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  • 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

  • Unknown's avatar

    giorgis 8:28 pm on October 15, 2023 Permalink | Reply
    Tags: ,   

    A Call to Glory S08 – GURPS 

    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 RPGs in my collection, this time with GURPS Lite.

    I’ll be using a party of 4 characters created using GCS. They’re 150 points builds. They’re meant to be a Rogue, a Scout, a Knight and a Wizard. Gurps Lite 4th Edition didn’t include any Magic Examples, but I could find one in GURPS Lite 3rd Edition, so I made a pyromancer (Ignite Fire, Create Fire, Shape Fire and Fireball spells).

    There’s also an extensive database of converted D&D monsters to GURPS, so I expect the playthrough to go smoothly. My main issue with GURPS is that it is way too modular. When creating a character you can choose pretty much anything, which can be a problem if you don’t know what you’re doing. Should I have given more points to base stats? more to skills? did I miss something important? No clue. There’s a learning curve based on player experience here, that I have yet to conquer. It could be a reason for a TPK.


    The Party

    • Sherwood Gaugler, Rogue
    • Luis Chuc, Scout
    • Caprice Chehebar, Knight
    • Glen Klitzing, Wizard

    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: Gnoll

    The wind fades away as the heroes move into the mine. A long tunnel leads onward, to the next room.

    I’ll be using the Orc Hunter stats for the Gnoll.
    Gnoll readies throwing axe.
    Sherwood readies sword.
    Caprice readies sword.
    Luis readies readies spear.
    Glen waits behind Sherwood.

    Gnoll aims throwing axe to Caprice.
    Sherwood waits behind Caprice.
    Caprice moves towards Gnoll.
    Luis waits behind Sherwood.
    Glen waits behind Luis.

    Gnoll throws axe to Caprice. 13/16+2-5: Hit. Caprice: Block: 13/12: Fail. Damage: 2+4-4=2×1.5=3. Hit at: 8: Right Arm. 11/14 Hit Points remaining.
    Sherwood moves behind Caprice.
    Caprice moves towards Gnoll.
    Luis moves behind Sherwood.
    Glen moves behind Luis.

    Gnoll readies another axe.
    Sherwood moves behind Caprice.
    Caprice move and swing sword at Gnoll. 6/14-4: Hit. Gnoll: Parry: 12/12: Success. Attack Parried.
    Luis moves behind Sherwood.
    Glen moves behind Luis.

    Gnoll swings axe at Caprice: 11/18: Hit. Caprice: Block: 10/12: Success. Attack Blocked.
    Sherwood moves behind Caprice.
    Caprice swings sword at Gnoll: 6/14: Hit. Gnoll can’t Parry as the weapon is unwieldly. Gnoll: Dodge: 9/10: Success. Attack Dodge.
    Luis moves behind Sherwood.
    Glen moves behind Luis.

    Gnoll swings axe at Caprice: 15/18: Hit. Caprice: Block: 10/12: Success. Attack Blocked.
    Sherwood waits.
    Caprice swings sword at Gnoll: 12/14: Hit. Gnoll can’t Parry as the weapon is unwieldly. Gnoll: Dodge: 12/10: Fail. Damage: 9+1-0=10×1.5=15. Gnoll HT Roll: 12/11: Fail. Gnoll is dead.

    In the dimly lit dungeon, the tension was palpable. The gnoll raised its throwing axe, eyes fixed on Caprice. Sherwood stood ready with his sword, and Caprice mirrored his stance. Luis held his spear in readiness, while Glen, ever watchful, waited behind Sherwood.
    The gnoll hurled its axe toward Caprice. The weapon struck, landing a hit on her right arm. Caprice winced but pressed on. Sherwood and the others closed ranks behind her.
    Caprice, undeterred, advanced on the gnoll. She swung her sword, connecting with the gnoll’s unwieldy axe, but the gnoll managed to parry her attack skillfully.
    Gnoll, now determined, swung its axe at Caprice once more, but her quick reflexes allowed her to block the blow. The dance of combat continued.
    In the end, Caprice’s relentless assault paid off. Her final sword swing found its mark, bypassing the gnoll’s defenses. The gnoll fell lifeless, its threat extinguished in the dark dungeon.


    B. The First Lair

    As the heroes enter the room, they notice a couple of beds. Probably used to be the miners’, but now they have new occupants. A kobold and a goblin get up, pick their weapons and attack.

    Sherwood waits behind Caprice.
    Caprice moves and swings sword at Kobold: 14/14-4: Miss.
    Luis waits behind Sherwood.
    Glen waits behind Luis.
    Kobold thrusts halfspear at Caprice: 13/12: Miss.
    Goblin moves and swings cleaver at Caprice: 12/12-4: Miss.

    Sherwood moves in the room.
    Caprice swings sword at Kobold: 12/14: Hit. Kobold: Parry: 4/9: Success. Attack Parried.
    Luis moves in the room.
    Glen moves in the room.
    Kobold thrusts halfspear at Caprice: 12/12: Hit. Caprice: Parry: 9/12: Success. Attack Parried.
    Goblin swings cleaver at Caprice: 13/12: Miss.

    Sherwood move and swing short sword at Goblin: 15/15-4: Miss
    Caprice swings sword at Kobold: 12/14: Hit. Kobold: Parry: 11/9: Fail. Damage: 7+1-2=6×1.5=9. Kobold HT Roll: 12/10: Fail. Kobold is dead.
    Luis move and thrust spear at Goblin: 10/14-4: Hit. Goblin: Parry: 11/9: Fail. Damage: 6+1-2=5×2=10. Goblin HT Roll: 8/11. Success. Goblin stands.
    Glen waits.
    Goblin swings cleaver at Caprice: 13/12-4: Miss.

    Sherwood swings short sword at Goblin: 7/15: Hit. Goblin: Parry: 14/9: Fail. Damage 2-2: 0.
    Caprice swings sword at Goblin: 10/14: Hit. Goblin: Parry: 12/9: Fail. Damage 5+1-2=4×1.5=6.
    Luis thrust spear at Goblin: 13/4: Hit: Goblin: Parry: 9/9: Success. Attack Parried.
    Glen waits.
    Goblin HT Roll: 8/11. Success. Goblin stands. Goblin swings cleaver at Caprice: 10/12-4: Miss.

    Sherwood swings short sword at Goblin: 10/15: Hit. Goblin: Parry: 11/9: Fail. Damage 4-2: 2. Goblin is at -7 HP.
    Caprice swings sword at Goblin: 4/14: Critical Hit. Damage 4+1-2=3×1.5=4. Goblin is at -11 HP. Goblin HT Roll: 16/11-1: Fail. Goblin is dead.
    Searching, the party finds a Pouch Belt and a Mace.

    The battle in the miners’ resting quarters was intense. Caprice and her companions faced off against the kobold and goblin assailants.
    Caprice’s initial swing at the kobold narrowly missed, and the goblin’s cleaver attack also failed to find its mark. But Caprice soon got her revenge, her sword striking the kobold. Despite the kobold’s attempts to parry, Caprice’s blow was too much, and the kobold fell lifeless, vanquished.
    Luis joined the fray, thrusting his spear at the goblin. The goblin tried to parry but couldn’t, suffering a significant hit. However, it managed to stay on its feet.
    In the end, it was Sherwood and Caprice who sealed the fate of the goblin. Sherwood’s short sword and Caprice’s blade struck with precision, ending the goblin’s threat. Their thorough search afterward revealed a Pouch Belt and a Mace among the spoils of battle.


    C. Jagged Cavern

    Wandering monster: Kobold

    The Kobold appears as Caprice opens the door to Jagged Cavern.
    Sherwood moves and waits behind Caprice.
    Caprice swings sword at Kobold: 11/14: Hit. Kobold: Parry: 11/9: Fail. Damage: 5+1-2=4×1.5=6.
    Luis waits behind Glen.
    Glen swings quarterstaff at Kobold: 7/11: Hit. Kobold: Parry: 16/9: Fail. Damage: 3+4-2=5. Kobold HT Roll: 11/10: Fail. Kobold falls unconscious.

    As Caprice pushed open the door to Jagged Cavern, the narrow stone corridor revealed nothing of interest, except for the echoing sound of water dripping from the ceiling.
    However, their tranquility was short-lived as a kobold suddenly emerged. Caprice, with quick reflexes, swung her sword, striking the kobold who failed to parry. The kobold’s health diminished, but it was still standing.
    Then, Glen stepped forward and brought down his quarterstaff upon the kobold, rendering it unconscious and no longer a threat.


    D. Orc Lair

    Sherwood moves and waits behind Caprice.
    Caprice swings sword at Orc: 14/14: Hit. Orc: Dodge: 12/7: Fail. Damage: 8+1-2=7×1.5=10.
    Luis moves and waits next to Sherwood.
    Orc readies falchion.
    Glen moves and waits behind Sherwood.

    Sherwood waits behind Caprice.
    Caprice swings sword at Orc: 9/14: Hit. Orc: Parry: 10/13-4: Fail. Damage: 11+1-2=10×1.5=15. Orc HT Roll: 13/11: Fail. Orc falls unconscious.

    Luis: Observation: 10/13: Success.
    Luis notices a loose stone slab on the floor. Pushing it aside he finds a bag of gold, probably spoils belonging to the defeated orc.

    The stench of decaying meat overwhelmed the heroes as they entered the small room. In the corner, they spotted the looming figure of an orc, and battle was imminent.
    Caprice swiftly swung her sword, connecting with the orc as it failed to dodge the attack. The orc staggered under the blow, but it remained standing.
    In a coordinated effort, Caprice struck again, this time overpowering the orc’s parry. The orc collapsed, unconscious and defeated.
    Luis, with a keen eye, noticed a loose stone slab on the floor. He pushed it aside, revealing a hidden bag of gold, likely the spoils belonging to the now-defeated orc. A rewarding find for their efforts.


    E. Trapped Room

    Caprice: Dexterity: 14/11: Failure: Damage: 4-4: 0.

    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 Caprice tries to open the door she hears a clicking noise. She’s not fast enough to avoid a jet of greek fire, but her armour protects her.


    F. Gnoll Lair

    Gnoll swings axe at Caprice: 12/18: Hit. Caprice: Block: 8/12: Success. Attack Blocked.
    Sherwood moves behind Caprice.
    Caprice swings sword at Gnoll: 14/14: Hit. Gnoll can’t Parry as the weapon is unwieldly. Gnoll: Dodge: 11/10: Fail. Damage: 4+1-0=5×1.5=7.
    Luis moves behind Sherwood.
    Glen moves behind Luis.

    Gnoll swings axe at Caprice: 6/18-4: Hit. Caprice: Block: 13/12: Fail. Damage: 4+4-4=4×1.5=6.
    Sherwood waits behind Caprice.
    Caprice swings sword at Gnoll: 9/14-4: Hit. Gnoll can’t Parry as the weapon is unwieldly. Gnoll: Dodge: 10/10: Success. Attack Dodged.
    Luis waits behind Sherwood.
    Glen waits behind Luis.

    Gnoll swings axe at Caprice: 7/18: Hit. Caprice: Block: 11/12: Success. Attack Blocked.
    Sherwood waits behind Caprice.
    Caprice swings sword at Gnoll: 11/14: Hit. Gnoll can’t Parry as the weapon is unwieldly. Gnoll: Dodge: 3/10: Success. Attack Dodged.
    Luis waits behind Sherwood.
    Glen waits behind Luis.

    Gnoll swings axe at Caprice: 8/18: Hit. Caprice: Block: 16/12: Fail. Damage: 2+4-4=2×1.5=3. Caprice is reeling from her wounds.
    Sherwood steps back to let Caprice move out.
    Caprice moves out.
    Luis waits in the corridor.
    Glen waits behind Luis.

    Gnoll moves and attacks Caprice: 11/18-4: Hit. Caprice: Block: 11/12: Success. Attack Blocked.
    Sherwood thrusts shortsword at Gnoll. 7/15: Hit. Gnoll: Dodge: 12/10: Fail. Damage: 2-2=0: 1×2=2 Damage.
    Caprice swings broadsword at Gnoll. 11/14: Hit. Gnoll: Dodge: 8/10: Success. Attack Dodge.
    Luis thrusts spear at Gnoll. 13/14: Hit. Gnoll: Dodge: 11/10: Fail. Damage: 6+2=8×2=16. Gnoll HT Roll: 10/11. Success. Major Wound HT Roll: 9/11 Success. Gnoll Hit Points @ -11.

    I ruled that in order to hit the gnoll diagonally from the sides of the opening only thrust attacks are possible.

    Gnoll HT Roll: 8/11: Success. Gnoll still stands. Gnoll attacks Caprice: 12/18-4: Hit. Caprice: Block: 8/12: Success. Attack Blocked.
    Sherwood thrusts shortsword at Gnoll. 13/15: Hit. Gnoll: Dodge: 7/10: Fail. Success. Attack Dodged.
    Caprice swings broadsword at Gnoll. 8/14: Hit. Gnoll: Dodge: 14/10: Fail. Damage: 7+1=8×1.5=12. Gnoll HT Roll: 12/11-1: Fail. Gnoll falls.

    Searching the creature, they find an invigorating honey-like potion. Glen recognizes it for a potion of healing. Kur’s Drink. Caprice drinks.

    Caprice: Heal: 8 Hit Points. Caprice is back at 10 Hit Points.

    In this room, the heroes encountered a swarm of biting flies, and a large gnoll, axe in hand, ready to attack.
    The gnoll swung its axe at Caprice, but her quick reflexes allowed her to block the blow. Caprice retaliated with a precise sword strike, inflicting damage on the gnoll.
    The gnoll’s next attack landed, causing Caprice to reel from her wounds. Sherwood stepped back to allow her to retreat, and Caprice moved out to regroup.
    In a coordinated assault, the heroes took down the gnoll. Sherwood’s shortsword hit, but the gnoll dodged Caprice’s broadsword. Finally, Luis’s spear thrust struck true, inflicting a major wound on the gnoll. Though the gnoll attempted to stand, it ultimately succumbed to its injuries.
    After the battle, the heroes found a potion of healing on the gnoll, which Glen recognized as “Kur’s Drink.” Caprice drank it, and her wounds healed.


    G. Empty Room

    Wandering Monster Check: No monster

    I decide no to search the pile of dirt in the 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

    Caprice: Dexterity: 8/11: Success.
    Sherwood: Dexterity: 17/14: Fail. Hit: 2-2=0 Damage.

    Caprice: Dexterity: 13/11: Fail. Hit: 2-4=0 Damage.
    Sherwood: Dexterity: 12/14: Success.
    Luis: Dexterity: 7/12: Success.
    Glen: Dexterity: 13/10: Fail. Hit: 2 Damage.

    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, with Glen receiving a minor bruise from a chunk of rock.


    I. Narrow Tunnel

    Orc moves and swings his black axe at Caprice: 4/13-4: Critical Hit: Damage: 6+5-4=7×1.5=10. Caprice HT Roll: 9/12: Success. Caprice stands. Major Wound: Caprice HT Roll: 7/12: Success. Caprice stands.
    Sherwood waits in the previous chamber.
    Caprice swings sword at orc: 10/14-4: Hit. Orc Parry: 14/10: Fail. Damage: 8+1-2=7×1.5=10. Major Wound: Orc HT Roll: 8/11: Success. The orc stands.
    Luis stands in wait in the previous chamber.
    Glen stands in wait in the previous chamber.

    Orc swings his black axe at Caprice: 11/13-4: Miss.
    Sherwood waits in the previous chamber.
    Caprice moves back in the previous chamber.
    Luis stands in wait in the previous chamber.
    Glen stands in wait in the previous chamber.

    Orc moves and swings his black axe at Caprice: 15/13-4: Miss.
    Sherwood thrusts his short sword at the orc: 13/15: Hit. Orc: Parry: 12/10: Fail. Damage: 5-2-2=1×2=2.
    Caprice swings sword at orc: 13/14: Hit. Orc: Parry: 9/10: Success. Attack Parried.
    Luis thrusts his spear at orc: 9/14: Hit. Orc: Parry: 12/10: Fail. Damage: 5+2-2=5×2=10. Orc HT Roll: 13/11: Fail. Orc falls unconscious.
    Caprice takes the black axe of her opponent. The craftsmanship isn’t orcish, and she intends to put it to good use.
    Caprice drinks another sip of Kur’s Drink… and another. She’s back at 12 Hit Points.

    The heroes advanced down a narrow tunnel, with Caprice leading the way. Suddenly, the door at the end of the hall swung open, revealing a foul orc wielding a gleaming black axe. It wasted no time and launched a devastating attack at Caprice, landing a critical blow. Caprice withstood the hit, showing remarkable resilience.
    Caprice retaliated with her sword, striking the orc, which was unable to parry the blow. The orc, despite its major wound, remained standing.
    In a desperate attempt, the orc swung its axe at Caprice again but missed. Caprice decided to step back, and the orc pursued her.
    Sherwood seized the opportunity, thrusting his shortsword at the orc, landing a hit. Caprice swung her sword but her attack was parried. Luis’s spear thrust struck true, causing the orc to fall unconscious. Caprice, victorious, took the black axe, noting its fine craftsmanship.
    Caprice also drank more of the healing potion they found earlier, and her injuries were further mended.


    J. The Story Room

    I’m not rolling a wandering monsters check since the next room has a major fight.

    The heroes enter a large chamber that has been polished smooth. Ancient dwarvish runes are carved into the walls. Glen 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

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

    Gnoll move and swing pickaxe at Caprice: 11/18: Hit. Caprice: Block: 4/12: Success. Attack Blocked.
    Sherwood wait behind Caprice.
    Caprice move to the side to allow the group to enter, and swing sword at Gnoll: 12/14: Hit. Gnoll: Dodge: 14/10: Fail. Damage: 8+1=9×1.5=13. Major Wound. Gnoll HT Roll: 14/11: Fail. Gnoll is Stunned and Prone and drops weapon.
    Luis waits for Sherwood to move.
    Glen waits for Sherwood to move.
    Orc move and swing pickaxe at Caprice: 9/13: Hit. Caprice: Block: 8/12: Success. Attack Blocked.
    Goblin move and swing pickaxe at Caprice: 11/12: Hit. Caprice: Block: 6/12: Success. Attack Blocked.
    Kobold move behind Orc.

    Gnoll HT Roll: 9/11: Success. Gnoll is no longer Stunned.
    Sherwood swing shortsword at Orc: 8/15: Hit. Orc: Dodge: 15/9: Fail. Damage: 5-2=3×1.5=4.
    Caprice swing broadsword at Prone Gnoll: 11/14: Hit. Gnoll: Dodge: 10/10-3: Fail. Damage: 3+1=4×1.5=6. Gnoll HT Roll: 14/11: Fail. Gnoll falls uncoscious.
    Luis thrusts spear at Orc: 6/14: Hit. Orc: Dodge: 13/9: Fail. Damage: 2+2-2=2×2=4.
    Glen cast fireball level 3: 5/16: Success. The fireball missile is at Glen’s hand will be ready in 2 more seconds.
    Orc swing pickaxe at Caprice: 16/13: Miss.
    Goblin swing pickaxe at Caprice: 9/12: Hit. Caprice: Block: 10/12: Success. Attack Blocked.
    Kobold move and swing pickaxe at Caprice: 9/12: Hit. Caprice: Block: 10/12: Success. Attack Blocked.

    Sherwood swing shortsword at Orc: 18/15: Miss.
    Caprice swing broadsword at Orc: 10/14: Hit. Orc: Dodge: 7/9: Success. Attack Dodged.
    Luis thrusts spear at Orc: 15/14: Miss.
    The fireball missile is at Glen’s hand will be ready in 1 more seconds.
    Orc swing pickaxe at Caprice: 5/13: Hit. Caprice: Block: 17/12: Miss. Damage: 6+4-4=6×1.5=9. Major Wound. Caprice HT Roll: 10/12. Caprice Stands.
    Goblin swing pickaxe at Caprice: 10/12: Hit. Caprice: Block: 11/12: Success. Attack Blocked.
    Kobold move and swing pickaxe at Caprice: 6/12: Hit. Caprice: Block: 16/12: Fail. Damage: 6-4=2×1.5=3. Caprice HT Roll: 13/12. Caprice falls unconscious.

    Sherwood swing shortsword at Orc: 13/15: Hit. Orc: Dodge: 16/9: Fail. Damage: 2-2=0.
    Luis thrusts spear at Orc: 13/14: Hit. Orc: Dodge: 9/9: Success. Attack Dodged.
    The fireball missile is ready at Glen’s hand.
    Orc swing pickaxe at Sherwood: 9/13: Hit. Sherwood: Parry: 16/10: Fail. Damage: 6+4-2=8×1.5=12. Major Wound. Sherwood HT Roll: 12/11: Fail. Sherwood is Stunned, Falls Prone and drops his Spear. Sherwood HT Roll: 13/11: Fail. Sherwood is unconscious.
    Goblin moves next to the orc near the opening.
    Kobold moves next to the orc near the opening.

    Luis thrusts spear at Orc: 13/14: Hit. Orc: Dodge: 17/9: Fail. Damage: 3+2-2=3×2=6. Orc HT Roll: 13/11: Fail. Orc falls unconscious.
    Glen aims the fireball missile at the Kobold.
    Goblin moves inside the room and swings his pickaxe at Glen: 10/12: Hit. Glen: Dodge: 8/8: Success.
    Kobold moves behind the Goblin.

    Luis thrusts spear at Goblin: 8/14: Hit. Goblin: Dodge: 11/9: Fail. Damage: 6+2-2=6×2=12. Goblin HT Roll: 5/11: Success. Goblin Stands. Major Wound. Goblin HT Roll: 14/11: Fail. Goblin is Stunned, Falls Prone, and drops it’s pickaxe.
    Glen shoots the fireball missile at the Kobold: 5/10+1: Hit. Damage: 8-2=6. Major Wound. Kobold HT Roll: 6/10: Success. Kobold stands.
    Gobliln HT Roll: 10/11: Success. Goblin is no longer Stunned.
    Kobold waits behind the Goblin.

    Luis thrusts spear at Goblin: 12/14: Hit. Goblin: Dodge: 16/9-3: Fail. Damage: 3+2-2=3×2=6.
    Glen swings his quarterstaff at Goblin: 7/11: Success. Goblin: Dodge: 7/9-3: Fail. Damage: 3+4-2=5. Goblin HT Roll: 6/11-1: Success. Goblin Stands.
    Goblin HT Roll: 9/11-1: Success. Goblin Stands up from being prone.
    Kobold waits behind the Goblin.

    Luis thrusts spear at Goblin: 15/14: Miss.
    Glen swings his quarterstaff at Goblin: 16/11: Miss.
    Goblin HT Roll: 12/11-1: Failure. Goblin Stands falls unconscious.
    Kobold moves inside and swings it’s pickaxe at Glen: 9/12-4: Miss.

    Luis thrusts spear at Kobold: 16/14: Miss.
    Glen swings his quarterstaff at Kobold: 13/11: Miss.
    Kobold swings it’s pickaxe at Glen: 7/12: Hit. Glen: Parry: 8/10: Success. Attack Parried.

    Luis thrusts spear at Kobold: 6/14: Hit. Kobold: Dodge: 9/8-4: Fail. Damage: 6+2-2=6×2=12. Kobold HT Roll: 9/10-1: Success. Major Wound. Kobold HT Roll: 14/10: Fail. Kobold falls prone, is stunned and drops it’s pickaxe.
    Glen swings his quarterstaff at prone Kobold: 10/11: Hit. Damage: 4+4-2=6. Kobold HT Roll: 8/10-2: Success.
    Kobold HT Roll: 9/10: Success. Kobold is no longer stunned. Kobold HT Roll: 5/10-2: Success. Kobold stands.

    Luis thrusts spear at Kobold: 10/14: Hit. Kobold: Dodge: 9/8-3: Fail. Damage: 2+2-2=2×2=4.
    Glen swings his quarterstaff at prone Kobold: 10/11: Hit. Kobold: Dodge: 3/8-3-4: Critical Success. Attack Dodged.
    Kobold HT Roll: 8/10-2: Success. Kobold stands up.

    Luis thrusts spear at Kobold: 12/14: Hit. Kobold: Dodge: 10/8: Fail. Damage: 5+2-2=5×2=10. Kobold HT Roll: 6/10-3: Success.
    Glen swings his quarterstaff at Kobold: 15/11: Miss.
    Kobold HT Roll: 12/10-3: Failure. Kobold falls unconscious.

    Searching through their opponents belongings, they find a cool silver ring, and a coil of rope. Luis takes the rope and Glen takes the ring.

    The heroes entered a vast, roughly carved chamber, still showing signs of ongoing mining operations. Small veins of iron ore lined the walls, but the real concern was the four monsters working the mine who now howled and charged at the party.
    A gnoll swung its pickaxe at Caprice, but she expertly blocked the attack with her sword. In response, Caprice’s own sword strike landed true, causing the gnoll to falter, stunned, and prone, dropping its weapon.
    Sherwood moved into action, his shortsword connecting with the orc as it failed to dodge. Caprice took advantage of the prone gnoll, delivering another blow that rendered it unconscious.
    Luis thrust his spear at the orc, and Glen prepared a powerful fireball spell. However, the orc’s attack missed Caprice, and the goblin and kobold’s pickaxe strikes were deftly blocked by her.
    In the heat of battle, Sherwood’s shortsword swing missed its mark, but Caprice’s broadsword strike, although dodged by the orc, was still a menacing presence. Luis’s spear thrust was an unfortunate miss.
    Glen’s fireball was almost ready, but before it could be launched, the orc landed a fierce blow on Caprice. Although it was a major wound, Caprice’s determination allowed her to stand her ground. The goblin’s pickaxe attack was skillfully blocked, but the kobold managed to wound Caprice, causing her to fall unconscious.
    Sherwood’s shortsword hit the orc, but the orc dodged Caprice’s sword. Luis thrust his spear, but the orc dodged that too. Unfortunately, the orc struck back, hitting Sherwood with a severe blow that left him stunned and unconscious.
    The goblin moved into the room, and the kobold followed suit. Luis managed to thrust his spear into the goblin, causing a major wound, but the goblin was still standing, albeit stunned. Glen unleashed the fireball missile on the kobold, dealing significant damage.
    The goblin eventually recovered from being stunned, and the kobold remained standing, despite its injuries.
    Luis’s spear thrust found its mark, and Glen’s quarterstaff strike hit the goblin. Despite the goblin’s determination, it eventually succumbed to its injuries and fell unconscious.
    The kobold, on the other hand, managed to evade Luis’s spear but couldn’t escape Glen’s attack. It too was stunned and fell prone. Afterward, Luis thrust his spear again, causing a major wound, but the kobold managed to stand up, although its condition was critical.
    Their relentless assault continued, with Luis finally landing a lethal blow on the kobold. Unfortunately, Glen’s quarterstaff swing missed, but the kobold couldn’t withstand the damage, falling unconscious.
    Upon searching their fallen opponents, Luis found a coil of rope, and Glen discovered a cool silver ring. They divided their spoils, ready to press on in their quest.


    L. Tunnel of Death

    Luis: Observation: 12/13: Success.

    The heroes enter a smooth and straight tunnel. The floor is marked with the dark stains of dried blood. As they reach the door to the other side, Luis detects a mechanism, that upon opening the door, releases several rocks to their heads.

    They try to open the door carefully.
    Luis: Dexterity: 10/12: Success
    Glen: Dexterity: 10/12: Success

    They manage to get through without being hit.


    M. Mysterious Fountain

    In the center of the room is a stone fountain, carved in the image of a large dragon that coils around itself and sprays water out of its mouth. The water lands in a polished stone pool that has been cut into the floor around the statue. The air is sweet with the smell of fresh water. The heroes drink from the water to quench their thirst, and in a magical way, all their wounds and fatigue disappear.
    They look around the room and see that there are no more doors, and it appears to be the end of the mine. But knowing that they haven’t found either the Stone Kind or the large lump of eisenmond, they start searching for a secret door.

    Luis: Observation: 13: Success

    They find the secret door.


    N. Sloping Passage

    The tunnel has been cut downards at a sharp angle. Walking down is very dangerous, but with the rope, the heroes descend it with great care.


    O. The Eisenmond Mine

    The heroes finally enter a rough stone chamber, with flakes of a mysterious glowing ore flickering in the walls, floor and ceiling, making the dark walls shimmer like a starry night.
    In the center, sitting on a small stone pedestal, is a short statue carved from a single granite block. It depicts a dwarf with a pick and other mining gear, missing it’s head which is tossed in the corner. The head sports a rusty crown, fashioned from iron, The statue’s hands are open and held out as if it was holding something.

    Okay, so here’s a puzzle concerning players and not characters, but it can be resolved with Int checks, which I will test.

    Luis: Observation: 13/13: Success. He finds a secret compartment with two nuggets of eisenmond, that fit perfectly on the eye sockets of the statue’s head.

    Glen: Intelligence: 12/13: Success. He considers placing the head back on the statue.

    Searching around for secret doors, Luis finds a small compartment in the pedestal that contains two nuggets of eisenmond. His keen senses tell him that they fit perfectly to the head, and he proceeds to place them there.
    The party looks at the head. Then Glen decides to re-assemble the statue.
    As soon as the statue is assembled, a strange light fills the room. The stone body of the statue glows and the mouth moves slowly. In a voice deep and old as the mountain around, the statue speaks.
    It says about how the mine belongs to the dwarves, and how good it is that the heroes have arrived because a great evil has tainted the spirit of the place. The priceless magical stone called the Eisenkern was stolen, and along with it, the power to trap the beast that lives at the heart of the mountain. If the Eisenkern is not returned, that terrible beast will be freed, and a horrible evil will come upon all who dwell in these lands.


    Ending the Adventure

    The heroes return and report their story to Gustovan, who seems troubled by it. He rewards them and takes thought of the matter.


    The System

    GURPS has a reputation for being a very crunchy detailed system that is hard to master. I was a bit intimidated by it, and the layout didn’t really help in reading through the system.
    But I was pleasantly surprised.
    The system itself is very streamlined. Combat is fast, but also interesting. The choice of thrusts versus swings and different damage per attack type and weapon type is very carefully laid out. There are some neat equations that take place, but the math are very simple and quick to run during the game.
    Despite not having hit locations (at least in LITE), and using hit points, the combat results are interesting. Major Wounds can happen easily and they will drop an opponent. You are also temporarily shocked (to a max of -4) when you’re wounded. Finally, you can keep standing against all odds if you roll well, just like the little Kobold at the end.
    I also love the 3d6 core mechanic for resolution. The probability curve it provides is really cool. This part just won me.
    Perhaps the last part was the most tiresome, where you have multiples of of hit points to see where you make HT death rolls. Also I might have mixed up a bit the type of rolls (unconsciousness vs death) but it didn’t have much of a difference in a dungeon crawl.
    What I also was not a huge fan of, was the character generation process. I like to have the opportunity for some randomness, and not only points application, otherwise there’s a good chance (as I expressed early) that I might make a character that just doesn’t work as I expected.

    What about the Dungeon Crawl?

    There are no Luck Points or similar metagaming currency to make the party survive, but I feel like they’re sturdy enough as it is. Yes, there can be that really strong lucky hit that will bring you reeling down, but usually there’s no such thing as instant-kill. You’ll need to take a few hits first. I haven’t tested this out with more dangerous opponents, but against the common minions this seems to be the case.
    With some healing, GURPS (lite) is very well suited to dungeon crawling. My party survived with 2 members standing, and 2 unconscious but alive.

    Summary

    GURPS Lite was a very nice experience. I will certainly be revisiting it in the future in other solo ventures, and will keep my eyes peeled for the core book as well.

