Updates from January, 2024 Toggle Comment Threads | Keyboard Shortcuts

  • giorgis 4:25 pm on January 24, 2024 Permalink | Reply
    Tags: rpg, , tor,   

    Ranger of the North S01E01 

    Last year, I got The One Ring, and also it’s solo supplement Strider Mode. It was about time, and having a solo supplement to go along, supported my choice. I’ll get right into the meat of the session, and then summarize my experience.
    For character generation I rolled randomly for my character’s culture, but decided I’ll override any rolled choice I don’t like.
    So the hero is Targon, a Ranger of the North.
    Using the Character Lifepaths he’s a Watcher of the Border, and he grew up to be Slender
    For now I will not spend more time trying to figure out my character background or personality and will continue with the game.
    I chose Balin, son of Fundin as his Patron, and rolled up a mission to get the story started
    This broken artifact could be a potent weapon against the enemy. What is this item and who wileds the skill to reforge it?

    Targon is sitting in a far corner at the Prancing Pony, across, a dwarf raises his ale mug to him, gesturing to come over.
    It’s Balin, his old friend. They exchange a few pleasantries, and after Targon has quenched his thirst with an ale mug of his own, Balin gets to the point.

    Q: What is the item?
    A: Foreboding courage
    It could be… a banner or a horn?
    Q: Is it a banner?
    A: Yes

    From his bag, Balin pulls out a big piece of cloth and sets it on the table. It is torn and tattered, edges burned to a crisp, threads pulled apart, and not to mention a big hole in the middle.
    Under its washed out colours and dirt some vague shapes are discernible.
    “This is the Banner of Fornost. Woven by elves, it filled the hearts of men and elves with warm hope in the face of the shadow. Victorious troops brought it back after th Battle of Fornost, but it’s fate was lost over the centuries. I got it from a trader who had bought if from a treasure hunter. Should it be repaired it could help rekindle hope when darkness is approaching.”
    Balin puts it back in the bag.
    “I’d start with the elves at Rivendell, see if they still have a master weaver among them who could perhaps fix it. Would you, Targon, undertake this journey? I’m afraid my road is in the opposite direction.” Balin asks.
    “That, I shall do.” Targon answers and takes the bag with the tattered banner.

    Targon earns 1 Adventure Point for accepting a mission.
    He begins the Journey to Rivendell, by following the Great East Road.
    Travel: 16/13: Success
    An event occurs at 3 hexes eastwards.
    Event: 5: Mishap: Obstructed Path.
    Awareness: 6/11: Failure + Eye. 3 Fatigue Points.
    Eye Awareness rises to 3.
    Ill-Fortune: Unexpected Enemies emerge or are sighted.
    It’s: (Wolves/Robbers/Orcs/Troll): Robbers: 2 Highway Robbers

    Three days pass without anything of importance along the east road. Targon travels on foot, but lightly. As the great east road goes through some woods, a huge tree trunk blocks the way. Targon looks around, he concludes that the spring rains of the previous days have brought. He sees a small path to the side of the road and follows it to avoid the obstacle, when suddenly he’s ambushed by a couple of highway robbers hiding behind a boulder.
    Swift, and vengeful, they point their spears to Targon. “Your money or your life.”
    Your life…” Targon responds, and they engage in combat.

    Awareness: 7/11: Failure
    Targon is ambushed and surprised at the first round of combat

    1st Round

    Stance: Defensive
    Robber 1: Attack: 15/18: Failure
    Robber 2: Attack: 7/18: Miss

    2nd Round

    Stance: Open
    Draws his sword and attacks 1st Robber: 23: Hit with Special Success and Piercing Blow
    for the extra Success I choose: Heavy Blow: Damage: 4+7=11
    Piercing Blow: Robber Armor: 19/16: No Wound
    Robber 1: Attack: 23/18: Hit with Special Success and Piercing Blow
    for the Special Success adversaries do: Heavy Blow: Damage: 4+4=8. Targon is at 17/25 Endurance.
    Piercing Blow: Targon Protection: 15/14: No Wound
    Robber 2: Attack: 14/18: Miss

    3rd Round

    Stance: Open
    As a secondary action Targon will attempt to retreat back towards the road
    Atacks Robber 1: 17/11: Hit: Damage: 4. Robber is at 1/16 Endurance
    Robber 1: Attack: 17/18: Miss
    Robber 2: Attack: 13/18: Miss

    4th Round

    Stance: Open
    Q: Has he reached the road?
    A: No
    Targon Attacks Robber 1: 22/11: Hit with two Special Successes. Robber 1 is at 0 Endurance and out of the fight.
    Robber 2: Attack: 18/18: Hit with Special Success: Heavy Blow: Damage: 8. Targon is at 9/25 Endurance, and is Weary.

    5th Round

    Stance: Defensive
    Targon attacks Robber 2: 11/11: Hit with Special Success: Fend Off (to increase Parry). Damage 4.
    Robber 2: Attack: 20/20: Hit with Piercing Blow: Damage 4
    Piercing Blow: Targon Protection: 8/14: Wounded: 7: Severe Injury

    6th Round

    Stance: Defensive
    Main action: Jump/climb on the tree trunk
    Targon Athletics: 12/11: Success
    Robber 2: Attaccks: 13/18: Miss

    7th Round

    Stance: Defensive
    Targon attacks Robber 2: 12/11: Hit with Piercing Blow: Damage 4. Robber is down to 8/16 Endurance.
    Piercing Blow: Robber Armor: 15/16: Wounded: Eliminated.

    Targon barely dodges out of the way as the robbers thrust their spears towards him.
    He draws his blade which flashes in the sunlight, and turns the tide, by scoring a heavy blow at one of the robbers, his blade stopped by the robber’s armor before causing any harm.
    Furious by the strike, the robber counters, and his spear finds Targon’s chest, Targon only saved by his leather corslet.
    The other robber fails to score a hit, as Targon maneuvers out of the way.
    Targon starts to tactically retreat back to the road, and attacks back, hacking at the robbers, who fail to hit him back. He follows up with another hit, and one of his enemies collapses under his blade, but he has opened himsef to the second adversary who strikes a heavy blow at Targon. He starts feeling the exhausting of the fight kicking in.
    Targon hacks back and scores a hit to the remaining enemy, while trying to fend him off, but his foe is cunning, and the spear jabs at Targon under his ribs, piercing through the armor. He feels the pain, and steels himself, defending against his foe and climbs on the tree trunk on the road to get on the high ground.
    The robber tries to jab at Targon on top of the tree trunk, but he fails, with the advantage of the higher ground, Targon slashes at his foe, hittin him at the skull, and dropping him to the ground, senseless.

    Q: Are the robbers still alive?
    A: Yes, barely

    He jumps down from the tree trunk, and takes his foes spears and bows, and breaks them in two.
    “You better stop your thieving ways. Next time a ranger comes across your deeds, we might not be as forgiving.” He leaves them to tend to their wounds, but not before trying to track their footprints and find a possible stash.

    Targon: Hunting: 17/11: Special Success: Go quietly.
    He finds their stash. Lesser hoard: Treasure value: 3. Magical Treasure: No treasure.
    Before attempting to return to his journey, he will make a First Aid attempt for his wound.
    I’ll spend 1 hope.
    Healing: 29/13: 2 Special Successes. Injury reduced by 3. It will take 4 days to heal.

    So, since it's my first time playing TOR, I made a few errors. They kinda balanced themselves out, so here they go: 1. I did not attempt to use the Robbers special ability using Resolve, to defend themselves more appropriately. This has to be declared prior to the attack, so I failed to do it as I was so eager to roll. They could have survived a few attacks.
    2. I did not apply the Dour Handed virtue of Targon which would have eliminated the robbers quicker as Targon landed a few Heavy Blows. 3. On my initial Travel roll, my (Favoured) Feat travel dice rolled both 1s, I mistakenly applied them as “Eye of Sauron”, which should have been an 11 on my non-customized dice.`

    Not a few paces further, under a rock next to a tree, he finds a small pouch with coins and jewelry. Probably stolen from folk along the road. Targon takes these, and then he spends some time to clean and dress his wound, applying some medical herbs to the area, before heading back on the road. Two fewer robbers to trouble them.

    Travel Roll: 21/13: 2 Special Successes, he travels 5 Hexes along the road before the next event.
    his injury has healed, and his endurance is back to 25.
    Event: Terrible Misfortune: Violent Weather. Eye of Sauron Awareness +1 to 4. Fatigue +3
    Targon: Explore: 22/15: 2 Special Successes.

    Five days later, he has went past weathertop and even further, when black clouds fill the horizon, and rain starts pouring down. Within minutes, a flash flood starts carrying along, trees and boulders. Targon is quick on his thinking. He looks around and finds a hill overlooking the rest of the area, and makes way towards it. He may be out in the open, and visible for miles, but he’s safe from the torrent running in the road below.

    Travel Roll: 8/13: Failure. He travels only a mere 2 hexes, and it’s day 10 of his journey from Bree to Rivendell before the next event.
    Event: Ill Choices: Disorienting Environs
    Targon: Explore: 6/13: Failure + Eye
    Targon gains a Shadow Point (Dread), and 2 more Fatigue Points. Shadow Test: 15/10: No Shadow Point gained.
    Eye of Sauron Awareness +1 to 5.
    Ill Fortune: Unexpected enemies emerge or are sighted.
    Lore Table roll: Gloomy Depths

    Q: Is it Undead? (Likely)
    A: Yes
    Q: Is it marshdwelers? (Certain)
    A: Yes

    An eerie morning a couple days later, a fog is covering the road. It feels unnatural and blocks out the sunlight much unlike the morning mist. Targon can’t see more than a few feet ahead.
    He feels a penetrating chill to the core, and grabs the hilt of his sword. The ranger attempts to wait the fog out, so that he can continue when it’s no longer clouded, but it grows thicker by the minute and Targon grows uneasy. He’s almost overcome with dread, but he still holds hope despite the circumstances.
    The sounds of the nature are now all muffled, and a thickening silence echoes all around.
    He decides to try and get out of this fog, but soon he loses all orientation, and feels like he doesn’t know where he’s going. He can’t find the road markings anywhere, but now is walking on plain dirt. Anxious, he attempts to get back to where he was previously, when relieved, he finds some stone tiles in the ground. Trusting he’s found his way, he lets his guard down, alas he’s mistaken. At the last moment he sees some crumbled walls, just before he takes a misstep and falls in a hole in the ground below him.
    He lands in a dark room a couple meters below, and, getting up in the darkness, hears uneasy sounds like growls or whispers. Dread overcomes the tall warden. Did he just see eyes glinting in the dark? Quickly, he draws his sword and his a torch, trying to light it up.

    Targon: Awareness: (-1 d, due to the darkness): 11/11: Success
    Q: How far away are the undead?
    A: Very Close
    Targon can only make one attempt to light the torch before the close in on him.
    Targon: Craft: (spends hope, inspired): 13/11: Success
    Q: How many are the undead?
    A: 3

    I’m not quite sure how to approach a dungeon delve in TOR. I found the Dungeon Crawling in Middle Earth homebrew resource, which is very nice looking (has some easy to catch typos though), and I’ll try to use it for some inspiration rolls, using all that make sense. Since we already have an encounter I will not roll an Encounter Die.
    Room Contents: Rubble from ceiling collapse
    Tone Setting: Chilly fog, rests across the ground
    Room Lighting: Wall mounted torches (unlit)
    Room Feature: Rotting old furniture
    Wall Details: Floor to ceiling dwarven runes in the wall
    Ambience: Faint running water

    The shambling humanoids with pale flesh, surround Targon, as in the last second he pulls out a tar-soaked torch, lights an oil soaked cloth with sparks he made with whetstone and quickly wraps it around the torch. Torch in the left hand, sword in the right, he waves the fire to keep them at bay, and it seems to work.

    1st Round

    As they’re things of Terror, Targon must make a Shadow Test (Dread): 6/13: Failure. He gains 3 Shadow Points.
    All the undead lose 1 point of hate as Targon holds a torch.
    Stance: Open
    Targon: Attacks a marsh-dweller: 17/11: Piercing Blow. Damage 4.
    Piercing Blow: Marshdweller Armor: 10/16: Failure. Marshdweller spends one Hate point as per Deathless to not be slain.
    Marshdweller 1: Attacks: Claws: 14/18: Miss
    Marshdweller 2: Attacks: Claws: 17/18: Miss
    Marshdweller 3: Attacks: Claws: 15/18: Miss

    2nd Round

    All the undead lose 1 more point of hate. Marshdweller 1 is now Weary.
    Stance: Open
    Targon: Attacks a marsh-dweller: 27/11: Piercing Blow and two Special Successes. Heavy Blow, Fend Off. Damage 12.
    Piercing Blow: Marshdweller Armor: 6/16: Failure. Marshdweller 1 is slain.
    Marshdweller 2: Attacks: Claws: 8/20: Miss
    Marshdweller 3: Attacks: Bite: 12/20: Miss

    3rd Round

    All the undead lose 1 more point of hate. They’re now Weary.
    Targon: Attacks a marsh-dweller: 18/11: Piercing Blow. Damage 4.
    Piercing Blow: Marshdweller Armor: 5/16: Failure. Marshdweller 1 is slain.
    Marshdweller 3: Attacks: Bite: 21/20: Piercing Blow and a Special Success. Damage: 6. Targon is down to 19 Endurance
    Targon: Protection: 3/14: Wounded: Severe Injury (4 Days)

    4th Round

    Stance: Open
    Targon: Attacks a marsh-dweller: 16/11: Special Success. Heavy Blow. Damage 12. The Marshdweller is slain.

    He swings his torch and keeps the creatures away, and with a swift thrust, his sword pierces one of them all the way through. He pulls his blade out, waiting for his foe to drop inanimate, but instead, driven by a deathless force, the creature tries to claw at Targon.
    The torchlight seems to sap their resolve, afraid of the fire, Targon swings his sword once more, and he hits the creature with a sharp slash at the neck, decapitating it, and dropping it for good.
    Maneuvering through the rotting furniture in the room, Targon finds an opportunity and hacks at the second undead’s head, splitting it in half.
    As he does so, the third one finds Targon’s back a ripe target, and get a good bite, piercing through the boiled leather armour. Targon screams in pain, and turns around with a heavy strike, cuts the creature in half.

    Targon: First Aid: Healing: 14/13: Success. Injury will take 3 days to heal.
    Targon earns one adventure point.
    I’d say there is a Lesser Treasure Hoard with: 3 Treasure points.

    Targon stops for a moment, and removes his armour to dress his wound so that it stops bleeding. Then he looks around the room, and finds some valuables. Perhaps these have been hoarded by these foul beings, or they belonged to the initial inhabitants of this structure.

    Q: is the opening from the ceiling reachable?
    A: No
    So I may need to explore the dungeon further.
    Q: Are there many exits?
    A: Extreme no. There’s only one exit, and it’s not open it’s locked/blocked/barred somehow.
    I’ll make a Lore table roll to see what I have to do to open it.
    Surround, Stricken, Message.
    Moria’s riddle key comes to mind! There’s a riddle that I need to solve.
    It will be a Short Time (4 rounds) attempt of a Simple Complexity using Scan, Lore and Riddle skills to find the solution.

    1st Round

    Targon: Scan: 16/15: Success. He looks around the room, and finds the dwarven writing on the walls.

    2nd Round

    Targon: Lore: 18/15: Success, Fortune. Among the runes, he finds some Adunaic words.
    Fortune: You find a moment of comfort or safety: I’ll give two more rounds of time to solve this.

    3rd Round

    Targon: Riddle (I’ll spend a point of hope): 10/15: Failure, Eye of Sauron. Misfortune: Your actions catch the Eye of the enemy: +3 Eye Awareness.

    4th Round

    Targon: Riddle (I’ll spend another point of hope): 22/15: Special Success: Go quietly.

    The ranger looks up to the ceiling, see if he can reach the opening, but it’s too far away to jump or climb. He casts the torchlight across the room, and sees a single exit, blocked by a door with no handle. He tries to push it, but to no avail. It’s completely stuck. As his torch lights the stone frame of the door, he notices carvings.
    This reminds him of a story he’s heard about how dwarf stone masons could lock doors using passwords. And the door would only open when they were spoken. Since there is no other exit out of this room, he realizes this is the inner side of the door, so there’s a good chance that the very word that is used to open the door is sculpted there. He realizes that as long as the door is closed, he may be safe for the moment, and takes a deep breath to think.
    His knowledge of dwarf speech is limited to say the least, but the writing is in Adunaic.
    He looks at the door, and with a steady firm voice he says “Open”
    But a screeching boom is heard, emanating across the room, before the thunderous sound dissipates into nothingness. He can’t shake a dreadful foreboding feeling.
    He thinks again, and tries a different meaning for the same word he saw. Perhaps over he years, it has changed. He says “Ajar” and the door, slowly pushes itself open. Not wasting any time, Targon slides out.

    Q: Is this room the main exit?
    A: No
    Encounter Die: Trap
    Awareness: 16/11: Special Success: Gain Insight
    Trap Location: Flagstones on the floor
    Clues: The materials are foreign to the dungeon
    With the insight, he can see the trigger which is: thin, elven rope, tripped
    Carefully he avoids it.
    Overcome tricky obstacle: +1 Skill Point

    Q: Are there many exits?
    A: Extreme Yes. Twist: Empty Might
    It’s a throne room.
    There are two exits to the sides, and one to the centre, with a large gate.

    Targon will attempt to open the main gate.
    Q: Is it locked?
    A: No
    I should remember to always ask Telling questions in a positive phrasing.

    As Targon gets out, he notices a very thin trip wire right in front of him. The torch light casting a faint line shadow on the floor. Some flagstones are from a different stone, granite instead of marble. Concerned that this could be a trap, he carefully, lifts his legs high enough and makes a wide step without triggering it.
    He enters a bigger room than the previous one, with a large throne in the centre. Two passages head to opposite directions to the side, while a large gate at the other end seems to be the main entrance to the room.
    Wounded as he is, he decides not to waste any time, and opens the gate, hoping to get out of this structure.

    Encounter Die: Omen: Hoard Veiled Fire
    Q: Is the exit nearby? (Likely)
    A: Yes

    A long hallway leads to another gate at the far end. Targon’s sense is fixated on the smell of oil. He looks to the sides of the hallway, and sees two shallow canals, filled with a black substance. Probably some means to light the hall? A defensive measure against invaders?
    He can’t tell for sure what role did this oil play.

    Q: Is the door open?
    A: Yes

    Targon pushes the old wooden door open and gets out of this dreadful place. The fog seems to have cleared.

    Q: Is the road nearby?
    A: No
    Targon: Explore: 11/15: Failure
    Q: Is this a standard risk level?
    A: Yes
    I’ll trade the Simple Failure for Success with Woe.
    Lore table: Replenish
    Targon lost his supplies when he dropped from the hole in the ceiling, and he didn’t realize until just now. He’ll have to spend at least a day Hunting to replenish food, losing 1 day of time.

    He scans the area around him for any landmarks, and realizes he’s nowhere near the road. As he puts out his torch, and spends a moment to recollect himself, he sees that all his food must have fallen from his sack. Either in the drop, or during the fray. He’ll have to spend valuable time to find something to eat before continuing.

    Targon: Hunting: 11/11: Success
    Targon gathers the necessary supplies and continues after a day.

    Targon: Travel: 14/13: Success
    Event: Ill Choices: Mismanaged Provisions. Fatigue +2
    Targon: Hunting: 16/11: Success

    Three more days down the east road, Targon has went past the Last Bridge and is entering the Trollshaws, when he comes dangerously close to running out of rations. Since his last complication, the supplies he currently has, don’t last long, and he didn’t pay any notice to it. He takes his bow and heads off quickly to find some game. Without wasting any time, using his skills as a ranger, he returns with a few rabbits for dinner.

    Targon: Travel: 17/13: Success with Fortune: You Locate or learn of a useful item.
    Event: Mishap: Obstructed Path. Fatigue +2
    Targon: Awareness: 13/11: Special Success: Gain Insight: Potential danger

    Another obstructed path on the main road. Since we’re in the Trollshaws, I decide that it will be a troll somehow blocking the way.

    A big, man sized boulder, catches the attention of Targon. Despite being in the same colours as the land, there is no plausible explanation as to how it could have moved there, as there is no hill or cliffside from where it could have fallen on that side of the road. Cautiously, he examines the surroundings, and he notices remains under the boulder. An arm, and legs are visible on the sides from underneath it. He looks across the other side of the road, and on the hillside, he makes out the vague outline of a cave mouth.
    “Trolls” he considers, and crouches.

    Q: What is the useful item?
    A: Gentle haven. The traveller carries notes with directions of how to get to Rivendell. Perhaps he is a messenger.
    Q: What time is it?
    A: Early noon. Most likely the troll is sleeping
    I can’t risk it, and will attempt to reach the remains stealthily.
    Targon: Stealth: 13/15: Failure
    Q: Is the troll asleep? (Certain)
    A: Extreme No with a twist. The troll is waiting for another traveller to come across and throw another boulder to crush him. Eye of Sauron +1.

    Targon attempts to reach the crushed remains, taking precautions to move silently despite the daytime that turns trolls to stone according to legend. However, he takes a misstep and breaks a branch, with a loud cracking noise. He turns around as he hears a loud growl. To his ill fortune, the troll was awake!

    I decide to do a GM-ruling here, and have this troll throw boulders for a change. It can’t come out as it’s full daylight, so it will attempt to crush it’s victims by throwing boulders at them. Boulder 2 (6/12 Break Shield). Also it will only be able to make a single attack with boulders and not two in each round, despite having a Might of 2.

    Opening Volley Phase

    Targon: Bow: 12/11: Special Success: Heavy Blow: Damage 11. Troll has 49 Endurance Remaining.
    Troll: Boulder 10/18: Miss

    1st Round

    Stance: Skirmish
    Main action: take the message case
    Troll: Boulder: 21/18: Special Success, Piercing Blow: Heavy Blow: Damage 14. Targon is Weary. The troll will Spend 1 Hate for Horrible Strength and make Targon’s Protection roll Ill Favoured.
    Targon: Protection: 18/12: No Wound

    2nd Round

    Stance: Skirmish
    Main action: escape. I will spend 1 Fellowship point and 1 Hope point to make the roll Favoured, and have an extra 1d.
    Escape: 18/11: Special Success: Gain Insight: who was the traveller

    I will award Targon 1 Adventure Point for Surviving the combat.

    Q: Who was the traveller
    A: Ominous Defence. Okay that doesn’t seem to work, I’ll go to UNE: Curious Serf. That’s a man of bree, a scout or explorer.

    Targon draws his bow and shoots an arrow to the troll that has appeared at the edge of the cave. The arrow lodging itself in the thick troll hide. It growls and picks up a big boulder, and slings it with all its might towards Targon, who jumps out of the way. Targon is in the open and doesn’t like how he’s exposed to the troll’s rock-throwing skills. He doesn’t know if he can face such a foe alone, so he wants at least to get the letter case. He tries to keep his distance, and jumps to his target, picking up the case, when a second boulder hits him square in the chest. Targon reels back, weary, but thankfully not injured. He feels like he can’t take this foe. As long as the troll is restricted by the daylight, if he manages to get out of it’s line of sight, he should be able to escape with his life. He calculates the right moment, and makes a quick dash in a zig-zag pattern, running as fast as he can. The troll screams in rage as his prey escaped.
    Targon takes a look at the case. Inside is a map to rivendell, and a sealed letter, by “Alcolm of Bree”.


    Ruleset Summary & Solo Experience

    As a first foray into TOR, I absolutely love it. It has very interesting mechanics, and the more I think about them, the more I like it.
    TOR in particular has a Target Number which is derived from the core Attributes (Strength, Heart, Wits), so what your character is natural makes a task easier or more difficult.
    Skills allow you to roll a number of d6s equal to your d6 level, so the more skilled you are at something, you’re more likely to succeed.
    I love how these two work together for the same end result, but are separate from each other. Also only by having a higher skill can you get a higher chance of getting a special success, as the attribute only effects the TN.
    Furthermore you always roll a Feat Die (a d12 essentially), numbered from 1-10 and having a face with the Eye of Sauron and a face with Gandalf’s Rune, which give a Misfortune or Fortune respectively. So different situations can increase or decrease the number of Skill dice, and they can also make the Feat Die be rolled at advantage or disadvantage, and the great thing about it is, that they will impact different things in the game!

    Heading to the next part which is combat. I loved it. A skill roll modified by opponents Parry is made. Each character has an Endurance rating which one could think of as Hit Points, as they can take you out of combat. Each hit you receive will reduce your Endurance. Damage to Endurance is fixed, modified by any special successes rolled, and you only drop unconscious at zero. Only Wounds have the opportunity of killing a character, and that’s where armor has it’s place, as it can prevent this. There are many special successes that can be utilized by the heroes or their adversaries, and the heroes also have four (five in solo) stance to choose when fighting. There is no significant Death Spiral, with the major penalty is the risk of becoming weary if your Endurance drops below your Fatigue and Load rating. I won’t go into any more details, I just found that combat may look complex, but actually is very streamlined, with as few rolls as possible, but at the same time providing a great varied experience.

    TOR has several bookkeeping stats, which all play a major role in the game. You need to keep track of your Fellowship, Endurance, Load, Fatigue, Hope and Shadow. Sounds like a lot, but they all provide a different result. Your character may start going down the shadow path, or lose hope, or become tired and need to rest, etc. These all provide an experience as close as one can get to the Tolkien books. The authors also chose terms whose name rings familiar to the LOTR trope.

    The next part I adored was the Journey system, which is greatly expanded by the Solo Supplement (more on that later). Another smart way to run hex based journeys. An event will always happen, the question is when, and what event. So depending on how good you’re at travelling, you may make the journey with fewer events or as many as 1 per hex, making you earn each hex with hard adventuring. I love how this system could also work with a hex crawl generator (like the hex power flowers), and with any success based RPG ruleset. It’s something I’ll keep on my toolset for the future, as it works great for solo, and is much better than asking the Oracle or rolling on random encounter tables.

    As I don’t want to make a review of TOR, I’m going now to give my impressions on the solo supplement. The experience of Shawn Tomkin in this is evident. Utilizing the Strider Mode doesn’t feel like you take an Oracle and put it on top of the game. Instead it connects to TOR so seamlessly, it feels like TOR was meant to be solo played. It has a Fortune and an Ill-Fortune table which you can use when you roll something good or bad on the Feat die (during regular ruleset rolls), so you can always get an Intervention of sorts while playing. It has a Telling Table (a Yes/No with Extremes, Oracle), and a Lore Table which has 72 each of Action, Focus, Aspect words. These words fit a lot in the theme without being explicit (for example it has Fell, Gloomy, Fellowship, which all bring out the Tolkien vibe), and then it also has a Revelation table for when the Eye of Sauron is fixed on you (another great mechanic!). Finally it has 7 Journey Event tables (6 entries each) which really create opportunities to adventure, essentially expanding on top of the existing Journey system and making it solo. I think it shines here.

    So, it doesn’t work with Scenes or Actors. This may be an issue in the long run, if you want a more arching adventure and meaningful encounters. On the other hand, this brings a more gamey vibe out, where things happen on your way to your quest (the initial mission, but they need not be relevant). This follows up a lot the Hobbit vibe, where the party faced a multitude of dangers that were mostly random, before arriving at their quest at the lonely mountain.

