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    giorgis 5:25 pm on December 3, 2023 Permalink | Reply
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    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's avatar

      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's avatar

        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's avatar

          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's avatar

          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's avatar

          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

  • Unknown's avatar

    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's avatar

      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

  • Unknown's avatar

    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.

     
  • Unknown's avatar

    giorgis 12:35 am on November 12, 2023 Permalink | Reply
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    The Eisenmond Blade S03 – Zweihander 

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


    The Party

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

    The Adventure

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

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

    Dragon Quest text

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


    A. Dining Room

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

    Dragon Quest text

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

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

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

    NameInitiative
    Jordi12
    Mellory17
    Soko20
    Bianka16
    Zombies7

    Round 1

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

    Round 2

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

    Round 3

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

    Round 4

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

    Round 5

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

    Round 6

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

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

    ChatGPT Narrative

    B. Wide Hallway

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

    Dragon Quest text

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

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

    ChatGPT Narrative

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

    They will head East, to Room C.

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


    C. Slide Trap

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

    Dragon Quest text

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


    D. The Spider Pit

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

    Dragon Quest text
    NameInitiative
    Jordi16
    Mellory14
    Giant Spider16

    Round 1

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

    Round 2

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

    Round 3

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

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

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

    ChatGPT Narrative

    E. Gate House

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

    Dragon Quest text

    These beasts are actually dire wolves.

    NameInitiative
    Jordi12
    Mellory8
    Dire Wolves22

    Round 1

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

    Round 2

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

    Round 3

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

    Round 4

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

    Round 5

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

    Round 6

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

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

    ChatGPT Narrative

    F. Overgrown Hallway

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

    Dragon Quest text

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

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

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

    Jordi is surprised…

    NameInitiative
    Jordi8
    Mellory10
    Smilodon9

    Round 1

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

    Round 2

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

    Round 3

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

    Round 4

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

    Round 5

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

    Round 6

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

    Round 7

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

    Round 8

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

    Round 9

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

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

    ChatGPT Narrative

    G. Prisoner in Chains

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

    Dragon Quest text

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

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

    ChatGPT Narrative

    H. Bones

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

    Dragon Quest text

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

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

    NameInitiative
    Jordi12
    Skeletons6

    Round 1

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

    Round 2

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

    Round 3

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

    Round 4

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

    TPK

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

    ChatGPT Narrative

    The System

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

    What about the Dungeon Crawl?

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

    Summary

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

     
  • Unknown's avatar

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

    Solo Roleplaying in established Settings 

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

    Your world is your own

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

    But Han shot first!

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

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

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

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

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

    Narrative truth is in the eyes of the beholder

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

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

     
  • Unknown's avatar

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

    Social media sharing 

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

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

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

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

    The blog is still alive, so no worries there.

     
  • Unknown's avatar

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

    The Eisenmond Blade S02 – Classic Fantasy (Mythras) 

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

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


    The Party

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

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

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


    The Adventure

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

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

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


    A. Dining Room

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

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

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

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


    B. Wide Hallway

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

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

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

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

    They will head West, to Room E.


    E. Gate House

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

    These beasts are actually dire wolves.

    NameInitiative
    Dire Wolf 221
    Khari19
    Eanfric18
    Malgali18
    Donne17
    Dire Wolf 116

    Round 1

    Cycle 1

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

    Cycle 2

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

    Cycle 3

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

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


    F. Overgrown Hallway

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

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

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

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

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

    NameInitiative
    Smilodon20
    Eanfric9
    Malgali8
    Donne2
    Khari0

    Round 1

    Cycle 1

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

    Cycle 2

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

    Cycle 3

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

    Cycle 4

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

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

    Round 2

    Cycle 1

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

    Cycle 2

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

    Cycle 3

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

    Cycle 4

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

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

    Round 3

    Cycle 1

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

    Cycle 2

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

    Cycle 3

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

    Cycle 4

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

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

    Round 4

    Cycle 1

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

    Cycle 2

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

    Cycle 3

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

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

    Round 5

    Cycle 1

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

    Cycle 2

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

    Cycle 3

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

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

    TPK


    The System

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

    What about the Dungeon Crawl?

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

    Summary

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

     
  • Unknown's avatar

    giorgis 2:54 pm on October 28, 2023 Permalink | Reply
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    The Eisenmond Blade S01 – Hârnmaster 

    Advancing to level 2 of the challenge, will be Harnmaster, this time, expanded with Harnmaster Religion. If the party survives, then at level 3, I will incorporate Harnmaster Magic.
    I will choose the Level 2 dungeon The Eisenmond Blade from TSR’s Dragon Quest, introductory adventure game and play it with a series of different RPG systems.
    I will not be converting much, rather I will be freely translating to the nearest acceptable option. For example, if there aren’t kobolds in the RPG system under test, then I’ll choose another monster rather than try to create kobolds.
    I won’t be warping the adventure at all, rather I’ll be using it as is.

    I’ll be using a diverse party of 3+1 characters. I’ll try to include as many different demihuman races and professions as possible to have a party that can deal with most tasks.
    If I can find pregens that can fit a slot in the party, I’ll use them.

    So for this first attempt I will be using Hârnmaster 3ed. I expect combat to be deadly and slow. I’m eager to see how it will turn out.


    The Party

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

    • Eitri Terrika, a Khuzdul Clansman
    • Melas Renier, a Sindarin Ranger
    • Rybryn of Dara (aka Shadow), an Unguilded Thief
    • Rayald Cotrael, a Priest of Larani

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


    The Adventure

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

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

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

    Some abbreviations:
    CS/CF/MS/MF: Marginal/Critical, Success/Failure
    EI: Effective Impact, essentially the damage points done after factoring in weapon and armor types.
    DTA: Defender Tactical Advantage, an extra free move the defender gets, max 1 per round
    WQ: Weapon Quality
    IL: Injury Level


    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.

    Normally, here are 3 zombies. Undead in Harnmaster are a unique case. They do grapple attacks in order to perform Shadow Conflict (a type of Mental Conflict) against the victim. If the victim loses they become undead too. They're very scary and very much different than your typical Zombie and Skeleton. I'd say they're on a similar challenge as level-draining undead like Wraiths and Wights. For this reason I will go with some Fanon adaptations for Zombies.

    Supposedly the group must disturb the zombies in some manner. I can think only of two things that make sense that could cause the party to disturb the zombies. Either the thief notices the Dragon Fang blade in the belt of a corpse and attempts to grab it, or perhaps the priest wants to cast Passage of the Soul ritual to the corpses, unbeknownst to him about the existence of zombies.

    Rybryn: Awareness: 36/75: Success. She notices the dagger.
    I will have her make a Morality test. If she fails, she will attempt to take the dagger.
    Rybryn: MOR: 11/10: Fail.
    Rayald will also make a Morality test. If he succeeds, he will attempt to do the passage of the soul ritual.
    Rayald: MOR: 11/12: Success.

    A fine dagger in the belt of one of the corpses, catches Rybryn’s attention. At about the same time, Rayald brings out Larani’s holy symbol and starts the Passage of the Soul invocation. As Rybryn draws the dagger from the corpses belt, a moan is heard, and suddenly, the dead start rising and attack the party.
    “Gulmorvrin!” Eitri yells as he draws his hammer-axe to fight.

    I rule that the characters are surprised, and Rybryn and Rayald have their weapons sheathed. Melas and Eitri have their weapons at the ready.

    Round 0

    Zombie 1 attacks Melas with hands: 71/52 Marginal Failure (MF). Melas dodges: 94/103 Marginal Success (MS). Zombie 1 Missed.
    Zombie 2 attacks Rybryn with Bite: 18/39 MS. Rybryn dodges: 76/75: MF. Zombie 2 A*1 Hit: 58: Thorax: Effective Impact: 5+2-1=6: S2. Rybryn suffers a Serious Cut to the Thorax.
    Zombie 3 attacks Rayald with Bite: 31/39 MS. Rayald dodges: 58/35: MF.
    Zombie 3 A*1 Hit: 42: Right Hand: Effective Impact: 4+2=6: ♦S2. Fumble Roll: 9/12: Success, he doesn’t drop the holy symbol. Rayald suffers a Serious Cut to the Right Hand.

    Round 1

    Melas attacks Zombie 1 with Long Knife: 22/109: MS. Zombie 1 Dodges: 39/40: MS. Melas Missed.
    Rayald draws his broadsword (Grope Action)
    Eitri attacks Zombie 1 with Hammer-axe: 78/97: MS. Zombie 1 Dodges: 43/40: MF. Eitri A*1 Hit: 13: Neck: Effective Impact: 5+6=11: S3. Zombie 1 suffers a Serious Cut to the Neck.
    Rybryn draws her Shortsword.
    Zombie 1 attacks Melas with hands: 17/(52-15) MS. Melas dodges: 79/103 MS. Zombie 1 Missed.
    Zombie 2 attacks Rybryn with Bite: 5/39 Critical Success CS. Rybryn dodges: 62/(75-10): MS. Zombie 2 A*1 Hit: 40: Right Hand: Effective Impact: 6+2=8: ♦S2. Fumble Roll: 10/18: Success, she doesn’t drop the shortsword. Shock Roll: 12/13: Success. She doesn’t go into shock. Rybryn suffers a Serious Cut to the Right Hand. “Help me!” she yells.
    Zombie 3 attacks Rayald with Bite: 34/39 MS. Rayald blocks: 20/(65-10): CS. Defender Tactical Advantage (DTA): Rayald attacks Zombie 3 with Broadsword: 34/(70-10): MS. Zombie 3 dodges: 63/40: MF. Rayald A*1 Hit: 82: Right Thigh: Effective Impact: 5+5=10: ♦S3. Stumble Roll: 10/(8-3): Failure. Zombie 3 suffers a Serious Cut to the Right Thigh and falls prone.

    Round 2

    Melas attacks Zombie 1 with Long Knife: 17/109: MS. Zombie 1 Dodges: 14/(40-25): MS. Melas Missed.
    Q: Can Eitri maneuver to assist Rybryn?
    A: No, but he can if a zombie is destroyed.
    Eitri attacks Zombie 1 with Hammer-axe: 24/97: MS. Zombie 1 Dodges: 29/(40-25): MF. Eitri A*1 Hit: 70: Right Thigh: Effective Impact: 6+6=12: ♦S3. Stumble Roll: 8/(8-6): Failure. Zombie 1 suffers a Serious Cut to the Right Thigh and falls prone.
    Rayald attacks Zombie 3 with Broadsword: 61/(70-10): MF. Zombie 3 dodges: 1/(40-15): MS. Rayald Missed.
    Rybryn attacks Zombie 2 with Shorsword: 59/(77-20): MF. Zombie 2 dodges: 27/40: MS. Rybryn Missed.
    Zombie 1 stands back up (Rise).
    Zombie 2 attacks Rybryn with Bite: 9/39 MS. Rybryn dodges: 62/(75-20): MF. Zombie 2 A*1 Hit: 17: Left Shoulder: Effective Impact: 2+2-2=2: M1. Shock Roll: 12/13: Success. She doesn’t go into shock. Rybryn suffers a Minor Cut to the Left Shoulder.
    Zombie 3 stands back up (Rise).

    Round 3

    Melas attacks Zombie 1 with Long Knife: 49/109: MS. Zombie 1 Dodges: 39/(40-40): MF. Melas A*1 Hit: 80: Right Hip: Effective Impact: 4+8=12: ♦S3. Stumble Roll: 8/(8-9): Failure. Zombie 1 suffers a Serious Stab to the Right Hip and falls prone.
    Eitri attacks Zombie 1 with Hammer-axe: 10/97: CS. Zombie 1 Dodges: 85/(40-40): CF. Eitri A*3 Hit: 18: Right Shoulder: Effective Impact: 11+6=17: ♦K4. Kill Roll: 13/16: Success. Zombie 1 suffers a Mortal Wound to the Right Shoulder and is still moving.
    Rayald attacks Zombie 3 with Broadsword: 76/(70-10): MF. Zombie 3 dodges: 45/(40-15): CF. Zombie Stumble: 12/(8-3): Zombie stumbles and falls prone.
    Rybryn attacks Zombie 2 with Shorsword: 99/(77-25): MF. Zombie 2 dodges: 46/40: MS. Rybryn Missed.
    Zombie 1 stands back up (Rise).
    Zombie 2 attacks Rybryn with Bite: 59/39 MF. Rybryn dodges: 18/(75-25): MS. Zombie 2 Missed.
    Zombie 3 stands back up (Rise).