     
    • Bob's avatar

      Bob 9:36 pm on October 17, 2023 Permalink | Reply

      I’m so glad you tried GURPS. I’ve become a huge fan of it over the years and have basically used it as a tool box to make my own solo rule set. In GURPS, you only need to use what you need and there is a lot of flexibility you can have without breaking the system. I had similar issues as you (and actually ran A Call to Glory like you’ve been doing too) and I’ve come up with my own way of randomly generating an adventurer that feels close to old school DND without killing a character at creation.
      One thing to keep in mind with points is that they exist so a table full of players can all have equally interesting characters. They’re not really exclusively about balance the way character levels might be. You could create a character descriptively too, i.e. someone who is as strong as a bear (ST 14) and professionally competent with an axe (skill level 12). In fact that’s how I roll up NPCs on the fly.
      Another strength of the system is you can get rid of or replace some things, especially solo, without breaking the game. For example, there’s an optional rule called Conditional Injury (published in Pyramind 3/120, one of their zines) where you ditch tracking HP and make injuries into status effects. I used this because I wanted to have larger skirmishes like in 5 Leagues from the Borderlands where I could use wargame style counters to track injuries, rather than track HP (and related penalties) for a couple dozen units in the fight. Was a ton of fun.
      One last thing: metacurrency. You can use character points as a metacurrency per a GURPS publication called Impulse Buys. Basically 1 point buys you a success (so you could save your life on a dodge roll) but its a tough call because you’re slowing down your character’s progression. I just give every character 1 unspent point to start and then I have a separate system for earning character points in play.
      In short, I’ve hacked the heck out of GURPS (I’ve made my own magic systems too) and its a blast. Welcome to the club, I wish I had more time to play. Hah

      Liked by 1 person

      • giorgis's avatar

        giorgis 11:45 pm on October 17, 2023 Permalink | Reply

        Thanks for the detailed reply!
        These are great pointers and many of them are close to what I like to have in my games. I’m currently in A Call to Glory dungeon with Sword of Cepheus which uses the Traveller SRD. I’m not too happy with the system, but I adore the character generation mini-game. I was thinking I could hack this into GURPS. Love to hear how hackable and modable GURPS is!

        Like

  • Unknown's avatar

    giorgis 1:19 pm on October 14, 2023 Permalink | Reply
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    A Call to Glory S07 – D6 Fantasy 

    Continuing at the old challenge I did 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 D6 Fantasy. I’ve had D6 Fantasy for a while now, but never actually used it; instead I’ve solo played only with MiniSix Barebones. I always found the advantages/disadvantages and special abilities mechanics too clunky when reading the book, but I think it’s time to put it all to the test. There’s a good chance that it plays better than it reads, as is the case with the D6 family.

    I’ll be using a party of 3 characters using the standard templates and applying some non-human packages for variety.


    The Party

    name: Ugmar
    layout: D6 Fantasy Layout
    race: "Dwarf"
    occupation: "Monster Slayer"
    gender: male
    agility: 3D+2
    agility_skills: acrobatics, climbing, dodge, fighting, jumping, melee combat 5D+2, stealth
    coordination: 3D+1
    coordination_skills: marksmanship, throwing
    physique: 3D+2
    physique_skills: lifting 4D+2, running, stamina, swimming
    charisma: 2D
    charisma_skills: animal handling, command, intimidation, mettle, persuasion
    intellect: 2D
    intellect_skills: healing, traps
    acumen: 3D+1
    acumen_skills: gambling, crafting, hide, investigation, search, streetwise, survival, tracking
    advantages: Size Small (Rl), scale value of 3  
    disadvantages: Gruffness (R2), +2 to bluff, charm, and persuasion difficulties; Shorter Stride (R1), 2-meter reduction to running, swimming, and jumping Move, Age (R1) you are slightly younger than typical, so people don't always take you seriously; Devotion (R1) devoted to protecting ordinary people from extraordinary fiends.  
    special_abilities: Hardiness (R2, cost 2), + 2 to damage resistance totals; Longevity (Rl, cost 3); Ultravision (Rl, cost 1) +2 to sightbased totals while in dim or dark conditions, Attack Resistance Nonenchanted Weapons (R1) +1D to your damage resistance total against such weapons  
    equipment: Battleaxe (damage +3D), leather pants (Armor Value +2 to legs only)
    description: After a band of monsters killed those you loved, you've been wandering the world, seeking to rid it of such diabolical creatures. A priest blessed your cause, giving you a resistance to certain kinds of physical harm.  
    strength_damage: 2D
    move: 10
    body_points: 35
    fate_points: 1
    character_points: 5
    funds: 3D
    silver: 180
    
    name: Gilmithien
    layout: D6 Fantasy Layout
    race: Elf
    occupation: Ranger
    gender: female
    agility: 3D+1
    agility_skills: climbing, dodge, fighting, jumping, melee combat 4D+1, riding, stealth 4D+1
    coordination: 3D+1
    coordination_skills: marksmanship 5D+1, throwing
    physique: 3D
    physique_skills: lifting, running, stamina, swimming
    charisma: 3D
    charisma_skills: animal handling, charm, command, intimidation, mettle, persuasion
    intellect: 2D+2
    intellect_skills: healing 3D+2, navigation, scholar, speaking, traps
    acumen: 2D+2
    acumen_skills: crafting, hide, investigation, know how, search, survival 3D+2, tracking
    advantages: Contacts (R1) you've helped a lot of people, many of whom would be willing return the favor
    disadvantages: Devotion, Nature (R2), feel a deep devotion and kinship with trees and plants; Hindrance, Arrogance (R2), +2 to bluff, charm, and persuasion difficulties; Hindrance, Delicate (R2), -2 to damage resistance total. Devotion (R2) fiercely devoted to protecting wilderness areas and their inhabitants.
    special_abilities: Hardiness (R2, cost 2), + 2 to damage resistance totals; Longevity (Rl, cost 3); Ultravision (Rl, cost 1) +2 to sightbased totals while in dim or dark conditions, Attack Resistance Nonenchanted Weapons (R1) +1D to your damage resistance total against such weapons. Skill Bonus Keen Eye (R1) +1 bonus to marksmanship, search and tracking
    equipment: Cloak, long bow and quiver of arrows (damage +2D+2); leather jerkin (Armor Value +2)
    description: You grew up in forests and you've traveled through a lot of wilderness. You firstly seek to protect the land, plants and animals, and secondly, any travelers.
    strength_damage: 2D
    move: 10
    body_points: 33
    fate_points: 1
    character_points: 5
    funds: 3D
    silver: 180
    
    name: Estald
    layout: D6 Fantasy Layout
    race: Human
    occupation: Wizard
    gender: male
    agility: 2D+1
    agility_skills: acrobatics, fighting, riding, stealth
    coordination: 2D
    coordination_skills: charioteering, marksmanship 4D, sleight of hand, throwing
    physique: 2D
    physique_skills: lifting, running
    charisma: 2D+2
    charisma_skills: animal handling, bluff, charm, command, intimidation, mettle, persuasion
    intellect: 3D+1
    intellect_skills: cultures, devices 4D+1, healing, navigation, reading/writing 4D+1, scholar 4D+1, speaking, trading, traps
    acumen: 3D+1
    acumen_skills: artist, crafting, disguise, gambling, hide, investigation, know how, search, streetwise, survival
    extranormal_magic: 2D+1
    extranormal_skills: alteration, apportation, conjuration 4D+1 (glow stone, mystic bolt, mystic shield), divination
    advantages: none
    disadvantages: Prejudice (R2) the wizard cult you belonged to has a bad reputation and you find many people shun you.  
    special_abilities: Good Luck (R1)
    equipment: small knife (damage +2); soft leather jerkin and pants (Armor Value +2); paper; quill and ink; a few small spell components; a few spells on scrolls
    description: Though the art of spell design fascinates you, the idea of staying locked in a stuffy library doesn't. You've taken to adventuring to find inspiration for new spells, lost sources of mystical energy, and forgotten ancient artifacts.
    strength_damage: 1D
    move: 10
    body_points: 22
    fate_points: 1
    character_points: 5
    funds: 3D
    silver: 180
    

    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.

    Note: again I have to warn the reader that there are huge mechanics text blocks. OpenD6 combat has many steps, 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. Tunnel

    Wandering monster check: None
    Wandering monster check: None
    Wandering monster check: None
    Wandering monster check: None
    Wandering monster check: None

    The wind fades away as the heroes move into the mine. A long tunnel leads onward, to the next room.

    Wandering monster check: Kobold


    B. The First Lair

    Just right at the moment when the party was to enter the first lair, they came face to face with a wandering Kobold that opened the door. In the room behind it there are also another Goblin and a Kobold.

    OpenD6 Statblocks for Fantasy Creatures are quite the same. There's one for Goblins, Orcs, Gnolls (I decided that Kobolds also fit here), and one for Ogres, Bugbears (I decided that Hobgoblins also fit here). On hindsight, perhaps I should have spent some time writing some stats in an index card instead of going back and forth to the various sections of the books.

    NameInitiative
    Ugmar7
    Estald5
    Gilmithien11
    Monsters9

    Round 1

    Gilmithien shoots Kobold1 (over Ugmar): marksmanship: 17/10: Hit: 33/13: Dead
    Kobold2 attacks Ugmar: melee combat: 15/10: Hit: 16/17: No damage
    Goblin attacks Ugmar: melee combat: 9/10: Miss
    Ugmar attacks Kobold2: 22/10: Hit: 17/11: Wounded
    Estald: casts Mystic Bolt at Kobold2: 11/10: Success: marksmanship: 13/10: Hit: 21/10: Dead

    Round 2

    Gilmithien has no clear LOS so, she waits.
    Goblin attacks Ugmar: melee combat: 8/10: Miss
    Ugmar attacks Goblin: 17/10: Hit: 16/9: Wounded
    Gilmithien shoots Goblin: marksmanship: 18/10: Hit: 17/11: Wounded
    Estald has no clear LOS and waits

    Round 3

    Gilmithien shoots Goblin: 16/10: Hit: 21/6: Dead
    The party searches the room and finds a club and some darts.

    As our heroes advance further into the dungeon, they come across a dimly lit room. The air is heavy with the musty scent of old mining equipment. Suddenly, the door swings open, and before them, a menacing kobold stands with a cruel glint in its eyes. Behind, they spot a pair of makeshift beds, a stark contrast to the previous miners who might have used them.
    Without hesitation, Gilmithien draws her bow and lets loose an arrow, piercing through the first kobold’s heart. It collapses silently, never knowing what hit it. The second kobold leaps at Ugmar with a rusty blade, but despite its efforts, it can’t find a way past his defenses. Meanwhile, a goblin takes a swing at Ugmar but misses, giving him a moment of respite.
    Ugmar retaliates with a powerful strike against the wounded kobold, causing it to stagger back in pain. Estald, with a flick of his hand, conjures a mystic bolt that strikes the injured kobold, sealing its fate.
    Gilmithien finds herself without a clear line of sight and wisely holds her fire. The goblin makes another desperate attack on Ugmar but fails to land a blow. Ugmar, however, strikes back, injuring the goblin. Gilmithien takes aim and shoots The goblin, leaving it severely wounded.
    Gilmithien lines up her shot, releasing another arrow that finds its mark in the goblin’s heart. The room falls silent as the life drains from their foes. With the danger passed, the party searches the room and discovers a club and a handful of darts among the remnants of the previous miners’ belongings.


    C. Jagged Cavern

    Wandering monster: 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
    Ugmar14
    Gilmithien2
    Monsters14

    Round 1

    Ugmar attacks orc: melee combat: 18/10: Hit: 12/11: Stunned
    Orc attacks Ugmar: melee combat: 3/10: Miss
    Gilmithien shoots Orc (over Ugmar): marksmanship: 12/10: Hit: 8/10: No damage

    Round 2

    Ugmar attacks orc: melee combat: 11/10: Hit: 11/10: Stunned
    Orc attacks Ugmar: melee combat: 1/12: Miss
    Gilmithien shoots Orc (over Ugmar): marksmanship: 20/10: Hit: 20/11: Incapacitated

    As soon as the heroes enter this small room, the stench of rotten meat fills their nostrils. With their infravision they make out an orc figure as they close in to engage.

    Our brave heroes advance into a small, dimly lit chamber, the air thick with the putrid smell of decaying flesh. As their eyes adjust to the darkness, they spot a looming orc in their path.
    Ugmar moves with purpose, swinging his weapon at the menacing orc. The blow connects, leaving the orc stunned and reeling. The orc retaliates but fails to land a hit, his attack going wide. Meanwhile, Gilmithien takes a shot at the orc, but her arrow grazes its target, causing no significant harm.
    Ugmar’s determination doesn’t waver. He delivers another solid strike to the orc, furthering its state of confusion and disarray. The orc, desperately trying to regain its composure, swings its weapon wildly, but Ugmar skillfully avoids the attack. Gilmithien, seeing an opportunity, lines up her shot carefully and releases an arrow with impeccable precision. The arrow finds its mark, incapacitating the orc.

    Wandering monster: Orc

    NameInitiative
    Ugmar6
    Gilmithien11
    Estald3
    Monsters8

    A wandering orc appears from the door at the end of the corridor.

    Round 1

    Gilmithien shoots Orc (medium range): marksmanship: 12/15: Miss
    Orc moves closer.
    Ugmar attacks the Orc (parries): 7/5: Hit: 25/11: Dead

    As our heroes continue down the corridor, a wandering orc suddenly emerges from the far door, catching them off guard.
    Gilmithien quickly draws her bow and takes aim at the approaching orc. However, in her haste, her shot goes wide, missing the target. The orc seizes this moment to close the gap between them.
    But Ugmar, ever vigilant, makes a swift and precise attack, delivering a devastating blow to the orc. The orc’s life is abruptly cut short as it falls to the ground, defeated, and the corridor returns to an eerie silence.

    Wandering monster: Kobold

    NameInitiative
    Ugmar15
    Gilmithien12
    Estald14
    Monsters8

    A wandering kobold appears from the door at the end of the corridor.

    Round 1

    Ugmar attacks kobold: melee combat: 18/10: Hit: 20/9: Incapacitated

    While the heroes continue their journey down the corridor, a wandering kobold suddenly emerges from the door at the far end.
    Ugmar reacts swiftly and intercepts the kobold. With a powerful strike, he incapacitates the kobold before it has a chance to react. The kobold falls to the ground, defeated, and the corridor once again falls into an eerie silence.


    E. Trapped Room

    Glimithien: Acumen: 7/15: Failure: Hit: 14/11: Stunned

    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 elf tries to open the door she hears a clicking noise. She’s not fast enough to avoid a jet of greek fire, that lets of to her head. Thanking her quick reflexes it only stunned her momentarily.


    F. Gnoll Lair

    NameInitiative
    Ugmar13
    Gilmithien11
    Estald12
    Monsters12

    Round 1

    Ugmar attacks gnoll: melee combat: 28/10: Hit: 14/7: Wounded
    Gnoll attacks Ugmar (parries): melee combat: 1/16: Miss
    Gilmithien moves and shoots gnoll: marksmanship: 14/10: Hit: 5/13: No damage

    Round 2

    Ugmar attacks gnoll: melee combat: 13/10: Hit: 17/17: Stunned
    Gnoll attacks Ugmar (parries): melee combat: 1/12: Miss
    Gilmithien shoots gnoll: marksmanship: 14/10: Hit: 15/10: Severely Wounded

    Round 3

    Wandering monster check: Hobgoblin
    Ugmar attacks gnoll: melee combat: 16/10: Hit: 15/17: No damage
    Gilmithien moves and shoots gnoll: marksmanship: 23/10: Hit: 5/13: No damage
    Estald: casts Mystic Bolt at hobgoblin: 28/10: Success: marksmanship: 13/10: Hit: 16/12: Wounded
    Gnoll attacks Ugmar (parries): melee combat: 3/12: Miss
    Hobgoblin moves and attacks Gilmithien: melee combat: 10/10: Hit: 13/12: Stunned

    Round 4

    Wandering monster check: orc, behind the hobgoblin
    Ugmar attacks gnoll: melee combat: 18/10: Hit: 7/8: No damage
    Gilmithien shoots Hobgoblin: marksmanship: 8/10: Miss
    Estald: casts Mystic Bolt at hobgoblin: 12/10: Successs: marksmanship: 6/10: Miss
    Orc is blocked in the corridor behind the hobgoblin
    Gnoll attacks Ugmar (parries): melee combat: 11/15: Miss
    Hobgoblin attacks Gilmithien: melee combat: 20/10: Hit: 14/10: Wounded

    Round 5

    Ugmar attacks gnoll: melee combat: 16/10: Hit: 24/9: Dead
    Gilmithien shoots Hobgoblin: marksmanship: 12/10: Hit: 13/16: No damage
    Estald: casts Mystic Bolt at hobgoblin: 12/10: Successs: marksmanship: 6/10: Miss
    Orc is blocked in the corridor behind the hobgoblin
    Hobgoblin attacks Gilmithien: melee combat: 7/10: Miss

    Round 6

    Ugmar turns and attacks the hobgoblin from the door opening: melee combat: 14/10: Hit: 13/14: No damage
    Gilmithien shoots Hobgoblin: marksmanship: 27/10: Hit: 11/4: Wounded
    Estald: casts Mystic Bolt at hobgoblin: 10/10: Successs: marksmanship: 13/10: Hit: 9/21: No damage
    Orc is blocked in the corridor behind the hobgoblin
    Hobgoblin attacks Gilmithien: melee combat: 5/10: Miss

    Round 7

    Wandering monster check: gnoll, on the other side of the corridor, behind the heroes
    Ugmar attacks hobgoblin: melee combat: 17/10: Hit: 22/15: Wounded
    Gilmithien shoots Hobgoblin: marksmanship: 8/10: Miss
    Estald: casts Mystic Bolt at hobgoblin: 14/10: Successs: marksmanship: 9/10: Miss
    Orc is blocked in the corridor behind the hobgoblin
    Gnoll moves and attacks Estald: melee combat: 10/10: Hit: 11/4: Wounded
    Hobgoblin attacks Ugmar: melee combat: 4/10: Miss

    Round 8

    Ugmar attacks hobgoblin: melee combat: 24/10: Hit: 15/10: Incapacitated
    Gilmithien shoots orc: marksmanship: 5/10: Miss
    Estald: casts Mystic Shield at shelf: 17/10: Success, he’s protected
    Orc attacks Gilmithien: melee combat: 2/10: Miss
    Gnoll attacks Estald: melee combat: 10/10: Hit: 14/30: No damage

    Round 9

    Ugmar moves and attacks orc: melee combat: 14/10: Hit: 10/16: No damage
    Gilmithien shoots orc: marksmanship: 17/10: Hit: 16/16: Stunned
    Estald: casts Mystic Bolt at gnoll: 10/10: Successs: marksmanship: 14/10: Hit: 18/6: Incapacitated
    Orc attacks Gilmithien: melee combat: 4/10: Miss

    Round 10

    Ugmar attacks orc: melee combat: 21/10: Hit: 20/12: Wounded
    Gilmithien shoots orc: marksmanship: 2/10: Miss
    Estald: casts Mystic Bolt at orc: 9/10: Failure
    Orc attacks Gilmithien: melee combat: 11/10: Hit: 15/16: No damage

    Round 11

    Ugmar attacks orc: melee combat: 17/10: Hit: 16/6: Incapacitated

    Venturing deeper into the dungeon, our heroes find themselves in a room filled with the incessant buzzing of biting flies. A dozen of these tiny, bothersome insects swarm around them. But the more pressing threat is a large, furred gnoll who, with menacing intent, sharpens his blade upon their arrival.
    Ugmar, without hesitation, launches a powerful attack against the gnoll. His strike lands true, wounding the gnoll, but the gnoll’s response is sluggish, and it misses Ugmar entirely. Gilmithien, however, struggles to take aim amid the chaos of the biting flies and misses her mark.
    Ugmar’s relentless assault continues, leaving the gnoll stunned. The gnoll, in return, can’t seem to regain its composure and misses its chance to retaliate. Gilmithien, hampered by the relentless flies, takes another shot at the gnoll but only manages to severely wound it.
    A moment of respite is shattered as a wandering monster check reveals a hobgoblin behind the gnoll. Ugmar’s next attack on the gnoll yields no damage, and Gilmithien, still struggling with the flies, misses her shot. Estald, attempting to turn the tide, casts a mystic bolt at the hobgoblin, but the spell falls short of its target. An orc lurks behind the hobgoblin, but it can’t join the fray due to the crowded corridor.
    The gnoll, despite being wounded and stunned, continues to press its attack, but Ugmar manages to avoid any significant damage. Gilmithien’s shots at the hobgoblin and the orc fall short, and Estald’s mystic bolt fails to find its mark. The hobgoblin, despite its advantage, only manages to wound Gilmithien.
    Ugmar keeps up his assault, but the gnoll is surprisingly resilient. Gilmithien’s shots miss, and Estald’s mystic bolt continues to elude the hobgoblin. The orc behind the hobgoblin remains unable to engage in the battle.
    A new threat emerges as a wandering monster check reveals a gnoll on the other side of the corridor, behind the heroes. Ugmar strikes down the hobgoblin, taking advantage of the door opening to do so. Gilmithien’s shot at the orc misses, while Estald casts a mystic shield to protect himself. The gnoll, however, manages to wound Estald, making the situation more dire.
    As the battle rages on, Ugmar attacks the orc, but his blows only seem to scratch the creature. Gilmithien’s aim remains true, and her shot incapacitates the orc. Estald’s mystic bolt fails to hit its mark, leaving the gnoll across the corridor untouched.
    With persistence and determination, Ugmar continues his assault against the orc, this time incapacitating it. Gilmithien’s shot at the orc misses, and Estald’s mystic bolt falls short once again.
    Ugmar lands a solid blow against the orc, leaving it wounded. Gilmithien’s shot misses, and Estald’s mystic bolt fails to connect.
    Ugmar delivers a final, decisive strike against the orc, incapacitating it. The room falls silent, save for the incessant buzzing of the biting flies, as our heroes emerge victorious from this challenging encounter.
    Searching the creature, they find an invigorating honey-like potion. Estald recognizes it for a potion of healing. Kur’s Drink. Gilmithien drinks it and recovers from her wounds.

    This combat was SO tiresome. I'm certain I did a few mistakes when calculating skills and damage rolls, and perhaps spellcasting. Also I should rule out wandering monster checks during combat rounds, or perhaps once every 6 rounds. It gets too busy otherwise. We ended up having to fight several more monsters than expected.


    G. Empty Room

    Wandering Monster Check: No monster

    I decide not to search the pile of dirt in the 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

    Ugmar: Agility : 15/10: Success
    Gilmithien: Agility: 2/10: Failure: Hit: 10/7: Stunned
    Estald: Agility: 1/10: Hit: 8/11: No damage

    As the party proceeds through the vast chamber, carved from the very stone of the earth, they soon realize that the room is not as stable as it first appears. The walls and ceiling bear cracks, and massive stones have tumbled to the ground over time.
    Suddenly, the ground beneath them shudders, and a few stones drop, making them realize the danger they’re in. In a moment of agility and quick thinking, Ugmar manages to deftly avoid the falling debris. However, Gilmithien is less fortunate; a stone strikes her, leaving her stunned and vulnerable. Estald, too, is grazed by a falling rock but remains unharmed. The party must now navigate this treacherous chamber with their wits and agility to avoid further harm.


    I. Narrow Tunnel

    NameInitiative
    Ugmar9
    Monsters12

    Round 1

    Orc attacks Ugmar (parries): melee combat: 16/4: Hit: 24/27: No damage
    Ugmar attacks orc: melee combat: 13/10: Hit: 23/12: Incapacitated

    In a narrow, dimly lit tunnel, a perilous confrontation unfolds.
    As the first round begins, an orc, lurking in the shadows, lunges at Ugmar. However, the stalwart warrior expertly parries the attack, preventing any harm. In response, Ugmar delivers a powerful strike, incapacitating the orc with a swift and well-placed blow.

    Wandering monster check: goblin

    Round 1

    Goblin attacks Ugmar: melee combat: 6/10: Miss
    Ugmar attacks goblin: melee combat: 6/10: Miss
    Gilmithien: moves inside the tunnel and shoots goblin (over Ugmar): marksmanship: 13/10: Hit: 14/11: Stunned
    Estald: moves inside the narrow tunnel

    Round 2

    Gilmithien: shoots goblin (over Ugmar): marksmanship: 12/10: Hit: 35/16: Dead

    As our party progresses through the narrow tunnel, they experience an unexpected interruption. A wandering monster check reveals a lurking goblin.
    The goblin, sensing the opportunity, lunges at Ugmar with a menacing intent. However, its attack falls short as Ugmar skillfully avoids the blow. In his retaliatory strike, Ugmar, unfortunately, misses his mark. Meanwhile, Gilmithien, repositioning herself inside the tunnel, takes a shot at the goblin, managing to hit her target and leaving the goblin stunned. Estald also moves inside the tunnel to support his companions.
    Gilmithien, seizing the moment, takes another shot at the stunned goblin. Her aim is true, and the goblin falls lifeless, ending the unexpected encounter in the narrow tunnel. With the threat eliminated, our heroes continue their journey through the confining passageway.


    J. The Story Room

    The heroes enter a large chamber that has been polished smooth. Ancient dwarvish runes are carved into the walls. Ugmar 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.

    Wandering monster check: Kobold

    NameInitiative
    Ugmar5
    Gilmithien9
    Estald7
    Monsters23

    Round 1

    Kobold attacks Ugmar: melee combat: 16/10: Hit: 12/8: Wounded
    Ugmar attacks kobold: melee combat: 16/10: Hit: 18/11: Wounded

    Round 2

    Kobold attacks Ugmar: melee combat: 6/10: Miss
    Ugmar attacks kobold: melee combat: 25/10: Hit: 18/8: Incapacitated

    Yet, as they contemplate the revelation, a wandering lurking kobold appears, interrupting their thoughts.
    The kobold makes its move and attacks Ugmar, causing a wound with its strike. In response, Ugmar swiftly retaliates, wounding the kobold.
    The kobold’s desperation becomes apparent as it misses its attack on Ugmar. Ugmar, determined to protect his companions, delivers a decisive blow, incapacitating the kobold.


    K. The Iron Mine

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

    NameInitiative
    Ugmar13
    Gilmithien5
    Estald12
    Monsters12

    Round 1

    Ugmar moves and attacks goblin: melee combat: 12/10: Hit: 24/4: Dead
    Estald moves inside
    Gnoll moves and attacks Estald: melee combat: 10/10: Hit: 12/3: Severely Wounded†
    Orc moves and attacks Ugmar: melee combat: 4/10: Miss
    Kobold moves and attacks Ugmar: melee combat: 0/10: Miss
    Gilmithien moves and shoots at Gnoll: marksmanship: 11/10: Hit: 21/16: Wounded
    † I made a mistake here, the result should be Incapacitated

    Round 2

    Ugmar attacks orc: melee combat: 17/10: Hit: 16/14: Stunned
    Gnoll attacks Estald: melee combat: 10/10: Hit: 12/7: Incapacitated
    Orc attacks Ugmar: melee combat: 0/10: Miss
    Kobold attacks Ugmar: melee combat: 11/10: Hit: 21/3: Dead
    Gilmithien moves and shoots at Gnoll: marksmanship: 11/10: Hit: 18/8: Incapacitated

    Round 3

    Kobold moves and attacks Gilmithien: melee combat: 11/10: Hit: 17/24: No damage
    Orc moves and attacks Gilmithien: melee combat: 17/10: Hit: 8/7: Stunned
    Gilmithien shoots at orc: marksmanship: 12/10: Hit: 20/17: Stunned

    Round 4

    Kobold attacks Gilmithien: melee combat: 8/10: Miss
    Orc attacks Gilmithien: melee combat: 11/10: Hit: 13/16: No damage
    Gilmithien shoots at orc: marksmanship: 16/10: Hit: 29/11: Dead

    Round 5

    Kobold attacks Gilmithien: melee combat: 11/10: Hit: 8/15: No damage
    Gilmithien shoots at kobold: marksmanship: 29/10: Hit: 17/12: Wounded

    Round 5

    Kobold attacks Gilmithien: melee combat: 8/10: Miss
    Gilmithien shoots at kobold: marksmanship: 14/10: Hit: 13/4: Incapacitated

    Within the vast chamber, the heroes find themselves surrounded by the rough, freshly excavated walls, still bearing small veins of iron ore. Four creatures toil away in the mine, but upon spotting the party, they let out a howl of alarm and immediately launch an attack.
    In the first moments of the confrontation, Ugmar moves swiftly and delivers a fatal blow to a goblin, ending its threat with a decisive strike. Estald moves inside the chamber as well. Meanwhile, a gnoll makes its move, assaulting Estald and inflicting a severe wound. An orc swings at Ugmar but misses, and a kobold’s attack proves equally futile.
    Gilmithien acts with precision, shifting her position and releasing an arrow at the gnoll, hitting it and leaving it wounded.
    As the battle unfolds into the next moments, Ugmar directs his attention to an orc, his attack wounding but not defeating it. The gnoll turns its aggression towards Estald and manages to incapacitate the mage. The orc’s swing against Ugmar fails once again, and the kobold’s attack is lethal, taking Ugmar out of the fight.
    Gilmithien, undeterred by the dire circumstances, moves and fires another arrow at the gnoll, incapacitating it.
    The battle continues with the kobold turning its attention to Gilmithien, but her agility allows her to avoid any significant harm. The orc launches an attack on Gilmithien, but it only leaves her stunned. Gilmithien, in her dazed state, still manages to shoot an arrow at the orc, taking it out of the battle.
    In the following moments, the kobold makes another attack on Gilmithien, but it fails to find its mark. Gilmithien retaliates, shooting her arrow at the kobold, incapacitating it.
    Searching through their opponents belongings, they find a cool silver ring, and a coil of rope. The ranger takes them both.


    L. Tunnel of Death

    Gilmithien: Acumen: 8/10: Failure. Agility: 17/10: Success.

    The ranger enters a smooth and straight tunnel. The floor is marked with the dark stains of dried blood. As they reach the door to the other side, Gilmithien fails to detect a mechanism, that upon opening the door, releases several rocks to their heads. The elf jumps out of the way and avoids them.


    M. Mysterious Fountain

    In the center of the room is a stone fountain, carved in the image of a large dragon that coils around itself and sprays water out of its mouth. The water lands in a polished stone pool that has been cut into the floor around the statue. The air is sweet with the smell of fresh water. The ranger drinks from the water to quench her thirst, and in a magical way, all her wounds and fatigue disappear.
    She looks around the room and see that there are no more doors, and it appears to be the end of the mine. But knowing that they haven’t found either the Stone Kind or the large lump of eisenmond, she starts searching for a secret door.

    Gilmithien: Intellect: 2/10: Failure
    Gilmithien: Acumen: 11/10: Success

    She finds the secret door.


    N. Sloping Passage

    The tunnel has been cut downards at a sharp angle. Walking down is very dangerous, but with the rope, the elf descends it with great care.


    O. The Eisenmond Mine

    The heroes finally enter a rough stone chamber, with flakes of a mysterious glowing ore flickering in the walls, floor and ceiling, making the dark walls shimmer like a starry night.
    In the center, sitting on a small stone pedestal, is a short statue carved from a single granite block. It depicts a dwarf with a pick and other mining gear, missing it’s head which is tossed in the corner. The head sports a rusty crown, fashioned from iron, The statue’s hands are open and held out as if it was holding something.

    Okay, so here’s a puzzle concerning players and not characters, but it can be resolved with Acumen and Intellect checks, which I will test.

    Gilmithien: Acumen: 3/10: Failure

    With this failure, the story doesn’t progress any further, that’s one of the cases where a puzzle needs to be nudged by the GM to the players. It’s meant to create thinking between the players and reward them with having the idea to resolve the puzzle. In a pre-written adventure module when played solo, I can’t see much reason to hit a story block here, so I’ll overrule it and move onward.