    I haven’t finished my first Journey yet, and have only accumulated several disjointed journey events, making my trip look like a book or journal. Having a defined enemy (Sauron), clarifies things a lot in solo. Because as I foresee now, the missions will be relevant mostly to the enemy, and depending on the location and the Eye Awareness, you may get extra enemy events. On the other hand there are ample situations for random events.

    Overall the experience so far reminds me a lot of Five Leagues from the Borderlands, alas in RPG. I love it, and it can play very fast. Actually it plays a lot faster than most of the other solo adventures I’ve run in the past, and a great advantage is that I rarely had to pause for a long time and think how to interpret a situation. The rolls and results were straightforward, and the process streamlined, I really felt like playing the game, than having to write my story. I can’t tell how it will progress. It’s very deadly, but gives you the opportunity to get out of a bad situation if you need to. This was a good start, and I’m looking forward to how the adventure will proceed.

     
  • giorgis 9:18 pm on January 7, 2024 Permalink | Reply
    Tags: , ,   

    GURPS Hammer S03E01 

    Feeling the need to switch to a less pulpy system, I’m taking the plunge and going with GURPS. I’m mostly using Dungeon Fantasy as a base, but without using the Professions from Dungeon Fantasy Adventurers, and doing a freeform conversion from my Savage Worlds characters.
    I gave each character 150pts to spend, plus 25pts for each finished adventure, with the exception of Elhali who had suffered a permanent injury according to SWADE rules and had to re-increase her Attribute to catch up. She got only 175pts.
    For the most part, the conversion went flawlessly, including traits, skills and gear. I’m quite happy as to how it turned out.
    I did go back and corrected some things that fit more closely to WHFRP instead of SWADE, as they were lost during the initial conversion.
    I am getting some ideas from existing GURPS Hammer conversions, but not using all of the material, and will be adjusting also on the go.

    As for gear costs and prices, the WHFRP prices struck me as odd. Gold Crowns were too easy to find and spent.
    https://awesomeliesblog.wordpress.com/2018/11/21/all-that-glisters-is-not-gold/ explains very well the problem with WHFRP prices.
    I’m not here to solve this.
    I’ll be using the Harnworld prices instead, as these fit directly with the WHFRP coin economy.
    Harnworld has 1 pound = 20 shillings = 240 (silver) pennies
    The Old World has 1 Gold Crown = 20 (silver) shillings = 240 (brass) pennies
    In case an item isn’t listed in Harnworld (for example due to the TL difference) or the aforementioned historic prices list, I’ll use the DF GURPS Gear prices, where the 4$ will correspond to 1d.
    Finally if the only source available is WHFRP, I’ll do a direct conversion of 1 GC = 1 d which will come handy for future adventure rewards, by bringing them down by a reasonable factor.

    The cost of living according to Dungeon Fantasy is approximately $150 per week. Unless the circumstances deem otherwise, I will be considering a week of downtime between adventures. Therefore in this case, they have spent between the two adventures, about 75d each.

    Revising my party’s wealth, they have:

    • Abenzio 59d 2f
    • Elhali 100d 1f
    • Greta 55d 1f
    • Wolmar 108d 2f

    With that out of the way, I’ll be proceeding with the downtimes and the next adventure.
    My core oracle will be the Plot Unfolding Machine

    I really want to run the Enemy Within Campaign, but being down south in Nuln where The Oldenhaller Contract put me, going to Bogenhafen where the first adventure takes place will need more than a simple nudge, as proposed in the Shadows over Bogenhafen.
    Instead, I will try to nudge them towards Ubersreik, wherein I can run the Ubersreik adventures from the WHFRP 4e Starter Set. Perhaps they could then head north to reach Bogenhafen, or avoid it altogether and run various adventures across the Reikland, perhaps visiting Marienburg or Middenheim before going to the Enemy Within.

    I roll 4 BOLD Waylays and apply them to my party as I see fit:

    Wolmar: (illusory the strange overcome by weak attribute)

    Wolmar is in the market, when he notices a group of people shouting and placing bets and yelling. Drawn closer, he notices a man, playing cups and ball. The man seems to be losing money, and Wolmar, relying on his keen senses is ready to step in and place a bet.
    “A shilling for the ball!” he shouts. “Find the ball under the cap, and you get it back double!”
    Then Wolmar, although a meek herdsman, remembers his father’s trade lessons. That when his eyes tell one story, he should always trust his gut. And Wolmar’s gut tells him that there’s no way this man operates a business on a loss. For sure the man loses his money to a partner just for appearance. Wolmar cautiously steps back away, and leaves.

    Abenzio: (provoking mooks overcome by favored ability)

    Abe is sitting in The Bull, drinking a pint of ale in peace, when a bunch of thugs enter and start causing a ruckus. Their attention soon is turned to the Tilean pit fighter, his scarred skin and foggy eye. They start giggling between them, and pointing at him, exchanging words.
    Unfortunately for them, they don’t know when to stop and Abenzio’s first move is to bash two of their heads together, smash a pewter tankard of ale at the third, and swing a fist at the fourth.
    Despite being at the right, his appearance and outsider background don’t sit well with the owner, who calls the watch at him, and he has to make himself scarce.

    Elhali: (irritating rival overcome by faction intervention)

    Elhali is at the docks, trying to establish some new connections, to get some coin smuggling things on the side. She’s trying to work new contacts, when a non-distinguishing woman, 5’8″ 140 lbs, in her thirties, sienna hair, light brown eyes, bumps into her.
    “These commodities that you want to move out of Nuln, they’re subject to taxes you know.” she says “You wouldn’t want the city watch to catch you trying to sidestep customs officials. They’re quite…zealous.”
    The woman stares Elhali right in the eye, and opens her jacket, just enough to show off the hilt of her pistol.
    Elhali realizes that she stumbled on another smuggler, but just in time, she sees a city watch patrol, and she takes the opportunity to shout.
    “Five kegs of blackpowder for half the price? What would I need that for? Do they have the Nuln seal of commerce?” She yells loud enough for all the dock workers and the city watch to listen. The rival smuggler stares like a deer in torchlight for a moment. Then her ear graps the clanking sound of plate armour by the city watch soldier. In the brief moment it takes her to look around and see the city watch running at her, Elhali has disappeared.

    Greta: (provoking lover overcome by favored skill)

    Greta is shopping at the market trying to find components for her potions, when someone grabs her arm tightly.
    She turns around to see her husband Wolf.
    “There you are! witch!” he yells. “You’ll come back with me now.” He grabs her scarf, revealing her bald head, and big ears.
    “No! let me go!” she shouts back, but her strength isn’t enough to escape the man’s grasp.
    “The town council will see that you’re tried for heresy. If you’re exonerated, you’ll be lucky to stay alive locked in the kitchen forever after what you did to us and yourself.” He says and starts pulling her through the crowd.
    She puts her hand in her pocket, gets out a small potion, takes a deep breath, closes her eyes, and smashes the glass vial on the ground in front of them.
    A loud thundering boom accompanied by a flash of light stuns and disorients everyone around, including Wolf, who releases his grasp.
    Greta quickly runs off, trying to hide her features.

    I took GM liberty to apply the downtimes where they fit best in the backstories, and worked them in such a way to give reason for the party to leave Nuln.
    So for the future I’m considering working the downtimes in a different manner.
    I will be using the Scene Unfolding Machine parallel matters assigned randomly to each PC, and will roll one BOLD Waylay to be assigned to a party member or the entire party. I’m thinking that these could be mini-scenes as well to be solo-rped, but I’ve not yet decided on how much focus there should be.

    Before beginning the gameplay, I’ll roll for BOLD connections.

    actiongerundsubject
    ponderdivulginga decision
    endorseconcludinga love
    digressexcludingallies

    Q: Does the group regroup back at the Reaver’s Return at the same time?
    A: No, but without long periods of time between them.
    Q: Who returns first?
    A: Elhali
    Q: Does anything happen while she waits? (unlikely) – the time period is short
    A: It depends (on skill)
    Elhali will try to avoid attention, and use her Stealth skill.
    Elhali: Stealth: 7: Success
    Nothing happens, as Elhali avoids drawing attention.
    Q: Who returns 2nd?
    A: Greta
    Q: Does anything happen while she waits? (unlikely) – the time period is short
    A: Don’t know, can’t tell.
    So it’s a no.
    Q: Who arrives 3rd?
    A: Wolmar
    Q: Does anything happen while they wait? (unlikely) – the time period is short
    A: Yes, apparently.
    Random Prompt: Play a scene filler catalyst: Deal with PCs basic needs

    Elhali is back at their room, and starts packing her few belongings, she has everything ready, and goes downstairs to Rudolf, and orders a hot meal. Her hunger is insatiable at the moment. Something to do with the running she did.
    She is served and starts eating a plate of hot soup, when Greta bursts in. She is not wearing her scarf, and the lack of hair is evident on her head. Elhali is taken aback only for a moment.
    She sees her, and rushes to her. “We have to leave. Where are the others?” Greta says in a hurry.
    “Girl, what is wrong. Come take a seat. Tell me everything. I can’t go anywhere on an empty stomach.” Elhali says.
    Greta rolls her eyes. “Come on Elhali, give me a break.”
    “I’ve just made a sprint from the docks to here. Some lowlife thug though I was trespassing on his turf. Set the city watch on him, but I had to outrun them as well.” Elhali smiles. “I need the food. What’s your story?”
    “Wolf” Greta replies.
    “The Oldenhaller’s dude? what about him?” Elhali asks.
    “No, not this one, my abusive husband. He found me. I barely escaped.” Greta leans in and whispers to Elhali. “He’s accusing me of witchcraft and heresy.”
    Elhali nods as she gulps down a good spoonful of soup. “That some serious trouble. I’m thinking we had our share of Nuln, you want to leave? I’m with you. Don’t know about the guys though, but don’t worry, I’ll talk them into it.”
    “Thank you” Greta whispers, and heads upstairs to cover her features, and pack her things.

    I’m deeming that Greta worked the endorse, divulging, a love BOLD connection.
    Q: Does anything else happen until Abenzio’s arrival? (unlikely) – the time period is short
    A: No, but, they don’t have much time until trouble comes knocking.
    Q: Has Elhali finished her meal? (likely)
    A: No, not yet

    Wolmar is with Elhali and she’s trying to convince him that they should make haste, while at the same time, she’s dipping the rock-hard bread into the soup to make it softer – as if that is possible.
    “I’m telling you.” she speaks with her mouth chewing a piece of hard bread. “City watch and smugglers after me, crazy husband and witch hunters after Greta. We should leave.”
    Wolmar sits in silence for a moment.
    “We have good word with the city watch. We’ve helped them twice already. And we have Oldenhaller, a rich and powerful man on our side. We can still make it work here.” Wolmar counters.
    “I’m just saying, it seems to me that the more I think about, the more they’ll figure out that we are all together, and charges of heresy aren’t easily countered. It’s best to not be there when such things are uttered, than try to make a defense.” Elhali gulps some soup.
    Abenzio enters. His clothes a bit torn. His knuckles bloody.
    “Abe!” Wolmar exclaims. “What happened?”
    “Some weaklings at The Bull thought I’d sit and listen to their insults. I let them know what it means to be a pit fighter.” the massive Tilean answers.
    “Are they alive? did anyone see you?” Wolmar asks.
    “Don’t know, I left when I realized somebody had called for the watch.” Abenzio replies.
    Elhali looks at Wolmar. “Let me finish this lunch I paid for, then we’re out of here.”

    I’m deeming that Elhali worked the ponder, concluding, a decision BOLD connection.

    Q: Does the city watch arrive before they leave?
    A: Yes, but, they have heard them in time.

    Elhali’s keen senses, catch the metal rattle of armoured soldiers, and the pounding thud of many feet in the city streets. She abandons her almost finished meal and heads upstairs to the room where her companions are gathered.
    “The city watch is here, and I won’t sit around to find out for which one of us they are. The thief showed us the way out.” She bolts the door behind her, opens the window and exits through the rooftop.
    Without thinking twice, the rest of her friends grab their gear and follow her.

    Q: What time is it? (4d6)
    A: 13.00
    Q: What is the Weather? (Harnworld)
    A: Freezing, Overcast, Steady Rain

    That’s a -2 modifier to climbing/running/jumping
    Let’s see if they make it across the rooftops.
    Elhali: 5(13-2):Success
    Abenzio: 11(13-2):Success, just made it
    Greta: 11(13-2):Success, just made it
    Wolmar: 9(13-2):Success
    They jumped to the first building across, following the rooftop escape of Bertoldo previously (see Oldenhaller Contract).

    Now they will jump on the rooftops across the canal
    Elhali: 14(13-2):Failure: DX:4/13:Critical Success: She grabbed the far side ledge and pulled herself up
    Abenzio: 14(13-2):Failure: DX:15/13:Failure: He falls down in the canal. Not hurt, just filthy and wet.
    Greta: 11(13-2):Success, just made it
    Wolmar: 12(13-2):Failure: DX:15/13:Failure: He falls down in the canal. Not hurt, just filthy and wet.

    Elhali and Greta have jumped across the canal, and try to jump at the Merchant’s house
    Elhali: 7(13-2): Success
    Greta: 7(13-2): Success
    They jump down from the porch to the street.

    Q: Have the city watch seen them?
    A: No, not yet

    Greta and Elhali rush to help Abenzio and Wolmar get out of the canal, and they make it towards the nearest coach station.

    They remember the thief several nights ago doing the same route, so, they carefully jump across to the rooftop across a narrow alleyway.
    Then they have to jump across the canal. The very same jump that the thief failed, and they caught up to him. Elhali jumps first, but she doesn’t make the distance. Thankfully, with agility, her hand grasps the ledge across, and she pulls herself up. Abenzio jumps next, and his massive frame goes down in the filthy canal, with a loud splash, the water stopping his fall.
    Greta makes the jump and helps Elhali up, while Wolmar meets the same fate as Abenzio.
    In the few moments it takes for the men of the adventuring company to recollect themselves, the women have made yet another jump, and get down safely. Seeing that the city watch hasn’t considered to check out of the window yet, they help Abenzio and Wolmar out of the canal, and rush to their escape.

    once they catch up their breath, they need to decide, coach or boat, or foot.
    Elhali doesn’t want to go to the docks, as twice she made the wrong impression while there, and would like to avoid the risk of being recognized.
    Greta wants to leave the fastest route possible, and since the docks are in the opposite direction of the gate, she agrees with Elhali.
    Abenzio doesn’t really care much, but would like to get away the fastest route possible.
    It’s only Wolmar that isn’t convinced he’s to be blamed for anything, and that’s a challenging time for him whether he’ll stick with this party or abandon them?

    “Where to now?” Abenzio asks. “North to the gate or south to the docks?”
    “I’d rather not show my face in the docks soon.” Elhali says. “To the northern gate.”
    “We could stop by the coaching house on the way. If we’re lucky there could be a coach available.” Greta adds.
    The three of them are looking to Wolmar. He’s the most talkative guy in moments like these, but he seems awfully silent.
    “Do we really have to go?” he mumbles. “I mean, you all have these issues, but we don’t really know which one of you is the person they’re after…and it sure…”
    “…isn’t you?” Elhali quickly fills in.
    “We’re all in this together Wolmar, are we not? If I recall you made a sound speech not two weeks ago in the river barge. You wanted the adventuring life? well, you got it.” She responds.

    I deem that the last of my BOLD connections is striked out now.
    I’ll use A Heated Argument optional rules from Keeping Contact.
    I’m considering that the two adventures they had together, will give them at least a +1 Attitude Level (perhaps even a +2).
    Heated Argument: 6+1=7: Officially, there’re no grudges. In practice: 5: Sometimes, theory and practice go hand in hand, and this’s one of those times! There are no further consequences.

    Wolmar nods. “I am a man of my word. We’re in this together. Let’s go to the North Gate and stop by the Coaching House on the way.”

    Q: Do they want to go towards Ubersreik? (vs say Altdorf?)
    A: Strong Yes to Ubersreik
    Q: Have they seen a job poster already?
    A: No. It’s just that it’s a big city which will have plenty of opportunities.

    Let’s see if they can avoid the city watch and reach the coaching house.
    Elhali: Urban Survival (Per-5): 7/(12): Success

    Following Elhali, they quickly reach the coaching house without needing to ask passersby and draw attention to themselves.
    A big sign outside reads “Ratchett Lines”, and they enter.

    Q: Are there any coaches at the ready inside?
    A: Yes, apparently

    I’ll use both UNE and Scene Unfolding Machine to establish some information on the NPC.
    UNE: uncouth entertainer
    UNE: conversation mood: helpful
    UNE: bearing: scheming means
    UNE: focus: community
    SUM: Attitude: they seem to… Act doubtful, questioning, distrusting, disagreeing
    SUM: Outside Impression: they appear to… Be important, waiting for you, tell you something
    SUM: Filler talks: they talk about… Dreams, aspirations, distant or impossible goal

    A man sits behind a desk, he looks up to the party entering. His clothes are dirty, and his hands and nails covered in dirt. He smiles, and reveals a mouth with several bad teeth.
    He immediately stands up. “How may I help you my lords?”
    Wolmar looks around, he’s never been called a lord before.
    “Ah yes, every potential customer is a lord to me. That’s what I say!” he adds. “Though some people think I’m joking. Perhaps I was never a good jokester. The rest of the coachmen don’t appreciate it.” He sighs. “So what is your destination? do you all travel together? and oh my, I see you’re downright wet to the bone. You’ll surely catch a cold if you travel like this. In a hurry are we?”

    There are some controversies between UNE and SUM, as there is some overlap, but I think I made it work. Time to use Let’s Talk.

    Wolmar’s Hand: Charming, Worried, Sad
    He’ll try to discern the actual mood of the NPC: Per: 14/13: Failure
    So, without knowning, he’ll use the Charming card
    NPC’s Reaction is: Somewhat positive
    The actual mood is: Angry, which makes the reaction Somewhat negative, so he is Questioning, hah, doubling down on the initial approach

    Wolmar laughs. “I find your remarks to the point. Lords and Ladies. It’s nice to be addressed as such. You have a coach ready? We are on our way north to Ubersreik, or Stimmigen or Dunkelburg if you don’t make the trip there.”
    “You still haven’t answered my question. What’s the hurry. The morning coaches have all left. You don’t want the night to catch you outside of a coaching inn. Brigands and others abound. And we have to be careful as to whom we trust.” The coach man snaps.

    Wolmar will use Worried.
    NPC’s Reaction is: Somewhat positive
    The actual mood is: Angry, which makes the reaction Somewhat negative, so he is Worried

    “We were to get the morning coach, but we were delayed by urgent matters in the city, and on our way here, a stumble and fall into a canal. If you can also give us a towel to wipe, it would be best, but we would like to hire the coach and be on our way. We’ve lost much of the day as you said already.” Wolmar tries to lean to his good side.
    “It’s dangerous to travel so late. It will be night already in a few hours. I can’t tell if we can take you.” He responds.

    Wolmar will finally use Sad
    NPC’s Reaction is: Negative, he is Neutral

    “It’s not what we had hoped to hear. We may have to do the journey on foot in this weather if you can’t take us.” Wolmar replies.
    “Then that’s your call. This doesn’t concern me.” The man replies.

    So now I’ll roll for Diplomacy with a -2 penalty due to the bad way the dialogue went.
    Wolmar has Voice and Charisma 1 which give him a +3 bonus on reaction rolls and +2 on Diplomacy.
    Wolmar: Diplomacy: 12/15: Success
    Reaction Rolls: 13,14: Good.
    Q: Does the coach go to Ubersreik?
    A: Don’t know, can’t tell.

    “Look, we’ll pay the required amount for a coach for four passengers. We have good coin, and we’ll pay upfront. Will you let customers go spend their silver elsewhere?” Wolmar asks.
    The man thinks it over for a few seconds. “Alright. 10 pennies for each of you.”
    They all pay up. The man counts up the pennies. “Alright, Frederich and Hugo will be your drivers.” He turns to them. “Frederich, Hugo, get the coach ready to go.”
    They dry their clothing as good as possible and remove any water from their boots, and once the coach is ready, they get onboard, and soon they begin.
    They make themselves comfortable inside, but Wolmar feels like something wasn’t defined.
    “Will they take us all the way to Ubersreik?” Abenzio asks, and Wolmar realizes what he failed to establish.

    Q: Does the coach leave Nuln without any incident? (Likely)
    A: Yes, absolutely

    So, I’ve looked at various maps of the empire that are abundant in the internet, and distances are different, road routes are different, even the locations of settlements differ sometimes. At first I was confused and was wondering on how to deal with this, but then I realized that it’s just perfect. This variance works excellent for solo roleplaying as it gives me the freedom to apply Oracle results as they fit.

    Q: Do they reach Segeldorf?
    A: No, definitely not.
    This calls for a Random Prompt.
    Random Prompt: Put Characters in a Situation: Find something of value.
    Focus: Plan/Blackmail.

    The definitely not, leads the scene. Something stops them completely from reaching Segeldorf, and they’ll have to resolve it before progressing further.
    During this scene, they will find a plan or blackmail material.
    But what could make a coach stop. Perhaps someone in need of help?

    Q: Is there someone in need of help?
    A: Yes, but there’s danger that could also affect the party.

    I’ll take the adventure hook from the Ubersreik starter set. It’s a courier on the way to Ubersreik who broke their leg.

    It’s only been a few hours on the road, when suddely the coach stops. The horses neigh, and the adventurers almost fall on top of each other due to the sudden halt.
    “Get out of the way!” they hear Frederich yell.

    Let’s roll for the weather first: remains the same.

    Each of them grabs their hand weapons, and they pull the curtains of the coach to look outside.

    Time to put the Terrain Randomizer to use.

    I’ll generate a Small Area.
    It has: 3 Zones: a small, a medium an a large zone.

    There’s a field which narrows down in the middle, with woods on the left side and a pond on the right side. The road passes right in the narrow passage, and with the constant heavy rain the pond has overflown, so there’s only room for the one coach with the two horses to get through.
    Blocking this narrow strip of road is a man, lying in the middle of the road, covered in mud.
    “What happened? why did we stop?” Wolmar yells.
    “There’s this man in the way. He refuses to move. He keeps yelling to help him” Hugo answers.

    Abenzio and Wolmar will step down and get to the man.
    This could be an honest accident, but it could also be an ambush. Also something could have caused the accident, something could have startled the horses. They’re too close to Nuln though, for anything mightily dangerous, but… who knows.

    Wolmar: Perception: 10/13: Success.
    Q: Does Wolmar notice anything dangerous around?
    A: No, definitely not.
    How did this man break his leg?
    A: Unrelated, just coincidence

    The two men approach the man.
    “Thank Sigmar! Help me please. I lost control of my horse, and it kicked me down. My leg is broken.” The man says, gritting his teeth in pain.

    Wolmar and Abenzio support him to the coach.

    Q: Are there any things on the ground where he fell?
    A: Yes, but, they’re spread all over the mud.

    “My, my belongings. They’re important, can you get them?” He pleads on the way.
    Elhali gets off the coach and starts gathering the things.
    “He rides, he pays.” Frederich says as they bring the stranger towards the coach.

    Elhali: Perception: 9/(17-2): Success

    Elhali picks up the various items spread all over the mud, missing nothing.

    According to PUM, I need to roll once more for a Random Prompt because PCs get out of comfort to face the unknown.
    Before that I need to resolve a few more things.

    Q: Is the man soaked wet?
    A: It depends (on skill): I roll for his survival: 7/10: Success. He isn’t soaked wet, but not due to the rain, rather than because he managed to tuck himself in his cloak properly despite his condition.
    Q: Can he be moved?
    A: Yes, apparently. As long as he doesn’t step on the foot, he can withstand the pain and enter the coach.

    So to recap, Elhali is picking up the belongings, Wolmar and Abenzio are bringing the man back to the coach, while Greta counts 10d to pay the coachman.

    Random Prompt: Meet or learn about someone new.
    Either of those could fit.
    Meet or Learn?: Learn.
    So, it’s the adventure hook as described in the starter set. However, I’ll roll for a Modified Proposal: Add hope or some relief.

    They put the man inside the coach, while Greta pays the fare. They remove his cloak first so that he doesn’t soak the interior of the coach.
    “Sigmar bless you strangers.” The man says. “My name is Edgar Muller. I am a messenger, delivering the post to Ubersreik’s Bridge House Inn . However I also have an important letter from Isabella Dahmbach, a lawyer from Nuln. My company will pay you at least two shillings for the delivery of my mail. Double that if you get me safely to the nearest city as well.”


    Session Summary

    Hitting an abrupt pause here.
    I’m overwhelmed to the point of losing fun in this solo campaign, and I pinpointed this to the overabundance of Old World lore and information.
    Seriously, if you start going down the Warhammer Fantasy Roleplay rabbit hole, you’ll end up the other side of the Atlantic.
    There’s so much information available both online and in official and unofficial supplements, websites, modules, that I spent more time reading it (which I enjoyed!) than actually solo roleplaying.
    The thing is that this is really dense, and with retcons and contradicting information, it just simply doesn’t work for me as solo.
    All the Solo tools I’ve used in these games are absolutely fantastic, but I find that I limit their usefulness trying to make them fit in a well defined world.
    This has been a fantastic learning experience for me, as I wanted to also solo in Harnworld, but now I fear that I might face the same problem.
    I had a similar issue when running the Trollshaws campaign and was reading online about the various details of Middle Earth.

    Instead of making the world mine, I resorted to reading about existing information, and that’s because I want to learn more about the Old World, as Warhammer is one of my favourite settings back from when I played the Fantasy Battles 4th edition.

    The way I approached it is like a GM doing research to create their adventure. But you can’t do that and play the game at the same time. It’s just exhausting, and takes away all the fun. At least for my game style it doesn’t work. I like to run my solo adventures as a player first, and GM second. But you can’t have it both ways. Can’t be a player learning the ropes of the world and at the same time GMing it freely.
    And particularly for Warhammer Old World the written approach for the supplements focuses a lot on the details, which helps really to flesh out the world, but leaves little creative freedom.

    As soon as I stepped a bit outside the limited framework of the adventure module I hit this wall of immense information. Therefore I will stop this here, as I need to realign on what kind of adventures I want to play.

    But before I do that, I’ll review the tools I used.

    The Plot Unfolding Machine and Scene Unfolding Machine have a lot of potential. I can see that they need to have free reigns and allow repeat rolls to give immediate portents to generate usable content. Looking forward to trying them out in a different premise.
    Dungeon Fantasy GURPS is just great. The Profession templates are a bit too strong at 250 points, but I think they’ll do just fine for a single PC accompanied by henchmen. Looking forward to trying it out further as well.
    BOLD, UNE, Let’s Talk and Keeping Contact, I’ve well established in my previous games, and will continue to use them in the future.

     
  • giorgis 6:08 pm on January 2, 2024 Permalink | Reply
    Tags: , ,   

    Savage Warhammer S02E01 

    Having finished the first season, in The Oldenhaller Contract, I’m preparing, to include updates to my homebrew rules, solo tools and conversions, according to lessons learned and new things I want to try. I’ll be also detailing downtime for the characters, and set the scene for the upcoming adventures.


    For Setting Rules I will be using the following, and updating the homebrew rules.

    • Hard Choices: As is
    • Dynamic Backlash: Replaced by Savage Warhammer Magic rules
    • Dynamic Melee Combat: Not to be used at all.
    • Grittier Damage: Revised for extra deadliness.
    • Henchmen and Right Hands: According to Beasts and Barbarians
    • Fate Bennies: Not to be used, since Grittier damage is much more dangerous.

