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  • giorgis 11:36 pm on November 29, 2023 Permalink | Reply
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    Savage Warhammer S01E00 

    Session Zero

    Working on a new project of mine. It’s something that has been done plenty of times before, playing in the Old World of Warhammer using a different system.

    I’m a big fan of the Old World setting and the Warhammer Fantasy Roleplay theme. Grim and dark, with a tone of phlegmatic humour. However I’m partial to the ruleset. The first edition is a bit too chaotic, not only in terms of combat results, but also of rules. This isn’t solved entirely in the next editions with the 2nd being too crunchy for my tastes. I have no problem with crunchiness, but for solo, I’m looking into streamlined crunchiness, similar to how Harnmaster and BRP does it.

    Therefore I considered many times a conversion, and playing, using a different ruleset. I decided against Harnmaster, because separating the ruleset from its own lore and putting it into the Old World, sounds like too much of an effort (magic, races, locations, technology). I decided against Mythras due to the difficulty of running an adventuring party, and decided against BRP, because I want a wounds threshold system.

    In the end, I decided to go into Savage Worlds. There’s many fan-made conversions of WHFRP to Savage Worlds in the wild, and the one I will be mostly following, is the Savage Warhammer.
    I will be using the SWADE core, and drawing additional information from the previous edition of Savage Worlds Fantasy Companion. I’ll also take more information from the other fan-made conversions if I like them, as I see fit, for example I used the ‘Apprentice’ Hindrance from another conversion.

    Apprentice (Major)
    This Hindrance can be taken by a starting character with an Arcane Background with a linked Skill Trait no greater than d4. The character starts with one less Power than normal and can gain no more Powers until at least one Rank is gained.

    I recall preferring some of the SWDE rules better than SWADE, but if memory serves me right, these were related mostly to modern firearms, so hopefully, SWADE will be the right choice.

    For Setting Rules I will be using some existing ones as-is, a few modified, and a few of my own.

    • Hard Choices: As is
    • Dynamic Backlash: Replaced by Savage Warhammer Magic rules
    • Dynamic Melee Combat: Inspired from my favorite d100 systems, see notes below
    • Grittier Damage: Some extra deadliness.

    Dynamic Melee Combat

    Defender chooses to block, counterattack or dodge the incoming attack. An unarmed defender can only dodge as a defensive action. This must be declared prior to the attack roll.

    Attack RollBlockCounterattackDodge
    ≥Parry+RaiseA*2A*2A*2
    ≥Parry†A*1A*1A*1
    ≥4Blocked AB*1Dodged
    2-3Blocked BD*1Missed
    1FumbleD*2Stumble

    A*2: Attacker hits with raise.
    A*1: Attacker hits.
    B*1: Both hit.
    D*1: Defender hits.
    D*2: Defender hits, with raise.
    Blocked A: Attack blocked. Roll damage against defender’s weapon‡. On success, it’s broken.
    Blocked B: Attack blocked. Roll damage against own weapon‡. On success, it’s broken.
    Fumble: Attacker Agility check or drop weapon.
    Stumble: Attacker Agility check or fall prone.
    Dodged: Defender Agility check or fall prone.
    Missed: No effect.
    † Only if Parry>4
    ‡ Weapons & Shields Toughness equals to Damage + Weight.
    Note: on a block, residual damage can carry over to the defender

    On a raise the combatant can choose one of the following options.

    • +1d6 Damage as per RAW
    • Weapon Special Effect:
      Edged weapons cause Lacerations: The slashing attack hits another location at one weapon (only) damage.
      Piercing weapons cause Impaling: double weapon (only) damage, weapon remains stuck in opponent until removed. Penalty -2 until removed. Any significant activities or removal causes weapon (only) damage, not reduced by armor. Successful Strength check to remove by target or successful Fighting attack to retrieve by attacker. (If the attacker has no other weapon; they’re considered to be an Unarmed Defender until weapon retrieval.)
      Bludgeoning weapons cause Crushing: Increase Strength damage by one step. Target is Stunned.

    Grittier Damage

    As per Gritty Damage rules, but also:

    • A single attack which causes 2 Wounds or more, also causes Bleeding Out. For Bludgeoning weapons this is internal bleeding. For piercing weapons, if impaled, Bleeding Out happens only if the weapon is removed.
    • A single attack which causes 4 Wounds or more, also destroys the location. A limb is severed, a head decapitated, etc. In contrast to Gritty Damage RAW, this damage is permanent unless recovered through magical means (i.e. regeneration).
    • Healing a Gruesome injury requires healing the Wound level that caused it. For example if a Hideous Scar was received by a 2 Wound hit to the head, then, 2 Wounds need to be healed to remove the effect.

    Solo Engines

    The few times I’ve solo played a pre-written adventure module, I’ve come to enjoy the process immensely, so that’s what I’m going to do again. I intend to try out the use of the following solo tools and engines.

    Solipsism

    I think the gamebook style of Solipsism will fit well to structure the travelling between scenes and locations in a prewritten module. I have both versions of the solo engine, so I might try them both out.

    MUNE

    I will use the core MUNE as Oracle and engine, with TWENE table to alter the adventure as required.

    Expectations

    • A quick and dirty way to play in the Old World, maintaining the theme of the setting.
      Savage Worlds will provide the pulp survival mode, but the setting rules will make it more deadly and more interesting, staying true to the Warhammer vibe.
    • Solipsism will provide a framework to run the pre-written adventure modules, while MUNE will provide Oracle answers and alterations, without getting bogged down in charts.
    • Playing the pre-written adventure modules from the First Edition of WHFRP will provide a good experience without needing to rely on AI tools and generators to help describe an adventure.

    Concerns

    • The deadliness of the system might be too high and the party could be killed or TPK.
    • Solipsism might just not work. It is a very unique solo tool, and I haven’t tried running a prewritten adventure module in it.
    • The different adventure modules might not be easily tied together.

    Fallback

    • Tone down deadliness by using Gritty Damage as per SWADE RAW.
    • Use of another system, like Mythic (Variations 2), or Motif Story Engine to run the adventure framework.
    • Run sandbox solo until the opportunity appears to pick up the next adventure module.

    Format

    I’ve recently gotten Foundry VTT, and I intend to run the various scenes within this.

    The Oldenhaller Contract

    This is the adventure module included in the Warhammer First Edition Core Rulebook, and I will begin with this. Since it’s meant for four characters, I will create four characters. Apart from the SWADE chargen, I generated randomly all the background information. I decided to choose one different Class for each adventurer, but rolled on the professions normally.
    In short the characters are:

    • Abenzio Monteverde, 24M, 6’0″ 232 lbs, black curly hair, green eye, a massive Tilean pit fighter from Luccini, with only one working eye and scarred skin. He’s a foreigner a long way from home.
    • Greta Kahl, 27F, 5’8″ 130 lbs, bald, blue eyes,big ears, an alchemist’s apprentice from Barfsheim, Dunkelburg. Perhaps an experiment gone wrong? She has three children and a husband, what could have forced her to abandon them?
    • Elhali Silba, 77F, a wood elf smuggler from the Great Forest, with a stunning smile of very white teeth. Her family is all rogues and scoundrels, and the apple didn’t fall too far from the tree.
    • Wolmar of Schlafebild, 19M, the typical herdsman from Schlafebild of rural Altdorf, but with a very clear voice. Was pastoral life not meant for him?
      The adventure begins in Nuln, but the rulebook gives the GM the option to begin with the river journey and get the party to know each other, and that’s what I’ll do, albeit in a solo player’s manner.

    I’ll get started with the Book of Legends and Deeds to create interesting backstories for each of my characters using the Waylays mechanic, and then use Connections for some dialogues. It’s really interesting how just rolling the family and place of birth can provide you with like half the material you need for an interesting character.
    I have a concern here that I’ll spend too much time creating my protagonists, and they’ll die quickly in a ditch or gutter, but since the process is fun on it’s own I decided to go along with it.

    Abenzio Monteverde

    Abenzio is the third of four siblings. All his siblings are sisters. His father is a servant, and his mother was a thief.
    (Waning/relative/overcome by close friend)

    Abenzio’s mother fell ill when he was just a kid. Abenzio couldn’t help her, and if it wasn’t for his close friend’s father, a local healer, she might have not made it.

    (Unforeseen/misunderstanding/overcome by/favored skill)

    As a teenager Abenzio got in trouble for something he didn’t do. His sister had stolen an expensive necklace, and he was blamed. He entered into a brawl with the town guard and escaped.

    (Impassioned/weather/overcome on accident)

    It wasn’t long after that Abenzio attempted to flee Tilea on a boat as a crewman. The ship met harsh weather to the North, and crashed on the rocks. By luck he was the sole survivor, but he injured his left eye, and he can’t see with it. His body, flailed against the rocks, still bears the marks of a scarred skin. Since then, he tries to make a living in Reiksland as a pit fighter, quite successfully. His hulking size, intimidates most foes.

    Greta Kahl

    Greta is the youngest of four siblings. One of her brothers is a noble, perhaps a bastard half-brother whose father is nobility?
    (Grim/invader/overcome by fate)
    Greta was only a child when goblin raiders attacked their home at Barfsheim. It was only by chance that she survived, as she and her older siblings were sent on an errand at Dunkelsburg.

    (perceiving/hermit/overcome by favored ability)

    As orphans, the siblings split in Dunkelburg. Greta was taken in by an alchemist called Dietrich and his wife Anna. She helped in the lab and kitchen chores, and was given an education. Teenage Greta had taken on the surname of her new family, when an old man from Barsheim, called Gustav who had survived, was in the city for business. He saw Greta and almost recognized her, and wanted to take her back as a farmhand on his remote homestead, but the young Greta outsmarted him. She spoke eloquently in the classical tongue, and the man was confused. When she called out to a city guard that the man is harassing her, she made a scamp exit, while he was trying to explain himself.

    (ordinary/holdings/overcome by favored skill)

    The old man persisted, and he eventually found her adoptive family. For a decent bride price, she was married off to the man’s son, Wolf, in Barfsheim. Being a servant to a loveless marriage was not for Greta, and she planned her escape from this life. Having stolen some recipes from the laboratory, she prepared a potion to change her appearance, and leave in disguise, taking her three children with her. However, the potion didn’t work as expected, and Greta’s face was disfigured and she went bald. Her children screamed in horror when they saw her, and she fled in the night. Noone recognized her. Eventually, her face went back to normal, but for some bigger than normal ears, and the hair that never returned. Wearing a scarf to cover her head, she can’t return back to her demanding family, and dares not face her children and their just accusations that she abandoned them.

    Note: Retrospectively, it makes sense as the backstory evolved that her brother was adopted by a noble family that couldn’t sire children instead of a bastard.

    Elhali Silba

    Elhali is the youngest of three wood elf sisters, their father Calandilas is the only one in the picture.
    (barbaric/rebels/overcome by fate)

    Another tragic tale of the old world. When Elhali was just a kid, she was in the woods of the Great Forest with her mother, when a warband of chaos beastmen charged at them full might. Her mother was killed in an instant, and Elhali was hit by a blow that sent her flying back several feet. She dropped down in a bear’s cave and fell unconscious. Having lost her tracks, the beastmen didn’t chase further. At first light, she returned back to her camp. Her father, now the sole provider for three girls.

    (brusque/social environ/overcome by strong attribute)

    Being the daughters of a gambler, the girls quickly had to put up with the riff-raff of his peers. Elhali proved her mettle by smuggling contraband to the nearest imperial settlement. Once she started paying off her father’s debts due to her stealth and smarts, noone dared even say another word about her again, or they’d risk facing her father’s wrath.

    (pleasant/festival/overcome by personal resources)

    It was Hexenstag, at Liadrel’s festival when Elhali was smuggling unregulated elf wine into Diesdorf. She was betrayed by a competitor, and had to flee using her trusted rowboat, along the river Reik.

    Wolmar of Schlafebild

    Wolmar is the third out of four siblings, his father Berthold is a trader and his mother a boatswoman. Perhaps they work together?
    (drowsy/occult/overcome by favored ability)

    Wolmar’s willpower was evident from his childhood. A stranger appeared in his hometown of Schlafenbild, and as he passed through the streets at dusk, he mesmerized the children to follow him in the woods, never to be seen again. Only Wolmar stood there and just looked at the uneasy parade. He felt a slight tingling inside forcing him to follow, but he grasped the coat of a sheep next to him, and didn’t flinch.

    (fixated/rival/overcome by faction intervention)

    This meeting didn’t leave Wolmar unscathed, and he was a bit of weird and secluded as a teenager, which caused another kid to bully him all the time. His bully was fixated to making his life a hell, until Wolmar’s family had enough. His brother gave a good beating to the bully, and his father told a handful to the kid’s parents. Wolmar wasn’t teased again.

    (revered/relative/overcome by close friend)

    Since then, the mundane never stuck with Wolmar. He can’t go about tending the goats when he feels like there’s chaos lurking around every corner. His father wanted him to follow on his mercantile footsteps, but Wolmar disagreed. He didn’t want to upset his father and felt trapped. This all changed, when Wolmar’s herd of sheep was attacked by wolves, and he stood bravely against them to protect the sheep. Right on time, an adventurer appeared, and killed two of the wolves, scaring the rest away. The man was Hals Narbe, an adventurer who had saved his father’s life and was coming to visit. He spoke highly of Wolmar’s bravery to Berthold, and how the boy would make a fortune with his boldness out there in the world. Berthold, pressured by Hals, finally gave in to Wolmar’s request, and gave his blessing to the young man to leave home and start adventuring.

