So, some things to correct. The Watches numbering should start at midnight, so I’m correcting this now. Current watch is 3rd Watch, and the party has spent like 2 hours searching and failing to find any trail or clues.
Dwalin will search the orcs for any possessions. I will use the Harnmaster tables for this, since MERP doesn’t provide any random item generators for patrols.
Orc 1: 5 trade goods (furs/hides/etc), 1 weapon (scimitar)
Orc 2: 8 trade goods (furs/hides/etc), 4 weapons (scimitar, mace, handaxe, dagger)
There’s nothing special, and orc weapons and trade goods are too crude for humans, dwarves and elves.
Now for this session, I’m beginning with BOLD again to roll up some connections.
action |
gerund |
subject |
assure |
negating |
a skill |
digress |
training |
enemies |
interject |
weakening |
party member |
So, since they failed to follow the hill troll trails, they will search on the wild for hill troll lairs.
I deem, that the 3rd watch time is lost, and I’ll roll for encounters.
3rd watch: 74/72: No encounter
Scouting: 77+30+11: 118: Success! Finally. Now here we have a metagaming question. Is this the lair of the adventure?
If I answer this now, and learn this, I spoil much fun. I will ask later on. In any case, the adventure spoke of a side entrance to the lair, but since the Success, was Normal, I decide that the party has just found the regular entrance to a hill troll lair.
Dwalin looks carefully through the land for any signs of trolls. He’s no woodsman, but he knows what to expect. Finally he sees something that fits. He points for the party to look at a tree, it’s branches ripped off. Not broken, but the bark torn apart and twisted, as if from an external force.
“Only a troll could have done this. Come!” He goes quickly to the tree, overlooking a hill, and he sees the huge footprints. Dwalin smiles, while Leowyn looks worried around for any signs of trolls.
“Don’t worry, they sleep at day, we have at least 2 hours of daylight.” He says as he follows the footprints down, to a cave entrance, blocked by a huge boulder.
“There it is!” He exclaims.
Leowyn ties the horse to a tree nearby, and whispers to its ear to stay silent.
The group gathers in front of the entrance, trying to decide how to proceed.
“Hill trolls sleep at the day. This means, that their numbers should be higher now inside, but we could go inside and do some scouting.” Dwalin proposes.
“Or we could wait until after dark and let their hunting party leave before going inside. Maybe we’ll find few opposition.” Leowyn counters.
“Hill trolls are stupid, but they guard their entrance. I’d say we go now, just me and Camthalion. Your eyes can’t see in the dark, human child. What do you think?” Dwalin proposes again.
“That sounds like the safest course. We need to make sure to be silent… and to return before dusk. Or we risk getting caught inside.” Camthalion agrees, and they go in.
I declare this a Light Difficulty task, so I need to roll less than -50 to be detected. In all other cases, the party moves inside, some feet. I’ll need to make at least 100′ before I ask which lair is this?
Camthalion: Stalk/Hide: 17+40-4=53: 70%: 17.5′
Dwalin: Stalk/Hide: 67+2-4=65: 80%: 20′
Camthalion: 26+40-4=62: 80%: 20′
Dwalin: Stalk/Hide: 93+2-4=89: 100%: 25′
Camthalion: 87+40-4=123: 110%: 27.5′
Dwalin: Stalk/Hide: 46+2-4=44: 70%: 17.5′
Camthalion: 22+40-4=58: 80%: 20′
Dwalin: Stalk/Hide: -22+2-4=-24: 30%: 7.5′
Camthalion: 6+40-4=42: 70%: 17.5′
Dwalin: Stalk/Hide: 11+2-4=9: 50%: 12.5′
Camthalion has entered the main room.
Q: Is this the lair of the adventure hill trolls? (likely)
A: False Presupposition: This is not the lair of hill trolls anymore, it’s the lair of orcs!
Camthalion and Dwalin stalk inside the cave, one with the wall. Their eyes adjusting to the darkness and using whatever glimmer of light enters from the opening in the back. As the corridor opens up to the main room, the duo looks around for the huge bulking creatures, but instead they see, nasty orcs sleeping, snoring.
Q: Are there many orcs inside?
A: No, but, there are a few: 1d6+1: 2
Q: Are they far away?
A: False presupposition: Re-roll: Yes, and, it’s 2d6x10′: 40′.