    Grittier Damage Revised

    I spent way too much time here, because I didn’t like how Gritty Damage worked. I want something that is relevant to the weapon used, the injury level, and the location. So after, converting the entire WFRP1e Advanced Critical Effects, I scratched it off, and took what I learned, inspired from other sources as well, and came up with the following:

    1 Wound: Minor Injury, Effects are Temporary, last until the character makes a successful Vigor Roll to recover. This is a free action at the start of their action round.
    2 Wounds: Major Injury, Effects are Treatable, last until the injury is healed.
    3 Wounds: Severe Injury, Effects are Permanent, last forever unless cured by unnatural means.
    4 Wounds+: Grevious Injury. Instant death.

    Altered Injury Table

    as per SWADE Raw, but in addition/modified

    • Arm: Any item held is dropped.
    • Leg: Must make a successful Agility roll or fall prone.
    • Torso: Wound Penalty applies until healed.
    • Head: Stunned.
      • 1-2 Hideous Scar: Your hero now has the Ugly (Minor) Hindrance, or Major if already Ugly.
      • 3 Deafened: An ear is damaged. Gain the Hard of Hearing (Minor) Hindrance or Major if already Deafened.

    Additional Injury Effects Injury by Weapon Type

    • Sharp Hand Weapons: Major Injuries cause Bleeding, Severe Injuries cause Impale
    • Blunt Hand Weapons: Major Injuries cause Breaking, Severe Injuries cause Bleeding
    • Teeth and Claws: Major Injuries cause Bleeding, Severe Injuries cause Breaking
    • Arrows and Bolts: Major Injuries cause Impale, Severe Injuries cause Bleeding
    • Firearms: Major Injuries cause Impale, Severe Injuries cause Bleeding
    • Falling and Crushing (TBD)
    • Fire and Energy (TBD)
    • Bleeding: make a Vigor roll each round or suffer an additional Wound. A raise stabilizes the injury and bleeding stops.
    • Breaking: Treatable effects healed Naturally, become Permanent if there was a Failure in the Vigor roll.
    • Impale: The weapon is lodged into the enemy, and requires a Strength roll to remove. If removed without a successful Healing treatment roll, then suffer an additional Wound and Bleeding.
      The three effects are not equally balanced gamewise, but I can’t think of something to offset the balance at the moment.

    I was also pondering the following options:

    • Not use the Savage Worlds Wound Track at all – instead, characters perish according to the Critical Effects
    • Use Savage Worlds Wound Track, in addition to Critical Effects, but no Wound Penalties
    • Use Savage Worlds Wound Track, in addition to Critical Effects and Wound Penalties

    I decided to go with the second option, as I feel like it’s the best of both worlds. It will cause Extras to stop fighting at the first Wound, but it won’t combine Critical Effects and Wound Penalties into an impossible Death Spiral. I gave an exception to this by adding the Wound Penalty to any Torso (Guts) hits.
    This might give some different results, as some Critical Effects which relate to Wounds don’t have any lingering impact, but the Wound Track still will offset them if it goes down.
    Shaken condition still applies normally.

    I will be using the WFRP1e critical tables to help me with narrative descriptions if needed.


    Solo Engines

    The Oldenhaller Contract doesn’t connect directly to the other Prewritten Adventure Modules, so I kind of have to see what my party will do next. I do want them to play in prewritten modules, but I don’t want to use narrative freedom and place them there directly. I want the game to have a story to tell me, and have my protagonists partake in it.
    Unfortunately I can’t think of any reason to have my party leave Nuln at the moment. They just arrived here in search of adventure; of course if the adventure takes them elsewhere that’s another discussion. The solo engines I’ve been meaning to try a long time now, are the ones by Jeansen Vaars, GUM, PUM and SUM.

    Before putting them to the test, I want to see what happened with my protagonists in the meantime. For Downtimes, I will try to use BOLD Waylays.

    Abenzio: (fledgling power play overcome by faction intervention)
    this sounds straightforward and connected to the previous adventure

    With one gang eliminated, and another headless, there’s a power vacuum in the criminal underworld of Nuln. A new gang is in play, and while in an alleyway alone, Abenzio’s Tilean heritage makes him a target, mistaken for a Valantina gangster. Before having the chance to put his steel to the test, the Nuln City Watch has appeared and the thugs become scarce.

    Elhali: (apparent straying/lost overcome by avoidance)

    Elhali comes upon a scene of a young teen asking for directions to get her home. She begs for passersby to help her. Her streetwise nature tells her that there could be an ambush in the works. Despite her instincts proving her wrong with Grolsh van Eyke, she hasn’t change her manners. One can take the villager out of the village, but not the village out of the villager. She avoids the stray altogether, and heads back to The Reaver’s Return.

    Greta: (forbidden hamlet overcome by counteraction)
    is this about her past? forbidden hamlet being her homeplace? what is the counteraction?

    Greta is in Reiksplatz when she stumbles upon one of her husband’s cousins, Fritz, a merchant who travels a lot. The man recognizes her, and makes some remarks about how interested her husband will be to know of her whereabouts. Greta is taken aback at first, but then she notices that Fritz is accompanied by a woman of ill repute. She threatens him with sharing his interesting news with his family should he make any revelations. Taken aback from Greta’s newly founded boldness, Fritz mumbles something about him never wanting to cause any ruckus, and disappears quickly into the crowd.

    Wolmar: (foreign tavern overcome by favored ability)
    he wants to enter a new tavern but he can’t, they won’t let him in, but he talks his way in?

    Wolmar wants to learn about any ongoing news and rumours, and heads for the nearest tavern, “The Bull”. As he does so, he is stopped by the doorman, telling him that this establishment is not for men of his status. Wolmar, empowered by his recent adventures, displays the hilt of his short sword, replying that there’s always more than meets the eye, he wants no trouble, but he can handle himself. The doorman is convinced that he misjudged Wolmar, and allows him in.

    There are more tools for Downtimes, some including SWADE‘s own interludes. I really like BOLD waylays, as they provide enough traction to even create threads and adventure hooks. From the above examples I have, a new gang, a man from Greta’s past, Elhali being conflicted about her own convictions of trust, and Wolmar being in a position to find new adventuring opportunities.

    With the characters having earned a good amount of money, I want to equip them better.

    Wolmar will purchase a leather jack and a cap for 15 gc.
    Abenzio will purchase a pair of plate bracers for 60 gc.
    Greta will purchase heavy robes and trade tools (lab supplies) for 60 gc.
    Elhali will purchase heavy leather leggings and a bow for 20 gc.

    Note: I went down the rabbit hole of Old World prices, and it's a chaos, changed a lot between editions. It seems like the 1st edition WFRP had the gold crown as standard similar to D&D gold piece, and each version thereafter subsequently mitigated that to more realistic prices. So, I will use the Wealth System from SWADE. They each have a d6 in Wealth normally. The recent reward raised it to Wealth d8 for the upcoming month or so. This should save me the bookkeeping trouble for a while.

    I’m considering also that Greta spent some time preparing two Stun and two Healing potions (10 PP total). On purpose I will be making the Alchemy roll when the potion is used, as the meta knowledge of the success of the potion shouldn’t come in place before then.


    The Ritual

    The adventure I will be tackling is The Ritual.
    I went ahead and wrote down all the Plot Nodes.

    …and started the adventure.


    Claw Mark

    Q: Is the scene Modified?
    A: Yes
    Modified Proposal: Add anger or indignation.

    Paraphrasing from the adventure module:

    The heroes are walking back from a late night drink at The Bull.
    As they are strolling through a particularly dark and quiet street, a door suddenly bursts open from one of the expensive houses lining the road. A young man, dressed only in his night-clothes, rushes out yelling, “Help! Help us you degenerate lowlifes!”
    As he catches sight of the characters, he turns and races towards them. A large bruise covers one side of his face. As he races over, gasping for air, a dark shape appears, silhouetted in the doorway of the house. The man gasps out one last sentence, “They’ve got my father… He’s worth way more than you… Get him back and you’ll be rewarded…” before an audible twang comes from the doorway, followed by a much closer thud.
    The unfortunate young man collapses into the arms of one of the adventurers, choking and coughing up blood. A crossbow bolt is buried in his back. He is dead.

    I modified the young man to have bourgeois indignant behavior, as that’s the best interpretation I could think of considering the prompt of PUM.

    Q: Are the characters well equipped?
    A: Yes. Anything short of adventuring gear. They have one handed weapons, armor and shields.

    I decide for the party that they will run towards the house.

    The House

    Hallway

    Q: Is the scene Modified?
    A: Yes
    Modified Proposal: Add stress or worry: The PCs hear Klauss’s screams as they enter, while Tavelli goes upstairs as described. If a PC makes a difficult Notice roll, they can discern the direction of the scream.

    Wolmar: Notice: Difficult: (4,2)-2: Failure
    Elhali: Notice: Alertness, Difficult (5,3)+2-2: Success
    Greta: Notice: Difficult: (13,1)-2: Raise
    Abenzio: Notice: Difficult: (1,5)-2: Failure

    The group splits, Abenzio and Wolmar head upstairs towards the thief, while Elhali and Greta head downstairs towards the scream.

    Running inside the wealthy townhouse from the open door, they enter a hallway, opulently furnished with hunting trophies and tapestries which hang from the walls. A plush blue carpet covers the floor. An elaborate staircase in the south-western corner spirals upwards to a balcony that overlooks the hall. A lantern illuminates the hallway and another the balcony.
    A tall man with a wide-brimmed hat and a midnight blue cloak runs up the stairs as the adventurers enter. The scream of a man is heard echoing in the house, which the alert elf, and the big eared alchemist discern coming from the ground floor. Greta grabs the lantern, and follows Elhali who runs towards the scream, while Wolmar yelling “Stop!” to the stranger follows Abenzio who roars in the indiscernible pit fighter speech.

    Round 1

    Wolmar: Agility: (1,1): Critical Failure: He falls down the stairs and receives: 2+1=3 damage. He’s unharmed, but prone.
    Abenzio: Agility: (4,1)+1: Success
    Abenzio runs up the stairs and attacks the man with his fists, hoping to render him unconscious (Nonlethal damage): Fighting: (1,7): Hit: Right Leg: Damage: 24!: His leg is smashed, and he falls unconscious.
    Huh next time I should attempt grappling instead.

    Q: Was the scream heard from the direction of the Dining Room? (Likely)
    A: Yes

    Elhali and Greta run to the Dining room.

    Wolmar heads up the spiral staircase to get to the cloaked figure, who in turn pushes down a decorative wine barrel, tumbling down the stairs. Wolmar’s momentum puts him directly in the course of the barrel, and he’s hit, falling to the base of the stairwell, prone, but unhurt.
    Abenzio deftly avoids the barrel and charges up, his fist, armed with knuckledusters, connecting to the stranger’s right hip. The mass of the arm combined with Abe’s brawling technique send shivers up his foe’s spine. A cracking sound is heard, and if Abe hadn’t held back, the leg would be dangling in two pieces. The pain is excruciating, and the man drops down, unconscious due to shock.
    Elhali and Greta run to the next room from where they heard the faint scream.


    The Dining Room

    Q: Is the scene Modified?
    A: Yes
    Modified Proposal: Add anger or indignation.
    There is already a level of destruction here that cannot be increased or added to. I’ll just keep the scene as is.
    Reading into PUM’s modified proposals, seems like they work best with Scenes rather than locations. Whereas MUNE’s TWENE seems like a better fit for going room by room in a dungeon and seeing if everything is as expected.
    TWENE: Remove Simple Element There are no bodies, but a blood trail is evident. Perhaps the attackers took the corpses for whatever ritual they have in mind.

    Elhali and Greta enter the dining room which is currently a total mess. Two big blood pools are smothered across the floor, with a blood trail leading to another room. The table is upturned and shattered glass lies everywhere. What must have once been an expensive wooden cabinet has been smashed in along the front; the drawers and their contents have been scattered across the room.

    Back to the entrance hall.
    Q: Is there anything to tie up Tavelli?
    A: It depends (on skill)
    I can’t find any skill on my party roster that would help, or any edge, so this means that the answer is No.

    “Come on! Let’s go!” Greta shouts to the men, and Abenzio and Wolmar exchange looks.
    “He’s out, we have to find the rich dude while he’s still alive.” Abenzio tells Wolmar, referring to their unconscious foe. Wolmar nods. “I was hoping to tie him up, but there’s no time.”
    They run after their companions.


    The Kitchen

    Q: Is the room as expected?
    A: Yes

    The party enters the kitchen, following the blood trail. This large room has a flight of stone stairs leading down into the cellar. Two clubs rest in a puddle of blood, evident to anyone entering the room.

    Q: Do the heroes search the room? (Unlikely)
    A: No

    They quickly go down the stairs into the cellar.


    The Cellar

    Q: Is the room as expected?
    A: Yes

    The adventurers go down the cellar. This stone flagged room is filled with barrels and casks containing a wide variety of fine wines and ales. A flight of stairs leads up into the kitchen in one corner, whilst in another corner, a flagstone has been removed, revealing the entrance to a tunnel. This tunnel leads into the sewer system, the blood trail goes this way, and the adventurers rush in quickly.


    Into the Sewers

    Q: Is the scene modified?
    A: Yes
    Modified proposal: Bring someone unhelpful/inconvenient
    Rats! Swarms of rats scurrying all around. Considering the party’s last encounter with rats, they won’t like this at all.

    Also I need to give a chance to my party to bring more light with them.
    Q: Do they consider bringing more light into the dark tunnel?
    A: Weak yes, they bring another lantern as spare.

    The rock corridor in which the adventurers are standing is pitch black. Illuminated only by the dim light of one of the lanternts. The corridor is quite low (about 6’ high), so Abenzio has to duck to avoid hitting his head against the ceiling. He’s not so happy of this.
    The floor is covered with a shallow layer of mud, and footprints clearly mark the path taken by the assailers.

    The rats will make it difficult to discern the tracks at -2 penalty.
    Wolmar: (3,4)-2: Failure.
    Wolmar can’t tell how many the abductors were, or the abductees.

    Rats scurry all the way around, and although the footprints are clear, Wolmar cannot tell to how many people they belong.
    The corridor and branching passages are rather frightening, as the adventurers hear strange, far off noises, and grunts echoing in them. The walls glisten with moisture – a greenish slime being evident in some places – and the air is distinctly cool. There’s an atmosphere of foreboding here.

    Q: Does anyone from the party propose to branch off the passages? (Unlikely)
    A: No, definitely not

    The tracks eventually lead to a dead end: a wall of moist, smooth stonework.

    Elhali: Notice: (9,5): Raise

    Elhali notices a marked stone on the smooth wall. She pushes it without second thought, and this causes the wall to swing outwards, providing an entrance to the sewers.


    Entrance to the sewers

    Q: Is the room as expected?
    A: Yes

    The sewers, like the corridor leading in to them, are in pitch darkness. They are roughly 10 feet wide, including narrow stone walkways, 2 ½ feet wide to each side of the effluent channel, which is 5 feet deep, and half filled with slow flowing muck.
    The walkways are only wide enough to permit movement in single file, and, as they are also wet and slippery.
    The effluent, not surprisingly, emits a terrible stench.

    An unpleasant and unsettling atmosphere pervades the sewer systems, and all characters without a previous career which would inure them to such an environment (such as Rat Catcher or Sewer Jack), make Spirit Rolls (except those related to casting or resisting Magic) at a Difficult (-2) modifier.

    The walls are made of dull grey stone and glisten with moisture (although this time there is no slime).

    Wolmar: Survival (Tracking): (9,3): Raise
    Encounter roll: 62: No Encounter

    As the party enters the sewers, they see the clear footprint trail disappear.
    “Now what?” Elhali shrugs.
    “Allow me,” Wolmar steps forward, and can see the vague trail of blood drops, and mud footprints in the walkways. “Follow me” he points out and leads the way.


    Entrance to the Skaven Den

    Q: Is the room as expected?
    A: Yes, and.

    As the trail ends to another wall, the adventurers now are alert. Searching the wall, they find the secret door, and open it. It leads to a corridor, which is inclined upwards at a steep angle.

    Let’s see if Wolmar notices the trip wire.
    Wolmar: Notice (1,2): Failure.
    Let’s see if he trips it.
    Wolmar: Agility (2,2): Failure
    Q: Can they hear the bell ringing?
    A: Yes, for now
    Elhali: Notice: (2,10)+2: Raisex2

    A bell rings in the distance, and a small glass globe drops to the floor, releasing a yellowish gas which floods the area.

    Wolmar: Vigor: (1,3)-2: Failure: He falls unconscious for 7 minutes.

    Wolmar drops unconscious under the influence of the gas.
    “Get him!” Elhali tells Abenzio. “We, tripped an alarm.”
    She walks backs to step away from the gas.

    The poison gas will expand for 5 rounds.
    Abenzio enters the gas to try to grab Wolmar.
    Abenzio: Vigor: (3,11)-2: Raise: He holds his breath and won’t have to roll in the next round.
    Wolmar plus gear is at ~196 lbs. Abenzio has 59 lbs of gear, and can carry a maximum of 320 lbs, so he picks Wolmar up, and starts walking at the minimum pace of 2 yards. The gas will keep expanding each round so he’ll be in the radius constantly until it dissipates, and will have to make all the Vigor rolls…

    2nd Round: Abenzio holds his breath

    3rd Round: Abenzio: Vigor: (2,4)-2: Failure: Benny: (1,4)-2: Failure: Benny: (1,6)-2: Success

    4th Round: Abenzio: Vigor: (5,2)-2: Failure: Benny: (6,2)-2: Success

    5th Round: Abenzio: Vigor: (2,8)-2: Success!
    The poison dissipates
    Random Encounter: 57: No Random Encounter

    Abenzio takes a deep breath and enters the yellowish gas cloud. He kneels down, grabs the knocked out herdsman, and puts him over his shoulders, steps up at once, and with slow steps he starts walking back to where Elhali and Greta have run.
    The poisonous gas cloud spreads as he walks away, and he barely makes it out in time, before he manages to take a deep breath, and the gas cloud dissipates.
    Mere moments pass, as Abenzio places Wolmar gently down, and Greta checks his health, when the torchlight and footsteps of men approaching, warns them of the imminent danger.
    Abenzio arms his flail and shield and with Elhali by his side, they turn to face the 7 newcomers, coming from round the corner.

    Round 1

    Abenzio drew a Joker! Thankfully, he earned back one benny, as spent all while staying awake in the gas cloud.
    Abenzio vs Cultist: Fighting: (3,1)+2/5: Hit: Torso: Damage: 6/6: Shaken
    Greta tries to wake up Wolmar: Healing: (3,2): Failure
    Cultist: Spirit: 1: Failure: Remains shaken
    Cultist: Attacks Abenzio: Fighting: 3/: Miss
    Elhali attacks Cultist: Fighting: (3,1)/5: Miss
    The rest of the cultists gang up behind.

    Round 2

    Abenzio vs Cultist: Fighting: (1,4)/5: Miss
    Cultist: Spirit: 5: No longer Shaken: vs Abenzio: Fighting: 4/8: Miss
    Elhali vs Cultist: Fighting: (1,5)/5: Hit: 12: Head: Damage: 6/5: Shaken: The cultist ducks as her sword whistles past at head-height, cutting a piece of the cloak’s hood.
    Greta tries to wake up Wolmar: Healing: (3,1): Failure
    Cultist vs Elhali: 2/4: Miss

    Round 3

    Q: Do the cultists change tactics?
    A: No, but, they press on

    Abenzio vs Cultist: Fighting: (1,2)/5: Miss
    Cultist vs Elhali: 1/4: Miss
    Greta tries to wake up Wolmar: Healing: (3,2): Failure
    Cultist vs Abenzio: 4/8: Miss
    Elhali vs Cultist: Fighting: (2,2)/5: Miss

    Round 4

    Cultist vs Abenzio: 5/8: Miss
    Abenzio vs Cultist: Fighting: (1,4)/5: Miss
    Greta tries to wake up Wolmar: Healing: (3,4): Success!
    Cultist vs Elhali: 3/4: Miss

    Greta tries to wake up Wolmar: Healing: (3,2): Failure
    Cultist vs Abenzio: 4/8: Miss
    Greta tries to wake up Wolmar: Healing: (3,4): Success!
    Elhali vs Cultist: Fighting: (6,5)/5: Hit: Right Leg: Damage: 6/5: A glancing blow to the calf.

    Round 5

    Q: Do the cultists change tactics?
    A: It depends (on skill): so, no

    Abenzio vs Cultist: Fighting: (1,4)/5: Miss
    Wolmar, wakes up and switches places with Elhali: vs Cultist: (3,2)/5: Miss
    Cultist vs Abenzio: 8/8: Hit: Torso: Damage: 8/11: Unharmed
    Cultist: Spirit: 2/4: Failure: Remains Shaken

    Round 6

    Cultist vs Abenzio: 7/8: Miss
    Cultist: Spirit: 2/4: Failure: Remains Shaken
    Abenzio vs Cultist: Fighting: (11,4)/5: Raise: Right Arm: Damage: 10/6: 1 Wound (Minor): The blow smashes into the back of the cultist’s hand. Cultist suffers the One Arm Hindrance until recovery, drops his club and is Incapacitated.
    Wolmar vs Cultist: (8,4)/5: Hit: Left Arm: Damage: 9/6: Shaken -> 1 Wound: The blow opens a small cut on the cultist’s forearm. Cultist is hit again and incapacitated.

    Round 7

    Q: Do the cultists change tactics?
    A: Apparently, Not

    Cultist steps forward and attacks Wolmar: 10/5: Hit: Left Leg: 6/5: Shaken
    Wolmar: Spirit: (4,1): Success: No longer shaken: Fighting vs Cultist: (4,1)/5: Miss
    Cultist steps forward and attacks Abenzio: 5/8: Miss
    Abenzio vs Cultist: (6,2)/5: Hit: Right Leg: 3/5: Unharmed

    Round 8

    Cultist attacks Wolmar: 5/5: Hit: Left Leg: 11/5: Soak: (3,3): Fail: Reroll: (11,1): Raise: Soaked all damage (spent 2 bennies)
    Abenzio vs Cultist: (3,2)/5: Miss
    Cultist vs Abenzio: 4/8: Miss
    Wolmar vs Cultist: (10,2)/5: Raise: Torso: Damage: 7/6: Shaken: The blow makes a shallow cut in the cultists’s groin.

    Round 9

    Cultist vs Abenzio: 1/8: Miss
    Abenzio vs Cultist: (9,1)/5: Raise: Left Leg: Damage: 15/5: 2 Wounds (Major): The blow breaks the cultist’s femur. Cultist suffers the Slow Hindrance, falls incapacitated and prone and is Bleeding.
    Cultist: Spirit: 2/4: Failure: Remains Shaken
    Cultist moves and attacks Abenzio: 3/8: Miss
    Wolmar vs Cultist: (5,3)/5: Hit: Right Leg: Damage: 8/5: Shaken -> Wound: Cultist is hit again and incapacitated. The blow causes a flesh wound to the cultist’s calf.
    Cultist moves and attacks Wolmar: 3/5: Miss

    Round 10

    Q: Do the cultists change tactics? (Likely)
    A: Yes, for now: they will attempt to flee

    Abenzio vs Cultist: (9,4)+2/5: Raise: Left Leg: Damage: 17/5: 3 Wounds (Severe): The blow smashes the cultist’s knee. Cultist suffers the Slow Hindrance, falls incapacitated and prone and has a Broken and Bleeding leg.
    Wolmar vs Cultist: (15,3)/5: Raise: Left Arm: Damage: 7/5: Shaken: The blow skins the cultist’s knuckles.
    Cultist turns and runs to raise the alarm
    Cultist: Spirit: 2/4: Failure: Remains Shaken

    Round 11

    Elhali runs past Abe and Wolmar to go after the cultist: there’s some distance
    Wolmar runs past and draws his hand axe and throws it to the cultist: (11,1)-2/4: Raise: Torso: Damage: 11/6: 1 Wound (Minor): Incapacitated: The blow cuts the cultist deeply across the ribs
    Greta moves to attack the shaken Cultist: (6,2)/5: Hit: Right Leg: Damage: 5/5: Shaken -> 1 Wound: Cultist is incapacitated

    The heroes are victorious.

    Abenzio and Elhali hold the corridor against the gang of cultists who try to charge at them.
    They hold valiantly, their lines unwavering, fighting one-on-one the cultists. Greta tries to wake Wolmar up, first with some slaps, then lifting his feet off the ground, but it doesn’t seem to work. Then she remembers, and brings some salts right under Wolmar’s nose, who opens his eyes as if he was kicked to the unmentionables. The rush is imminent, and drawing his sword, he takes the place of the elf, who starts to feel pressured by the wave of enemies.
    Abenzio, now smiles with Wolmar by his side, reminiscing the last time the two of them fought side by side, the two men start making short work of their foes.
    One by one, the fanatics are brought down, and just when their fanaticism seems to betray them, a cultist from the far end turns tail and runs. Wolmar runs after him, abandoning his shaken foe. He can’t catch up with the coward, but aims his hand axe and throws it. The axe finds his foe in the back, and with a thud he’s down.
    Within a minute of fierce combat, seven foes have been vanquished, and the adventurers managed to stop them from raising the alarm. Catching their breath, they now have to decide what to do next.

    It’s curious now to see what the status of the extra who were incapacitated during the fight is.
    5 of them have survived the combat.

    Q: Is there any rope available?
    A: It depends (on skill), so no

    My characters are adventurers in a gritty grim world, but they’re not murderers. They take their defeated oppponents weapons, and tell them to leave. Abenzio will also try to intimidate them about what will happen should they return. He also wants to find out where did they take the rich man.
    I’ll give a +4 bonus as the adventurers are victorious.

    Abenzio: Intimidate: (3,2)+4 vs Cultist Spirit: (3,1,7,8,5)
    The enemies flee, but there’s a chance that a couple of them might return later. Due to the layout they can’t get past the heroes to raise the alarm, but they might attack them should the heroes fail and try to flee the sewers.
    As to the interrogation, to be fair, I’ll randomly have the party choose one of the surviving cultists.
    It will be the: 1st of the surviving cultists, who failed their Spirit vs Intimidation roll (3).

    Rolling on PUM’s Interaction Oracle.
    Q: Do they know where they took the merchant?
    A: Yes, of course.
    Rolling on SUM’s Truth or Dare.
    it sounds like…
    there is no reason for them to be lying; fully honest
    So, I’ll go with the knowledge we have right now from the prewritten module, but there’s always the off chance that the later scene (if the PCs make it to there) will be modified
    The cultist tells them that they got the merchant further inside to prepare for the ritual, but he remains adamant that the adventurers will never make it there in time.
    Q: Does he reveal information about the holding cells?
    A: Yes, but be careful.
    Yes, he tells them that right now the cells are empty, apart from the jailer.

    Taking a closer look at their defeated enemies, it seems that two of them will not breathe again the stale air of the sewers, but a handful are still alive, beaten, bruised, but alive.
    Abenzio grabs one by the throat and gestures for the rest to flee, without weapons, from the exit of the sewers.
    “You’ll either join your living friends, or your dead friends.” He tells the man he holds. “It all depends on what you’ll tell me. Do you understand?”
    The man nods, scared.
    “The rich merchant. Where did you take him?” Abenzio asks.
    “To, to the main corridor, as you head forward, keep left. You can’t miss it. He’s headed for the sacrifice. Don’t waste any time going to the cells. Through the heavy doors. They’re all empty.” He gasps.
    Abenzio looks closely. Grunts, and throws him back, releasing his grip, and letting him flee.