    This more or less sums up our group of adventurers, and their reasons for adventuring. For the next part of session zero, I will generate some BOLD connections and have some dialogues, perhaps they’ve already exchanged more than a few words together as part of their river journey, perhaps, they’re just about to do so. Normally you’re supposed to spread these connections along a game session, but in this particular case, I’ll be using them back-to-back.

    actiongerundsubject
    addressconcludingallies
    scrutinizeavoidingparty member
    impartenjoyinga skill

    The river boat goes downward the river towards Nuln. The passengers are a misfit band.

    (address/avoiding/party member)

    Wolmar, a young man with red hair contrasted by green eyes, looks at them. ‘Are they adventurers like him?’ he wonders. ‘Well, adventurer wannabe to be exact.’ He grips the hilt of his short sword tightly and speaks loudly to get their attention, but as the hulking scarred man sitting on the schooner’s floor turns towards him, Wolmar, intimidated averts his gaze, his voice trembles, and softly continues without looking at him. “So, fellow travelers, are you new to Nuln? I… I heard there is good coin to be made in Nuln, if one know where to look. I’m Wolmar, and I’m looking for some company to share the spoils together.”

    (scrutinize/concluding/a skill)

    The woman, that Wolmar believes is an elf – he can’t be sure as only strands of silver hair escape from her hood, answers. “And what skills do you have so that we will place our faith in you… Wolmar? You look as if you’ve left your mom’s busom but yesterday. Can I trust you to protect me when it all goes shitwide?” She challenges him.
    Her light voice certainly carries the weight of an elf’s words. “You’re way older than me, and I’m more than certain that you don’t need me to protect you. But if you place your trust in me, be certain, that the foe – be it man, goblin or troll, will get past me first, before it reaches my companions, should they come my way!”
    Elhali chuckled. “Placing trust in others is something I haven’t done in a long, time, but there’s a first for everything. You can call me Elhali young man. Let’s visit Nuln together.”
    Wolmar sighed, and his gaze went to the third passenger, a woman with a scarf covering her head, his eyes still avoiding the brute.
    The woman looked down, trying to escape the unwanted attention, and Wolmar realized that not everyone might be so eager to adventure, but as he was about to turn the discussion to something else, because he felt very uncomfortable, the bulking man stood up, and spoke in a hoarse voice.

    (impart/enjoying/allies)

    “You have my flail!” he gives a shoulder hug to the two ladies next to him. “I think Nuln is a great place to get rich, I like you Wolmar. Straight to the point. I am Abenzio, you can call me Abe. This here is Greta, she’s shy but she’s good with potions, she settled my uneasy stomach.” he nodded to the scarfed woman who smiled. “I have a feeling that you’re all a fine bunch, and we’ll have exciting times together. Let’s carve our own path here in Nuln, a path paved in gold crowns.”

    Before going into the meat of the adventure, I’ll also use the opportunity as proposed by the adventure, to get into a good argument with the customs officials.

    I’m paraphrasing the text from the adventure:

    After what seems like months, the boat reaches Nuln. The adventurers are all frozen and soaked through. It is probably true to say that they all bitterly regret buying a cheap deck-class passage on an aging riverboat; it doesn’t seem a particularly heroic way to start their lives as adventurers. During the course of the journey, they have got to know each other, and become friends of a sort, united by the common desire to escape the grinding tedium of everyday life. The pilot brings the boat alongside a jetty. Crewmen throw ropes to waiting dockers, the ropes are lashed round massive wooden uprights and the boat is pulled onto the jetty with a slight bump. The gangplank is lowered, and timber cranes swing across the decks to unload the cargo.

    The customs formalities drag on and on, with the captain of the boat, and it’s almost night when the time comes, when the officer calls motions for the adventurers to present anything to declare.

    For this I will use Let’s Talk.
    First I’ll choose the Greeting Attitude for the customs officials, which will be Neutral. (I was leaning into Unfriendly as well)
    Then I’ll choose the Topic. This is clear. Where do the adventurer’s come from, what do they want in the city of Nuln, and if they bring in any contraband.
    Rolling for the Mood, I get Startled. Perhaps they were not expecting passengers at this river boat?

    The officer, a fat man in his mid forties, dressed in fine clothing is looking at the four adventurers in disbelief. “Name and occupation. State your belongings and business in Nuln. Weird bunch… how come you’re all together?” he says and shakes his head.

    My Let’s talk hand doesn’t have the best options available, I can choose Flirting, Surprised, Wildcard.
    I’ll start by using the Surprised card.
    I roll on the Reaction Roll, modify it with the mood and get a Somewhat Negative result, which combined to the NPC’s tone, means they’re Neutral.

    Wolmar steps forward. “Why… did we do anything wrong?”
    The officer seems unimpressed. “Name, occupation, belongings and business.”

    I will use Flirting.
    I roll on the Reaction Roll, and get a Negative result, which combined to the NPC’s tone, means they’re Rejecting.

    Elhali smiles and touches the officer’s shoulder softly. She uses the softer voice she can muster “Please mister officer, we’re so tired and cold” she bats her eyelashes, “all we want is a warm bath and a bed“.
    The man starts to show his discomfort. “What is your name miss?” he says in a cold, blunt manner.

    On the third and final exchange I will use the Wildcard. Something to do with the PC personality. I’ll pick Wolmar, and Rude.
    I roll on the Reaction Roll and get a Somewhat Negative result, which combined with the NPC’s tone, means they’re Rude as well.

    “Here’s my belongings!”, and with a clutter, Abenzio throws down his great hammer at the feet of the officer. “Can we get on now with this stupid farce? Night is falling and it’s freezing cold out here. Is that the Nuln welcome to all the visitors?”
    “Just the ones that don’t have smarts for brains.” The officer says unfazed by the brutish display of Abenzio. “Will you comply, or do I have to call the guards?”

    So I consider that the PCs will comply now. If they had a favorable outcome, perhaps they’d get an earlier entry into Nuln, but now this will go as described in the module.
    I don’t want to derail the adventure at this point (it’s a starter adventure after all), so I will not entertain myself with the possibilities of Elhali being wanted as a smuggler or Greta as a fugitive. Perhaps these are threads to be tied in the future.

    Paraphrasing from the adventure module:

    The customs formalities drag on and on, and it is nearly midnight by the time the adventurers are allowed ashore.

    Now, I’ll stop here, and summarize, as from the next session, the adventure starts normally.

    Session Summary

    It took me quite a great while to complete this session zerio. Converting WFHRP into SWADE, hacking SWADE to my liking, creating characters, backstories, getting started to learn Foundry, and I have this fear that they’ll die in the first encounter.
    Which is good if I stop to think about it. This way, I’m attached to the characters, and also the most important part, I had fun!
    Prepping for a game is as much fun as playing the game itself. Sure, there’s more details that can be filled out, generate names for the siblings, and detailed backstories, but we have to stop somewhere and get the story started, right?
    On the choice of systems, I haven’t had the chance to use them yet, so the entire structure might crumble, but I have only the best words for both BOLD and Let’s Talk. For BOLD I will not repeat myself, it’s really marvelous at what it does. In this session I decided against using AI-generated text, to better immerse myself in the story, and I must say I enjoyed it immensely. There’s some rewarding feeling in this self-challenge to get a proper narrative from keywords.
    As for Let’s Talk, it’s the first time I’m using it, and I was very happy. The concept is quite intuitive. I like how it forces you to use three approaches from a hand, which means there’s no repetition, and you might have to step out of the box to roleplay the situation. It’s also clever as to how the entire social encounter is limited to 3 exchanges. I can see it working alongside with UNE with the latter serving the initial Greeting perhaps. I’ll try it out again, but it has the potential to be the social dialogue engine for solo I’ve been looking for so long.

     
    • midgetmanifesto 1:46 am on November 30, 2023 Permalink | Reply

      For more resilience you could treat bennies like fate/fortune points in stock WFRP (2e). You can use them for rerolls (as bennies) and they refresh each adventure/gaming session. You can burn them permanently (refresh number goes down) in order to stave off death.
      It’s fun b/c it results in a swirling down the toilet experience. Less rerolls means more likely death with means more likely to burn your rerolls down. *Flush*

      Liked by 1 person

  • giorgis 7:56 pm on November 13, 2023 Permalink | Reply
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    The Eisenmond Blade S04 – Dragon Warriors 

    Advancing to level 2 of the challenge, in The Eisenmond Blade from TSR’s Dragon Quest, going from Hackmaster which resulted in a TPK, will be Dragon Warriors. I’m trying to stick to a similar “vibe” between the various rulesets in level 1 and 2 of the challenge – doesn’t mean I’m going to be successful. Dragon Warriors reads classic D&D-esque rpg, with hit points, levels, classes and everything, so I figure it will be a good fit.
    Since there was a TPK, I won’t be trying to convert characters or anything, I’ll just generate new ones. Furthermore, since it was a TPK, the party won’t carry over any magic items from the previous level (something which I absolutely forgot to do in my Zweihander session).


    The Party

    • Elysia Darkthorn, female, Assassin (11,15,14,14,11) 7 HP, Att 13 Def 6, MDef 4, Eva 6, Ste 18, Per 8. Special Abilities at 1st Rank: stealth, combat technique (armour piercing), skill (pick lock). Initially equipped with backpack, staff, sword, crossbow, case containing five quarrels, padded armour, miscellaneous equipment (rope, climbing gear, hand lantern, flint-and-tinder, etc), 3-30 florins. Background: Townsfolk menial.
    • Sir Reynald Ironheart, male, Knight (17,13,9,9,11) 13 HP, Att 15, Def 9, MDef 3, Eva 5, Ste 13, Per 5. Special Abilities at 1st Rank: track, armour expert, ride warhorse. Initially equipped with plate armour, shield, dagger, lantern, flint-and-tinder, backpack, 25 florins, sword. Background: Nobility.
    • Alaric Shadowcaster, male, Sorcerer(10,9,12,13,10) 6 HP, Att 11, Def 5, MAtt 16, MDef 6, Eva 3, Ste 13, Per 5. Special Abilities at 1st Rank: spellcasting. Initially equipped with lantern, flint-and-tinder, backpack, dagger, shortsword, 20 florins, potions of Healing, Replenishment. Background: Townsfolk trade (Merchant).

    The Adventure

    For the last week, Torlynn has been shaken by earthquakes. The evil beneath the mountain is stirring and you have been unable to find any trace of the missing Eisenkern. Just as you are on the verge of giving up, a messenger arrives and asks you to meet with the Burgomaster at once. You travel quickly to his home and he greets you with a smile and warm handshakes all around.
    Gustovan says “Good news, my friends! I have received word of the Eisenkern. It seems that the goblins sold it to a travelling group of orcs. The orcs were headed down into the valley, but they never completed their journey. Not far from their home, they were attacked and the Eisenkern was stolen.
    My scouts have given me the location of the thief’s hideout. It is an old, ruined castle about two days ride from here. You must go there at once and recover the Eisenkern. If you fail, all of Torlynn may soon be destroyed!”

    After a rough trip, you have reached the ruined castle. It is nestled in a thick wood and difficult to get to. Whatever happened to destroy this keep must have been horrible. Most of it has fallen into towering piles of rock.
    After a short search you found a break in one of the still-standing areas and entered.
    You have stepped into what was once a kitchen. The broken remains of a large fireplace stand along the far wall. The floor is littered with dust and pieces of broken rock. A cracked doorway leads deeper into the ruin. It seems to be the only exit from this area.

    Note: again I have to warn the reader that there are huge mechanics text blocks. Zweihander combat is very crunchy, so I'm giving the reader an opportunity to read this as an example, or just skip it and jump to the narrative sections.


    A. Dining Room

    This area was once a beautiful dining room. Now the formerly grand decor has fallen into ruin. Bits of broken furniture are scattered about the floor and rotting old paintings hang crooked on the stone walls.
    The air in here is thick and musty. Flies buzz about and little beetles scurry out from under your feet. In the center of the room is a pile of three bodies-perhaps the last group of adventurers to explore this place! They appear to have been stripped of all their weapons and valuables, tossed in a heap, and forgotten.

    Supposedly the group must disturb the zombies in some manner. I can think only of one thing that make sense that could cause the party to disturb the zombies. Perhaps the assassin notices the Dragon Fang blade in the belt of a corpse and attempts to grab it.

    Elysia: Perception: 14/8: Failure.
    Q: Do the heroes disturb the corpses in some other manner? (unlikely)
    A: No, and they move to the next room quickly.


    B. Wide Hallway

    This is a short, wide hallway. This area seems to have been saved from the violence that destroyed the rest of the castle. The dusty old tapestries that hang on the walls are the only sign that time has passed since the castle was left behind.

    In the corner there is a crystal ball. I decide that noone will look into it.

    Amidst this tranquil respite, a crystal ball catches the party’s attention, nestled unassumingly in a corner. Its ethereal glow dances within the confines of the glass, a potential harbinger of secrets. However, a collective decision echoes through the party – a tacit agreement to avert their gaze, leaving the mysteries within the sphere undisturbed. The hallway remains undisturbed, and the crystal ball holds its enigmatic silence, a testament to the party’s caution in the face of the unknown.

    The dungeon splits here in two directions. There is nothing to guide the party right or left, so I'll randomly decide where they will go.

    They will head East, to Room C.


    C. Slide Trap

    This is a plain and narrow hallway. The floor has been polished smooth and so have the walls. They seem almost like mirrors.

    This entire room is a big trap. As soon as one of the heroes reaches the middle of the hallway, it tilts and becomes a dangerous slide. Any heroes in the hallway when this happens are dumped out in room D just inside the door.