    Searching around for secret doors, Gilmithien finds a small compartment in the pedestal that contains two nuggets of eisenmond. Her keen senses tell him that they fit perfectly to the head, and she proceeds to place them there.
    She looks at the head. Then decides to re-assemble the statue.
    As soon as the statue is assembled, a strange light fills the room. The stone body of the statue glows and the mouth moves slowly. In a voice deep and old as the mountain around, the statue speaks.
    It says about how the mine belongs to the dwarves, and how good it is that the heroes have arrived because a great evil has tainted the spirit of the place. The priceless magical stone called the Eisenkern was stolen, and along with it, the power to trap the beast that lives at the heart of the mountain. If the Eisenkern is not returned, that terrible beast will be freed, and a horrible evil will come upon all who dwell in these lands.


    Ending the Adventure

    The heroes return and report their story to Gustovan, who seems troubled by it. He rewards them and takes thought of the matter.


    The System

    OpenD6 Fantasy is a great system, but it fails on several fronts. The main reason is that while the core mechanic is simple and straightforward, there are a lot of cumbersome details that crunch away at this simplicity without giving any valuable output.
    For example, combat is generally two opposed rolls, for a total of four rolls, with wild dice and modifiers. The end result will be from no damage to the wound levels. Period.
    After having played a lot with the d100 games, I cannot find a reason to have opposed rolls unless you have a grid of interesting results. Otherwise replace the defender rolls with a static number, as MiniSix Barebones has done. I know that the probability curve is different (the more dice you roll, the more spread is the curve), but removing one wild die does flatten it a bit, and honestly I don’t think it’s that much of a problem.

    OpenD6 Fantasy also tries to balance the strength damage bonus, with a derived stat, which is another thing to follow up on. MiniSix and StarWars D6 are more simplistic on that, as you use the strength as is. Personally I think it’s better to put the balance in the weapon stats instead of adding another statistic to follow.

    Also I was put off by the different naming of the key attributes. I found myself several times choosing the wrong attribute for a test, just because of the weird naming. Overcomplicates things without need.

    Another thing that wasn’t adequately explained were the Wound Levels for creatures. There is a Wound Threshold table that’s self-explanatory. But creatures also have Wound Levels described which makes no sense. I got confused, and I’ll probably go out to the OpenD6 subreddit to discuss it and try to understand it.

    I did make a lot of mistakes due to the above because I ended up being tired by the abundance of rolling dice and calculating results. I’m certain I should have given Gilmithien some difficulty modifiers for shooting at point blank range or over Ugmar’s head, but on hindsight it doesn’t seem to have mattered a lot.
    I may also have made several mistakes on spellcasting, but I was too tired to look up again the rules in the middle of combat. Perhaps Estald couldn’t have cast so many spells. I don’t know now, and don’t really care at this point to be honest.

    What I loved though, when skimming the system, was the Spell Design. It’s quite great actually and something that should be ported to other systems, as you get a lot of different spells with components, gestures, difficulties. A whole world of spell design. It’s absolutely great.

    And of course I love the core D6 system design. Overall, though I’d not use it again, and only use MiniSix, and take parts that I like and plug in it (for example, spell design).

    What about the Dungeon Crawl?

    The heroes are strong, and in most circumstances they get to survive. Though, a lucky roll can kill them in one hit, as happened with Ugmar. Perhaps one should consider the use of Fate Points and Character Points retrospectively, because in Solo you are in both sides of the same coin.
    Also I would like some more detailed statistics for the enemies, with typical equipment. I ended up having to do it on the fly, and since I was already fatigued from all this rolling I didn’t bother to sit down and give different items and skills based on Kobold vs Gnoll. I should have taken some time and create a handful of index cards before going in the dungeon, but I hadn’t thought of it beforehand, and it was too late to stop afterwards.
    OpenD6 does lend itself to a good dungeon crawl.

    Summary

    The D6 systems are some of my favourites. On this particular case, OpenD6 failed for me as I had combat going on for several rounds with tons of rolls, which many times didn’t have a meaningful result. I think using MiniSix with plugged in parts of your favourite OpenD6 ruleset is the way to go.

     
    • midgetmanifesto's avatar

      midgetmanifesto 2:43 am on October 15, 2023 Permalink | Reply

      Combat takes SO long in most systems. Opposed rolls are super tedious too. I found with chaosium Basic (elric, etc) the opposed rolls were a drag too. I recall vaguely our GM house ruling it to turn it into static numbers (maybe via a subtraction of skills from each other or something).

      Do you find this system was PARTICULARLY bad for combat?

      Liked by 1 person

      • giorgis's avatar

        giorgis 3:51 am on October 15, 2023 Permalink | Reply

        BRP (and derivatives) opposed rolls work quite differently, as they are rolls the attacker and defender do against their own skills. This creates a matrix of results that with the combination of critical and special successes and fumbles gives all sorts of interesting results (weapons being damaged, impale effects, blocks, etc).

        D6 opposed rolls on the other hand are in direct comparison to each other, giving a linear pass/fail result, which means that you don’t get any more meaningful output for the same amount of effort as in say BRP.
        Also while you can roll for Random Armor Values in BRP, that’s an optional rule, therefore the damage rolls by RAW are against a static number.

        So in comparison I find that BRP is more effective in utilising the combat rolls. D6 should be more streamlined as in MiniSix or be modified to use the rolls more effectively.

        Like

  • Unknown's avatar

    giorgis 5:47 pm on October 8, 2023 Permalink | Reply
    Tags: , ,   

    In the Trollshaws. Ep17 

    Some starting points for the session.
    I’ll be continuing with Harnmaster in this session as a ruleset.
    I will maintain GM’s Apprentice as the core Oracle resolution mechanic.
    BOLD will be used for intra-party dialogues with the connections mechanic.
    UNE will support GMA with NPC information.
    Donjon , Character Composer and AI art will be used for NPC descriptions.
    ChatGPT will be used to tie the narrative together.

    So our party is composed of:

    • Dwalin, a dwarf scout
    • Rewill Ville, a hobbit cleric
    • Ainiall, an elf mage
    • Galadhil, a Dunadan ranger

    The threads we follow are:

    • Defeat the threat of Shadna, an imprisoned cold drake trying to escape
    • Recover the dwarven dragon slaying hammer to use against Shadna
    • Find the obsidian artifact that kept Shadna in check

    They are actually one thread, with sub-threads.

    To find the hammer, we should go to the Coldfells, which, as luck has it, is North of Rivendell. It wasn’t planned for, as I had no clue where the Coldfells are, but after careful research of all the sources I could find, seems they should be like 100-200 miles north of Imladris. I couldn’t find an exact location on a map, so I’m eyeballing it. On the other hand, that’s fun, because we’ll get to use some navigation skills in addition searching and tracking for the dragon slaying hammer. And there should be fights with trolls!
    (on retrospect I don’t know why I am so happy to face so difficult foes)

    I’m going directly to the morning of departure. Time is of the essence so the party won’t stay in Imladris to fool around.

    Bold

    action gerund subject
    assure repairing a possession
    demand lying a like
    endorse obsessing a love

    Date: 3rd of Girithron Third Age 1640

    3rd Watch

    (8 am to 12 pm)
    Weather (9) becomes cool, overcast skies with rain showers. The wind becomes SW breeze.
    Encounter: 14: No encounter
    The party begins their northward search.

    I need to ask a few things to see what Báin told Dwalin.
    Let’s generate a name for the dragon-slaying hammer. Urngorr arboth, which means thunderfall in the dwarven speech.
    Q: Is there something more specific than “in the Coldfells”?
    A: No+Event
    Event: Join Tool
    I dwelled on this for too long. I can’t find an event that makes sense with this, so I’ll roll a new phrase.
    Event: Avenge Monument.
    Okay this is pretty straightforward. A monument, perhaps a statue of old has been defaced, evident tracks to the destruction of the monument are there, and the tracks lead away from the site.
    4: It’s Galadhil’s ancestors, a Numenorian lord or lady statue that has been defaced. Galadhil wants revenge.

    As the party continued northward from Rivendell, their path led them to a serene glade nestled among the ancient trees of the Trollshaws. Here, in the heart of nature’s embrace, they came upon a solemn and troubling sight. At the center of the glade stood a once-majestic statue, now defaced and broken.
    The statue had been erected in honor of a noble Numenorean lord or lady from ages past, a figure of great importance and significance. Its chiseled features, now marred by the cruel act of vandalism, spoke of a dignified history that had been desecrated.
    Tracks of the culprits were evident, leading away from the desecrated monument. The marks of their hasty retreat left a trail that beckoned for justice to be served.
    Galadhil, his eyes filled with a mixture of anger and sorrow, recognized the statue as a representation of his ancestors, a legacy from the days when their people had roamed these lands. The defacement of this monument was not just an act of vandalism; it was a personal affront to his lineage.
    “By the memory of my forebears,” Galadhil muttered through clenched teeth, “we will avenge this sacrilege.”
    The party stood before the vandalized monument, their resolve steeled not only by their quest to stop Shadna but also by the need to seek justice for this affront to the past.

    Galadhil: Tracking: 29/60: Substantial Success
    Q: Is it orc tracks? (Likely)
    A: No, it’s not evident
    Q: How many?
    A: 7 sets of tracks

    Galadhil, with his keen tracking skills, knelt down to examine the tracks leading away from the defaced monument. His fingers brushed gently over the disturbed earth as he analyzed the prints left behind.
    “These tracks are not of orcs,” Galadhil remarked, his voice carrying a mix of relief and curiosity. “It’s something else, something not evident from these marks alone.”
    As he continued to scrutinize the ground, it became clear that there were not just one or two sets of tracks, but a total of seven sets leading away from the glade. The mystery deepened as the party pondered who or what could have been responsible for defacing the monument and leaving behind this trail.

    Since the tracks are visible despite the rain showers, they must be quite fresh. The party will begin the chase.
    Q: Does it take long for them to find the perpetrators?
    A: Yes, about 4 hours
    Since Dwalin is the lead scout, I’ll roll Awareness to see the situation when he detects them.
    Dwalin: Awareness: 95: Critical Failure
    The party’s chase is detected by the enemy, and they are ambushed.

    4th Watch

    (12 pm to 4 pm)
    Weather (9) remains cool, overcast skies with rain showers. The wind becomes SW windy.
    Encounter: 16: No encounter

    As the party pressed forward, following the fresh tracks left by those who had defaced the monument, they entered a dense and mist-shrouded forest. The rain continued to fall, making the pursuit all the more challenging. The terrain became rugged, with rocky outcroppings and steep inclines, slowing their progress.
    Hours passed as they ventured deeper into the forest, their determination unwavering. Yet, despite their best efforts, they failed to spot any signs of the perpetrators they were chasing.
    Just as frustration began to creep in, an unsettling feeling settled over them. The air grew still, and the sounds of the forest hushed to an eerie silence. It was then that Dwalin, who had been at the forefront of their chase, suddenly froze.
    Too late did they realize that they had been detected. Emerging from the shadows of the trees were the hillmen, their faces painted with dark symbols, their eyes filled with hostility. It was clear that they were the ones responsible for the defacement of the monument, and they had been lying in wait, ready to ambush the party.

    With Dwalin stumped, I will test for Awareness for the rest of the party to see if they are Surprised or not. If surprised they will not have TURNS in the first round.
    Rewill: Awareness: 67/48: Marginal Failure
    Ainiall: Awareness: 90/56: Critical Failure
    Galadhil: Awareness: 2/48: Substantial Success

    I need to evaluate the different levels of success with regards to this case.
    Critical Failure: Caught completely unaware. They have no TURN action. Weapons sheathed. The only defense is IGNORE
    Marginal Failure: Caught unaware. They have no TURN action. Weapons sheathed. The only defense is either block (if they have a shield strapped) or dodge.
    Marginal Success: Weapons sheathed. They get to act normally on their turn.
    Critical Success: Weapons at the ready. They get to act normally on their turn.

    Unfortunately Dwalin and Ainiall have both critically failed to be aware of the situation. Any attack against them can be deadly, as Harnmaster has proven to be in the past.

    Q: Are they surrounded?
    A: No+Event
    Event: Regenerate Ward
    Dwalin in all his luck, has his shield strapped at his hand.

    Round 1

    Galadhil (56): Grope: Draws his broadsword.

    Uthelren (45): Engage Dwalin: Dagger attack: 48/53: Marginal Success: A*3: 15: Neck: 6+5=11: S3 Serious Stab
    Dwalin Shock Roll: 12/16: Success.

    Truneth (44): Charge Dwalin: Dagger attack: 60/45: Critical Failure: –

    Nerld (44): Charge Dwalin: Knife attack: 67/49: Marginal Failure: A*1: 64: Abdomen: 6+4-7=3: M1 Minor Stab
    Dwalin Shock Roll: 15/16: Success.

    Telda (40): Charge Galadhil (Block): Dagger attack: 12/53: Marginal Success
    Galadhil: Block: 27/84: Marginal Success: Block
    Dagger WQ: 11/11: withstands damage.
    Broadsword WQ: 9/13: withstands damage.

    Parsumen (40): Full Move towards Rewill.

    Makan (36): Full Move towards Rewill.

    Rae (36): Charge Rewill: 95/67: Critical Failure: –

    In the midst of the forest, the tension hung heavy in the air as the party found themselves confronted by a group of hostile hillmen. These painted warriors, their faces adorned with dark symbols, had been waiting in ambush, and their intentions were clear.
    Galadhil, the ranger, reacted swiftly, drawing his broadsword with a determined look in his eyes. He was prepared to defend his comrades and avenge the defaced monument.
    One of the hillmen, Uthelren, made the first move, launching a dagger attack at Dwalin. The blade found its mark, slashing across Dwalin’s neck. The dwarf staggered but managed to maintain his composure.
    Truneth, another of the hillmen, attempted to charge Dwalin but lost his footing, stumbling to the ground.
    Nerld, the fourth assailant, lunged at Dwalin with a knife, targeting his abdomen. The attack connected, delivering a minor stab, but Dwalin’s resilience kept him from succumbing to shock.
    Telda, one of the hillmen, turned her attention to Galadhil, launching a dagger attack. Galadhil deftly blocked the assault with his broadsword, the two weapons clashing in a flurry of steel. Both weapons withstood the force of the attack.
    Meanwhile, two of the hillmen, Parsumen and Makan, moved swiftly towards Rewill, their intentions clear.
    Lastly, Rae, the final hillman, charged at Rewill but faltered, her attack missing its mark.

    Round 2

    Rewill (75): Grope: Draws his mace.

    Dwalin (60): Grope: Drops his backpack.

    Galadhil (56): Attacks Nerld: 94/84: Marginal Failure
    Nerld: Dodge: 13/70: Success: –

    Ainiall (52): Cast Beam of Nolar on Parsumen (will fire at end of current Round)

    Uthelren (45): Attack Dwalin: Dagger attack: 47/53: Marginal Success
    Dwalin: Block with Shield: 96/44: Marginal Failure
    Dwalin is hit: A*1: 12: Neck: 6+5=11: S3 Serious Stab
    Dwalin Shock Roll: 30/16: Failure. Dwalin is down in shock.

    Truneth (44): Engage Galadhil: Dagger attack: 91/45: Marginal Failure
    Galadhil: Block: 14/84: Marginal Success: DTA: Defender Tactical Advantage: Attacks Truneth: Broadsword attack: 25: Critical Success
    Truneth: Block: 16/45: Marginal Success
    Truneth is hit: A*1: Left Hip: 6+5-3=8: S2 Serious Cut.
    Truneth Stumble Roll: 13+5/11: Truneth Stumbles and is Prone.

    Nerld (44): Engage Galdahil: Knife attack: 32/49: Marginal Success
    Galadhil: Block: 42/74: Marginal Success: Block
    Knife WQ: 8/10: withstands damage.
    Broadsword WQ: 15/12: breaks. Counts as shortsword with no point.

    Telda (40): Attack Galadhil (Block): Dagger attack: 83/53: Marginal Failure
    Galadhil: Block: 21/64: Marginal Success: DTA: Defender Tactical Advantage: Attacks Telda: Broadsword attack: 86: Marginal Failure
    Telda Counterattack: 20/53: Critical Success: D*2: 06: Face: Left Cheek: 8+5=13: G4 Grievous Stab. Galadhil is bleeding.
    Galadhil Shock Roll: 11/13: Success.

    Parsumen (40): Engage Rewill (Dodge): Handaxe attack: 38/66: Marginal Success
    Rewill: Dodge: 75/75: Critical Success: –

    Makan (36): Charge Ainiall (Dodge). Handaxe attack: 44/54 Marginal Success
    Ainiall: Dodge: 30/55: Critical Success: –

    Rae (36): Attack Rewill (Dodge): Broadsword attack: 33/67: Marginal Success
    Rewill: Dodge: 35/65: Critical Success: –

    Ainiall: Spellfire: 95/88: Critical Failure: 60: Confusion: The caster has confused the parts of two or more spells. In its simplest form, the mage has cast the wrong spell. The effects can be interesting, and perhaps dangerous.
    Spell actually cast: Dispell. Has no effect.

    Rewill, quickly drew his mace in preparation for the fight. Dwalin, although momentarily disoriented, managed to free himself from his backpack, making sure he was ready to face the assailants.
    Galadhil, the ranger, tried to strike Nerld with his broadsword, but his attack missed as Nerld skillfully dodged the blow. Ainiall, the elven wizard, prepared to cast a spell, aiming to use her magical abilities to aid her comrades.
    However, the hillmen were not to be underestimated. Uthelren, one of their number, launched a dagger attack at Dwalin, targeting his neck. Despite Dwalin’s attempt to block the strike with his shield, the dagger found its mark, causing a serious wound. Dwalin staggered and fell into shock, incapacitated by the injury.
    Truneth, another hillman, tried to engage Galadhil but lost his balance and ended up on the ground, prone and vulnerable.
    Nerld, undeterred by Galadhil’s earlier attack, moved to engage him, attacking with a knife. Galadhil managed to block the strike, but his broadsword suffered damage in the process, leaving it less effective.
    Telda, one of the hillmen, launched a dagger attack at Galadhil, but he skillfully blocked it with his sword. In response, Galadhil attempted to strike Telda, but his attack narrowly missed. Telda, seizing an opportunity, counterattacked and stabbed Galadhil in the left cheek, causing a grievous injury. Despite the wound, Galadhil maintained his composure.
    Meanwhile, Parsumen aimed an attack at Rewill with a handaxe, but Rewill’s quick reflexes allowed him to dodge the incoming strike. Makan charged at Ainiall, attempting an attack with a handaxe, but Ainiall’s agility allowed her to evade the blow.
    Rae, the final hillman, attacked Rewill with a broadsword, but Rewill’s dodge was well-timed, and he avoided the strike.
    Ainiall, in her attempt to cast a spell, experienced a momentary confusion, leading to the accidental casting of a spell that had no effect.

    Round 3

    Rewill (75): Attack Parsumen with Mace: 96/45: Marginal Failure

    Dwalin (60): Shock Roll: 26/16: Failure: Unconscious

    Galadhil (56): Attacks Nerld: 91/64: Marginal Failure
    Nerld: Counterattack: 80/49: Critical Failure: Defender Fumble: 9/14: Success

    Ainiall (52): Grope: Draws Dagger

    Uthelren (45): Attack Galadhil (Block): Dagger attack: 23/53: Marginal Success
    Galadhil: Block: 52/59: Marginal Success
    Dagger WQ: 9/11: withstands damage.
    Broken Broadsword WQ: 14/12: breaks completely.

    Truneth (44): Rise: No longer Prone

    Nerld (44): Attack Galdahil (Dodge): Knife attack: 90/49: Critical Failure
    Galadhil: Dodge: 23/30: Marginal Success: DTA: Defender Tactical Advantage: Grope: Galadhil Draws a Dagger

    Telda (40): Attack Galadhil (Block): Dagger attack: 53/53: Marginal Success
    Galadhil: Block: 30/26: Critical Failure: Galadhil is Hit: A*2: 67: Abdomen: 7+5-4=8: S2 Serious Stab
    Galadhil Shock Roll: 15/13: Failure: Galadhil is down in shock.

    Parsumen (40): Attack Rewill (Dodge): Handaxe attack: 55/66: Critical Success
    Rewill: Dodge: 84/75: Marginal Failure: Rewil is hit: A*2: Left Thigh: 10+6-3=13: G4 Grievous Cut. Rewill is bleeding.
    Rewill: Shock Roll: 9/12: Success. He is not shocked.
    Rewill: Stumble Roll: 8+7=15/18: Success. He still stands.

    Makan (36): Attack Ainiall (Dodge). Handaxe attack: 31/54 Marginal Success
    Ainiall: Dodge: 65/55: Critical Failure: Ainiall is hit: A*2: 23: Left Shoulder: 8+6-1=13: G4 Grievous Cut. Ainiall is bleeding.
    Ainiall: Shock Roll: 14/10: Failure: Ainiall is down in shock.

    Rae (36): Attack Rewill (Dodge): Broadsword attack: 87/67: Marginal Failure
    Rewill: Dodge: 83/45: Marginal Failure: –

    Rewill swung his mace at Parsumen, but his attack missed its mark. Dwalin remained unconscious, his condition growing more dire with each passing moment.
    Galadhil attempted to strike Nerld with his dagger, but his aim faltered, and the attack failed to connect. In a stroke of fortune, Nerld’s counterattack was marred by a critical failure, leaving him unable to capitalize on the opening.
    Ainiall, the elven wizard, drew her dagger in preparation for combat, her sharp amber eyes filled with determination.
    Uthelren, one of the hillmen, targeted Galadhil with a dagger attack. Galadhil managed to block the strike with his remaining weapon, a dagger he had drawn earlier. The hillman’s dagger withstood the attack.
    Truneth, who had fallen earlier, managed to rise to his feet, rejoining the battle.
    Nerld, seeking to harm Galadhil once more, launched a knife attack. However, Galadhil’s dodge was well-executed, and he evaded the attack, even managing to disarm Nerld in the process.
    Telda aimed a dagger strike at Galadhil, who tried to block it. Unfortunately, his attempt failed, and Telda’s dagger found its mark, stabbing Galadhil in the abdomen. The injury was serious, and Galadhil fell into shock, his strength waning.
    Parsumen, one of the hillmen, turned his attention to Rewill, launching a handaxe attack. Rewill attempted to dodge the incoming strike but was unsuccessful. The handaxe struck his left thigh, causing a grievous wound that left him bleeding. However, Rewill’s resilience allowed him to stay on his feet despite the injury.
    Makan, another of the hillmen, focused on Ainiall, launching a handaxe attack. Ainiall’s dodge attempt fell short, and she was hit on her left shoulder, suffering a grievous cut and bleeding profusely. The shock of the injury overwhelmed Ainiall, and she fell unconscious.
    Rae, the final hillman, targeted Rewill with a broadsword attack, but his swing missed, and Rewill managed to evade the blow.

    Round 4

    Rewill (75): Attack Parsumen with Mace: 72/25: Marginal Failure

    Dwalin (60): Shock Roll: 32/16: Failure: Unconscious

    Galadhil (56): Shock Roll: 22/13: Failure: Unconscious

    Ainiall (52): Shock Roll: 15/10: Failure: Unconscious

    Uthelren, Truneth, Nerld and Telda just taunt at their defeated opponents as the other three hillmen are engaging Rewill.

    Parsumen (40): Attack Rewill (Dodge): Handaxe attack: 59/66: Marginal Success
    Rewill: Dodge: 15/55: Critical Success: –

    Makan (36): Attack Rewill (Dodge). Handaxe attack: 73/54 Marginal Failure
    Rewill: Dodge: 32/45: Marginal Success: –

    Rae (36): Attack Rewill (Dodge): Broadsword attack: 77/67: Marginal Failure
    Rewill: Dodge: 62/35: Marginal Failure: –

    Rewill, determined to hold his ground, swung his mace at Parsumen, but his attack missed its mark. Despite the odds stacked against him, Rewill’s resolve remained unshaken.
    The three remaining hillmen, Uthelren, Truneth, Nerld, and Telda, jeered at their defeated adversaries, reveling in their apparent victory. Their taunts echoed through the forest, a cruel reminder of the dire situation the party found themselves in.
    Parsumen, one of the hillmen, launched another handaxe attack at Rewill, determined to finish the job. But Rewill’s agility prevailed, and he evaded the strike with a critical success, narrowly escaping harm.
    Makan, another of the hillmen, swung his handaxe at Rewill in a desperate attempt to strike down the defiant adventurer. However, Rewill’s quick reflexes allowed him to dodge the attack, avoiding the lethal blow. Rae, the final hillman, focused his broadsword on Rewill, seeking to bring an end to the battle. His swing, however, missed its mark, and Rewill managed to evade the attack, defying the odds against him.

    Round 5

    Rewill (75): Attack Parsumen with Mace: 13/25: Marginal Success
    Parsumen Counterattack: 100: Critical Failure
    Parsumen is hit: A*3: 42: Right Hand: 12+6=18: G5 Grevious Crush.
    Parsumen Shock Roll: 13/11: Failure. Parsumen is down in Shock.

    Dwalin (60): Shock Roll: 28/16: Failure: Unconscious

    Galadhil (56): Shock Roll: 14/13: Failure: Unconscious

    Ainiall (52): Shock Roll: 9/10: Success: Recovers. Shock Roll: 16: Ainiall is in shock.

    Uthelren (45): Engage Rewill (Dodge): Dagger attack: 11/53: Marginal Success
    Rewill: Dodge: 95/55: Critical Failure: Rewill is hit: A*2: 87: Left Thigh: 7+5-2=10: S3 Serious Stab
    Rewill: Shock Roll: 30/12: Failure. Rewill is down in Shock.

    The fight is over.

    As the battle raged on, the rain-soaked forest seemed to weep for the fallen combatants. The odds had turned in favor of Rewill, the sole conscious member of the party, as he swung his mace with determination. His blow landed true, striking Parsumen’s right hand with crushing force. Parsumen cried out in pain, his hand mangled and useless. The shock of the injury overwhelmed him, and he collapsed, defeated.
    Dwalin, Galadhil, and Ainiall remained unconscious, their bodies bearing the scars of the brutal fight. The rain continued to fall, adding to the melancholy atmosphere of the forest.
    Ainiall, however, began to stir. Despite the injuries she had sustained, she managed to regain consciousness. She groggily assessed the dire situation, her sharp amber eyes darting around as she struggled to recover from the shock of battle. Uthelren, one of the remaining hillmen, attempted to engage Rewill in combat. He lunged at the adventurer with his dagger, but Rewill’s quick reflexes allowed him to narrowly evade the attack. However, in his desperate attempt to dodge, Rewill stumbled and was struck in the left thigh by Uthelren’s blade. The wound was serious, and the shock of the injury overtook Rewill as he crumpled to the ground, joining the ranks of the fallen.

    Let’s see if Dwalin will recover prior to Ainiall bleeding out.
    (~59 rolls)
    1st minute: No
    2nd minute: No
    3rd minute: No
    4th minute: No
    5th minute: No
    6th minute: Yes
    Dwalin Recovers. Dwalin Shock Roll: 26/16: Failure. Dwalin is in Shock

    Let’s see if Galadhil will recover prior to Ainiall bleeding out.
    1st minute: No
    2nd minute: Yes
    Galadhil Recovers. Galadhil Shock Roll: 26/13: Failure. Galadhil is in Shock

    Let’s see if Rewill will recover prior to Ainiall bleeding out.
    1st minute: No
    2nd minute: Yes
    Rewill Recovers. Rewill Shock Roll: 23/12: Failure. Rewill is in Shock

    Therefore, they’re all in Shock and Ainiall, Rewill and Galadhil all will bleed out due to their Grievous wounds.

    Q: Do the hillmen abandon their fallen foes? (Likely)
    A: No+Event
    Event: Release Weapon
    No, they finish them off.

    The battle was brutal and unforgiving. As the party fought valiantly against the hillmen, the odds seemed stacked against them. However, they managed to take down Parsumen, one of the hillmen, in a fierce exchange of blows. Unfortunately, their victory was short-lived.
    Dwalin, Galadhil, Ainiall, and Rewill were all left severely wounded, with grievous injuries that left them in shock. As they lay on the rain-soaked forest floor, their enemies, the hillmen, showed no mercy. Instead of retreating, the hillmen chose to finish off their fallen foes.
    One by one, the hillmen approached the incapacitated adventurers, their eyes filled with malice. They released their weapons, determined to ensure that there would be no survivors from the party. The rain continued to fall, washing away the blood that stained the forest floor as the hillmen carried out their ruthless deed.

    Session Summary

    After another fight which ended in TPK using Harnmaster, I’m left wondering if I did seriously misjudge the game balance.
    I will break down some points of thought.

    Outnumbering plays a big role in Harnmaster. However this is mitigated by skill and equipment. The ability to react to all attacks against you supposedly can make skilled warriors overcome multiple weaker foes.

    I used HarnChar to generate the Hillmen using Tribal Culture and Hunter/Trapper occupations. This generated enemies weaker than my party both in skill and in equipment (mostly daggers and cloth tunics).

    I may have miscalculated the enemies combat skill ML, by not applying encumbrance penalties as I was unsure if these were already factored in the weapon AML/DML factors. This could have played a role.

    However I also houseruled that being outnumbered gives an increasing penalty to each extra Defense (BRP style) instead of being total like in HM RAW. Considering that, was in favour of my party.

    The initial AWARENESS Critical Failures crippled my party who could not react in the first turn, and also were carrying all their adventuring gear in their backs.

    Considering a party lineup with Dwalin in front (he’s the scout) who is also our main warrior, he got jumped quickly.

    The first turns of combat were crucial and the dice rolls were unforgiving. Two neck stabs on Dwalin, and a Critical Failure on spellcasting (which Ainiall had CML of 88!) pretty much sealed our fate.

    Harnmaster combat works with Death Spiral. The more you’re hurt, the worse you can fight, it was a matter of time after the first wounds were delivered.

    Armour is important. It’s really hard to put on more armour without increasing encumbrance. I need to read more on it.

    Overall, with regards to the TPK, my balancing and tactics were not that bad. Just really bad dice rolls that prevented us from having a proper fighting chance.

    Nevertheless Harnmaster has this magical thing that even such a loss is delivered in cinematic proportions. We lost, but it was so interesting to play out I almost feel bad for enjoying the defeat.

    Now on the Trollshaws story, this is the end. I may revisit Middle Earth in the future, but with this closure I can focus on other solo plays I have in mind.

     
  • Unknown's avatar

    giorgis 8:05 pm on October 4, 2023 Permalink | Reply
    Tags: ,   

    In the Trollshaws. Ep16 

    Some starting points for the session.
    I’ll be continuing with BRP in this session as a ruleset. After several attempts of trying to hack together the different magic styles of BRP, Mythras, and Classic Fantasy, and also wanting to use Hackmaster combat as a hack, I decided against all this, and to switch to Harnmaster instead. Yes, some creatures and definitions are Harn-specific, but that’s not a big deal. I will begin by converting Dwalin to HM.
    I will maintain GM’s Apprentice as the core Oracle resolution mechanic.
    BOLD will be used for intra-party dialogues with the connections mechanic. Currently there is a one man-show party, hopefully this will change.
    UNE will support GMA with NPC information.
    Donjon and AI art will be used for NPC descriptions.
    ChatGPT will be used to tie the narrative together.

    I also had another thought regarding the addition of extra characters to the party. On one hand I like how the story brought those NPCs to side with Dwalin, but still, nevertheless they feel like NPCs. That’s when I realized that it’s all about the way they’re introduced. These characters where introduced by the Oracle/Ruleset, not by me as a Player. I didn’t choose them, get to work on their backgrounds, so they feel alien to me.
    Therefore, I’m feeling them as NPCs for the remainder of this adventure. It’s unlikely that Nainan will stick with our group after Rivendell, and if I want to give a PC, it must be done properly.
    I will need to create the PC normally, and find a good opportunity to introduce them to the party, but this needs to be done by my own volition. No asking the Oracle.
    I can think of a few character concepts that a GM could easily plug in the story, since Rivendell is an allied place. Perhaps a Dunadan ranger, or an Elf warrior or an Eriadorian mage may be located there and want to join the quest against evil in the Trollshaws. A stronger party means I will be able to field stronger opponents and not be scared that 1-3 enemies will mean the end of the story due to a random hit.