    Cultist’s Common Room and Guard Chamber

    Q: Is the room as expected?
    A: No, and: TWENE: Decrease Major Element: Illumination is normally provided by four tourches. But there is only one torch as the cultists took the rest when attacking the party.

    There are a couple of tables and some chairs in the north-eastern area of the room, two sets of bone dice, and a pack of cards lying on the tables. Illumination is provided by a single torch mounted on the wall.

    The party takes the torch.

    It makes sense for the party to look around, so what they see is a deep corridor heading north, a small corridor to a room to the east, and a sturdy oak door to the south.
    Wolmar will go to the east, Elhali will attempt to listen to any noise from the door, while Abenzio will stand guard for anyone coming from the north.

    Elhali: Notice: (7,2)+2: Raise.
    Q: Is there any sound coming from the room (Unlikely)
    A: No, definitely not.

    Armoury and Store Room

    Q: Is the room as expected?
    A: Yes, but.

    This small cave serves as a makeshift armoury. It contains five swords, six daggers, three hand axes, two flasks of oil, two tinderboxes, and eleven torches. The weapons are all arranged in wooden weapon racks set against the walls, and the torches, oil, and tinderboxes are stacked neatly in another corner.

    Wolmar tells Greta to come give a hand. They take the flasks of oil, tinderboxes and torches.

    Corridor and Cells

    Q: Is the room as expected?
    A: Yes.

    Elhali opens the door and sees a dismal corridor with nine cells, each, with a small barred window in them.

    Considering the information gathered previously from interrogating the cultists, the party won’t investigate the cells further, and instead will move North.

    “I can’t hear or see anything else, here.” Elhali reports, as Wolmar and Greta bring supplies. “I guess the man was telling the truth. Perhaps we should hurry.”
    The rest of the adventuring party agrees, and carefully, they tread onwards.


    Junction

    Q: Is the room as expected?
    A: Yes

    The north running passageway from the guard room splits into two at this point. Standing at the junction, in the positions indicated on the map, are two brown furred Skaven sentries.

    Since it’s the first time my adventurers meet Skaven, they must roll for insanity.

    Abenzio: Spirit: (1,4): Success
    Elhali: Spirit: (1,4): Success
    Greta: Spirit: (10,3): Raise
    Wolmar: Spirit: (4,4)+2: Success

    For a brief moment, the adventurers are startled as they see what seem to be creatures that are a mix of men and rats. Ratmen standing on two legs, wearing clothes and wielding weapons. Greta recalls having read an excerpt in the past about Skaven, but she thought it was a fairytale, until now.
    They all get a good grip of themselves, and remain in composure when one of the ratmen turns to them and in broken old world speech asks them what do they want.
    Elhali mouths “Follow my lead” to her companions, and steps forward.
    “We are to return the prisoner to his cell. Interrogation.” She tries to be as convincing as possible.

    Elhali: Persuasion: (9,9): Raise

    The ratmen look at each other. “Skretth didn’t tell us anything.”
    “Skretth?” Elhali responds quickly. “He’s the one that sent for us. Do you want me to explain to him that you’re the reason we’re delayed? See the big guy behind me? he’s the one that will knock the information out of the prisoner’s mouth”.

    Q: Do the Skaven allow all of them through? (Likely)
    A: Yes, and hurry up

    She plays her hand just right. She usually isn’t much of a talker, but for once, she isn’t met with the prejudice of humans against her heritage, and has some newfound confidence.
    The ratmen step aside. “Go. Just so you know. Skretth doesn’t want the ritual delayed. It will be your stinky hide then.” says the guard and laughs, his incisors revealed as the flaps of his mouth move.


    End of the Tunnel

    Q: Is the room as expected?
    A: Yes, but.

    The tunnel ends at this point, dropping away to the sewer some 7 yards below. A rope bridge spans the chasm, ending in another tunnel mouth which leads away into the darkness. A rough staircase has been carved into the rock on the southern side of the gap.

    Encounter roll: 98: No encounter


    The Sacrificial Chamber

    Q: Is the room as expected? (Unlikely)
    A: No, and. TWENE: Wild Negative.
    I’ll use the Random prompt from Prepless PUM.
    Lay out a skill challenge: Have to resist or withstand.

    So it seems that Skretth has been successful at creating warpstone from his victims (yes, I know the module states otherwise, and that it’s not possible, but the Oracle has decided), and is using the warpstone as catalyst to extract more.
    Exposing themselves to warpstone is dangerous, and perhaps Klauss (the prisoner) has mutated already.

    This huge natural cavern is dominated by a carving of the Horned Rat on the northern wall. At the north end of the cavern is a bloodstained granite block with an iron ring set into it The south end is bare, except for two pillars supporting the entrance to the tunnel. A torch in a wall bracket provide dim illumination.
    A prisoner is bound to the block by a piece of rope tied around his wrists at one end, and to the ring at the other. He is dressed only in a white, torn, bloodstained robe and seems too exhausted to cry for help. He is unguarded.
    Above him, set in the stone, is a blackish crystal emanating a greenish glow.

    Q: Has Klauss mutated already? (Likely)
    A: It depends (on skill)
    I’ll give him a Vigor roll to resist: 1: Failure
    Mutation: 96: Odd number of eyes: 2: three eyes.

    Seeing a mutation causes Fear. Let’s see how the party reacts.
    Abenzio: Spirit: (4,4): Success
    Elhali: Spirit: (1,5): Success
    Greta: Spirit: (9,3): Raise
    Wolmar: Spirit: (6,4)+2: Raise

    Let’s see if Greta knows anything about the warpstone.
    Greta: Science: (2,3): Failure

    Q: Does any character want to get the warpstone?
    A: Weak yes, only one of them, and the other’s won’t help
    It’s going to be: Greta
    Greta wants to remove the warpstone out of its slot: Strength: (6,10): Raise
    She successfully removes the warpstone.
    Q: Does anyone try to stop her?
    A: Yes, for now.
    Abenzio will attempt to stop her.

    As the adventurers close in, they notice…the vague outline of a third, shut eye on the prisoner’s forehead. They look at each other disgusted, but proceed.
    Wolmar and Elhali cut the ropes that hold the prisoner, while Greta grabs the crystal out of it’s slot.
    As she does so, Abenzio grabs her forearm. “If the ratmen see it missing, they’ll come for us. We’re deep in their den as it is…”

    Q: Does Greta abandon the warpstone? (Likely)
    A: Yes

    She puts the crystal back, and they rush back, Wolmar and Elhali supporting the prisoner.

    Greta however has to roll to resist the Chaos: Vigor: (1,2): Failure: Benny: (4,3): Success


    Escaping

    Q: Do the adventurers escape the tunnels without problem?
    A: Yes, but
    by the time they have returned to the house the cultist who attacked the house is already gone.

    Noone seems to bother them as they make their way back to the surface. The ratmen believed their bluff, and the cultists were dispersed by their fight.
    When they reach the house however, the man they had incapacitated is no longer there. They would like to have a nice conversation with him.


    Klauss’ House

    Q: Is the scene as expected?
    A: Yes
    I’ll use Let’s Talk for the final scene of the adventure.
    Wolmar will do the talking.

    The man they saved, washes himself in the basin, and asks for a moment to collect himself. He returns some time later, dressed in clean clothes.
    “Thank you, brave fellows. For saving my life.” He tells them. “My name is Klauss Dralst.”

    The topic is saving him from the skaven.
    Wolmar: Notice: (1,4): Success: He can see the Mood is: Self-absorbed
    Wolmar’s hand has Aggressive, Worried and Friendly
    He will use Friendly
    The NPC’s reaction is: Positive and he is Helpful

    “We’re here now. They won’t trouble you again.” Wolmar says, patting the man on the shoulder.
    “Thank you!” He answers. “80 Gold Crowns to each of you, should be a proper reward. Yes?” He brings out a pouch. “Ernest…my son…he starts looking around.”

    I will not attempt to haggle for a better price.

    “Your son?” Wolmar asks. “He’s the one that warned us to come after you. Unfortunately he didn’t make it.
    “You should block the entrance to your house from the sewers.” Elhali points out.
    “And..take a look at this.” Greta gestures at her forehead to make him understand, and he quickly turns the other way.
    “Yes… yes, thank you. Please, I would like to be alone now.” Klauss excuses himself, and the party heads out.


    Outside

    Q: Has the city watch arrived?
    A: Yes, for now.
    Q: Is it anyone the heroes know?
    A: Yes, absolutely
    It is the Sergeant who they met when they caught Bertoldo Vasari.
    Let’s give him a name: Reiner Schuster

    “Sergeant Reiner!” a city watch guard calls to their sergeant, as they are examining Klauss’ son’s body. The sergeant is the man they had encountered a few nights ago. “We have a few witnesses here.” continues the guard, and the sergeant’s attention is drawn to the adventurers.
    “Have I not seen you before…?” he wonders loudly. “You’re the ones who caught that thief…Vasari. Yes, I never forget the faces to whom I’ve given rewards from the city coffers.”
    He looks to the corpse, and then to the Dralst house from where the heroes emerged. “What do you know of this? And how are you involved in yet another crime?”

    Wolmar’s hand has Wildcard, Worried and Rude
    Wolmar: Notice: (3,10): Raise
    Sergeant Reiner: Mood: Charming
    Wolmar will use Worried
    Reiner’s reaction: Positive: Questioning

    “The young man got to use before spending his final breath. His father was kidnapped by cultists. We went quickly and saved him from their snatch. I’m worried there is great evil brewing, and they are involved.” Wolmar replies.
    “Why you?” the Sergeant asks. “And what kind of cultists? Where did you save his father from, and what is his name?”

    Wolmar will use Friendly – Wildcard
    Reiner’s reaction: Somewhat Positive: Satisfaction

    “We just happened to be returning from a drink at The Bull. Just pure luck that his son got to us.” Wolmar replies. “And of course, as you know about rewards, we’re always happy to assist. Ernest, the son mentioned something along those lines before collapsing. There was a tunnel complex below the house. We don’t know what kind of cult it was, and we didn’t sit around to find out. We got Klaus – the old man back to his house, got the reward and we’re out of there. You could ask him what else he knows. That’s his house over there.” Wolmar points to the Dralst house. He avoided pointing anything out about ratmen, as he didn’t want to be called a liar or taken in for further questioning.
    “Alright.” the sergeant gestures for a guard to follow him as he heads towards the house. “You’re free to go, but don’t venture too far. We might have further questions.” He tells Wolmar as he leaves.
    At long last, the party is free to go to a well deserved rest.


    Bookkeeping & Advancement

    Wealth die increased by another die temporarily as a Reward to a d10.
    I’ll give each Character an Advancement.
    Abenzio: New Edge: Improved Nerves of Steel
    Elhali: Raise two Skills: Stealth d6, Thievery d4
    Greta: Raise two Skills: Healing d6, Spellcasting (Alchemy) d6
    Wolmar: New Edge: Hard to Kill


    Adventure Summary

    The way the adventure evolved it was pretty straightforward. The twists of the oracle on the module did play their part so that things were kept interesting.
    For example, the screams and additional blood trail at the beginning which forced the characters to abandon their downed foe, and also not spend any time investigating the townhouse. This had three immediate effects: there was no chance for interrogating Tavelli or disguising as him, they didn’t take the bombs that could be used against Skaven, but on the other hand, they moved quickly, and reached Klaus in time to save him.
    The poison trap was interesting, but the fight against the cultists was boring (I’ll get to that later). A really lucky roll from Elhali let them get past the Skaven without trouble, and due to the way this happened, they got the man without facing Skretth or the Skaven. This was a bit undramatic, but, hey it worked.
    I loved the twist with the warpstone at the end, which allows for some interesting plot hooks for the future, as Klaus will become a mutant.

    The choices of solo tools worked well more or less. I enjoyed the use of PUM’s Oracle, and SUM was great for the interrogation and seeing if the NPC is lying part, something where Let’s Talk doesn’t apply. MUNE fit well also for using TWENE for Room twists in a dungeon.
    Though I’m currently thinking if I should add an extra layer of twists with regards to the map layout. Perhaps roll 1d6 and on 1 remove an exit, and on 6 add another one? Not sure yet. Will still keep this in mind.

    Finally, I’m back to the use of Savage Worlds. I still face the same issue I had in the previous adventure. The new Gritty Damage hack seems to work better this time however, Savage Worlds is too Pulpy for Warhammer, no matter how Grittier I make it.
    Abenzio is more or less impervious to most common mooks, as they need to get really high results in both attack and damage rolls to hurt him. Now that the rest of the party starts getting equipped properly, the risk of injury is too low, and with the use of Bennies it goes to near nil.
    The fight against the cultists in the tunnel was especially boring in the first few rounds, where nothing happened, and remained boring later on as well. Too many misses or attacks that didn’t harm anyone at all.
    The poison trap could have made sort work of my party, but the Bennies saved them. Bennies saved Greta from a mutation as well (I am not unhappy with this, as player might have not went for the green glowing blackish crystal after all, and let it be).
    Of course in a different environment the party might fare differently. Missile and magical attacks could potentially bring Abenzio down, and things could become dire.
    I’m left wondering if I should switch systems or give it another shot.

     
  • giorgis 6:10 pm on December 19, 2023 Permalink | Reply
    Tags: AD&D, dnd, dungeons-and-dragons, , ,   

    Alone Against a Call to Glory S01 – AD&D2e 

    As the interlude to my Savage Warhammer advenure, I’m going to start a short spinoff of my Dragon Quest series, using different systems, but this time with a Single PC, and not a party.
    This is mainly just for fun, but it will also most likely show if any systems are capable of having a single PC run through an entire dungeon.
    I am expecting glorious deaths, and I will push the character creation to its limits by exploiting any optional rules I can find.
    So to start with, I’ll go back to my roots. Advanced Dungeons & Dragons 2nd Edition Player’s Handbook and Advanced Dungeons & Dragons 2nd Edition Dungeon Master’s Guide, coupled with Player’s Option: Combat and Tactics as well as Player’s Option: Skills and Powers.

    I will be creating a Fighter, in order to have a fighting chance (pun intended).
    Rolling with the 4d6 method, I have the following attributes.

    • STR 16
    • DEX 15
    • CON 14
    • INT 14
    • WIS 9
    • CHA 12

    And I split them with the subabilities to:

    • Stamina 12
    • Muscle 18/27
    • Aim 13
    • Balance 17
    • Health 12
    • Fitness 16
    • Reason 12
    • Knowledge 16
    • Intuition 9
    • Willpower 9
    • Leadership 10
    • Appearance 14

    He’ll be a classic Sword & Board warrior.
    I’ll give him a 1d12 for hit points, and also Multiple Weapon specialization, but he has a Limited Armor restriction of Chain Mail or lighter.
    So I’m giving him the following Weapon Proficiencies:
    Weapon & Shield Specialization (for a +1 to Attack or +1 to AC, or use one of the Shield Special Attacks without losing the Shield AC bonus), Medium Shield Proficiency (for a +3 to AC shield bonus), Long Sword Proficiency & Specialization (for a +1 to Attack and +2 to damage), Ambidexterity (for -2 instead of -4 to off-hand weapon), Chain mail Proficiency, Scale Mail Proficiency, Battle axe Proficiency (as a backup weapon), Short Sword Proficiency.
    And he’ll also have the following Non-Weapon Proficiencies:
    Blind Fighting, Endurance.
    I rolled 100 Gold Pieces, which he’ll spend on the following:
    Longsword (15 gp), Medium Shield (7gp), Scale armor (60gp), Open-faced helmet (12gp), Battle axe (5 gp).
    The weight of all his equipment is at 68 lbs, but with Scale armour proficiency, this drops to 48 lbs, and he’s Unencumbered.

    So, he has the following combat stats.

    THAC0: 20
    Attack Bonus: +2
    Attacks/round: 3/2.
    Damage Bonus: +5
    Armor Class: 0
    Hit Points: 14 (max hit points of course)

    I’ll be using Combat and Tactics at it’s fullest, with Critical Hits, special Attacks, everything.

    So, for some background, he’s a human, 71 inches tall, weighing at 173 lbs, and named Arryn.
    That’s good enough, he’s a killing machine, let’s throw him into the dungeon.

    Slight disclaimer, since AI is such a controversial topic nowadays. It is my opinion that for solo roleplaying generative AI is a good solo tool. Solo roleplaying is very mentally taxing, and it is very important to be able to maintain a good flow of the game, otherwise you can easily lose momentum and stop playing. However as with all tools, you have to know when and how to use them. But I digress. In this blog post I am using narrative outputs or AI generated images for immersion.

    In the peaceful hamlet of Torlynn, Arryn, a stalwart young man of 18, bears the aura of a seasoned adventurer. Towering at 71 inches with a robust frame, his rugged appearance conceals a balance of strength and agility. His deep-set eyes reveal a blend of determination and wisdom, the kind nurtured in the quiet hills near the mountains.

    Clad in scale armor adorned with a cloak billowing like a shadowy mantle, Arryn wields a long sword and kite shield with practiced precision. A backup battleaxe, a nod to prudence, hangs by his side. His journey unfolds, a tale etched in the tranquil hills of Torlynn, awaiting further chapters of bravery and destiny.


    The Adventure

    Arryn stands before Gustovan, the venerable Burgomaster of Torlynn. The quiet village, nestled amid hills near the mountains, has long been the hero’s haven. Gustovan, known for his sagacity and benevolence, implores Arryn to investigate an ancient dwarven iron mine. Whispers of eerie lights and mysterious sounds stir the air, prompting the hero to embark on this quest.

    Entering the subterranean realm, Arryn treads the rough-hewn cavern, a testament to dwarven craftsmanship. His weapons at the ready, he descends into the abyss, the wind whispering tales of forgotten echoes and untold secrets. The mine awaits, a shadowed tapestry waiting to unfold before the intrepid adventurer.


    A. Tunnel

    Wandering Monster Check: Orc

    Round 1

    CombatantInitiative
    Arryn8
    Orc9

    They are both man-sized and armed with swords, so they act at the Average Phase. They move closer to each other

    Round 2

    CombatantInitiative
    Arryn5
    Orc9

    Arryn makes a half move and attacks the Orc.
    15+2+6>20: Hit: Damage: 7+5=12. The Orc is dead.

    In the dimly lit tunnel, the wind’s whispers fall silent as Arryn ventures deeper into the forsaken mine. Abruptly, a menacing orc emerges from the shadows, its cruel visage met by the hero’s resolute war cry.
    In the ensuing clash, both combatants, man-sized and wielding swords, dance to the rhythm of conflict. Their blades clash in a symphony of steel as they close the distance.
    In a swift move, Arryn strikes with precision, his blade finding its mark. The orc, no match for the seasoned adventurer, succumbs to the onslaught, its demise echoing through the desolate tunnels.


    B. The First Lair

    Surprise

    SideSurprise
    Arryn5
    Monsters6

    No one is surprised.

    Round 1

    CombatantInitiative
    Arryn1
    Kobold4
    Goblin5

    Arryn gets to acts one phase earlier. He navigates so that he has both opponents at reach, and attacks the Goblin.
    7+2+6=15<20: Miss.

    The Kobold approaches and attacks Arryn with its dagger in the fast phase.
    12<20: Miss.

    Goblin attacks Arryn with its sword.
    16<19: Miss.

    Round 2

    CombatantInitiative
    Arryn9
    Kobold5
    Goblin10

    The Kobold acts first, and the Goblin acts one phase slower.
    Kobold attacks Arryn with dagger: 20/20: Hit: Damage: 2. Arryn is at 12 Hit Points remaining.

    Arryn attacks the Goblin, he will add the +1 of the Weapon & Shield Style to AC.
    7+2+6=15<20: Miss.
    5+2+6=13<20: Miss.

    Goblin attacks Arryn with its sword.
    12-1<19: Miss.

    Round 3

    CombatantInitiative
    Arryn10
    Kobold5
    Goblin3

    The Kobold acts first, and Arryn acts one phase slower.
    Kobold attacks Arryn with dagger: 8-1<20: Miss.

    Goblin attacks Arryn with its sword.
    6-1<19: Miss.

    Arryn attacks the Goblin, he will add the +1 of the Weapon & Shield Style to AC.
    1+2+6=8<20: Miss.

    Round 4

    CombatantInitiative
    Arryn4
    Kobold10
    Goblin6

    The Kobold acts one phase slower, so Arry acts first.

    Arryn attacks the Goblin, he will add the +1 of the Weapon & Shield Style to AC.
    15+2+6=23>20: Hit: Damage: 3+5=8: The Goblin is dead.
    Arryn attacks the Kobold: 4+2+7=13<20: Miss

    Kobold attacks Arryn with dagger: 17-1<20: Miss.

    Round 5

    Arryn will use his Shield to block if needed.

    CombatantInitiative
    Arryn5
    Kobold6

    The Kobold acts first.

    Kobold attacks Arryn with dagger: 5<20: Miss.

    Arryn attacks the Kobold, 7+2+7=16<20: Miss.

    Round 6

    Arryn will use his Shield to block if needed.

    CombatantInitiative
    Arryn10
    Kobold1

    The Kobold acts first at Very Fast, and Arryn at Slow.

    Kobold attacks Arryn with dagger: 14<20: Miss.

    Arryn attacks the Kobold, 11+2+7=20: Hit: Damage: 8+3=11: The Kobold is dead.

    Arryn finds a Warhammer and a Battleaxe. He won’t take either.

    In the room’s dim light, Arryn confronts the remnants of the mine’s past. Beds, once occupied by diligent miners, now house a kobold and a goblin, awakening to hostility.
    Swiftly, the dance of blades begins. Arryn, anticipating their assault, maneuvers strategically, his sword seeking the goblin. Yet, the first strike misses, setting the stage for a skirmish in the underground lair.
    As the kobold and goblin retaliate, their strikes fall amiss against Arryn’s stalwart defense. The clash continues, a flurry of steel in the subterranean chamber. Despite the skirmish, Arryn emerges victorious, the goblin meeting its end in a symphony of finality.
    The final foe, a lone kobold, meets its demise in the ensuing rounds, leaving Arryn to discover discarded weapons—a warhammer and a battleaxe. However, the seasoned adventurer opts to press forward, the shadows of the mine concealing both peril and promise.


    C. Jagged Cavern

    Nothing of interest in this narrow cut cavern in the stone. Only the occasional splashing of water driping from the ceiling.


    D. Orc Lair

    Surprise

    SideSurprise
    Arryn5
    Monsters6

    No one is surprised

    Round 1

    CombatantInitiativeInitiative
    Arryn67
    Orc63

    Critical Event: Lucky Break: Arryn: Gains +4 to AC and Saving throws

    Orc attacks Arryn: 13-4<20: Miss Arryn attacks Orc: 14+3+6>20: Hit: Damage: 4+3=7: The Orc is dead.

    Arryn gets the hidden bag of gold.

    As Arryn steps into the oppressive chamber, the pungent odor of decay invades his senses. In the dimness, a lurking figure emerges from the shadows, a harbinger of impending conflict.
    Yet, fortune favors the hero as a stroke of luck befalls him, granting an unforeseen advantage. The orc, driven by aggression, swings its weapon, but Arryn, fortified by this fortuitous twist, deftly avoids the blow. Seizing the opportune moment, Arryn retaliates, his blade finding its mark with lethal precision.
    The orc, vanquished, collapses into the shadows, leaving behind a concealed bag of gold—a hidden reward for the vigilant adventurer.


    E. Trapped Room

    Arryn: Balance: 2/17: Success: He is not hit by the flame.

    In this diminutive chamber, an unusual aroma lingers amid blackened walls and floor, cloaked in the residue of soot and ash. At the room’s center, a steel door, adorned with an iron handle, beckons the hero’s attention.
    With cautious curiosity, Arryn attempts to open the door, only to be met with an ominous clicking sound. A delayed realization sets in as a jet of Greek fire erupts toward him. Miraculously, his open-faced helmet proves its worth, shielding him from the fiery assault.
    However, a greater deception unfolds—the door, a mere illusion concealing a treacherous trap. Behind it, solid rock now stands, leaving Arryn to ponder the intricate riddles of this forsaken mine.


    F. Gnoll Lair

    The hero enters a room and a dozen of small insects buzz past them. Biting flies are everywhere. A large furred gnoll is sharpening his sword, and as he sees them attacks.

    Surprise

    SideSurprise
    Arryn5
    Monsters5

    No one is surprised

    Round 1

    CombatantInitiative
    Arryn5
    Gnoll9

    Arryn attacks Gnoll: 18+2+5>20: Critical Hit: Save vs Death: 13/14: Fail: Location: 4: Left Leg: Effect: 4: Leg Grazed, victim knocked down: Damage: 13+3=16: The Gnoll is dead.

    Arryn finds the healing potion known as Kur’s Drink.

    Upon entering the chamber, a swarm of biting flies fills the air, buzzing relentlessly. Amidst this disarray, a large-furred gnoll sharpens its sword, eyes narrowing as it spots the intruder.
    However, Arryn, undeterred, swiftly engages the gnoll. With a masterful strike, his blade finds its mark in a critical hit. The gnoll, overwhelmed by the unexpected assault, succumbs to the blow. In its demise, Arryn discovers a vial of healing potion known as Kur’s Drink—a fortuitous reward amidst the oppressive swarm.
    The room, once a lair of danger, now echoes with the buzzing of insects and the triumphant resolve of the adventurer.


    G. Empty Room

    Wandering Monster Check: No monster.

    In this cavernous expanse, Arryn traverses a rugged chamber reminiscent of a natural cave. A small pile of dirt occupies one corner, its origins shrouded in mystery. Choosing not to investigate, the hero presses forward, the uneven terrain beneath his boots guiding him through the subterranean labyrinth.


    H. Broken Room

    Arryn: Balance: 13/17: Success

    Navigating through the expansive chamber, Arryn discovers a vast space hewn from the living stone. Yet, the once sturdy walls now bear the scars of time, marred by ominous cracks that trace their way across the ceiling. Formidable chunks of stone litter the floor, a testament to the chamber’s gradual deterioration.
    As Arryn treads carefully, his every step sends vibrations through the weakened structure. Some stones, stirred by his presence, cascade downward. However, with deft agility, the adventurer maneuvers through the falling debris unscathed.


    I. Narrow Tunnel

    Surprise

    SideSurprise
    Arryn6
    Monsters3

    The Orc is surprised

    Round 0

    Arryn attacks the Orc: 6+3+6=15<20: Miss.

    Round 1

    CombatantInitiative
    Arryn3
    Orc6

    Arryn attacks the Orc: 12+3+6=21>20: Hit: Damage: 8+5=13: The Orc is Dead.

    Arryn gets the black axe known as Motopua.

    In the narrow confines of yet another tunnel, the hero encounters a sudden intrusion. The door at the tunnel’s end swings open, revealing a foul orc wielding a gleaming black axe, its malevolent intent unmistakable.
    Seizing the moment, Arryn strikes first. However, in the initial clash, his blade narrowly misses its mark. Undeterred, the seasoned adventurer presses on, retaliating with a decisive blow in the ensuing round. The orc, vanquished, collapses, leaving behind its sinister weapon—Motopua, a black axe, now in Arryn’s possession.


    J. The Story Room

    Intelligence: 3/14: Success

    In the vast, smoothly polished chamber, Arryn beholds a tapestry of history etched into the walls through ancient Dwarvish runes. With a resonant voice, he reads aloud the saga of the mine, chronicling the tireless toil of dwarves and the discovery of a unique ore—eisenmond. This extraordinary substance bore the promise of crafting enchanted weapons, imbued with mystical power.
    Yet, the narrative takes a chilling turn. The dwarves, driven by an unspoken revelation, abruptly departed, leaving behind a singular, radiant nugget of eisenmond entrusted to the enigmatic Stone King.
    As the echoes of the tale linger in the chamber, Arryn discerns that this luminous nugget holds the key to the mountain’s concealed secrets—the very quest set forth by Gustovan. The mine, a repository of forgotten lore, invites Arryn to unravel the enigma that lies dormant within its depths, promising both peril and revelation in equal measure.