    D. The Spider Pit

    The slide dumps you into a roughly dug chamber beneath the castle. The floor is knee deep in some bitter, evil-smelling black slime. The air smells like rotten eggs.
    In the center of the room, a large black spider rises up from the sludge. It’s eyes gleam and sparkle like jewels and its jaws drip with poison that hisses when it hits the black liquid below. A more horrible monster than this would be hard to imagine!

    NameInitiative
    Elysia15
    Sir Reynald13
    Alaric9
    Giant Spider

    Round 1

    Sir Reynald attacks the spider with sword: 14/(15-2): Miss.
    Elysia attacks the spider with sword: 18/13: Miss.
    Alaric attacks the spider with shortsword: 9/11: Hit: Armour bypass: 5/1: bypass: damage: 3 points. Spider has 3 health points remaining.
    Spider attacks Sir Reynald with mandibles: 2/(15-9): Hit: Shield Parry: 5/1: Failure: Armour bypass: 6/5: bypass: damage: 3 points. Sir Reynald has 10 health points remaining. Poison save: 11/18: Sir Reynald saves against poison. Sir Reynald failed to parry the venomous bite with the shield, it bypassed his plate armour, but he withstood the poison and only got the biting damage.

    Round 2

    Sir Reynald attacks the spider with sword: 18/(15-2): Miss.
    Elysia attacks the spider with sword: 8/13: Hit: Armour bypass: 5/1: bypass: damage 4 points. The giant spider is slain.

    The heroes find a suit of a ring of invisibility (Saurian Ring), and an enchanted suit of leather armour (Kumakawa), both are worn by Elysia.

    In the first heartbeat of conflict, Sir Reynald, embodiment of noble valor, brandishes his sword with swift grace, seeking to sever the spider’s connection to life. His blade, however, meets only empty air as the arachnid, agile and cunning, eludes the knight’s advance. Elysia, the shadow in the dance of combat, attempts a deadly strike, yet her sword finds no purchase on the elusive spider’s exoskeleton.
    In the arcane echo of steel clashing, Alaric, the wielder of mystical forces, steps into the fray. His shortsword, enchanted with otherworldly might, pierces the spider’s defenses, bypassing its natural armor. A venomous retaliation ensues, the spider’s mandibles sinking into Sir Reynald’s form. Despite the knight’s valiant attempt to parry with his shield, the creature’s fangs bypass the plate armor, inflicting a biting wound. Yet, Sir Reynald, with an indomitable will, endures the venom’s poison.
    The battle unfolds in a symphony of steel and shadows. Sir Reynald, undeterred by the previous miss, once again seeks to dispense justice with his sword. Yet, the spider, an embodiment of arachnid grace, evades the knight’s strikes. Elysia, the silent dancer of death, takes advantage of an opening and delivers a decisive blow. Her sword cuts through the air, finding its mark on the spider’s vulnerable underbelly. The creature, unable to withstand the combined assault, succumbs to the heroes’ might.
    As the dust of battle settles, the spoils of victory reveal themselves. Elysia, donned in the newly acquired enchanted leather armor (Kumakawa) and adorned with the Saurian Ring of Invisibility, stands as a testament to the triumph over the monstrous adversary. The heroes, victorious yet cautious, stand prepared for the challenges that lie ahead in this forsaken castle.


    E. Gate House

    In the days before the castle fell into ruin, this was the main entrance, called the gate house. A twisted iron gate blocks the exit. It would be impossible to clear out the dirt blocking this doorway without a great deal of effort and time.
    Now this room is used by the monster that lives here, to keep it’s pet wolves! Two of the largest meanest wolves you have ever seen snarl and growl at you. Bones that are obviously the remains of the wolves’s past meals are scattered all over the floor.
    As they charge toward you, you can’t help but wonder if you will be their next dinner.

    These beasts are actually dire wolves.

    NameInitiative
    Elysia15
    Sir Reynald13
    Alaric9
    Wolves

    Round 1

    Elysia attacks wolf 1 with sword: 4/(13-3): Hit: Damage: 4 points: wolf 1 has 6 health points remaining. Her invisibility is broken as she attacks.
    Sir Reynald attacks wolf 2 with sword: 15/(15-3): Miss
    Alaric attacks wolf 1 with shortsword: 17/11: Miss
    Wolf 1 attacks Elysia with fangs: 20/(15-7): Miss
    Wolf 2 attacks Sir Reynald: 10/(15-9): Miss

    Round 2

    Elysia attacks wolf 1 with sword: 11/(13-3): Miss
    Sir Reynald attacks wolf 2 with sword: 4/(15-3): Hit: Damage: 4 points: wolf 2 has 3 health points remaining.
    Alaric attacks wolf 1 with shortsword: 15/11: Miss
    Wolf 1 attacks Elysia with fangs: 8/(15-7): Hit: bypass armour: 1/3: Doesn’t bypass armour.
    Wolf 2 attacks Sir Reynald: 17/(15-9): Miss

    Round 3

    Elysia attacks wolf 1 with sword: 9/(13-3): Hit: Damage: 4 points: wolf 1 has 2 health points remaining.
    Sir Reynald attacks wolf 2 with sword: 13/(15-3): Miss.
    Alaric attacks wolf 1 with shortsword: 5/11: Hit: Damage: 3 points: wolf 1 is slain.
    Wolf 2 attacks Sir Reynald: 19/(15-9): Miss

    Round 4

    Elysia attacks wolf 2 with sword: 6/(13-3): Hit: Damage: 3 points: wolf 2 is slain.

    In the haunting confines of the gatehouse, the heroes confront the monstrous guardians – two immense wolves with an appetite for violence. The clash of steel against fur commences.
    Elysia, the nimble assassin, strikes first with her sword, connecting with the flank of the first wolf. The creature recoils, wounded but not yet defeated. Sir Reynald, the noble knight, swings valiantly, yet his blade fails to find its mark on the second wolf. Alaric, the sorcerer, joins the fray, his shortsword flashing with arcane energy, but the blow goes astray.
    The wolves, snarling and hungry, retaliate. Fangs bared, they charge at Elysia and Sir Reynald. However, the assassin’s agility proves too elusive for the first wolf, and Sir Reynald’s armor withstands the onslaught.
    As the battle unfolds, Elysia’s sword, though swift, misses its mark on the wounded wolf. Sir Reynald, undeterred by the previous miss, manages to strike the second wolf, inflicting a sizable wound. Alaric, his arcane prowess challenged, misses his mark once again.
    The wolves, resilient and undeterred, press their assault. Elysia skillfully dodges the fangs of the first wolf, while Sir Reynald’s armor proves a formidable defense against the second.
    Elysia’s blade once more connects with the first wolf, bringing it to the brink of demise. Sir Reynald, however, misses his mark, and Alaric’s shortsword finds its target, ending the first wolf’s menace.
    As the final wolf lunges, Elysia deftly avoids its attack.Then, her sword finds its mark on the remaining wolf, ending its threat to the party. The gatehouse, once a den of peril, falls into an eerie silence. The heroes, victorious yet wary, stand ready to face the next challenge lurking within the castle’s forsaken halls.


    F. Overgrown Hallway

    This is a long stretch of stone hallway that has many cracks in the walls and along the floors. Over the years, various grasses, weeds, and wildflowers have grown to cover the area. Splits in the ceiling allow bright streams of sunlight to shine in, brightly lighting the area. A crude path has been chopped through the middle of the vines, but the entire place reminds you of a green spider web.

    As the heroes start down this hall, a smilodon jumps down through the cracks in the ceiling. With a roar, it springs at the heroes and attacks them.

    Surprise: 5/4: Failure: the heroes aren’t surprised.

    Let’s see if the smilodon detects Elysia: Elysia Stealth: 12/(18+7-14): Failure. It can sniff her out. Let’s see the marching order of the party: Sir Reynald in front, followed by Elysia and Alaric. Smilodon will jump between Elysia and Alaric.
    The smilodon lets off a bloodcurling roar, let’s see who fends off the results from the heroes:
    Elysia: 4/1: Failure: She will have 0 Attack and Defense for the first combat round.
    Sir Reynald: 3/1: Failure: He will have 0 Attack and Defense for the first combat round.
    Alaric: 10/1: Failure: He will have 0 Attack and Defense for the first combat round.

    NameInitiative
    Elysia15
    Sir Reynald13
    Alaric9
    Smilodon

    Round 1

    Smilodon attacks Alaric with Bite: 17/19: Hit: Damage: 7 points: Alaric is unconscious.

    Round 2

    Elysia attacks Smilodon with sword: 2/(13-5): Hit: bypass armour: 8/1: Damage: 4 points. Smilodon has 21 health points remaining.
    Sir Reynald steps in and attacks smilodon with sword: 2/(15): Hit: bypass armour: 7/1: Damage: 4 points: Smilodon has 17 health points remaining.
    Smilodon attacks Elysia with Claws: 6/(19-7): Hit: bypass armour: 9/3: Damage: 6 points: Elysia has 1 health point remaining.

    Round 3

    Elysia attacks Smilodon with sword: 16/(13-3): Miss
    Sir Reynald attacks smilodon with sword: 5/(15-2): Hit: bypass armour: 5/1: Damage: 4 points: Smilodon has 13 health points remaining.
    Smilodon attacks Elysia with Claws: 13/(19-7): Miss

    Round 4

    Elysia attacks Smilodon with sword: 11/(13-3): Miss
    Sir Reynald attacks smilodon with sword: 4/(15-2): Hit: bypass armour: 5/1: Damage: 4 points: Smilodon has 9 health points remaining.
    Smilodon attacks Elysia with Claws: 2/(19-7): Hit: bypass armour: 12/3: Damage: 6 points: Elysia is dead.

    Round 5

    Sir Reynald attacks smilodon with sword: 12/(15-5): Miss
    Smilodon attacks Sir Reynald with Bite: 6/(19-9): Hit: Shield Parry: 6/1: Failure: bypass armour: 1/5: Failure fangs don’t bypass the plate armour.

    Round 6

    Sir Reynald attacks smilodon with sword: 4/(15-5): Hit: bypass armour: 3/1: Damage: 4 points: Smilodon has 5 health points remaining.
    Smilodon attacks Sir Reynald with Claws: 2/(19-9): Hit: Shield Parry: 6/1: Failure: bypass armour: 9/5: Success: Sir Reynald has 4 health points remaining.

    Round 7

    Sir Reynald attacks smilodon with sword: 16/(15-5): Miss.
    Smilodon attacks Sir Reynald with Claws: 13/(19-9): Miss.

    Round 8

    Sir Reynald attacks smilodon with sword: 11/(15-5): Miss.
    Smilodon attacks Sir Reynald with Claws: 16/(19-9): Miss.

    Round 9

    Sir Reynald attacks smilodon with sword: 2/(15-5): Hit: bypass armour: 1/1: Failure: Sword doesn’t bypass the thick smilodon hide.
    Smilodon attacks Sir Reynald with Claws: 2/(19-9): Hit: Shield Parry: 5/1: Failure: bypass armour: 9/5: Success: Sir Reynald is unconscious.

    TPK

    In the verdant embrace of the overgrown hallway, the heroes find themselves ambushed by a fearsome smilodon, leaping through cracks in the ceiling with a primal roar. The party, though not caught by surprise, is subjected to the creature’s imposing presence.
    Elysia, attempting to meld with the shadows, fails to escape the beast’s keen senses. A deafening roar rattles the heroes, its ferocity affecting Elysia, Sir Reynald, and Alaric, rendering them momentarily defenseless.
    In the ensuing chaos of the first combat round, the smilodon targets Alaric, sinking its fangs deep into the sorcerer’s form. Alaric succumbs, falling unconscious under the onslaught.
    As the struggle continues, Elysia and Sir Reynald valiantly strike back, inflicting wounds upon the smilodon. Yet, the creature’s retaliation is swift, and Elysia, despite her agile prowess, succumbs to the smilodon’s relentless claws.
    The battle presses on, but the tide turns against the heroes. Despite their best efforts, the smilodon overwhelms Sir Reynald, rendering him unconscious. In the final moments of the struggle, the knight’s sword fails to pierce the smilodon’s hide, sealing the party’s fate.
    A somber conclusion befalls the once-hopeful heroes as the smilodon, victorious in its predatory prowess, stands amid the fallen. The verdant hallway, once a sanctuary of nature’s reclamation, becomes a silent witness to the tragic end of the party’s quest within the forsaken castle.


    The System

    That system was a true old-school role playing game. I could see how it tried to steer away from D&D and correct some issues that made no sense. It tried to fix the hit points issue (there’s no level-creep in hit points, only 1 extra per rank), the armour vs hit roll issue (armor provides a save after you’ve been hit, shields provide a chance to parry), and has some other neat mechanics that I’ve seen in other RPGs (splitting defense bonus between attacks, d20 roll under). It also has fixed damage per weapon, which is quite odd. It played out fast. Bookkeeping was minimal (as I’d expect from any d20 style game, osr or truly old-school), and the experience was fun. However, it wasn’t without it’s issues (some attacks can’t bypass armour saves) and there wasn’t any single universal mechanic, rather a different rule for every single case.
    Another minor issue was that the pdf had no bookmarking, so I spent a few minutes before playing to add bookmarks in my copy.

    What about the Dungeon Crawl?

    This game is meant for dungeon crawls. It has rules for surprise, illumination, saves, and treasures. The bestiary is complete, and I didn’t need to convert any monster from the adventure, as I had stats for all of them. The TPK occurred because the sabre-tooth was a menacing foe, and whenever there’s the tiniest amount of verisimilitude, this will happen.

