success.
80 plus 5 makes 85 against a difficulty of 42: a critical success. Enforced by the engine: the roll, the total and the outcome.
4. A character's feelings change, and a push that fails
Joss is frightened, and it shows: his portrait changes and he is marked Cowed. Fear isn't the only thing that moves. Each character keeps separate feelings about the player, and Wren's pressure raises one and lowers others. When she keeps pushing, his standing drops from Neutral to Wary.
Joss's feelings about Wren. Left, after the first roll: Neutral, with Fear at +50. Right, after more pressure: Wary, with Fear at +100 and Affection, Trust and Respect all below zero. Enforced by the engine: every feeling, and the standing they add up to.
On her third attempt the roll's difficulty has risen to 48. The die shows 28, and with her +5 that's 33. She misses by 15, and Joss holds his ground.
The third attempt: 28 plus 5 makes 33 against a difficulty of 48. Failure. Enforced by the engine.
5. A fight lost, and what it costs
On the road to Owing, a Tithe hand springs an ambush at the Narrows. The fight is turn-based, and each move is settled by a Forge Roll. Wren lands an aimed strike that drops him to one knee, but the fight goes against her and she loses. She wakes in the infirmary in Owing. The Charter Silver she carried has been taken, and the wound comes with her: her Lifeforce is still 58 of 230 when she next travels.
A combat turn at the Narrows: an aimed move, settled by a Forge Roll. Enforced by the engine: the roll, the hit and the damage. Narrated by the AI: the description.Losing the fight. Enforced by the engine: the defeat, what was taken and the wound that carries forward. Narrated by the AI: the scene.
6. The journal
The quest log keeps the job in plain words: who took the pay-wagon, and what to do about it. In Owing a second quest opens, and the writ board in the warden-house lists who is wanted.
The Quests window: Who Took the Pay-Wagon, with its objectives. Enforced by the engine: the quest and where it stands.
7. Coming back
Wren takes the map back to Mile Forty. The inn shows a mark from her last visit, and so does its host.
The map, with the road back to Mile Forty planned through The Mud, The Fingerpost and The Narrows: four turns. Enforced by the engine: the route and the turns it takes.Back at Mile Forty: "…a fresh gouge in one bench end had not been there on Wren's last visit." Narrated by the AI.Joss, on her return: "But the last time you stood where you're standing, I got the strong sense you were looking for a fight rather than a supper, so tell me plainly which it is tonight." Narrated by the AI; his words are generated text. Enforced by the engine: his standing, still Wary.
8. What it cost in Embers
Every story action costs 1 Ember, and many cost nothing; voiced narration and image generation are priced on their own, and some are limited per day.
When play began, the counter showed 14 daily Embers and 50 welcome Embers. Each move took one: the Intimidate took her from 9 to 8. Over the whole session, through every stop on this page, Wren used 27 Embers and finished with 37 to spare.
The Ember counter at the start, before and after one move, and at the end. Enforced by the engine: the cost of every move.
Free to start, with 50 welcome Embers and 15 more each day. Plans from $10 USD a month, plus one-time Ember top ups. Purchase
What the engine decided, and what the AI wrote
The engine decided:
Wren's attributes and the modifier they gave her
every difficulty, roll and outcome
each of Joss's feelings and his standing
the fight's turns, the damage and the defeat
the wound that carried forward
the quests
every Ember spent
The AI wrote:
the narration of every scene
everything Joss and the others said, including his greeting when Wren came back
details like the gouge in the bench
It also judged how each move landed in the story, within what the rolls allowed.
Limits
This is one session. Another hero, other choices and other rolls give different numbers.
In a web browser on a desktop or laptop computer, with a free account. Nothing to install. You can browse the worlds on a phone, but you need a computer to play.
Characters remember what you did for the rest of that playthrough.
Fable Forge is single-player. The party members you recruit are played by the AI, not by other people.
A solo AI RPG in authored worlds, made by our team with AI help, then tested.