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  • Unknown's avatar

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

     
  • Unknown's avatar

    giorgis 11:14 pm on August 10, 2023 Permalink | Reply
    Tags:   

    The Fall – Ep02 

    There was a question on my last AP report about what Oracle system I use. I went with my usual Recluse basis that I hacked. I always found that the 1-in-6 chance of a False Presupposition to occur was a tad bit high. I could reduce this to 1-in-10 by using d10 instead of d6 in Recluse, but I also found that I was missing the Interventions/Random Events mechanic from other game engines. So instead, I went with something simpler. Whenever I rolled doubles on my Recluse d6s, I’d consult the following chart:

    1: False Presupposition
    2: Intervention (MUNE)
    3: Random Event (Mythic)
    4: Random Event (Mythic)
    5: Intervention (MUNE)
    6: False Presupposition
    Also if for any reason the question asked that gave the special result, needed a Yes/No answer, then it’s a No for Odds and Yes for Evens.
    That’s the core engine that I was using. Of course other tools from the above, and other engines I’ll be using as I deem necessary, such as the Detail Check from Mythic Variations 2, or the TWENE from MUNE, and of course BOLD and UNE.

    So back to the adventure. We left Kedric, Drake and a bitten Felicia at the ground floor of The Ark Vacation Inn planning to get out and reach the Ark Town PD in case there are any emergency services to help them. Kedric of course wants to continue from there to get to his home where his children were being babysitted by his grandparents. The front street from the hotel entrance is filled with the Plagued, and they decided they’ll use the rear exits from the restaurant and kitchen that are normally used by the hotel’s service staff.

    To populate some discussions between the group, I’ll use the connections mechanic from BOLD.

    action gerund subject
    ponder enjoying friends or family
    muse detailing an attribute
    demand detailing a posession

    The group moves stealthily into the restaurant.
    Kedric: Stealth: (1,3): Failure

    Q: Are there any Plagued in the restaurant?
    A: No, but, they can hear them in the kitchen.

    The floor of the restaurant is littered with cutlery and broken glassware, and despite their best efforts to move silently, the group makes noise as they try to walk around the various tables. As they get closer to the kitchen, they hear the weird sounds the crazed people make. Drake puts his fingertip on his lips to make a silence gesture to Kedric, who nods, while Felicia whinces in pain a few steps back. They fall on all fours and enter the kitchen.

    Kedric: Stealth: (1,5): Success

    Their heads and their backs down, they walk on all fours, without making a sound. The swinging doors move behind them but, they don’t bump into anything, and a sigh of relief escapes the trio. The prey avoids the predator and they reach the other side of the kitchen, near exit.

    Q: Is the way to the exit blocked?
    A: No

    As fast as they can, when the crazed are on the other side of the kitchen, the trio exchanges glances, and Drake lifts his hand just enough to grab the outward bar handle. The door opens, and they crawl outside.

    Q: Are there any Plagued on the back alley?
    A: Yes
    Q: How many?
    A: Very Few. It’s just one.

    Kedric: Stealth: (10,5): Success with a Raise.

    At the far end of the alley, they see one of the crazed. They hit the wall and crouch away using the alley dumpsters as cover. The screams and animalistic sounds the crazed make echo through the streets.

    Q: What is the main street like?
    A: Favors PC

    The street currently is empty of any of the crazed mob. The fight on the other end of the hotel seems to have drawn them away from the side street, and they have dispersed in a different direction.
    Overturned cars and trash bins provide ample cover for the group to move around without being seen. Heading West, they cover the distance of the first block as quickly as they can without making any noise. They are now on the main street, with the PD only two blocks away to the North.

    Q: Are there any crazed to the North?
    A: No

    They walk slowly to the next crossroads, and they can see the PD in the distance.

    Kedric: Notice: (2,13): Success with 2 Raises.

    Q: What state is the PD in?
    A: Favors NPC, (Drake/Felicia/Plagued): Felicia. So there must be availability of medical supplies, either through ease of access in the PD or perhaps an ambulance right on the outside.
    Q: Is there an ambulance outside the PD?
    A: No

    Destroyed police cars and barricades block the way to the police department, but there’s a clear passage through. Blood, entrails and corpses litter the scene, as the law enforcement must have put up a fight against the crazed mob. This looks very disheartening, however they can also see there’s a clear passageway inside. The secure glass doors have been smashed down, so if there’s any chance for medical supplies or firearms, that’s it.

    Ponder detailing a possession

    Kedric looks around the cruisers, and grabs a couple more ammo clips, and several bullets for a .38 revolver he found and hands it over to Drake. “I know that these things are loud. But, I’ve thought about, and if worse comes to worst, it’s the only chance we’ll get.”
    “Do you think guns would save us if they haven’t saved them?” Drake counters, but reluctantly takes the gun.
    “Can we go inside please? I need something for my leg.” Felicia changes the subject of the conversation.