    K. The Iron Mine

    The hero enters a vast chamber that is roughly carved and still being worked. Small veins of iron ore still line the walls. Four monsters work the mine, and as they see Arryn they howl and attack.

    Surprise

    SideSurprise
    Arryn2
    Monsters3

    All are surprised; We go directly to Round 1.

    Round 1

    CombatantInitiativeInitiative
    Arryn98
    Kobold1
    Goblin92
    Orc10
    Gnoll4

    Event: Knockdown: Kobold

    The Kobold gets back up.

    The Gnoll moves and attacks Arryn: 15<18: Miss

    The Goblin moves and attacks Arryn: 6<19: Miss

    Arryn attacks the Gnoll: 11+3+5=19<20: Miss

    The Orc moves and attacks Arryn on his right flank (no shield bonus): 9+3=12<19: Miss

    Round 2

    CombatantInitiative
    Arryn10
    Kobold5
    Goblin1
    Orc3
    Gnoll3

    The Goblin attacks Arryn: 11<19: Miss

    The Kobold moves and attacks Arryn: 7<20: Miss

    The Orc attacks Arryn on his right flank (no shield bonus): 2+3=5<19: Miss

    The Gnoll attacks Arryn: 12<18: Miss

    Arryn attacks the Gnoll: 10+3+5=18<20: Miss Arryn attacks the Gnoll: 14+3+5=22>20: Hit: Damage: 6+5=11: The Gnoll is dead.

    Round 3

    CombatantInitiative
    Arryn2
    Kobold10
    Goblin7
    Orc8

    Arryn attacks the Kobold: 12+3+7=22>20: Hit: Damage: 9: The Kobold is dead.

    The Goblin attacks Arryn: 2<19: Miss

    The Orc attacks Arryn on his right flank (no shield bonus): 8+3=11<19: Miss

    Round 4

    CombatantInitiative
    Arryn10
    Goblin5
    Orc8

    The Goblin attacks Arryn: 20>19: Hit: Damage: 4. Arryn has 8 hit points remaining.

    The Orc attacks Arryn on his right flank (no shield bonus): 19+3=22>19: Hit: Damage: 4. Arryn has 4 hit points left.

    Arryn turns and attacks the Goblin: 17+3+6=26>20: Hit: Damage: 2+5=7: The Goblin is dead.
    Arryn attacks the Orc: 16+3+6=25>20: Hit: Damage: 3+5=8: The Orc is dead.

    Arryn drinks Kur’s Drink: Heals: 5: Arryn has 9 hit points left.

    Arryn takes the Coil of Rope and the Ring +1 AC.

    In the heart of the iron mine, a vast chamber unfolds—a work in progress, veins of iron ore adorning the roughly carved walls. Four menacing figures, caught off guard by Arryn’s presence, unleash a collective howl before launching into a frenzied assault.
    The clash begins, each swing of steel reverberating through the cavernous expanse. The hero, outnumbered, fends off the onslaught. The battle reaches its peak in a flurry of strikes and evasions. The Gnoll falls first, its demise heralding a turning tide.
    Arryn, resolute, dispatches the Kobold and Goblin with strategic precision, the echoes of their demise resonating through the mine. Yet, the Orc and a Goblin prove formidable, landing blows that test the hero’s mettle.
    With a surge of resilience, Arryn strikes down the last adversaries, claiming victory in the iron mine.


    L. Tunnel of Death

    Arryn: Dexterity: 9/15: Success

    Through the smooth confines of a straight tunnel, Arryn treads cautiously, the unsettling sight of dried blood staining the floor beneath his feet. As he nears the door at the tunnel’s end, a harbinger of danger awaits.
    Upon opening the door, a malevolent trap springs to life—several rocks hurtling toward him. Quick reflexes guide Arryn as he leaps aside, narrowly avoiding the cascade of stones that crash down. The mine, rife with treacherous surprises, tests the adventurer’s vigilance and agility at every turn.


    M. Mysterious Fountain

    Arryn Drinks from the fountain and heals.

    Wandering Monster Check: Kobold

    Surprise

    SideSurprise
    Arryn5
    Monsters5

    Noone is surprised

    Round 1

    CombatantInitiative
    Arryn4
    Kobold10

    Arryn attacks the Kobold: 6+3+7=16<20: Miss

    Kobold attacks Arryn with dagger: 10<20: Miss

    Round 2

    CombatantInitiative
    Arryn10
    Kobold2

    Kobold attacks Arryn with dagger: 18<20: Miss

    Arryn attacks the Kobold: 1+3+7=11<20: Miss
    Arryn attacks the Kobold: 3+3+7=13<20: Miss

    Round 3

    CombatantInitiative
    Arryn8
    Kobold4

    Kobold attacks Arryn with dagger: 18<20: Miss

    Arryn attacks the Kobold: 12+3+7=22>20: Hit: Damage: 11: The Kobold is dead.

    Arryn: Wisdom: 20/9: Failure
    Read Strange Writing: Spell: Fireball: Damage: 8: Arryn has 6 hit points remaining.

    A Fireball spell is cast at Arryn, charring him.

    Drinks Kur’s Drink: 4: Arryn has 10 hit points remaining.

    In the heart of the mine, Arryn stumbles upon a chamber adorned with a stone fountain, a majestic dragon coiled around its form, spraying water into a polished stone pool. The air is infused with the sweet scent of fresh water, tempting the adventurer to drink. As Arryn partakes in the magical waters, wounds and fatigue dissolve, leaving him revitalized.
    Surveying the chamber, he discerns no apparent exits. However, fueled by determination, Arryn begins a meticulous search for hidden doors, intent on unraveling the mine’s lingering secrets. Yet, his pursuit is interrupted by the unexpected appearance of a lone kobold.
    In a swift exchange, Arryn and the kobold clash, the narrow confines of the chamber echoing with the sounds of combat. Though the kobold falls, victory is not without cost. Intrigued by strange writings, Arryn triggers a magical trap—a fiery blast engulfs him, leaving him charred.
    Undeterred, Arryn fortifies himself with Kur’s Drink, the healing elixir replenishing his strength.


    N. Sloping Passage

    Reason: 19/12: Failure
    Dexterity: 12/15: Success: No Damage

    In the depths of the mine, Arryn encounters a formidable challenge—a sloping passage cut downward at a sharp angle. The perils of navigating such treacherous terrain are evident, and yet, with a calculated risk, Arryn embarks on the descent.
    His keen reasoning initially falters against the intricacies of the passage, but his dexterous agility proves to be the saving grace. The hero maneuvers down the slope with finesse, avoiding the imminent danger that the steep descent poses.


    O. The Eisenmond Mine

    In the ethereal glow of the stone chamber, Arryn discovers a mesmerizing sight—the walls adorned with flickering flakes of a mysterious glowing ore, turning the rough stone into a celestial tapestry reminiscent of a starry night. At the chamber’s center, a pedestal cradles a dwarf statue, headless and adorned with a rusty crown.
    Searching the surroundings, Arryn uncovers a concealed compartment within the pedestal, revealing two nuggets of eisenmond. His intuition guides him, and he instinctively places the nuggets in the statue’s head, embarking on the task of reassembling the fragmented figure.
    As the last piece falls into place, an otherworldly radiance envelops the room. The stone statue, now complete, stirs to life. In a voice resonating with the ancient essence of the mountain, the dwarf-shaped monument speaks of the mine’s history, proclaiming the theft of the Eisenkern—a magical stone vital for containing a beast lurking at the heart of the mountain.
    The gravity of the situation becomes apparent as the statue implores Arryn, the hero, to retrieve the stolen Eisenkern. Failure to do so would unleash a terrible evil upon the lands. The mine, once a realm of dwarven industry, now stands at the crossroads of peril and destiny, urging Arryn to embark on a quest to save the realm from impending doom.


    Ending the Adventure

    Upon returning to Torlynn, Arryn recounts his harrowing journey through the forsaken mine to Gustovan, the wise Burgomaster. The tale of the stolen Eisenkern and the looming threat weighs heavily on the leader’s shoulders, his countenance reflecting deep concern.
    In acknowledgment of Arryn’s bravery and the grave task ahead, Gustovan rewards the hero for his efforts. However, the troubled atmosphere in the room lingers, as the fate of Torlynn and its inhabitants now hinges on the recovery of the stolen magical stone.


    The System

    I don’t know what I was expecting. More than 25 years ago that I had purchased Player’s Option Combat and Tactics, I was amazed at the possibilities, of how it would upgrade our game. Unfortunately soon after, my group turned to 3e, and I had never had the chance to put it to the test. It was always reading material. Great reading material, but just that.
    Now that I put it to the test, I find that a lot of it is bloat, and while it does take a few jabs at the core problem that is D&D mechanics, it doesn’t solve them. It’s more like salad dressing.
    I’ll start with the critical hits. So many nice tables, but what is the actual chance they’ll actually appear on the table? close to nil. For opponents that are hit on a margin of 5 or more on a natural 18 or more, the base chance is 15%. But then these dudes will suffer double damage dice, which means they have to survive this for the critical effect to appear, and then then, they must also fail a save versus death. So we must rule out any weak foes that will die in one hit or two, and also any powerful enemies that will resist the save vs death easily. In other words, this max 15% chance has to do with foes that are around 6th level, and that haven’t been beaten to a pulp already. And then, going to read these effects, one can see that they have a nice granularity, but what’s the point, if at the rare cases where you’ll get a critical effect, you usually get a graze wound, that you won’t bother with, since eventually all you care about is bludgeoning the enemy to 0 hit points. It just doesn’t work.
    The combat options also, sound like too much work, or things you’d do only under extreme circumstances, say you want to disarm the sorcerer before using her staff to conjure a demon, or grapple the rogue before throwing a smoke bomb and disappearing. Under classic dungeon crawl combat, against minions, all you want to do is hack and slash, until they’re gone. And this is, well, boring.
    Overall Combat and Tactics looks like it has some excellent ideas, but when trying to apply them to AD&D, it cannot reign the beast that it has become, and gets trampled by it.
    Skills and Powers on the other hand, gives another level of modularity to the game. Again, it draws inspiration from other RPGs, and tries to bring mechanics that are missing, while at the same time it avoids touching the core, which is the Class based system. People can move silently, but even the most dexterous elf will probably fail, unless they’re a Rogue class. Heroes can get weapon proficiencies, but they’ll never be as good as a Warrior. Healing non-weapon proficiencies are locked to the Cleric class, because no one else can learn those secrets. The subabilities allows for great customization of the player characters, and it can be exploited, but also it can help doing this like the experiment I just played.

    Alone?

    Which brings me to this part. The experiment was successful. By using the options provided by these books, I made a 1st Level warrior that soloed an entire dungeon level. I doubt this can be done with different classes, as the main reason Arryn survived, was that he was not getting hit easily, and every successful hit was a kill. More specifically:

    • Armor Class was brought to 0 or lower with the use of Subabilities, Shield Proficiency, Weapon and Shield style, and Scale Armour.
    • Damage was increased to +5 with the use of Subabilities and weapon Specialization.
    • To Hit Chance was increased to +2 or more with the use of Subabilities, Weapon Specialization and Weapon and Shield Style.
    • Hit Points were more than enough with the use of the d12 Class option, and Subabilities.
      I never had the need to perform one of the extra Shield Actions, like Shield Punch, Block, Trap or Shield Rush.
      I also just realized that with Ambidexterity and the Reaction bonus of +2 due to Dexterity (Balance), I can make an extra Shield Punch attack each round at no attack penalties at all. This might come in handy for the future.

    What about the Dungeon Crawl?

    D&D is meant for dungeon crawling, and this adventure is an entry level to D&D, so I guess this question is redundant, but yes, it worked fine.

    Summary

    This was fun, not in a narrative immersive way, but in an experiment success way. Really curious if Level 2 Arryn will be able to solo the next level of the dungeon all alone. Will he do it, when 4 full party attempts have resulted in TPK?

     
    • midgetmanifesto 6:30 am on December 20, 2023 Permalink | Reply

      Kevin Crawford, author of stars without number, is a bit of a genius as far as I’m concerned. You might want to try out his solo conversion rules (targetted towards labyrinth lord but probably easy to move to ad&d). It’s even got a free try out pdf. I’m a fan of his red tides setting as well. https://preview.drivethrurpg.com/en/product/127458/scarlet-heroes-quickstart

      Liked by 1 person

      • giorgis 8:58 am on December 20, 2023 Permalink | Reply

        I have the full Scarlet Heroes book and yes, Kevin Crawford’s solo rules (and the Oracle and mini-games) are magnificent. I did try to use them to solo Dark Sun.
        For this particular experiment however I didn’t want to use a 3rd party hack.
        Cheers!

        Like

  • giorgis 8:54 pm on December 15, 2023 Permalink | Reply
    Tags: , , ,   

    Savage Warhammer S01E04 

    Session Four – The Asylum Pt3

    The Sewers

    Rat’s Lair

    Q: Is the Scene as described in the module?
    A: Yes

    Since I didn’t establish this earlier,
    Q: Have the characters gotten more than one torch?
    A: No, and it will go out soon.

    Let’s see if the characters manage to follow the blood trail under the dim light of one torch.
    Elhali: Notice: (4,11)-4/4: Success

    According to the core book, the rat swarm is endless, and is meant to push the adventurers down the sewers. SWADE has it’s own Rat Swarm in the bestiary, which ranges in size from Large to Medium to Small. When wounded the Swarm splits in two smaller. Now, every round, the equivalent of a Small Rat swarm will always be there from rats pouring in.

    Round 1

    Greta flees forward to the sight of rats
    Wolmar swings his sword to the rats: Fighting: (1,4)-2/6: Miss
    The rats bite Wolmar, Abenzio, Elhali.
    Damage to Wolmar: 7/5: Shaken
    Damage to Abenzio: 4/8: Unharmed
    Damage to Elhali: 6/4: Shaken
    Elhali: Spirit: (3,4)-2/4: Shaken: She runs after Greta
    Abenzio: swings his flail to the rats: Fighting: (2,3)-2/6: Miss

    Elhali is in front with the torch, behind her Wolmar, Abenzio and Greta. Suddenly Greta feels tiny tingling feet, and an almost indiscernible bite to her leg. She looks down and she sees rats! Dozens of them. She screams “Rats!!!”, pushes Wolmar and Elhali out of the way and runs forward.
    Wolmar swings his sword, but in the dark narrow corridor, he can’t get a good hit.
    Rats start swarming all over them, shaking Wolmar’s and Elhali”s nerves.
    Elhali not wanting to stay among the furry rodents any longer sprints after Greta. Abenzio swings his flail at the pack, but the metal only finds the cave walls.

    Mine Cart

    Q: Is the Scene as described in the module?
    A: Yes

    Round 2

    Elhali: Spirit: (3,3)-2/4: Shaken: She jumps in the cart to escape the rats.
    Greta sees the corpse of a man, and beside him a severed head.
    Greta: Smarts: (7,2)/4: Success. She realizes this man must have raided the Valantina’s study, and killed the boss, whose head lies there. If that’s true then he could also have the gem, so she starts searching. She asks Elhali to shed some light, and searches.
    Greta: Notice: (4,5)-2/4: Failure
    Wolmar: Spirit: (3,3)/4: Shaken. He runs after the girls and enters the cart.
    With everyone fleeing, Abenzio won’t stay alone to fight in the dark, and follows suit.
    The rats follow and start swarming outside the cart.
    The rats need d3 rounds to flood in the cart: 1. They will flood in the next round.

    Greta and Elhali reach a small chamber where several sewers meet, with a manhole in the ceiling, 20 feet above floor level. A narrow railway track runs downwards out of the chamber from a steeply-sloping tunnel, and a mine cart stands at the end of the track.
    Elhali jumps in the cart, torch in hand, still shaken from her confrontation with the rats, and Greta jumps in behind her. As they catch their breath, Greta notices the corpse of a man inside. Besides him, a severed head. Both covered in dozens of small bite-marks.
    Despite the chaos, Greta realizes that this man must have been the one who ransacked the Valantina leader’s study, and most likely that’s the head of the leader.
    “Shed me some light here!” She asks Elhali, as the light from the manhole cover is very dim, and starts searching in the man’s pockets and pouches.
    Within moments, Wolmar and Abenzio follow, and jump in the cart too.

    Round 3

    Greta: Notice: (1,5)-2/4: Failure
    Wolmar: Spirit: (3,14)/4: Recovers from being Shaken. He attacks the rats: Fighting: (3,5)-2/6: Failure
    Elhali: Spirit: (1,5)-2/4: Shaken.
    Rat Swarm attacks all the characters.
    Damage to Greta: 3/5: Unharmed
    Damage to Abenzio: 2/8: Unharmed
    Damage to Elhali: 12/4: 2 Wounds: Incapacitated: Vigor: (2,2)-3/4: Failure: Bleeding Out, Battered Guts (Permanent Injury).
    Damage to Wolmar: 8/5: Shaken
    Abenzio: swings his flail to the rats: Fighting: (8,3)-2/6: Hit: Damage: 18/7: 2 Wounds. The rat swarm is destroyed, and will take 2 rounds to flood in again.

    Rats flooding in from all directions start to jump in the cart. Greta keeps searching the corpse, unfazed by the fact that this used to be a live person, while Wolmar’s instinct from flight turns to fight, he swings his blade at the rats, barely hitting any rodent.
    Elhali is curled up in a corner trying to kick and swat the rats away from her, but to no avail. The rats run all over her, and start biting and scratching and tearing, especially under her clothes and at her wounds she suffered earlier, sniffing the blood. Soon, she is overcome by the swarm, and falls unconscious, bleeding profusely.
    Some bite at Wolmar who tries to stomp them down.
    Abenzio swings his flail with might, the spiked balls crushing the rodents, sending them flying out of the cart, scattering all over the place.

    Round 4

    Wolmar: Spirit: (13,8)+2/4: Recovers from being Shaken. He picks up the torch and searches for the gem: Notice: (9,5)+2/4: Success*. He finds the gem. 5 Gold Crowns and 6 Silver Shillings.
    Q: Who Carries the box?
    A: Wolmar. He puts the gem in the box.
    Abenzio swings his flail to the rats out of the cart: Fighting: (5,1)-2/6: Miss
    Greta will attempt to stabilize Elhali: (1,8)-2/4: Success. Elhali is no longer Bleeding Out.
    Wolmar notices a big satchel tucked behind the dead man’s leg. He tugs it out, and inside he finds an opal and several coins. He leaves nothing to chance, and immediately stuffs it into the box Oldenhaller gave them.
    Abenzio swings his flail at the rat swarm that starts again to gather at the cart, while Greta uses her healing skills to bandage again the reopened wounds of her elven companion.
    “Get us out of here already!” she yells at Abenzio.

    They release the cart brakes.

    Note: I just realized I had forgotten to apply Elhali's Notice bonuses due to her edges. Retrospectively, I didn't find any significant clues the party might have missed, but I should be more careful in the future. As an offset, I also mostly forgot to apply her Persuasion penalties due to her Outsider status, but still the results of the roll wouldn't have changed much.

    Q: Does anyone jump from the cart before it hits the hopper?
    A: No, and they all stay in the cart, suffering a -2 to the Athletics roll.
    Wolmar: Athletics: (3,3)-2/4: Failure: Damage: 3/5: Unharmed. 1 Level of Fatigue.
    Abenzio: Athletics @-2 as he holds Elhali: (10,5)-2-2/4: Success. Nor he or Elhali are harmed.
    Greta: Athletics: (1,2)-2: Failure: Damage: 4/5: Unharmed. 1 Level of Fatigue.

    Abenzio immediately releases the brakes, and the cart tips towards the slope and starts running in speed downwards. As it has accelerated and the track reaches its ends, he tries to pull the brakes, but with a crack, the lever snaps.
    Like a fish looking at a lantern trap, they stand motionless looking at their imminent crash. The cart reaches the end, and tips over throwing them all to the ground. Luckily they are not hurt, and only Wolmar and Greta suffer some bruising, as Abenzio hugged Elhali, and rolled carefully outside.


    The Huyderman’s Base

    Loading Bay

    Q: Is the Scene as described in the module?
    A: Yes

    Paraphrasing from the adventure module:

    The chamber is hewn from solid rock, illuminated by four lanterns dangling from the ceiling. At the room’s core, there are a pair of tables accompanied by several chairs.

    Greta will attempt to heal the bumps and bruises.
    Greta heals herself: Healing: (7,1)-1/4: Success. She’s no longer fatigued.
    Greta heals Wolmar: Healing: (2,5)/4: Success. He’s no longer fatigued.

    Greta tends to the bruises she and Wolmar suffered, and makes sure that Elhali is okay. She has regained consciousness, but is no shape to fight or do anything very dramatic.
    As they try to see around them, and make sense of their surroundings, they hear a boom, followed by a long rumbling sound.
    “What was that?” Abenzio asks, but it seems no one has the answer.
    Carefully, they follow the tracks further.


    Main Chamber

    Q: Is the Scene as described in the module?
    A: Yes, but, TWENE: Remove Simple Element.
    There are no crates of wine, casks of brandy, and packing cases filled with spices, as they’ve all been used in the barricades.

    Paraphrasing from the adventure module:

    This expansive cavern, naturally formed with a gentle slope from west to east, is illuminated by wall-mounted torches. The cave’s walls seem notably vacant. A slender railway runs diagonally through the space, leading to a small wagon at the western end of the track. The rails vanish into a darkened tunnel on the eastern side, where faint silhouettes lurk within the shadows. Eerie and unsettling chants emanate from beyond. On the western side, two passages are obstructed by a barricade comprising furniture, chests, crates, casks, cases, and sacks.

    The way the module has played out so far, some options are not feasible, unless I lean heavily on the meta knowledge, which I will not. The characters have no reason to try to get past the heavily fortified barricades since they don’t know what’s behind, nor will they use the second set of tracks and cart to go down the loading bay, since they have no clue what lies beyond. Unfortunately this will play out to a classic old fight, as there’s no escape, and they’re severely outnumbered.
    Also note that since the heroes took so long to reach this part, as they spent a lot of time, bandaging their wounds, and working under the overseer previously, the ritual incantation by the cultists to summon a beast of Nurgle is complete.

    Round 1

    Wolmar attacks a Cultist with his short sword.
    Wolmar: Fighting: (1,5)/5: Hit: Damage: 7/5: Shaken
    Abenzio attacks the same cultist with his flail: Fighting: (15,1)/5: Hit*: Damage: 12/5: 1 Wound: Incapacitated: Battered Guts.
    Cultist attacks Wolmar with his Knife: Fighting: 1/5: Failure
    Beast of Nurgle approaches.
    Cultist attacks Abenzio with his short sword: Fighting: 3/8: Miss
    Cultist attacks Abenzio with his knife: Fighting: 7/8: Miss
    Greta dithers.
    Cultist moves behind the front line.

    The adventurers move towards the eastern side. Abenzio holding his flail and shield, with Wolmar by his side brandishing his short sword. Behind them at a safe distance Greta helps Elhali walk slowly, under her support.
    As soon as they approach the tunnel opening, the two silhouettes step forward to block their path. They are wearing filthy brown robes and holding short swords.
    “Give us the gem!” One of them shouts. But as an answer, Wolmar and Abenzio attack in unison. The sword grazes the man, who is stunned just enough for Abenzio’s flail to send him knocked down to the floor. Two more cultists close their path. The party will have to fight their way out. Behind the cultists a chaotic beast approaches, with tentacles, and no legs, oozing noxious slimes behind it as if brought by Nurgle himself.

    Round 2

    Cultist attacks Abenzio with his short sword: Fighting: 1/8: Miss
    Beast of Nurgle approaches behind the front line.
    Cultist attacks Abenzio with his knife: Fighting: 4/8: Miss
    Cultist attacks Wolmar with his Knife: Fighting: 3/5: Failure
    Jones moves closer to guard the rear.
    Abenzio attacks cultist with his flail: Fighting: (7,3)/5: Hit: Damage: 8/5: Shaken.
    Wolmar attacks cultist with his short sword: Fighting: (3,5)/5: Hit: Damage: 26/5: 5 Wounds. Killed. Cultist moves to attack Wolmar. Passes over Nurgle Beast Slime: Athletics: 2/4: Failure. Splis and falls on the noxious slime trail. Incapacitated.

    Abenzio holds the line against the cultists, and Wolmar’s blade strikes a foe, severing his ribcage in two.
    The beast of nurgle approaches, and as a cultist follows trying to get in position against the gap that Wolmar created, he passes over the slime trail. A misstep and he stumbles on the slithering ooze and falls. It sticks on him and burns like acid. The cultist screams and perishes a few feet further. The heroes are shocked at this revelation.
    “Give us the gem!” A man who looks like the leader of the cultists shouts from the rear.

    Round 3

    Greta dithers.
    Jonas casts Aura of Protection
    Beast of Nurgle moves and attacks Wolmar: Fighting: 1/5: Miss
    Cultist: Spirit: 2/4: Remains Shaken
    Wolmar hacks at the Beast of Nurgle: Fighting: (2,2)/5: Failure
    Cultist attacks Abenzio with his knife: Fighting: 1/8: Miss
    Abenzio attacks cultist with his flail: Fighting: (2,5)/5: Hit: Damage: 12/5: 1 Wound: Incapacitated: Broken Guts.

    The cultist leader chants in an unknown speech, that Greta understands as arcane, and mages gestures waving his staff with a foot carved on one end and hand on the other.
    The monstrosity lashes some tentacles at Wolmar, who expertly parries them with his sword, but this takes away all his effort, and he fails to strike back successfuly.
    Abenzio is locked in combat with a cultist. His pit fighting days give him the edge he needs, and his flail hit the man dead in the chest, bringing him down.

    Round 4

    Abenzio attacks beast of Nurgle with his flail: Fighting: (9,5)/5: Hit: Damage: 5/7: Unharmed.
    Wolmar hacks at the Beast of Nurgle: Fighting: (10,8)/5: Hit*: Damage: 25/7: 4 Wounds: Killed.
    Greta Dithers.
    Jonas moves and attacks Abenzio with his Staff: Fighting: (1,4)/8: Miss
    Cultist attacks Abenzio with his knife: Fighting: 2/8: Miss

    He turns his attention to the aberration, and attacks it alongside Wolmar. His flail bounces off, without scathing the beast, but Wolmar digs his blade deep. Pulling it out, unnatural blood oozes out, and with an unearthly scream, the beast dies out.
    Furious, the cultist leader supported by one of his men charge at Abenzio, who blocks their attacks with his shield.

    Round 5

    Abenzio: Vigor: (13,7)/4: Success**
    Abenzio attacks Jonas with his flail: Fighting: (6,5)+2-2/6: Hit: Damage: 9/6: Shaken
    Greta Dithers.
    Jonas: Spirit: (1,1)/4: Remains Shaken. Next turn will recover from Shaken only with a Raise.
    Wolmar: Vigor: (1,3)/4 Failure: 6 Turns, reduction of Strength, Reroll with Benny: (10,1)/4: Success
    Wolmar attacks Cultist with his short sword: Fighting: (1,2)/5: Miss
    Cultist attacks Abenzio with his knife: Fighting: 8/8: Hit: Left Arm: Damage: 7/8: Unharmed

    The cultist leader carries a stench with him, so foul, that the adventurers feel their strength being sapped away. Yet, they manage to prevail.
    Abenzio attacks his foe, through the distracting cloud of flies. He bruises him a little breaking his focus.
    Wolmar and the cultist minion battle it out, with Wolmar on the receiving end of a knife to his left arm, but thankfully, only his clothing is cut, and the flesh is missed.