    At the moment, our party has a dwarf scout/warrior (Dwalin) and a hobbit cleric/healer (Rewill Ville). I need to create the character sheet for Rewill Ville, and also perhaps decide on a new PC to add to the party. I find that 3 PCs are at the limit of my bookkeeping, and with only ILs instead of Location Hit Points, I believe that will be feasible.


    Q: What is the welcoming in Rivendell?
    A: Transform Military.
    It seems that the elves are on the brink of military preparations.
    Q: Do they let the party in?
    A: Yes
    Q: Is Lord Elrond available (Unlikely)
    A: No

    As the party approached Rivendell, the cool, cloudy skies with intermittent rain showers mirrored the uncertain atmosphere that surrounded the elvish settlement. The breeze from the South carried with it a sense of tension that hung in the air. The distant lights of Rivendell flickered, casting an otherworldly glow upon the lush, forested surroundings.
    Nerwenye, the graceful and watchful Elf guard, stood sentinel at the entrance to Rivendell. Adorned in shimmering silver armor that seemed to reflect the very essence of the rain-washed forest, Nerwenye’s emerald eyes held both determination and wisdom. The ethereal beauty of Rivendell enveloped the scene, contrasting with the somber mood of the moment, yet echoing a sense of hope and peace.
    Approaching the guard, Dwalin, Nainan, and Rewill Ville were met with a guarded welcome. Nerwenye spoke with an air of seriousness, “Halt, travelers. Rivendell is on the brink of military preparations. What brings you to our realm in these uncertain times?”
    Dwalin stepped forward, his dwarven resolve evident in his voice, “I am Dwalin, and these are my companions, Nainan and Rewill Ville. We come seeking aid and knowledge to fend off a great evil awakened in the Trollshaws. We hope the elves of Rivendell can offer their wisdom and assistance.”
    Nerwenye regarded them for a moment, then nodded, “Understood, travelers. You may enter, but know that Lord Elrond is currently occupied with preparations for the realm’s defense. Seek guidance from our scholars and loremasters within the library. They may be able to assist you in your quest.”
    With that, the party was granted passage into Rivendell, their journey filled with uncertainty, but their determination unwavering.

    I did a short chat with Nainan, to see if she will stay here. I decided to go with the ChatAI’s decisions on that, as I prefer to follow on what makes sense.

    Dwalin turned to Nainan, his weathered face reflecting a mixture of determination and a hint of sadness. “Now that we have arrived at Rivendell, what are your plans? Will you stay here?”
    Nainan, her eyes filled with the beauty of Rivendell’s surroundings, pondered for a moment. “Ah, Rivendell, a haven of beauty and wisdom. While I am tempted to stay and bask in the enchantment of this elven sanctuary, my journey as an entertainer calls me to explore new lands and share my talents with different audiences. However, I shall remain here for a short while, weaving my magic on the stage and delighting the hearts of both elves and visitors alike. Then, when the time comes, I shall bid farewell to Rivendell and continue my travels, spreading joy wherever I go.”
    Dwalin nodded, his respect for Nainan evident. “I shall enjoy being in your company for as long as we both stay here, but know that I am in haste.”
    Nainan smiled warmly, appreciating Dwalin’s understanding. “I appreciate your kind words, Dwalin. Although our time together may be brief, let us make the most of our shared moments in Rivendell. Your quest calls for urgency, and I understand the need to move swiftly. Know that I shall savor our companionship while it lasts, and if our paths ever cross again in the future, it will be a joyful reunion. Safe travels on your journey, my friend.”

    I asked the Character Composer to give me some description of the library of Rivendell.

    Unique Aspects and Features

    The Library of Rivendell is known for its unique feature of secret passages, allowing the knowledge seekers to uncover hidden treasures and undiscovered information. Alongside this, the library boasts an enchanting aspect where the roots of ancient trees are intertwined with the building, creating a harmonious blend of nature and elven craftsmanship.

    Surrounding Context

    Nestled in the serene and majestic realm of Rivendell, the library is surrounded by lush greenery, babbling brooks, and towering mountains. The tranquil ambiance of the natural surroundings seeps into the library, immersing visitors in a peaceful and harmonious environment, perfect for scholarly pursuits and quiet contemplation.

    Structural and Design Details

    The Library of Rivendell exudes elegance through its high ceilings and grand windows that allow gentle, soft natural light to filter in, illuminating the space with a serene glow. The architectural style, emblematic of the elven race, showcases intricate woodwork and accents of shimmering marble, creating a visually stunning and awe-inspiring atmosphere unlike any other library.

    Dwalin and Rewill Ville made their way to the grand entrance of the Library of Rivendell. As they approached, the verdant beauty of the elven sanctuary embraced them. Towering trees with leaves of vibrant green framed the library, their branches gently swaying in the breeze, while a babbling brook meandered nearby, lending a soothing symphony of flowing water to the surroundings.
    The entrance to the library was a sight to behold. High ceilings adorned with intricate elven woodwork greeted them, and grand windows allowed the soft, diffused light of the setting sun to cast a serene glow over the space. Shimmering marble accents adorned the architecture, blending seamlessly with the natural elements of Rivendell.
    As they stepped inside, a hushed atmosphere filled the air, imbued with an aura of reverence for the knowledge contained within. The scent of aged parchment and ink mingled with the subtle fragrance of the surrounding flora, creating a unique olfactory experience.
    The vast expanse of bookshelves stretched before them, holding countless volumes of elven lore and wisdom. Elven scholars moved quietly between the shelves, lost in their studies, while the occasional gentle whisper of pages turning punctuated the tranquil silence.

    Q: Does a scholar greet them?
    A: Yes

    Donjon:
    Gilgonerdh: Male Elf Scholar, Neutral. Gilgonerdh has a round face, with blonde hair and soft blue eyes. He wears expensive clothing and a feathered hat. Gilgonerdh seeks to discover where he came from, and who his real family is.

    Character Composer:
    Gilgonerdh, a male Elf with a round face, possesses soft blue eyes that radiate curiosity. His golden hair cascades down, framing a visage that embodies wisdom. Clothed in intricate garments befitting his scholarly profession, he accessorizes with a feathered hat. Refined and ever observant, his presence brims with an aura of mystery.

    I will ask UNE about a few details more.
    NPC Conversation Mood: 46: Neutral
    NPC Bearing (Knowing): 73: Telling
    NPC Focus: Allies

    Gilgonerdh, the elven scholar, extended a gracious greeting to the stranger who had entered the sacred realm of books.
    “Dalwin, dear elf master,” responded Dwalin with a respectful tone. “I’m not certain if you were acquainted with Camthalion, a valiant warrior among your kin. Regrettably, he met his fate during our previous expedition, and I now strive to prevent further calamity. I am in search of information concerning an entity confined within a temple north of the Last Bridge Inn in the Trollshaws. It appears to be making attempts to break free, and the obsidian gemstone that served as its prison has been removed.”
    In a measured and reassuring manner, Gilgonerdh, the elven scholar of Rivendell, introduced himself. “Greetings, Dwalin. I am Gilgonerdh, a keeper of knowledge within these sacred halls. I extend my heartfelt condolences for the loss of your comrade, Camthalion. Be assured, I am here to assist you in your mission to prevent the entity’s escape. Let us delve into the ancient tomes and unveil the wisdom you seek.”

    Gilgonerdh: Research: 38/75: Success
    Q: Is there any text pertaining to the entity?
    A: Yes
    Q: Is there any text pertaining to the obsidian gemstone?
    A: No
    Q: Is the entity named? (Likely)
    A: Yes
    Time to go to the creatures of Middle Earth and see what fits best in this case.
    After careful reading I don’t think I could pull anything less than a Balrog, or a Drake, but I can’t release a Balrog there without disturbing the entire timeline, so I’ll go with a Drake. (And this way I realize yet once more how great the idea is, of a stable point in time for all games as provided by Harnmaster).
    Let’s give the dragon a name.
    Shadna.
    It must be a Cold Drake (true or winged or land drake). I’ve ruled out the rest.
    Q: Does the text describe what kind of cold drake it is?
    A: Yes. It’s a winged drake.

    Gilgonerdh, with a scholar’s grace, embarked on the quest for knowledge within the hallowed halls of the Rivendell library. His fingers danced elegantly over ancient tomes, seeking the secrets that might aid Dwalin in his mission. After a meticulous search, he spoke with a measured tone.
    “Dwalin,” he began, his voice resonating with wisdom, “I have discovered a text that pertains to the entity you seek.” The elf scholar’s eyes gleamed with anticipation.
    Dwalin’s interest was piqued. “Tell me more,” he urged.
    Regaining his composure, Gilgonerdh continued, “However, there is no mention of the obsidian gemstone. Yet, the entity has a name.” He paused for dramatic effect, revealing the weight of the revelation. “It is called Shadna.”
    Dwalin’s brow furrowed in contemplation. “Shadna,” he repeated, allowing the name to settle in his mind.
    “Yes,” Gilgonerdh affirmed, “Shadna, a Cold Drake.”
    Dwalin’s curiosity deepened. “What kind of Cold Drake is it?” he inquired.
    With a sense of purpose, Gilgonerdh responded, “The text specifies that it is a winged drake.”
    The gravity of the situation hung in the air as Dwalin absorbed the newfound knowledge. “This,” he mused, “changes everything.”
    The elven scholar placed the revered tome in Dwalin’s hands. “All this information is contained within ‘Nimriel’s Chronicles of Frost and Flame,’ a treasured elven tome.”
    Dwalin examined the weathered tome, adorned with engraved elven symbols. Its delicate pages whispered tales of the past, meticulously preserved over centuries. The ancient parchment cradled the wisdom of the elves, while its enchanted leather binding defied the ravages of time.
    Dwalin’s fingers traced the elven symbols on the cover as Gilgonerdh read aloud from the text. “As the mighty river Mitheithel flowed, a tale of Shadna the cold drake unfurled. Trapped beneath a cave, near a temple’s embrace, it slumbered, awaiting a time to awaken.” He marveled at the accompanying drawing of the dragon.

    Q: Does the text describe any weaknesses or how to defeat Shadna?
    A: No
    Q: Is there any mention of a mind bending power, or corruption sickness of animals?
    A: No
    So we have to defeat a dragon a don’t know how to. How could it slumber for so long? Is it hibernating, or is it dead?
    I doubt there is going to be enough time to go to Tharbad for further research. We will need some assistance if we’re to face a dragon.

    Dwalin’s frustration grew as he delved deeper into the elven tome but found no mention of any weaknesses or strategies for defeating Shadna, the Cold Drake. The dragon remained shrouded in mystery, and they were left with more questions than answers.
    His mind raced, considering the implications of this newfound knowledge. “How could it slumber for so long?” Dwalin pondered aloud. “Is it hibernating, or is it dead?”
    Gilgonerdh and Rewill Ville exchanged concerned glances, sharing Dwalin’s uncertainty. The absence of information on how to confront such a formidable foe left them in a perilous situation.
    Dwalin sighed heavily, closing the tome with a sense of urgency. “I doubt there is going to be enough time to go to Tharbad for further research,” he conceded. “We will need some assistance if we’re to face a dragon.”

    Q: Is this news enough to seek audience with a higher, elf authority? (Likely)
    A: Yes
    Q: Will it happen tonight? (Unlikely)
    A: Yes
    Q: Will it be Lord Elrond? (Unlikely)
    A: Yes! And he will stop whatever he’s doing to assist them.

    Gilgonerdh, the elven scholar of Rivendell, recognized the gravity of their situation. With the newfound knowledge about Shadna, the Cold Drake, and the lack of information on how to confront it, he believed it was imperative to seek an audience with a higher elven authority. He turned to Dwalin and Rewill Ville, his emerald eyes filled with a sense of urgency.
    “Dear friends,” Gilgonerdh began, “the information we’ve uncovered about Shadna is both fascinating and concerning. It’s clear that we are facing a formidable and ancient foe, one that may pose a great threat to this land. We cannot face such a creature without guidance and assistance.”
    He continued, “I propose that we seek an audience with a higher elf authority, someone who possesses the knowledge and wisdom to help us. Lord Elrond, the esteemed leader of Rivendell, is a figure of great wisdom and influence. Although it is unlikely for such an audience to happen tonight, I believe this matter is of utmost importance. Lord Elrond will undoubtedly understand the urgency of our situation and will not hesitate to assist us.”

    As the night sky draped Rivendell in its starry embrace, Gilgonerdh led Dwalin and Rewill Ville through the winding paths of the elven sanctuary. The tranquil ambiance of the elven realm was juxtaposed with the urgency that gripped their hearts.
    Finally, they arrived at the imposing and elegant edifice that served as Lord Elrond’s dwelling. Guarded by vigilant sentinels, the entrance was adorned with intricate elven motifs, reflecting the wisdom and artistry of the inhabitants.
    Lord Elrond, a figure of ageless grace and wisdom, awaited their arrival. His robes flowed like liquid moonlight, and his piercing eyes bore the weight of countless years of knowledge and foresight.
    With a respectful nod, Gilgonerdh introduced Dwalin and Rewill Ville. “Lord Elrond, these brave souls have come to Rivendell with grave news and a dire request.”
    Lord Elrond’s voice resonated with authority and compassion as he addressed Dwalin. “Dwalin, what brings you to Rivendell with such grave news? Please, speak freely and do not withhold any details.”
    Dwalin, his demeanor resolute, wasted no time. “Lord, a great evil stirs in the Trollshaws. The cold-dragon Shadna has been awakened and is trying to escape from its prison deep beneath the land. The animals surrounding the temple where it was imprisoned are sick and dying, and the minds of men corrupted. Going through the elven tomes, we couldn’t find a single reference to a weakness, so I’ll ask plainly. Do you have anyone to spare to assist us in our quest to defeat the dragon?”
    Lord Elrond’s gaze held both concern and determination. “I understand the gravity of the situation, Dwalin. It is imperative that we quell this rising threat. Rest assured, Rivendell will provide you with able allies to aid in your quest.”

    So in this step I will generate an elf PC. A mage.

    With Elrond’s support, Dwalin feels safe to reveal that he’s also in a task to recover Bain’s dragon slaying hammer (as described in his backstory).
    Q: Does Elrond provide further assistance to recover the hammer? Perhaps a ranger will come with them?
    A: No, it’s just the 3 of them.

    Lord Elrond, his keen wisdom guiding his decisions, responded to Dwalin’s plea for assistance in recovering Bain’s Dragon Slaying hammer. After a moment of thoughtful consideration, he spoke with a measured tone.
    “Dwalin, your quest is one of great importance, and the fate of both the hammer and our land hinges on its success. However, our resources are stretched thin at the moment, and we cannot provide further aid or a ranger to accompany you. You and your companions will embark on this journey together, and I trust that your determination will guide you through.”

    Dwalin will attempt to use Rhetoric to convince Lord Elrond of the need to perhaps send additional aid.
    Dwalin: Rhetoric: 40/42: Critical Success!
    He makes very convincing arguments which persuade Lord Elrond to send a Ranger with them.

    Dwalin, realizing the gravity of their quest and the necessity for additional support, decided to make a compelling case before Lord Elrond. With eloquence and conviction, he presented his argument. “Lord Elrond, I understand the constraints your people currently face. However, the threat of Shadna is dire, and the recovery of Bain’s Dragon Slaying hammer is essential to our success. With the aid of a skilled Ranger, our chances of defeating the dragon and preserving the safety of both Rivendell and the Trollshaws will greatly increase.”
    Dwalin’s words carried a weight of urgency and sincerity. His rhetorical prowess left Lord Elrond considering the request carefully.
    Lord Elrond, ever thoughtful, responded to Dwalin’s plea, his decision influenced by the dwarf’s persuasive argument. “Dwalin, your words ring with truth and wisdom. I shall grant your request and provide you with a skilled Ranger to aid you on this perilous journey. May the stars guide you to success.”

    So I will also generate a Ranger of the North to go with them. Full party! (Ranger, Thief, Cleric, Mage)

    I spent an entire day’s worth generating new characters in Harnmaster. A fun process. Here are the statblocks for all of them.

    It was a long effort, and I hope I didn’t do any major mistakes.

    As Dwalin, Rewill, and Lord Elrond discussed the details of their quest, the air in Rivendell seemed charged with anticipation. It was in this moment that two additional figures gracefully entered the scene, catching the attention of those present.
    Ainiall, with her ebony hair and sharp amber eyes, moved with an air of confidence, her steps light and graceful. Galadhil, the tall and lean ranger with long black hair and keen gray eyes, exuded an aura of quiet strength and purpose. Their presence alone spoke of their adventuring prowess and determination.
    Lord Elrond acknowledged their arrival with a nod, and Dwalin and Rewill turned to greet their new companions.
    Dwalin started, “Ah, it seems our company has grown. Welcome. I am Dwalin, and this is Rewill. We are on a quest to quell a rising threat in the Trollshaws, and your skills and assistance will be invaluable.”
    “Indeed, your presence is most welcome. We are grateful for your willingness to join us on this perilous journey.” Rewill added.
    The elf lady replied first. “Greetings, Dwalin and Rewill. I am Ainiall, a wizard with a penchant for deciphering mystical texts. I believe our combined knowledge and abilities will serve us well.”
    Followed by the ranger, “I am Galadhil, a ranger with a deep connection to the natural world. Together, we shall navigate the wilderness and confront the challenges that lie ahead. The call of adventure beckons, and I am ready to answer.”

    Session Summary

    This was a slow, R&R session. Character generation, research of enemies, resting at a safe place. I like how Dwalin’s backstory (as written on the sample character template in MERP) fits with the evolving thread. Of course I did make the choice that the entity is a Dragon, because we’re in Middle Earth, and I couldn’t find anything else of a similar threat that would fit the setting. To my surprise and to my defence, I had forgotten completely about Dwalin’s quest regarding a Dragon-slaying hammer, so fitting the puzzle pieces together was fun, even if I did choose them. In the back of my head I have this idea that the dragon could be now undead, like a Dracolich, so when the time comes, the Oracle will have some answering to do.

    I didn’t have the opportunity to use much of Harnmaster’s mechanics, and I hope I will not be disappointed. I initially wanted to go with a party of 3, but we ended up being 4. I’ll be using Galadhil’s background information from the sample character templates in MERP.
    Harnmaster character generation takes a long time, but it’s fun. It was kind of hard to accommodate conversion of characters as there are no such things as ‘classes’ in Harnmaster, nor any occupations similar to what I had in mind. Also I went with the Character Design option which uses a points buy system instead of a roll system, and I noticed something peculiar. It uses a points system which equates to the Key Attributes option of rolling 4d6 and dropping the lowest die, instead of the standard 3d6. This generates some stronger than average characters, but I’m perfectly okay with it, considering that I won’t pull my punches now when they’ll be facing foes (and keeping in mind that the Big Boss is a nasty trapped dragon).
    I gave them character equipment according to MERP, but none of the magical options.
    By the way, the more I read about Harnmaster, the more I’m itching to start a campaign in Harnworld, so I’m leaning very close to doing it once this adventure is over. I have no clue what is the challenge to face a dragon in a d100 game. Skill based games do not have the power creep of level based games, so a dragon will always be that deadly creature ready to devour everything, you can’t level up to balance it.
    I’m scared we’ll all die in a TPK, so the challenge is at least to have it be dramatic.

     
    • midgetmanifesto's avatar

      midgetmanifesto 6:57 am on October 11, 2023 Permalink | Reply

      Maybe you could have a donkey carry the adventuring gear, which would allow for more armour and less need to drop stuff at the start of combat?

      Are your minis 15mm?

      Liked by 1 person

      • giorgis's avatar

        giorgis 10:04 am on October 11, 2023 Permalink | Reply

        That’s a great idea! For some reason it hadn’t occurred to me, but I’ll keep it in mind for the future. Thanks!

        Yes the minis are 15mm, I’ve gathered quite a deal of them during my solo miniatures skirmish gaming in Five Leagues from the Borderlands.

        Like

    • midgetmanifesto's avatar

      midgetmanifesto 6:12 pm on October 11, 2023 Permalink | Reply

      I think the logistics are under appreciated. No one likes tracking encumbrance. Reading about old school adventuring the main reason you’d have followers was to guard the base camp as most classes weren’t willing to go into a dungeon with the heroes.

      I like making treasure heavy (mostly by tracking coin encumbrance, a 100 coins is a pound or something like that). It makes banking, burying treasure, and beasts of burden make a lot more sense.
      And having the enemys attack beasts of burden is an issue. ‘The griphon swoops on your horse. It lies under the griphon screaming….what do you do?

      Liked by 1 person

      • giorgis's avatar

        giorgis 7:05 pm on October 11, 2023 Permalink | Reply

        Another neat mechanic! Followers and men-at-arms. Makes so much sense in proper adventuring parties and dungeon crawlers. Cool reminders.

        Like

  • Unknown's avatar

    giorgis 10:42 pm on September 26, 2023 Permalink | Reply
    Tags: ,   

    In the Trollshaws. Ep15 

    Some starting points for the session.
    I’ll be continuing with BRP in this session as a ruleset.
    I will maintain GM’s Apprentice as the core Oracle resolution mechanic.
    BOLD will be used for intra-party dialogues with the connections mechanic. Currently there is a one man-show party, hopefully this will change.
    UNE will support GMA with NPC information.
    Donjon and AI art will be used for NPC descriptions.
    ChatGPT will be used to tie the narrative together.

    Using Fantasy Statblocks, and designing a BRP layout, here’s Dwalin’s statblock.
    Dwalin's Statblock

    For BRP combat, I’ll use the Total Hit Points rule, Location Hit Points (as a Threshold – damage must be done in a single blow) and Hit Locations, and I will drop the Major Wounds rule.
    As for armor hit locations I will consider that armor refers mainly to chest and abdomen, unless something else makes sense, (i.e. the MERP character has greaves or bracers).

    As I run the combat I realized that Total Hit Points and Thresholds would not be feasible. The damage values done by common weapons would be unable to cause deadly blows against the threshold. I switched mid-combat to normal Location Hit Points to get things resolved normally. I'll reevaluate my options in next session.

    Threads

    Impending release of evil trapped under the temple – obsidian artifact is missing
    Dwalin searching for the dwarven relic

    BOLD

    actiongerundsubject
    negotiateunderstandingenemies
    musedivulginghome or hearth
    assureconfrontingan attribute

    Date: 27th of Hithui Third Age 1640

    Last Bridge Inn

    Stabbed and wounded, Dwalin, stumbles back into the Last Bridge Inn.

    Q: Is everything as expected?
    A: No
    TWENE: Remove Major Element
    So, for the next scene I was thinking that Dwalin would ask to be nursed back to health, and also spend this time to recruit any potential companions to his cause. Therefore either Bura Grumm, the nurse is not there, or for some reason, the inn is empty of adventurers at the moment.
    Q: Is Bura Grumm missing?
    A: No.
    There are no adventurers in the inn at the moment. Perhaps they were drawn away by news of a potential treasure or quest reward. For whatever reason the inn clientele is sparce.
    Dwalin will ask for the healing skills of Bura Grumm, and a room to rest.

    Bura Grumm, the innkeeper’s wife and nurse, is present at the inn. She attends to Dwalin’s wounds and provides him with a room to rest in. The inn, though sparsely populated at the moment, offers a quiet and peaceful atmosphere for Dwalin to recover from his injuries.

    Dwalin had received two wounds, so there will be two healing attempts, one for each wound.
    Bura: First Aid on abdomen stab wound: 87: Failure
    Bura: First Aid on left arm slash wound: 56: Success: Heal 3 Hit Points. Completely healed.
    Bura will also cast a (Folk Magic) Heal spell, since her nursing skills did not work completely.
    Bura: Folk Magic: Heal: 05: Success: The abdomen stab wound was healed completely.
    All this will cost Dwalin 3 silver pieces.
    Dwalin now has 7 gold pieces, 5 silver pieces, 66 bronze pieces, 11 copper pieces and 40 tin pieces.

    Bura Grumm does her best to tend to Dwalin’s wounds. While her initial attempt to treat the abdomen stab wound is not successful, her second attempt, coupled with the use of a healing spell, successfully heals both wounds. Dwalin’s injuries are now fully mended, and he feels much better.
    Dwalin pays Bura the 3 silver pieces for her services.

    Although I really wanted some assistance from other adventurers, I’ll have to bite the bullet and decide not to try to circumvent the TWENE result by e.g. staying longer in the inn.
    I will ask though what is the reason the inn is less busy than usual.

    Rubb Grumm, the innkeeper, brings over a hearty meal for Dwalin. He scratches his head, pondering Dwalin’s question. “Well, you see, sir,” Rubb begins, “some travelers came through here with tales of a hidden treasure in the Trollshaws. They said it was guarded by ancient traps and creatures, but the reward was too tempting. Many of the adventurers who frequented this place headed off in search of that treasure, hoping to strike it rich. It’s been quieter here since then, with only a few regulars like yourself.”
    He sets the plate of food in front of Dwalin, a generous serving of stew and a loaf of fresh bread. “Enjoy your meal, sir. If you’re planning any adventures yourself, you might find it a bit lonelier out there with most of the adventurers gone. But maybe you’ll come back with a tale of your own to tell.”
    Rubb goes about his duties in the inn, leaving Dwalin to his meal and thoughts as the night settles in.

    Dwalin going at his own, might mean that I might won’t be able to use BOLD connections during this session. In that case, I’ll carry them over to the next one, provided Dwalin manages to survive the trip to Rivendell.
    Dwalin's Route
    From the map, going on the east-west road towards the misty mountains, it should be around 130 miles to Rivendell. This is going to be around ~40 hours of walking for a human, so it’s going to be a solid 5 days and some more to get there.
    After food and lodging, Dwalin will buy Trail Rations leaving him with 7 gold pieces, 5 silver pieces, 65 bronze pieces, 7 copper pieces and 40 tin pieces.


    Date: 28th of Hithui Third Age 1640

    2nd Watch

    Weather (19) stays the same. It is cold, and overcast with sleet flurries. The wind is stormy from SW.
    Encounter: 14: No encounter
    I’d calculate that on this weather, there’s a 50% reduction of Movement Rate. So in this half watch (2 hours) Dwalin has covered a mere 3 miles.

    3rd Watch

    Weather (19) stays the same. It is cold, and overcast with sleet flurries. The wind is windy from SW.
    Encounter: 5: No encounter
    I’d calculate that on this weather, there’s a 30% reduction of Movement Rate. So in this watch (4 hours) Dwalin has covered about 9 miles more.

    4th Watch

    Weather (19) stays the same. It is cold, and overcast with sleet flurries. The wind is stormy from SW.
    Encounter: 17: 17: Reroll as Wilderness/~Rural~: 96: Sickness/Food Poisoning/etc. It has happened 21 minutes on the way.
    I’d calculate that on this weather, there’s a 50% reduction of Movement Rate. So in this period Dwalin has not covered one mile, before his stomach wants to remove it’s contents.

    As Dwalin continues his journey towards Rivendell, the cold and sleet-filled weather continues to slow his progress. The first part of the day is uneventful, but as the afternoon approaches, he begins to feel the effects of the harsh conditions and his constant travel.
    During the fourth watch, Dwalin suddenly feels a sharp pain in his stomach. He doubles over in discomfort, realizing that he has been struck by a bout of food poisoning. The trail rations he purchased at the Last Bridge Inn have betrayed him, causing him great discomfort and weakness.
    With a heavy heart and a troubled stomach, Dwalin decides to rest for a while, hoping that his illness will pass. He finds a sheltered spot by the side of the road, away from the biting wind, and tries to recover. It’s a setback in his journey, and he knows that time is of the essence, but there’s little he can do in this condition.
    Dwalin’s journey to Rivendell has become even more challenging, and he must now contend with the weather and the effects of food poisoning. It’s a test of his endurance and determination as he presses on towards his destination, hoping that he’ll find aid and answers among the elves of Rivendell.

    Going through BRP, I’m very happy to see a detailed section about Disease, including minor diseases. I’m at the ledge to decide whether to make the stamina roll that determines if the disease is contracted or not. I will ask the Oracle.

    Q: Is there a chance that Dwalin will fight off the food poisoning before it takes hold?
    A: Yes
    Dwalin: Stamina Roll: 48/65: Success
    Dwalin pukes his guts out, and avoids the poisoning. His stomach settles. He’ll be able to continue on his journey tomorrow.

    Dwalin’s resilient constitution prevails as he manages to fight off the food poisoning. He spends a miserable evening emptying his stomach but eventually begins to feel better. His stomach settles, and the worst of the illness passes. It seems his dwarven endurance has saved him from the worst effects of the tainted trail rations.

    5th Watch

    (4pm to 8 pm)
    Weather (19) stays the same. It is cold to freezing, and overcast with sleet flurries. The wind is a gale from SW.
    Encounter: 16: No encounter.
    Dwalin will set up camp. I can’t find any Survival Skill in BRP, as opposed to Mythras. I’d wager this would fall under Knowledge, not Dwalin’s cup of tea.
    Dwalin: Knowledge: 34: Failure.
    Q: Is the camping spot he chose decent?
    A: Yes

    6th Watch

    (8pm to 12 am)
    Weather (20) becomes freezing, and cloudy, but the sleet flurries have stopped. The wind is now a breeze from NW.
    Encounter: 14: No encounter. Dwalin sleeps overnight.

    Date: 29th of Hithui Third Age 1640

    1st Watch

    (12am to 4 am)
    Weather (1) becomes cold, and clear sky. The wind is now windy from N.
    Encounter: 20: 92: Brigands/Highwayman: 34: Seeking/offering directions.
    So, let’s see who detects whom first.
    The moon Ithil is on the last Quarter Rising, so there’s a decent amount of light.
    Q: Is the camping spot Dwalin chose, hidden from the road? (Unlikely)
    A: No

    This is an opposed Listen vs Spot check. Dwalin’s Listen check is difficult since he’s sleeping. Highwayman’s Spot check is difficult since it’s night.
    Dwalin: Listen (Difficult): 34/13: Failure
    Highwayman: Spot (Difficult): 48/25: Failure
    Noone spots the other one, and the night goes on.

    2nd Watch

    (4am to 8 am)
    Weather (1) remains the same, but becomes cool as day breaks, and the sky is clear. The wind remains windy from N.
    Encounter: 13: No encounter.
    As Dwalin wakes up, he notices a pair of footprints not far from where he camped. He considers himself lucky that he didn’t meet the person who did them, and makes a mental note to be more careful of his camping spots in the future.
    He continues on his way, revitalized, and makes a decent 6 miles walk.

    Dwalin’s journey continues as he presses on through the challenging weather conditions. His determination keeps him moving forward despite the setbacks he’s encountered. The bitter cold, overcast skies, and sleet flurries test his endurance, but his dwarven resilience prevails.
    As he sets up camp for the night, he finds a suitable spot, hidden from the road, ensuring some degree of safety. The freezing temperatures make for an uncomfortable evening, but Dwalin manages to rest.
    The next day, as the weather clears, Dwalin resumes his journey. The clear sky and cool conditions provide a welcome change from the sleet-filled weather of the previous days. However, his luck takes a turn as he stumbles upon evidence of another traveler, their footprints nearby. Though he avoids a confrontation this time, he realizes the importance of being more cautious in choosing camping spots in the future.

    3rd Watch

    (8am to 12 pm)
    Weather (1) remains the same, cool with clear sky. The wind remains windy from N.
    Encounter: 3: No encounter.
    He continues on his way, revitalized, and makes a decent 13 miles walk.

    4th Watch

    (12pm to 4 pm)
    Weather (2) becomes warm with cloudy sky. The wind calms down.
    Encounter: 17: 35: Reroll as Urban: Guildsman: 86: Thespian: 93: Freemaster: 86: Other: In Distress/Under Attack.
    By whom?
    I’ll roll on the Trollshaws Encounter table.
    46: Small Animals. It’s a Rat Pack.
    I’ll go to donjon to get some initial information about the NPC.