    Demand detailing friends and family

    “I don’t think I can risk getting trapped inside there. I’ll wait for you outside make sure there’s nothing coming after us. Drake can help you get any medical assistance inside. Then you’ll help me reach my home. Get to my family.” Kedrick says sternly.

    Q: Does Drake agree?
    A: Yes

    Drake nods. “Sure. She may be lame and slow us down, but you came here with us. We’ll come with you to your home. Strength in number and all that stuff. Just make sure noone follows us inside.”

    Kedric: Stealth (1,1): Snake Eyes
    That’s a critical failure.

    Felicia and Drake enter the building, while Kedrick looks around for movement. He’s been waiting only for a few moments, but he feels too exposed. He thinks he saw movement down the road. Wanting to hide better, on a whime he chooses to enter one of the police cruisers. But he didn’t think it clearly. The moment he closes the door behind him, the car alarm starts blaring. He sees figures running down the street, and can listen to loud growling screams approaching.

    Q: Is he on the front seat?
    A: Yes, and he’s on the driver’s seat.
    Q: Are there any keys on the ignition?
    A: No

    Adrenaline rushes. Frantically Kedrick looks at the ignition for any pair of keys that might help him start the car or shut down the alarm.

    Q: Is there any officer corpse nearby? (Likely)
    A: No, and only bloodied remains are nearby.
    Kedric: Notice (1,2): Failure

    Kedric looks outside in the hope that one of the bodies he saw belongs to the driver, but he didn’t see any uniform. He starts to search the front seats frantically for any keys, but in his hurry he doesn’t find any keys, and the screams come closer. He needs to bail. But Drake and Felicia are still inside. A dilemma appears. Should he go back in to warn them, or make a run for his home. The time to decide is now.

    I like how Kedrick is in this predicament. These are important choices. The ethically right thing to do is try to reach Felicia and Drake. I went back to my previous session and read Kedrick’s randomly rolled background. He values family and power. He’s lost already two persons close to him (his teenage years crush and his wife) and he’s not going to risk his objective to see his kids again for some strangers. It’s most likely that he’ll bail. But nevertheless, I’ll ask the Oracle.

    Q: Does Kedrick bail the scene to find his children? (likely)
    A: Yes
    Q: Do Drake and Felicia get out before he fled?
    A: False Presupposition. It’s impossible to flee. The swarms of the Plagued are all around already.

    Kedrick decides to abandon Drake and Felicia and head for his home. He gets out of the car, and walks no more than 10 steps, when he sees a mob running at top speed towards him. He turns the other way, and sees another mob coming from the south. Without wasting any more time, he runs inside the building.
    “Drake!? Felicia!?” He yells quickly see if he can rendezvou with them.

    Q: Do Drake and Felicia listen to him?
    A: Yes, and he finds them in the first aid room.
    Q: Is Felicia bandaged?
    A: No

    Drake appears out of a room, as Kedrick runs inside and gestures him to come.
    “What’s wrong, we’ve just found the medical supplies closet, and were about help Felicia.” Drake asks.
    “There’s no time. A car alarm went off and they’re coming for us. Is there any other way out of here?” Kedric says, his breath short.
    Drake scans the walls for the escape plan of the building.

    Q: Is there a secondary exit?
    A: Yes
    Q: What does the exit look like?
    A: Happiness

    He finds the layout of the escape plan. “Seems like there is a way out several corridors to the east. We’ll get past the armoury and evidence, and to the end of the hallway, there should be another exit.”
    Kedric’s mind for a moment raced back to the evidence room. That’s where he had met the love of his life, the mother of his children. He was working a case when he found evidence that might be tied to an ongoing case police may be involved. A slight smile forced itself on his face.
    “I realize, that sounds like good news” Drake said, looking at him “but it feels idiotic considering our situation.”
    “…I… have memories of this place.” Kedric replied, returning to reality. “If there’s a chance that evidence or armory are unlocked, perhaps we should resupply.”

    Kedric: Stealth: (1,3): Failure
    Q: Are there any plagued in the building?
    A: False Presupposition. The plagued come rushing in from outside.
    Q: How many?
    A: Only one.

    The group tries to move stealthily, but they’re too shaken to coordinate, and their footsteps echo in the empty hallways. A screaming crazed woman comes rushing in from the main entrance. She sees them and charges.