    Summary

    This was a fun little excursion from the crunchier games I played in this challenge. The rolls were fewer, the results faster. It did not bring out a stronger narrative in play than other games in the challenge, but to it’s credit, it didn’t create any unnecessary effort from the player side. It definitely can be soloed, but with some extra effort to not die quickly, as the game doesn’t pull it’s punches.
    Playing this during this challenge, went so easy and it almost felt like cheating. It didn’t provide any particularly new experience, but still, fun is fun.

     
  • giorgis 12:35 am on November 12, 2023 Permalink | Reply
    Tags: ,   

    The Eisenmond Blade S03 – Zweihander 

    Advancing to level 2 of the challenge, in The Eisenmond Blade from TSR’s Dragon Quest, going from Warhammer Fantasy Roleplaying Game 1st Edition will be Zweihander.
    After my really bad first impressions with Zweihander in the past (and some considerations about the controversial presence of it’s author) I decided to give it another shot. This time I have rolled stats for the four hero party, and used the Roll20 Character Sheet for Zweihander to do some of the heavy lifting, hoping that the experience will not be as dreadful as the first time.
    I won’t be warping the adventure at all, rather I’ll be using it as is.


    The Party

    • Jordi, a Dwarf Slayer
    • Mellory, a Human Trapper
    • Soko, a Halfling Burglar
    • Bianka, an Elf Diabolist

    The Adventure

    For the last week, Torlynn has been shaken by earthquakes. The evil beneath the mountain is stirring and you have been unable to find any trace of the missing Eisenkern. Just as you are on the verge of giving up, a messenger arrives and asks you to meet with the Burgomaster at once. You travel quickly to his home and he greets you with a smile and warm handshakes all around.
    Gustovan says “Good news, my friends! I have received word of the Eisenkern. It seems that the goblins sold it to a travelling group of orcs. The orcs were headed down into the valley, but they never completed their journey. Not far from their home, they were attacked and the Eisenkern was stolen.
    My scouts have given me the location of the thief’s hideout. It is an old, ruined castle about two days ride from here. You must go there at once and recover the Eisenkern. If you fail, all of Torlynn may soon be destroyed!”

    After a rough trip, you have reached the ruined castle. It is nestled in a thick wood and difficult to get to. Whatever happened to destroy this keep must have been horrible. Most of it has fallen into towering piles of rock.
    After a short search you found a break in one of the still-standing areas and entered.
    You have stepped into what was once a kitchen. The broken remains of a large fireplace stand along the far wall. The floor is littered with dust and pieces of broken rock. A cracked doorway leads deeper into the ruin. It seems to be the only exit from this area.

    Dragon Quest text

    Note: again I have to warn the reader that there are huge mechanics text blocks. Zweihander combat is very crunchy, so I'm giving the reader an opportunity to read this as an example, or just skip it and jump to the narrative sections.


    A. Dining Room

    This area was once a beautiful dining room. Now the formerly grand decor has fallen into ruin. Bits of broken furniture are scattered about the floor and rotting old paintings hang crooked on the stone walls.
    The air in here is thick and musty. Flies buzz about and little beetles scurry out from under your feet. In the center of the room is a pile of three bodies-perhaps the last group of adventurers to explore this place! They appear to have been stripped of all their weapons and valuables, tossed in a heap, and forgotten.

    Dragon Quest text

    Supposedly the group must disturb the zombies in some manner. I can think only of one thing that make sense that could cause the party to disturb the zombies. Perhaps the burglar notices the Dragon Fang blade in the belt of a corpse and attempts to grab it.

    Soko: Awareness: 37/53: Success. Soko notices the dagger and attempts to grab it.

    I rule that the characters are surprised, except for Mellory who has Danger Sense talent.

    NameInitiative
    Jordi12
    Mellory17
    Soko20
    Bianka16
    Zombies7

    Round 1

    Mellory attacks Zombie 3 with his Woodsman’s Axe: 33/46: Critical Success: Damage: 11: Moderately Wounded. Chaos Die: 1: No Injury.
    Zombie 1 attacks Soko with Tooth and Nail: 58/55: Failure.
    Zombie 2 attacks Bianka with Tooth and Nail: 34/55: Success: Damage: 12: Bianka is Moderately Wounded: Chaos Die: 2: No Injury.
    Zombie 3 attacks Mellory with Tooth and Nail: 90/55: Failure

    Round 2

    Soko attacks Zombie 1 with his Stiletto: 63/47: Failure.
    Mellory attacks Zombie 3 with his Woodsman’s Axe: 26/46: Success: Damage: 21: Zombie is Slain!
    Bianka casts Magick Missile at Zombie 2: 38/52: Success: Damage: 9: Zombie is Lightly Wounded.
    Jordi attacks Zombie 2 with his two battle-axes: 38/63: Success: Damage: 13: Zombie is Seriously Wounded. Chaos Die: 5,4: No Injury.
    Zombie 1 attacks Soko with Tooth and Nail: 22/55: Critical Success: Damage: 14: Zombie is Seriously Wounded: Chaos Die: 4,5: No Injury.
    Zombie 2 attacks Biank with Tooth and Nail: 29/55: Success: Parry: 26/47: Success: Attack Parried.

    Round 3

    Soko attacks Zombie 1 with his Stiletto: 66/47: Critical Failure: Peril: 13: Soko is Imperiled, Ignore 1 Skill Rank.
    Mellory attacks Zombie 2 with his Woodsman’s Axe: 58/46: Failure.
    Bianka casts Magick Missile at Zombie 2: 73/52: Failure.
    Jordi attacks Zombie 2 with his two battle-axes: 69/63: Failure, attack with 2nd battle axe: 17/63: Success: Damage: 12: Zombie is Slain.
    Zombie 1 attacks Soko with Tooth and Nail: 41/55: Success: Parry: 79/47: Failure: Damage: 9: Slain! Fate Point spent: Soko is unconscious instead.

    Round 4

    Mellory attacks Zombie 1 with his Woodsman’s Axe: 86/46: Failure.
    Bianka casts Magick Missile at Zombie 1: 55/52: Critical Failure. The Magick Missile strikes Bianka instead: Damage: 9: Grievously Wounded: Chaos Dice: 1,2,3: No Injury.
    Jordi attacks Zombie 1 with his two battle-axes: 44/63: Critical Success: Damage: 10: Zombie is Lightly Wounded.
    Zombie 1 attacks Bianca with Tooth and Nail: 94/55: Failure.

    Round 5

    Mellory attacks Zombie 1 with his Woodsman’s Axe: 77/46: Critical Failure: Peril: 17: Mellory is Imperiled, Ignore 1 Skill Rank.
    Bianka casts Magick Missile at Zombie 1: 11/52: Critical Success: Damage: 9: Zombie is Moderately Wounded: Chaos Die: 6: Moderate Injury: 32: Dislocated Shoulder.
    Jordi attacks Zombie 1 with his two battle-axes: 68/63: Failure, attack with 2nd battle axe: 53/63: Success: Damage: 11: Zombie is Grievously Wounded.
    Zombie 1 attacks Bianca with Tooth and Nail: 22/55: Critical Success: Damage: 6: Slain! Fate Point spent: Bianca is unconscious instead.

    Round 6

    Mellory attacks Zombie 1 with his Woodsman’s Axe: 82/46: Failure.
    Jordi attacks Zombie 1 with his two battle-axes: 80/63: Failure, attack with 2nd battle axe: 07/63: Success: Damage: 9: Zombie is Slain!

    In the heart of the ruined castle, the party stumbles upon a gruesome sight – a heap of forgotten adventurers’ remains, their once-bold spirits now silenced. The air, thick with decay, hangs heavily as Mellory, with an uncanny premonition, spots a glimmering Dragon Fang blade at a corpse’s side.
    Soko’s nimble fingers reach for the coveted weapon, disturbing the slumbering dead. The chamber comes alive with the groans of reanimated corpses. Chaos ensues as the party, caught off guard, faces tooth-and-nail assaults.
    Mellory, guided by his Woodsman’s Axe, cleaves through the first zombie, a testament to his skill. Meanwhile, Soko, despite his awareness, falls victim to a deadly strike, imperiled and unconscious.
    Bianka, in her arcane fervor, mistakenly directs a Magick Missile toward herself, grievously wounding her. Jordi, wielding two battle-axes, becomes the bulwark against the undead onslaught.
    As the battle unfolds, each swing of the axe, each thrust of the stiletto, is a dance of survival. Zombie after zombie falls to the party’s resilience, yet peril shadows them. The clash is a symphony of desperation and determination.
    In a cruel twist, the once-grand dining hall becomes an arena of life and death. Zombie after zombie falls, but not without cost. Bianka succumbs to the relentless assault, unconscious amidst the chaos.
    The party, battered and bruised, stands victorious. The room, now silent save for the echoes of battle, bears witness to their struggle. Yet, as they catch their breath, the awareness lingers – deeper horrors await in the bowels of the ruined castle.

    ChatGPT Narrative

    B. Wide Hallway

    This is a short, wide hallway. This area seems to have been saved from the violence that destroyed the rest of the castle. The dusty old tapestries that hang on the walls are the only sign that time has passed since the castle was left behind.

    Dragon Quest text

    In the corner there is a crystal ball. I decide that noone will look into it.

    Amidst this tranquil respite, a crystal ball catches the party’s attention, nestled unassumingly in a corner. Its ethereal glow dances within the confines of the glass, a potential harbinger of secrets. However, a collective decision echoes through the party – a tacit agreement to avert their gaze, leaving the mysteries within the sphere undisturbed. The hallway remains undisturbed, and the crystal ball holds its enigmatic silence, a testament to the party’s caution in the face of the unknown.

    ChatGPT Narrative

    The dungeon splits here in two directions. There is nothing to guide the party right or left, so I'll randomly decide where they will go.

    They will head East, to Room C.

    Yay! at last I wanted to try the other way of the dungeon.


    C. Slide Trap

    This is a plain and narrow hallway. The floor has been polished smooth and so have the walls. They seem almost like mirrors.

    Dragon Quest text

    This entire room is a big trap. As soon as one of the heroes reaches the middle of the hallway, it tilts and becomes a dangerous slide. Any heroes in the hallway when this happens are dumped out in room D just inside the door.


    D. The Spider Pit

    The slide dumps you into a roughly dug chamber beneath the castle. The floor is knee deep in some bitter, evil-smelling black slime. The air smells like rotten eggs.
    In the center of the room, a large black spider rises up from the sludge. It’s eyes gleam and sparkle like jewels and its jaws drip with poison that hisses when it hits the black liquid below. A more horrible monster than this would be hard to imagine!

    Dragon Quest text
    NameInitiative
    Jordi16
    Mellory14
    Giant Spider16

    Round 1

    Jordi attacks the Giant Spider with his two battle-axes: 54/63: Success: Damage: 9: Spider is Lightly Wounded.
    Giant Spider attacks Jordi with Mandibles: 51/65: Success: Jordi: Parry: 86: Failure: Damage: 13: Jordi is Moderately Wounded.
    Mellory attacks the Giant Spider with his woodsman’s axe: 03/46: Success: Damage: 8: Spider is Moderately Wounded.

    Round 2

    Jordi attacks the Giant Spider with his two battle-axes: 83/63: Failure, attack with 2nd battle axe: 57/63: Success: Damage: 9: Spider is Seriously Wounded.
    Giant Spider attacks Jordi with Mandibles: 29/65: Success: Jordi: Parry: 58/63: Success: Attack is parried.
    Mellory attacks the Giant Spider with his woodsman’s axe: 96/46: Failure.

    Round 3

    Jordi attacks the Giant Spider with his two battle-axes: 43/63: Success: Damage: 7. Spider is Grievously Wounded.
    Giant Spider attacks Jordi with Wall Crawler Spinneret: 35/65: Success: Jordi: Dodge: 04/49: Success: Attack is dodged.
    Mellory attacks the Giant Spider with his woodsman’s axe: 27/46: Success: Damage: 7. Spider is Slain.

    The heroes find a suit of elven chain mail, and a dwarven helmet.

    In the dimly lit Spider Pit, Jordi, Mellory, and the monstrous arachnid engage in a deadly dance. Jordi, wielding his twin battle-axes with finesse, lands blows upon the Giant Spider. The creature retaliates, its mandibles clashing against Jordi’s defenses, leaving him moderately wounded.
    Mellory, undeterred, swings his woodsman’s axe, contributing to the spider’s growing injuries. The battle intensifies as Jordi’s axes cut through the air once more, inflicting serious wounds upon the arachnid. In a venomous rebuttal, the Giant Spider attempts to ensnare Jordi with its Wall Crawler Spinneret, but the dwarf deftly dodges the perilous attack.
    Seizing the opportunity, Mellory brings his axe down, delivering the fatal blow that silences the monstrous foe. As the spider collapses, defeated, the heroes discover a trove within the pit – a suit of elven chain mail and a sturdy dwarven helmet, silent witnesses to the battles that unfolded in the castle’s forgotten depths.

    ChatGPT Narrative

    E. Gate House

    In the days before the castle fell into ruin, this was the main entrance, called the gate house. A twisted iron gate blocks the exit. It would be impossible to clear out the dirt blocking this doorway without a great deal of effort and time.
    Now this room is used by the monster that lives here, to keep it’s pet wolves! Two of the largest meanest wolves you have ever seen snarl and growl at you. Bones that are obviously the remains of the wolves’s past meals are scattered all over the floor.
    As they charge toward you, you can’t help but wonder if you will be their next dinner.

    Dragon Quest text

    These beasts are actually dire wolves.