Camthalion: Stalk/Hide: 25+40-12=53: 70%: 17.5′
Dwalin: Stalk/Hide: 87+2-12=97: 100%: 25′
Camthalion: Stalk/Hide: 48+40-12=66: 90%: 22.5′
Dwalin: Stalk/Hide: -41+2-12=-51: F!
The duo speaks with the eyes, as each of them, weapons drawn, closes in to the sleeping orcs. Camthalion has reached his enemy, ready to slay him in his sleep, when Dwalin, stumbles and kicks the metal helmet of the orc he was about to murder. The metal pot clangs and rolls over the floor, waking up the orcs, who open their eyes in surprise and hiss something in their black speech.
I’m having a difficult time finding any Surprise rules, so I’m house ruling it. The orcs are considered Stunned for 1 round. In addition they don’t don shields or weapons, so DB and OB is 0. Unless the party offs them in one round, they may sound the alarm (that is, considering there are more orcs around).

Camthalion: Attack Orc1: 64+23=87: 10A: 13-20=-07: Weak strike yields no extra damage. +0 hits
Dwalin: Attack Orc2: MM: 19-5=14: 50: 25′: 67+14-100+33=14: 0
Q: Do the orcs sound the alarm?
A: Yes, and, they are heard immediately.
The dwarf and the elf are as startled as their foes. Camthalion exchanges an look with the orc, and then slashes at it, but the orc moves aside and is barely scratched to it’s arm.
Dwalin spends some precious moments kicking the helmet away, and the lunges to cover the distance. His mace misses by a long shot, and the orc shouts.
U pizumu! U pizumu! Kishtraum! it hisses out loud.
For a moment the yell echoes into the caves, but then as it reverberates, the part realizes it’s not echo. It’s other orcs responding to the call. The orc sends a sardonic smile and looks at it’s wicked blade sitting at it’s feet, before heading in another clash with the intruder.
Camthalion: Attack Orc1: 69+23=92: 11B: 79-10=69: Medium thigh wound. +6 hits. 1 hit per round. -10 to activity. Stunned 2 rounds.
Orc2: Pick up sword. Attack Dwalin: 76+5-30-5=46: 0
Dwalin: Attack Orc2: 42+66=108: 13C: 09: Minor fracture of ribs. +5 hits. -5 to activity.
Leowyn: Perception: 57+10=67: Failure. She hears nothing of the fuss. And can’t roll again for the day… huh.
So I decide that I will ask each round from now on if the enemy reinforcement arrive, with increasing likelihood, starting at unlikely.
Q: Do reinforcements arrive? (UL)
A: No
Camthalion: Attack Orc1: 44+23=67: 0
Orc2: Attack Dwalin: 41+35-5-30-5=36: 0
Dwalin: Attack Orc2: 49+66=115: 19D: 37+10=47:Blow to forearm. +5 hits. If no arm armor, stunned 1 round. Orc2 is down.
Q: Do reinforcements arrive?
A: Yes, and it’s a lot of them. 2d6: 10 Orcs.
Before the orc facing Camthalion has had a chance to react, he hacks at it, hitting it’s thigh, black blood spewing out. The pain stuns the orc, who doesn’t manage to pick up it’s curved sword.
The other orc, quickly picks up it’s own weapon and hastily jabs at Dwalin, but the dwarf, easily deflects the blow with his shield, and comes with a counter, cracking his enemy’s ribs with his mace.
As the footsteps are heard closer and closer, Camthalion tries to hurt his enemy again, but the orc evades the blow, still unable to react.
The other orc, tries to catch up it’s breath and can’t connect a blow against Dwalin, who strikes back, crushing it’s forearm, and stunning it from the searing pain.
The orc mob makes a ruckus as they arrive to the other end of the cave. Spitting and swearing. Camthalion counts at least 10 of them.
“Retreat! to the narrow entrance!” He shouts to Dwalin.
Camthalion: Runs away: -55+35=-20: 50+35+0-5-100: 0
Orc1: Picks up sword. Attacks Camthalion: 37+35-30-10-25+5=12: 0
Dwalin: Runs away: 20-5=15: 10-5-100: 0
Quite weird to have 0′ results for running movement.
Also the rulebook is contradictory. I’ll take the first statement, that if the character makes a successful MM roll, they can move up to double their normal movement rate.
Camthalion thus moves 170′, and Dwalin 90′.
Q: Are the orcs far away?
A: No: 1d6+2×10’=70′
The orc reinforcements can move 60′. Dwalin is 160′ away.
It seems that it’s quite likely that with these distances, the group can get out of the lair before the orcs reach up to them.