    Round 6

    Wolmar attacks Cultist with his short sword: Fighting: (2,2)/5: Miss
    Greta Dithers.
    Jonas: Spirit: (2,9)/4: No longer Shaken: Attacks Abenzio: Fighting: (9,8)/8: Hit: Torso: Damage: 7/11: Unharmed
    Abenzio attacks Jonas with his flail: Fighting: (6,10)-2/6: Hit: Torso: Damage: 15/6: 2 Wounds: Busted Guts. Soak: (7,10) : Success*: Soaked all Wounds.
    Cultist attacks Abenzio with his knife: Fighting: 4/8: Miss.

    The leader recovers from his bruise, and swings his staff at Abenzio’s torso, finding his mark, but the Tilean hulk doesn’t bat an eye. He returns the favour accordingly, hitting his opponent, but as luck has it, the flails twist together for a moment and lose their momentum, not harming the cultist.
    Wolmar and his opponent fight it out with no side gaining an advantage.

    Round 7

    Wolmar attacks Cultist with his short sword: Fighting: (9,9)/5: Hit*: Location: Left Leg: Damage: 18: 3 Wounds: Incapacitated: Severed Leg.
    Abenzio attacks Jonas with his flail: Fighting: (25,2)-2/5: Hit*: Right Leg: Damage: 13/6: 1 Wound: Slow.
    Jonas: Spirit: (2,1)-2/4: Remains Shaken.
    Greta Dithers.

    Wolmar ducks, and thrusts and slashes at his foes legs. His sword cuts clean at the knee, severing the limb. The cultist screams, and falls on the ground, bleeding all over the place.
    Abenzio, follows his companion’s tactic and aims low as well. His flail crushing at the enemy leader’s right leg, wounding him, and making him walk with a limp. Shaken by the wound, he doesn’t attack back.

    Round 8

    Abenzio attacks Jonas with his flail: Fighting: (8,1)-2/5: Hit: Right Arm: Damage: 11/4: 1 Wound: Can’t use arm. Incapacitated. Bleeding Out. Battered Guts.
    Wolmar moves and hacks at Jonas with his short sword: Fighting: (1,3)-2/6: Miss
    Jonas: Spirit: (1,3)-3/4: Remains Shaken.

    Now both the adventures are locked on the cultist leader. Abenzio hits again, the swinging strike finds the right arm, causing him to drop his staff. He curses, and seeing the bloodbath all around him realizes that it is too late to change any course action.

    Round 9

    Abenzio attacks Jonas with his flail: Fighting: (2,1)+2/6: Miss
    Jonas: Spirit: (2,2)-3/4: Remains Shaken.
    Wolmar hacks at Jonas with his short sword: Fighting: (5,3)-2/5: Reroll with Benny: (8,2): Hit: Damage: 12/4: 2 Wounds: Battered Guts. Soak: (2,5)-2/4: Failure: Incapacitated. Bleeding Out.
    The heroes are victorious.

    The final blow comes from Wolmar, who splits the sorcerer’s guts open with his blade. He drops, in a pile of stinking filthy bodies, and clouds of flies digging in them. Wolmar wants to puke, but holds it inside.
    “Let’s go…” he says in low volume, trying to avoid taking a deep breath. “Don’t step on the slime. He notes.”


    Cove

    Q: Is the Scene as described in the module?
    A: Yes, and, it’s likely the next scene will be as described in the module.
    Intervention: Entity Positive: There’s only PCs here at the moment, let’s see who it is: Greta.
    She recognizes the fine craftsmanship of Jonas’ stave, and takes it, supporting her and Elhali to walk out of there.

    Two rowing boats are drawn onto the pebbly shore, while a third is tethered to the jetty at the terminus of the cart track. The adventures enter, and row their way away, out of the asylum.


    Ending the Adventure

    Q: Is the Scene as described in the module? (Likely)
    A: Yes, and, it’s likely the next scene will be as described in the module.

    The heroes return to Oldenhaller mansion, where the servant guides them to their meeting with Albrecht Oldenhaller. The thought of not returning the gem did cross their minds, but after all the trouble that seems to run amok around it, they wouldn’t consider it as a viable option.
    They present the box with the gem to Albrecht Oldenhaller, and he slides over a pouch of Gold Crowns.

    Time to use Let’s Talk for some final fluff before closure, Wolmar will do the talking.
    First I’ll choose the Greeting Attitude for Albrecht Oldenhaller, which will be Neutral.
    Then I’ll choose the Topic. This is clear. The gem and reward.
    I’ll read the room to see if he can discern the mood of the NPC.
    Wolmar: Notice: (3,9)/4: Success*
    NPC’s Mood is Suspicious
    Wolmar’s Let’s talk hand has Aggressive, Sad, Surprised.
    Wolmar will use Surprised
    NPC’s Reaction is Somewhat Positive, but will turn to Somewhat Negative as he’s Suscipicious and it’s the first exchange. He is Neutral.

    “We got it. It was chaos in there! The Schatzenheimers were killed by the Valantinas, who’s leader was killed by another assassin! We found the gem with him. We barely escaped from some cultists who wanted the gem.” Wolmar puts all his energy to try to reiterate the events.
    Their employer seems uninterested. Bothered one might say. He’s looking over their shoulders to see if anyone else could be listening in. “As you will see, the agreed upon amount is all there. Now, if you’ll excuse me, I have other matters to attend to”. He says, and rings a bell. A servant quickly appears to escort them out.

    I decide not to force the discussions further.

    Battered, bruised, but victorious, the adventurers return to the inn.


    Bookkeeping & Advancement

    From previous episodes the party had spent 2 Gold Crowns and 2 Shillings.
    They found 5 Gold Crowns and 6 Shillings, so it sums up to 3 Gold Crowns and 4 Shillings.
    This is 16 Shillings to each of them, plus the 100 Gold Crowns for successfully recovering the gem.
    I’ll give each Character an Advancement.
    Abenzio: New Edge: Nerves of Steel
    Elhali: Raise Attribute: Vigor d6, to return to the value it was prior to her injury
    Greta: Raise two Skills: Healing d6, Spellcasting (Alchemy) d6
    Wolmar: New Edge: Bolster

    I’ll be updating their rosters with this.


    Adventure Summary

    First of all, I must say that I liked this session as well.
    With this in mind, let me share what I liked and what not.

    Likes:

    • Speed of combat
    • Theme
    • Grittiness
    • Let’s talk

    Dislikes:

    • Pulpiness
    • Railroading
    • Conversion
    • Dynamic combat

    So, Savage Worlds was great for Fast, Furious, Fun combat (I never get tired of this slogan). It’s really enjoyable. Foundry really assisted in pulling this off, as I didn’t need to monitor all these small effects.
    The Gritty Damage mechanics played out okayish. Foundry first resolves damage and then the Injury roll, so the location mechanics for armor and damage modifiers don’t seem to be applicable. It was confusing at times and I had to do some manual rolls and calculations. The end result was fine though.
    On the other hand, the Pulpiness of Savage Worlds made some things really difficult to balance. By default Wild Cards are 60% more capable than an average skilled Mook opponent, and this is not accounted for in the prewritten adventure modules of a different system like WHFRP. This was evident when Wolmar and Abenzio took down by themselves the entire cultist band and their pet beast, without a single scratch. Yes, there would be the possibility that a lucky blow would take them out, but my protagonists had Bennies stored for that eventuality.
    This wouldn’t be such a problem with a free-form conversion, but when talking modules, it’s something that can tip the scales easily. On the conversion subject, some things had their own rules, which made it easy to convert (i.e. jumping and falling on the rooftop chase), while others where harder to eyeball, especially when considering mook skills.
    The careful reader will have noticed that I quickly abandoned dynamic combat. It really contradicted Savage Worlds style, and I found that it got in the way more than it helped. I’d rather do dynamic combat a la Warhammer style, where the defender, at the cost of a Multi-action Penalty, can opt to have a reactive defense instead of a passive defense. I’ll write it down on a future post.
    On the adventure front, I loved the Warhammer theme. As a fan of the Old World, I enjoyed facing the cult of Nurgle for the first time, however the adventure was more or less railroaded. Since I had to read the entire module, unfortunately I know about things that my party will never get to learn, for example the location of the Huyderman gang and what role they played in all of this, and the destruction of the passages. I did have the smartest party member make some assumptions, but that’s the furthest I could go with this. In a social table, the GM would either find a different way to present this information, or the players would be left wondering, which is a great suspense builder for an adventure.
    Last but not least, there’s the Let’s Talk. I’m keeping this. As a tool, to me it’s on the top places of solo tools, coming just right after the use of Oracles. There’s polishing and hacks to be had to bring it to another level of course, but it’s absolutely great as it is. So glad Dr. Gerald Ravenpie wrote it and shared it with the solo community, and so glad that I found it.

    I recently got Dungeon Fantasy GURPS, and there’s an itch to continue there, but I’ll probably be sticking with Savage Worlds a little bit further, least I fall onto the trap of changing several systems within one adventure as I did in the past. Perhaps I enjoy converting systems and trying them out, too much.

    However I’ll take the lessons learned, and try to adapt accordingly.

     
  • giorgis 12:05 am on December 13, 2023 Permalink | Reply
    Tags: , ,   

    Savage Warhammer S01E03 

    Session Three – The Asylum Pt2

    The Valantina Base

    Guard Room

    Q: Is the Scene as described in the module?
    A: Yes, but, TWENE: Remove Simple Element
    The door leading to the Guard Room doesn’t have the Valantina fig leaf design.

    I’ll have Elhali try to listen from behind the door before they’ll open it.
    Elhali: Notice: (22,5)-1/4: Success*
    Elhali can listen through the door, clear as if in an amphitheater. She makes out the presence of three men, talking, drinking and playing games.
    Elhali: Common Knowledge: (3,11)-1/4: Success*
    She understands from their accents that they’re Tilean.

    “Three Tileans are on the other side.” She whispers. “Must be Valantinas. You have the password?” She asks Abenzio.
    The Tilean Pit Fighter nods. They have their hands at the ready to draw weapons, but try not to look hostile, and open the door.

    Paraphrasing from the adventure module:

    Torchlight emanates from wall-mounted sconces, casting illumination across the room. Positioned near the northeastern corner is a petite table where three individuals engage in a game of dice and partake in wine. The moment the adventurers enter, they swiftly grab their crossbows, loaded and ready, insisting on the password. Their Tilean accents unmistakably reveal their origin.

    “Malindi” Abenzio says in his deep hoarse voice.

    Q: Do the guards let them pass without trouble? (Likely)
    A: No, but they make a few snide remarks at the elf.

    Time to use Let’s Talk
    First I’ll choose the Greeting Attitude for the guard, which will be Unfriendly.
    Then I’ll choose the Topic. This is clear. He makes a sexist remark at the elf smuggler.
    I’ll read the room to see if she can discern the mood of the NPC.
    Elhali: Notice: (3,3)-1/4: Failure

    My Let’s talk hand has some interesting options, I can choose Romantic, Flirting, Aggressive.
    Wow, my hands are tied. I don’t want her to act Romantic or Flirting with any Tilean sexist swine, so I guess that only leaves us with the Aggressive option. It might ruin the party’s chances of going in the Valantina’s Base peacefully.
    Guard’s Mood is Grumpy.
    Guard’s reaction is Positive, and he is in Disagreement.

    “Nice, nice” one of the Tilean guards seems to fix his gaze on Elhali. “You don’ working the streets honey? Come here for some fun?”
    Elhali feels like she wants to puke from the inside. She clutches her short sword firmly. “You come any closer and I’ll cut your balls and feed them to you.” She responds, escalating quickly.
    The guard stands up quickly, shoving his stool behind. It falls down with a loud clatter. He looks at her firmly. His hands on the hilt of his weapon. Looking at the odds with Abenzio next to her, he decides that it’s not worth a fight. He grimaces, and waits for the adventurers to get going.

    Stockroom

    Q: Is the Scene as described in the module?
    A: Yes, and, it will be unlikely the next scene is modified.
    Intervention: Regress Plot

    Paraphrasing from the adventure module:

    Hanging lanterns cast light upon a bustling scenario of intense movement. Six Tileans feverishly fill chests and load small carts with crates and barrels. Upon the characters’ entrance, an overseer directs a shout in the Tilean dialect. Abenzio, understands, but the rest are still looking at him with blank stares, upon realizing the lack of understanding, he repeats himself in a Reikspiel dialect with a distinct accent, commanding them to assist in the packing.

    This scene is set up as a plot regression on its own. Normally, the characters would be able to bluff their way past the overseer, but to enhance the Intervention, I rule that this won’t be possible.
    As stated in the module, the overseer has mistaken the characters for hired labourers, and if they don’t follow his orders he will become suspicious. He won’t leave the stockroom for another thirty minutes.

    Having all this meta knowledge, I cannot decide for myself if the adventurers will sit tight and do the packing, or will attempt to slip away.
    I think Elhali will try slip away on the first opportunity.
    Wolmar and Abenzio will try to talk to the Tilean labourers about what is going on.

    Let’s Talk with Wolmar first.
    First I’ll choose the Greeting Attitude for the labourer, which will be Neutral.
    Then I’ll choose the Topic. This is clear. Latest gossip.
    I’ll read the room to see if he can discern the mood of the NPC.
    Wolmar: Notice: (2,1)/4: Failure
    Wolmar’s Let’s talk hand has some interesting options, I can choose Rude, Wildcard (Friendly), Sad.
    Wolmar will use Friendly
    NPC’s Mood is Harsh
    NPC’s Reaction is Somewhat Positive and he is Satisfied

    As Wolmar begins the packing, he begins small talk with the man next to him. “Lots of boxes. Lots of hands. We’re here to help you move quickly.” He smiles as he takes a box from the Tilean’s hands.
    “Yeah, certainly, it would take us forever to move all this stuff without help.” the Tilean replies in broken Reikspiel.

    Wolmar will use Persuasion now, at +1: Persuasion: (2,8)+1/4: Success*

    “So what is the deal, with all the crates?” Wolmar asks casually.
    “Our boys hit the Schatzenheimers. We got’em good.” The Tilean says giving another crate to Wolmar.
    “Huh, and this stuff is from the raid?” Wolmar continues the chat.

    I’ll continue with the Let’s Talk now.
    Wolmar will use Sad.
    NPC’s Reaction is Positive and he is Sad.

    The Tilean worker, sighs. Wolmar adds “We saw the massacre on the way here. Unfortunately some good Valantinas also where lost. Why didn’t they recover their remains?” his voice expressing real worry.
    The Tilean grits his teeth and his voice almost breaks. “They were my friends. But… see the Schatzenheimers, they had a large stone with them, one we took. It wasn’t any stone, one infected by chaos. Cultists are on the way here. We can’t risk death or infection. We pack, and we’re out of here.”

    Elhali will attempt to find an opportunity to slip away. Notice: (21,2)-1/4: Success*
    Q: Is there an opportunity?
    A: Yes, and, with everyone in a hurry, she can pass unnoticed. I’ll give her a +1 to Stealth.
    Elhali: Stealth: (1,4)-1+1/4: Success
    I’ll roll randomly to find which room she goes to. Eastern Guard Room.


    Eastern Guard Room

    Q: Is the Scene as described in the module? (Likely)
    A: Yes, and, it will be unlikely the next scene is modified.

    Paraphrasing from the adventure module:

    Illuminated by the glow of three torches affixed to the walls, three Valantinas work frantically to erect a barricade at the eastern door. The room, noticeably devoid of furniture, clearly shows that all available items have been utilized in the construction of the barricade.

    Elhali: Notice: (3,1)-1/4: Failure. She doesn’t notice the messenger’s corpse in the corner.
    Q: Does Elhali attempt to go past the barricade?
    A: Yes, but, she is warned by the Valantinas.

    Wanting to continue her scouting further, Elhali tries casually to get past the barricade.
    “Woah woah, lady.” A guard exclaims. “You go past this, you don’t come back. No cultist gets past us, but also no disease.”

    Elhali considers this for a moment. She’s wounded, and alone, and doesn’t want to be completely cut off from the rest of the group. She will return back to the storeroom.


    Once the overseer leaves, the adventurers have a chance to talk together and share information. They’re all up to speed, and I will randomly to which room they go next.
    They want to find the stone. They go to the Dormitory.

    Dormitory

    Q: Is the Scene as described in the module? (Likely)
    A: No, roll on TWENE: Add major element. The door is locked.

    So the question is, will the heroes attempt to unlock the door believing something important lies inside, risking discovery, or will they move to the next passage?

    I just read about this case in FlexTale Solo Adventuring Toolkit. It has rules for Intentional Astrays. Considering the situation, I’ll use Context D.
    I roll and get a Missed Opportunity.
    They try too hard and waste too much time trying to find an opportune moment to get inside, but without any lockpicking skills, they fail. Eventually the overseer returns, and they have to work further, before he leaves again.

    Elhali returns to her companions, and between a short break, they all discuss together what they have found out. They agree to start looking in the Valantina’s base for the gem. When the overseer leaves for a while, they head east, but find a locked door. They set Wolmar on watch, while Elhali waits for someone to get in, and maybe she can follow, but no one does. A long while later of time wasted, the overseer returns, and yells at them to get back to their posts. It’s another long half hour before he leaves the room again, and they decide to try the other room before going all brute force on the locked door.


    Ante-room

    Q: Is the Scene as described in the module? (Likely)
    A: No, roll on TWENE: Add simple element.
    A sword.

    Paraphrasing from the adventure module:

    The room is illuminated by a hanging lantern from the ceiling and another one positioned on the desk. Adorning the walls are hunting trophies, pilfered street signs, and framed wanted posters portraying different members of the Valantina gang.
    Seated behind the desk is a robust and finely attired Tilean, his impeccably-oiled hair and scarlet-faced countenance catching the light. He idly plays with a loaded pistol crossbow, while a sword rests atop the desk. Upon the characters’ entrance, he glances up, cautioning against disturbing the boss and inquiring about their purpose.

    I’ll use Let’s Talk, Wolmar will do the talking.
    First I’ll choose the Greeting Attitude for Sebastiano Sansovino, which will be Neutral.
    Then I’ll choose the Topic. This is clear. What do the PCs want.
    I’ll read the room to see if he can discern the mood of the NPC.
    Wolmar: Notice: (7,5)/4: Success
    NPC’s Mood is Overwhelmed
    Wolmar’s Let’s talk hand has Aggressive, Flirting, Surprised.
    Wolmar will use Aggressive
    NPC’s Reaction is Negative, but will turn to Somewhat Negative as he’s Overwhelmed and he is Hostile.

    “What do we want?” Wolmar replies back. “What do we want? – We want to see your boss is what we want.” He sais and kicks slams the desk. That’s… more like Abenzio’s approach to things, the group realizes… and it kind off doesn’t work.
    The guard points his loaded crossbow at the head of Wolmar. “What you’ll get is a third hole for another eye.” He stands up, looks at Wolmar angrily.
    “Didn’t know you had it in you kid.” Abenzio says from behind.

    Wolmar will use Surprised
    NPC’s Reaction is Somewhat Negative and he is Neutral.

    “Woah woah no need for that. Can’t take a joke, huh?” Wolmar puts his hands up and steps back in a scare. “We just need to talk to him about the latest events.”
    “Emiliano’s not to be disturbed.” the guard says and sits down again, yet his crossbow still aimed at Wolmar.

    I’ll roll for Persuasion, but won’t give them the bonus they’d have as the talk went kind of terrible.
    Wolmar: Persuasion: (2,4) vs Spirit: 5: Failure

    “You don’t look like you’re on official business, so scram.” He adds.

    Q: Will Elhali attempt to bribe him?
    A: Yes, but she’ll overcompensate at her bribe attempt, with 3 Gold Crowns.
    Elhali: Persuasion: (1,1)-1: Critical Failure
    This, doesn’t bode well.

    Elhali steps forward, she slams 3 Gold Crows on the table.
    “Will these do?” she asks. “We just want to have a talk with him.”
    The guard stands up. The crossbow still aimed at Wolmar, and brandishes his fist, the knuckle dusters shinning under the lantern light.
    “Who do you think you are?” He says, clearly offended, and aims a left hook at Elhali.

    Round 1

    Sebastiano drew a Joker…
    Sebastiano: Punches Elhali: Fighting: (8)/4: Hit*: Location: Guts: Damage: 13/4: Suffers 2 Wounds: Broken Guts.
    Wolmar: Draws his Short Sword and attacks Sebastiano: (5,1)-2/6: Miss
    Greta grabs Elhali to get her out of the way.
    Abenzio: Draws his Maul and attacks Sebastiano: Fighting: (11,3)-2/6: Hit: Damage: 4/8: Unharmed.

    Round 2

    Q: Are they heard? (Unlikely)
    A: No, and it’s Unlikely they’ll be heard next Round too.
    Sebastiano: Punches Wolmar: Fighting: 2/5: Miss
    Greta gives a healing potion to Elhali: Alchemy: (5,1)/4: Success: 1 Wound is removed.
    Abenzio: Attacks Sebastiano: Fighting: (9,3)/6: Hit: Damage: 12/8: Location: Guts: 1 Wound: Broken Guts.
    Wolmar: attacks Sebastiano: (4,1)/6: Miss
    Elhali gathers her senses, and goes to close the door just in case.

    Round 3

    Q: Are they heard? (Unlikely)
    A: No, and it’s Unlikely they’ll be heard next Round too.
    Abenzio: Attacks Sebastiano: Fighting: (8,9)/6: Hit: Damage: 5/8: Location: Right Leg: No Damage.
    Sebastiano: Spirit: 7-1/4: Success, no longer Shaken: Punches Abenzio: Fighting: 9-1/7: Hit: Damage: 5/11: Unharmed
    Wolmar: attacks Sebastiano: (11,1)/6: Hit*: Location: Torso: Damage: 11/8: Shaken
    Elhali bars the door.

    Round 4

    Q: Are they heard? (Unlikely)
    A: Yes, but, only one worker is on the other side now, and the door is barred.
    Greta goes to support the door.
    Wolmar: attacks Sebastiano: (10,5)/6: Hit*: Location: Head: Damage: 16/8: 2 Wounds.
    Sebastiano: Spirit: 1-3/4: Failure: Remains Shaken.
    The fight is over. Sebastiano yields.

    The thug’s fist finds the elf in the ribs, and she loses her breath in an instant, having broken a rib or two. Bruised she falls back as Greta catches her, and pulls her out of harms way. Wolmar and Abe draw their weapons and attack him, but he evades them, with the footwork of an experienced brawler. He aims a punch at Wolmar who deflects quickly.
    Greta pours the contents of an alchemical potion into Elhali’s mouth, who feels immediately invigorated. She is still bruised, but feels much better.
    Abenzio swings his maul hitting the thug right at the chest. Wolmar tries to support him, but he doesn’t time his attack right, and can’t get a hit.
    Elhali, feeling better, rushes off to close the door, just in case some more Valantinas come after them.
    Abe’s next swing, barely hits his foe at the leg, and suffers a quick counterattack, hitting him at the torso. Abenzio’s bulky physique under the chain shirt isn’t easily hurt, and he is unscathed by the brawler’s punch. Wolmar joins with a thrust of his short sword, and grazes the thug.
    Elhali realizing it’s a matter of time before someone hears the battle cries, puts a makeshift barrier to the door, to bar it. She calls at Greta to come help, and she follows suit.
    From the other side of the door someone shouts “Hey what’s going on in there?”, and Wolmar, just in time with a circular slashing motion cuts a deep gash into his foe’s face, to fit with the other scar. “I yield! I yield!” he cries.
    “Good” Abenzio replies. “Now go tell them it’s all fine.” He carries the wounded thug, who’s holding his face, over next to the door, grimacing in pain, as Elhali holds a knife to his throat.

    Q: Does Sebastiano comply? (Likely)
    A: No, but not because he doesn’t want, he just can’t.

    The thug passes out from bleeding.
    “Hey! open the door!” They hear the overseer shout.

    Abenzio bashes at the door to Emilio Valantina’s Study.
    Abenzio: Damage: 14/10: The door is broken.
    The heroes rush inside.
    Each turn onwards I’ll roll to see if the door to the ante room is broken into.


    Emilio Valantina’s Study

    Q: Is the Scene as described in the module?
    A: Yes.

    Paraphrasing from the adventure module:

    Illumination in the room is provided by a suspended chandelier from the ceiling. A variety of pictures adorns the walls, each hanging slightly crooked. Oriental rugs cover the floor, creating a distinct atmosphere. Positioned against the western wall is a bookcase, from which some books have been taken and are now scattered across the floor. At the heart of the room stands a desk, thoroughly rummaged through and left in disarray.

    Without any tools like axes and mauls, the Valantinas will take a while to break down the door to the Ante Room, so the heroes might manage to escape.
    It’s now a question of if they’ll try to open the door to Emiliano’s bedroom, or if they notice the trail of blood.

    Round 1

    Door Damage: 10/10: The door is broken.
    Elhali: Notice: (2,4)-2/4: Failure
    Wolmar: Notice: (4,4)/4: Success
    Wolmar notices the trail of blood as the door is broken down.
    Abenzio pushes the bookcase over to the entrance to block it.
    Abenzio: Strength (4,1)/4: Success.

    Q: Is the secret door, the bookcase itself?
    A: No, they’ll still need to find it.

    Seeing the trail of blood disappear through the wall, they start looking.
    Greta: Notice: (4,4)/4: Success

    As the adventurers enter the study, they hear they had barred behind them get smashed down.
    Rushing into the room, Wolmar notices a trail of blood to the west. “Look!” he exclaims, but Abenzio has other things in mind. He wishes to block the path behind them, and seeing a massive bookcase, he pulls it over, and pushes it in front of the door they just ruined.
    Greta, being the most cool-headed of the party notices the trail of blood disappearing into the wall behind the bookcase that Abenzio moved. She examines the wall carefully, and finds a very delicate gap, “A secret door!”.

    Round 2

    The Valantinas enter the Ante Room and find Sebastiano wounded.
    Abenzio braces the desk behind the bookcase.
    Greta tries to find the catch that opens the secret door.
    Greta: Notice: (1,1): Critical Failure. She fails, and can’t search any longer.
    Wolmar: Notice: (9,4)/4: Success*. He finds the hidden catch and opens the door.
    Elhali rushes into the passage.

    Abenzio pushes Emiliano’s desk onto the bookcase, to create a makeshift barricade. In the meantime Greta and Wolmar try to find how the door opens. Greta looks carefully, but can’t make any sense of where it could be, but Wolmar, being more practical, traces the outline of the door with his fingers, and like this, he finds a small string, that he pulls out and the door lock is released.
    Elhali enters quickly. “Come on! let’s go” she calls for the other to follow her.

    Round 3

    Greta disappears into the passage.
    Wolmar disappears into the passage.
    Valantinas: Damage: 4/8: The barricade holds.
    Abenzio disappears into the passage, and closes the secret door behind them.