    NameInitiative
    Jordi12
    Mellory8
    Dire Wolves22

    Round 1

    Dire Wolf 1 attacks Jordi with Rending Bite: 33/65: Critical Success: Damage: 8: Jordi is Seriously Wounded: Chaos Dice: 4,3,6: Serious Injury: 7: Fortune’s Mercy: Ignore Injury
    Dire Wolf 2 attacks Mellory with Rending Bite: 92/65: Failure.
    Jordi attacks Dire Wolf 1 with his two battle-axes: 54/63: Success: 10: Dire Wolf 1 is Lightly Wounded.
    Mellory attacks Dire Wolf 2 with his woodsman’s axe: 74/46: Failure.

    Round 2

    Dire Wolf 1 attacks Jordi with Rending Bite: 12/65: Success: Parry: 50/63: Success: Attack is Parried.
    Dire Wolf 2 attacks Mellory with Rending Bite: 77/65: Failure.
    Jordi attacks Dire Wolf 1 with his two battle-axes: 56/63: Success: Damage: 10: Dire Wolf 1 is Moderately Wounded.
    Mellory attacks Dire Wolf 2 with his woodsman’s axe: 77/46: Failure.

    Round 3

    Dire Wolf 1 attacks Jordi with Rending Bite: 67/65: Failure.
    Dire Wolf 2 attacks Mellory with Rending Bite: 53/65: Success: Parry: 15/46: Attack is Parried.
    Jordi attacks Dire Wolf 1 with his two battle-axes: 90/63: Failure, attack with 2nd battle axe: 02/63: Success: Damage: 12: Dire Wolf 1 is Grievously Wounded.
    Mellory attacks Dire Wolf 2 with his woodsman’s axe: 80/46: Failure.

    Round 4

    Dire Wolf 1 attacks Jordi with Rending Bite: 70/65: Failure.
    Dire Wolf 2 attacks Mellory with Rending Bite: 29/65: Success: Parry: 45/46: Attack is Parried.
    Jordi attacks Dire Wolf 1 with his two battle-axes: 60/63: Success: Damage: 15: Dire Wolf 1 is Slain.
    Mellory attacks Dire Wolf 2 with his woodsman’s axe: 76/46: Failure.

    Round 5

    Dire Wolf 2 attacks Mellory with Rending Bite: 86/65: Failure.
    Jordi attacks Dire Wolf 2 with his two battle-axes: 91/63: Failure, attack with 2nd battle axe: 02/63: Success: Damage: 11: Dire Wolf 2 is Moderately Wounded.
    Mellory attacks Dire Wolf 2 with his woodsman’s axe: 19/46: Success: Damage 11: Dire Wolf 2 is Grievously Wounded.

    Round 6

    Dire Wolf 2 attacks Mellory with Rending Bite: 37/65: Success: Parry: 36/46: Attack is parried.
    Jordi attacks Dire Wolf 2 with his two battle-axes: 19/63: Success: Damage: 9: Dire Wolf 2 is Slain.

    The dire wolves, fearsome and hungry, lunge at the party. Jordi faces the brunt of their assault, narrowly avoiding a critical injury, thanks to a twist of fate. Meanwhile, Mellory attempts to fend off the ferocious beasts, yet the woodsman’s axe finds no mark.
    In a dance of fangs and steel, Jordi and Mellory retaliate. Axes clash with wolfish bites, creating a chaotic symphony in the confined space. Jordi, though wounded, displays resilience, landing blows that leave the first dire wolf grievously wounded.
    As the battle rages on, the dire wolves persist in their assault, but the heroes, undeterred, strike back with tenacity. Jordi’s axes cleave through the air, bringing down the first dire wolf. Mellory, though facing the relentless assault, finds an opening and grievously wounds the second dire wolf.
    In a final coordinated effort, Jordi and Mellory combine their strength to dispatch the remaining dire wolf. The Gate House, once a domain of menacing beasts, falls into an eerie silence.

    ChatGPT Narrative

    F. Overgrown Hallway

    This is a long stretch of stone hallway that has many cracks in the walls and along the floors. Over the years, various grasses, weeds, and wildflowers have grown to cover the area. Splits in the ceiling allow bright streams of sunlight to shine in, brightly lighting the area. A crude path has been chopped through the middle of the vines, but the entire place reminds you of a green spider web.

    Dragon Quest text

    As the heroes start down this hall, a smilodon jumps down through the cracks in the ceiling. With a roar, it springs at the heroes and attacks them.

    Since this is an ambush, I’ll roll Stealth for the Smilodon and make it opposed versus Perception for Jordi. Mellory has Danger Sense so he’s not surprised.
    The Smilodon jumps at the rear, behind Mellory.

    Smilodon: Stealth: 26/55: Success.
    Jordi: Awareness: 77: Critical Failure

    Jordi is surprised…

    NameInitiative
    Jordi8
    Mellory10
    Smilodon9

    Round 1

    Smilodon attacks Mellory with Terrible Bite: 62/60: Failure
    Mellory attacks Smilodon with woodsman’s axe: 33/46: Critical Success: Damage: 9: Smilodon is Lightly Wounded.
    Jordi can’t reach the Smilodon.

    Round 2

    Smilodon attacks Mellory with Terrible Bite: 59/60: Success: Mellory Parry: 37/50: Success: Attack is Parried.
    Mellory attacks Smilodon with woodsman’s axe: 35/46: Success: Damage: 8: Smilodon is Moderately Wounded.
    Jordi can’t reach the Smilodon.

    Round 3

    Smilodon attacks Mellory with Terrible Bite: 97/60: Failure.
    Mellory attacks Smilodon with woodsman’s axe: 5/46: Success: Damage: 7: Smilodon is Seriously Wounded.
    Jordi can’t reach the Smilodon.

    Round 4

    Smilodon attacks Mellory with Terrible Bite: 56/60: Success: Mellory Parry: 26/46: Success: Attack is Parried.
    Mellory attacks Smilodon with woodsman’s axe: 61/46: Failure.
    Jordi can’t reach the Smilodon.

    Round 5

    Smilodon attacks Mellory with Terrible Bite: 83/60: Failure.
    Mellory attacks Smilodon with woodsman’s axe: 66/46: Failure.
    Jordi can’t reach the Smilodon.

    Round 6

    Smilodon attacks Mellory with Terrible Bite: 87/60: Failure.
    Mellory attacks Smilodon with woodsman’s axe: 43/46: Success: Damage: 7: Smilodon is Grievously Wounded.
    Jordi can’t reach the Smilodon.

    Round 7

    Smilodon attacks Mellory with Terrible Bite: 30/60: Success: Mellory Parry: 59/46: Failure: Damage: 10: Mellory is Moderately Wounded: Chaos Dice: 1,3: No Injury.
    Mellory attacks Smilodon with woodsman’s axe: 79/46: Failure.
    Jordi can’t reach the Smilodon.

    Round 8

    Smilodon attacks Mellory with Terrible Bite: 36/60: Success: Mellory Parry: 32/46: Success: Attack is Parried.
    Mellory attacks Smilodon with woodsman’s axe: 82/46: Failure.
    Jordi can’t reach the Smilodon.

    Round 9

    Smilodon attacks Mellory with Terrible Bite: 33/60: Critical Success: Damage: 34: Mellory is Slain! Fate Point Spent: Mellory is unconscious.
    Jordi moves and attacks Smilodon with his two battle-axes: 53/63: Success: Damage: 11: Smilodon is Slain.

    A Smilodon, stealthily concealed, pounces from the shadows. Jordi, caught off guard by the cunning predator, fails to perceive the imminent threat. Mellory, with his Danger Sense, senses danger but can’t evade the Smilodon’s surprise attack.
    Mellory valiantly swings his woodsman’s axe, inflicting wounds upon the feline assailant. Yet, the Smilodon retaliates, its terrible bite narrowly parried by Mellory’s skill.
    As the battle unfolds, Mellory and the Smilodon exchange blows. Despite Mellory’s courageous efforts, the Smilodon proves a formidable foe, its claws and teeth tearing through the air. Mellory, grievously wounded, faces the ultimate price.
    In a last desperate act, Jordi, freed from the constraints of surprise, charges forward. His battle-axes swing with lethal precision, bringing down the Smilodon. Yet, the victory is bittersweet as Mellory lies unconscious, a casualty of the Overgrown Hallway’s hidden perils. The echoes of the struggle linger in the quiet hall, a testament to the dangers that lie beneath the castle’s forgotten façade.

    ChatGPT Narrative

    G. Prisoner in Chains

    The small room is being used as a prison cell. A badly beaten orc has been chained to the wall here. When you enter, he looks up at you and looks relieved. His evil face twists into what might be called a smile and he speaks in a hoarse, croaking voice.
    “Please, free me! I beg you. The monster plans to kill me! I was carrying the magic stone when I was attacked. Please, free me and I will join you in defeating the horrible beast!”

    Dragon Quest text

    Jordi is a dwarf who doesn’t like the Orcs, and also a slayer, so I would find it really difficult to allow the Orc to join him. I will ask the Oracle, with an unlikely probability to this.
    Q: Do the heroes set the Orc free to join them?
    A: (1,4): 1: No, but he’ll set him free.

    Jordi, with his inherent disdain for orcs, contemplates the decision. In an unexpected turn, he decides not to allow the orc to join their party. However, recognizing a sliver of mercy, Jordi releases the beaten orc from his chains, allowing him a chance at escape. The orc, though not welcomed into the group, scampers away, grateful for the fleeting freedom afforded by the reluctant kindness of the heroes.

    ChatGPT Narrative

    H. Bones

    The first thing that you notice about this room is that its floor is covered with bones. They are piled at least a foot deep at every point in this room. There is no smell of rotting, as all the flesh seems to have been stripped from them long ago.

    Dragon Quest text

    As soon as Jordi enters the room, three skeletons will spring to life from the bones and attack them.

    In an instant, as the party ventured further into the chamber, the bones stirred with a sinister animation. Three skeletal figures, once dormant, now sprang to life, driven by an unholy force. With bony fingers and hollow eye sockets, they lurched forward to confront the intruders, ready to engage in a macabre dance of combat against the living.

    NameInitiative
    Jordi12
    Skeletons6

    Round 1

    Jordi moves and attacks Skeleton 1 with his two battle-axes: 95/63: Failure, attack with 2nd Battle-axe: 35/63: Success: Skeleton Parry: 99/65: Critical Failure: Damage: 15: Skeleton 1 is Moderately Wounded.
    Skeleton 1 attacks Jordi with sword: 80/55: Failure
    Skeleton 2 attacks Jordi with axe: 68/55: Failure
    Skeleton 3 attacks Jordi with spear: 34/55: Success: Jordi Parry: 41/63: Success: Attack is Parried.

    Round 2

    Jordi moves and attacks Skeleton 1 with his two battle-axes: 13/63: Success: Skeleton Parry: 20/65: Attack is Parried.
    Skeleton 1 attacks Jordi with sword: 3/55: Success: Jordi Parry: 44/63: Success: Attack is Parried.
    Skeleton 2 attacks Jordi with axe: 90/55: Failure
    Skeleton 3 attacks Jordi with spear: 8/55: Success: Jordi Parry: 89/63: Failure: Damage: 9: Grievously Wounded: Chaos Dice: 5, 2, 6: 52: Mutilated Hand. Jordi can only use his left hand now, thankfully he’s ambidextrous.

    Round 3

    Jordi moves and attacks Skeleton 1 with his battle-axe: 35/63: Success: Skeleton Parry: 87/65: Failure: Damage: 15: Skeleton 1 is Grievously Wounded.
    Skeleton 1 attacks Jordi with sword: 25/55: Success: Jordi Parry: 90/63: Failure: Damage: 5: No damage.
    Skeleton 2 attacks Jordi with axe: 62/55: Failure
    Skeleton 3 attacks Jordi with spear: 5/55: Success: Jordi Parry: 27/63: Success: Attack is parried.

    Round 4

    Jordi moves and attacks Skeleton 1 with his battle-axe: 49/63: Success: Skeleton Parry: 65/65: Success: Attack is Parried.
    Skeleton 1 attacks Jordi with sword: 36/55: Success: Jordi Parry: 13/63: Success: Attack is Parried.
    Skeleton 2 attacks Jordi with axe: 45/55: Success: Jordi Parry: 22/63: Success: Attack is Parried.
    Skeleton 3 attacks Jordi with spear: 17/55: Success: Jordi has no further Action Points: Damage: 6: Jordi is Slain.

    TPK

    In a room strewn with bones, the heroes faced a grim challenge. As Jordi stepped forward, the skeletal remains stirred with an unnatural energy. Three skeletons emerged from the macabre heap, weapons raised, and an unholy dance of combat commenced.
    Jordi, with his battle-axes in hand, clashed with the skeletal foes. In a flurry of strikes and parries, the battle unfolded. Despite Jordi’s prowess, the skeletons proved relentless. In a cruel twist of fate, Jordi’s right hand suffered a grievous injury, rendering it mutilated. Undeterred, he pressed on, ambidextrously wielding his remaining battle-axe.
    As the combat escalated, the skeletons targeted Jordi with precision. Despite his valiant efforts, the relentless assault proved too much. Overwhelmed by the skeletal adversaries, Jordi succumbed to their relentless strikes, and the room, once echoing with the clatter of bone, fell silent. The heroes, defeated in this grim chamber, now rested alongside the bones that adorned the floor, victims of an undead ambush.