I need to ask the Oracle.
Q: Does the group get out before the orcs catch up to them? (L)
A: No, and, two orcs catch up to Dwalin. The party must fight or abandon the dwarf.
Q: Does Leowyn realize what’s going on? (L)
A: Yes, and she gets inside to fight.
Q: How wide is the corridor?
A: 1d6x10′: 50′
Camthalion runs like the wind and is almost outside when he turns around and sees that two orcs have caught up to Dwalin. “Leowyn!” He shouts. “Orcs, come, we need your blade.”
Leowyn gets inside, as Camthalion draws his bow and nooks an arrow.
She sees the almost dozen enemies and doesn’t speak a word. She knows the dwarf needs her help.
So, theater of the mind combat. Dwalin will fight against two orcs in this round, and Leowyn can close the distance to stand at his side.
Since it’s 50′ wide, there can be 5 orcs fighting there. Leowyn and Dwalin can try to hold them off, but they will be facing two or three orcs respectively. Camthalion will provide cover fire.
I also need to ask about orc archers.
Q: Are there any orc archers?
A: No

Note: A huge mechanics text section follows. I’d suggest skipping to the end of combat to read the narrative instead.
Camthalion: nooks an arrow
Leowyn: moves next to Dwalin
Orc3: attacks Dwalin: 68+35-30-5=68: 3
Orc4: attacks Dwalin: 18+35-30-5=18: 0
Dwalin: attacks Orc3: 29+66-25=70: 0
The rest of the orcs, reach the party. 3 face Dwalin and 2 face Leowyn.
Camthalion: Shoots Orc3: 04: Fumble!: 62+10=72: You really mishandle your weapon. Stunned 2 rounds.
Seriously?? Outnumbered, and just lost missile support.
Leowyn: attacks Orc5: 15+53-25=43: 0
Orc3: attacks Dwalin: 54+35-30-5=44:0
Orc4: attacks Dwalin: 92+35-30-5=92: 8. Dwalin has 26hp remaining.
Orc5: attacks Dwalin: 47+35-30-5=47: 0
Orc6: attacks Leowyn: 32+35-40-5=22: 0
Orc7: attacks Leowyn: 65+35-40-5=55: 1
Dwalin attacks Orc3: 75+66-25=116: 15D: 83+10=93: Unconscious for 4 hours due to blow to the side of the head. If no helm: skull crushed. +20 hits. Orc3 is down!
So, for each orc that takes a fallen orc’s place, they will not be attacking this round.
Camthalion: Stunned
Leowyn: attacks Orc5: 20+53-25=48: 0
Orc4: attacks Dwalin: 31+35-30-5=31: 0
Orc5: attacks Dwalin: 63+35-30-5=63: 2
Orc6: attacks Leowyn: 92+35-40-5=82: 6. Leowyn has 22hp remaining.
Orc7: attacks Leowyn: 27+35-40-5=17: 0.
Orc8: joins fight.
Dwalin: attacks Orc4: 43+66-25=84: 6.
Camthalion: Stunned
Leowyn: attacks Orc5: 43+53-25=48: 0
Orc4: attacks Dwalin: 90+35-30-5=31: 90: 7. Dwalin has 17hp remaining.
Orc5: attacks Dwalin: 13+35-30-5=13: 0
Orc6: attacks Leowyn: 18+35-40-5=08: 0
Orc7: attacks Leowyn: 27+35-40-5=17: 0
Orc8: attacks Dwalin: 22+35-30-5=22: 0
Dwalin: attacks Orc4: 07+66-25=48: 0.
Camthalion: Shoots at Orc4: 64+48-25=87: 0
Leowyn: attacks Orc5: 14+53-25=42: 0
Orc4: attacks Dwalin: 17+35-30-5=17: 0
Orc5: attacks Dwalin: 33+35-30-5=33: 0
Orc6: attacks Leowyn: 10+35-40-5=0: 0
Orc7: attacks Leowyn: 43+35-40-5=33: 0
Orc8: attacks Dwalin: 01: Fumble: 52-10=42: Drop your weapon. It will take 1 round to draw a new one or 2 rounds to recover old one.
Dwalin: attacks Orc4: 78+66-25=119: 20D: 05+10=15: Minor fracture of ribs. +5 hits. -5 to activity.
Camthalion: nooks arrow.
Leowyn: attacks Orc5: 07+53-25=35: 0
Orc4: attacks Dwalin: 04: Fumble: 62-10=52: You lose your wind and realize you should try to relax. -40 to activity for 2 rounds.