    Round 4

    Melas attacks Zombie 1 with Long Knife: 43/109: MS. Zombie 1 Dodges: 77/(40-40): MF. Melas A*1 Hit: 51: Thorax: Effective Impact: 3+8=11: S3. Zombie 1 suffers a Serious Stab to the Thorax.
    Eitri attacks Zombie 1 with Hammer-axe: 66/97: MS. Zombie 1 Dodges: 3/(40-40): MF. Eitri A*1 Hit: 55: Thorax: Effective Impact: 1+6=7: S2. Zombie 1 suffers a Serious Wound and collapses, disabled.
    Rayald attacks Zombie 3 with Broadsword: 6/(70-10): MS. Zombie 3 dodges: 73/(40-15): MF. Rayald A*1 Hit: 82: Right Thigh: Effective Impact: 6+5=11: ♦S3. Stumble Roll: 9/(8-6). Zombie 3 suffers a Serious Cut to the Right Thigh and falls prone.
    Rybryn attacks Zombie 2 with Shorsword: 1/(77-25): MS. Zombie 2 dodges: 56/40: MF. Rybryn A*1 Hit: 24: Right Shoulder: Effective Impact: 6+4=10: ♦S3. Zombie 2 suffers a Serious Cut to the Right Shoulder.
    Zombie 2 attacks Rybryn with Bite: 54/(39-15) MF. Rybryn dodges: 30/(75-25): DTA: Rybryn attacks Zombie 2 with Broadsword: 10/(75-25): CS. Zombie 2 dodges: 41/(40-15): MF. Rybryn A*2 Hit: 82: Left Upper Arm: Effective Impact: 7+4=11: ♦S2. Zombie 2 suffers a Serious Cut to the Left Upper Arm.
    Zombie 3 stands back up (Rise).

    Round 5

    Melas attacks Zombie 2 with Long Knife: 50/109: CS. Zombie 2 Dodges: 35/(40-35): CF. Melas A*3 Hit: 3: Skull: Effective Impact: 5+8=13: K4. Kill Roll: 14/16: Success: Zombie 2 Survives. Zombie 2 suffers a Mortal Wound to the Skull.
    Eitri attacks Zombie 3 with Hammer-axe: 1/97: MS. Zombie 1 Dodges: 37/(40-40): MF. Eitri A*1 Hit: 86: Right Thigh: Effective Impact: 3+6=10: ♦S3. Stumble Roll: 18/(8-9). Zombie 3 suffers a Serious Cut to the Right Thigh and falls prone.
    Rayald attacks Zombie 3 with Broadsword: 29/(70-10): MS. Zombie 3 dodges: 35/(40-15): CF. Rayald A*2 Hit: 6: Face: 25: Left Eye: Effective Impact: 8+5=13: G4. Zombie 3 suffers a Grevious Cut to the Face.
    Rybryn attacks Zombie 2 with Shorsword: 21/(77-25): MS. Zombie 2 dodges: 36/40: MF. Rybryn A*1 Hit: 78: Right Hip: Effective Impact: 6+4=10: ♦S3. Stumble Roll: 6/(8-12). Zombie 2 suffers a Serious Cut to the Right Hip and falls prone.
    Zombie 2 stands back up (Rise).
    Zombie 3 stands back up (Rise).

    Round 6

    Melas attacks Zombie 2 with Long Knife: 15/109: CS. Zombie 2 Dodges: 92/(40-70): MF. Melas A*2 Hit: 42: Right Hand: Effective Impact: 6+6=12: S3. Zombie 2 suffers a Serious Cut to the Right Hand.
    Eitri attacks Zombie 3 with Hammer-axe: 42/97: MS. Zombie 1 Dodges: 57/(40-75): MF. Eitri A*1 Hit: 84: Right Thigh: Effective Impact: 2+6=8: ♦S2. Stumble Roll: 14/(8-15). Zombie 3 suffers a Serious Cut to the Right Thigh and falls prone.
    Rayald attacks Zombie 3 with Broadsword: 88/(70-10): MF. Zombie 3 Ignores. Rayald A*1 Hit: 48: Thorax: Effective Impact: 2+5=7: S2. Zombie 3 suffers a Serious Wound and collapses, disabled.
    Rybryn attacks Zombie 2 with Shorsword: 15/(77-25): CS. Zombie 2 dodges: 99/40: MF. Rybryn A*2 Hit: 15: Neck: Effective Impact: 3+4=7: S2. Zombie 2 suffers a Serious Cut to the Neck and ollapses, disabled.

    In the ensuing chaos, the combat is fierce. Melas, with her Long Knife, makes a swift, precise strike but misses her mark. Rayald, the priest, swiftly draws his broadsword, while Rybryn, though initially caught off guard, regains her composure.
    The zombies attack with relentless determination. One of them lunges at Melas but misses. Another sinks its teeth into Rybryn’s arm, inflicting a serious cut. Rayald is also targeted, suffering a deep gash on his hand while keeping his holy symbol intact.
    In the next round, the party rallies. Melas and Eitri deliver powerful blows, and Rayald continues to fend off the undead menace. Rybryn, despite the injury, stands her ground.
    As the battle intensifies, Melas stabs with precision, causing a grave wound to one zombie, while Eitri’s hammer-axe smashes another’s thigh, sending it to the ground. Rayald strikes a critical blow to a zombie’s face, maiming it severely. Rybryn manages to land a solid hit on a zombie’s hip, and it too collapses.
    In the final rounds, the party’s coordinated efforts pay off. Melas deals a crippling blow to a zombie’s hand, and Eitri’s axe inflicts a serious wound on another zombie’s thigh. Rayald, with a determined strike, wounds a zombie’s thorax, rendering it disabled. Rybryn, not to be outdone, delivers a final blow to a zombie’s neck, sending it tumbling into the darkness, lifeless once more.

    Rybryn has suffered a Serious Cut to the Thorax, a Serious Cut to the Right Hand, and Minor Cut to the Left Shoulder. Rayald has suffered a Serious Cut to the Right Hand.
    Rayald will perform the Invocation of the Bandage of St. Perelyne at himself at his Serious Cut to the Right Hand. He will spend 15 Piety Points.
    Rayald: 40/(70-15-10+15)=CS. His wound is healed completely.

    Normally, only one Injury Level is healed, and due to the Critical Success, the wound is completely healed in one day, but I will overrule due to the dungeon crawling and make it so that the wound is healed completely Now.

    Rayald will perform the Invocation of the Bandage of St. Perelyne at Rybryn’s Serious Cut to the Thorax.
    Rayald: 68/(70-15)=MF. The wound isn’t healed.

    Rayald will perform the Invocation of the Bandage of St. Perelyne at Rybryn’s Serious Cut to the Right hand.
    Rayald: 10/(70-15)=CS. Her wound is healed completely.

    Rayald will perform the Invocation of the Bandage of St. Perelyne at Rybryn’s Minor Cut to the Left Shoulder.
    Rayald: 12/(70-15)=MS. Her wound is healed completely.

    Rayald, in the aftermath of the intense battle, turns his attention to the wounded. With a solemn demeanor and a deep connection to his faith, he invokes the Bandage of St. Perelyne. The warm glow of divine power envelops him, and he concentrates on his own wounded hand, pouring piety into the healing prayer. As the divine energy flows through him, his own injury on the right hand disappears, leaving no trace of the prior cut.
    He then shifts his focus to Rybryn, whose thorax wound is still of concern. The divine power is summoned once more, but this time, the outcome is less favorable. The deep gash remains, resisting the healing touch of St. Perelyne’s Bandage.
    Undeterred, Rayald proceeds to Rybryn’s right hand, channeling the divine energy once again. With the grace of his faith, he heals her hand entirely, erasing the wound’s memory. Finally, he moves on to the minor cut on her left shoulder, and with a gentle invocation, the wound vanishes, leaving Rybryn fully restored.
    The echoes of Rayald’s spiritual healing resonate in the room, a testament to the strength of faith and the power of divine intervention. The party can now regroup, their injuries tended to, and continue their exploration of the ominous castle.

    Also according to the previous adventure A Call to Glory Rybryn had acquired a Shield Ring. This is a +1 Armor Class ring, which I will translate to a +5 to Dodge for Rybryn. I’ll have to remember this.

    Also Eitri had acquired the Motopua Battle Axe. This is a Large Axe of d8, +1 to Attack and Damage.

    Rybryn takes the Dragon Fang dagger, which is made from the tooth of a Red Dragon. This is a Small Dagger of d4, +1 to Attack and Damage.

    I will translate these as follows:

    WEAPONSKILLOMLWTWQA/DHMBEP
    MotopuaAxeSBx361625/15-157107
    Dragon FangDaggerSBx311510/10.236

    Rybryn carefully retrieves the dagger from the zombie corpse. The weapon is a unique and intriguing find, crafted from the tooth of a fearsome red dragon. As she holds it in her hand, she can feel the power and history that this blade carries. The serrated edge and the deep crimson hue of the dragon’s tooth make it an extraordinary and ominous addition to her arsenal.


    B. Wide Hallway

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

    In the corner there is a crystal ball. I doubt anyone would want to look into it, but I’ll roll randomly for one adventurer and then roll Morality to see if they withstand the temptation.
    Melas: Morality: 8/16: Success. He won’t look into the crystal ball.

    In one corner of the hallway, an intriguing and somewhat ominous sight catches their attention—a crystal ball. Its surface shimmers with an otherworldly light, and the curiosity it sparks is undeniable. However, it’s not a temptation that easily ensnares the party, for they are guided by their own moral compass.
    The decision falls to Melas, who contemplates whether to peer into the enigmatic orb. Yet, with a display of strong will and unwavering morals, Melas resists the allure. His conviction prevails, and the party chooses to move forward, their path unswayed by the mysterious crystal ball’s potential secrets.

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

    They will head West, to Room E.


    E. Gate House

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

    These beasts are actually dire wolves. I will be using the White Wolf stats for them.

    Round 1

    Melas engages the closest wolf and attacks with the Long Knife: 76/119: MS. Wolf 1 Dodge: 39/65: MS. Wolf 1 dodges the attack.
    Rayald engages Wolf 1 and attacks with his Broadsword: 99/70: MF. Wolf 1 Dodge: 33/(65-10): MS/ Wolf 1 dodges the attack.
    Eitri engages Wolf 2 and attacks with the Hammer-axe: 97/92: MF. Wolf 2 Counterattack: 11/70: MS: Wolf 2 D*1 Hit: 8: Face: 40: Right Cheek: Effective Impact: 4+7-10=1: M1. Eitri suffers a Minor Bite Stab to the Face.
    Rybryn engages Wolf 2 and attacks with the Dragon Fang: 94/76: MF. Wolf 2 Dodge: 85/(65-10): CF. The attack misses.
    Wolf 1 attempts to bite Melas: 63/70: MS. Melas Dodge: 85/103: CS. Melas dodges the attack.
    Wolf 2 attempts to bite Eitri: 63/70: MS. Eitri Block with Round Shield: 24/(87-5): MS. Attack is blocked.

    Round 2

    Melas attacks Wolf 1 with the Long Knife: 4/119: MS. Wolf 1 Dodge: 67/(65-10): MF. Melas A*1 Hit: 80: Abdomen: Effective Impact: 3+8-1=10: S3. Wolf 1 suffers a Serious Stab to the Abdomen. Shock Roll: 14/13: Wolf 1 falls prone in Shock.
    Rayald engages Wolf 2 and attacks with his Broadsword: 64/70: MS. Wolf 2 Dodge: 70/(65-20): CF. Rayald A*2 Hit: 40: Thorax: Effective Impact: 6+5-3=8: S2. Wolf 2 suffers a Serious Cut to the Abdomen. Shock Roll: 7/13: Wolf 2 continues fighting.
    Eitri attacks Wolf 2 with the Hammer-axe: 89/(92-5): MF. Wolf 2 Counterattack: 72/(70-30): MF. Standoff.
    Rybryn attacks Wolf 2 with the Dragon Fang: 10/76: CS. Wolf 2 Dodge: 53/(65-30): MF. Rybryn A*2 Hit: 35: Thorax: Effective Impact: 4+6-1=9: S3. Wolf 2 suffers a Serious Stab to the Abdomen. Shock Roll: 15/13: Wolf 2 falls prone in Shock.