    ChatGPT Narrative

    The System

    This Zweihander run was admittedly better than my first one. However I did find that it was lacking as a ruleset in several things. First of all, combat was plain and bland. The chance for a graphic injury is quite low, and dealing damage is a grind. There is no death spiral, wound thresholds are too many (5 levels), and weapons do not provide any substantial difference. Holding a Dirk is not much different than holding a Mortuary Sword, since the core damage is based on your Bonus (CB/AB/BB) and not on the weapon. Yes, the chance for Injuries (these are similar to critical effects) is affected, but this is a really low chance altogether. Scoring a critical hit doesn’t play a big role, rather than that the attack cannot be parried. Overall the combat was lacking.
    The rulebook is huge (670 something pages) but the layout is chaotic, as you need to go back and forth in 4-5 different spots just for combat. I’m certain I made a few mistakes here and there, but from a point onwards I just was so confused, that I didn’t care.
    I do like the character generation system, and there are a lot of information and rules for roleplaying outside of combat, but within this premise I didn’t get a chance to try them out. Overall the ruleset is soloable, but there’s quite a lot of ‘rulings over rules’, which is quite odd for a 670 page document, and which actually makes it harder for a solo player who needs to decide by themselves.

    What about the Dungeon Crawl?

    Again, in spite of the TPK, Zweihander allows for some decent dungeon crawling. Although I handwaived them out, resting, darkness, fear, are all mechanics that would make dungeon crawling an interesting experience. My party wasn’t ready for such a dungeon, and perhaps had they not faced off the giant spider, they’d fare better against the skeletons. Also the lack of a death spiral, means that you have a chance to recuperate, gather your strength and press on when rested.

    Summary

    I’ll be honest, there were points in this session, during the combat where I was bored, and wanted to get over with it. Some of it was due to my prejudice from my previous actual play in Zweihander, and some of it due to the absolutely stunning Harnmaster and Mythras sessions that preceded it. Combat was not much more interesting than Sword of Cepheus or the Dark Eye, however it was a lot more complex to run than both. I doubt I’ll be revisiting this soon, except perhaps as reading material.

     
  • giorgis 3:50 pm on November 9, 2023 Permalink | Reply
    Tags:   

    Solo Roleplaying in established Settings 

    One topic that I discussed recently was how to solo Roleplay in established settings. Fine, one can always generate a world on the fly, so anything in the game in that case is established knowledge. This trope is common when solo Roleplaying.
    But what happens when you decide to put those setting books of Dark Sun, Hârn, Middle Earth, Star Wars, Shadowrun or whatever else you have in use?
    How do you handle the possibility of the Oracle turning against the written works of the setting authors?

    Your world is your own

    The moment your protagonist enters the established setting, it stops being canon. Writing your own story is engraved in Roleplaying, and in Solo there’s even less resistance than in a social TTRPG table where the opinions and actions of the other players may influence the result. If you’re happy with the world you play into, then it’s all good. After all we had to accept the Star Wars Sequel Trilogy discarding Star Wars EU (Legends) or Hobbit becoming a trilogy with characters from other books. Not to mention the Marvel and DC Universes which change to the whim of each author. Why can’t the Solo roleplayer do this, especially when their only audience is themselves?

    But Han shot first!

    Nevertheless, if you absolutely want to play in the particular universe where (your choice of) the authored works are canon, then there are some approaches you can take.

    A time traveler in a short time ago, in a plain thin slice of a huge galaxy

    The first thing you can do is choose a big setting with lots of room to manoeuvre. Star Wars is so big, you can add an entire sector and won’t have to ever meet Darth Vader, even if he does spend his time raining terror down on the rebellion and fleeing Jedi. The second thing to do is choose a setting where the timeline won’t impact canon even if you go big. Hârn history stops at year 720, you can do whatever you want after this.
    Act like your protagonist is a time traveler and must not get entangled with things that will impact the known timeline. Known being the key word here. You can do whatever you want with unknown. So the bigger unknown you have in a setting, the more degrees of freedom you have.

    And now? Borys the dragon appeared and wants 1000 lives in tribute

    In the rare case when you meet with a prominent figure that affects the timeline of the setting, one option is to switch hats. Take over the GM hat, and assign the task of running your character to the Oracle. When I’m talking about GM hat I’m talking about the entirety of it. The world, the results are described by you, only the intent and actions of the protagonist are given to the Oracle. This way you have absolute control of the scene. If you want an analogy, consider this like a cutscene (non-interactive) in a video game. Your character witnesses the events but has minimal control over them.
    Some leeway to the results can be given to the protagonist when the effect would be minimal – killing a Nazgûl would have them rematerialize in Saurons courtyard.

    Narrative truth is in the eyes of the beholder

    To avoid being limited in extremely detailed settings with little room to manoeuvre, and to keep the element of surprise and storytelling, you can always allow some freedom on the middle level. Say you meet the third cousin of Legolas, who’s not in the books, but a supplement details them. Use the technique of playing pre-written adventure modules: ask the oracle if everything is as described. If not alter them according to the answer. It could be from a cosmetic change to a major secret or completely different personality and background. Allow yourself to be surprised, by harnessing the Oracle to your setting. There is going to be some change, but nothing world breaking. This could apply from NPCs to locations monsters and quests. Treat the world as a huge prewritten adventure module and modify the likelihood to your Oracle question of altering the scene with regards to the level of importance to the world. It would be unlikely that Rivendell is altered much, but the Herubar Gûlar? more likely.

    As always there’s several tricks and techniques you can use according to your needs and what you aim to accomplish. I f anything, Solo Roleplaying is tailored to the player.

     
  • giorgis 5:01 pm on November 8, 2023 Permalink | Reply  

    Social media sharing 

    Just a short update, not relevant to solo roleplaying, but relevant to this blog.

    A few months ago, Twitter cut the link to WordPress blogs functionality. I had to manually post the links through Twitter. Since then, Twitter/X seems to worsening day by day, and, I’ve abandoned the platform altogether.

    Now yesterday, Meta/Facebook enforced a costly paid subscription service to EU with the alternative “free” service giving explicit permission to them to track and sell user data and riddle me with personalised ads. This didn’t find me in agreement, therefore I’ve abandoned that platform as well.

    What I’m getting at is that I won’t be posting there anymore. It’s a personal choice, not a boycott or anything, so feel free to share my posts on these platforms if you use them, and I’ll continue to post to Reddit and Discord. WordPress also has some Follow functionalities via WordPress and/or email, and of course one can always just periodically stop by the blog page and see if something new is up.

    The blog is still alive, so no worries there.

     
  • giorgis 12:54 pm on November 4, 2023 Permalink | Reply
    Tags: ClassicFantasy, ,   

    The Eisenmond Blade S02 – Classic Fantasy (Mythras) 

    Advancing to level 2 of the challenge, in The Eisenmond Blade from TSR’s Dragon Quest, going from Mythras will be Classic Fantasy. I might check some references from Classic Fantasy Imperative, but I’ll mostly rely on the two core books.
    I went ahead and converted the Mythras party into Classic Fantasy. I rebalanced the attributes according to a Points Buy system, and the Class Requirements of Classic Fantasy. Also I committed the Skill Points according to Class, and making sure I hit the requirements for Rank 1 in the Class, otherwise the party would be too weak. While doing so, I realized how close and yet so much different Classic Fantasy is to Mythras. In Mythras you have so much more freedom to create the character you want. Minimal restrictions. Of course, this means that the character can end up being not so useful. In Class-ic Fantasy, you’re very much limited by your Class requirements.
    I did all of the above within Roll20. The Character Sheet there is very useful, and I can make calculated Rolls within Roll20.
    I won’t be warping the adventure at all, rather I’ll be using it as is.

    Having learned my lesson from the previous session, and knowing that Mythras’ lethality is close to Harnmaster’s, after reading the Smilodon stats, I decided I’ll add a fourth party member to the mix. They’ll need a Cleric to heal their wounds, and perhaps it’s about time to use a race had overlooked over my long time of roleplaying. It will be a Gnome Cleric. I’ll be using a diverse party of 3+1 characters. I’ll try to include as many different demihuman races and professions as possible to have a party that can deal with most tasks.


    The Party

    I’ll be using pregens from https://www.lythia.com/game_aides/friends-foes-followers-volume-1/

    • Eanfric, a male human ranger
    • Malgali, a male elf magic-user
    • Khari, a male dwarf fighter
    • Donne, a female gnome cleric

    I’ve added one member to the party, since the difficulty has increased.


    The Adventure

    For the last week, Torlynn has been shaken by earthquakes. The evil beneath the mountain is stirring and you have been unable to find any trace of the missing Eisenkern. Just as you are on the verge of giving up, a messenger arrives and asks you to meet with the Burgomaster at once. You travel quickly to his home and he greets you with a smile and warm handshakes all around.
    Gustovan says “Good news, my friends! I have received word of the Eisenkern. It seems that the goblins sold it to a travelling group of orcs. The orcs were headed down into the valley, but they never completed their journey. Not far from their home, they were attacked and the Eisenkern was stolen.
    My scouts have given me the location of the thief’s hideout. It is an old, ruined castle about two days ride from here. You must go there at once and recover the Eisenkern. If you fail, all of Torlynn may soon be destroyed!”

    After a rough trip, you have reached the ruined castle. It is nestled in a thick wood and difficult to get to. Whatever happened to destroy this keep must have been horrible. Most of it has fallen into towering piles of rock.
    After a short search you found a break in one of the still-standing areas and entered.
    You have stepped into what was once a kitchen. The broken remains of a large fireplace stand along the far wall. The floor is littered with dust and pieces of broken rock. A cracked doorway leads deeper into the ruin. It seems to be the only exit from this area.

    Note: again I have to warn the reader that there are huge mechanics text blocks. Hârnmaster combat is very detailed, so I'm giving the reader an opportunity to read this as an example, or just skip it and jump to the narrative sections.


    A. Dining Room

    This area was once a beautiful dining room. Now the formerly grand decor has fallen into ruin. Bits of broken furniture are scattered about the floor and rotting old paintings hang crooked on the stone walls.
    The air in here is thick and musty. Flies buzz about and little beetles scurry out from under your feet. In the center of the room is a pile of three bodies-perhaps the last group of adventurers to explore this place! They appear to have been stripped of all their weapons and valuables, tossed in a heap, and forgotten.

    Supposedly the group must disturb the zombies in some manner. I can think only of one thing that make sense that could cause the party to disturb the zombies. Either the ranger notices the Dragon Fang blade in the belt of a corpse and attempts to grab it, or perhaps the cleric wants to cast a passage ritual to the corpses, unbeknownst to her about the existence of zombies.

    Eanfric: Perception: 55/46: Failure. Eanfric doesn’t notice the Dagger.
    Donne: Clerical Oath: 82/62: Failure. Donne won’t cast a passage ritual to the corpses.
    The party moves on.

    Yet, the party’s presence remains undisturbed. Eanfric, the keen-eyed ranger, searches the surroundings with hopeful intent, but his efforts yield nothing as his gaze eludes the gleam of the Dragon Fang blade concealed in the corpse’s belt. Meanwhile, Donne, the devout gnome cleric, contemplates the solemn ritual of passage, unaware of the lurking horrors that might await.
    With no disturbances to draw your attention, you carry on, delving deeper into the enigmatic ruin.


    B. Wide Hallway

    This is a short, wide hallway. This area seems to have been saved from the violence that destroyed the rest of the castle. The dusty old tapestries that hang on the walls are the only sign that time has passed since the castle was left behind.

    In the corner there is a crystal ball. I doubt anyone would want to look into it, but I’ll roll randomly for one adventurer and then roll Morality to see if they withstand the temptation.
    Donne: Clerical Oath: 82/62: Failure. She will look into the Crystal Ball: 6: The hero’s Wisdom Score (POW) permanently rises by 1.

    Amidst the stillness of this forgotten corridor, an intriguing curiosity catches your eye. Nestled in a corner rests a crystal ball, its pristine surface shimmering with enigmatic possibilities. The very essence of temptation lingers in the air, and against her better judgment, Donne, the devoted cleric, succumbs to this alluring enchantment. Gently, she gazes into the crystal’s depths.
    A subtle shift occurs, almost imperceptible, as the connection between Donne and the mystical orb transcends the boundaries of time and space. Her wisdom, her innate power, surges and deepens, forever altered by the cryptic insights the crystal imparts.

    The dungeon splits here in two directions. There is nothing to guide the party right or left, so I'll randomly decide where they will go.

    They will head West, to Room E.


    E. Gate House

    In the days before the castle fell into ruin, this was the main entrance, called the gate house. A twisted iron gate blocks the exit. It would be impossible to clear out the dirt blocking this doorway without a great deal of effort and time.
    Now this room is used by the monster that lives here, to keep it’s pet wolves! Two of the largest meanest wolves you have ever seen snarl and growl at you. Bones that are obviously the remains of the wolves’s past meals are scattered all over the floor.
    As they charge toward you, you can’t help but wonder if you will be their next dinner.

    These beasts are actually dire wolves.