    Nainan: Female Dwarf Entertainer, Good. Nainan has an angular face, with curly red hair and brown eyes. She wears well-made clothing and a sling of vials and potions. Nainan is complacent and jealous.

    Dwalin comes upon the scene of Nainan screaming and kicking at the rat pack that viciously attacks her. Dwalin grabs his mace and charges into the fray to save the fellow dwarf lady under attack.

    I’ll plug this into Character Composer

    Nainan

    Dwalin’s journey continues, and as he walks under the clear sky, he covers a significant distance of 13 miles. His determination to reach Rivendell and uncover the mysteries surrounding the obsidian artifact keeps him moving forward.
    As the day turns to afternoon, the weather warms up and the sky becomes cloudy. The wind calms down, providing a pleasant change in conditions. However, Dwalin’s journey takes an unexpected turn when he stumbles upon a distressed scene.
    The scene is set amidst the fading light of the sun, casting a warm, hue over the surroundings. Dwalin stumbles upon a small clearing in the woods, where the ground is covered in a thick layer of fallen leaves. The trees loom tall, their branches intertwining above, creating a canopy that filters the rays of daylight.
    In the center of this clearing, Dwalin’s eyes focus on a fellow dwarf, who is desperately defending herself against a swarm of aggressive rats. She stands defiantly, her angular face contorted with a mix of fear and determination. Her curly red hair flows wildly around her as she swings her arms, trying to fend off the vicious rodents.

    The rats, small but numerous, scurry around her in a chaotic dance of hunger and aggression. Their beady eyes gleam with an eerie red light as they dart forward to snap at her legs and arms. Nainan’s well-made clothing is in disarray, with tiny claw marks and tears marring the fabric.
    Nainan’s feet shuffle backward in an attempt to maintain distance from the relentless rat pack. Her brown eyes widen with each frantic kick and swat, and her breath comes in ragged gasps as she fights to keep the vermin at bay.
    Dwalin’s arrival is marked by the determined grip on his mace. With a resolute expression on his face, he charges into the fray, determined to save Nainan from this dire situation. The forest around them seems to hold its breath, the rustling leaves and distant sounds of wildlife lending an eerie backdrop to the intense struggle between dwarf and rat.
    As Dwalin swings his mace and engages the rats, the battle unfolds in a flurry of action and chaos. The clash between dwarf and rodents becomes a dance of survival amidst the tranquil yet haunting beauty of the twilight forest.

    Q: How many are the rat packs?
    A: 6

    Initiative

    Dwalin: 9+15=24
    Nainan: 1+15=16
    Rat Packs: 4+11=15

    Round 1

    Dwalin: Melee (Mace)-Difficult: 33/45: Success. One rat is killed, and a rat pack flees. Five Rat Packs remain (50 rats)
    Nainan: Unarmed (Kick)-Difficult: 45: Failure
    Rat Packs vs Nainan: 96/25, 37/25, 35/25, 99/25, 66/25. None of the rats manage a bite on Nainan.

    Round 2

    Dwalin: Melee (Mace)-Difficult: 07/45: Special Success. One rat is killed, and a rat pack flees. Four Rat Packs remain (40 rats)
    Nainan: Unarmed (Kick)-Difficult: 13: Success. A rat is killed, and a rat pack flees. Three Rat Packs remain (30 rats)
    Rat Packs vs Nainan: 94/15, 96/15, 85/15
    None of the rats manage a bite on Nainan.

    Round 3

    Dwalin: Melee (Mace)-Difficult: 88/45: Miss
    Nainan: Unarmed (Kick)-Difficult: 23: Success. A rat is killed, and a rat pack flees. Two Rat Packs remain (20 rats)
    Rat Packs vs Nainan: 01/10, 74/10
    A rat manages a Critical attack on Nainan. It’s a diseased bite that does 2 HP of damage and gives a chance for disease.
    Nainan: Stamina Roll: 04/75: Critical Success. Nainan doesn’t catch a disease.

    Round 4

    Dwalin: Melee (Mace)-Difficult: 23/45: Success. One rat is killed, and a rat pack flees. one Rat Pack remains (10 rats)
    Nainan: Unarmed (Kick)-Difficult: 94: Miss
    Rat Pack vs Nainan: 81/05

    Round 5

    Dwalin: Melee (Mace)-Difficult: 42/45: Success. One rat is killed, and the last rat pack flees.

    Nainan destroying a rat

    The battle in the twilight-dappled forest is a frenzied and desperate struggle between Dwalin, Nainan, and the relentless rat packs. As the combatants engage, the scene unfolds with a series of swift and decisive actions.
    Dwalin, his mace gripped firmly in his hands, wastes no time in taking the initiative. With a powerful swing, he crushes one of the rats under the force of his weapon, sending it sprawling lifelessly to the forest floor. The impact of his strike sends shockwaves through the rat pack, causing one group of rats to scatter and flee in disarray.
    Nainan, her kicks fueled by fear and adrenaline, attempts to fend off the rats that encircle her. She delivers a fierce kick, but the nimble creatures evade her blows, proving to be elusive adversaries.
    Undeterred by the overwhelming odds, Dwalin continues his assault. His mace strikes true once again, claiming the life of another rat and causing a second group to disperse in terror. The forest echoes with the squeaks and hisses of the fleeing rodents. Still, a formidable force of around forty rats remains, swarming around the determined dwarf duo.
    Nainan, though untrained in combat, summons her courage and lands a powerful kick that crushes one of the rats beneath her boot. The rat’s lifeless body joins the growing pile of defeated vermin, and a third rat pack scatters, leaving fewer rats to continue the onslaught.
    As the battle rages on, Dwalin’s mace strikes with unwavering precision, claiming the lives of more rats and further thinning the ranks of their attackers.
    Nainan, feeling the threat of the disease-carrying vermin, fights valiantly and lands another blow. The rat she strikes meets its end, and the final rat pack flees, vanishing into the depths of the forest.
    With the last of the rats in retreat, the battle comes to an end. Dwalin and Nainan stand victorious amidst the fallen rodents, their breaths ragged from the intense struggle. The forest, once echoing with the sounds of combat, gradually falls back into a serene and tranquil stillness, as the two dwarves catch their breath and assess the aftermath of the harrowing encounter.

    I decided to try my luck with the Chat option of character composer for fun. After a short learning curve, I got a dialogue that worked.
    I wrote Dwalin’s text. Nainan’s text was generated by the Character Composer.

    Nainan: Thank you, friend, for saving me from those pesky rats! You have my eternal gratitude.
    Dwalin: Dwalin, at your service my lady! may I ask your name?
    Nainan: Ah, well met, Dwalin! I am Nainan, a humble entertainer, grateful for your swift mace and quick thinking.
    Dwalin: The Trollshaws forest can be dangerous, even on the road. Are you wounded?
    Nainan: No need to fret, Dwalin. I emerged unscathed from the encounter with the rats. Thanks to you, my path continues unhindered.
    Dwalin: Where are you headed? (OOC: we are in the Trollshaws region of Tolkien’s Middle Earth)
    Nainan: Ah, in this treacherous land of the Trollshaws, I am journeying towards Rivendell, seeking respite and a chance to showcase my talents to the noble folk who reside there.
    Dwalin: What a chance! I am also travelling towards Rivendell. I need the help of the elves with a quest I am on.
    Nainan: How fortuitous, Dwalin! It appears fate has brought us together on this shared journey to Rivendell. I would be honored to accompany you and offer any assistance I can in your quest. Together, we shall face whatever challenges lie ahead!

    I then asked ChatGPT to turn it into third person dialogue to harmonize it with the way I write the story.

    Nainan expressed her gratitude, her voice warm and relieved. “Thank you, friend, for saving me from those pesky rats! You have my eternal gratitude.”
    Dwalin responded with a respectful nod. “Dwalin, at your service, my lady! May I ask your name?”
    Nainan offered a friendly smile. “Ah, well met, Dwalin! I am Nainan, a humble entertainer, grateful for your swift mace and quick thinking.”
    Dwalin, concerned for her well-being, inquired, “The Trollshaws forest can be dangerous, even on the road. Are you wounded?”
    Nainan reassured him with a chuckle. “No need to fret, Dwalin. I emerged unscathed from the encounter with the rats. Thanks to you, my path continues unhindered.”
    Curiosity piqued, Dwalin asked, “Where are you headed?”
    Nainan’s eyes sparkled with enthusiasm. “Ah, in this treacherous land of the Trollshaws, I am journeying towards Rivendell, seeking respite and a chance to showcase my talents to the noble folk who reside there.”
    Dwalin’s face lit up with a sense of opportunity. “What a chance! I am also traveling towards Rivendell. I need the help of the elves with a quest I am on.”
    Nainan’s expression mirrored his excitement. “How fortuitous, Dwalin! It appears fate has brought us together on this shared journey to Rivendell. I would be honored to accompany you and offer any assistance I can in your quest. Together, we shall face whatever challenges lie ahead!”

    They walk together and make another 13 miles.

    5th Watch

    (4pm to 8 pm)
    Weather (1) becomes cool and cold with a clear sky. The wind is a North breeze.
    Encounter: 8: No encounter

    With Nainan on the group, I have the opportunity for Dwalin to use BOLD. Nainan isn’t a PC as of yet, but since she’s an NPC member of the adventuring party, she can be a recipient of Dwalin’s Connection attempts.

    I’ll use “muse, confronting, enemies”

    Dwalin and Nainan are setting camp, as Dwalin talks on his own, but loud enough so that Nainan could hear him, “I know that the Trollshaws are dangerous, but I never heard of rats attacking passersby in such a rabid manner, what could have set them off?”
    Nainan nods, “Indeed, the rats’ aggression was quite peculiar, even for the Trollshaws. It is possible that my presence and the potions I carry caught their attention. Some creatures are lured by the scent of certain ingredients or find vials and potions intriguing. Or perhaps they were simply hungry and saw me as an easy target. Nonetheless, it is best to remain vigilant as we make our way through this perilous forest.”
    “I propose we set up watch for the night. Do you want me to take first shift?” Dwalin says.
    “Your caution is commendable, Dwalin. I appreciate your offer to take the first watch. Rest assured, I will be more than ready to take my turn and keep a keen eye on our surroundings while you rest. Together, we shall ensure our safety throughout the night.” Nainan responds.

    actiongerundsubject
    negotiateunderstandingenemies
    musedivulginghome or hearth
    assureconfrontingan attribute

    6th Watch

    (8 pm to 12 am)
    Weather (3) becomes cool with a clear sky. The wind is a calm, and there is a fog.
    Encounter: 16: No encounter

    Date: 30th of Hithui Third Age 1640

    1st Watch

    (12 am to 4 am)
    Weather (3) remains the same, cool, with a clear sky. The wind becomes NE windy, and the fog disperses.
    Encounter: 13: No encounter

    2nd Watch

    (4 am to 8 am)
    Weather (3) becomes warm, with a clear sky. The wind becomes NE breeze.
    Encounter: 7: No encounter
    The party breaks camp and continues on their way, moving another 6 miles towards Rivendell.

    3rd Watch

    (8 am to 12 pm)
    Weather (3) stays warm, with a clear sky. The wind becomes NE windy.
    Encounter: 4: No encounter
    The party moves another 13 miles.

    4th Watch

    (12 pm to 4 pm)
    Weather (4) becomes hot, with a clear sky. The wind becomes SE breeze.
    Encounter: 2: No encounter
    The party moves another 13 miles.

    5th Watch

    (4 pm to 8 pm)
    Weather (4) remains hot to warm, with a clear sky. The wind becomes SE windy.
    Encounter: 10: No encounter
    The party moves another 6 miles before setting camp.

    As the party journeyed through the Trollshaws, the days passed by uneventfully. The weather shifted from cool to warm, with clear skies overhead. The wind, though occasionally breezy, provided no challenge. The path before them remained free of any significant encounters.
    On the 30th of Hithui, they woke to another warm day with a clear sky. The party broke camp and continued their steady pace towards Rivendell, covering miles with determination. The land around them remained serene, untouched by the perils of their previous adventures.
    As the sun dipped below the horizon, they set up camp once more, ready to rest and regain their strength for the journey ahead. The Trollshaws held no immediate threats, and with Nainan by his side, Dwalin felt a newfound sense of camaraderie and confidence. Together, they ventured closer to their destination, their shared quest binding them as allies in this treacherous land.

    6th Watch

    (8 pm to 12 am)
    Weather (4) remains warm, with a clear sky. The wind becomes calm and a fog settles.
    Encounter: 1: No encounter

    Date: 1st of Girithron Third Age 1640

    1st Watch

    (12 am to 4 am)
    Weather (6) becomes freezing, cloudy skies with rain showers. The wind becomes breezy from South.
    Encounter: 4: No encounter

    2nd Watch

    (4 am to 8 am)
    Weather (6) becomes cool, cloudy skies with rain showers. The wind remains breezy from South.
    Encounter: 20: 21: Reroll as Wilderness: 54: Stag/Deer/Hind: 100: Grazing
    Time: 30 minutes before sunrise.

    As the party settled in for the night, a gentle fog rolled in, blanketing the land in a mysterious shroud. The atmosphere was calm and peaceful, devoid of any immediate dangers. They rested beneath the starry night sky, their campfire flickering in the cool breeze.
    When the new day dawned on the 1st of Girithron, the weather took a turn for the worse. Clouds gathered overhead, and a light drizzle began to fall from the heavens. The wind carried with it the chill of impending rain. Yet, despite the less-than-ideal conditions, the party encountered a group of grazing stags, their majestic antlers silhouetted against the gloomy sky.
    It was a brief moment of serenity amidst the unpredictable nature of the Trollshaws. As the stags continued their peaceful grazing, the party pressed on, knowing that their journey to Rivendell was drawing ever closer to its conclusion.

    3rd Watch

    (8 am to 12 pm)
    Weather (6) remains cool, cloudy skies with rain showers. The wind remains breezy from South.
    Encounter: 5: No encounter
    The party continues another 11 miles towards Rivendell.

    Dwalin and Nainan walked side by side along the forested path, the dense canopy of the Trollshaws overhead. As they journeyed, Dwalin couldn’t help but express his concerns to his newfound companion. “We have a few days of travel ahead of us, so I wanted to ask you, Nainan, why did you choose Rivendell? I have grown to reconsider, but we dwarves aren’t always the best company of elves.”
    Nainan’s eyes twinkled with a hint of merriment as she responded, her voice carrying a warm, reassuring tone. “Ah, I understand your reservations, Dwalin. The relationship between dwarves and elves has been tumultuous at times. However, as an entertainer, my art knows no bounds, and I firmly believe that joy and laughter can bridge any divides. I chose Rivendell not only for its unparalleled beauty and enchantment but also for the opportunity to share my performances and bring a sense of mirth to the hearts of all, even the elves. I hope to prove that dwarves and elves can find common ground in laughter and entertainment.”
    Dwalin nodded in understanding, then continued, his tone growing more somber. “My quest is more dire, I’m afraid. During our adventures to rid the Trollshaws of evil, with my elf companion Camthalion – may he rest in peace – we may have awoken another evil from its slumber. Camthalion was adamant that the elves will help us put it back in its prison for good, before it is released.”
    Nainan’s expression shifted to one of genuine sympathy as she listened to Dwalin’s words. “I am truly sorry for the loss of your brave companion, Camthalion. It appears that your quest carries great importance and urgency. Rivendell, with its wise and knowledgeable inhabitants, is indeed the ideal place to seek guidance and assistance in dealing with this awakened evil. Let us make haste, for together we shall find the aid and support needed to complete your quest and fulfill your friend’s noble legacy.”

    4th Watch

    (12 pm to 4 pm)
    Weather (6) remains cool, cloudy skies with rain showers. The wind becomes windy from South.
    Encounter: 14: No encounter
    The party continues another 11 miles towards Rivendell.

    5th Watch

    (4 pm to 8 am)
    Weather (6) remains cool, cloudy skies with rain showers. The wind becomes calm.
    Encounter: 13: No encounter
    The party makes camp.

    6th Watch

    (8 am to 12 pm)
    Weather (7) becomes cold, overcast skies with steady rain. The wind becomes SW gale.
    Encounter: 3: No encounter
    The party remains camped under these harsh conditions.

    Date: 2nd of Girithron Third Age 1640

    1st Watch

    (12 am to 4 am)
    Weather (7) remains cold, overcast skies with steady rain. The wind becomes SW breeze.
    Encounter: 3: No encounter
    The party remains camped under these harsh conditions.

    2nd Watch

    (4 am to 8 am)
    Weather (7) becomes cool, cloudy skies with rain showers. The wind becomes a South breeze.
    Encounter: 20: 50: Reroll as Rural: 87: Reroll as Wilderness: 59: Wild/stray Sheep/goats/etc: 56: Fleeing Predator

    Scared goats

    The rain-soaked morning found Dwalin and Nainan huddled under a makeshift shelter, trying to stay dry. As the relentless rain pelted the ground around them, they exchanged words to pass the time. “This weather is as unforgiving as it gets. It’s a good thing we have some shelter. We’re getting closer to Rivendell, though.”
    Nainan, her cloak clinging to her, nodded in agreement. “Indeed, Dwalin. Rivendell’s warmth and shelter will be a welcome sight after enduring these elements. I must say, your resilience in the face of such weather is impressive.”
    Dwalin gave a hearty chuckle. “Well, as dwarves, we’re used to harsh conditions. It’s all in a day’s journey for us.”
    As the cold, rainy night dragged on, Dwalin and Nainan remained huddled together under their makeshift shelter. The pattering raindrops provided a soothing backdrop to their whispered conversations. The night seemed endless, and both travelers struggled to find rest.
    Then, in the darkest hours before dawn, a sudden commotion disrupted the quietude. The sound of frantic bleating and the clattering of hooves pierced the stillness. Dwalin and Nainan snapped awake, their senses on high alert.
    The source of the disturbance became evident as they strained their ears. Wild or stray sheep and goats, driven by fear, were stampeding in their direction. Their panicked cries filled the night, echoing off the nearby hillsides.
    In the dim light of pre-dawn, the two companions could discern the shapes of the fleeing animals. The sheep and goats, their eyes wide with terror, dashed past their campsite in a frenzied attempt to escape an unseen menace.
    Nainan clutched her cloak tightly around her, her eyes wide with alarm. Dwalin, his hand instinctively reaching for his mace, scanned the surroundings, trying to spot the looming threat that had set the herd into such a frenzy.

    Dwalin: Spot: 74/55: Failure
    Q: Are the dwarves ambushed by the predator (unlikely as it’s after the herd)
    A: Yes
    Q: Is the predator an animal?
    A: No
    Q: Is the predator orcs? (Likely)
    A: Yes

    As the night slowly gave way to the pale light of dawn, Dwalin strained his eyes in an attempt to spot any signs of the unseen predator that had sent the herd of sheep and goats fleeing in terror. However, the Trollshaws remained shrouded in shadow, revealing no immediate threats.
    Just when they began to relax, believing the danger had passed, a sudden and unexpected ambush shattered their sense of security. It wasn’t the work of wild animals, as they had initially suspected. Instead, lurking amidst the trees and undergrowth were a group of malevolent figures.
    Orcs, with their grotesque features and wicked grins, had taken advantage of the chaos caused by the stampeding herd. They had seized this opportunity to launch a surprise attack on the unsuspecting travelers. Their eyes gleamed with malice as they closed in on Dwalin and Nainan, weapons at the ready.
    The dwarves had little time to react, caught off guard by the cunning ambush orchestrated by the orcish assailants.

    A group is at least 3. I didn’t get any Exceptional results, so in terms of balance, I’ll make it be 3 orcs.

    Initiative

    23 Dwalin
    19 Naidan
    18 Orc 1
    18 Orc 2
    18 Orc 3

    Round 1

    Dwalin attacks Orc 1.
    Dwalin: Melee (Mace): 70/90: Success
    Orc 1: Dodge: 43/40: Failure
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Hit Location: 18: Left Arm: Damage: 6+2=8: The limb is crushed. The orc goes into shock.

    Naidan attacks Orc 2
    Naidan: Melee (Hammer): 99/35: Fumble: Hit Nearest Ally for Critical Damage: Hits Dwalin:
    Q: Can Dwalin attempt to dodge?
    A: No
    Hit Location: Right Leg: Damage: 6: The limb is useless. The character falls down. Dwalin falls.

    Orc 2 attacks Naidan
    Orc: Melee (Scimitar): 70/35: Failure

    Orc 3 attacks Naidan
    Orc: Melee (Scimitar): 72/35: Failure

    Round 2

    Dwalin attacks Orc 2 next to him.
    Dwalin: Melee (Mace), Difficult: 48/45: Failure

    Naidan attacks Orc 2
    Naidan: Melee (Hammer): 78/35: Failure

    Orc 2 attacks Naidan
    Orc: Melee (Scimitar): 73/35: Failure

    Orc 3 attacks Naidan
    Orc: Melee (Scimitar): 74/35: Failure

    Round 3

    Dwalin attacks Orc 2 next to him.
    Dwalin: Melee (Mace), Difficult: 16/45: Success
    Orc 2: Dodge: 41/40: Failure
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Hit Location: 5: Left Leg: Damage: 5+2=7: The limb is useless. The character falls down. Orc 2 Falls Down.

    Naidan attacks Orc 3
    Naidan: Melee (Hammer): 30/35: Success
    Orc 3: Dodge: 36/40: Success
    The attack is dodged.

    Orc 2 attacks Dwalin
    Orc: Melee (Scimitar): 87/35: Failure

    Orc 3 attacks Naidan
    Orc: Melee (Scimitar): 23/35: Success
    Naidan: Dodge: 10/40: Success
    The attack is dodged.

    Round 4

    Dwalin attacks Orc 2 next to him.
    Dwalin: Melee (Mace): 87/90: Success
    Orc 2: Dodge: 1/40: Critical Success
    The attack is dodged

    Naidan attacks Orc 3
    Naidan: Melee (Hammer): 10/35: Success
    Orc 3: Dodge: 37/40: Success
    The attack is dodged.

    Orc 2 attacks Dwalin
    Orc: Melee (Scimitar): 25/35: Success
    Dwalin: Parry (Shield): 74/75: Success
    The attack is parried.

    Orc 3 attacks Naidan
    Orc: Melee (Scimitar): 52/35: Failure

    Round 5

    Dwalin attacks Orc 2 next to him.
    Dwalin: Melee (Mace): 44/90: Success
    Orc 2: Dodge: 80/40: Failure
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Hit Location: 8: Left Leg: Damage: 4+2=6: The limb is crushed. The orc goes into shock.

    Naidan attacks Orc 3
    Naidan: Melee (Hammer): 16/35: Success
    Orc 3: Dodge: 56/40: Failure
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Hit Location: 6: Left Leg: Damage: 5=5: The limb is useless. The character falls down. Orc 3 Falls Down.

    Orc 3 attempts to stand.
    Orc 3: Dodge, Difficult: 53/20: Failure

    Round 6

    Dwalin crawls to attack Orc 3 next to him.
    Dwalin: Melee (Mace): 16/90: Special Success
    Orc 3: Dodge: 37/40: Success
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Hit Location: 6: Left Leg: Damage: 1+2=3: The limb is crushed. The orc goes into shock.

    Amidst the cold and unforgiving wilderness of the Trollshaws, the battle unfolded with a frenzied intensity. Dwalin, armed with his trusty mace, lunged at the nearest orc with precision, smashing into its left arm with a bone-crushing blow. The orc howled in pain as its limb crumpled, shock coursing through its twisted form.
    Naidan, unfortunately, had less success. Her swing with the hammer went awry, striking Dwalin’s right leg instead, causing him to stumble and fall to the ground. The chaos of battle had disrupted their coordination.
    The orcs, now aware of their adversaries, lunged with scimitars in hand, but their attacks faltered. The orc facing Naidan missed entirely, as did its counterpart that had set its sights on Dwalin.
    In the following moments, Dwalin and Naidan struggled to regain their footing and composure. Dwalin attempted another strike at the orc beside him, but the orc deftly evaded his attack. Naidan’s hammer swing at the remaining orc was met with nimble evasion as well.
    The orcish assailants continued their onslaught. One of them managed to land a blow on Dwalin, but his trusty shield absorbed the impact. The orc facing Naidan was less fortunate, as her dodge allowed her to avoid harm.
    As the battle raged on, Dwalin and Naidan persevered. Dwalin struck a resounding blow on the orc beside him, crushing its left leg. The orc crumpled to the ground, paralyzed by pain.
    Naidan, too, found her target, hitting the last standing orc in the leg. The orc, unable to withstand the force of the blow, fell to the ground in agony.
    The battle had taken its toll on the orcs, leaving them incapacitated and on the brink of surrender. However, one of them attempted to rise but failed in its weakened state.
    Dwalin, determined to end the confrontation, crawled toward the fallen orc. With a final, resounding strike, he incapacitated the orc once and for all. The battle had been fierce, but the dwarves emerged victorious, their endurance and determination prevailing against the odds.

    Q: Does Nainan have a healing potion to give Dwalin? (Likely)
    A: Yes! and it’s a potent one. Potion of Extra Healing.
    Dwalin is healed completely.
    Seems Nainan felt sorry for hurting him by mistake.

    Nainan, filled with regret for her unintended strike on Dwalin, reached into her belongings and produced a small, ornate vial. It shimmered with a faint, soothing light as she handed it to Dwalin.
    “I’m truly sorry, Dwalin,” she said with genuine concern in her eyes. “Please, let this potion mend your wounds.”
    Dwalin accepted the vial and drank from it. Instantly, a surge of warmth and vitality coursed through his body. The injuries he had sustained in the battle with the orcs began to heal rapidly, leaving no trace of pain or discomfort. Nainan’s potion was a potent elixir of healing, and it worked wonders.
    With a grateful nod, Dwalin looked at Nainan and said, “Thank you, Nainan. Your kindness knows no bounds. I am whole once more, thanks to your aid.”

    3rd Watch

    (8 am to 12 pm)
    Weather (7) remains cold, overcast skies with steady rain. The wind becomes windy from SW.
    Encounter: 16: No encounter
    The party continues another 9 miles towards Rivendell.

    4th Watch

    (12 pm to 4 pm)
    Weather (9) becomes cool, overcast skies with rain showers. The wind becomes a gale from SW.
    Encounter: 20: 54: Cleric/etc: 16: Mendicant Lay-brother/sister: 27: Meditating/Praying/etc
    donjon: Rewill Ville: Male Halfling Cleric, Good. Rewill is tall and overweight, with braided grey hair and brown eyes. He wears chain mail and wields a mace. Rewill seeks to make amends for a previous life of crime.

    Now some fun with the Character Composer
    Rewill Ville
    At around 2.15 pm, they meet a short figure on the road, it’s a hobbit.
    I used the chat option to talk with Rewill.
    I will also use “negotiate, divulging, home or hearth”

    Rewill Ville, the priest and healer, approached the brave dwarf and his companion, Nainan, with a friendly demeanor. “Greetings, brave dwarf. What brings you to these treacherous lands?” he inquired.
    Dwalin, introducing himself and Nainan, replied, “I am Dwalin, this here is my friend Nainan. We are on our way to Rivendell. If you may introduce yourself, stranger?”
    Rewill Ville revealed his own identity, saying, “I am Rewill Ville, a priest and healer. Formerly a thief, now seeking redemption through service.”
    Curious about Rewill’s purpose, Dwalin inquired, “We are on a quest to fend off evil from the Trollshaws. What brings you here?”
    Rewill Ville explained, “I have come to lend my healing abilities and bring light to the darkness that plagues these lands.”
    Dwalin offered an invitation, “Perhaps you can join our quest then, stranger, unless you have a more pressing task at hand that is.”
    Rewill Ville eagerly accepted, aligning his goals with theirs. “Your quest to fend off evil aligns with my goals of seeking redemption and bringing healing. I would be honored to join you on this noble endeavor.”
    With their party now assembled, Dwalin discussed their next destination. “We shall go to Rivendell first. The elves there might share their knowledge with us. Were you coming or going?”
    Rewill Ville shared his direction, saying, “I was making my way towards Rivendell as well. It seems Fate has brought us together on this path. I shall gladly accompany you to seek the wisdom of the elves.”
    As the conversation continued, Dwalin inquired about the presence of others like Rewill among the halflings in the area.
    Rewill Ville responded thoughtfully, “Although the halflings are a peaceful folk, there are undoubtedly others like me who strive to bring goodness and healing to the world. However, we halflings are often underestimated and overlooked due to our diminutive stature.”

    actiongerundsubject
    negotiateunderstandingenemies
    musedivulginghome or hearth
    assureconfrontingan attribute

    The party continues another 11 miles towards Rivendell. The elvish settlement lights flickering in the distance.

    Rivendell

    The party, now consisting of Dwalin, Nainan, and Rewill Ville, pressed on through the treacherous lands, making their way toward the distant lights of Rivendell. The elvish settlement beckoned to them, its ethereal lights flickering in the distance, promising both respite and potential aid in their quest to fend off the evil lurking in the Trollshaws.

    With this milestone complete, I’ll stop the session here.

    Session Summary

    This session welcomed 100% the digital era. It was digital pen, paper and dice.
    After listening to people saying the best about obsidian and watching an intro video on YouTube Setup obsidian for playing RPGs which got me started on the various plugins available, and then some. I went ahead and also added the Fantasy Statblock and Initiative Tracker plugins and spent a (not so small) amount of time to create BRP statblocks. It’s not 100% perfect, but works pretty well.
    I have everything on one screen. PDFs, dice rollers, my session, external links, maps etc.
    This, coupled with the use of generators, AI tools for narrative and immersion, made this one of the best solo experiences I’ve had so far.
    Of course in all but a few cases (which I’ll expand on) the Oracle and/or Ruleset drove the story behind the generated narrative.

    Things that stood out to me in this session regarding the tools used:

    • Obsidian is a great local desktop tool. It doesn’t have the multi platform syncing capabilities of SimpleNote (for example I couldn’t set my iOS app to open my Vault on MEGAsync). So if I want to solo play on the fly, I’ll have to copy-paste the core session to and from Obsidian and SimpleNote. Apart from that, I was amazed at the core functionality and the plugins. It really elevated my gaming experience.
    • Character Composer is a nifty app. It stayed within the framework applied and the AI portraits were decent. I haven’t used all the functionalities yet (Monsters, Locations, Objects etc), and I’m looking forward to getting the opportunity to doing so. The Chat functionality was decent. I found that it helped modifying who you are based on how the discussion progresses (dwarf in the Trollshaws -> Dwalin), but the chat bot was very strongly driven by the personality generated. For example in a few generations Rewill’s first greeting words were him asking if we need some healing. I had to regenerate a few chats, and even then the result left something to be desired versus a normal person conversation (you see the final version which was acceptable). Nevertheless it was really fun chatting and felt a lot like stepping in Dwalin’s shoes while doing so, since the convo is in first person.
    • Donjon is a great generator to feed information into the AI tools and get something that fits the fantasy world.
    • Even though I had to regenerate a few responses, or optimize them, ChatGPT keeps speeding up my sessions. Not much more to detail here than in my previous session.

    About Combat:

    • I realized mid-combat that my hack wasn’t usable. Thankfully it was too early and the results were too similar to RAW with options, so I switched to it and continued like this. BRP combat is brutal. I decided also to rule some things about armour worn, but I may have to reconsider there, and give some padded or leather armour to the limbs at least, a la Harnmaster.
    • Monitoring Hit Points per Location is something I wanted to avoid, so I’m still not 100% settled on this. I may use Harnmaster Combat instead, but I’ll need to see where the ruleset starts and where it ends. Main questions if I go with such a hack are how to work with Healing and/or Magic Damage. TBD. On the other hand, without the Total Hit Points option, the values are low enough so that combat ends quickly without too much monitoring.
    • BRP combat was so much fun. Oh the fumbles dropping Dwalin, and Dwalin fighting prone against another orc fighting prone. I can just imagine the fun of it. And for some weird occurance a multitude of hits were all about the left legs. Funny.