    The dire wolves, driven by primal instincts, lunge at the party. Melas, seeks to strike the nearest wolf with his Long Knife, but the agile creature skillfully avoids his assault. Rayald, displaying unwavering determination, thrusts his Broadsword toward the same wolf, yet it narrowly escapes his blade. In the midst of the clash, Eitri finds himself facing a counterattack, as one of the dire wolves inflicts a minor bite wound to his visage.
    Rybryn, wielding the Dragon Fang dagger obtained earlier, attempts to pierce the second wolf but misses her mark.
    As the dire wolves, relentless in their aggression, snap their jaws menacingly, Melas skillfully dodges the lunging fangs of the first wolf. Eitri effectively parries the second wolf’s bite attempt using his round shield, effectively warding off the menacing creature.
    In the ensuing round of battle, Melas delivers a well-aimed thrust to the first wolf’s abdomen, inflicting a grave injury that leaves it incapacitated in shock. Rayald, maintaining his unwavering resolve, lands a powerful strike on the second wolf’s midsection, resulting in a severe wound. Rybryn, too, finds her mark, stabbing the second wolf in the abdomen, rendering it temporarily incapacitated by shock.
    The chamber reverberates with the tumult of combat as the party confronts the dire wolves, endeavoring to secure their dominance in the gatehouse.

    Rayald will perform the Invocation of the Bandage of St. Perelyne at Eitri’s Minor Bite Stab to the Right Cheeck.
    Rayald: 10/(70-15)=CS. Eitri’s wound is healed completely.

    Rayald, the devoted priest, turns his attention to Eitri’s minor bite wound on his right cheek. With a solemn demeanor, he calls upon the divine power of St. Perelyne, invoking the Bandage of Healing. A warm, radiant energy envelops Eitri as the wound on his cheek vanishes completely, leaving no trace of the prior injury.


    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.
    The Harnic smilodon is the Dracofelas, let’s hope our party will survive this.

    Since this is an ambush, I’ll roll Awareness for each of the heroes.
    Melas: Awareness: 82/95: MS
    Eitri: Awareness: 15/62: CS
    Rayald: Awareness: 93/59:MF
    Rybryn: Awareness: 49/(75-10): MS

    Only Rayald is surprised, and won’t act at the first round.
    March order for the party since this is a tight hallway, is Eitri, Melas, Rybryn, Rayald.
    The Smilodon will jump down on: Melas.

    Due to the surprise, but also Melas’ awareness success, I rule that Melas won’t lose his action, but will act after the Smilodon.

    Round 1

    Smilodon jumps down between Melas and Rybryn, and bites at Melas: 45/90: CS. Melas Dodge: 83/103: MS. Smilodon A*1 Hit: 13: Neck: Effective Impact: 4+10=14: K4. Melas suffers a Mortal Bite Stab to the Neck. Melas Shock Roll: 12/14: Succeeds. Melas Kill Roll: 16/14: Failure. Instant Death. Melas is dead from the neck wound.
    Eitri charges at the Smilodon attacking with Hammer-axe and shield: 40/97: CS. Smilodon Counterstrikes with Bite: 31/95: MS. Eitri A*1 Hit: 88: Right Hind Leg: Effective Impact: 2-1+6-3=4: M1. Smilodon suffers a Minor Cut to the Right Hind Leg.
    Rayald cannot reach the Smilodon.
    Rybryn thrusts her Dragon Fang at Smilodon: 73/(76-10): MF. Smilodon Counterstrike with Claws: 1/(76-15): MS. Smilodon D*1 Hit: 40: Right Hand: Effective Impact: 8+8=16: G4. Rybryn suffers a Grevious Claw Stab at the Right Hand. Shock Roll: 25/13. Rybryn falls unconscious.

    Round 2

    Smilodon bites at Eitri, aiming Low: 53/(95-5): MS. Eitri Block with Round Shield: 7/87: MS. Attack is blocked.
    Eitri attacks at the Smilodon with Hammer-axe and shield: 37/97: MS. Smilodon Counterstrikes with Claw: 85/(76-5): CF. Eitri A*3 Hit: 10: Head: Effective Impact: 9-3+6-3=8: S2. Smilodon suffers a Serious Cut to the Head.
    Rayald engages at the Smilodon attacking with Broadsword: 90/70: CF. Smilodon Counterstrikes with Claw: 100/(76-15): CF. Both Fumble. Rayald Fumble Roll: 12/12: Success. Rayald doesn’t drop his sword.
    Rybryn Shock Roll: 21/13: Failure.

    Round 3

    Smilodon bites at Eitri, aiming Low: 8/(95-15): MS. Eitri Block with Round Shield: 96/87: MF. Smilodon A*1 Hit: 45: Left Hip: Effective Impact: 5+10-12=3: M1. Minor Bite Stab to the Left Hip. Eitri’s armour took the brunt of the hit. Eitri stumble roll: 10/(15-4): Success. Eitri stands.
    Eitri attacks at the Smilodon with Hammer-axe and shield: 51/(97-5): MS. Smilodon Dodges: 46/(95-15): MS. Smilodon dodges the attack.
    Rayald attacks at the Smilodon with Broadsword: 70/70: CS. Smilodon Dodges: 17/(95-15): MS. Rayald A*1 Hit: 88: Right Hind Leg: Effective Impact: 3-1-3+5=4. M1. Smilodon suffers a Minor Cut to the Right Hind Leg. Smilodon Shock Roll: 15/19: Success. Smilodon keeps fighting.
    Rybryn Shock Roll: 20/13: Failure.

    Round 4

    I think this is a good moment to test Smilodon's Morale.
    Smilodon: Morale: 97/(90-20): MF. Smilodon is Cautious for this Turn.

    Smilodon waits out its turn, growling at the heroes.
    Eitri attacks at the Smilodon with Hammer-axe and shield: 52/(97-5): MS. Smilodon Dodges: 55/(95-20): CS. Smilodon dodges the attack.
    Rayald attacks at the Smilodon with Broadsword: 24/70: MS. Smilodon Dodges: 8/(95-20): MS. Smilodon dodges the attack.
    Rybryn Shock Roll: 12/13: Success. Rybryn Shock Roll: 27/13: Failure. Rybryn is in Shock, displaying a variety of symptoms including sickly pallor, cold sweats, weakness, nausea, incoherence, or gazing helplessly at her injuries.

    Round 5

    Smilodon bites at Eitri, aiming Low: 92/(95-20): MF. Eitri Block with Round Shield: 59/(87-5): MS. DTA. Eitri gains a Tactical Advantage and attacks the Smilodon with his Hammer-axe: 68/(97-5): MS. Smilodon Dodges: 28/(95-20): MS. Smilodon dodges the attack.
    Eitri attacks at the Smilodon with Hammer-axe and shield: 22/(97-5): MS. Smilodon Dodges: 40/(95-20): CS. Smilodon dodges the attack.
    Rayald attacks at the Smilodon with Broadsword: 1/70: MS. Smilodon Dodges: 13/(95-20): MS. Smilodon dodges the attack.
    Rybryn: Initiative: 93/(75-30): Failure.

    Round 6

    Smilodon claws at Eitri, aiming Low: 51/(76-20): MS. Eitri Block with Round Shield: 99/(87-5): MF. Smilodon A*1 Hit: 94: Right Foot: Effective Impact: 1+8-3=6: S2. Eitri suffers a Serious Claw Fracture to the Right Foot. Shock Roll: 12/15: Success. Eitri Stands. Stumble Roll: 7/(15-6): Success. Eitri Stands.
    Eitri attacks at the Smilodon with Hammer-axe and shield: 74/(97-15): MS. Smilodon Counterstrikes with Claws: 45/(76-20): CS. Smilodon D*1 Hit: 36: Right Forearm: Effective Impact: 8+8-1=15: S3. Eitri suffers a Serious Claw Fracture to the Right Forearm. Shock Roll: 19/15: Failure. Eitri falls unconscious.
    Rayald attacks at the Smilodon with Broadsword: 54/70: MS. Smilodon Dodges: 4/(95-20): MS. Smilodon dodges the attack.
    Rybryn: Initiative: 62/(75-30): Failure.

    Round 7

    Smilodon claws at Rayald, aiming Low: 18/(76-20): MS. Rayald Block with Broadsword: 83/65: MF. Smilodon A*1 Hit: 18: Thorax: Effective Impact: 7+8-5=10: S3. Rayald suffers a Serious Claw Fracture to the Thorax. Shock Roll: 12/13: Success. Rayald Stands.
    Eitri Shock Roll: 26/15: Failure.
    Rayald attacks at the Smilodon with Broadsword: 74/(70-15): MS. Smilodon Counterstrikes with Claws: 46/(76-20): MS. Smilodon D*1 Hit: 14: Neck: Effective Impact: 3+8-2=9: S3. Rayald suffers a Serious Claw Fracture to the Neck. Shock Roll: 24/13: Failure. Rayald falls unconscious.
    Rybryn: Initiative: 48/(75-30): Failure.

    TPK.

    Suddenly, the party’s journey is disrupted by an unexpected ambush. A fearsome Smilodon, the Dracofelas, descends from above with a mighty roar, targeting Melas, who is caught off guard. The creature’s jaw clamps down on Melas’s neck, delivering a mortal wound. As the young elf succumbs to the fatal bite, the vivid world around him fades to darkness.
    Eitri, Melas’s comrade, rushes to the Smilodon, wielding his hammer-axe and shield. Their combat unfolds in this confined space, the mighty dwarf managing to wound the Smilodon’s hind leg.
    As for Rayald, he is momentarily stunned by the sudden attack, unable to respond in the first round. The ferocious Smilodon’s claws strike at Rybryn, leaving her unconscious, her body bearing the scars of a grievous wound.
    The fierce battle continues with Eitri and Rayald, attempting to fend off the relentless Smilodon. They land a few hits, but the creature remains resolute.
    As time passes, the Smilodon’s morale wavers, and it hesitates for a brief moment. However, the battle takes its toll. Eitri is grievously injured, and the shock of his wounds overwhelms him, causing him to fall unconscious. Rayald, too, faces the creature’s relentless onslaught, enduring severe injuries. Eventually, he succumbs, losing consciousness.
    Rybryn is left as the sole conscious member of the party, but the odds are against her. The Smilodon’s final assault proves overwhelming.


    The System

    I won’t detail the basics of the system, as I’ve continued over my previous Level 1 A Call to Glory S01 – Harnmaster adventure. However this time I added a fourth party member, a Laranian Priest. These dudes are the closest I found to a D&D Cleric/Paladin type, and I wanted to add a healer to the party. Unfortunately little good did it make.
    The Invocation casting system (the casting of clerical spell Harnmaster equivalent) is quite straightforward. It’s a skill roll, with a penalty based on the level of the skill. I couldn’t find any hard limit on how many invocations the priest can cast in a given time period which is odd, as this could potentially lead to a full healing exploit (Piety Points are only spent optionally to increase one’s chance of success). However, the healing spell allows for the healing of 1 Injury Level per Wound, which means, that for anything other than a Minor Injury, something will persist. Also according to RAW, a Critical Success will heal the entire wound in the course of a day. I houseruled that it happens instantly as per the Minor Injury, to align with the dungeon crawl of Dragon Quest. Perhaps in a big D&D-esque dungeon where the party would camp and rest, it would make sense to keep RAW. I also ruled that you can have only one attempt of healing a particular Wound. Otherwise the exploit kicks in.
    Priests can also ask for Divine Intervention which is a really cool mechanic that reminds me of Mythras Theism, and some Runequest roots or osmosis. However I never got a chance to try it out. Never got a chance to try out any other spells as well.
    I should have gone reading all the Invocations Rayald knows, as he also could cast Herald of the End of Life to give his sword a nice +3 Impact, with a duration of several days worth. Oh well.

    What about the Dungeon Crawl?