    NameInitiative
    Dire Wolf 221
    Khari19
    Eanfric18
    Malgali18
    Donne17
    Dire Wolf 116

    Round 1

    Cycle 1

    Dire Wolf 2 attacks Eanfric with Bite: 67/67: Success. Eanfric Parries with Dagger: 11/50: Success. The attack is Parried.
    Khari turns and attacks Dire Wolf 1 with Motopua Battle Axe: 34/59: Success. Special Effect: Choose Location: Head. Damage: 4-1=3. Dire Wolf 1 suffers a Minor Wound with 3 HP at Head remaining.
    Eanfric attacks Dire Wolf 2 with Broadsword: 22/50: Success. Special Effect: Bleed: Location: 6: Hindquarters: Damage: 7-1=6. Dire Wolf 2 suffers a Minor Wound with 1 HP at Hindquarters remaining. Bleed Opposed Roll: 50/62 vs 22/50: Success. Dire Wolf 2 doesn’t Bleed.
    Malgali casts Shield (Intensity 1): 22/56: Success.
    Donne attacks Dire Wolf 1 with Mace: 2/51: Critical Success: Special Effects: Choose Location: Head, Maximize Damage: 8-1=7. Dire Wolf 1 suffers a Serious Wound with -4 HP at Head: Endurance: 1/62: Critical Success. Dire Wolf 1 remains standing.
    Dire Wolf 1 attacks Donne with Bite: 84/45: Failure.

    Cycle 2

    Dire Wolf 2 attacks Eanfric with Bite: 12/67: Success. Eanfric Parries with Dagger: 30/50: Success. The attack is Parried.
    Khari attacks Dire Wolf 1 with Motopua Battle Axe: 1/59: Critical Success. Special Effect: Choose Location: Head, Maximize Damage. Damage: 12-1=11. Dire Wolf 1 suffers a Major Wound with -15 HP and drops unconscious, totally Incapacitated. Endurance: 5/42 vs 1/59: Critical Success. Dire Wolf 1 doesn’t die instantly.
    Eanfric attacks Dire Wolf 2 with Broadsword: 31/50: Success. Special Effect: Bleed: Location: 19: Head: Damage: 8-1=7. Dire Wolf 2 suffers a Serious Wound with -1 HP: Opposed Roll: 2/62 vs 31/50: Critical Success: Dire Wolf 1 remains standing. Bleed Opposed Roll: 3/62 vs 31/50: Critical Success. Dire Wolf 2 doesn’t Bleed.
    Malgali Dithers.
    Donne moves and attacks Dire Wolf 2 from the Rear with Mace: 55/51: Failure.

    Cycle 3

    Khari turns and attacks Dire Wolf 2 with Motopua Battle Axe: 86/59: Failure.
    Eanfric attacks Dire Wolf 2 with Broadsword: 80/50: Failure.
    Malgali Dithers.
    Donne attacks Dire Wolf 2 from the Rear with Mace: 50/51: Success. Special Effect: Choose Location: Head: Damage: 6-1=5. Dire Wolf suffers a Major Wound with -6 HP and drops unconscious, totally Incapacitated. Endurance: 11/42 vs 50/51: Success. Dire Wolf 2 dies instantly.

    Before the castle’s descent into ruin, this chamber bore the proud title of the gatehouse, a once-grand entrance to the fortress. Now, time has dealt it a cruel hand, sealing the passage with a twisted iron gate, cloaked in layers of stubborn earth and debris.
    Within the gatehouse, shadows dance and form a dark tapestry of despair, for it has become the lair of the menacing beast that haunts this forsaken place. Two colossal and ferocious wolves, larger than any you’ve ever encountered, snarl and growl, their menacing presence filling the chamber. Bones, the macabre remnants of past feasts, litter the floor, bearing witness to the horrors that have unfolded here.
    As the dire wolves charge forth, their feral eyes lock onto your group, and a chilling question lingers in the air – will you be their next unwitting prey?
    In the start of this harrowing encounter, Eanfric’s dagger skillfully parries the snapping jaws of one dire wolf, while Khari’s battle axe strikes true, targeting the head of the other. The wolf’s yelp resounds, and blood flows as it sustains a grievous wound, but it remains standing, a fierce testament to its resilience. Donne, the valiant cleric, wields her mace with mastery, delivering a critical blow to the first wolf’s head, causing it to stagger but not yet fall.
    As the battle unfolds, Eanfric’s dagger once more thwarts the dire wolf’s assault. Khari’s battle axe proves relentless, landing a catastrophic blow on the second wolf’s head, sending it into a state of unconsciousness, though it still clings to life. Meanwhile, the first wolf, weakened but not defeated, endures as it tries to bite Donne.
    In the end, Khari’s attack falters, and Eanfric’s broadsword misses its mark. However, Donne, undeterred by the chaos, delivers a resolute strike to the second wolf’s head from behind, ultimately sealing its fate. The dire wolf succumbs, falling unconscious and lifeless, the battle’s chilling symphony coming to an end.


    F. Overgrown Hallway

    This is a long stretch of stone hallway that has many cracks in the walls and along the floors. Over the years, various grasses, weeds, and wildflowers have grown to cover the area. Splits in the ceiling allow bright streams of sunlight to shine in, brightly lighting the area. A crude path has been chopped through the middle of the vines, but the entire place reminds you of a green spider web.

    As the heroes start down this hall, a smilodon jumps down through the cracks in the ceiling. With a roar, it springs at the heroes and attacks them.
    I’ve rolled and found out that it will jump down at the rear of the party where our weaker support members are, between Malgali and Donne. Smilodons are tough, so let’s hope our party will survive this.

    Since this is an ambush, I’ll roll Stealth for the Smilodon and make it opposed versus Perception for each of the heroes.

    Smilodon: Stealth: 25/69: Success.
    Donne: Perception: 54/47: Failure.
    Malgali: Perception: 81/51: Failure.
    Khari: Perception: 90/36: Failure.
    Eanfric: Perception: 13/46: Success. Smilodon wins the Opposed Roll.

    All of the party is surprised…
    And it seems that surprise is as potent as in Harnmaster. Things don’t bode well for the party.

    NameInitiative
    Smilodon20
    Eanfric9
    Malgali8
    Donne2
    Khari0

    Round 1

    Cycle 1

    Smilodon Leaps on Donne with Bite: 26/78: Success. Donne falls Prone. Special Effects: Impale: Location: 3: Right Leg: Damage: 19-4(Scale Armour)=15: Donne suffers a Major Wound to the Right Leg with -10 HP. She will spend a Luck Point to downgrade the injury to a Serious Wound with -4 HP. She’s also incapacitated due to the Huge Impale Size of the Bite against her 8 SIZ. Donne: Endurance: 29/36: Success. Donne’s Right Leg remains functional. She also can’t act for 2 turns.
    Eanfric grapples Malgali to switch places with him: Brawn: 52/31: Failure.
    Malgali is surprised and can’t act.
    Donne is incapacitated.
    Khari is suprised and can’t act.

    Cycle 2

    Smilodon yanks free from Donne: Brawn: 29/84: Success. Damage to Donne’s Right Leg: Damage: 7/2=4. Donne will spend another Luck Point to downgrade the injury to a Serious Wound with -4 HP. Endurance: 17/36: Success. Donne’s Right Leg remains functional. She also cant act for 1 turn.
    Eanfric grapples Malgali to switch places with him: Brawn: 93/31: Failure.
    Malgali is surprised and can’t act.
    Donne is stunned.
    Khari is suprised and can’t act.

    Cycle 3

    Smilodon attacks Donne with Bite: 66/78: Success. Donne Parry with Mace: 67/51: Failure. Special Effects: Choose Location: Hit Location: Head: Damage: 6: Donne suffers a Serious Wound to the Head with -1 Hit Points Remaining. Endurance: 58/36: Failure. Donne will spend her last Luck Point to re-roll the Endurance Roll: 43/36: Failure. She’s unconscious for 6 minutes.
    Eanfric grapples Malgali to switch places with him: Brawn: 19/31: Success. He changes place with Malgali.
    Malgali is surprised and can’t act.
    Donne is unconscious.
    Khari is suprised and can’t act.

    Cycle 4

    Eanfric attacks Smilodon with Dagger: 17/50: Success. Special Effect: Choose Location: Head: Damage: 4-2=2. Smilodon suffers a Minor Wound to the Head with 7 Hit Points Remaining.

    It is in the midst of this verdant passageway that the tranquility shatters. With a savage roar, a smilodon pounces from above, descending through the fractures in the ceiling. It lands among your group, targeting the vulnerable rear where Malgali and Donne stand.
    This ambush transpires with an almost supernatural stealth, as the smilodon’s presence eludes the perceptive senses of your party members. Surprise sweeps over you all.
    In the opening moments of this perilous encounter, the smilodon’s predatory instincts come to life. It leaps at Donne, its massive jaws clamping onto her leg, delivering a grievous wound. Donne falls to the ground, incapacitated by both the severe injury and the shock of the sudden attack. Eanfric’s attempt to intervene and switch positions with Malgali proves futile in the chaos.
    In the subsequent moments, the smilodon wrenches free from its hold on Donne, its savage power leaving her leg injured. She fights through the pain, preventing a complete collapse, but she remains stunned, unable to react. Khari and Malgali, caught off guard, stand momentarily bewildered by the swift and brutal assault.
    As the confrontation unfolds, the smilodon relentlessly targets Donne once more, clamping its fearsome jaws around her head. Her mace is too slow to block the attack, and a serious wound is inflicted, causing her to lose consciousness. Eanfric, acting swiftly, makes a desperate effort, thrusting his dagger toward the smilodon’s head. The blade finds its mark, delivering a minor wound to the smilodon, marking the beginning of a fight for survival.

    Round 2

    Cycle 1

    Smilodon attacks Eanfric with Bite: 25/78: Success. Eanfric Parry with Dagger: 85/50: Failure. Special Effects: Impale: Hit Location: 13: Right Arm: Damage: 14-3(Studded Leather Armour)=11: Eanfric suffers a Major Wound to the Right Arm. He will spend a Luck Point to downgrade this to a Serious Wound at -3 Hit Points. Endurance: 83/59: Failure. He will spend another Luck Point to reverse the digits of his Endurance roll: 38/59: Success. He can still fight, but is stunned for 3 Turns, and is Incapacitated due to the Huge Impale Size of the Bite against his SIZ.
    Eanfric is incapacitated.
    Malgali casts Magic Missile to the Smilodon: 83/56: Failure: He will spend a Luck Point to reverse the digits: 38/56: Success: Hit Location: 1: Rear Right Leg: Damage: 6-2=4. Smilodon suffers a Minor Wound to the Rear Right Leg.
    Khari switches to Hatchet and Shield.

    Cycle 2

    Smilodon attacks Eanfric with Claws while he’s Incapacitated: 63/78: Success. Special Effects: Bleed: Hit Location: 6: Left Leg: Damage: 9-3(Studded Leather Armour)=6: Eanfric suffers a Serious Wound to the Left Leg Endurance: 8/59: Success. He can still fight, but is stunned for 1 Turns, and is still Incapacitated due to the Huge Impale Size of the Bite against his SIZ. Bleed Endurance: 55/59: Success. Eanfric doesn’t bleed.
    Eanfric is incapacitated.
    Malgali casts Magic Missile to the Smilodon: 90/56: Failure: He will spend a Luck Point to reverse the digits: 09/56: Success: Hit Location: 12: Front Right Leg: Damage: 4-2=2. Smilodon suffers a Minor Wound to the Front Right Leg.
    Khari dithers.

    Cycle 3

    Smilodon yanks free from Eanfric: Brawn: 4/84: Critical Success. Damage to Eanfric’s Right Arm: Damage: 9/2=5. Eanfric will spend another Luck Point to downgrade the injury to a Serious Wound with -3 HP. Endurance: 79/59: Failure. He will spend his last Luck Point to reroll: 32/59: Success. He can still fight, but is stunned for 1 Turn.
    Eanfric is stunned.
    Malgali casts Magic Missile to the Smilodon: 96/56: Failure: He will spend a Luck Point to reroll: 36/56: Success: Hit Location: 20: Head: Damage: 4-2=2. Smilodon suffers a Minor Wound to the Head.
    Khari dithers.

    Cycle 4

    Eanfric throws his dagger at the Smilodon: 97/50: Failure.

    In the ongoing struggle, the smilodon, undeterred by the chaos, turns its attention to Eanfric, who remains incapacitated, his right arm bearing the burden of a severe wound. With swiftness and precision, the smilodon lunges, clamping its jaws onto Eanfric’s arm. The hero, however, manages to rally, utilizing his luck to downgrade the grievous injury to a serious wound. Although the wound remains debilitating, Eanfric’s resolve keeps him conscious, though he’s left stunned and unable to respond for several turns.
    Malgali, ever the resilient mage, hurls his magical assault at the smilodon. After an initial mishap, he recalibrates his spell and directs it at the creature’s rear right leg, causing a minor wound.
    Meanwhile, Khari, facing a difficult decision, switches to his hatchet and shield, his role shifting in response to the crisis. The weight of the moment leads to a momentary hesitation.
    As the confrontation continues into the following cycle, the smilodon once more focuses its brutal assault on Eanfric, who remains in a vulnerable state. This time, its razor-sharp claws inflict a serious wound to Eanfric’s left leg. Despite the intense pain, he manages to stave off further complications and potential bleeding, though he remains stunned and incapacitated.
    Malgali again employs his magical skills, this time targeting the front right leg of the smilodon, causing yet another minor wound.
    Eanfric, in a desperate attempt to contribute, hurls his dagger at the menacing creature, but the weapon goes astray, missing its mark. The odds remain dire as the confrontation rages on.

    Round 3

    Cycle 1

    Smilodon attacks Eanfric with Bite: 47/78: Success. Eanfric Parry with Broadsword: 38/50: Success. No Special Effects: Hit Location: 6: Left Leg: Damage is not reduced by parrying due to the Huge bite Size against Medium Broadsword Size: 17-3 (Studded Leather Armour)=14: Eanfric suffers a Major Wound to the Left Leg at -15 Hit Points. Eanfric is incapacitated, with the Left Leg chewed off. Endurance Roll: 44/59: Success: He remains conscious, but incapacitated and prone.
    Eanfric is incapacitated. He is also knocked back 5 meters by the attack.
    Malgali moves back and switches spots with Khari.
    Donne is unconscious.
    Khari throws his hatchet at the Smilodon: 85/59: Failure. He will spend a Luck Point to reverse the digits: 58/59: Success: Special Effect: Choose Location: Head: Damage: 6-2=4. Smilodon suffers a Minor Wound to the Head.