    And follow her they do, first Greta, then Wolmar, and after a short while of hearing the Valantinas bashing at his barricade, making sure everything is in place, so does Abenzio. He takes the additional measure of pulling the string behind him, so that it isn’t reachable from the other side, and the door will remain locked.
    “The Gem!” Wolmar says under the flickering torchlight.
    “They were after us! I’ll be happy to get out of here alive.” Elhali replies.
    “I had them.” Abenzio says.
    “Yeah big guy, that’s why you made sure they won’t follow.” She answers, and Abenzio smirks. “You saw the mess in the study.” She continues. “I don’t know about Emiliano, but if I know one thing about robberies, is that the gem isn’t there to be found.”


    Session Summary

    When the twists failed to provide surprise, the ruleset and oracle did!
    First things first. Once more, Let’s Talk shined. I don’t know why I love this little gem so much, but it has taken my dialogues to another level, and thus my entire sessions. Every time I use it, I’m looking forward to seeing how the dialogue will evolve. I’m still getting used to it, and want to really understand the underlying mechanics before having a final opinion on a couple of hacks I have in mind. I’m wondering on how could or should a NPCs Mood or Attitude shift within the same dialogue. For example would the extremes of Negative or Positive results shift their Mood or Attitude? Something to think about for the future.
    Another note is that I am trying to write down only the things that the party becomes aware or is immediately affected by a meta perspective. This will allow me to twist the adventure if needed without sticking to preset facts, and also perhaps give a minor sense of surprise to the reader.
    Back to the session. I absolutely loved how despite the failures, the story moved forward, and a great example of how playing an RPG is more than running combat mechanics. Yes, combat is interesting, but what shined to me in this session was the events surrounding it. The snide remarks by the thugs, blending in with the workers, stealthily scouting the base, failing to open the locked doors, getting into a brawl, and ultimately, having to improvise with a barricade and fleeing in the sewers. At the end of the previous session, and beginning of this I was worried about running a railroad, but after this session ended, I’m put at ease. The story is not written, it must be played.

     
  • giorgis 10:55 am on December 9, 2023 Permalink | Reply
    Tags: , , ,   

    Savage Warhammer S01E02 

    Warhammer Fantasy Roleplaying First Edition Old World Adventures in Savage Worlds Adventure Edition

    Session Two – The Asylum

    This is the dungeon-crawling part of the adventure. I won’t be using BOLD connections here.

    The Schatzenheimer Base

    Entrance

    Q: Is the Scene as described in the module?
    A: Yes

    Paraphrasing from the module:

    The entrance indicated by the guide reveals a steep set of stairs that descends to a slender corridor. Approximately ten feet along the corridor, it culminates in a door. Affixed to the door is a notice that states, ‘Observe the Laws of Asylum. Knock and Wait’

    So this door is trapped, of course the protagonists don’t know it.
    The module doesn’t describe if the trap is detectable, so I won’t give a passive Notice test.
    There are four possible options:

    • open the door without triggering the trap
    • open the door triggering the trap
    • break the door down
    • knock and wait

    I’ll roll randomly with equal chance:

    • open the door triggering the trap

    Elhali is in front, so it’s her who drops.
    On a successful Athletics test, she’ll react on time to avoid the trap.
    Elhali: Athletics (5,3)/4: Success

    Elhali turns the handle clockwise to open the door. In addition to the spring pushed out of the way, she hears a faint ‘click’. Her sense of danger kicks in and she grabs as hard as she can to the door. Just in time, as the ground beneath her feet gives way, and a trapdoor reveals a pit 4 yards deep. She’s hanging onto the door sheet above the pit, as the rest of the party is frozen by surprise. “That was close” she sighs as she jumps inside, and her companions follow along the sides of the entrance, avoiding the deep pit.


    Guard Room

    Q: Is the Scene as described in the module?
    A: No but, TWENE: Remove Simple element.
    There is no table in the centre of the room.

    Paraphrasing from the adventure module:

    The chamber is empty and devoid of light. Positioned along the northern wall are two sizable wooden cabinets that have been pried open, causing their contents to be strewn about the room. On the southern wall, situated to the left of the entrance, there is an iron lever measuring half a yard in length. This lever protrudes from the upper part of a vertical opening in the wall.

    Q: Do the adventurers interact with the lever?
    A: Yes, and they realize it operates the trapdoor. They will reset it to active, and close the door behind them.

    Q: Do the adventurers find the secret door? (Unlikely)
    A: Yes, and Elhali scouts it and they find that the secret entrance leads through a winding tunnel up some stairs to a back alley.
    Intervention: New Entity

    Q: Is it a Schatzenheimer coming through the secret entrance?
    A: Yes, and it’s two of them, and believe the adventurers to be the cause of the attack to their base.

    The elf smuggler’s attention catches a slight gap behind the left locker. She pushes it aside and finds a low opening, as she follows it, she runs back. Her companions startled at her quick return “Get ready!” she yells as she rushes back inside.
    Two footpads jump in behind her, clubs at the ready. “There they are! Git’em” one tells the other, and they charge.

    Round 1

    Abenzio steps forward and brings his flail down to the footpad.
    Abenzio: Fighting: (5,4)/5: Hit: Damage: 6/6: Shaken.

    Greta moves out of the way and readies a Stun bomb.

    Elhali attacks the footpad with her short sword.
    Elhali: Fighting: (1,4)/5: Blocked: Damage: 4/5: the club remains intact

    Wolmar steps in and attacks other footpad with his hand axe.
    Wolmar: Fighting: (7,2)/5: Hit: Damage: 12/6: Wound, Incapacitated: Broken Guts.

    Footpad Spirit: 1/4: Remains Shaken

    Round 2

    Abenzio: Fighting: (5,4)/5: Hit: Damage: 16/6: 2 Wounds, Incapacitated: Broken Guts.

    The adventurers make short work of the bandits. Elhali checks the secret passage to ensure there are no other surprises, and they continue onwards.


    Hall

    Q: Is the Scene as described in the module?
    A: No TWENE: Add Major element.

    Q: Is Kurt Holger’s body in this room?
    A: No
    I’ll roll for a Portent to help me identify the Major element in the scene.
    Portent: thronged servicing
    So…all the Schatzenheimers had contracted Nurgle’s Rot, and any handling of them, returns a 4% chance of the PCs suffering from the disease as well.

    Paraphrasing from the adventure module:

    Torches are affixed to the walls at intervals of 5 feet along all four sides. The majority of these torches have extinguished, and the ones that persist emit a fluctuating light that illuminates a scene of complete ruin. The doors are cluttered with overturned and shattered furniture, while every surface is marred with dried bloodstains. Scattered haphazardly throughout the room lie six lifeless bodies, each exhibiting numerous stab wounds or pierced by crossbow bolts.

    Q: Does Elhali search the bodies?
    A: No, and the adventurers are shocked by the destruction. Noone touches the bodies.

    They recognize the fig leaf motif, and they make the connection to the Valantina password.

    Two wear cheap pendants bearing a fig leaf motif. Abenzio makes the connection to the paper scrap they found at Vasari, and with the calling cards left on the other bodies, they are certain that these were members of the Valantina gang. Dropped on top of each of the Schatzenheimer bodies is a small card reading ‘Congratulatlons, you have just met the Valantlna Anti Personnel Crew’. They decide to leave the corpses alone.

    I’ll roll randomly to see to which room the PCs will go next.
    They go to room 4.

    Taking two of the still burning torches from the brackets, the adventurers head south through the destroyed door.


    Kurt Holger’s Room

    Q: Is the Scene as described in the module?
    A: Yes, and it’s unlikely that the next scene will be altered.

    Paraphrasing from the module:

    The room remains in darkness, its carpeted floor and upscale furnishings contributing to an air of opulence. Stretching along the western wall is an imposing bookcase, with the majority of its contents strewn across the floor. Wall hangings and pictures have been ruthlessly torn down, the drawers of the desk yanked out and emptied. Within the room lies a solitary corpse, that of a middle-aged man adorned in luxurious attire. His complexion is of a pallid brown hue, his countenance marked by three oozing sores, and one of his arms is conspicuously absent.

    Elhali: Notice: (4,4)/4: Success
    Elhali realizes this man is Kurt Holger.

    Q: Does Elhali search the corpse? (Likely)
    A: Yes
    Nurgle’s Rot: 96%/4%: No disease contracted.
    Elhali: Notice: (1,4)/4: Success

    Searching through the corpse of the man Elhali identifies as Kurt Holger, the elf smuggler doesn’t find anything of interest. Realizing they’ve arrived too late, the adventurers press on deeper into the asylum.


    Dormitory

    Q: Is the Scene as described in the module? (Likely)
    A: No, but, TWENE: Decrease Simple Element

    There are only two corpses piled here.

    Paraphrasing from the adventure module:

    Darkness envelops this room, revealing yet another tableau of demise and ruin. The southern wall is adorned with the remnants of numerous wooden bunks, accompanied by torn and bloodstained bedding. At one corner, two lifeless bodies are stacked in a heap.

    Elhali: Notice: (4,4)/4: Success

    Elhali notices the same ‘calling cards’ on the two corpses. The party moves onwards faster.


    Storeroom

    Q: Is the Scene as described in the module?
    A: Yes

    Paraphrasing from the adventure module:

    Torches brackets adorn both the northern and southern walls, but their flames have long extinguished, plunging the room into complete darkness. Within, you find a dozen sacks filled with grain, four sizable chests, three vacant barrels, a side of pork, and three lifeless bodies. The sacks bear slashes, spilling the majority of their contents across the floor. The chests, forcibly opened, have been emptied, and one of the barrels lies shattered into pieces.

    Ulrich Vogel, a member of the Schatzenheimer gang is here, wounded, with a loaded crossbow aimed at the party. In the Dim Light he looks like one of the corpses. I’ll draw initiative normally, but the characters can react to Vogel only if one passes a Notice test, or Ulrich shoots.

    Round 1

    Wolmar: Notice: (1,3)-2/4: Failure
    Abenzio: Notice: (5,3)-2/4: Failure
    Elhali: Notice: (5,4)-2/4: Failure
    Greta: Notice: (7,4)-2/4: Success
    Greta notices Ulrich aiming his crossbow at them. “Take cover!” she shouts, and jumps behind a barrel.
    Vogel shoots at Wolmar: Shooting (2,11)-3/4: Hit*: Location: Guts: Damage: 10: Soak Roll (3,1): Failure: Wolmar takes 1 Wound, Busted Guts, Strength reduced to d4.

    Round 2

    Elhali thrusts her sword at Vogel: Fighting: (3,2)/4: Miss
    Greta remains in cover.
    Wolmar roll spirit: (1,4)-1/4: Failure: Wolmar remains shaken
    Vogel shoots at Elhali: Shooting (7,3)-3/4: Hit: Location: Guts: Damage: 18: Soak Roll (1,4): Success: Elhali takes 2 Wounds, Battered Guts, Vigor reduced to d4. Elhali is Bleeding Out.
    Abenzio bashes at Vogel with his Flail: Fighting: (19,5)/4: Hit*: Location: Left Arm: Damage: 17: Soak Roll (4,5)-1/4: Success: Vogel Takes 2 Wounds, Cannot use his Arm. Vogel is Bleeding Out.

    Round 3

    Elhali: Spirit Roll: (2,1)-2/4: Failure
    Elhali: Vigor Roll: (1,2)-2/4: Failure: Reroll with Benny: (2,5)-2/4: Failure: Reroll with Benny: (3,5)-2/4: Failure: Elhali is Incapacitated.
    `Note: I realized that the Bleeding Out homebrew rule, for 2 Wounds injuries doesn’t make sense – you’re fine one moment – dead the next due to bleeding. Instead, I’m giving it another level. If active, and failing the Vigor Roll, the character Bleeding Out becomes Incapacitated. And if again they fail the new Vigor Roll, they’ll die as per RAW. Elhali is still not out of it, and she has burned two benny points already.
    Vogel: Spirit Roll: (3,4)-3/4: Failure: Vogel Spends a Benny and is no longer Shaken.
    Vogel: Vigor Roll: (1,4)-3/4: Failure: Reroll with Benny: (4,10)-3/4: Success
    Vogel draws his dagger.
    Wolmar: Spirit Roll: (10,2)-1/4: Success*: Wolmar is no longer Shaken
    Wolmar hacks at Vogel with his handaxe: Fighting: (5,1)-3/4: Miss
    Greta runs to Elhali and attempts to stabilize her: Healing: (1,2)/4: Failure: Reroll with Benny: (3,3)/4: Failure
    Abenzio bashes at Vogel with his Flail: Fighting: (11,1)/4: Hit*: Location: Guts: Damage: 17: Soak Roll (5,1)-3/4: Failure: Vogel Takes 2 Wounds, Incapacitated, Busted Guts.

    Round 4

    Greta attempts to stabilize Elhali: Healing: (3,11)/4: Success: Elhali is Stabilized.

    As the party walks among the ruined storeroom and avoids the corpses, Greta picks up some movement at the centre. “Look out!” she yells, as she notices a crossbow brandished under the dim light. Too late. The crossbow bolt hits Wolmar in the gut, who screams in agony.
    Elhali thrusts her sword at her foe, but she’s too hasty, and misses her target. Their enemy, wounded and prone, loads up another bolt and shoots the elf. The bolt hitting her in the abdomen. She screams in agony as the bolt goes clean through.
    Wolmar is still clutching his wound, frozen, but Abenzio, the towering beast is quick to react. His pit fighting days still at work in the dim lighted environment, and he brings down his flail with menace on his foe, crushing his arm.
    Elhali drops unconscious by the blood loss, as their enemy tries to regain his composure and make a final stand. In the meantime Wolmar snaps out of it, and charges with his handaxe, but he too, still in pain, misses his target.
    Greta runs to Elhali, attempting to staunch her bleeding, but it doesn’t seem to work.
    Abenzio ends the fight with another hit of his flail, crushing the man with brute strength, as Greta finally manages to stabilize Elhali, who slowly regains her consciousness.

    Greta will attempt to do First Aid on her friends.
    Greta: Healing Elhali: (6,2)/4: 1 Wound Healed.
    Greta: Healing Wolmar: (11,2)/4: Wolmar is healed completely.

    Greta gets her healing herbs and pastes and starts applying her knowledge at her wounded companions. 20 minutes later, Elhali is much better, with a few stiches at her wound, while Wolmar is back in fighting shape. The adventurers pick up their gear, and without sharing many words, they continue down the path in the Asylum.
    “We could have gleaned some information from him.” Elhali frowns.
    “So after a crossbow bolt to the gut, you feel bad, I turned him into a pulp?” Abenzio asks.
    Elhali shakes her head negatively, “Just, saying, we’re here, right in the middle of a gang war, and I feel like we’re going in blind.”


    Eastern Guard Room

    Q: Is the Scene as described in the module?
    A: Yes

    Paraphrasing from the adventure module:

    The room mirrors the condition of those preceding it, filled with scattered wreckage, adorned with splatters of blood, and littered with lifeless bodies. Seven of them, all with the same Valantina calling cards.


    Session Summary

    One thing is for certain, combat is gritty!
    It’s amazing how just a few slight modifications to the rules can increase deadliness by so much.
    I like how the party had to waste their Bennies just to survive a simple combat. And how these Bennies when used, they translated directly to GM Bennies. Vogel used them. I guess next time they’ll be more careful.
    Applying the modifiers and bookkeeping the combat was much easiier in FoundryVTT than when doing it by hand. It really speeds up the play.
    I’m not entirely certain I like how the Adventure Twist Questions apply to a railroaded map that is this part of the adventure. It feels like each alteration is restricted to the room itself where it applies. I felt like I had much less control of my PCs during this session, and I was more like a GM, running a few bots into a dungeon. Of course it could just be a combination of the particular adventure and my particular Oracle rolls, but nevertheless I’m having some thoughts as to how this could be remediated for future attempts.
    Thought to myself: should I use Player Emulator with Tags?
    Apart from the Bleeding Out fix that I had to implement – sometimes you need to see in practice if something works or not – I’m not changing anything else.
    Some other issues I had while running the adventure, was converting the foes. Not so much with regards to the Traits, but when to use a Wild Card or not. I made Ulrich Vogel a Wild Card as he had a name and everything. Not sure if this should be a standard for all enemies.
    I’ll also be definitely using the Henchmen and Right Hands rule from Beasts and Barbarians. This allows for some NPCs to have the ability to take 3 Wounds, but not gain a Wild Die, and the opposite.

     
  • giorgis 5:25 pm on December 3, 2023 Permalink | Reply
    Tags: , ,   

    Savage Warhammer S01E01 

    Warhammer Fantasy Roleplaying First Edition Old World Adventures in Savage Worlds Adventure Edition

    So… This is Nuln

    Some points I needed to have also clarified during Session Zero.
    I’ll define the Let’s Talk Tone Wildcards of the protagonists for the How you are (or rather Who you are).
    Abenzio is Rude
    Elhali is Charming
    Greta is Worried
    Wolmar is Friendly

    Also I want to add some motivations to my PCs, and will use UNE for this. To give some control (as PCs should have), I’ll roll 3 groups of 4 motivations and assign them to each PC depending on what makes sense.

    For Abenzio I have complete the poor, hinder lies, abduct greed.
    For Elhali I have produce harmony, indulge discretion, develop nature.
    For Greta I have advise academia, achieve technology, pursue expertise.
    For Wolmar I have guard servitude, determine spirits, learn industry.

    On purpose I won’t define now what they mean. I want them to be vague reminders to guide me on the feeling I get for each PC.

    Prior to the session, I’ll prepare the BOLD connections.

    actiongerundsubject
    commenddetailingpersonal qualities
    assurepreparingfriends or family
    ponderweakeninga like

    Starting, I ask MUNE an Adventure Twist Question:
    Q: Is the scene as described?
    A: Yes, and the next scene will be Likely on the ATQ.

    Paraphrasing from the adventure module:

    Grolsch Van Eyke

    The adventurers try the Inns along the waterfront, but they are all full. Tired and groggy, they begin to despair of ever finding a bed for the night. Things seem to be looking up when they meet a man in a tavern who introduces himself as Grolsch Van Eyke. He speaks with a distinctive Wastelander accent, and seems to take pity on them when he hears that they are newly arrived in Nuln. He warns them that it is extremely unwise to be wandering about the city at this hour, and says: ‘Giz’za couple of shillings and I’ll get you a nice warm room somewhere dry and clean’.

    A note here. I have asked the Adventure Twist Question beforehand, to set up the scene, but for major surprises, I will also be asking the Oracle if they are true. For example, in this particular case, Grolsch Van Eyke is an assumed name. The man the characters have met is a small-time Thief, a Pickpocket who is in league with a gang of Footpads, and he is trying to lead the players into an ambush. Therefore if my heroes decide to go along with his proposal, I will ask the Oracle prior to the ambush, a Adventure Twist Question. There’s always the chance that he is an honest man instead, and will take them to a nice inn (unlikely, but yeah).

    Now back to the adventure at hand, since I, as a player, have the meta knowledge of the ambush, I will ask the Oracle instead if my PCs are suspicious of Grolsch.
    The most streetwise member of the party, Elhali the smuggler will make a Notice roll, see if anything feels off to her.
    Elhali: Notice (6,4)/4: Success
    She feels something is off, but she can’t pinpoint it exactly, just a hunch.
    Let’s see if she convinces the party.
    Q: Does the party want to go with Grolsch? (Likely, they’re soaked, and spent too much time dealing with the customs agents)
    A: Yes, and, they look forward to it.
    Elhali: Persuasion: (3,3)-1/4: Failure

    “I don’t trust him!” Elhali whispers sharply, but her words fall on deaf ears. She has been heard, but the rest of the party is so cold, that they decide not to listen to her, even though deep inside they know they should have. She feels like she can’t make a greater deal out of it, as she’s not completely certain that Grolsch is a faux, and also she doesn’t want to make him aware of her alertness. She plays along, hoping that they’ll get a nice warm room soon.

    I’ll use assure, detailing, personal qualities from BOLD: Connections on Abenzio with Elhali, complementing it with Let’s Talk!
    So, the way I’m thinking these can be combined for intra-party banter, is that the PC who initiates the Connection (Abenzio in this case) and executes the exchange, sets the Greeting and Topic and Mood, and the PC who reacts to the Connection (Elhali in this case) sets the Mood.
    With this Connection, Elhali will have the Mood Suspicious.
    Abenzio’s hand has Friendly, Rude, Humorous cards, and he’ll use the Humorous card.
    I roll for Elhali’s reaction and get Positive, but since she is Suspicious that becomes Somewhat Positive which means she reacts Friendly.

    Abenzio seems to notice that Elhali is jumpy, he slows down his pace as the party follows Grolsch, in order to walk beside her, and when the moment is right, he opens his mouth, and in his hoarse voice he tells her “Worry not, for my skill with the flail has brought down more than one scoundrel in the pit fights of Grunburg. Just say the word and I’ll bash the skull of this Van Dyke dude.”
    Elhali laughs, and does a friendly jab at Abenzio. “Are you sure we can rely on your reflexes big man?”. She seems to have been put at easy for now.


    Q: Is the scene as described? (Likely)
    A: No. Roll on TWENE: Remove Major Element. So for some reason, the Footpads aren’t there. I’m thinking that this could be either because Grolsch is an honest man and gets them to an inn (unlikely – Elhali has already established that something doesn’t feel right), or because something happened that drew the footpads away, perhaps a Town Watch patrol at the right moment? (likely)
    Q: Is there a town watch patrol? (Likely)
    A: No.
    Q: Perhaps the ambush isn’t out in the streets, but inside the building, with Grolsch partaking int it?
    A: No, and, it’s “The Reaver’s Return”

    Okay, so this is a fine example of the Oracle (GM) wanting to take the story on it’s own way no matter what the Player (Solo) wants the story to be. I desperately wanted to have an ambush fight here, to see how the system fares, but instead the Oracle decided to not have the Episode 2: Ambush! altogether. I even had taken a screenshot from the PDF of the corebook small map, and Upscaled it via AI and had prepared Footpad Tokens. Now, to keep the story going as it should, I decided that this establishment where Grolsch took them is the “Reaver’s Return” from Episode 3: The Reaver’s Return, so that the story is not derailed at all. That’s another fine example of how in a social TTRPG, a GM would improvise and Railroad the players “the right way”, instead of forcing them through other ways to the proper inn to continue the story, the GM can just present this inn, as the first available establishment.
    Using Solipsism, I will keep in mind to use the Ambush as a Location in the Map list, but it hasn’t activated yet as per the Solipsism adventure Railroad rules.
    Back to my story, I don’t know why Grolsch actually led them to an inn, perhaps he saw that the adventurers are tougher than he initially thought, or he saw a patrol near the original ambush site, or he’s just plain honest and the secrets he hides are completely irrelevant from the adventurers and their story.
    Keeping Chekhov’s gun in mind, I can see that Grolsch played his part in the story, and I can continue without bothering myself more about him (at least until the Oracle dictates otherwise).

    Paraphrasing and combining parts from the two episodes of the adventure module:

    Grolsch leads the party down dark, winding alleys and through streets littered with rotting vegetables and stinking debris. At last, he reaches a door down a dark, dingy lane and the party sees a tattered sign swinging in the wind. It reads ‘The Reaver’s Return’. There is no sound from inside the inn, but a weak light shows through a grimy ground floor window. The place looks even grubbier than the others they have seen – if that’s possible – but they are desperate.
    ‘Here we are,’ he says.
    Wolmar gives him a couple of shillings and Grolsch disappears through the alleyways.
    Elhali tries to open the door, but it’s stuch fast and won’t budge.
    A voice calls from inside, ‘Shove it!’
    There is a pause of about a second, and then the voice calls again. ‘The door, dumdum, just give it a good hard shove!’

    Note: I’m trying to eye situations about what makes sense and assign difficulty modifiers. WHFRP average skill rolls have a lower chance of success than an average skill roll in Savage Worlds. In general if it’s an average WHFRP situation I’ll be assigning a -2 Difficulty modifier, subject to change depending on circumstances.

    Elhali: Strength: (2,4)-2/4: Failure
    Abenzio: Strength: (3,3)-2/4: Failure
    Wolmar: Strength (2,5)-2/4: Failure
    Greta: Strength (3,11)-2/4: Success*

    Huh, perhaps the -2 difficulty modifier was too much, or the dice gods wanted the weakest party member to open the stuck door.
    Come to think of it, I should have had one open the door and the other assist. I’ll keep this in mind for the next team effort opportunity that arises.

    Elhali tries to push the door open, and as she fails, Abenzio, the hulking Tilean brute shoves her aside and pushes. To his surprise, the door doesn’t budge. Wolmar pushes too but the door remains in place. ‘Shove it!’ the voice calls from inside. Greta steps forward, and pushes with all her weak little might. Was the door already unstuck from the previous efforts? For whatever reason, frail Greta the door suddenly gives way.
    Abenzio, scoffs. ‘We set it up for you’. His pride hurt.
    The party steps into the inn through the wreckage, and the white-haired, wrinkled, old publican looks up from the bar and frowns. ‘You’ll have to pay for that, you know,’ he says.

    Q: Is the scene as described?
    A: Yes, and the next ATQ will be Likely. Intervention: Entity Negative: Greta Kahl.
    I’ll give Greta a Fatigue Level from the effort.

    Greta grabs her bruised shoulder. She starts to feel a numbing pain, and realizes she shouldn’t have tried to so hard to get the door open.
    ‘Pay for what? it was a stuck door.’ the elf counters.
    ‘That will be 6 Gold Crows to repair it darling.’ the innkeeper replies.

    Wolmar will attempt to bargain a better price.
    I’ll use Let’s Talk! once more, using the Persuasion option.
    Quoting from Let’s Talk!:

    Make the Exchange to represent the petition, and then use the ‘persuasion’ system of the game you’re playing, giving it a bonus or a penalty depending on how well (or bad) the exchange went.

    Reading the ‘Social Conflict’ rules from SWADE, these also last three rounds of conversation, and you gather Influence Tokens. I think I can combine the two, and depending on the length of the conversation or the topic, use just 1 (as in this case) or 2 and 3 Exchanges and Conflict Rounds. I’m excited as to how these two seem to connect together.

    First I’ll choose the Greeting Attitude for the innkeeper, which will be Neutral.
    Then I’ll choose the Topic. This is clear. He wants 6 Gold Crowns from the characters.
    Rolling for the Mood, I get Chatty.

    My Let’s talk hand has some interesting options, I can choose Friendly, Humorous, Aggressive.
    I’ll start by using the Friendly card.
    I roll on the Reaction Roll, modify it with the mood and get a Negative result, which combined to the NPC’s tone, means they’re in Disagreement.
    So now, I’ll roll Persuasion at a -2. Against the Innkeeper’s Spirit.
    Wolmar: Persuasion (8,7)-2/1: Success*

    Rudolf Grasser

    Wolmar put on the best smiling face he can. They’ve been soaked wet, freezing cold, and walking through the dirtiest alleyways at night, scared for their lives in an unknown city. Yet he needs to muster whatever happy thoughts he can. Feeling the warm fire inside, he focuses on it, and turns to the innkeeper.
    “I’m certain you don’t treat all your customers this way. We will after all stay the night here, which should more than pay for the cost.” He pledges.
    “As I said before young one, it’s 6 Gold Crowns, if you want to stay the night, that’s 1 Gold Crown per head.” The innkeeper replies.
    “Then we will give you 6 Gold Crowns in total, and we’ll stay for the night.” Wolmar puts his trade skills to the test, having learned from this father.
    “Alright. Pay upfront, and sign your names in the book.”
    As the adventurers pay up and write down their names, the innkeeper turns to them. “My name’s Rudolf Grasser, in case you need to call me. I’ll lead you to your rooms now upstairs.”
    The adventurers finally sigh in relief. What a day!