    As in the previous dungeon level, the pregenerated characters were a tad bit strong (they were rolled by their authors), which is also in line with the Draqon Quest adventure where the heroes are full hit die. Also I did not want to spend time generating characters (even using points) because it wasn’t the aim of my experiment.
    There were times where rolling felt a bit redundant, as two of the heroes (Melas and Eitri respectively) had stats near 100 OML, which meant a Failure at only 95+ rolls. Nevertheless, failures did happen.
    Fighting the Zombies was an odd experience. Surprise can be a really battle-changing factor in Harnmaster, as the surprised heroes got wounded. Also having the Zombies not make Shock Rolls, made the fight drag on, and the rules were not absolutely clear on some regards. There was no guidance to this, so I did give the Zombies Injury Penalties, as it made sense that they would be less functional after receiving multiple hits.
    The fight with the wolves was quite undramatic, the poor beasts didn’t stand a chance. And then, the Smilodon fight changed everything. I liked how it jumped in the middle of the party, and I could even visualize the Dracofelas grabbing the poor elf ranger by the neck and snapping him in two. The rest of the party surrounding the beast, and it growling and attacking on both ends like a feline. Unfortunately the deadliness of the system caused a TPK. A meta currency mechanic as in Mythras could have given the heroes a second chance.
    Also it was a balance issue. The power level of a beast in D&D doesn’t translate equally to other systems. And to think that my heroes were stronger than average. It’s a pity, because I really wanted to see how the other beasts would fare against them.

    Summary

    What a combat! Despite the unfavorable end result, Hârnmaster is still on the list of my favorite RPG systems. There was a critical point where the resolution hanged by a thread. If the Dracofelas would have received a few more wounds, there’s a good chance that it would flee or collapse due to shock. Unfortunately it hit (aimed one would say) at unarmored parts of the heroes.
    I wanted to see the heroes reach the next dungeon level, as I intended to also add a Shek-Pvar (a mage) to the party mix, and the BBEG in Level 3 is a common but very interesting dungeon trope.
    Perhaps I’ll take another one of the successful dungeon runs I’ve done and convert it to Harnmaster, because I literally love this system.
    A takeaway for general solo playing (and not the system testing this actual play is about), is that you absolutely need to add a metacurrency Luck/Fate Point Mechanic, or avoid combat as much as possible.

     
  • Unknown's avatar

    giorgis 10:34 am on October 22, 2023 Permalink | Reply
    Tags: , thedarkeye   

    A Call to Glory S10 – The Dark Eye 

    Continuing at the same challenge in the Level 1 dungeon A Call to Glory from TSR’s Dragon Quest, introductory adventure game, I aim to try more of the fantasy RPGs in my collection, this time with The Dark Eye.

    The Dark Eye is a well developed RPG with its own fantasy world. It’s a d20-roll-under skill based game. Reading through it, felt like Dragonbane‘s crunchier brother.
    For ease of first play, I will use the Dark Eye Quickstart to run the game, as it will be more condensed and faster.

    Going through all these RPGs using the same dungeon is a fun challenge, but at the same time it is starting to become a chore. I also want to try systems that are inspired, or are variants of systems I did run in the challenge, but doing the same things again and again won’t be much fun, especially in similar systems.
    So, I’m considering of adding more levels to the challenge, and going to the next dungeon level using the RPG variant if applicable and if the party survived.
    For example using Classic Fantasy Imperative to run The Eisenmond Blade with my survivors (if possible) from the Mythras party in A Call to Glory. This means that if there wasn’t a TPK, the same party will go on (with additions if needed). Against the Darkmaster after MERP, MiniSix Barebones after OpenD6 Fantasy, Zweihander after Warhammer Fantasy Roleplay 1st Edition, and so on…
    New RPGs that are completely different will enter the challenge at A Call to Glory. I haven’t decided yet what will happen with the third and last level of the dungeon. I’ll decide when the time comes. So, overall this could turn into an RPG system funnel challenge.

    I don't have the Dark Eye Aventuria Bestiary or the Almanac, so I will substitute of this adventure with Orcs, as depicted in the Quickstart. I would expect a few more basic entries in the Core Rules, but it is what it is. I considered modifying a bit the orc stats to represent Kobolds, Goblins, Gnolls, etc, but in the end I decided against it. If they happen to meet a bugbear or hobgoblin, I'll use the orc leader's stats instead.


    The Party

    The Dark Eye has 12! Sample Characters. But I will choose the first four from the list of 6 sample characters described in the Quickstart.

    • Geron Bladebreaker, Human mercenary
    • Layariel Treetopglint, Elven wyldrunner
    • Arbosh, Dwarven warrior
    • Mirhiban al’Orhima, Human mage

    The Adventure

    The heroes have been called before Gustovan, the Burgomaster of Torlynn. Torlynn is a small village set in a quiet, hilly area near the mountains. The heroes have lived here for many years and think of Torlynn as home. Gustovan is known as a wise and kind mayor.
    He asks of the heroes to go explore the old, abandoned, dwarven, iron mine, because strange lights and sounds come from within. They’re to find out if there is something wrong there or if the reports are false.

    The heroes enter the dungeon. It’s entrance is a rough cavern, cut from the stone long ago by dwarves. They check their weapons and start down into the mine, with the wind blowing in their backs.


    A. Tunnel

    Wandering Monster Check: None
    Wandering Monster Check: Orc

    NameInitiative
    Geron19
    Layariel16
    Arbosh15
    Mirhiban16
    Monsters19

    While running the battle I realized that some rules are simplified for the Quickstart so I turned to the Core Rules, and used Critical Successes and Botches for a more interesting combat.

    Orc moves closer and draws his sabre
    Geron draws his sword and moves facing the orc
    Layariel, Mirhiban and Arbosh all move behind Geron in the tunnel

    Orc attacks with Sabre: 6/13: Hit. Geron parries with Sword: 11/7: Fail. Geron is hit. Damage: 6+3-3=6. Geron Life Points (LP) 31-6=25.
    Geron attacks with Sabre: 15/14: Miss.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 19/13: Miss.
    Geron attacks with Sabre: 5/14: Hit. Orc parries with Sabre: 3/7: Success. Attack is parried.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 3/13: Hit. Geron parries with Sword: 16/7: Fail. Geron is hit. Damage: 3+3-3=3. Geron Life Points (LP) 25-3=22. Geron is at Slight Pain.
    Geron attacks with Sabre: 5/14: Hit. Orc parries with Sabre: 4/7: Success. Attack is parried.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 8/13: Hit. Geron parries with Sword: 5/7-1: Success. Attack is parried.
    Geron attacks with Sabre: 4/14-1: Hit. Orc parries with Sabre: 3/7: Success. Attack is parried.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 20/13: Botch: 12/13: Simple Failure.
    Geron attacks with Sabre: 13/14-1: Hit. Orc parries with Sabre: 15/7: Fail. Orc is hit. Damage: 2+4-1=5. Orc Life Points (LP) 36-5=31.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 7/13: Hit. Geron parries with Sword: 8/7-1: Fail. Geron is hit. Damage: 2+3-3=2. Geron Life Points (LP) 22-2=20.
    Geron attacks with Sabre: 6/14-1: Hit. Orc parries with Sabre: 10/7: Fail. Orc is hit. Damage: 6+4-1=9. Orc Life Points (LP) 31-9=22. Orc is at Slight Pain.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 1/13-1: Critical: 14/13-1: Simple Critical. Geron parries with Sword: 6/4-1: Fail. Geron is hit. Damage: 4+3-3=4. Geron Life Points (LP) 20-4=16.
    Geron attacks with Sabre: 13/14-1: Hit. Orc parries with Sabre: 5/7-1: Success. Attack is Parried.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 3/13-1: Hit. Geron parries with Sword: 7/7-1: Fail. Geron is hit. Damage: 6+3-3=6. Geron Life Points (LP) 16-6=10. Geron is at Disturbing Pain.
    Geron attacks with Sabre: 3/14-2: Hit. Orc parries with Sabre: 7/7-1: Fail. Damage: 1+4-1=4. Orc Life Points (LP) 22-4=18. Orc is at Disturbing Pain.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 18/13-2: Miss.
    Geron attacks with Sabre: 12/14-2: Hit. Orc parries with Sabre: 15/7-2: Fail. Damage: 2+4-1=5. Orc Life Points (LP) 18-5=13.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 5/13-2: Hit. Geron parries with Sword: 1/7-2: Success. Attack is Parried.
    Geron attacks with Sabre: 14/14-2: Miss.
    Layariel, Mirhiban and Arbosh all wait behind Geron in the tunnel

    Orc attacks with Sabre: 10/13-2: Hit. Geron parries with Sword: 17/7-2: Fail. Damage: 5+3-3=5. Geron Life Points (LP) 10-5=5. Geron is incapacitated.
    Arbosh moves and attacks Orc with Dwarf Cudgel: 5/14: Hit. Orc parries with Sabre: 14/7-2: Fail. Damage: 6+7-1=12. Orc Life Points (LP) 13-12=1. Orc is incapacitated.

    The party bandages Geron, and continues without him.

    In the dim, echoing depths of the ancient mine, our stalwart party delves deeper into the ominous tunnels. Geron Bladebreaker, clad in sturdy leather armor and wielding a gleaming sword, takes the lead. His every step resonates against the stone walls. Following close behind, Layariel Treetopglint, the nimble Elven wyldrunner, and Mirhiban al’Orhima, the enigmatic mage, keep a vigilant watch. Arbosh, the resolute Dwarven warrior, adds his unyielding presence to the group.
    But as they progress, their journey takes an unexpected turn. A wandering orc, dressed in heavy, tattered garments and brandishing a weathered sabre, emerges from the shadows. The confrontation is inevitable.
    The orc advances with a menacing intent, drawing his sabre, and Geron responds swiftly, his own blade gleaming in the dim light. The clash of steel against steel reverberates through the tunnel. Layariel, Mirhiban, and Arbosh stand poised, ready to assist if needed.
    The battle unfolds with a series of strikes and parries. Both Geron and the orc exchange blows, with their blades clashing and sparks flying. Geron takes a few painful hits, his life force dwindling. But his determination remains unwavering.
    In a fateful moment, the orc’s sabre strikes true, landing a critical blow on Geron. With a valiant effort, Arbosh rushes forward, wielding his Dwarf Cudgel, to help his fallen comrade. The orc’s last stand proves futile, and with a resounding thud, it succumbs to the combined might of the party.


    B. The First Lair

    NameInitiative
    Layariel21
    Arbosh17
    Mirhiban14
    Monsters19

    Layariel moves inside and loads her elf bow.
    Orc 1 moves and attacks Layariel with Sabre: 7/13: Hit. Layariel Dodge: 11/8. Damage: 5+3=8. Layariel Life Points (LP) 24-8=16. Layariel is at Slight Pain.
    Orc 2 moves and attacks Arbosh with Sabre: 9/13: Hit. Arbosh Parry: 15/7: Fail. Damage: 3+3-4=2. Arbosh Life Points (LP) 38-2=36.
    Arbosh attacks Orc 2 with Cudgel: 19/14: Miss.
    Mirhiban moves inside.

    Layariel draws her dagger and attacks Orc 1: 6/9-1: Hit. Orc 1 Parry: 8/7: Fail. Damage: 3+2-1=4. Orc 1 Life Points (LP) 36-4=32.
    Orc 1 attacks Layariel with Sabre: 17/13: Miss.
    Orc 2 moves and attacks Arbosh with Sabre: 15/13: Miss.
    Arbosh attacks Orc 2 with Cudgel: 10/14: Hit. Orc 2 Parry: 3/7: Success. Attack is Parried.
    Mirhiban casts Ignifaxius at Orc 1: 14/14, 12/15, 16/14: 2 Skill Points (SP) of 8 available needed. Quality Level (QL) 2. Orc 1 Dodge: 1/4-3: Critical Success. Orc dodges the jet of flame cast against it.

    Layariel attacks Orc 1: 3/9-1: Hit. Orc 1 Parry: 4/7: Success. Attack is Parried.
    Orc 1 attacks Layariel with Sabre: 5/13: Hit. Layariel Parry: 11/9-1: Fail. Damage: 6+3=9. Layariel Life Points (LP) 16-9=7. Layariel is at Disturbing Pain.
    Orc 2 attacks Arbosh with Sabre: 9/13: Hit. Arbosh Parry: 3/7: Success. Attack is Parried.
    Arbosh attacks Orc 2 with Cudgel: 4/14: Hit. Orc 2 Parry: 4/7: Success. Attack is Parried.
    Mirhiban casts Ignifaxius at Orc 1: 1/14, 14/15, 4/14: 0 Skill Points (SP) of 8 available needed. Quality Level (QL) 3. Orc 1 Dodge: 17/4-3: Fail. Orc receives: 2+6-1= 7 Damage. Orc 1 Life Points (LP) 36-7=29.