    Cycle 2

    Smilodon engages Khari with Claws: 6/78: Critical Success. Khari Parry with Round Shield: 85/59: Failure. He will spend his last Luck Point to reverse the digits: 58/59: Success: Attack is Parried: Special Effects: Bleed: Hit Location: 7: Abdomen: Damage is halved by parrying due to the Huge bite Size against Large Shield Size: 9/2=5-4 (Scale Armour)=1: Khari suffers a Minor Wound to the Abdomen. Bleed Endurance: 99/67: Failure. Khari is Bleeding profusely.
    Malgali casts Magic Missile to the Smilodon: 46/56: Success: Hit Location: 5: Hindquarters: Damage: 3-2=1. Smilodon suffers a Minor Wound to the Hindquarters.
    Donne is unconscious.
    Khari draws his Motopua battleaxe.

    Cycle 3

    Smilodon attacks Khari with Bite: 52/78: Success. Special Effects: Impale: Hit Location: 17: Left: Damage is halved by being warded by the Shield Size: 14/2=7-4 (Scale Armour)=3: Khari suffers a Minor Wound to the Left Arm. Khari is Incapacitated due to the Huge Impale Size of the Bite against his SIZ.
    Malgali casts Magic Missile to the Smilodon: 41/56: Success: Hit Location: 15: Front Left Leg: Damage: 2-2=0. Smilodon isn’t harmed.
    Donne is unconscious.

    Cycle 4

    Malgali casts Shield: 83/56: Failure: He will spend a Luck Point to reverse the digits: 38/56: Success

    Amid the relentless struggle, the smilodon, relentless and ferocious, remains focused on Eanfric. This time, Eanfric tries to parry the beast’s bite with his broadsword, but the smilodon’s immense power prevails, leaving Eanfric with a grievous wound on his left leg. The injury is so severe that Eanfric’s leg is ripped from him, leaving him incapacitated and prone. He clings to consciousness despite the excruciating pain, even as the bite sends him tumbling backward.
    Malgali, seeing the dire state of affairs, quickly takes a step back, swapping places with Khari. Donne, unfortunately, remains unconscious, her absence keenly felt.
    Khari, undeterred by the overwhelming odds, takes a chance and hurls his hatchet at the smilodon. His throw proves accurate, striking the beast in the head and inflicting a minor wound.
    In the following cycle, the smilodon shifts its focus to Khari, lunging with its claws. Khari parries with his round shield, an act of desperation, but it proves effective, warding off the savage assault. However, Khari sustains a minor wound on his abdomen, and the attack leaves him incapacitated due to the smilodon’s overwhelming strength.
    Malgali once again channels his magical energies, launching a spell at the smilodon. The bolt strikes the creature’s hindquarters, causing a minor wound, though it does little to deter the relentless predator.
    Donne remains unconscious, the party teetering on the precipice of catastrophe.
    As the confrontation unfolds, Malgali makes an effort to cast a protective shield spell, attempting to bolster the party’s defense in the face of impending peril.

    Round 4

    Cycle 1

    Khari is Winded from Blood loss.
    Smilodon yanks free from Khari: Brawn: 66/84: Success. Damage to Khari’s Left Arm: Damage: 7/2=4. Khari suffers a Serious Wound to the Left Arm. Endurance: 40/45: Success. Khari is stunned for 3 Turns.
    Malgali casts Magic Missile at the Smilodon: 30/56: Success: Hit Location: 4: Rear Left Leg: Damage: 6-2=4. Smilodon suffers a Minor Wound to the Rear Left Leg.
    Khari is stunned.

    Cycle 2

    Smilodon attacks Khari with Claws: 100/78: Fumble.
    Malgali casts Magic Missile at the Smilodon: 73/56: Failure: He will push the spell, expunging it from his memory and casting it: Hit Location: 14: Front Left Leg: Damage: 2-2=0: Smilodon is unharmed.
    Khari is stunned.

    Cycle 3

    Smilodon attacks Khari with Claws: 48/78: Success. Khari Parries with Shield: 88/40: Failure. Special Effect: Choose Location: Abdomen: Damage is halved by being warded by the Shield Size: Damage: 8/2=4-4 (Scale Armour)=0: Khari is unharmed.
    Malgali dithers.
    Khari is stunned.

    In the ongoing confrontation, Khari, weakened by his injuries and blood loss, finds himself increasingly winded, struggling to maintain his composure in the face of the relentless smilodon.
    The smilodon, having successfully disengaged from Khari, now turns its predatory focus back to the battle. With a powerful surge of force, it attempts to strike at Khari’s arm again. However, Khari’s determination prevails, and he parries the attack with his shield, leaving him unscathed.
    Meanwhile, Malgali, striving to aid the party, unleashes another magical assault upon the smilodon. This time, the spell impacts the creature’s rear left leg, causing a minor wound. The smilodon growls, but it remains a formidable and unwavering adversary.
    In the next cycle, the smilodon again directs its savage claws toward Khari, but this time, fate smiles upon the beleaguered warrior. Khari’s shield wards off the attack effectively, preventing further injury.
    Malgali, his mind strained by the intensity of the battle, momentarily dithers, wrestling with the profound challenges that confront the party. The clash continues, a grueling struggle for survival.

    Round 5

    Cycle 1

    Khari is Tired from Blood loss.
    Smilodon attacks Khari with Bite: 60/78: Success. Khari Parries with Shield: 9/40: Success. No Special Effect: Damage is halved by parrying due to the Huge bite Size against Large Shield Size: Hit Location: 16: Left Arm: Damage: 19/2=10-4(Scale Armour)=6: Khari suffers a Major Wound to the Left Arm at -9 Hit Points. Khari is incapacitated, with the Left Arm chewed off. Endurance Roll: 93/45: Failure: He is also unconscious. He is also knocked back 5 meters by the attack.
    Malgali casts Flaming Hands at the Smilodon: 49/56: Success: Hit Location: 3: Rear Left Leg: Damage: 2-1=1. Smilodon suffers a Minor Wound to the Rear Left Leg.
    Khari is bleeding, unconscious, prone and incapacitated.

    Cycle 2

    Smilodon engages Malgali with Claws: 30/78: Success. Malgali Parry with Quarterstaff: 8/32: Success. Attack is Parried: No Special Effects: Hit Location: 9: Abdomen: Damage is not reduced by parrying due to the Huge bite Size against Medium Quarterstaff size: Damage: 7-4 (Shield Spell)=3: Malgali suffers a Minor Wound to the Abdomen.
    Malgali attacks smilodon with Quarterstaff: 36/32: Failure.

    Cycle 3

    Smilodon attacks Malgali with Bite: 6/78: Critical Success. Special Effects: Choose Location, Maximize Damage: Hit Location: Head: Damage: 10+6=16: Malgali suffers a Major Wound to the Head. Malgali Endurance: 71/28: Failure. Malgali is decapitated.

    In the final, fateful cycle, the weary Khari, battered and exhausted from the blood loss that has weakened him, faces a dire confrontation with the relentless smilodon. The monstrous predator lunges with its deadly bite, aiming for Khari’s arm. Despite the odds, Khari summons the last of his strength, raising his shield just in time to fend off the savage attack. However, the exertion takes a toll, and the impact sends him tumbling backward.
    Malgali, undeterred, channels the last of his magical power into a fiery assault against the smilodon. The spell strikes true, targeting the creature’s rear left leg and inflicting a minor wound. Yet, the smilodon, while injured, remains a formidable foe.
    As the smilodon seeks its next victim, it turns its attention to Malgali, who stands with his quarterstaff at the ready. The smilodon lunges with its claws, but Malgali parries the attack with his quarterstaff, successfully warding off the savage predator. The relentless assault leaves Malgali with a minor wound to his abdomen, but he stands undeterred, poised to strike back.
    Malgali, summoning his remaining strength, makes an attempt to strike the smilodon with his quarterstaff. However, his weariness and the intensity of the battle cause his blow to miss its mark.
    In the closing moments of this perilous confrontation, the smilodon strikes with ruthless precision. It lunges at Malgali with a ferocious bite, aiming for the mage’s head. The impact is devastating, inflicting a major wound. Malgali’s endurance falters, and he is fatally injured, the creature’s bite ultimately leading to his decapitation.
    As Malgali’s lifeless form falls, the scene becomes one of bleak despair, with Khari incapacitated and unconscious, and Donne’s life hanging in the balance. The smilodon, though wounded, remains a menacing presence in the corridor. The party’s survival now rests in the hands of fate.

    TPK


    The System

    First of all, I need to state, that I had to re-do the entire session from the Smilodon fight onwards (including three more fights, which in the re-do never happened due to the TPK.)
    It’s been already several sessions-parts past in this, and playing Mythras/Classic Fantasy solo with such a large party was NOT easy. I made TONS of mistakes. I was confident that I was familiar with the rules, and that was my downfall. Despite my bookkeeping being correct, and using Roll20 which has an excellent Character Sheet for Mythras, I failed to follow up on Situational Rules, Monster Abilities, Special Effects, and Wounds Effects. At one point I had two options. Either finish a broken, gameplay, or use the knowledge I had already acquired, and do it all over again. I decided to go with the later option, as the concept of this challenge is to evaluate the systems and how the behave in dungeon crawl situations.
    However the first lesson has been taught. Mythras is a LOT crunchier than Harnmaster when running combat, and no, the issue is not bookeeping Hit Locations Hit Points, Action Points and Luck Points. For a tabletop party, where the effort is spread among several people, it’s perfectly fine. For a solo player, it’s over the limit when dealing with such big party sizes. I did however pushed through, even if it took me twice as long to finish this challenge.
    Some explanations also which became evident while I was running the coupling of the three rulesets.
    Mythras is the core set of rules. It has a lighter free version called Mythras Imperative.
    Classic Fantasy is an expansion book that changes Mythras from sword and sandal to traditional fantasy. It has an elegant way of using the Cults system to create Classes, so while there are Class and Levels, it makes sense on the d100 verisimilitude perspective. You can’t run Classic Fantasy without the Mythras book, and you need both books to run it. However recently an ORC-licenced free version of Classic Fantasy was released, Classic Fantasy Imperative. This is a complete ruleset, containing all the required Mythras rules, so you don’t need two books to run it. Though, it does NOT contain the bestiary (only sample monsters), and only has the four core Classes from Classic Fantasy. There are also some changes to the Classes, Alignments, and other concepts. In general it is more streamlined than the Core Classic Fantasy. I think that having to use all three books together may have caused some confusion on my part which added to the root cause of why I did the aforementioned mistakes.
    Classic Fantasy deviates from the core Mythras in several places. The playable races have different stats, and some select monsters that exist in both books have different stats as well, which means that you have to keep this in mind if using these books. Classic Fantasy also focuses more on Map Grid and Miniatures playing rather than Theatre of the Mind. Some rules have changed as well, like Charging. It’s not always easy to find which rules are different, so using Classic Fantasy Imperative as the core, and expanding it with Classes, Spells, and Beasts from Classic Fantasy and Mythras is the best way to use it.
    Mythras, like Harnmaster, makes combat really vivid. Knockback, Passive Blocking, Parrying all create another level of detail. I didn’t have a chance to try out the Weapon Reach rules, but this also gives more depth. On top of that there are a lot of tactical decisions to be made compared to other RPGs, which can turn the tide of combat. As I have said in previous posts, while this is great in a social TTRPG table, when playing solo, you’re met with analysis paralysis. Do I Impale? Choose Location or Maximize Damage?. When this happens quite so often, it can be a burden. In BRP, the Special Effects are tied to the weapon, and you have no choice, but they’re so fewer in comparison.

    What about the Dungeon Crawl?

    Despite the TPK, the Mythras system coupled with Classic Fantasy does work for dungeon crawling. The TPK happened (as in the Harnmaster session as well), because the Smilodon in D&D is not as powerful as in the d100 RPGs which focus more on verisimilitude.
    Also Surprise is very detrimental in the d100 family, as Death Spiral is a thing, and Surprise can get the clock ticking. The Smilodon ambushed the party successfully in both sessions, and that set the deal for them.
    I don’t know if I had increased the party to more experienced heroes, if it would have made a difference. If it plays similar to Harnmaster I guess not, since the Harnmaster party was already more experienced than new adventurers.
    I can only assume that higher Ranks of the spellcasting classes can really turn the tide and give the party a fighting chance against the stronger bosses, otherwise it really evades me as to how they’d face a dragon for example (this goes to Harnmaster as well). Unfortunately I won’t get to find out in this session. Perhaps it would be fun to try this out in the future as a standalone fight.

    Summary

    Running this session was tiresome; so many back and forth with rules, correcting errors I made, looking into character sheets. I think three is the limit of the party I can run in this ruleset family. I can’t imagine running it without the Roll20 assistance. With two TPKs in a row, I am honestly wondering if there will be a ruleset in my challenge that can handle stronger than human foes.
    However I did enjoy the visualization of the combat, and the variety of effects that occur in combat, something that is lacking from Harnmaster. Perhaps a hack of adding some special effects would be appropriate? Something I’ll keep in mind.
    Overall I found the session interesting, albeit difficult to run. I will keep

     
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