    Q: Is the scene as described? (Likely)
    A: Yes.

    Paraphrasing from the adventure module:

    After the money is handed over, Rudolf shows them to their room. The ‘Return’ is a three-storey wooden building, and he takes them to a dingy attic room. The stairs creak under their weight and the bannister feels distinctly shaky. At last you get to the room. ‘You get a nice view of the canal,’ grins Grasser, showing the rotted stumps of his teeth. They can’t see anything through the filthy windows, but can certainly smell the canal.
    Elhali complains “what a dump, you price this for 1 Gold Crown? that’s one Shilling at most!”
    Pointless; Grasser touches an index finger to his forehead, muttering ‘Have a nice day,’ and leaves.

    Now the module here describes probable courses of action. I don’t think they will consider going out again in the dark of the night to find another inn, or spending the cold night in an alley, especially after having paid 6 Gold Crowns (and two shillings).

    Personally, to my own Player style, I wouldn’t look to fastening the bolts, or setting a guard when sleeping in our own room at night, so I will ask the Oracle if the players sleep taking precautions giving it an Unlikely probability. In the Event of any Yes result, I will make a Notice roll to see if they notice the unfastened bolts and they’ll take this course of action. Otherwise they’ll just take turns guarding.

    Note: I had absolutely forgotten to use Solipsism. I tried to retrace the necessary steps, and Railroad the adventure into Solipsism as described under the Instructions section of the Engine. I could not make it work properly. However I could see it working as an excellent tool to put the adventure back into it's Railroad if it goes astray, since you add Features and Elements that have already been established, and connect the Paths to them. I'll keep this in mind, but for now, I'll be regressing to the use of MUNE as my main Solo Engine.

    Back to the adventure:
    Q: Do the adventurers take any precautions sleeping? (Unlikely)
    A: No, and, they go to sleep directly, going to Episode 6: Sleeping Dogs.

    Back to using BOLD connections before going to sleep:

    actiongerundsubject
    commendpreparingfriends or family
    ponderweakeninga like

    I will use commend weakening a like from Greta to Wolmar.
    Wolmar’s mood is Fair.
    Greta’s hand has Friendly, Questioning, Worried.
    Greta uses Friendly.
    Wolmar’s reaction is Somewhat Positive so he is Happy.

    As they prepare their beds for the night, and set aside their gear, Greta turns to Wolmar, “It was nice how you bargained for a better price from the old scrooge. He sure would have liked to have fleeced us.”
    Wolmar blushes with pride. “Thank you! I’ve learned a thing or two from my father’s trade. Everyone will try to make a profit out of you if you let them.” A feeling of completeness and success overwhelms Wolmar as he turns back to preparing for the night.

    So this is a GM controlled section, as the players are all sleeping and a thief named Bertoldo Vasali tries to rob them.
    Q: Is the scene as described?
    A: Yes, but, TWENE: Decrease Simple Element. The freezing cold has reduced the terrible canal smell.

    Bertoldo enter room through window: Stealth: 4+2/4: Success
    First target: Greta Kahl: Thievery: 3/4: Failure
    Thievery: 4/4: Success.
    Second target: Wolmar of Schlafebild: Thievery: 1/4: Critical Failure. Wolmar wakes up.

    Paraphrasing from the adventure module:

    In the dead of night, Wolmar is disturbed by a hand in his clothing. He wakes with a start to see a hooded figure rushing towards the window.

    I draw initiative cards for all the party members, however Wolmar must act before Bertoldo to wake up the others.
    He draws… 3 of Clubs, while Bertoldo drew a 9 of Hearts.

    “Thief! Wake up!” Wolmar shouts, as the figure exits through the window. Wolmar bravely chases after him, as does Elhali. Greta and Abenzio, follow suit, albeit more carefully.


    We go to Episode 8: Rooftop Chase
    Q: Is the scene as described?
    A: No, and, TWENE: Increase Simple Element. The rain is steady and heavy. Athletics roll are required just to avoid slipping off the roofs.

    Paraphrasing from the adventure module:

    Outside it is cold and rainswept. Ahead, Wolmar can just make out a hooded figure disappearing over the rooftops.

    Round 1

    As luck would have it, Wolmar and Greta are the first to act.

    Wolmar walks carefully behind and jumps over the rooftop, across the 2 yard gap to follow the thief.
    Wolmar: Athletics: (4,3)/4: He makes the jump, and attacks Bertoldo.
    Q: Did Wolmar grab his handaxe?
    A: No, he just has his dagger.
    Wolmar: Fighting: (4,1)/5: Bertoldo dodges the attack. Bertoldo: Athletics: 7/4: Success. Bertoldo doesn’t fall.

    Greta goes to the other side of the roof and jumps to the next building, following.
    Greta: Athletics: (2,2): She falls. Damage: 5/5: She’s Shaken.

    Bertoldo jumps across the rooftops and over the canal.
    Bertoldo: Athletics: 1/4: Critical Failure. He falls into the canal. Damage: 1/5: No Damage.

    Elhali will attempt to jump down carefully: Athletics: (1,4)/4: Success
    Abenzio will attempt to jump down carefully: Athletics: (2,9)/4: Success* he rolls down with grace, and moves towards Bertoldo.

    Walking carefully on the slippery roof tiles, under the rain, Wolmar jumps behind the thief across the alley between the two buildings. His footing steady, the 2-yard gap is closed and with the momentum he has he swings his dagger at the figure. “Surrender thief!” he yells. The rogue evades the blow, at the same time maintaining his balance.
    Greta tries to follows suit, but she slips at the last moment, and she can’t reach the roof across safely. She loses her grip, stopping the momentum of the fall at the last moment, grabbing the ledge with her hand, and falling clumsily to the alley 5 yards below.
    The thief turns his back at Wolmar and tries to jump across the canal to the roof of the building on the other side, however he misjudges the distance, and falls face first into the shallow water with a big splash.
    Elhali slowly climbs down from the rooftop next to the canal, while Abenzio jumps down, and performs a majestic roll, which is unbecoming of a man his size.

    Round 2

    Greta acts first, Spirit Roll: (11,5)/4: Success*. Greta removes the Shaken status, she jumps into the canal and after the thief who took her purse, and attacks him with her knife. Greta: Fighting: (1,5)/5: Hit: Location: Head: Damage: 3+4=7/5: Shaken

    Bertoldo Spirit Roll 3/4: Failure. Bertoldo remains Shaken.

    Abenzio walks in the canal, and charges at Bertoldo.
    Q: Did Abenzio grab his handaxe?
    A: No, he just has his brass knuckles
    Abenzio: Fighting: (4,3)/5: Bertoldo dodges the attack. Bertoldo: Athletics: 4/4: Success. Bertoldo doesn’t fall prone.

    Elhali walks around, avoiding to get wet in the canal, and blocks Bertoldo’s way out.

    Wolmar will attempt to jump down carefully: (3,4)/4: Success.

    Greta quickly recovers from her condition, and pulling her dagger from her belt, she lashes at the thief. “Give me back my money you filthy swine!” she screams, and her dagger grazes the man’s neck, who looks back at her with horror. He doesn’t move, still shook from the fall in the cold dirty water, the relentless pursuit of his victims, and the mental assault of Greta.
    Abenzio presents his knuckledusters and jumps at the thief, who instinctively dodges out of the way, and splashes into the water at the side.
    Elhali carefully moves to the side to block any attempt to escape, while Wolmar carefully gets down from the roof, to join his companions.

    Round 3

    Abenzio draws a Joker and acts first, attacking Bertoldo: (7,11)+2/5: Hit*: Hit Location: Left Arm: Damage: 18/5: 3 Wounds. Bertoldo is down. He can’t use his left arm.

    With a right hook, Abenzio’s massive arm, crashes into the thief’s left side, shattering his shoulder. The man cries out in pain. “I surrender! Please stop.”

    The adventurers pick the thief up, and stand him next to the wall of a building out of the canal. Abenzio’s hand grabbing the man by the throat.
    “Search him. Get your money, and make sure we find no other surprises.”

    Elhali: Notice: (7,5)/4: Success.

    Bertoldo Vasari

    Elhali pats the thief down, retrieving Greta’s purse, who she returns to her companion, a dagger hidden in the boot, several silk handkerchiefs, and a scrap of paper with a fig leaf motif.
    Before they have the chance to talk to him further, they can hear the footsteps of armored men. The City Watch arrives.

    I’ll go to UNE to get some description of the City Watch sergeant as the module doesn’t describe the interaction with the City Watch.
    I get indifferent outcast with motivation aid cowardice.
    I have a few thoughts as to what this means, I’m not going to try to define them, since this would give me meta knowledge that I don’t want to have. I’ll consider this as to what the protagonists initial perception of the sergeant is.
    He seems to care about helping the weak as they can’t do so themselves, doesn’t like vigilantes, but in no case will he go above and beyond, as he gives the impression of a man of greater stature placed in a low station.

    I’ll use Let’s Talk, and Advanced Moods.
    The Sergeant’s Greeting is inquisitive “What has happened here?” the Topic is the capture of the thief, and we’ll have to roll to see who will talk with the Sergeant.

    Note: I just realized that Elhali is an outsider so she should have penalties to interaction rolls with the locals. Abenzio is an outsider too. I should have applied these penalties to my interactions with the Customs officer in Session Zero. Nevermind.

    Wolmar seems to be the face of the party, so he takes the opportunity to talk to the sergeant.
    Wolmar: Notice (3,2)/4: Failure. He fails to understand the Mood of the Sergeant, so I will only roll at the Mood Column, and get the Mood only after I’ve played the first card.
    Mood Column: 3-4
    Wolmar’s deck is: Wildcard, Questioning, Aggressive.
    Wolmar will go with his Friendly Wildcard.
    Sergeant’s Mood is Overwhelmed.
    Sergeant’s Reaction roll is Positive and he’s Happy.
    Nice, I’ll stop at only one Exchange.

    Sergeant

    Five men of the City Watch surround the party, swords at the ready, they flash their torches into the faces of the adventurers and their prisoner.
    One of them, that the party can only figure out he’s the Sergeant, steps forward, his hands on his waist, fingers close to his sword hilt. “Cease Fighting! What has happened here? Are there any others? Explain yourselves.”
    “Sire,” Wolmar begins, “What a great help! We’re so thankful for your timely appearance! My name’s Wolmar, Wolmar of Schlafebild. We were sleeping soundly in our accommodations over there” he points to the window of the Reaver’s Return, “when I was woken in the middle of the night, by this man’s hand in my pockets! He tried to make a run for it, jumping across the rooftops, but he fell in the canal, and we caught up to him. My friend Abe here must have roughed him real good, he won’t be any more trouble to you. He had already stolen Greta’s purse, but we made sure to return it to her.” He points to Greta. “Hope we’re not overstepping our bounds, we’re newcomers to Nuln, but we couldn’t let the thief get away with our belongings!”
    The Sergeant seems indecisive at first. “Yes, you should not go after thieving scum, that’s the City Watch’s job. Don’t want to find yourself with a dagger stabbed at your back, only because you thought you could handle danger and adventure.” He can’t hide a smile though, sighs, and turns to one of his men. “Isn’t that Bertoldo Vasari?” he asks him.
    The guard puts the torch closer. “Yes he is, and I doubt he’ll be using this arm again to steal from anyone anymore.”
    The sergeant turns back to Wolmar, “We’ll take it from here. Oh and so you know, there’s a reward for catching this particular man.” he counts 4 Gold Crowns and gives them to Wolmar. “Don’t become a bounty hunter, they don’t last long.”


    With that, I’ll use the last of my BOLD connections, ponder preparing friends or family from Elhali to Wolmar.
    Wolmar’s mood is Empathic.
    Elhali’s hand has Humorous, Romantic, Surprised. She’ll use the Surprised
    Wolmar’s reaction is Positive so he is Helpful.

    As soon as the adventurers return to their room in the Reaver’s Return, Elhali turns to Wolmar. “We were caught unaware! How did he get inside? Should we have been better prepared? I recall my father telling me stories of acrobats jumping across roofs to steal from folks in deep sleep, but I’d never believe it would happen to me.” She hits her forehead. “Stupid me, I should have been more careful. Bolting the windows or something.”
    “Hey, it’s not your fault alone. None of us thought about it. Nuln is more dangerous than we initially thought. Next time we bolt the doors and windows, and if that’s not possible, we’ll take watches through the night. We can do it.” His words soothe her as she fastens the bolts on the window.

    We go to Episode 9: Rise and Shine
    Q: Is the scene as described?
    A: No, and, TWENE: Add Major Element.
    I get a Portent: Dazzled Incumbent. Huh, I’ve learned a new word.

    Normally, the party would be at a loss now, trying to figure out what to do next and earn money, as they’re going to go broke soon otherwise. Which according to the module would hint them to go to Reiks Platz and look at the notice boards (including one notice for the Oldenhaller contract). However, since we have TWENE altering the scene, I’m going to interpret it as follows. An employee (official?) of Councillor Oldenhaller has heard of their exploits and on his way to put the notice on Reiks Platz, he stopped by to see the heroes themselves.

    As the adventurers climb down the steep creaking wooden stairs to the groundfloor of the Reaver’s Return, their eyes fall upon Grasser behind the bar, talking to a man in fine clothing. “There they are!” Grasser gestures for the man to see the adventurers descending into the main hall.

    His name is Wolf Schreiber. Getting some information from UNE.
    Schreiber’s Bearing is Knowing/Account.
    Going with Let’s Talk.
    We’ll have the Greeting with the Topic being the NPC brings an opportunity.
    His Mood is Self Absorbed.
    Wolmar will do the talking on the party’s behalf.
    Wolmar’s hand is Aggressive, Surprised and Charming.
    He’ll play Surprised.

    Wolf Schreiber

    The well dressed man introduces himself. “My name is Wolf Schreiber, and I come with an opportunity for daring men and women like you. Your exploits last nights exploits have reached my ears.”
    Wolmar is taken aback. “They have?” Wolmar sounds surprised and changes his tone immediately. “I mean for certain they have, it’s about time our name starts being heard in Nuln.”

    Schreiber’s reaction is Somewhat Positive, and he is Questioning.
    Wolmar will use Charming.

    “And what are your names? What can you do?” Schreiber asks.
    “Oh what, can’t we do.” Wolmar answers. “My big Tilean friend Abe here,” he pats Abenzio’s shoulder “took down a wanted man last night with a single punch. Elhali,” he gestures towards the elf rogue “can walk the rooftops with the agility of a cat, and Greta, will make a balm that all your bruises are gone. We are good.”

    Schreiber’s reaction is Somewhat Positive, and he is Surprised.

    Schreiber seems taken aback by Wolmar’s presentation, “You sure seem so!”. He pauses for a second and continues. “Look, I was on my way to Reiks Platz to put up this notice for my employer, Councillor Oldenhaller. He’s looking for specialists for a repossession job. One’s night work, legal, some danger, good money. You’ll find him at Oldenhaller Mansion, Oldenhallerstrasse. I thought I’d give you a head start since I believe you fit the criteria… what does it say… ah ‘Military background helpful'” he looks at Abenzio. “No timewasters.” he looks at Wolmar. “I’ll be on my way. You, have a nice day.”
    “Good day to you too Mr Schreiber!” Wolmar replies, and before he has a chance to ask any more questions, Schreiber has already left the cesspool of an inn that the Reaver’s Return is, and is on his way to Reiks Platz.

    I won’t ask the Oracle as to how the protagonists react. This sounds like a good opportunity, so they’ll take it.

    After some gruel for breakfast, the adventurers prepare, and head off towards Oldenhaller mansion.


    We go to Episode 13: The Oldenhaller Contract
    Q: Is the scene as described?
    A: Yes, but, TWENE: Remove Simple Element. The oriental rugs have been removed from the hallways to not be ruined from the heavy boots of any visitor adventurers.

    Paraphrasing from the adventure module:

    The party finds the mansion easily, and the doorkeeper clearly expects to see people in heavy boots tramping into his master’s hallway, no rugs are in the hallway. A messenger is sent to the Councillor, and after a half-hour wait they are led through winding, opulently decorated corridors to a huge study. The floors are covered with oriental rugs and the walls are hung with family portraits, hunting trophies and framed contracts and bonds.
    Albrecht Oldenhaller sits behind a vast mahogany desk, toying with a jeweled paper knife. He looks them up and down, and then speaks.
    “As you may be aware,” he says, “The house of Oldenhaller is engaged in trading and other activities at a number of levels, and we would be most unhappy – if our dealings with certain of our agents and contacts were to be made public. Accordingly, I must insist that this business must be conducted in the utmost secrecy.” He pauses significantly while this sinks in.
    “A certain gem has appeared in the city,” he continues. “I won’t bore you with the details, except to say that it was acquired on behalf of the House of Oldenhaller by a group of people vulgarly known as the Schatzenheimer gang, who have so far failed to make delivery. You are to recover the stone from them and deliver it here by dawn tomorrow. Like many great stones, there are several legends and superstitions attached to the gem. It is said to have come from a ring worn by Nurgle, the Chaos God, and to carry a highly infectious rotting disease which afflicts all those who handle it. I set no store by these superstitions, but in case there is some substance behind them, you will take this” – he pushes an elaborately carved wooden box across the desk – ”and use it to carry the stone. It bas been enchanted to suppress the magic of anything inside for precisely six hours. That should give you adequate time to deliver the stone here. You will set out at nightfall, and I will have you guided to one of the entrances to the area known as the Asylum, which is where I believe the stone to be. Are there any questions?”

    Albrech Oldenhaller

    “The most important thing you’ve left our. How much is the pay?” Elhali asks.
    “100 Crowns for the each of you, but how do I know you are suited for the job?”
    “Your man Mr. Schreiber sought us out himself and sent us here.” She counters.

    Now it’s time to use Let’s talk. Each exchange will allow for one question, and of course there’s the matter of bartering for a better price.

    Elhali will do the talking this time. Her hand is Worried, Flirting, Wildcard.
    Let’s see if we can Read the Room.
    Elhali Notice: (5,2)/4: Success
    Oldenhaller’s Mood is Diplomatic.
    She will use Worried. Oldenhaller’s Reaction is Somewhat Positive and he is Worried as well.

    “You hire us for a really dangerous job. You want us to bring you this gem? You’d better tell us exactly what we’re dealing with, and not the superstitious mumbo jumbo. You don’t want your hired hands fail just because you didn’t brief us properly.” Elhali shares her concerns, building up the stage for her next sales pitch.
    Oldenhaller looks down for a moment. “Yes, but yes, you are right. I’ll tell you all you need to know. I wouldn’t have it any other way.” Her pitch worked.

    Elhali will use Wildcard, Charming now.
    Oldernhaller’s Reaction is Negative and he is Neutral.

    She takes a chill posture, “And as I said, we will get the job done. Mr. Schreiber will vouch for us. You want to get the job done? We’d better have some extra coin, you know for motivation.” She tries to sell the pitch.
    But Oldenhaller is unimpressed. “I’ll see it when it happens.”

    The overall dialogue went somewhat poorly, so I’ll give a -1 to Elhali’s Persuasion attempt again’st Oldenhaller’s Spirit, and another -2 for her Outsider status. I should have had Wolmar do the talking…
    Elhali: Persuasion: (2,2)-3/3: Failure

    He looks at the elf. “100 Crows each. Mr. Schreiber sent you here, and you did take advantage of the opportunity to come first. I’m certain there are other adventurers willing to take the contract. Quite as capable as you.” He pauses. “So what will it be?”
    “We’ll take it” Elhali replies. A bit bummed she didn’t get a better deal.

    Paraphrasing from the adventure module:

    Albrecht begins to explain the terms of his offer.
    “As I’ve already explained, secrecy is essential. You cannot involve anyone else in this mission nor recruit any hired help. You will be taken to the edge of the _Asylum, and after that you are on your own. The entrance leads into the portion of the complex: controlled by the Schatzenheimer gang. They are mainiy Nulners; they forge currency and trade in contraband and stolen goods. We think that Kurt Bolger the gang’s leader, has the stone. From the Schatzenheimer area, the Asylum runs towards the river. The central area is run by the Valantinas, who are mainiy Tilean immigrants. They are the most powerful gang in Nuln, involved in every imaginable form of illicit activity. On the easternmost edge of the Asylum is the base of the Huydermans gang, with access to the river. The Huydermans are Wastelanders, and are mainly smugglers and cutthroats”
    “You shouldn’t have too much trouble moving about in the complex although you may need to know the gang’s passwords. The Schatzenheimer password for today is ‘Sweet Hanna’. I don’t know either of the other gangs’ passwords. That is all I can tell you.’

    Oldenhaller has nothing more to add. A servant appears, and the adventurers are lead out of the study, down more winding corridors and into a small private study. The servant offers to have any goods fetched from the ‘Heaver’s Return’, and will present the adventurers with a hearty meal. The characters will are not left unescorted at any time. A half hour later; the guide arrives, along with any equipment the adventurers requested from the ‘Return’.

    I’ll make a Smarts roll for Abenzio, to see if he realizes that the word ‘Malindi’ alongside with the dates, is the Tilean gang’s password.
    Abenzio: Smarts: (9,5)/4: Success*

    While still at the study, Abenzio asks for Wolmar to see the fig leaf marked paper they got from Vasari. He pauses for a moment. “That’s Tilean”, could it be the password for the Valantina gang?” he shares with the rest of the part. “Wouldn’t hurt to try.”
    And with this, night is beginning to fail as the characters set out for the Asylum.

    Bookkeeping

    I need to start having some minor bookkeeping. My party has spent 6 Gold Crowns and 2 Shillings, and earned 4 Gold Crowns so far.
    So each party member has spent 10 Shillings and 6 Brass Pennies, or 10/- 6d in short.


    Session Summary

    It’s been a long while since I had so much fun during a solo gaming session.
    Using the right tools played a major hand in this, so I’ll break it down for analysis.

    I’ll start with the star of the story: Let’s Talk.
    It’s the social mechanics tool I’ve been waiting for so long. I’ve tried other systems, engines, but none ever came close to how much fun and interesting Let’s Talk made the dialogues.
    Yes, there’s a slight minigame approach to it, but that’s where the fun comes. Afterall, aren’t social interactions reliant on how we act during a discussion? Haven’t people ever snapped at someone and then come to regret it? Or frozen at someone’s advances, and then wondered why they did nothing?
    The core concept of the tool and the Moods, Tones, Attitudes and Reactions interactions tie all together so nicely. Couple this with Advanced Moods and Persuasion and Lying mechanics, it’s an absolute little gem.
    It’s a bit rough around the edges, and you absolutely need to try it out, as it plays much better than it reads. I wonder how different social mechanics, such as Intimidation would work with it, and if it can work with RAW or it needs a different approach, but that’s a thought for another day.
    A slight note, is that per RAW, you draw a new hand (without restocking the main deck with the first three drawn cards), whereas I went Hardcore mode, and had to use just the three cards I had drawn at first for the entirety of the three exchanges, which is a tougher approach, because as the duration of the discussion increases, your options decrease as well, and with a bad hand, you might decide to cut it early altogether (as I did with Oldenhaller, avoiding to go Flirting).
    With Let’s Talk, my Dialogues had way more immersion than combat! It’s about time that Social Mechanics get the place they deserve in RPGs. Kudos to the author.

    My combination of BOLD’s Connections with Let’s Talk seems to have worked well, and I had the perfect opportunities to add some filler on otherwise empty adventuring periods. I need to keep this up and not forget to use it.

    UNE works well too, but there’s some overlap with Let’s Talk,

    With regards to the use of Solipsism, I had to cut my losses, and abandon my effort. I spent like an hour trying to make it work with Railroading the adventure, but it just didn’t fit. I’m keeping Solipsism in my solo toolbox for future use.
    MUNE took the burden on it’s shoulders like a champ. My adventures got modified to the right extent. Some major twists occurred too, with the footpad ambush never happening, and the adventurers heading directly to the Oldenhaller mansion without stopping by at Reiks Platz and wasting time with the side quests of the notice board. On the other hand, some more fun would have been had should these events have the opportunity to occur.

    I didn’t get a good chance to try out my combat hacks in Savage Worlds as much as I would have liked, but a first taste seems to have worked well. If things go as expected there should be plenty of fighting in the next Session.

    I’m going to add another hack, as proposed by midgetmanifesto, bennies used for rerolls refresh every gaming session. However bennies used to save one from death – a Soak Roll when otherwise the PC would be incapacitated, are permanently burned, and reduce the maximum number of the PC per session.

    I’ve started using FoundryVTT, and it sped up my solo gaming experience like twice. The SWADE modules 1 2 have all the necessary information, and there’s also a MUNE module that I’ve used extensively. I spent some time preparing the VTT cards of Let’s Talk, and using it with my characters. More or less it works smoothly. There’s a learning curve, and I still have ways to go.

    On the AI front, again I’ve decided to not use any generative text AI like ChatGPT, and I’m narrating the scenes, combat and dialogues. On the other hand, I’m using generative AI for evocative images, and especially portraits.

    Overall I enjoyed the adventures, and getting to know my party and how the characters evolve. Looking forward to the next session into the Asylum!

     
    • midgetmanifesto 3:18 am on December 15, 2023 Permalink | Reply

      Vogel is probably just a Mook. Wildcards are truly notable enemies. As you said, Vogel was a simple combat. Another though is Vogel is pretty messed up in the scenario so is probably working under wound penalties.
      Wild cards should be chapter bosses and reoccuring enemies.

      Liked by 1 person

      • giorgis 2:44 pm on December 15, 2023 Permalink | Reply

        Oh that would make sense. It never occurred to me to just apply Wound Penalties, while retaining the Mook status. Insofar the most difficult conversion issue, balance wise, is this. Especially considering prewritten modules.
        Thanks

        Like

        • midgetmanifesto 5:40 pm on December 15, 2023 Permalink

          Conversion can always be a bit tricky. If you realize most normal folks are d4s in savage worlds with an upgrade to a d6 if it’s ‘their job’ it gets pretty easy. Soldiers for instance are shooting d6. A notable would have d8. So that bare knuckle fighter at the carnivale is probably a d8 strength, vigor and fight BC he’s above what a regular trained person would be. A gutter dreg would be d4s all around

          Liked by 1 person

        • giorgis 5:45 pm on December 15, 2023 Permalink

          Yes! I’m using a conversion I found somewhere online that starts with 20-29% being a d4, and increasing a die step for each 10% upwards. With that, the module conversion pretty much aligns with what you say above.
          The Wild Card concept breaks this balance though on the conversion level.

          Like

        • midgetmanifesto 6:37 pm on December 15, 2023 Permalink

          The wild card thing gives some appropriate gravitas and heft to villains. It is a pulpy ruleset. We played it a lot and single baddies are prone to being one shotted by lucky damage rolls that explode. Mobs are way more scary for most characters. One friend caps exploding damage to max damage (of the weapon/are) plus a bonus d6 bennies allow the villains to soak some hits, not fall on their face, not be shaken ever single round.
          Wild cards are a story mechanic more so than a conversion challenge. If you want a returning villain/rival give them some bennies so they can twirl their mustache and escape while their henchmen get in the way of the PCs attempts to down them.

          Like

  • giorgis 11:36 pm on November 29, 2023 Permalink | Reply
    Tags: , , ,   

    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
    Tags:   

    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.

     
c
Compose new post
j
Next post/Next comment
k
Previous post/Previous comment
r
Reply
e
Edit
o
Show/Hide comments
t
Go to top
l
Go to login
h
Show/Hide help
shift + esc
Cancel
Design a site like this with WordPress.com
Get started