    Layariel attacks Orc 1: 9/9-1: Miss.
    Orc 1 attacks Layariel with Sabre: 8/13: Hit. Layariel Parry: 14/9-1: Fail. Damage: 4+3=7. Layariel Life Points (LP) 7-7=0. Layariel is down and dying.
    Orc 2 attacks Arbosh with Sabre: 14/13: Miss.
    Arbosh attacks Orc 2 with Cudgel: 11/14: Hit. Orc 2 Parry: 18/7: Fail. Damage: 4+7-1=10. Orc 2 Life Points (LP) 36-10=26. Orc 2 is at Slight Pain.
    Mirhiban casts Ignifaxius at Orc 1: 12/14, 11/15, 12/14: 0 Skill Points (SP) of 8 available needed. Quality Level (QL) 3. Orc 1 Dodge: 1/4-3: Critical Success. Orc dodges the jet of flame cast against it.

    Orc 1 attacks Mirhiban with Sabre: 8/13: Hit. Mirhiban Parry with Staff: 11/7: Fail. Damage: 4+3=7. Mirhiban Life Points (LP) 25-7=18. Mirhiban is at Slight Pain.
    Orc 2 attacks Arbosh with Sabre: 1/13-1: Critical Success: 14/13: Halve Arbosh Parry. Arbosh Parries: 6/4: Fail. Damage: 3+3-5=1. Arbosh Life Points (LP) 36-1=35.
    Arbosh attacks Orc 2 with Cudgel: 9/14: Hit. Orc 2 Parries: 2/7-1: Success. Attack is Parried.
    Mirhiban casts Ignifaxius at Orc 1: 5/14-1, 12/15-1, 4/14-1: 0 Skill Points (SP) of 8 available needed. Quality Level (QL) 3. Orc 1 Dodge: 7/4-3: Fail. Orc receives: 8+6-1=13 Damage. Orc 1 Life Points (LP) 29-13=16. Orc 1 is at Disturbing Pain.

    Orc 1 attacks Mirhiban with Sabre: 11/13-2: Hit. Mirhiban Parry with Staff: 9/7-1: Fail. Damage: 6+3=9. Mirhiban Life Points (LP) 18-9=9. Mirhiban is at Disturbing Pain.
    Orc 2 attacks Arbosh with Sabre: 19/13-1: Miss.
    Arbosh attacks Orc 2 with Cudgel: 17/14: Miss.
    Mirhiban casts Ignifaxius at Orc 1: 16/14-2, 9/15-2, 18/14-2: Not enough Skill Points (11 needed). Spellcasting fail.

    Orc 1 attacks Mirhiban with Sabre: 19/13-2: Miss.
    Orc 2 attacks Arbosh with Sabre: 16/13-1: Miss.
    Arbosh attacks Orc 2 with Cudgel: 13/14: Hit. Orc 2 Parries: 9/7-1: Fail. Damage: 5+7-1=11. Orc 2 Life Points (LP) 26-11=15. Orc 2 is at Disturbing Pain.
    Mirhiban casts Ignifaxius at Orc 1: 19/14-2, 20/15-2, 18/14-2: Not enough Skill Points.

    Orc 1 attacks Mirhiban with Sabre: 2/13-2: Hit. Mirhiban Parries: 1/7-2: Critical Success. Attack Parried.
    Orc 2 attacks Arbosh with Sabre: 4/13-2: Hit. Arbosh Parries: 9/7: Fail. Damage: 4+3-5=2. Arbosh Life Points (LP) 35-2=33.
    Arbosh attacks Orc 2 with Cudgel: 5/14: Hit. Orc 2 Parries: 15/7-2: Fail. Damage: 5+7-1=11. Orc 2 Life Points (LP) 15-11=4. Orc 2 is incapacitated.
    Mirhiban casts Ignifaxius at Orc 1: 12/14-2, 11/15-2, 20/14-2: 8 Skill Points (SP) of 8 available needed. Quality Level (QL) 0. Orc 1 Dodge: 2/4-3: Fail. Orc receives: 8-1=7 Damage. Orc 1 Life Points (LP) 16-7=9. Orc 1 is at Severe Pain.

    Orc 1 attacks Mirhiban with Sabre: 18/13-3: Miss.
    Arbosh attacks Orc 1 with Cudgel: 11/14: Hit. Orc 2 Parries: 12/7-3: Fail. Damage: 2+7-1=8. Orc 1 Life Points (LP) 9-8=1. Orc 1 is incapacitated.

    Arbosh will attempt to Treat Wounds on Layariel: 16/13, 20/13, 18/15: Failure.
    Mirhiban will attempt to Treat Wounds on Layariel: 3/12, 13/12, 13/10: Failure.
    Layariel dies.

    Searching the room, the party finds a warhammer and a battle axe.

    In the dimly lit chamber, relics of a bygone mining era loom large, their rusty, abandoned tools a silent testament to long-forgotten labor. The heavy scent of ages-old sweat and toil hangs in the air, a stark contrast to the grim scene that unfolds before our heroes.
    As the door swings open, the cruel, menacing gazes of two orcs meet our adventurers. The makeshift beds behind them suggest a sordid history of trespassers in this forsaken place.
    Layariel, undeterred by the ominous sight, boldly steps forward and readies her finely crafted elf bow. The orcs, driven by their savage instincts, attack. Layariel nimbly dodges one attack but isn’t quick enough to avoid the other, the orc’s sabre slicing through her, leaving her in distress.
    Meanwhile, Arbosh swings his cudgel at one of the orcs, but his blow meets a swift parry. Mirhiban, the mage, moves closer, her mystical powers at the ready.
    In the ensuing chaos, Layariel, determined to retaliate, draws her dagger and delivers a well-aimed strike to one of the orcs, who manages to parry it. The other orc continues to press the attack, landing another brutal hit on Layariel, leaving her in dire straits.
    Arbosh, unwavering in his resolve, attempts to land a blow with his cudgel but finds his efforts thwarted by the orc’s defense. Mirhiban, with her mystical incantations, endeavors to unleash a fiery spell, but the orc manages to dodge the flames, avoiding harm.
    The battle rages on, with injuries accumulating. Layariel’s attempts to strike back are met with evasive parries, while the orc’s relentless assault leaves her incapacitated.
    Arbosh and the remaining orc exchange blows, with Arbosh managing to land a hit, pushing the orc further into pain. However, Mirhiban’s attempt to scorch the orc with magic fails.
    As the combat continues, Mirhiban herself becomes the target of the orc’s aggression, sustaining a hit but parrying a critical attack with expert finesse.
    With a final strike from Arbosh, the orc is incapacitated, its cruel reign of terror at an end. As the battle ends, the party attempts to tend to Layariel’s wounds, but despite their efforts, she succumbs to her injuries.
    With somber hearts, the adventurers search the room, discovering a warhammer and a battle axe, silent remnants of the past and grim reminders of the challenges they must face in this foreboding dungeon.


    C. Jagged Cavern

    Due to the condition of the party, I'm stopping any wandering monster checks.

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


    D. Orc Lair

    NameInitiative
    Arbosh13
    Mirhiban18
    Monsters15

    Orc attacks Arbosh with Saber: 9/13: Hit. Arbosh Parries: 3/7: Success. Attack is Parried.
    Arbosh moves and attacks Orc with Cudgel: 11/14: Hit. Orc Parries: 17/7: Fail. Damage: 4+7-1=10. Orc LP 36-10=26. Orc is at Slight Pain.

    Mirhiban moves inside and attacks Orc with Staff: 3/9-2: Hit. Orc Parries: 4/7-1: Success. Attack is Parried.
    Orc attacks Arbosh with Saber: 5/13-1: Hit. Arbosh Parries: 15/7: Fail. Damage: 4+3-5=2. Arbosh LP 33-2=31.
    Arbosh attacks Orc with Cudgel: 1/14: Critical Success: 13/14: Critical: Halve Defense, Double Damage. Orc Parries: 13/4-1: Fail. Damage: (6+7)x2-1=25. Orc LP: 26-25=1. Orc is incapacitated.

    In this cramped, noisome chamber, the foul stench of decaying meat assails the heroes’ senses as they advance with infravision piercing the shadows. A lone orc figure, tainted by malevolence, stands before them, ready for a final confrontation.
    The orc strikes first, swinging its sabre at Arbosh, but the Dwarven warrior’s sturdy parry deflects the blow. In response, Arbosh steps forward, his trusty cudgel held high, and lands a powerful strike on the orc. The orc grimaces in pain as its life force dwindles, but it remains standing, albeit slightly weakened.
    Mirhiban, the mage, enters the fray, wielding her staff with determination. Her strike, while swift and precise, is met with an agile parry from the orc, who defends itself valiantly.
    The orc attempts to retaliate, focusing its assault on Arbosh. Its sabre connects, albeit with limited force, leaving Arbosh with minor injuries. In response, the resolute Dwarven warrior, now driven by determination, unleashes a critical attack. His cudgel lands with devastating force, leaving the orc incapacitated, its reign of darkness at an end.
    With the threat vanquished, Arbosh’s keen eye catches sight of a loose stone slab on the chamber floor. Pushing it aside, he uncovers a bag of gold, likely spoils belonging to the now-defeated orc. The party’s discovery is a welcome reward for their courage and tenacity.


    E. Trapped Room

    Arbosh Perception: 14/14, 19/11, 18/15: Failure, not enough Skill Points.
    Arbosh fails to detect the trap. Arbosh: Dodge: 16/4: Fail. Damage: 10-5=5. Arbosh Life Points (LP) 31-5=26. Arbosh is in Slight Pain.

    A small empty room, with a funny smell. Black ash and soot cover the floors and walls. A steel door with an iron handle sits in the middle of the floor.
    As the dwarf tries to open the door he hears a clicking noise. He’s a bit late, and a jet of greek fire, lets of to his head. The helmet protects him, but without avoiding a slight burn. What’s even worse is that the whole door was a trap as behind it is only rock.


    F. Gnoll Lair

    NameInitiative
    Arbosh17
    Mirhiban17
    Monsters14

    Arbosh moves and attacks Orc with Cudgel: 2/14-1: Hit. Orc Parries: 9/7: Miss. Damage: 3+7-1=9. Orc LP 36-9=25. Orc is in Slight Pain.
    Mirhiban moves and attacks Orc with Staff: 15/9-2: Miss.
    Orc attacks Arbosh with Saber: 5/13: Hit. Arbosh Parries: 1: Critical Success: 4/7-1: Attack of Opportunity: Arbosh attacs Orc: 14/14-1: Miss.

    Arbosh attacks Orc with Cudgel: 7/14-1: Hit. Orc Parries: 13/7: Miss. Damage: 2+7-1=8. Orc LP 25-8=17. Orc is in Disturbing Pain.
    Mirhiban attacks Orc with Staff: 1/9-2: Critical: 18/9-2: Simple Critical. Orc Parries: 11/4-3: Miss. Damage: 3+2-1=4. Orc LP 17-4=13.
    Orc attacks Arbosh with Saber: 4/13-2: Hit. Arbosh Parries: 11/7-1: Fail. Damage: 4+3-5=2, Arbosh LP 26-2=24.

    Arbosh attacks Orc with Cudgel: 7/14-1: Hit. Orc Parries: 19/7: Miss. Damage: 4+7-1=10. Orc LP 13-10=3. Orc is incapacitated.

    They find Kur’s Drink. Arbosh drinks: restores 6 LP and is back to 30/38, no longer in Slight Pain. Mirhiban drinks: restores 9 LP and is back to 18/25, no longer in Disturbing Pain, but in Slight Pain. Mirhiban drinks: restores 8 LP and is back to full health.