Orc5: attacks Dwalin: 12+35-30-5=12: 0
Orc6: attacks Leowyn: 86+35-40-5=76: 5. Leowyn has 17hp remaining.
Orc7: attacks Leowyn: 35+35-40-5=25: 0
Orc8: recovers old weapon.
Dwalin: attacks Orc4: 44+66-25=85: 6: Orc4 is down.
Camthalion: Shoots at Orc5: 03: Fumble!: 86+10=96: You let your arrow fly too soon. You are 20′ short of your target. You are at -30 to activity for 3 rnds.
Leowyn: attacks Orc5: 30+53-25=58: 0
Orc5: attacks Dwalin: 83+35-30-5=83: 6. Dwalin is at 11hp.
Orc6: attacks Leowyn: 82+35-40-5=72: 4. Leowyn is at 13hp.
Orc7: attacks Leowyn: 20+35-40-5=10: 0
Orc8: recovers old weapon.
Orc9: joins fight.
Dwalin: attacks Orc5: 45+66-25=86: 8
Camthalion: nooks arrow.
Leowyn: attacks Orc5: 74+53-25=102: 15C: 94: Knocked out for 6 hours with a blow to the strike of the head. If no helm: dies instantly. +15 hits. Orc5 is down.
33% of the orcs are down (Orcs 1,3,4,5). I’ll ask the Oracle.
Q: Do the orcs flee? (UL)
A: No
Orc6: attacks Leowyn: 89+35-40-5=79: 5. Leowyn is at 8hp.
Orc7: attacks Leowyn: 87+35-40-5=77: 5. Leowyn is at 3hp.
Orc8: attacks Dwalin: 55+35-30-5=55: 6. Dwalin is at 10hp.
Orc9: attacks Dwalin: 06+35-30-5=06: 0
Dwalin: attacks Orc8: 66+66-25=107: 13C: 07: Minor fracture of ribs. +5 hits. -5 to activity.
Camthalion: Shoots at Orc6: 51+48-25-30=44: 0
Leowyn: attacks Orc6: 74+53-25=102: 15C: 70: Medium thigh wound. +6 hits. 1 hit per round. Stunned 2 rounds. -10 to activity.
Orc6: Stunned.
Orc7: attacks Leowyn: 81+35-40-5=71: 4. Leowyn is at -1hp. Leowyn is unconscious.
Orc8: attacks Dwalin: 72+35-30-5-5=67: 3. Dwalin is at 7hp.
Orc9: attacks Dwalin: 25+35-30-5=25: 0
Orc10: joins fight.
Dwalin: attacks Orc8: 90+66-25=131: 19E: 75+20=95: Unconscious for 4 hours due to blow to the side of the head. If no helm: skull crushed. +20 hits. Orc8 is down!
Camthalion: nooks arrow.
Orc6: Stunned.
Orc7: attacks Dwalin: 35+35-30-5=35: 0
Orc9: attacks Dwalin: 12+35-30-5=12: 0
Orc10: attacks Dwalin: 39+35-30-5=39: 0
Orc11: Joins fight.
Dwalin: attacks: Orc6: 73+66-25=114: 14D: 07+10=17: Minor fracture of ribs. +5 hits. -5 to activity. Orc6 is down.
50% of the orcs are down (Orcs 1,3,4,5,6,8). I’ll ask the Oracle.
Q: Do the orcs flee?
A: No, but, it will be likely if they lose one more of their own.
Camthalion: Shoots at Orc7: 96+13+48-25=132: 22E: 46+20=66: Strike to lower leg. Tendons torn. +3 hits. -25 to activity. Stunned 1 round.
Orc7: Stunned.
Orc9: attacks Dwalin: 06+35-30-5=06: 0
Orc10: attacks Dwalin: 53+35-30-5=53: 1. Dwalin is at 6hp.
Orc11: attacks Dwalin: 10+35-30-5=10: 0
Orc12: Joins fight.
Dwalin: attacks: Orc7: 26+66-25=67: 0
Camthalion: Reloads and shoots at Orc7: 84+48-35-25=72: 0
Orc7: attacks Dwalin: 03: Fumble: 100: Worst move seen in ages. -60 to activity from a pulled groin. Foe is stunned 2 rounds laughing.
Orc9: attacks Dwalin: 36+35-30-5=06: 0
Orc10: attacks Dwalin: 61+35-30-5=53: 2. Dwalin is at 4hp.