    About Rulesets/Books:

    • Harn Weather combined with Harn Campaign provided a great detail for our travel. I coupled it with the travel distances which made the whole trip tiresome, but interesting. Lots of input for ChatGPT to use. Crunchy, but will keep at it.
    • I also went to the MERP books for feedback regarding the Trollshaws and creatures there or whatever else I found applicable. A little bit of overbrowsing, but okay, it worked out in the end.

    A few words about the Story:

    • Character Composer chat bots were too eager to join my party. I actually went along with it instead of asking the Oracle and trying to persuade them if needed, since we really need the manpower. I essentially put my GM hat and ruled that it is acceptable from a meta perspective.
    • The party has finally reached Rivendell, and I’m all too curious if next session will be mostly a diplomatic mission, you never know where the Oracle will take you though.

    Overall I’m really enjoying this campaign, and eager to see my party survive so that they can continue. With d100 combat, that is never a certainty.

     
  • Unknown's avatar

    giorgis 7:34 pm on September 17, 2023 Permalink | Reply
    Tags: ,   

    In the Trollshaws. Ep14 

    Some starting points for the session.
    I’ll be continuing with BRP in this session as a ruleset.
    I will maintain GM’s Apprentice as the core Oracle resolution mechanic.
    BOLD will be used for intra-party dialogues with the connections mechanic.
    UNE will support GMA with NPC information.
    Donjon and AI art will be used for NPC descriptions.
    ChatGPT will be used to tie the narrative together.

    Ironsworn milestones and travel vs Mythic threads and scenes

    Threads:
    Camthalion searching for his brother – is he dead? what does the artifact have to do with it
    Dwalin searching for the dwarven relic
    Dead animals surrounding the temple
    The contraption and Thomas objectives
    Evil in the Trollshaws

    BOLD

    actiongerundsubject
    endorseavoidingwealth
    ponderexposinga possession
    speculateunderstandingan ability

    I will use “speculate understanding a possession”

    Camthalion sits in the chamber for a moment. He stops, to catch his breath after the battle with Thomas. “What do you think friend?” He asks Dwalin. “Was this obsidian gemstone the root of all this evil? Could it be that Thomas fell under the influence of a spell, but he couldn’t remove it from the slot until we came along? Do you think…the artifact put him to it? It kind of makes sense to me.”

    Dwalin, catching his breath as well, leaned against the stone wall of the chamber. He contemplated Camthalion’s questions, his eyes fixed on the enigmatic gemstone they had fought so hard to obtain.
    “It’s a puzzlin’ matter, no doubt,” Dwalin began, his voice a deep rumble. “That gemstone, it’s got a hold on folks, that’s clear. Thomas, or whoever he was, seemed obsessed with its power. But whether it was the artifact that led him down this dark path or he sought it out for his own reasons, that’s a question we might never answer.”
    He sighed and looked back at the gemstone, its dark surface reflecting no answers. “There’s power in such relics, that’s for sure. And power can corrupt, twist a man’s soul. But whether it’s the artifact’s will or the weakness of the one who seeks it, that’s a matter of debate.”
    Camthalion nodded thoughtfully, his eyes still on the gemstone. “Aye, you’re right, Dwalin. We can’t know for certain. But we have it now, and it’s our responsibility to ensure it doesn’t fall into the wrong hands again.”
    Dwalin clapped a hand on Camthalion’s shoulder, a sign of their shared determination. “Agreed, my friend. We’ll find a way to deal with this artifact, keep it safe, and prevent it from causin’ more harm. Our journey’s not over yet.”
    With that, they turned their attention to the daunting task that lay ahead—deciphering the true nature of the obsidian gemstone and finding a way to ensure it brought no more suffering to the world.

    actiongerundsubject
    endorseavoidingwealth
    ponderexposing~a possession~
    ~speculate~~understanding~an ability

    I will also use “ponder exposing wealth”

    “Do you think he carries wealth appropriate to his trappings?” Dwalin ponders. “I will search his pockets, perhaps we will also find something that will answer some of our questions.”
    Camthalion feels a bit uneasy at the thought of his companion searching a still warm body of a fallen foe, but he decides to go along with it. He justifies it against the threat of greater evil, but in the back of his head he can’t help but wonder if Dwalin is to put it plainly greedy, like how is perceived for many of his dwarf kin.

    Q: Does Thomas have any possessions on him?
    A: Yes, he has scrawled notes.
    Q: Does he have any items of value?
    A: No
    Q: Do these notes provide any insight as to what Thomas plans where?
    A: Yes
    Q: What where the plans?
    A: Detect Diabolical Illness. This ties somehow with the animals dead by exhaustion surrounding the temple. Perhaps he wanted to find out what was killing them. Was it the gemstone, or some other evil deep in the Temple? He had decided that he needed the gemstone removed to find out. Of course this could all be the artifact’s corruption speaking to a lunatic mind.

    Dwalin, ever the pragmatic Dwarf, crouched beside Thomas’s fallen form and began to search his pockets. Camthalion, though somewhat uneasy about this act, understood the necessity of uncovering any clues that might shed light on their recent adversary’s motives.
    As Dwalin rummaged through the pockets of Thomas’s garments, he found a collection of scrawled notes. However, there were no items of significant value to be found. Camthalion watched intently, his curiosity growing as he wondered what these notes might reveal.
    Dwalin examined the notes, his brow furrowing in concentration. “Aye, it seems our friend Thomas had some peculiar plans,” he said, glancing up at Camthalion. “It appears he was investigating the deaths of those animals we found surrounding the temple.”
    Camthalion leaned in to get a better look at the notes. “What does that mean?”
    Dwalin shrugged, his expression one of contemplation. “It seems he suspected something foul, something corrupt, might be causing those creatures to wither away. Perhaps he wanted to find out if it was the gemstone’s influence or some other malevolent force lurking within the temple.”
    Camthalion nodded, absorbing this information. “So, in his own way, he was trying to uncover the truth about the temple and the gemstone. But we’ll never know if these plans were his own or if the artifact twisted his mind.”
    Dwalin nodded in agreement. “Aye, we may never fully understand what drove him. But what matters now is that we have this artifact, and we need to decide what to do with it. It’s a burden, no doubt, but one we must carry.”

    actiongerundsubject
    endorseavoiding~wealth~
    ~ponder~~exposing~~a possession~
    ~speculate~~understanding~an ability

    so the only remaining connection I need to use is “endorse avoiding an ability”. Sounds tough, but perhaps an opportunity will appear later.

    Dwalin examines the mechanical contraption in the centre of the room. See if he can gather some insight as to what this place.

    Dwalin: Idea: 45/65: Success
    Sight: Dingy and Dusty
    Feeling: Rumbling in the Ground
    Event Description: Take Chaos

    The pieces of the puzzle come together. Some meta thoughts here: what if some powerful evil chaotic beast lies trapped beneath this “temple” and the gemstone was there placed as a magic source to keep the entity locked in place?
    Perhaps even the obsidian artifact was corrupted eventually by the entity.
    Q: Is the contraption meant to dig down? (Likely)
    A: Yes! and there’s a slot to place a gemstone about the size of the artifact, and a cup with a groove for a liquid to pour down to the slot.

    As Dwalin examined the mechanical contraption in the center of the chamber, a sense of realization washed over him. The room appeared dingy and dusty, and he could feel a subtle rumbling beneath the ground, like the faint heartbeat of some ancient, slumbering behemoth.
    His thoughts coalesced, forming a theory that sent shivers down his spine. What if, beneath this seemingly innocuous temple, a powerful and chaotic entity lay imprisoned? The gemstone, once intended as a magic source, might have served to keep this entity bound, but over time, it had succumbed to the entity’s corrupting influence.
    Dwalin’s suspicions deepened as he examined the contraption further. It became evident that this machine had a purpose far more sinister than initially thought. There was a slot, just the right size for the obsidian artifact, and a cup with a groove that suggested a liquid could be poured down into the slot.
    It all seemed to align with his theory. This contraption, designed to dig downward, might have been intended to reach deeper into the earth, closer to the entity’s prison. The gemstone, once a source of power to maintain the entity’s containment, had become corrupted over time, and its malevolent influence had seeped into the very fabric of the temple.
    Dwalin’s heart raced as he realized the gravity of their situation. The artifact they held in their possession was not just a source of power; it was a key to unlocking the ancient evil lurking beneath. The rumbling beneath their feet now seemed more foreboding than ever, as if the imprisoned entity sensed their presence.
    Turning to Camthalion, Dwalin shared his findings. “Camthalion, this place… it’s no ordinary temple. I fear it was constructed to reach down to something dark and chaotic, something that should never see the light of day. The gemstone, it was meant to contain this evil, but it’s become tainted itself. We must be cautious, for we hold both the key and the potential doom of this place in our hands.”
    Camthalion’s expression grew solemn as he absorbed Dwalin’s words. The true nature of their quest had taken a chilling turn, and they now faced not only the mysteries of the temple but also the responsibility of preventing the release of a malevolent force that could bring devastation to their world.

    “Then, that’s what Thomas was trying to find. The contraption points down. He had detected the evil sickness, and was trying to release it.” Camthalion realizes. “We must put the artifact back to it’s place.”

    They haste back to the starting hall where the temple altar with the now empty slot lies, and attempt to put it back.
    Q: Can the gemstone be placed back?
    A: No! and the altar slot seems to have been damaged during the gemstone’s removal. The gemstone cannot fit properly anymore.
    Q: Does the rumbling increase in intensity?
    A: No, it maintains a steady pace.

    Camthalion’s realization sent a chill down their spines. Thomas had indeed been trying to release the malevolent force that lay imprisoned beneath the temple, driven by an obsession they could only begin to fathom. With a shared sense of urgency, they knew their next course of action.
    Hastily, they made their way back to the starting hall, where the temple altar with its now-empty slot awaited them. With determined hands, they attempted to place the obsidian gemstone back into its receptacle, hoping to undo the damage that had been done.
    However, to their dismay, the gemstone refused to fit properly anymore. The altar slot had been damaged during the gemstone’s removal, preventing its secure placement. Frustration and worry welled up within them as they realized the implications of this failure.
    “The slot’s been damaged,” Dwalin muttered, his voice tinged with disappointment. “The gemstone won’t go back in. We can’t undo what’s been done.”
    Camthalion’s gaze fell upon the imperfect fit, a sense of helplessness washing over him. “What now, Dwalin? We can’t leave the gemstone here, and we can’t put it back. The evil below may remain contained for now, but we’ve disrupted the delicate balance that held it at bay.”
    Despite their predicament, the steady rumbling beneath their feet offered no respite. It maintained its unrelenting pace, a constant reminder of the looming threat they had uncovered.
    Dwalin clenched his fists, determination in his eyes. “We can’t give up, Camthalion. We’ll find another way to secure this artifact, to ensure it doesn’t fall into the wrong hands. We’ll seek answers, and if there’s a way to repair the slot, we’ll find it.”

    It’s time to start a Secret Clock. Also I’m keeping a possibility that a Random Event might have to do with regards to the release of the entity. To me the main thread right now is resolving what the evil trapped under the temple is, and how to defeat or keep it imprisoned. The three last threads are all combined into this. I’m updating the threads as follows:

    Impending release of evil trapped under the temple
    Camthalion searching for his brother – is he dead?
    Dwalin searching for the dwarven relic

    “We will need to find someone who knows about this. A scholar, or… a wizard.” Camthalion says.
    Dwalin looks at him, his brow raised. “Never trusted them fellas walking around with their staves. But I cannot read these runes, and I don’t have the slightest clue as to how to fix what we have done. Agreed then. Would your people at Rivendell know about this?”

    Q: Would they?
    A: Yes

    Camthalion thought for a moment before responding. “Aye, my kin in Rivendell have their share of scholars and wise folk. They may possess the knowledge we need to understand and mend this situation.”


    I’ve measured the distance from the Temple to Rivendell to be approximately 120 miles from the Last Bridge Inn. I’ll again start using Harnmaster’s encounter, weather, and travel rules, mixed with MERP’s encounter and weather rules, try to find a common ground.
    But first we must reach back the Last Bridge Inn and rest for another night.

    Q: Does anything happen on the way back?
    A: Yes + Event. Degrade Civilization.
    Event: Antagonize Illness, Introduce a New NPC.
    NPC: Palearin the Defiler
    NPC Motivation: Defend a Place
    NPC: Appearance: Trim
    NPC Physical Detail: Hoarse Voice
    NPC Personality: Driven & Oblivious to the feelings of others
    NPC Inspiration for Description: Tactless Statesman
    NPC Motivation: Persecute Friends
    NPC Bearing: guarded
    NPC Conversation Focus: speaks of Destruction regarding the PC’s Fame.

    I will interpret Degrade Civilization in that it seems that without the artifact holding evil in check at the temple, the illness that cause the animals to die of exhausting has spread even further.
    As morning breaks, in all this situation, a stranger will appear, unbeknownst to the player characters, he is Palearin the Defiler, and he was most likely working with Thomas, and was a defender of the temple and working towards the release of the entity and increase of the illness. He must have been antagonizing Thomas. He is hostile towards the PCs. Palearin has red hair and soft blue eyes. He wears well-made clothing and wields a long sword and dagger.

    Illness

    As the morning sun cast its golden glow over the land, Camthalion and Dwalin began their journey back to the Last Bridge Inn, their hearts heavy with the weight of their recent discoveries. The illness that had plagued the animals around the temple seemed to have spread even further, evident in the withered flora and the eerie silence of the once-lively woods.
    The forest, once teeming with life, had now succumbed to a pervasive sickness. Trees drooped, their leaves wilted and brown. The air carried a foul stench of decay, and the ground was littered with the carcasses of creatures that had fallen victim to exhaustion.
    Amidst this desolation, a stranger emerged, his presence unnoticed until he was nearly upon them. Palearin the Defiler, a name that hinted at his sinister intent, approached with a guarded demeanor. His trim appearance contrasted sharply with the blight that surrounded them. His hoarse voice held a hint of arrogance as he addressed the two adventurers.
    “Well, well, what have we here?” Palearin’s words dripped with hostility as he surveyed Camthalion and Dwalin. “You two seem a bit out of place in this decaying wilderness. Perhaps you’re responsible for this destruction.”
    Camthalion and Dwalin exchanged wary glances, their hands instinctively inching toward their weapons. They had no knowledge of this newcomer, but his presence and accusatory tone sent a shiver down their spines.
    “We had no hand in this,” Camthalion replied, his voice steady but cautious. “We seek to understand and rectify the troubles that have befallen this land. Who are you, and what is your purpose here?”
    Palearin’s blue eyes bore into them, his demeanor unyielding. “I am Palearin the Defiler, and I have defended this place against intruders like you. The fame you’ve garnered for your meddling will be your undoing.”

    Palearin

    Q: Does Palearin have any minions with him?
    A: Yes! and it’s 5 of them.
    Q: Are they orcs? (likely)
    A: No, it’s Dunledings, with their spears at the ready.

    As the tense encounter with Palearin the Defiler continued, Camthalion and Dwalin were taken aback when they realized that the sinister figure was not alone. Palearin had brought with him a group of five followers, Dunlendings armed with spears, their hostile intent clear in their eyes.
    The Dunlendings, known for their fierce disposition, stood by Palearin’s side, their spears held menacingly. It was evident that they were here to defend their leader and the blighted land that seemed to be under his protection.
    Camthalion and Dwalin exchanged quick, concerned glances. Their situation had become even more perilous with the presence of these armed individuals. They knew that any misstep could lead to a confrontation they might not survive.

    It was by my choice to add more enemy combatants, since another fight 2-to-1 would be boring. I just hope I didn’t overplay my hand. A handful of Dunledings and their leader won’t be an easy task. I can’t see how we could possibly talk our way out of this, so let’s roll combat.

    I will be using the Initiative Roll option to add some variety to the turns of combat.

    Round 1

    Initiative:
    Dwalin: 2+15=17
    Camthalion: 8+16=24
    Palearin: 3+8=11
    Dunledings: 8+16=24

    Camthalion goes first, at the same time as the Dunledings.
    Q: How long is the distance?
    A: 20 meters
    At this distance, he decides to draw his sword.
    Q: Do the dunledings close in for melee?
    A: Yes
    Dwalin also stands next to his companion, together they will stand.
    Palearin closes in as well.

    Round 2

    Camthalion: Melee (Sword): Dunleding: 46/65: Success
    Dunleding: Parry (Spear): 79/65: Failure
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Damage: 4+1-1=4.
    Dunleding Hit Points Remaining: 15-4=11.

    Now the Dunledings all attack. 2 Dunledings against Camthalion, and 3 against Dwalin.
    Dunleding vs Camthalion: Melee (Spear): 37/65: Success
    Camthalion: Parry (Sword): 70/65: Failure
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Damage: 5+1+1=7.
    Camthalion Receives a Major Wound.
    Major Wound: 87: kidneys and. liver are damaged. Lose 1D6=2 CON; may affect hit points, damage bonus, and reduces MOV by that number of units. Your character is unable to fight.

    Dunleding vs Camthalion: Melee (Spear): 24/65: Success
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Damage: 2+4+1=7.
    Negative hit points. Camthalion is dead.

    Dunleding vs Dwalin: Melee (Spear): 32/65: Success
    Dwalin: Parry (Shield): 15/75: Special Success
    Defender blocks or dodges damage; attacker’s weapon takes 1 point of damage.

    Dunleding vs Dwalin: Melee (Spear): 03/65: Critical Success
    Dwalin: Parry (Shield):18/45: Success
    Attack marginally deflected and achieves a special success. Attack does full damage† plus normal damage bonus and appropriate special result. Defender’s armor value subtracted from damage. Parrying weapon or shield takes 4 points of damage.
    Damage: Impale: 5+1+1+1+1-7=2
    Hit Location: Abdomen
    Dunleding attempts to dislodge the impaled spear: 82/33: Failure
    The spear remains lodged in Dwalin’s abdomen.

    Dunleding vs Dwalin: Melee (Spear): 89/65: Failure

    Dwalin vs Dunleding with lodged spear: Melee (Mace): 39/90: Success
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Damage: 4+2=6 Hit Points.
    Hit Location: Right Leg

    Palearin relocates towards Dwalin.

    Round 3

    Dunleding attempts to dislodge the impaled spear: 89/65: Failure

    Dunleding vs Dwalin: Melee (Spear): 65/65: Success
    Dwalin: Parry (Shield):14/65: Success
    Defender blocks or dodges damage, no other result.

    Dunleding vs Dwalin: Melee (Spear): 76/65: Failure

    Q: Does Dwalin have something to have his back against? e.g. a tree? (Likely)
    A: Yes
    With a tree behind him, I will assume that no more than 3 enemies can attack him at the same time.

    Dwalin vs Dunleding with lodged spear: Melee (Mace): 33/90: Success
    Damage: 5+2=7
    Hit Location: Head
    Dunleding is at 2 Hit Points and knocked unconscious.

    Palearin steps on top of the fallen Dunleding and attacks Dwalin.
    Palearin vs Dwalin: Melee (Long sword): 25/65: Success
    Dwalin: Parry (Shield): 61/45: Failure
    Attack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
    Damage: 10-7=3 Hit Points
    Hit Location: Left Arm
    Minor Wound: POWx4: 69/60: Failure. Dwalin falls unconscious from shock.

    In the midst of the blighted forest, a desperate battle unfolded. Camthalion, now armed with his sword, faced off against one of Palearin’s Dunlendings. With a swift strike, Camthalion’s blade found its mark, piercing through the Dunlending’s defenses and dealing a grievous blow. The Dunlending staggered back, wounded but not defeated.
    However, the odds quickly turned against the two adventurers as the remaining Dunlendings closed in, their spears poised for attack. Two of them targeted Camthalion, their thrusts landing with deadly precision. Camthalion fought valiantly, but the injuries he sustained were severe. A spear pierced his side, causing a major wound that left him incapacitated. With grim finality, Camthalion fell, his life extinguished.
    On the other front, Dwalin grappled with three Dunlendings simultaneously. His shield deflected their strikes, but the relentless assault took its toll. One of the Dunlendings managed to impale Dwalin’s abdomen with a spear, leaving the dwarf in agonizing pain. With a determined effort, Dwalin retaliated, delivering a powerful blow that knocked one of his foes unconscious.
    Palearin, undeterred by the chaos around him, closed in on Dwalin. With a swift stroke of his longsword, he struck Dwalin’s left arm, inflicting a deep wound. The shock of the injury overwhelmed Dwalin, and he succumbed to unconsciousness.

    There is still a chance that Dwalin might not be killed while he is down, let me ask the Oracle.
    Q: Does Palearin and his Dunledings finish off Dwalin while he’s down?
    A: No. Whew. That was a close call. But things are really dire now for my one and only adventurer.
    Also it’s certain that they’d have retrieved the obsidian gemstone artifact. That’s a serious setback for my adventurer. He’s wounded, alone, without the artifact that they hoped to present to the elves of Rivendell. Also he doesn’t know the elves of Rivendell, and they don’t know him. Getting them to trust him without Camthalion by his side is a quest on it’s own.

    Waking hours later, Dwalin finds himself alone, but alive. By his side is the body of his fallen companion. He tries to revive him in vain. When he comes to terms with what has occurred, he spends as much time is needed to bury him, and takes the way back to the Last Bridge Inn.

    A few words

    Dwalin’s world had been shattered. As he awoke in the blighted forest, the events of the battle came rushing back to him. He reached out to Camthalion, hoping against hope that his friend would stir, but there was only silence. Camthalion’s lifeless form lay beside him, a stark reminder of the price they had paid in their quest.
    With a heavy heart, Dwalin knew there was nothing more he could do for Camthalion. He took the time to dig a grave, a solemn tribute to the fallen elf who had fought valiantly by his side. As he laid Camthalion to rest, Dwalin whispered a prayer, honoring the memory of his companion.
    Alone and wounded, Dwalin faced the harsh reality of their situation. The obsidian gemstone artifact, their only hope in unraveling the mysteries of the blighted temple, was now in the hands of Palearin and his Dunlendings. The setback was severe, and Dwalin couldn’t help but wonder how he would ever gain the trust of the elves of Rivendell without the proof he had sought to present to them.
    With determination in his heart, Dwalin set out on the long journey back to the Last Bridge Inn. The road ahead was filled with uncertainty, and the loss of his friend weighed heavily on him. But he knew that their quest was not over, and that he had to continue the mission they had begun.
    As he walked through the desolate forest, Dwalin thought of Camthalion and the adventures they had shared. He knew that he had to carry on in his friend’s memory, to uncover the truth behind the blighted temple, and to ensure that Camthalion’s sacrifice was not in vain.
    The Last Bridge Inn awaited him, a place of respite and reflection. Dwalin would need all his courage and resourcefulness to face the challenges that lay ahead. The road to uncovering the secrets of the temple and defeating the ancient evil that lurked within was fraught with peril, but Dwalin was determined to see it through to the end.


    Session Summary

    This is another case of me, failing to evaluate the stat block of a foe in a game I’m not accustomed to. My TPK in Savage Worlds against Dire Wolves sprung to mind as soon as I had started the battle against the Dunledings. I foolishly decided to use the NPC stat block from BRP for Tribal Warriors. These dudes are brutal! 15 Hit Points each, and +1d4 damage bonus. Add to this being outnumbered 3-to-1, and the results are all my own failure to balance the game properly. By the way BRP, is deadly, and becomes deadly very quickly.
    I loved seeing the Special Effects in practice. I could imagine Dwalin impaled, the Dunleding trying to get back his weapon, and Dwalin smashing him with his mace while he’s at it.
    Still I’m not 100% certain that I prefer it from a Hit Location system. On the other hand, monitoring all these hit point locations for several combatants solo, it’s just impossible. Perhaps the solution is something akin to Harnmaster rules, which uses injury thresholds. I’m thinking of a quick hack perhaps for next session.
    As to the story, I enjoyed how it all tied together and the overarching thread that appeared. On a meta perspective I can imagine Turlin knowing about this temple, but not bothering, since it didn’t matter on his grand scheme of plans. Makes sense, since Palearin and Thomas were only allied with Dunledings, who perhaps were under the entity’s influence as well, instead of orcs and other evil creatures.
    Now Dwalin has a very difficult task ahead, one that he most probably cannot do alone. If he doesn’t find any help in the Last Bridge, perhaps he will find some in Rivendell. Or he’ll perish along the way, as happened with his companions, once the party started splitting up.

     
  • Unknown's avatar

    giorgis 11:53 pm on September 12, 2023 Permalink | Reply
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    In the Trollshaws. Ep13 

    I spent way too much time mulling over hacking together Mythras and Harnmaster. I concluded eventually that the minor points that one system is better than the other would be too much fuss to hack and maintain over gaming sessions.
    For solo, I prefer Harnmaster – the Action Points and Special Effects of Mythras make it great for group play, but hinder it a lot for a single person to handle.
    Harnmaster on the other hand needs reskinning. It’s connected a lot to Harnworld. Thankfully Harnworld is a medieval fantasy setting in it’s core without major changes. The ingrained theme is pretty much what a very detailed GM would do while worldbuilding (unique location names, religion and magic).
    Mythras has shed it’s Gloranthan theme and is ready to be used for any Sword & Sandal adventure. Thematically I feel it might be a bit closer to Middle Earth, as it’s ready to modify magic at will.
    Finally what I liked more in Mythras was the skill choices and easier character generation. But truth be told, the more you get acquainted with a ruleset, the faster and more interesting character generation becomes, so that’s not a bother with regards to Harnmaster, anymore.

    With this in mind, I decided to take the adventures of Dwalin and Camthalion that I left paused, and run them in Basic RolePlaying. BRP is a simpler more generic parent ruleset of RQ and Mythras.
    I converted the attributes by using the MERP to AD&D conversion rules in the book, limited the results according to BRP’s cultural min/max for Dwarves and Elves, and then I used the chargen of BRP, remaining as close to the MERP characters as possible, while at the same time retaining what I wanted for my PCs. As always with every conversion it is not 100% perfect, but still it’s at a very good state.

    I’ll begin play with the standard combat of BRP. If I decide to spice it up, I’ll then switch to using hit locations. BRP is very modular and I can add or remove options between sessions without too much trouble.


    I think the duo will first try to make some inquiries in the Last Bridge Inn to see if they can learn anything about the dark sorcerer.

    Q:Is the inn busy?
    A:No, and, Intervention.
    Intervention: Advance Plot.
    “Remember Temple”

    So I used ChatGPT for some inspiration, and I asked for a list of 20 plot hooks that advance the plot with “remember temple” as literal or figurative meaning. Out of the list I picked the following.
    “An old bard performs a haunting song about a long-forgotten temple and its connection to a dark prophecy.”

    I was about to use it as-is because I liked it, but then I remembered that Ar Gular, the dark sorcerer used to travel to the Last Bridge Inn under the name Turlin!

    As Camthalion and Dwalin start talking to the few patrons about Turlin, Minna overhears them and standing by the fireplace, holding a serving tray, she begins to sing:
    “In shadows deep, where secrets keep,
    A temple lost in ancient sleep.
    Remember it, oh traveler bold,
    Its tale of power yet untold.”
    Minna’s voice is filled with a bittersweet nostalgia as she finishes the verse. “My favourite of Turlin’s songs.” She says.

    Q: Does she remember the entire song?
    A: Yes+Event
    Event: Deviate Poverty

    “Could you perhaps recite for us the entire song, Minna?” Camthalion asks.
    Minna Grubb, with a wistful smile, gladly agrees to recite the entire song for Camthalion and Dwalin. She begins:
    “In shadows deep, where secrets keep,
    A temple lost in ancient sleep.
    Remember it, oh traveler bold,
    Its tale of power yet untold.
    Beneath the moon’s enchanted light,
    Seek the temple in the darkest night.
    Where waters pure and spirits roam,
    Find the heart of your true home.
    But heed this warning, traveler wise,
    Beware the darkness in disguise.
    For in the temple’s sacred hall,
    Lies the power to rise or fall.”
    As Minna finishes reciting the song, Camthalion and Dwalin are left with a sense of mystery surrounding the hidden temple. It’s clear that this song holds clues to its location and purpose.

    After Minna’s recitation of the song, the atmosphere in the Last Bridge Inn becomes more animated. As your characters continue to discuss the song and their plans, they notice a curious event.
    In the corner of the inn, a humble beggar who has been a regular presence for as long as you can remember suddenly appears in much finer attire. He no longer looks impoverished but is dressed in rich, elaborate garments. He sits at a table, dining on a feast fit for a noble. The transformation is startling, and the other patrons are whispering in astonishment.

    As your characters observe the beggar’s sudden transformation, they overhear hushed conversations among the other patrons in the inn: (whispering): “Have you seen old Thomas? He’s dressed like a lord now!”
    “Aye, it’s like a miracle. Wonder how he came by those fine clothes.”
    (leaning closer to listen): “I heard he found a rare gem out in the woods, worth a fortune.”
    (skeptical): “A beggar like him? I’m not buying it. There’s more to this than meets the eye.”
    (gesturing toward Thomas): “Well, look at him now. Perhaps he had a stroke of luck.”
    Thomas, now dressed in his fine attire, continues to enjoy his meal in silence, seemingly unaware of the curious glances and murmurs surrounding him.

    Dwalin looks at Camthalion. Their gazes meet. “We should spy on him. Something seems off, perhaps he’ll lead us somewhere.” Dwalin proposes and Camthalion nods in agreement.

    Q: Does Thomas leave anytime soon?
    A: No, it’s late afternoon when he departs.

    They wait a long time, watching Thomas cautiously. When finally the sun has set, Thomas departs from the Last Bridge Inn. A few moments after, Dwalin and Camthalion, leave the inn after him.

    Q: Is the inn busy at this time? (Likely)
    A: Yes
    So it will be an Easy Stealth Roll, opposed against the Listen of Thomas.

    Dwalin: 67 – Success
    Camthalion: 31 – Success
    Thomas: 61 – Failure

    Dwalin and Camthalion merge among the crowd in the inn, and nobody notices that they left right after Thomas. The woods of the Trollshaws and the winter night are in their favour, as Thomas doesn’t notice the adventurers stealthily following him.

    Q: Where does Thomas go?
    A: Corrupted Waterfall
    Q: Is it far from the Last Bridge Inn?
    A: Yes + Event
    Event: Exhaust Game

    They follow him for a long time. Hours have passed. Their night vision provides an advantage, as they can follow Thomas from a distance that he cannot detect them in the dark off the night. Thomas, holding a torchlight heads northwards when he reaches the river Mitheithel. He continues along the river until he finds a waterfall. Something eerie is about the place.
    Looking around the adventurers cannot help but notice game animals exhausted, dying in the cold. Something has sapped all their strength away.

    Q: Does Thomas go behind the waterfall? (Likely)
    A: Yes
    Following him, what do the adventurers see behind the waterfall.
    A: Chiseled Stone.
    Q: Is there anything looking like a temple? (Likely)
    A: Yes

    Thomas enters the waterfall, and they lose sight of him. A few moments later Dwalin and Camthalion follow suit.
    Dwalin and Camthalion cautiously enter the waterfall, pushing through the cascading water. As they pass through the curtain of falling water, they emerge into a hidden chamber hidden behind the waterfall. The sight before them is awe-inspiring and unsettling.
    The chamber is constructed of meticulously chiseled stone, and it resembles a place of worship. Intricate carvings adorn the walls, depicting scenes of ancient rituals and dark ceremonies. Eerie torches flicker, casting dancing shadows across the room. In the center stands a large stone altar, upon which an ominous relic rests.
    The relic is a dark, obsidian-like gemstone, pulsating with an otherworldly energy. It seems to be the source of the eerie aura in the chamber. Surrounding the altar are strange, runic markings etched into the stone floor, forming a pattern that resembles the symbol described in Minna’s song.
    Dwalin and Camthalion exchange uneasy glances, realizing that they have likely discovered the corrupt temple mentioned in the song. The oppressive atmosphere in the chamber hints at the malevolent power that resides here. It’s clear that they have stumbled upon something deeply sinister, and the true nature of the temple’s secrets remains to be uncovered.
    As Dwalin and Camthalion cautiously explore the hidden chamber behind the waterfall, they take a moment to scan their surroundings for any sign of Thomas. However, there is no immediate sight of him in the chamber. It appears that Thomas has either moved deeper into the temple or has temporarily left the area.