    As the heroes step into the room, they are greeted by a swarm of small, pesky insects. Biting flies, relentless and bothersome, assail them from all angles. In the corner of the chamber, a hulking, furred orc sharpens its saber, its malevolent eyes locking onto our brave adventurers. With a guttural growl, it lunges into action.
    Arbosh, the Dwarven warrior, takes the initiative, charging toward the orc with cudgel in hand. A powerful blow connects, the orc’s attempts at parrying futile. The orc staggers under the force of the strike, visibly wounded but not incapacitated.
    Mirhiban, the mage, attempts to aid her comrade, but her strike with the staff misses its mark, leaving the orc unscathed. The orc, not missing the opportunity, counters with a swift saber strike against Arbosh. This time, Arbosh’s well-timed parry manages to thwart the orc’s attack.
    Arbosh, relentless in his assault, strikes again, this time landing a solid hit on the orc. The orc’s defense proves insufficient, leaving it further wounded and teetering on the edge of defeat. Meanwhile, Mirhiban’s staff finds its mark, the blow striking true and adding to the orc’s injuries.
    However, the orc refuses to back down and continues its assault, slicing Arbosh with its saber. The dwarf endures the hit but is not left unscathed.
    Arbosh retaliates with another mighty blow, and this time, his cudgel connects with devastating force, leaving the orc incapacitated, its reign of menace at an end.
    With the immediate threat vanquished, the heroes decide to inspect the fallen orc. Their search yields a honey-like potion, known as Kur’s Drink, a healing elixir. Mirhiban, recognizing its properties, encourages her comrades to partake in the invigorating potion, offering them renewed strength and vitality for the challenges that lie ahead.


    G. Empty Room

    The heroes go through a rough room like a cave, a small pile of dirt is at one corner of the room. The party moves onward.


    H. Broken Room

    Arbosh: Dodge: 20/6: Botch: Damage: 7-5=2. Arbosh LP 30-2=28. Arbosh is in Slight Pain.
    Mirhiban: Dodge: 12/6: Failure: Damage: 1. Mirhiban LP 25-1=24.

    As the party goes through this large chamber cut from the stone, they notice the walls and ceiling are cracked, and huge chunks of stone have fallen on the floor. Their vibrations cause some more to fall as they pass through, hitting them both.


    I. Narrow Tunnel

    NameInitiative
    Arbosh17
    Mirhiban19
    Monsters17

    Arbosh moves and attacks Orc with Cudgel: 3/14-1: Hit. Orc Parries: 13/8: Fail. Damage: 2+7-1=8. Orc LP 36-8=28.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 18/15: Miss.

    Arbosh attacks Orc with Cudgel: 15/14-1: Miss.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 3/15: Hit. Arbosh Parries: 15/7-1: Fail. Damage: 3+5-5=3. Arbosh LP 28-3=25.

    Arbosh attacks Orc with Cudgel: 14/14-1: Miss.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 9/15: Hit. Arbosh Parries: 15/7-1: Fail. Damage: 4+5-5=4. Arbosh LP 25-4=19.

    Arbosh attacks Orc with Cudgel: 16/14-1: Miss.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 18/15: Miss.

    Arbosh attacks Orc with Cudgel: 5/14-1: Hit. Orc Parries: 15/8: Fail. Damage: 3+7-1=9. Orc LP 28-9=19. Orc is in Slight Pain.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 18/15-1: Miss.

    Arbosh attacks Orc with Cudgel: 17/14-1: Miss.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 16/15-1: Miss.

    Arbosh attacks Orc with Cudgel: 20/14-1: Botch: 14/14-1: Botch: 4: Weapon Damage. Cudgel is damaged.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 2/15-1: Hit. Arbosh Parries: 4/7-1-2: Success. Attack Parried.

    Arbosh attacks Orc with Cudgel: 9/14-1-2: Miss.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 15/15-1: Miss.

    Arbosh attacks Orc with Cudgel: 18/14-1-2: Miss.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 5/15: Hit. Arbosh Parries: 4/7-1-2: Success. Attack Parried.

    Arbosh attacks Orc with Cudgel: 11/14-1-2: Hit. Orc Parries: 9/8-1: Fail. Damage: 4+7-1=10. Orc LP 19-10=9. Orc is in Severe Pain.
    Mirhiban waits behind Arbosh.
    Orc attacks Arbosh with Axe (Orc-Nose): 17/15-3: Miss.

    Arbosh attacks Orc with Cudgel: 2/14-1-2: Hit. Orc Parries: 6/8-3: Fail. Damage: 6+7-1=12. Orc is dead.

    Arbosh switches to the Orc-Nose axe (+2/+1).

    In the confines of the narrow tunnel, our heroes move in single file, with the stout dwarf, Arbosh, leading the way and the mage, Mirhiban, following closely behind. The tension in the air is palpable as they advance with cautious steps, unknowing of what lies ahead.
    Abruptly, the door at the end of the hall swings open with a creak, revealing a malevolent orc wielding a gleaming black axe. With a menacing stride, the orc advances toward our heroes, its intent clear.
    Arbosh seizes the initiative, swiftly bringing down his cudgel upon the orc. His blow connects with precision, and the orc’s attempt to parry is in vain. Though wounded, the orc remains on its feet, albeit in pain.
    Mirhiban, ever watchful, holds her position behind Arbosh, ready to lend her aid if necessary. The orc, filled with rage, raises its menacing axe but fails to land a blow.
    Arbosh’s next strike, however, misses its mark, leaving the orc relatively unscathed. The orc retaliates, landing a hit on Arbosh, though the dwarf’s skillful parry lessens the impact of the attack.
    The battle continues, with a series of exchanged blows. Arbosh and the orc engage in a fierce dance, each attempting to strike a decisive blow. Mirhiban, still biding her time, stands prepared to support her comrade when the opportunity arises.
    Despite their efforts, neither Arbosh nor the orc can claim the upper hand, their strikes frequently missing or being parried. The tension in the cramped tunnel reaches its zenith as the battle rages on.
    Then, in a critical moment, Arbosh’s cudgel sustains damage, but it doesn’t deter him. He lands a powerful blow on the orc, finally incapacitating it. The orc falls, its life force extinguished.
    With the threat vanquished, our heroes take a moment to regroup, knowing that in these perilous tunnels, danger can lurk around every corner.


    J. The Story Room

    The heroes enter a large chamber that has been polished smooth. Ancient dwarvish runes are carved into the walls. Arbosh reads them out aloud. They tell of the story of the digging of the mine and the work that the dwarves did there. Near the end, it mentions that the dwarves found a vein of glowing iron unlike anything they had seen before. They mined this strange ore, which they called eisenmond and found they could make weapons of great magic with it.
    As they mined for more eisenmond they discovered some dark and evil secret about the mountain, without saying anything more than that they packed up and left overnight.
    The story ends by saying that they left behind a large nugget of eisenmond which glowed brighter than the rest, in the care of someone called the Stone King.
    The heroes realize that this is the key to the secret of the mountain, and what Gustovan sent them there to find.


    K. The Iron Mine

    NameInitiative
    Arbosh15
    Mirhiban16
    Monsters19

    Orc 1 moves and attacks Arbosh with Pickaxe: 2/13-1: Hit. Arbosh Parries: 17/9: Fail. Damage: 4+2-5=1. Arbosh LP 19-1=18. Arbosh is in Disturbing Pain.
    Orc 2 moves and attacks Arbosh with Pickaxe: 12/13-1: Hit. Arbosh Parries: 17/9-3: Fail. Damage: 1+2-5=0. No damage.
    Orc 3 moves and attacks Arbosh with Pickaxe: 18/13-1: Miss.
    Orc 4 moves and attacks Arbosh with Pickaxe: 3/13-1: Hit. Arbosh Parries: 4/9-6: Fail. Damage: 3+2-5=0. No damage.
    Mirhiban steps aside to let Arbosh retreat.
    Arbosh moves back in the previous room.

    Orc 1 attacks Arbosh with Pickaxe through the opening: 5/13-1: Hit. Arbosh Parries: 2/9-2: Success. Attack Parried.
    Orc 2 moves and attacks Arbosh with Pickaxe: 16/13-1: Miss.
    Orc 3 moves and attacks Arbosh with Pickaxe: 10/13-1: Hit. Arbosh Parries: 19/9-3-2: Fail. Damage: 4+2-5=1. Arbosh LP 18-1=17.
    Orc 4 waits behind.
    Mirhiban attacks Orc 2 with the staff: 10/9: Miss.
    Arbosh attacks Orc 2 with the axe: 16/16-2: Miss.

    Orc 1 attacks Arbosh with Pickaxe: 7/13-1: Hit. Arbosh Parries: 18/9-2: Fail. Damage: 6+2-5=3. Arbosh LP 17-3=14.
    Orc 2 attacks Arbosh with Pickaxe: 2/13-1: Hit. Arbosh Parries: 16/9-3-2: Fail. Damage: 4+2-5=3. Arbosh LP 14-1=13.
    Orc 3 attacks Arbosh with Pickaxe: 9/13-1: Hit. Arbosh Parries: 12/9-6-2: Fail. Damage: 1+2-5=0. No damage.
    Orc 4 waits behind.
    Mirhiban attacks Orc 2 with the staff: 3/9: Hit. Orc 2 Parries: 15/7-2: Fail. Damage: 3+2-1=4. Orc 2 LP 36-4=32.
    Arbosh attacks Orc 2 with the axe: 4/16-2: Hit. Orc 2 Parries: 10/7-3-2: Fail. Damage: 2+4-1=5. Orc 2 LP 32-5=27/36. Orc 2 is in Slight Pain.

    Orc 1 attacks Arbosh with Pickaxe: 15/13-1: Miss.
    Orc 2 attacks Arbosh with Pickaxe: 2/13-1-1: Hit. Arbosh Parries: 20/9-2: Botch: 18/9-2: Botch: 5: Weapon Lost. Arbosh’s Weapon Falls to the ground. Damage: 2+2-5=0. No damage.
    Orc 3 attacks Arbosh with Pickaxe: 20/13-1: Botch: 11/13-1: Simple Botch.
    Orc 4 waits behind.
    Mirhiban attacks Orc 2 with the staff: 8/9: Hit. Orc 2 Parries: 6/7-2: Fail. Damage: 6+2-1=7. Orc 2 LP 27-7=20/36.
    Arbosh draws warhammer and attacks Orc 2 with the axe: 8/14-2: Hit. Orc 2 Parries: 7/7-3-2: Fail. Damage: 6+5-1=10. Orc 2 LP 20-10=10/36. Orc 2 is in Disturbing Pain.

    Orc 1 attacks Arbosh with Pickaxe: 2/13-1-1: Hit. Arbosh Parries: 10/9-2: Fail. Damage: 4+2-5=1. Arbosh LP 13-1=12/38.
    Orc 2 attacks Arbosh with Pickaxe: 1/13-1-2: Critical: 2/13-1-2: Critical Hit. Arbosh Parries: 12/5-2: Fail. Damage: (3+2)x2-5=5. Arbosh LP 12-5=7/38. Arbosh is in Severe Pain.
    Orc 3 attacks Arbosh with Pickaxe: 4/13-1: Hit. Arbosh Parries: 17/9-3-6: Fail. Damage: 5+2-5=2. Arbosh LP 7-2=5. Arbosh is incapacitated.
    Orc 4 waits behind.
    Mirhiban casts Ignifaxius at Orc 2: 11/14, 13/15, 19/14: 5 Skill Points (SP) of 8 available needed. Quality Level (QL) 1. Orc 2 Dodge: 2/4-2: Success. Orc dodges the jet of flame cast against it.

    Orc 1 waits.
    Orc 2 moves inside and attacks Mirhiban with Pickaxe: 4/13-1-2: Hit. Mirhiban Parries with Staff: 16/6: Fail. Damage: 3+2=5. Mirhiban LP 25-5=20.
    Orc 3 moves and attacks Mirhiban from the opening with Pickaxe: 10/13-1-2: Hit. Mirhiban Parries with Staff: 1/6-3: Critical Success: 11/6-3: Simple Success. Attack Parried.
    Orc 4 waits behind.
    Mirhiban casts Ignifaxius at Orc 2: 20/14, 10/15, 2/14: 6 Skill Points (SP) of 8 available needed. Quality Level (QL) 1. Orc 2 Dodge: 16/4-2: Fail. Damage: 12+2-1=13. Orc 2 LP 10-12=-2. Orc 2 is dead.

    Orc 1 waits.
    Orc 3 moves inside and attacks Mirhiban with Pickaxe: 13/13-1-2: Miss.
    Orc 4 moves and attacks Mirhiban from the opening with Pickaxe: 17/13-1-2: Miss.
    Mirhiban casts Ignifaxius at Orc 3: 4/14, 5/15, 13/14: 0 Skill Points (SP) of 8 available needed. Quality Level (QL) 3. Orc 3 Dodge: 5/4: Fail. Damage: 5+6-1=10. Orc 3 LP 36-10=26. Orc 3 is in Slight Pain.