Orc11: attacks Dwalin: 24+35-30-5=10: 0
Orc12: attacks Dwalin: 49+35-30-5=10: 0
Dwalin: Stunned.
Camthalion: loads arrow.
Orc7: attacks Dwalin: 26+35-30-5-60=0: 0
Orc9: attacks Dwalin: 44+35-30-5=44: 0
Orc10: attacks Dwalin: 58+35-30-5=58: 1. Dwalin is at 3hp.
Orc11: attacks Dwalin: 97+35-30-5=97: 9. Dwalin is at -6hp. Dwalin is down.
Orc12: moves towards Camthalion.
Camthalion: Shoots at Orc7: 77+48-25=100: 10B: 34-10=24: Thigh strike. +3 hits. If no leg armor: 3 hits per round. Orc7 is down.
Q: Do the orcs flee? (L)
A: Yes but, they only flee to the depths of the lair. They’re likely to return if the group doesn’t leave soon.
What a fight! So, as a fellow solo role player pointed out, there’s a modifier for surprise under the Hand Weapons attack tables. There are also many other modifiers there, which were applicable but I missed them, like penalties for when you’re under half hit points…For next combat I guess. As I keep reading MERP, it’s really hard to keep track of the rules. Speaks to it’s age. It isn’t too hard to miss such an important part of the rules…it is more like the little letters in a Terms & Conditions section.
Camthalion nooks an arrow to his bow as Leowyn joins Dwalin in his fight against two orcs.
As Camthalion shoots, he mixes up the string between his hands, in a fumble, unheard of for his species. The orcs and the warriors exchange blows, with a minor scratch on Dwalin, who strikes back with renowned fury, hitting an orc to the side of the head with his mace, crushing it’s skull.
Camthalion still tries to untangle from the bowstring, as the melee combatants cause minor wounds to each other. Another orc takes it’s fallen brother’s place.
When finally Camthalion untangles himself, he shoots and misses. Everyone is on top of each other, and it’s hard to score a successful hit. One of the orcs is so confused, that he drops his weapon in the fuss. Dwalin scores a hit, fracturing some orcish ribs with his mace.
Fighting for so long, one of the orcs loses his wind. He pauses for a second, which is enough for Dwalin to find an opening and kill it.
Camthalion, eager to help his team, shoots too soon. The arrow flies early, and he hits the ground 20′ short of his target. The unarmed orc recovers his weapon and another one joins the fight. Minor wounds are wearing down the warriors.
Leowyn composes herself and lunges, and with a swift side strike, hacks an orc head, killing it. Despite their losses, the orcs stay standing strong. The fight goes on, with Dwalin cracking more orcish ribs.
Camthalion misses yet again, but Leowyn jabs deep in an orc thigh. It’s scream is heard above the clash of arms. Another orc, hacks back at Leowyn, and the continued fight brings her down. Dwalin, isn’t scared easily. Despite standing alone in melee against them, he gathers all his willpower, and with a calculated strike, he crushes another orc skull.
The orcs morale is low. They fight, but are unsure. Dwalin hits yet again, breaking the ribs of another orc, and killing it.
The orcs have lost half their numbers, but they still keep on. Yet, they start to waiver. They look at each other, questioning their opponents strength.
Camthalion, finally aims true. His arrow rips off the tendons of an orc, stunning it. Another orc from the rear lines joins the fight.
An orc warrior screams a war cry and charges at Dwalin, as he hacks, he misses, stumbles on one of his fallen brothers, and ends up punching himself in the face.
Dwalin can’t keep himself from laughing. He can barely keep a straight face and compose to fight properly. The other orcs, angry, and confused take advantage, and hit the master Dwarf. His armor is strong, but the repeated hits bring him down.
The orc surrounding Dwalin now turn to Camthalion. He knows it’s now or never. He aims, and hits an already wounded orc, the arrow lodges itself in the thigh of his enemy. The bleeding is intense and the orc falls.
The orcs are scared. If the elf fights them as hard as the dwarf and the horse-rider, then they’re done for. With their companion falling under the arrow, they turn tail and flee, deeper back in the caverns.
Camthalion knows this uneasy serenity won’t last. The orcs will come back when they decide they want to get out, or when they realize the elf doesn’t pose that much of a threat.
He turns his attention to his fallen comrades.
Surface Ways on Leowyn: 77: Success: Heals 9 hit points. Leowyn is back up to 8 hit points.