    Q: Do they hear anything?
    A: No

    “That’s a place of evil.” Camthalion whispers. “We must destroy the gemstone.”
    Dwalin nods, and he takes his mace and hits the gemstone as hard as he can.

    Q: Is the gemstone damaged?
    A: No

    With determination, Dwalin raises his mace and strikes the dark gemstone with all his strength. The impact should have shattered the stone, but to their shock and dismay, the gemstone remains unscathed. It doesn’t even bear a mark from the blow.
    As Dwalin’s mace connects with the gemstone, a strange, dissonant energy surges from it. The chamber seems to respond to the strike as if it’s protecting the relic. The torches flicker wildly, and the runic markings on the floor briefly flare with an eerie light before returning to their previous state.
    Camthalion and Dwalin exchange worried glances. It’s clear that destroying the gemstone won’t be as simple as a single strike. They now face the unsettling realization that they are dealing with a force beyond their understanding, and the corrupt temple’s secrets are far more intricate and dangerous than they had imagined.

    Q: Do they hear anything? It’s likely that someone heard the strike.
    A: No + Event
    Event: Meet Relative
    Oh no, is it Camthalion’s lost brother?
    A: Yes
    What could he be doing in this place.

    As Camthalion and Dwalin stand in the chamber, pondering their next move in the presence of the enigmatic gemstone, the atmosphere grows more tense. Suddenly, the air seems to ripple with an otherworldly energy, and a figure materializes before them.
    It’s Haldamir, Camthalion’s long-lost twin brother, who disappeared two years ago in search of the mystical bell created by their great uncle. He appears before them, but his condition is a mystery. His once vibrant elven appearance is now pallid and gaunt, and his eyes hold a distant, haunted look.
    Haldamir’s voice trembles as he speaks, “Camthalion, dear brother, it is I, Haldamir. I have returned, but the journey has changed me in ways I cannot fully explain.” He pauses, his eyes searching Camthalion’s face for recognition.

    I asked ChatGPT for some possible outcomes, and I love how it brings this whole thing together. In the back of my mind, I think that perhaps the obsidian gemstone affects the minds of the subjects nearby. Perhaps it shows them the truths, or their fears.
    I’ll make a Luck Roll for Camthalion, see if he resists this.
    Camthalion: Luck: 29: Success.
    Since it’s a simple success, he just manages to fend off the mind attack but not glean any more information.

    Camthalion’s willpower proves strong as he resists the mind assault by the malevolent gemstone. Through sheer determination, he manages to pierce through the illusion, realizing that the apparition of his brother was nothing more than a figment of his imagination, conjured by the sinister powers of the temple.
    With a heavy heart, Camthalion watches as the illusion of Haldamir fades away, leaving him standing with Dwalin in the eerie chamber, still grappling with the mysteries and dangers that surround them.

    Q: Did Dwalin also see Haldamir?
    A: No

    “Did…did you see…?” Camthalion asks Dwalin, but the dwarf responds with a blank expression, and Camthalion doesn’t press the matter more.

    Q: Is Dwalin also influenced by the artifact? (Likely)
    A: No
    Something about the Dwarven resistance to magic, but Dwalin seems unaffected to the artifact’s powers.

    “We need to destroy it!” Dwalin exclaims. “Can you decipher the markings?”
    Q: Are the markings elven in nature? (Unlikely)
    A: No! and they’re in no language they can understand.

    Camthalion examines the intricate runic markings on the chamber’s floor but shakes his head in frustration. “No,” he replies, “and they’re in no language I can understand. It’s as if they were designed to confound and protect the gemstone.”

    If they can’t destroy the artifact here, then they’ll take it with them, until they find a way to dispose of it.
    Q: How easy is it to remove the gemstone?
    A: Difficult
    Dwalin will attempt an Effort Roll to remove it.
    Dwalin: 07: Success.

    Dwalin, undeterred by the difficulty of the task, steps forward to remove the malevolent gemstone from its altar. He grips it firmly and with a determined effort, begins to pry it free. Despite the gemstone’s resistance, Dwalin’s strength prevails, and with a final, forceful pull, he successfully removes it from the altar.
    The gemstone, now in Dwalin’s possession, no longer pulses with the eerie energy that filled the chamber. It’s a weighty burden, both physically and metaphorically, but the adventurers believe it’s the safest course of action for now. They are resolved to carry it with them until they can find a way to dispose of the artifact and put an end to the dark influence it represents.

    Fluff question: what happens to the room? is there any change?

    As Dwalin removes the malevolent gemstone from its altar, a subtle change begins to ripple through the chamber. The eerie torchlight flickers and dims, casting elongated shadows that seem to dance with relief. The runic markings on the floor lose their luminescence and return to their dormant state.
    The chamber itself appears to sigh, as if released from the oppressive influence of the gemstone. It’s as though the artifact’s presence had been a malevolent weight bearing down on the room, and with its removal, the atmosphere lightens.

    Now I’m left lingering between two options: with the dark gemstone removed to flee, or delve further inside. I’ll try to have the oracle react to me first, with a couple of listen rolls.
    Dwalin: Listen: 20: Success
    Q: Does Dwalin listen to anything?
    A: No. It seems that the temple is silent. So the party will continue further.
    Q: Are there one or more passages visible?
    A: No! And there room seems to end there. Where could Thomas have gone?
    Dwalin: Spot: 36: Success
    Q: Is there a secret door?
    A: Moderate difficulty, No, but Dwalin finds something else.
    Sight: Faint lines…carved into?

    Dwalin, ever vigilant, takes a moment to listen to his surroundings but hears nothing except for the echoing silence of the temple. With no audible clues, the party decides to press on.
    However, as they examine the chamber more closely, they notice that there are no visible passages leading deeper into the temple. It’s as though the room they are in is a dead end. Confusion sets in. Where could Thomas have disappeared to?
    Dwalin’s sharp eyes scan the chamber, and he soon spots something intriguing. Faint lines, almost imperceptible, are carved into the stone wall. Upon closer inspection, it becomes clear that these are intricate markings etched into the wall’s surface, forming a pattern that suggests a hidden mechanism.
    It appears that there is no secret door, but rather, the adventurers have discovered a concealed trigger or mechanism that might reveal a passage or unlock another part of the temple.

    Dwalin will attempt to see if there are any Traps connected to the mechanism.
    Dwalin: Spot: 63: Failure
    Without finding any other mechanism connected, Dwalin will pull the trigger.
    Q: Does a passage open?
    A: Yes

    Dwalin carefully examines the intricate markings that form the concealed trigger but is unable to detect any traps or dangers associated with it. Satisfied that it appears safe, he decides to pull the trigger, taking a step back in anticipation.
    With a faint rumbling sound, a previously unnoticed section of the chamber’s stone wall begins to shift, revealing a hidden passage beyond. The stone wall, once solid and impenetrable, now stands as an open doorway, inviting Camthalion and Dwalin to venture further into the depths of the temple.

    Q: Is this a chamber or passage?
    A: Passage. Continue straight 20ft., then passage turns right and continues 10ft.
    Q: Is there a hazard?
    A: Yes. Brown Mold.
    Q: Is there an obstacle?
    A: Yes. Chasm 1d4 × 10ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon.

    The adventurers cautiously enter the newly revealed passage, proceeding straight for about 20 feet. As they continue, the passage takes an unexpected turn to the right, leading them onward for an additional 10 feet.
    However, their progress is abruptly halted as they encounter a hazard in the form of brown mold. This insidious fungus, resembling a patch of discolored, rotting vegetation, sprawls across the passage, emanating a chilling aura of cold. It poses a significant threat to anyone who might come into contact with it.
    To make matters more challenging, the passage ahead presents an obstacle in the form of a wide chasm, measuring 10 feet in width and plunging a staggering 60 feet into darkness below. This chasm seems to be a potentially treacherous pitfall, and it raises questions about the temple’s layout and the possibility of other levels or depths within it.

    I’ll have them make an Idea roll to see if they think to use fire against the mold or cover their mouths and nostrils.
    Dwalin: 30: Success
    Camthalion: 34: Success
    They do both. Covering their mouths and nostrils with cloth, and with a torch, they burn the mold.

    Now the problem remains. How will they manage to get across the chasm. Perhaps Camthalion can shoot an arrow with a rope tied, to grab onto something.
    Q: Is there something?
    A: No
    They will tie the rope to each other, and Camthalion will attempt to jump across.
    Camthalion: Jump: 77: Failure
    Let’s see if Dwalin’s size is enough to keep Camthalion from falling to the depth as they’re tied together.
    Resistance Roll: 71: Failure
    Q: Is there anything for Dwalin to grab?
    A: No! and it’s only the slippery chiseling stones.
    Dwalin will make a Difficult Effort roll to try to hang from the end of the chasm.
    Dwalin: Effort: 10: Success. He holds onto the ledge.
    Q: Does Camthalion see any other passage at the bottom of the chasm?
    A: No
    Tied onto Dwalin who is hanging from the ledge, Camthalion will attempt to climb back up.
    Camthalion: Climb: 32: Success. He climbs up 30′. 30′ more to go.
    Camthalion: Climb: 33: Success: He climbs up the remaining distance and Dwalin stands exhausted next to him.

    Facing the daunting chasm that blocks their path, Camthalion and Dwalin consider their options. Camthalion attempts to shoot an arrow with a rope tied to it across the chasm, hoping to find something to secure it on the other side. However, their luck doesn’t favor them this time, as there’s nothing suitable to anchor the rope.
    Undeterred, they tie the rope securely to each other and prepare for Camthalion to make the jump. With a determined leap, Camthalion tries to clear the chasm, but the distance proves too great, and he falls short, unable to reach the other side.
    As Camthalion dangles over the chasm, his companion’s sturdy frame alone is not enough to prevent him from plummeting into the depths. There is nothing nearby for Dwalin to grab onto, only the slippery chiseled stones of the chasm’s edge.
    Thinking quickly, Dwalin musters all his strength and makes a difficult effort to hang from the edge of the chasm. His efforts succeed, and he manages to hold on, his fingers gripping the ledge tenaciously.
    Camthalion, now hanging from the end of the chasm, searches the depths below but finds no other passage or exit. With limited options, Camthalion begins the arduous task of climbing back up. With determination and effort, he manages to ascend 30 feet, and after a brief moment of rest, he continues, successfully reaching the top, exhausted but safe. Dwalin stands beside him, relieved to be still alive.

    We still have to find a way to go across. I’m still wondering if Thomas went this way, perhaps there’s a hidden mechanism that extends a ledge across or something.
    Dwalin: Spot: 08: Special Success.
    Q: Is there a hidden mechanism to go across?
    A: Yes
    Sharp eyes and keen deductions take in many details. Your character finds up to 2 important clues, and can even deduce from a few telltale clues what might have happened at a given place.

    Dwalin’s sharp eyes, honed by years of exploring tunnels and chambers, scan the area meticulously. He examines the chasm and its surroundings carefully, searching for any signs of a hidden mechanism that might enable them to cross.
    With a remarkable level of attentiveness, Dwalin discovers two crucial details:
    A Hidden Lever: Near the edge of the chasm, partially obscured by shadows and dust, Dwalin spots a small, well-concealed lever. It appears to be part of a hidden mechanism that, when activated, could extend a ledge or bridge across the chasm.
    Worn Engravings: As Dwalin examines the lever and its immediate vicinity, he notices faint but discernible engravings on the nearby stone wall. These engravings seem to depict a figure extending a bridge or pathway across a gap, suggesting that the lever is indeed connected to a mechanism designed for this purpose.

    Dwalin pulls the lever.

    Dwalin reaches for the concealed lever and, with a determined pull, activates the hidden mechanism. There’s a rumbling sound, and the ground beneath them vibrates slightly as a section of the chasm’s edge begins to shift.
    To their relief, a stone ledge extends from the edge of the chasm, bridging the gap. It appears to be a secure pathway, allowing them to cross safely to the other side. The mechanism seems to work as intended, and they can now continue their exploration deeper into the temple’s depths.

    Q: Is the next room a Passage or a Chamber?
    A: It’s a Chamber, and it’s a large hall.
    Q: Is Thomas here? (Likely)
    A: Yes
    Q: Is there any monster here?
    A: No, and Thomas is alone.
    Chamber Feature: A machine of unscrutable purpose.
    Thomas Belongings: vial of blood
    Thomas Motivation: Avenge a wrong (according to him at least)
    Thomas Personality: Obsessed
    Thomas Descriptor: liberal professor (perhaps a poor scholar)
    Thomas Power Level in comparison to the adventurers: Slightly Stronger
    Thomas Conversation Mood: Hostile, Sociable
    Thomas Bearing: Capture
    Thomas Focus: Power
    Thomas wants to capture the heroes power. Perhaps he wants the artifact.

    As Camthalion and Dwalin step into the chamber, they find themselves in a large hall, dimly lit by a few sputtering torches along the walls. The chamber is cavernous, its stone walls adorned with ancient carvings and runes, hinting at the temple’s long-forgotten history.
    At the far end of the chamber stands Thomas, alone and seemingly waiting for them. He appears different from when they last saw him. His once familiar features are now marked by a sense of obsession and a liberal, scholarly air. Clutched in one hand is a vial of blood, its significance shrouded in mystery.
    Thomas’ eyes meet those of the approaching adventurers, and a sense of hostility emanates from him. However, beneath the hostility, there is a flicker of sociability, as if he is eager to engage in conversation, albeit with a dark and ulterior motive.
    In the center of the chamber, an intricate machine of unscrutable purpose looms, its gears and mechanisms shrouded in complexity. It adds an air of mystery and foreboding to the already enigmatic surroundings.
    With a sardonic smile and a hint of mockery in his voice, Thomas says, “Ah, the brave adventurers. I must say, you’ve come quite a long way to reach me. It’s almost impressive.”
    “You, were expecting us?” Dwalin says with surprise
    Thomas smirks, his demeanor a curious blend of amusement and malevolence. “Expecting might be a strong word,” he replies cryptically. “Let’s just say that your presence here was not entirely unforeseen. After all, when you meddle in ancient secrets and artifacts, one tends to attract attention.”
    “Who are you working for?” Camthalion demands as he draws an arrow.
    Thomas chuckles darkly at Camthalion’s question, seemingly undisturbed by the drawn arrow. “Working for? My dear elf, I work for no one but myself,” he replies with a touch of arrogance. “I seek power, knowledge, and control over forces that most can’t even fathom. Whoever gets in my way becomes an obstacle to be removed.”

    I don’t want Thomas to be yet another sorcerer. Perhaps he is a rogue type?
    Q: Is Thomas a Rogue?
    A: Yes

    Thomas sets aside his cloak, revealing a set of a sword and dagger.
    “Why change your disguise from beggar to lord? Why draw attention? What is the meaning of this?” Dwalin inquires, his voice carrying a note of skepticism. “All the patrons were whispering about you.”
    Thomas, now openly displaying his weaponry, grins enigmatically in response to Dwalin’s questions. “Ah, my little charade as a beggar was but a ruse to gather information and remain inconspicuous. Sometimes, drawing attention can be quite advantageous, especially when it leads certain individuals right into your hands.”
    “You wanted us to remove the gemstone?” Camthalion realizes as he asks.
    Thomas’s grin widens as Camthalion makes the realization. “Very perceptive,” he responds with a hint of satisfaction. “You see, the gemstone holds untold power, and it can be a dangerous temptation for those who seek it. I needed someone, like you, to take the bait, retrieve it, and bring it to me.”
    “Any relationship to Turlin and the orcs? It can’t be mere coincidence your temple is part of his song!” Dwalin asks, hoping to gain some insight, but already feeling nervous about the enemy in front of them.
    “Turlin, you say?” Thomas muses, his tone contemplative. “Ah, a clever disguise, to be sure. Ar Gular, as he was known to many, was indeed a figure of influence in these parts. His ties to orcs and his command over the region were not to be underestimated.”
    There’s a moment of silence as Thomas seems to weigh his words carefully. “As for me, I have my own interests and ambitions, separate from Ar Gular’s. But the song, well, let’s just say that sometimes songs hold grains of truth amidst the verses. Perhaps it’s no mere coincidence that you find yourselves here.”

    Camthalion nods to Dwalin. “He’s alone.” he makes the words with his mouth, but no words are outed. Thomas is a solo villain, so they have their chance.
    “Enough chit chat.” Dwalin says and charges.

    As I said in the beginning, I’ll be using BRP’s combat system, because I want to try it out. A first read without the combat options of hit locations and strike ranks gives me a feel similar to MERP and WHFRP, but also Mythras (of course).
    Hit Points are quite low (but you can opt to double them for a more heroic game) at ~10 (3d6 bell curve). Armour reduces damage. Any single hit that does over half of your max HP in damage after armour and is a Major Wound and you roll at what is essentially a Critical Hits table with descriptions of the wound and effects. There’s also Fumble tables, and Critical (Max Damage) and Special results. Special results are relevant to the weapon and may cause Impaling, Bleeding, Knockback, Crushing, etc.
    Some Special results are similar to the Mythras Special Effects, but you don’t need to Choose them, which affects tactics, but is very helpful when playing by yourself (in order to be as fair as possible).
    There are combat options such as hit locations and strike ranks, which if used will make combat very similar to Mythras. I will not be using them at the moment.
    I will be using the Initiative Roll option to add some variety to the turns of combat.

    Round 1

    Initiative:
    Dwalin: 9+15=24
    Camthalion: 8+16=24
    Thomas: 5+17=22

    Camthalion goes first, followed by Dwalin and then Thomas. This series will continue unless something else happens to completely upset the flow of combat.

    Q: How large is the hall?
    A: Trapezoid, roughly 14x20m.
    Q: How far away is Thomas?
    A: 11 meters.
    Q: Is he behind any cover?
    A: No

    Camthalion has a clear shot with his bow.
    Camthalion: Missile (Bow): 32/85: Success
    Thomas: Dodge: 79/65: Failure
    Damage: 7-2=5 Hit Points.

    Dwalin and Thomas move to each other.

    Round 2

    Camthalion now doesn’t have a clear shot, and will put his bow aside and draw his sword, moving closer at the same time.
    Dwalin: Melee (Mace): 13/90: Special
    Thomas: Parry (Short Sword): 26/60: Success
    Attack partially parried or dodged and achieves a normal success. Defender’s armor value subtracted from damage. Parrying weapon or shield takes 2 points of damage.
    Damage: 1+2-2=1 Hit Point.
    Thomas has received damaged in Minor Wounds equal to a Major Wound. He must roll POW x 4 or fall unconscious.
    Thomas: 44/60: Success
    Thomas: Melee (Short Sword): 33/65: Success
    Dwalin: Parry (Round Shield): 44/75: Success. Attack Parried

    Round 3

    Q: Does Thomas change tactics? he seems in a disadvantage. Perhaps he misjudged his foes.
    A: No. He’s obsessed, and continues.
    Camthalion attacks Thomas: Melee (Broadsword): 18/65: Success
    Thomas: Parry (Dagger): 25/65: Success. Attack Parried
    Dwalin: Melee (Mace): 62/90: Sucess
    Thomas: Parry (Short Sword): 14/35: Success. Attack Parried.
    Thomas: Melee (Short Sword): 89/65: Failure

    Round 4

    Camthalion attacks Thomas: Melee (Broadsword): 03/65: Critical
    Thomas: Parry (Dagger): 59/65: Success
    Attack marginally deflected and achieves a special success. Attack does full damage† plus normal damage bonus and appropriate special result. Defender’s armor value subtracted from damage. Parrying weapon or shield takes 4 points of damage.
    Damage: 3+1-2=2 Hit Points Bleeding.
    Dwalin: Melee (Mace): 58/90: Sucess
    Thomas: Parry (Short Sword): 70/35: Failure.
    Damage: 6+2-2=6 Hit Points. Major Wound. 80: (Wrist or hand damage; a slab of arm or shoulder muscle has been cut away; a chunk was hewn from thigh or calf muscles; spinal nerves are damaged; several fingers or toes are severed; or make up a new wound effect. Lose 1 STR). Thomas is at -2 Hit Points. He is dead.

    In the dimly lit chamber, tension hung heavy in the air as Camthalion and Dwalin confronted Thomas, their adversary shrouded in mystery. As the initial moments of their confrontation unfolded, it was clear that this would be a battle of wits and skills.
    Camthalion, the skilled archer, seized the first move. Drawing his bow with practiced ease, he nocked an arrow and took aim at Thomas, who stood about eleven meters away. The tension in the room was palpable as he released the arrow, and it struck true. Thomas attempted to dodge, but the arrow found its mark, causing Thomas to stagger back with a pained grunt.
    Undeterred, Dwalin, the dwarf of unwavering determination, charged forward, closing the distance between himself and Thomas. His mace swung with a powerful arc, seeking to connect with his foe. Yet, Thomas, with surprising agility, managed to deflect part of the blow with his dagger, avoiding a grievous injury.
    In the next moments, it was clear that Thomas, despite his seemingly disadvantageous position, was a formidable opponent. He wielded a short sword with a certain finesse that hinted at his combat prowess. Despite Dwalin’s relentless assault, Thomas skillfully parried each blow with precision, his defense impenetrable.
    Camthalion, having taken the opening shot, now found himself in a less advantageous position. With the distance between them closing, he holstered his bow and drew his sword. As he approached the fray, the clash of weapons and the sparks of steel on steel echoed through the chamber.
    The battle raged on, with each participant vying for dominance. Camthalion and Dwalin launched coordinated attacks, their weapons flashing in the dim light. Thomas, seemingly unfazed by the onslaught, parried with finesse, skillfully deflecting blows that would have felled a lesser opponent.
    But it was not to be. In the midst of the struggle, Camthalion’s broadsword struck with a critical force. The blade, aimed at Thomas’s chest, was expertly parried with a dagger, but the impact caused a minor wound, a slow trickle of blood staining Thomas’s side.
    Dwalin, with his unyielding resolve, pressed the attack with his mace. He struck with a forceful blow, catching Thomas off guard. The short sword, intended for defense, could not completely deflect the blow. The mace connected with Thomas’s head, causing a grievous injury.
    As Thomas fell to the cold stone floor, his body lifeless, the room fell silent once more, save for the echoes of their fierce battle. Camthalion and Dwalin stood victorious, their adversary defeated. Yet, their questions remained unanswered, and the enigmatic temple held its secrets tightly, waiting for the intrepid adventurers to uncover them.


    Session Summary

    I tried several new things in this session, so I’ll try to reflect my thoughts on them, one by one.
    First of all, I used the GM’s Apprentice online resource once more. It gives a lot of information in one go, which really helped me. The random event generation is tied to the results, so I don’t have to think about it. Furthermore it gives difficulty ratings and several other fields with helpful info. Recommended. What I missed was some solo engine overall structure. The whole adventure felt a little bit detached, missing the milestone system of Ironsworn or the Threads of Mythic. This ties a bit to the use of ChatGPT as I’ll explain below.
    Secondly, the use of ChatGPT. This time I didn’t use ChatGPT to drive the adventure as I had done in my experiment, but only used it as a Narrator. I tried to split the roles, and essentially I used ChatGPT to describe what was happening. It had filler, fluff, and essentially gave words and life to the rolled mechanics. That worked like a charm. My Oracle and Ruleset defined what was happening, and ChatGPT gave it flesh. There is something to be understood here and it is about perspective. I am not a writer (though I’ve written thousands of words since this blog started), and my aim is not to bring out an original novel. I am a solo rpg player. As a player, it is a great experience to read words that aren’t authored by me, describing what is going on. Even on the premise that I have to give the framework as rolled by and decided by me. This is a great step towards getting a feel of playing in a fantasy world as opposed to writing it. Additionally it made the game flow much faster, as I mainly needed to generate the results.
    What I am cautious about the use of ChatGPT is how much freedom I give it to describe things. It’s best to keep it in reigns, not because it’s a Wild Horse (quote borrowed) like the Oracle is, but because ChatGPT really wants to connect the dots together. I can’t emphasize this enough, it really strives to close the story with what little it knows, so it has a hard time to create an overarching plot – especially considering how it forgets things after several inputs. So my take is, use your threads, use your Oracles, and be careful how you phrase your inputs, because ChatGPT will try to put 2 and 2 together at it’s own volition, and close your storyline as fast as possible, which is a quick road to an undramatic dead end.
    Third is the use of the BRP ruleset. It worked as I expected it, more or less. Combat was deadly and fast, with interesting results, perhaps not as interesting as Harnmaster or Mythras, but this can be arranged. I really like the fast character generation of BRP, the lightweight but streamlined combat, and the tons of options you can choose from. I will be continuing with BRP. Perhaps I’m still not sold on the use of hit locations. Perhaps I’ll use them only as narrative descriptions or use only hit locations with armour. I really don’t like tracking down so many different hit point values. I haven’t delved much in the magic system of BRP, and from what I’ve read I wasn’t excited to be honest. But on the other hand I’ve not used a lot of magic in the rest of my d100 systems, so I can’t really have a proper opinion yet.
    Finally there is the storyline. Although I tried to connect the whole thing to the overall presence of orcs in the Trollshaws, ChatGPT supported by my Oracle and UNE results didn’t want any overarching plot, and I was left essentially with a weird side quest. I really enjoyed the dunjeon hazards and obstacles, and the final combat, but the storyline wasn’t fulfilling. The story with Camthalion’s brother was a nice touch, so there is a thread there that might open up, with the use of the artifact. We’ll see where the Oracle takes us next.
    For the next session I’ll consider using ChatGPT more carefully (I should have used a generator for the villain’s name instead of plain Thomas), and include once more BOLD connections to force some banter and dialogues. Perhaps I’ll be the one to write these, to keep some roleplaying skill in the loop.

    Add tag…

     
  • Unknown's avatar

    giorgis 5:13 pm on September 2, 2023 Permalink | Reply
    Tags: AI, ,   

    Solo Roleplaying and AI? 

    I know that this is a topic that is discussed a lot in the RPG and solo RPG circles. As you know I’ve used already ChatGPT to create narrative for my Five Leagues from the Borderlands campaign, and also used AI art for immersion in my actual play reports.


    Today I had a breakthrough attempt at using a chat bot successfully to run a short test session in Freeway ML. I created a custom bot with the following personality:

    You’re a gamemaster AI with a gentle demeanor. Your goal is to generate narrative stories for roleplaying games. Draw from fantasy tales and mythologies to bring inspiration, but be sure not to mix different genres. Instead, simplify them and relate them to everyday experiences. Encourage the story to move forward and challenge the person you’re chatting with to think solutions, but do so without revealing critical clues.


    Then I run the session like this:

    assistant: Hello! Welcome to the world of storytelling and adventure. How can I assist you today?

    user: let’s play an adventure in Tolkien’s Middle Earth. I will have a character named Aerdic, a Dunedan Ranger of the North.

    assistant: Certainly! Aerdic, the Dunedan Ranger of the North, stands tall and proud in the rugged lands of Middle Earth. As he surveys the vast expanse of wilderness, he notices smoke rising in the distance. It appears that a village is under attack by a band of marauders. What does Aerdic do next?

    user: Aerdic will attempt to sneakily close near the village. Does he know what the name of the village is?

    assistant: As Aerdic stealthily moves closer to the village, he listens for any sounds or signs that might reveal its name. He overhears a conversation between two villagers who mention that this is the village of Willowbrook. With this information, Aerdic continues his approach, staying hidden in the shadows as he assesses the situation. What does he observe?

    user: Does he notice anything about the marauders? Is he spotted? he tries to remain hidden.

    assistant: Aerdic carefully observes the marauders from his hidden vantage point. He notices that they are a rough and unruly group, clad in tattered garments and brandishing crude weapons. Their leader seems to be a burly figure with a scar across his face. As Aerdic scans the area, he manages to avoid being spotted by the marauders, thanks to his exceptional stealth skills. What does Aerdic do next?

    user: how many are the marauders? are there any villagers defending themselves?

    assistant: Aerdic estimates that there are about a dozen marauders wreaking havoc in the village of Willowbrook. However, upon closer observation, he notices a small group of villagers bravely defending their homes. Though outnumbered, they refuse to surrender. Aerdic senses an opportunity to assist them. What does he decide to do?

    user: Aerdic will use his bow and try to take a shot at the marauder leader.

    assistant: Aerdic carefully notches an arrow onto his bowstring, steadying his aim as he targets the marauder leader with precision. With a swift release, the arrow soars through the air towards its intended target. However, just as the arrow is about to hit its mark, a sudden gust of wind alters its trajectory, causing it to miss the marauder leader by mere inches.

    The marauder leader, now alerted to the presence of an unseen assailant, curses and shouts orders to his comrades. The situation in the village becomes more chaotic as the marauders begin searching for the source of the arrow. How does Aerdic react to this turn of events?

    user: Drawing his broadsword Aerdic will try to stealthily approach and ambush the closest marauder

    assistant: Aerdic grips his broadsword tightly, its blade gleaming in the sunlight. With a calculated movement, he starts to stealthily approach the closest marauder, taking advantage of the chaos caused by the missed arrow shot. Using his knowledge of the terrain and his ranger skills, Aerdic moves swiftly and silently, closing the distance between himself and his target.

    As he gets closer, Aerdic notices that the marauder he is about to ambush seems distracted, his attention focused on the commotion in the village. This provides Aerdic with an opportunity to strike. With a sudden burst of speed, he lunges forward, his sword aimed at the marauder’s vulnerable flank. How does Aerdic execute his ambush?

    user: He will attempt to eliminate the marauder with one swift blow, and if possible return to hiding

    assistant: Aerdic strikes with precision and skill, executing a swift and deadly blow to the marauder’s vulnerable flank. The marauder falls to the ground, incapacitated. Aerdic quickly assesses the situation, noting that the other marauders have yet to realize what has happened.

    Taking advantage of the confusion, Aerdic retreats back into the shadows, his presence once again concealed. As he hides, Aerdic contemplates his next move. What does he decide to do next, considering the remaining marauders and the villagers who still need his help?

    user: how many marauders and how many defenders are remaining?

    assistant: Aerdic takes a moment to observe the situation and assess the numbers. He sees that there are now eleven marauders left, as one of them lies defeated at his feet. On the side of the villagers, he counts six defenders who valiantly continue to stand their ground.

    Realizing that the odds are still against the villagers, Aerdic knows he must act swiftly and strategically to turn the tide in their favor. What plan does Aerdic formulate to aid the villagers and overcome the remaining marauders?

    user: Drawing his bow, Aedric, now will attempt to take a shot at the most vulnerable marauder, if possible while staying in cover

    assistant: Aerdic carefully draws his bow, his eyes scanning the remaining marauders for the most vulnerable target. He spots a marauder who seems to have strayed from the group, momentarily isolated from the others. Taking advantage of this opportunity, Aerdic takes aim, ensuring he remains in cover to maintain his stealth.

    With steady hands and focused determination, Aerdic releases the arrow, watching as it streaks through the air towards its target. The arrow finds its mark, striking the vulnerable marauder and incapacitating them. The remaining marauders, now aware of the danger, grow agitated and begin searching for the source of the attack.

    Aerdic, still concealed and hidden, observes their reactions. How does he plan to use this distraction to further aid the defenders and turn the tide of the battle?

    user: Aedric will attempt to draw some marauders away and split their group so that the defenders stand a better chance, he will try to do so stealthily

    assistant: Aerdic, with his stealthy prowess, carefully observes the marauders’ reactions to the previous attack. He notices that a few of them have become more cautious and are now scanning the outskirts of the village, searching for any sign of Aerdic or their fallen comrade.