    Orc 1 waits.
    Orc 3 attacks Mirhiban with Pickaxe: 13/13-1-2: Miss.
    Orc 4 attacks Mirhiban from the opening with Pickaxe: 9/13-1-2: Hit. Mirhiban Parries: 20: Botch: 11/9: Botch: 5: Weapon Lost. Mirhiban drops her staff. Damage: 5+2=7. Mirhiban LP 20-7=13. Mirhiban is in Slight Pain.
    Mirhiban casts Ignifaxius at Orc 3: 2/14-1, 7/15-1, 7/14-1: 0 Skill Points (SP) of 8 available needed. Quality Level (QL) 3. Orc 3 Dodge: 6/4: Fail. Damage: 12+6-1=17. Orc 3 LP 26-17=9. Orc 3 is in Severe Pain.

    I just noticed that I missed the bookkeeping of Arcane Energy. Mirhiban is well over the AE she should have spent. I'll consider that drinking Kur's Drink might have also restored some AE points, but whatever the case, I'll stop spellcasting now.

    Orc 1 waits.
    Orc 3 attacks Mirhiban with Pickaxe: 2/13-1-2-3: Hit. Mirhiban Dodges: 19/6-3: Fail. Damage: 5+2=7. Mirhiban LP 13-7=6. Mirhiban is in Severe Pain.
    Orc 4 attacks Mirhiban from the opening with Pickaxe: 2/13-1-2: Hit. Mirhiban Dodge: 13/6-3-3: Fail. Damage: 3+2=5. Mirhiban LP 6-5=1. Mirhiban is incapacitated.
    TPK

    In the vast and roughly hewn chamber, our heroes find themselves surrounded by the lingering echoes of labor. Small veins of iron ore still grace the walls, remnants of the miners who toiled here. The relentless sound of pickaxes striking the rock fills the air, a testament to the cruel overseers behind this enterprise.
    As they make their way further into the chamber, four hulking, monstrous figures come into view. These beings, undoubtedly the architects of the mining operation, spot our party and their work is abruptly abandoned. With a chorus of enraged howls, they lurch forward, pickaxes in hand, ready to spill blood.
    The first orc makes a fierce strike at Arbosh, landing a hit with its pickaxe. The dwarf attempts to parry, but the attack still grazes him, leaving him in a state of disturbing pain.
    The second orc’s pickaxe also finds its mark, but due to Arbosh’s skillful parry, it fails to inflict any damage.
    Orc three’s attack misses, providing a momentary reprieve, while the fourth orc’s strike similarly misses, offering a glimmer of hope.
    Mirhiban, recognizing the peril Arbosh is in, steps aside to allow him to retreat, the wise decision given their dire circumstances.
    But the orcs aren’t about to let their prey escape easily. The first orc’s pickaxe strike is parried by Arbosh, while the second orc’s attack misses its mark.
    However, the third orc’s pickaxe lands a hit, dealing a small amount of damage and worsening Arbosh’s condition.
    As the battle rages on, the exchange of blows becomes a frenzied dance, with each side attempting to seize the upper hand.
    Arbosh, losing his weapon due to a botched parry, draws his warhammer and continues to press the attack, damaging the second orc in the process. Mirhiban, though faced with danger, makes a valiant attempt to assist, but her efforts fall short.
    The first orc’s strike once again connects with Arbosh, causing him further harm. The second orc, in a cruel stroke of fate, lands a critical hit on Arbosh, further diminishing his life force.
    As the skirmish continues, Arbosh’s condition worsens, leading to his incapacitation. Mirhiban, valiant in her resolve, attempts to cast a spell, but the orcs’ presence interferes, causing her to fail.
    With Arbosh incapacitated, the situation takes a grim turn. The first orc waits, biding its time. The second orc, having disarmed Arbosh, moves in to attack Mirhiban. The attack connects, injuring the mage.
    Orc three advances but fails to hit Mirhiban, while orc four’s strike connects with her, causing her to drop her staff.
    Mirhiban’s desperate attempt to cast a spell ends in failure, and the orcs close in. Orc three’s pickaxe lands a hit, wounding her further. Orc four’s attack also connects, incapacitating Mirhiban.
    As our heroes fall one by one, the chamber’s harsh reality sets in—this is where their journey comes to an end. The darkness of defeat descends, the pickaxes resume their relentless rhythm, and the hopes of the brave adventurers are extinguished.


    The System

    The Dark Eye is a nice crunchy system. I liked how it featured a death spiral with the Pain Conditions based on the wound thresholds, but at the same time it was smooth enough that it wasn’t game breaking.
    I also liked the skill checks where you roll 3d20, compare to the respective attributes and apply your skill points to succeed. It’s quite different from any other RPG I’ve tried, but a nice mechanic.
    And… now it struck me as to what does this skill check system accomplish. The obvious connection is that of the governing attributes, it’s nothing new, we’ve seen it in several RPGs before (Harnmaster, BRP derivatives, D6). It does it in a new way so that you don’t have to pre-calculate the attribute factor, but by rolling 3d20 it’s done on the fly. Okay sofar. The not-so obvious mechanism is the QL. Say you have 8 Skill Points to succeed which represent your skill level and expertise. What this means is that you can “save” a failure and turn it into a success, but also that higher levels of success are only available to people who have skill expertise. There just isn’t a way for untrained people to have a high QL, because they won’t have enough Skill Points available to start with. All this, without hindering their attribute-based chance of success. Which is pretty neat. It allows for talent to show, but only a trained craftsman can do something exquisite. Otherwise it’s just not possible. Other systems have tried something similar with Success Levels, but it’s not the same, because Attributes and Skills are entered in the same success chance pool, whereas The Dark Eye, keeps them separate.
    I loved the Latin-style spell names on the Magic rules. They give a nice touch compared to the blunt descriptions we’re used to.
    Combat left me wanting more. While it did have pain conditions and critical successes, and dodges and blocks, and the damage resolution made sense, I would like critical hit tables or hit locations, and stronger criticals. I mean if you have all this crunch, it’s best to have the complete effectiveness out of it. I understand that there is a Companion book that adds some things like that, but with a 400+ pages big core book, I’d expect it there.

    What about the Dungeon Crawl?

    The Dark Eye is well suited to Dungeon Crawls. I’m confident that the TPK was due to the Orcs strength mostly and my feebly armoured party. If I had used Kobolds and Goblins perhaps it wouldn’t have been so bad. Plus, I needed more armoured warriors, but without having tested the system before, I couldn’t have known.

    Summary

    Overall I liked the Dark Eye, it has great potential and a lot of material to read.
    I can see it working great for someone getting out of D&D, and looking for a system with a similar theme, but more down to earth balance, where heroes can, and will die. It doesn’t win my preference on combat of Hârnmaster, Mythras or MERP, but it passes. It is my understanding that this is a fully-fledged system, with great capabilities on the overall adventuring theme, so that warriors don’t steal the spotlight.

     
  • Unknown's avatar

    giorgis 10:06 pm on October 20, 2023 Permalink | Reply
    Tags: Cepheus,   

    A Call to Glory S09 – Sword of Cepheus/Westlands 

    Continuing at the same challenge in the Level 1 dungeon A Call to Glory from TSR’s Dragon Quest, introductory adventure game, I aim to try more of the fantasy RPGs in my collection, this time with Sword of Cepheus/ Westlands.

    Both these are RPGs are fantasy, using the Cepheus Engine, but they’re not well polished or well balanced. Some rules are wonky, so I’m going to try to use the best of both worlds.

    There are some pre-generated characters, but half the fun in this engine is the character generation, so I’ll go ahead and roll some dudes. My aim is to have a party of 3, but with better than average attributes. So I’ll use the optional rules of Heroic Heroes.


    The Party

    So my first character was a Noble with excellent stats rolled, survived a War, advanced to Tribune in the second term, and… died. Yes, in Sword of Cepheus without the Mishaps Optional Rule, characters can die during generation. RIP, to the next one.

    • Noble BAA9AB, 1-Tribune, (Recon-1, Riding-0, Carousing-2, Rulership-1, Leadership-0, Melee Combat-0, Archery-2, Tactics-0)

    My second attempt with a first character is a Priest, who managed to survive four terms, including a Holy War, a Local Noble Enemy, learning Secret Knowledge and being Recruited. They mustered out at the rank of Vicar, have a holding, a mount, 210 gold, a talisman and several spells. Unfortunately their one and only Aging roll, reduced their DEX by 1.

    My second character is a Rogue, who entered the Thieves Guild, Betrayed a friend and gained an Enenmy, was Arrested and had to hire a Barrister to get out and Mustered out with 200 gold at the rank of Soldier.

    Finally, my third character is a Barbarian, who only qualified for one term, and was Enslaved, losing their Muster out benefits, and failed to re-enlist afterwards. So they will be without any equipment. I intend to use a party pool for this.

    • Father Marcus, Male 30 Priest 67C7B7, Qualified, Vicar-2 (Athletics-1, Religion-1, Liaison-0, Leadership-0, Rulership-0, Streewise-0, Art-0, Investigation-1, Deception-1, Sorcery-2, Medicine-0, Carousing-1, Melee Combat-0), Trait: Talisman, Spells. Equipment: Holding, Mount, Warhammer, Chain Armor, Healer’s Kit, Holy Symbol, Spells: Destroy Dead, Thunderclap, Respite, Bless, Knock, Dispel Magic
    • Vasili Winoskas, Male 26 Rogue BB8986, Qualified, Soldier-2 (Survival-1, Streetwise-2, Craft-0, Carousing-0, Deception-1, Stealth-0, Recon-0, Melee Combat-1), Trait: Combat Readiness, Equipment: Short Sword, Dagger, Leather Armor, Thief’s Tools
    • Korr Male 18 Barbarian A8B646, Qualified, Brave-0 (Recon-1, Survival-1, Animals-0, Melee Combat-0, Archery-0, Athletics-1, Riding-1, Survival-0), Trait: Fast Healing, Equipment: Sword, Shield, Scale Armor

    The Adventure

    The heroes have been called before Gustovan, the Burgomaster of Torlynn. Torlynn is a small village set in a quiet, hilly area near the mountains. The heroes have lived here for many years and think of Torlynn as home. Gustovan is known as a wise and kind mayor.
    He asks of the heroes to go explore the old, abandoned, dwarven, iron mine, because strange lights and sounds come from within. They’re to find out if there is something wrong there or if the reports are false.

    The heroes enter the dungeon. It’s entrance is a rough cavern, cut from the stone long ago by dwarves. They check their weapons and start down into the mine, with the wind blowing in their backs.


    A. Tunnel

    Wandering Monster Check: None
    Wandering Monster Check: None
    Wandering Monster Check: None
    Wandering Monster Check: None


    B. The First Lair

    NameInitiative
    Korr9
    Father Marcus5
    Vasili Winoskas6
    Monsters10
    • Goblin 898764, Thug, (Athletics−1, Melee Combat−0, Archery-0) Equipment: Spear +0 (2D); walks 10 m/action
    • Kobold 898764, Thug, (Athletics−1, Melee Combat−0, Archery-0) Equipment: club +0 (1D); walks 10 m/action

    Goblin moves and thrusts spear at Korr. 11/8: Hit. Damage: 6-5=1.
    Kobold moves and swings club at Korr. 6/8: Miss.
    Korr swings sword at Goblin: 7/8: Miss.
    Korr swings sword at Kobold: 12/8: Hit. Damage: 12. Kobold END=0, STR=4. Kobold has minor wounds.
    Father Marcus moves in and swings warhammer at Goblin: 2/8: Miss.
    Vasili moves in and thrusts shortsword at Kobold: 10+1/8: Hit. Damage: 3. Kobold DEX=6. Kobold has minor wounds.