Camthalion lies beside Leowyn. Touches her wounds and focuses. He meditates for a few moments and then he casts his spell. Leowyn is rejuvenated. She opens her eyes and looks at him.
“Come child. Help me carry the master dwarf out of here.” He says.
Without saying a word, she picks up their belongings, and slowly, they carry Dwalin out, put him on the horse and leave, to find a place to camp for the night.
4th watch: 53/43: No encounter
5th watch: 82/36: Sighting by another group (wilderness encounter/beast): (Harnmaster tables): 89: Dwarf Adventurer: Camping/Seeking accomodations/etc.
Q: Does the dwarf come to the party?
A: No
6th watch: 59/71: No encounter
The party camps for the night. Camthalion, who is in a better shape than the others, stands watch as Leowyn and Dwalin rest.
“I believe we have lost them.” Camthalion tells Leowyn. “It was close, but we faced them off.” He tries to assure her. “I don’t think they will come after us, even wounded as we are.”
“I believe our deeds will travel among them, striking fear into their hearts. I counted at least five orcs falling under my mace!” Dwalin says boldly as he wakes up from his sleep, regaining consciousness.
“Rest, master dwarf. It takes a lot of energy to crush five filthy goblins.”
“Yes, yes, you put down one of them, your skill with the bow isn’t as good as I heard, with regards to your people. You should train more.” Dwalin points out.
“Hah! It was but a bad moment. I’m sorry I let you down. I don’t need no training.” Camthalion responds.
“Worry not, you saved our lives in the end, and that is what matters.” Dwalin states, and Leowyn smiles. The crisis between the dwarf and the elf is averted.
I think with these, I have “assure weakening party member”, “digress training a skill” and “interject negating enemies” from BOLD connections, to Camthalion and Dwalin respectively.
Under the starlight, Camthalion feels a gaze. He looks around notices a dwarf in the distance, under a tree, camping as they do, but silent. He doesn’t make a move to join them, and Camthalion feels that it’s better this way. The party isn’t at their strongest to face the unknown. He stands watch, as the others sleep…
I’ll end my session here. Time to do some bookkeeping. Experience and hit points.
Member |
Hits received |
Criticals received |
Camthalion |
0 |
0 |
Dwalin |
43 |
0 |
Leowyn |
29 |
0 |
Enemy |
Camthalion |
Dwalin |
Leowyn |
Orc1 |
|
|
|
Orc2 |
|
200 |
|
Orc3 |
|
200 |
|
Orc4 |
|
200 |
|
Orc5 |
|
|
200 |
Orc6 |
|
185 |
15 |
Orc7 |
200 |
|
|
Orc8 |
|
200 |
|
Orc9 |
|
|
|
Orc10 |
|
|
|
Orc11 |
|
|
|
Orc12 |
|
|
|
Total |
200 |
985 |
215 |
Camthalion: 100 for Spellcasting, 10 for a Stalk hide MM over 100.
Idea Points: 691. I’ll split it between Dwalin and Camthalion for using the BOLD connections. They get 345 each.
Adding up the experience points from the previous adventure, I have the following totals:
Name |
Experience Points |
Camthalion |
2203 EP |
Leowyn |
1581 EP |
Dwalin |
2592 EP |
With two watches resting, and one searching for camp, Dwalin is at 3 hp and Leowyn is at 17 hp.
That was a combat heavy totally old-school session. The party survived at a thread.
It was quite tiresome and I missed a lot of the mechanics, as they are spread around the book at the most unexpected places. Flanking provides bonuses that could have turned the tide further for the orcs. The party would have chosen different tactics though in that case.
On the other hand, my fears about my previous Zweihander session were unfortunately confirmed. I run an equally heavy combat, with an equally (or more) crunchy system. In MERP The results were so much different. There were effects! Narrative feedback! I had so much fun! I could visualize, my dwarf protagonist, drenched in blood, smashing orc skulls, like his life mattered on it!
Again, expectations. Being completely conscious about what to expect from a session is very important with regards to the fun factor. I expected to have to face tons of bookkeeping and page flipping, and that’s why it didn’t bother me the slightest when it played out.
I’m really curious as to what the party will do next. Thankfully they haven’t suffered any criticals. Being armored saves you from critical hits in MERP. Makes it easier to get hit and suffer hit points, which makes sense. All in all the protagonists suffered flesh wounds and concussion hits, which can be recovered easily. Will they rest in the countryside or return to the inn to recover? Who was that mysterious dwarf in the night? I’ll also have to start keeping track of their rations, arrows and supplies…
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