    Seizing this opportunity, Aerdic decides to use his knowledge of the terrain to his advantage. He moves silently, weaving through the shadows, and deliberately creates disturbances in different areas of the village, drawing the attention of some marauders away from the main group.

    As the marauders split up to investigate the distractions, Aerdic manages to isolate and engage a small group of them, engaging in hit-and-run tactics to sow confusion and disarray among their ranks. His aim is to make the marauders believe they are facing a larger force than the defenders actually have.

    While Aerdic executes this diversion, the remaining defenders gain a momentary respite and can regroup to better defend themselves. How do the defenders take advantage of this opportunity, and what tactics do they employ to hold off the marauders?

    user: As you are the gamemaster you will tell me how the defenders react to this advantage, I only provide feedback for Aedric at this point

    assistant: Apologies for the confusion. As the gamemaster, I will describe how the defenders react to the advantage created by Aerdic’s diversion.

    Seizing the opportunity, the defenders rally together, their spirits lifted by Aerdic’s actions. They use the distraction to reposition themselves strategically, taking up defensive positions that provide cover and hinder the marauders’ advance.

    Some defenders, armed with bows and arrows, take advantage of the chaos and rain down a barrage of projectiles upon the marauders, picking them off one by one. Others, wielding swords and shields, form a sturdy front line, pushing back against the marauders’ assault with skill and determination.

    The defenders fight with newfound confidence, inspired by Aerdic’s bravery and tactical prowess. Their coordinated efforts and resourcefulness begin to turn the tide of the battle in their favor. However, the marauders are not easily defeated, and the outcome of the battle remains uncertain.

    Meanwhile, as Aerdic continues to create diversions and engages the marauders, he must keep his wits about him and adapt to the ever-changing situation. How does Aerdic take advantage of the chaos he has created and seek to further disrupt the marauders’ plans?

    user: In this confusion Aedric will attempt to evade any marauders looking for him and close in on the leader and challenge him to engage in hand to hand combat

    assistant: As Aerdic skillfully evades the marauders searching for him, he uses the chaos of the battle to his advantage. Moving silently and swiftly, he manages to approach the marauder leader unnoticed. With a burst of determination, Aerdic steps forward, challenging the leader to engage in hand-to-hand combat.

    The marauder leader, impressed by Aerdic’s audacity, accepts the challenge, eager to prove his strength and dominance. The two warriors face off, their blades gleaming in the sunlight as they circle each other, eyes locked in a fierce gaze.

    Aerdic, drawing on his training as a Dunedan Ranger, combines his agility and swordsmanship to engage in a deadly dance with the marauder leader. With each clash of their blades, their strength and skill are tested. The fight is intense, and the outcome hangs in the balance.

    Meanwhile, the remaining defenders, inspired by Aerdic’s defiance, fight with renewed vigor, pushing back against the marauders and gaining ground. However, they remain outnumbered, and the battle is far from over. How does Aerdic fare in his one-on-one duel with the marauder leader, and what strategies do the defenders employ to further turn the tide of the battle?

    user: What is the outcome of the duel against the marauder leader? Is someone wounded?

    assistant: As Aerdic clashes blades with the marauder leader, the intensity of their duel rises to a crescendo. Each combatant displays formidable skill and determination, their swords flashing through the air in a deadly dance.

    In the midst of the fierce exchange, Aerdic manages to land a powerful blow, striking the marauder leader’s arm. The leader grunts in pain but refuses to yield. In retaliation, the marauder leader counters with a swift and calculated strike, grazing Aerdic’s side, drawing blood.

    The wound causes Aerdic to momentarily falter, but he quickly regains his composure, his determination unwavering. With a surge of adrenaline, he presses on, capitalizing on the marauder leader’s momentary distraction.

    The duel reaches its climax as Aerdic, fueled by his unwavering resolve, delivers a final, decisive strike that disarms the marauder leader. The leader falls to his knees, defeated.

    Meanwhile, the defenders, inspired by Aerdic’s victory, redouble their efforts. They fight with renewed vigor, pushing back the remaining marauders. The tides of battle have turned, and the marauders find themselves overwhelmed and outnumbered.

    However, the battle is not without its cost. Aerdic’s wound serves as a reminder of the danger he faced, and some of the defenders have sustained injuries in the fierce struggle. But their resilience and unity prevail, as they stand together in the face of adversity.

    With the marauder leader defeated and the remaining marauders in retreat, the village of Willowbrook is saved from certain destruction. The defenders, including Aerdic, are hailed as heroes, their bravery and determination celebrated by the grateful villagers.

    As the dust settles and the village begins the process of recovery, Aerdic and the defenders can take solace in their hard-fought victory. They have proven that unity, courage, and strategic thinking can prevail even in the darkest of times.


    This bedazzled me.

    The bot remained within the premise given, and required only a minor correction, which honestly is no matter for worry as even in certain social TTRPGs sometimes rulesets allow the players to describe what is happening to others but themselves.

    I didn’t even have to use a ruleset! I imagine that with the use of a ruleset and an oracle at the side the results would be even more amazing.

    The GM bot remained within the premise given and even retained core memory of what happened in the beginning!

    Looking forward to trying it further.

     
  • Unknown's avatar

    giorgis 9:40 am on August 26, 2023 Permalink | Reply
    Tags: NTMTO, ,   

    Redemption – A Star Wars Session 

    #NTMTO

    Ruleset: Never Tell Me The Odds

    Character: Tos’ar Bulmana
    Concept: Old drunkard Jedi
    Species: Human
    Specialty: Peculiar
    H Belief: The Force permeates all
    L Physique: Old and frail
    H Possession: Lightsaber
    M Relationship: A trusted friend
    L Reputation: A nobody
    M Resource: An old favour


    Never Tell Me The Odds (NTMTO) is meant for one-shot games. Therefore I will apply effort on character creation they commensurate to the length of the game. No deep background stories.
    There is this old Jedi template from WEG Star Wars 2nd edition. With the fall of the old republic and going into hiding, dude kinda lost morale and drunk his problems away.
    I always wanted to see how such a character would play out, but I don’t want to go into a long campaign arc which would be needed to develop such a character in any traditional RPG system. NTMTO sounds like a great fit. Remains to be seen how soloable it is.


    The core mechanic of NTMTO is simple, situations with risks are graded High, Medium or Low risk, which you attempt to resolve risking one factor (or your life) of your choice (belief, physique, possession, relationship, reputation, resource) graded respectively during chargen).
    The resolution from a simple die roll (evens/odds) leads to success or failure and possible endangerment of the risked factor. A second endangerment of the same factor means the factor is lost.
    Simple and intuitive system. One can easily tell that there is a constant burning of character capabilities. One must be careful of what they risk and when.


    As for the Oracle, I will be using the online version of GM’s Apprentice at (https://jamesturneronline.net/game-masters-apprentice/).
    I’m travelling at the moment so I want something that gives as much information as possible within a single output.


    On chargen I left some factors vague on purpose, not defining the friend or favour. Perhaps that’s in the spirit of the ruleset, but if not I want that extra leeway to ensure I can apply things as I want during game, which is especially important for solo as I won’t have the safety cushion of a whole party to ensure survival.
    Overall I decided that the High factors are his Belief and Posession, Medium are Resource and Relationship, and Low are Physique and Reputation.


    I deem that the overarching motivation of Tos’ar is to redeem himself and find the courage to get the fight back to the empire.

    Using the Quest generator from the Oracle I get the following:
    Framing event: Aftermath of Siege or Battle
    Objective: Rescue hostages from tavern
    Location: Laboratory
    Complication: It was all a diversion

    Q: Is the attacker of the battle the Empire?
    A: Yes

    Okay let’s try to frame the entire scene.

    >Vroobsu I. A rock planet in the outer rim with low gravity and breathable atmosphere it’s oceans of ice cover a quarter of the planet. Tos’ar Bulmana, a Jedi in hiding, spent the last decade hiding here and it’s the closest he could call as home, far away from the prying eyes of the Empire and their Inquisitors.
    Tos’ar is in his corner at slowly drinking his memories away at the Ice Rat. The holonews reporting the victory of the imperial fleet against a local band of rebels in the Vroobsu system. He’ll need something stronger to forget about the empire – they seem to be everywhere these days.
    At that very moment when the sweet dizziness is about to hit him, a commotion rattles around the cantina. An imperial officer escorted by stormtrooper squad has entered and they start asking the customers questions about a rebel leader.
    Tos’ar locks his old eyes with a young woman before turning back to his drink. But then something wakes him up. Like an electrical surge rushing through his veins.
    In an instant all that he was trying to forget came back to him. It was the look of fear in her eyes. Fear of being hunted. The same fear that he saw in countless friends when he was running away.
    This time, he had to do something.

    Tos’ar will walk up to her and ask her to follow him.
    There is a low risk that this movement will be detected, and he’ll try to match it with his low factor of Reputation that he’s a nobody.

    Result: Fail+Endanger

    >As Tos’ar gets off his seat, he has miscalculated how much he’s had to drink. He missteps and pushes the table to the side spilling down the drinks and glasses shatter with a loud crash. The entire wing of the cantina is looking at him. There’s no way he can get to assist the rebel girl without drawing extra attention to her.

    Q: Do the stormtroopers come to him? (Likely)
    A: Yes

    Seeing how he’s made such a great fuss, the imperials disregard a few patrons and head directly to Tos’ar.
    A holo portrait of the frightened girl he locked eyes with earlier is displayed in front of him, captioned by her name. Rema Berexel. The officer asks if he’s seen her anywhere.
    “A reward is in place. You’ll have as many drinks as you like old man.” He says trying to make the offer as desirable as possible.

    Tos’ar will try to secure his endangered reputation factor by risking his physique. He’ll plead to his old and frail appearance that he has no idea and no connection to the rebel cause.

    Result: Succeed.

    With a crooked voice, breaking words, Tos’ar looks at the imperial officer. “What would an old fool like me have to do with young daredevils? You’re knocking at the wrong tree. I’d sure take you on your offer to refill my glass.” He raises his glass to him, which the imperial officer quickly shoved aside brushing it away. The glass falls and shatter.
    “Clean up your mess.” The imperial officer replies in disdain, and moves on.

    Q: Do the imperials close in on the rebel?
    A: Yes!

    A man points at the rebel, and the imperials see her and start closing at her as she frantically looks around for an opening. Only a few meters stand between them.

    Tos’ar will use the Force to convince the imperials that this is not the rebel they’re after. This is a High risk situation matched against his High risk factor Belief.

    Result: Fail+Endanger

    The imperial officer is about to grab the rebel, when he feels the grip of Tos’ars hand on his shoulder.
    “This is not the rebel you’re looking for.” The old man says with a deep voice, followed by a hand gesture. His connection to the force is not what it used to be. Dulled by years of heavy drinking. As such he fails to influence the officer.
    “Unhand me you old idiot!” the officer yells and Tos’ar sees the rear end of a stormtrooper rifle find his face.

    That’s not the way I wanted this to go, but it seems I’m all out of options. Today Tos’ar has decided to get back at the empire. There’s no turning back now. He lights his saber.

    Result: Succeed

    The stormtrooper’s hand drops as the buzzing sound of a lightsaber activating and swishing through both him and the officer results in a painful scream.
    The imperial officer gasps in shock as the lets off his final breaths.
    The other stormtrooper escort aims at Tos’ar only to be struck by a blaster shot. The rebel has taken out her pistol which is still smoking.
    Tos’ar and Rema make way through the chaos of the panicking crowd to the rear of the cantina and out in the alleyways of Vroobsu.


    With the end of the first scene, it is obvious to me now that the objective of the adventure will be for Tos’ar to help Rema escape Vroobsu.


    Q: Does Rema know about Jedi?
    A: No

    Let’s use UNE to set up a short convo.
    NPC Mood Friendly: 07: Guarded
    NPC Bearing Friendly: 90: Aid
    NPC Focus: 24: Relics
    The Friendly NPC speaks of aid regarding the PCs relics

    Note: I forgot to take into account the Tension of the GMA engine, so I’ll count it now and resolved it to be: 5.

    They’ve run a few blocks away, and are hiding in an alleyway to catch their breath.
    “Thank you stranger. Your laser sword was very helpful in our escape.” Rema said.
    Tos’ar nods. “We need to get out of this system. What did you do to warrant an entry on the imperial most wanted list?”
    She stops him. “Hold it there mister. I don’t even know your name. If you think I’m going to start spilling my guts you’re grossly mistaken. Even if you, did, save my butt over there.”
    “I guess I can start with that. My name is Tos’ar Bulmana. I had hoped that our exit would be less theatrical. For certain, thus will attract more heat than you had. My apologies.” The Jedi replies, and continues. “I have a few favours I can pull so that we can get out, and a friend where we can seek shelter in the meantime. Unless you have a better idea?”

    Q: Does she have another plan?
    A: Yes!
    Random Event: Pacify Stockpile
    Q: Does the stockpile belong to the Empire?
    A: Yes
    Tension: 2

    Okay I think this will tie in well with her “other plan”, here’s what I’ll go with.

    “I’m Rema, but I guess you know that already.” She answers. “I’d take you up on your offer but I still have a task to see through.”
    “The imperials blasted you out of the sky. It’s all over the holonews. You and what army will take up on a task?” Tos’ar countered.
    She grabs him by the robe. “My friends! Died out there. And I’ll be dead before I see their efforts go to waste. The Empire will crash and burn!”
    He bows his head. “My friends all died at the hands of the empire a long time ago. I had forgotten the pain. Even became angry. Anger leads to the dark side. I lost my path.”
    “Of course I’m angry! And Scared! But if it’s one thing I’ve learned from my comrades, is that we have to be Brave.” She lowers the tone of her voice as someone passes by in the distance. “What army you said? I am the army. Wanna take a dent in the empire? Use your laser sword to do some good? You’ll join me.”
    Tos’ar draws a faint smile. “Now I see why the empire is after you. You can tell me about your mission, but let’s not do it here.”
    She nods.


    Tos’ar will try to find his friend so that they can lay low and recover for next step.

    Risk is medium as they’ve already escaped the hunt, and it’s matched by the Medium factor of Relationship.

    Result: Succeed
    Tension: 3

    Let’s find out who the Friend is.
    I’ll use the Oracle.
    Elison Farwind the Wise

    I’ll use UNE for descriptors:
    Conformist worker

    Evading the imperial patrols, they reach a droid shop in the old part of town. Tos’ar and Rema enter. A man with a thick moustache is working with his tools on a droid head. Sparks fly everywhere.

    NPC Mood Friendly: 50: Sociable
    NPC Bearing Friendly: 81: Aid
    NPC Focus: 26: Last Action
    The Friendly NPC speaks of aid regarding the PCs last action

    The man lifts his head from his work. “You’re all over the news Bulmana. Crap. What’s gotten to you, getting in league with these rebels?.” He says as he sees Tos’ar.
    “Something I should have done a long time ago.” Tos’ar responds. “Rema this is Elison, an old friend of mine. Elison, this is Rema.” He introduces the two.
    “I know her. She sports a sizeable part of the news next you. Though rebel Jedi, wins the day. Not a fan of your cause.” Elison says. “But Tos’ar is a friend. One of select few over the years. You need my help? A place to sleep? I’m there. Just as you have been for me.”


    Now this is a point where I can pause to attempt to secure back the endangered Belief factor, but I’ll have to use my Possession factor to do it and I don’t know if I can afford to lose and reduce this at endangered as well. I will keep things as is.

    >Tos’ar and Rema are sitting in a storage room in the back of Elison’s house where he’s placed a couple of mattresses and sleeping bags for them to spend the night.
    “What’s your story old man?” Rema asks. “What’s the deal with the laser sword?”.
    Tos’ar sighs. “The lightsaber is the weapon of the Jedi. An order of guardians during the old republic. They were all hunted down by the imperial regime.”
    “So… are you a Jedi or did you take it off one’s dead body?…” she asks.
    “That’s a good question as any.” He replies. “The Jedi are no more. Can I be a Jedi if there are no more Jedi?” Tos’ar asks. “I don’t think it matters any more. I fled and went underground since the Clone Wars. That was the last order that we were given. But I don’t think the galaxy can take this anymore. Nor can I. So tell me, what was your mission?”
    Rema pauses for a short moment trying to process all this new information. Then she begins. “I’m part of the Rebel Alliance, our mission was here on Vroobsu. Vroobsu on the surface seems to be a fringe mining planet just like any other. Lawlessness, poor people trying to get by away from the prying eyes of the empire. Nothing of real interest.”
    “So? Why here? Hadn’t seen any Imperials until you guys arrived.” Tos’ar asks.
    “That is on the surface. The ore that is mined here is Vandium. A typical ore used in repulsor engines construction. However the Vandium here is rich in its explosive isotopes. The local crime lord Malbe the Unlucky diverts these into a stockpile which he gives to the empire and in exchange for allowing him to operate freely in the region.”
    “And your fleet came to destroy this stockpile?” Tos’ar asks.
    “That was the diversion, and our attempt to verify the imperial entanglement. Hope they fled before suffering any significant casualties.” Rema sighs. “I’m the mission. I have to place this Rubidium Subwave Transmitter in the mines. It will initiate a chain reaction on the ore vein that will stabilise the ore in the non-explosive isotopes, rendering the whole thing useless to the empire. It might also turn them against Malbe if we’re lucky.”
    “But you’ve been exposed.” Tos’ar replies.
    She considers for a moment before replying. “Yes. I don’t know the extent of the leak. Either they captured an officer in the battle and made him speak, or we have a traitor. The mission must go through. If we assume the worst, they know of my objectives and will be guarding the mines. If we’re lucky then all they have is my name and face.”

    So they will rest and attempt to enter the mines in a few days.

    Q: Does anything happen in the meantime?
    A: No
    Tension: 4


    They will attempt to enter the mines undetected. I’ll use Tos’ar’s Resource factor to call in a favour to get them the necessary credentials to pass as miners.

    Let’s set up the scene.

    A long line of workers and droids wait for their turn to enter their shift in the mines as Tos’ar and Rema join the queue.

    They attempt to get past the security check. They use the Medium Resource factor.
    Difficulty is unknown and will be drawn together with the resolution card.

    Result: Medium Risk. Success
    Tension: 5

    A security droid scans their badges, and it all seems to be okay.

    Q: Do they manage to get their gear in? (likely)
    A: Yes
    Tension: 6

    Security only checks outbound gear for any possibility of theft. No one cares what you bring in. Rema’s lunchbox hides the pacifier device and a holdout blaster pistol, while Tos’ar has his lightsaber in his pockets. They each get a mining laser from the rack and walk deeper in the mines.

    They will attempt to reach the main ore vein without drawing any unnecessary attention. This is a low risk and matched by the low factor of Reputation.

    Result: Success
    Random Event: Move Time
    Tension: 1

    >As they walk through the mine shafts no one seems to pay any attention to them. Rema has the confidence of a dedicated soldier, while Tos’ar carries with him the serenity of an old Jedi. They reach the main mining chamber. As they’re about to find a side tunnel where they can lay their device undetected, Tos’ar notices a bunch of goons appear on a top shaft entry.
    They ask a miner something and he points to a big pile of ore situated on a repulsor cargo lifter in the middle of the chamber.
    Tos’ar notifies Rema.
    “They must have sped up their collection schedule.” She says. “If we manage to initiate the reaction now before they grab the shipment, that will cause them even greater trouble and perhaps delay the supply of the imperials who expected a shipment today. We can’t pass up the opportunity!” She whispers.
    “But we’ll be detected. All of this is in plain sight.” Tos’ar counters.
    “It’s all or nothing.” She says firmly. “Let’s do it.”

    So placing the device is a High risk. I’ll try to match it by using the Force (Belief, Endangered) to create a distraction.

    Result: Fail+Endanger
    Tension: 2

    Tos’ar walks to the side and starts trying to telekinetically move the supports on the other side of the chamber to collapse it and cause a distraction.
    He starts to focus and there is a rumble there. However he struggles and loses his concentration. The effort takes its toll and he drops to the ground holding his breath. All this seems to have drawn attention to them instead. The goons are pointing at them and shouting curses.
    “Shit.” Rema says as she pulls out her blaster. “Are you okay?”.
    Tos’ar nods, shrugs and rises. “I’ll hold them off. You place the device.” He lights his saber which buzzes and the fight begins.

    This combat is a high risk situation. Tos’ar will use his lightsaber to deflect the blaster bolts back to the shooters.

    Result: Fail+Endanger
    Tension: 3

    Blaster bolts start flying. Tos’ar deflects the first, but as he hasn’t used the force for a long time, nor practiced his fencing skills, the next blaster bolt hits him, wounding him at the leg. He cries in pain.

    Q: Does Rema manage to place the Transmitter?
    A: Yes+Event
    Tension: 1

    Random Event: Halt Defense

    Rema has placed the Rubinium Subwave Transmitter and activated it.
    “We gotta run!” She shouts to Tos’ar.
    Seeing this and with Tos’ar wounded, the two goons charge recklessly at the duo.

    I recon that with this reckless melee charge, Tos’ar has a chance. It’s going to be a Medium Risk, and he’ll use his High Possession factor.

    Result: Success
    Tension: 2

    The big guy comes at Tos’ar with a stun baton. Tos’ar evades him and cuts him down with his saber, cutting the baton in half as well.

    Q: Does Rema shoot the other goon?
    A: No!
    Tension: 3

    Believing Tos’ar to be right behind her, Rema has made a sprint to the exit. Tos’ar is on his own.

    Tos’ar will try to outrun the explosion and the other goon using his Low factor of Physique. This is a medium risk situation.

    Result: Success+Endanger
    Tension: 4

    Tos’ar sprints back but not before getting a stun baton whack his shoulder as he turned his back to the other goon.
    The transmitter goes off and a quick flash sends sparks among the ore vein, stunning miners and goons alike and disabling any unfortunate droids to be nearby.
    As he catches up to Rema she eyes him. “Glad you made it.” She says.
    “You could have waited for me.” He replies short of breath.
    “The mission comes first.” She snaps. “Let’s get out.”

    Q: Is the exit blocked?
    A: Yes!
    Tension: 5

    As they reach their entry point they see that the place is on lockdown. Armed guards are at the checkpoint and stop anyone from entering or exiting.
    “What should we do?” She whispers. “Guns out blazing or try to sneak out when they open the gates?”.
    Tos’ar grabs his wounds. “I have another idea. Let’s make our own exit.”
    Using his lightsaber he starts cutting a doorway to exit the building.

    I declare that this is a medium risk, using a high factor.

    Result: Succeed+Endanger
    Random Event: Pardon Time
    Tension: 1

    Tos’ar cuts through and Rema exits. As he follows a security guard notices them and shoots. The blast ray finds Tos’ar on his hand, causing him to drop his lightsaber, a few meters inside the mines. He tries to make for it, but the subsequent shots from the guards hold him off. Rema pulls his forward. “Come! There’s no time!”.
    They run through the newfound exit, and they find a hidden quick passage away from the site. This should save them a lot of time, ending the chase.


    Time to do a quick recap of the status of the factors:

    H Belief: The Force permeates all (Lost)
    L Physique: Old and frail (Endangered)
    H Possession: Lightsaber (Lost)
    M Relationship: A trusted friend
    L Reputation: A nobody
    M Resource: An old favour

    The main objective mission is done. Now they need to escape Vroobsu.

    First they’ll go back to Elison’s for Tos’ar to heal.
    They’ll use the Relationship factor to Secure the Physique factor.

    Result: Success
    Tension: 2

    Let’s look up at UNE.

    NPC Mood Friendly: 59: Sociable
    NPC Bearing Friendly: 19: Comfort
    NPC Focus: 68: Knowledge
    The Friendly NPC speaks of comfort regarding the PCs knowledge

    Elison sees Rema brace Tos’ar inside and he quickly makes way for them.
    “I’ll bring in the first aid kit. What happened?” He asks looking at the door with a worrisome look.
    “Got in a fight with goons. We weren’t followed. Don’t worry.” Rema answers. “Patch him up and we’ll be out of your burden in no time.”
    “Aye, I’ll help you.” He says.

    Once Tos’ar is back on his feet they’ll go in the alleys searching for a ship out of Vroobsu.

    Tos’ar will use his Resource factor. I consider this to be a Medium to High risk situation as Imperials and Malbe alike are looking for them.

    Result: Medium risk. Success
    Tension: 3

    I’ll use the sensual descriptors to see what the location of the scene will be like.

    Sound: The beat of swords on shields
    Sight: A splash of red
    Feeling: Slamming into you
    Smell: Frying sausage

    Hmm this all screams to me like an underground arena where scoundrels place bets and street food abounds.

    I’ll also get some info about the NPC regarding the favour and convo.

    Let’s look up at UNE.

    NPC: meek charmer

    NPC Mood Neutral: 73: Sociable
    NPC Bearing: 4: Hostile: 09: Death
    NPC Focus: 06: last story
    The Neutral NPC speaks of death regarding the PCs last story

    Let’s generate a name using GMA: Chaka Kuske, the Worm. Status Judge. Motivation defend a place, also pay a debt. Stocky appearance with shaven head. Manipulative, Honest, Modest. Enunciates over clearly.
    Has a mindspeech amulet.

    When night falls, Tos’ar and Rema head to the lawless parts of Vroobsu I.
    The old drunkard guides the rebel through alleyways and past cantinas and bars, giving the odd look at bystanders. No one troubles them. Finally they reach the Star Gorgon. The Gamorean bouncer steps aside as Tos’ar whispers something to him about wanting to see the Worm.
    Inside is a big amphitheater with an arena in the centre. Gladiators fight each other with melee weapons. Vibroaxes smash at handheld shock shields and the crowd yells at the thrill of blood. The red lighting only serves to enrage the crowd even more as they place bets. Street vendors sell fried sausages of the local delicacies to the patrons. Rema is disgusted, but Tos’ar seems to be right at home. They make their way through the crowd, and have to push through several times as the patrons try to get a closer look of the fight in the arena.
    Tos’ar leads Rema to a platform overseeing the arena. They get past another bouncer, until they reach the man they came here for.
    A stocky fella with a clean shaven head, tattoos on the side. He extends an arm to Tos’ar and they shake hands.
    “Chaka.” Tos’ar says. “I see the arena business goes well.”
    “Tos’ar. I was wondering when your drunk feet would drag you here. Your face is flashing all over the news. Malbe also has a bounty on your head. Hers also. Death is on the table. You really surprised me this time.” Chaka smiles and points to the rebel.
    “I’m here to relieve you of you debt. Chaka.” Tos’ar says without any excitement or color on his voice.
    “A debt I’ve carried for a long time. Tell me what is your need.” Chaka answers.
    “Passage out of Vroobsu. Preferably several parsecs away, in a fringe world.” Tos’ar replies.
    Chaka nods and signals for one of his men to come closer, they discuss for a while, offering some drinks and finger food.
    Then he gives a data pad to Tos’ar.
    “Here is your pilot, his ship, and rendezvous point.” Chaka says. “One way trip out of Vroobsu. Debt is paid. We don’t talk again. It’s been a pleasure.” They shake hands, and the fugitives are sent on their way.


    Let’s get some input to fill out the info from the data pad.

    NPC: Theron from House Seriso
    Appearance: Paunched, with Piercings.
    Personality: Spacey, Wary, Apathetic, has poor hygiene
    Belongings: Access pass to secure border.

    The ship is the Pride of Mercy.

    Q: Is the ship parked in the main star port?
    A: Yes
    Tension: 4

    Q: Are there patrols in the star port?
    A: No!
    Tension: 5

    NPC Mood Neutral: 47: Neutral
    NPC Bearing Mysterious: 05: Rumour
    NPC Focus: 81: the character
    The Neutral NPC speaks of rumours regarding the PCs character

    >”Terminal 5, Platform 27.” Tos’ar reads, and looking around he sees a Conbarda Light Patrol Boat. “The Pride of Mercy” is listed at the manifest. What an odd name for a ship, he thinks.
    This ship must have been used for small time piracy in the fringe and perhaps escort and protection services, after its initial life in the local navy ended. They sport a small crew supplement, good sublight speed, decent weaponry, but poor hyperspace performance and small cargo space.
    Rema and Tos’ar met no resistance on their way to the platform, as they used some side alleys and backstreets that are not largely known.
    As they approach the vessel a figure stops them.

    Q: Is it the captain of the ship?
    A: Yes, Random Event
    Random Event: Bestow Death
    Tension: 1

    It seems that the imperials are onto them. Stormtroopers have them on their sights and the shooting begins in the starport.

    Q: Is there adequate cover to reach the starship?
    A: No
    Tension: 2

    With no cover, this is a High risk situation. Tos’ar will try to to sprint to the starship, risking his Life in the process.

    Result: Fail+Endanger

    Q: Does Rema manage to reach the starship?
    A: No
    Tension: 3

    As Theron waves for them to approach, blaster shots start flying from the other side of the platform.
    A quick glance, and they see the white distinct armour of Imperial Stormtroopers shooting at them.
    Without giving it a second thought, Tos’ar starts sprinting to the Price of Mercy, until a carefully aimed shot, brings him down in the middle of it. A burn mark on his ribs, shows that the wound is significant.
    He grunts in pain and sees that Rema is still at the entry of the platform, pinned down behind some crates.

    Using his Low factor of Physique, Tos’ar will try to taunt, dodge and provide enough distraction for Rema to reach the ship.

    Result: Success+Endanger

    Tos’ar stands and yells at Rema, “Run!”.
    He then opens his robes wide so that he creates as much a visual distraction to the troopers as possible and starts jumping around as much as his physique allows.
    It seems to be working as Rema manages to dodge and sprint past him, and into the bulk door of the Price of Mercy, just as he’s hit by another shot, on his left arm.

    With Rema safe for the moment, Tos’ar will make another attempt to reach the ship. It’s still a High risk situation, and he’ll use his endangered Physique factor.

    Result: Succeed+Endanger

    Tos’ar sees Rema inside, and with the last shot he receives, he feigns being incapacitated, and drops to the ground.
    However he hasn’t bent his knee, and on a ready stance covered by his robes, he jumps up and gives another sprint. He’s shot again, and hurt on his leg, but he made it!
    Theron runs to the bridge and the ship starts taking off.

    “Welcome to the Price of Mercy. I am Theron of House Seriso. Your trip is courtesy of Chaka Kuske, the Worm. Your pursuers are courtesy of your actions, Jedi, Tos’ar Bulmana. Your fame proceeds you. I had hoped for a better welcome, but it’s not to be unexpected.” The captain, a dirty man wearing a lot of piercings, welcomes them.
    “Can we please leave the pleasantries for when we’re in hyperspace?” Tos’ar grunts in pain from his wounds.
    “Absolutely, we’re setting course for the system edge now.” Theron replies.

    Q: Are there imperial ships nearby?
    A: No
    Tension: 4

    “Despite the ground security, sensors show no imperial presence in space. Perhaps they’re busy hunting rebels elsewhere in the system.” The captain says. “Setting course for Pollaxe now. We’ll enter hyperspace in about 5 minutes. I suggest you get to the medbay in the meantime, we can talk later.”
    Tos’ar agrees, and limping and grunting heads to the medbay. A few minutes later he’s being tended to by the medical droid, as the ship enters hyperspace. He feels safe at last. At least for now.


    I absolutely loved this. NTMTO is great at what it does! One shot games. The more you attempt things, the more your factors are endangered and then lost. It’s like having a finite resource and wondering if you’ll make it to the end. My protagonist barely made it out alive, and that’s great, because I was worried, and it’s this thrill that brings excitement to playing. With a 50-50 chance at all times, the story can easily go either way.
    Using the online GMA oracle was great. So much information easily accessible. I never needed anything more than this. Even UNE wasn’t really necessary, I just wanted some extra fluff for my conversations.
    The ruleset and the oracle tied in nicely together and it’s a combo I might try again. I can also reset all the factors and do another story with Tos’ar, but that’s not necessary, since doing one shots gives you absolute freedom to try new things.
    Overall loved it and will certainly do a similar solo session again.

     
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