    Goblin thrusts spear at Korr. 4/8: Miss.
    Goblin thrusts spear at Korr. 7/8: Miss.
    Kobold swings club at Korr. 6-1/8: Miss.
    Kobold swings club at Korr. 2-1/8: Miss.
    Korr swings sword at Goblin: 6/8: Miss.
    Korr swings sword at Kobold: 3/8: Miss.
    Father Marcus swings warhammer at Goblin: 8/8: Hit. Damage: 8. Goblin END=0. Goblin has minor wounds.
    Father Marcus swings warhammer at Goblin: 8/8: Hit. Damage: 4. Goblin STR=4. Goblin has minor wounds.
    Vasili thrusts shortsword at Kobold: 10+1/8: Hit. Damage: 7. Kobold DEX=0, STR=3. Kobold has serious wounds. Kobold: 6/8: Fail. Kobold is unconscious.
    Vasili moves next to Goblin.

    Goblin thrusts spear at Korr. 5-1/8: Miss.
    Goblin thrusts spear at Korr. 5-1/8: Miss.
    Korr swings sword at Goblin: 5/8: Miss.
    Korr swings sword at Goblin: 7/8: Miss.
    Father Marcus swings warhammer at Goblin: 8/8: Hit. Damage: 7. Goblin DEX=2. Goblin has minor wounds.
    Father Marcus swings warhammer at Goblin: 10/8: Hit. Damage: 11. Goblin DEX=0, STR=0. Goblin has mortal wounds and falls.

    As the intrepid heroes step into the room, their eyes fall upon a pair of humble beds, likely once occupied by weary miners. However, their peace is shattered as a menacing duo emerges – a snarling goblin and a wiry kobold. The goblin, with a cruel glint in its eye, lunges at Korr, grazing him with a spear. The kobold, wielding a crude club, attempts an attack but misses.
    In the fray, Korr takes a swing at the goblin, but his blade narrowly misses. Father Marcus, with unwavering determination, brandishes his warhammer, striking down the goblin, who now lies with minor wounds. Vasili, nimble and quick, drives a shortsword into the kobold, causing it to wince in pain.
    The goblin attempts more strikes but fails to connect. Meanwhile, the kobold’s club swings wide of its target. The battle rages on, and while the heroes struggle to land successful blows, Father Marcus delivers a final, powerful blow to the goblin, who falls mortally wounded.
    Amidst the aftermath, your party discovers darts, a hammer and spikes among the scattered debris.


    C. Jagged Cavern

    Wandering Monster Check: None

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


    D. Orc Lair

    NameInitiative
    Korr5
    Father Marcus10
    Vasili Winoskas3
    Monsters8
    • Orc 989764, Thug, (Athletics−1, Melee Combat−1, Archery-0) Equipment: Cutlass +0 (3D); walks 10 m/action

    Father Marcus has no room to maneuver inside.
    Orc swings cutlass at Korr: 4+1-1/8: Miss.
    Orc swings cutlass at Korr: 9+1-1/8: Hit. Damage: 11-5=6.
    Korr swings sword at Orc: 5/8: Miss.
    Korr swings sword at Orc: 7/8: Miss.
    Vasili finds no room to maneuver inside.

    Father Marcus has no room to maneuver inside.
    Orc swings cutlass at Korr: 7+1-1/8: Miss.
    Orc swings cutlass at Korr: 11+1-1/8: Hit. Damage: 10-5=5. Korr END=0. STR=9. Korr has suffered a minor wound.
    Korr moves to side and swings sword at Orc: 9-1/8: Hit. Damage: 10-1=9. Orc END=0. Orc has suffered a minor wound.
    Vasili moves in the room and swings shortsword at Orc: 10+1/8: Hit. Damage: 4-1=3. Orc STR=8.

    Father Marcus has no room to maneuver inside.
    Orc swings cutlass at Korr: 9+1-1-1/8: Hit. Damage: 13-5=8. Korr STR=1.
    Orc swings cutlass at Korr: 7+1-1-1/8: Miss.
    Korr swings sword at Orc: 6-1/8: Miss.
    Korr swings sword at Orc: 5-1/8: Miss.
    Vasili swings shortsword at Orc: 9+1/8: Hit. Damage: 3-1=2. Orc STR=6.
    Vasili swings shortsword at Orc: 6+1/8: Miss.

    Father Marcus has no room to maneuver inside.
    Orc swings cutlass at Korr: 5+1-1-1/8: Miss.
    Orc swings cutlass at Korr: 4+1-1-1/8: Miss.
    Korr swings sword at Orc: 7-1/8: Miss.
    Korr swings sword at Orc: 4-1/8: Miss.
    Vasili moves to side and swings shortsword at Orc: 7+1/8: Hit. Damage: 8-1=7. Orc DEX=1.

    Father Marcus moves inside and swings warhammer at Orc: 12/8: Hit. Damage: 5-1=4. Orc STR=2.
    Orc swings cutlass at Korr: 3+1-1-1/8: Miss.
    Orc swings cutlass at Korr: 9+1-1-1/8: Hit. Damage: 15-5=10. Korr is down. STR, DEX, END at 0. INT=4. Korr has suffered a Mortal Wound and drops.
    Vasili swings shortsword at Orc: 9+1/8: Hit. Damage: 8-1=7. Orc is down with a mortal wound.

    Since we have noone with a Medicine-1 skill. Korr will die untreated.

    A grim scene unfolds as the valiant heroes venture into a cramped chamber, where a putrid stench pervades the air. Their torchlight reveals an orc looming in the shadows, poised for battle.
    Despite the limited space, the orc’s cutlass slashes wildly but misses its intended target, Korr, initially. Korr’s retaliatory swings with his sword also fail to find their mark. Vasili, trying to maneuver in the tight quarters, struggles to make effective strikes.
    In the close confines of the room, the battle continues. The orc’s cutlass connects, inflicting harm upon Korr. The barbarian, determined, manages to land a powerful blow on the orc, causing it to stagger with a minor wound. Vasili joins the fray, finding an opening and wounding the orc as well.
    Despite the continuous attacks, the orc maintains its aggressive assault. Korr takes another hit, his strength waning. However, Vasili’s shortsword pierces the orc’s defenses, further weakening it. Father Marcus, previously hindered by space, manages to strike the orc with his warhammer, leaving it with diminished strength.
    In the final exchange, Korr succumbs to his injuries, falling unconscious with a mortal wound. The combined efforts of Vasili and Father Marcus bring the orc to its knees, with the room now echoing with silence.


    E. Trapped Room

    Vasili: DEX: 7+1/8: Successful.

    A small empty room, with a funny smell. Black ash and soot cover the floors and walls. A steel door with an iron handle sits in the middle of the floor.
    As Vasili tries to open the door he hears a clicking noise. He’s fast enough to avoid a jet of greek fire, that lets off to his head. Thanking his quick reflexes it didn’t manage to hurt him.


    F. Gnoll Lair

    NameInitiative
    Father Marcus4
    Vasili Winoskas7
    Monsters4
    • Gnoll 998764, Thug, (Athletics−1, Melee Combat−1, Archery-0) Equipment: Cutlass +0 (3D); walks 10 m/action

    Vasili steps to the side and thrusts at the Gnoll with his shortsword: 3+1/8: Miss.
    Father Marcus steps inside.
    Gnoll swings cutlass at Father Marcus: 9+1/8: Hit: Damage: 14-6=8. Marcus END=4.
    Marcus swings warhammer at Gnoll: 6/8: Miss.
    Gnoll swings cutlass at Father Marcus: 8+1/8: Hit: Damage: 12-6=6. Marcus END=0 STR=4. Marcus has suffered a minor wound.

    Vasili thrusts shortsword at Gnoll: 7+1/8: Hit. Damage: 7-3=4. Gnoll END=4.
    Vasili thrusts shortsword at Gnoll: 5+1/8: Miss.
    Father Marcus swings warhammer at Gnoll: 6-1/8: Miss.
    Gnoll swings cutlass at Father Marcus: 7+1/8: Hit: Damage: 11-6=5. Marcus DEX=2.
    Father Marcus swings warhammer at Gnoll: 5-1/8: Miss.
    Gnoll swings cutlass at Father Marcus: 7+1/8: Hit: Damage: 12-6=6. Marcus STR=0, DEX=0, END=0. Father Marcus has suffered a mortal wound and is down.

    Vasili thrusts shortsword at Gnoll: 5+1/8: Miss.
    Vasili thrusts shortsword at Gnoll: 7+1/8: Hit. Damage: 8-3=5. Gnoll END=0, STR=8. Gnoll has suffered a minor wound.
    Gnoll swings cutlass at Vasili: 5+1-1/8: Miss.
    Gnoll swings cutlass at Vasili: 3+1-1/8: Miss.

    Vasili thrusts shortsword at Gnoll: 12+1/8: Hit. Damage: 3-3=0. No damage.
    Vasili thrusts shortsword at Gnoll: 9+1/8: Hit. Damage: 4-3=1. Gnoll STR=7.
    Gnoll swings cutlass at Vasili: 4+1-1/8: Miss.
    Gnoll swings cutlass at Vasili: 9+1-1/8: Hit. Damage: 10-4=6. Vasili END=2.

    Vasili thrusts shortsword at Gnoll: 5+1/8: Miss.
    Vasili thrusts shortsword at Gnoll: 5+1/8: Miss.
    Gnoll swings cutlass at Vasili: 11+1-1/8: Hit. Damage: 14-4=10. Vasili END=0 STR=3. Vasili has suffered a minor wound.
    Gnoll swings cutlass at Vasili: 12+1-1/8: Hit. Damage: 16-4=12. Vasili END=0 STR=0 DEX=2. Vasili has suffered a serious wound.
    Vasili: END 7/8: Failure. Vasili is down.
    TPK.

    As your fearless heroes advance further into the dungeon, they stumble upon a chamber filled with the persistent drone of biting flies. A swarm of these vexing insects buzzes around them. Yet, a more immediate danger presents itself in the form of a hulking gnoll, its blade honed and ready for their arrival.
    Vasili, attempting to strike first, thrusts his shortsword at the gnoll but misses. Father Marcus steps inside to engage the menacing foe. In a swift, brutal assault, the gnoll strikes Father Marcus twice, leaving the priest with minor wounds.
    Vasili manages to connect with a shortsword thrust, wounding the gnoll. However, their adversary retaliates with another assault on Father Marcus, who now lies with a mortal wound. Father Marcus valiantly tries to strike back but misses, weakened by the gnoll’s blows.
    Vasili continues to duel with the gnoll, inflicting minor wounds upon the creature. In a frenzy, the gnoll misses Vasili in two successive swings. But Vasili’s attacks are not as precise as before, with the gnoll striking a heavy blow that leaves Vasili with minor wounds.
    Despite his determination, Vasili ultimately falls, his wounds proving too much to bear. The battle ends in tragedy, with the gnoll standing triumphant over the fallen heroes.


    The System

    I’ll be honest, Sword of Cepheus is a very blunt system. I absolutely loved the character generation mini game. It’s excellent for generating a backstory for characters. I can imagine using it alongside of UNE and BOLD and building up a fully fledged PC. But that’s where it stops. The system is clunky. Perhaps for Sci-Fi it’s great where you don’t want to have more detailed combat, but in fantasy it just doesn’t cut it. The combat options are very basic, and having to find out the injuries by splitting damage points among the physical characteristics, is just weird.
    The fact that the rulebook has a few issues such as lack of proper proofreading, and some rules that make no sense (having to drink a huge quantity of water per day to survive, bronze being weaker than iron, irrational costs for some items) didn’t help either. There are also problems with balance between different weapons. There needed to be some granularity which is missing so some are particularly strong while others too weak for their class.

    What about the Dungeon Crawl?

    Sword of Cepheus is not cut out for dungeon crawling. A dungeon should be only a very small endeavor of the party. I can see it working fine for overland travel, urban adventures in medieval fantasy cities, and sailing the high seas. But the quick deadliness of combat coupled with some issues, clearly show that this game isn’t meant with dungeon crawling in mind.

    Summary

    The Traveller and it’s derivatives are known for their unique character generation system, and Sword of Cepheus delivers this. I strongly recommend this even just for this fun tool. I could see myself rolling a few characters just for the fun of the process.
    Unfortunately this system doesn’t work for me as a ruleset, I can’t see myself trying it out further in the future, unless as part of a serious hack of rules.

     
    • Shawn ("soypunk") Medero's avatar

      Shawn ("soypunk") Medero 7:06 am on October 21, 2023 Permalink | Reply

      You should really take a look at Worlds Apart, as that’s a more detailed version of fantasy Traveller and more care was taken in the editing and writing process.

      Liked by 2 people

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