    Chase

    1st Round
    Kedric: 3,3: Failure
    Drake: 1: Failure
    Felicia: 2: Failure
    Plagued: 3: Failure

    2nd Round
    Kedric: 4,2: Success, 3 Diamonds, Long range
    Drake: 2: Failure
    Felicia: 3: Failure
    Plagued: 6: Success, 5 Hearts, Long range
    Kedrick: Shoot (13,17)-4: Success++Raise: Hit: 9/6: Shaken
    Plagued: Vigor: 2+4: Success

    3rd Round
    Kedric: 3,3: Failure
    Drake: 2: Failure
    Felicia: 2: Failure
    Plagued: 6: Success, 4 Hearts, Long range

    4th Round
    Kedric: 2,10: Success+Raise, 6 Hearts, Q Spades
    Drake: 4: Success, 8 Clubs, Major Obstacle, 3-2: Failure: Bumps & Bruises, Fatigued
    Felicia: 2: Failure
    Plagued: 7: Success, 8 Spades, Long range
    Kedrick: Shoot (4,3)-2: Miss

    5th Round
    Kedric: 1,1: Snake Eyes: He drops his handgun
    Drake: 3: Failure
    Felicia: 3: Failure
    Plagued: 7: Success, 7 Hearts, Long range

    The group runs through the hallway as fast as they can, with the infected behind them. At one point Kedric gains an opening and shoots at the crazed woman. The shot hits her at the guts, but doesn’t stop her at all, she keeps running after them and closes at several meters away.
    Kedric shoots once more, but misses. Drake bumps onto a trolley of archived papers, and stumbles and falls. Bruised he picks himself up and continues to flee.
    As they make a quick turn to the end of the hallway, Kedric goes for another shot, but he steps on a pool of blood and loses his balance. As he tries to regain his balance, he loses the grip of his handgun, and it drops several meters back towards their pursuer.
    They’ve reached the exit, but he must choose to flee or fight for his sidearm.

    Q: Is the exit free of any obstruction?
    A: Yes, but it’s one of those push out exits, so their pursuer will continue.

    Drake opens the escape door, and sees the indecision in Kedrick’s eyes. “Come one man, forget about it, let’s go!”
    Kedrick looks for any weapon nearby.

    Kedrick: Notice: (2,3): Failure
    Q: Does Drake grab him out?
    A: No, and he pushes him towards the plagued.

    “Fuck it, idiot!” Drake screams and pushes Kedrick to the plagued, to gain some momentum.
    He and Felicia flee outside.

    Combat

    Kedrick will need to at least Shake the Plagued to get an opening to run away.

    1st Round
    Kedrick: 6 Clubs
    Plagued: 10 Spades

    Plagued: Fighting: 1+2: 3/4: Miss
    Kedric: Fighting: (1,3)/3: Hit: 1/6: Nothing

    2nd Round
    Kedrick: J Clubs
    Plagued: 6 Spades

    Kedric: Fighting: (2,3)/3: Hit: 5/6: Nothing
    Plagued: Fighting: 5+2: 7/4: Hit: 7/6: Hit: Shaken

    3rd Round
    Kedrick: 6 Diamonds
    Plagued: 9 Clubs

    Plagued: Fighting: 5+2: 7/4: Hit: 3/6: Nothing
    Kedrick: Spend Benny (1/3) no longer Shaken
    Kedrick: Fighting: (5,4)/5: Hit: 5/6: Nothing

    4th Round
    Kedrick: 8 Diamonds
    Plagued: J Hearts

    Plagued: Fighting: 3+2: 5/4: Hit: 6/6: Shaken
    Kedrick: Vigor: (2,15): Success with Raise: Fighting: (5,3)/3: Hit: 9/6: Shaken

    5th Round
    Kedrick: A Clubs
    Plagued: 2 Clubs

    Kedrick Runs Away: 8+9= 17 meters
    Plagued Runs: 6+5= 11 meters

    Kedrick pushes the crazed woman away as she tries to bite and claw at him. He get punched once on his shoulder, but eventually he manages to land a solid hit, enough to startle her, and he runs away with her at his heel, a few meters behind.

    Q: Was his opening to the streets through the exit? (Likely)
    A: False Presupposition. Plagued have appeared outside, seems they heard the shots, so he runs back inside the building.
    Q: Can he grab the pistol? (Likely)
    A: No. It’s under the trolley, so he’ll lose precious time.

    As he’s about to exit through the door, he sees a mob appearing on the outside, so he turns through the hallway back into the offices. His pistol under the trolley that Drake overturned, so he doesn’t waste any time to grab it.

    Q: Does the armory look open?
    A: Yes

    Kedrick Run: 8+2= 10 meters
    Plagued: 6+5= 11 meters

    Q: Can he close the door behind him? (Likely)
    A: Yes

    Kedrick runs inside the armory which was unlocked in the chaos, and closes the door behind him.

    Q: What does the armory look like?
    A: Focus Thread

    The armory is a mess. Weapons and ammo taken from the shelves and racks in a hasty manner.
    Kedrick sits down behind the bench so that he isn’t visible anymore, as the crazed woman charges towards the room.

    Plagued: Notice: 1: Failure.

    She rattles the barred door and the barred opening for a few minutes. Kedrick can hear her growl, and a weird sensation as if she’s sniffing the air. Then after a short while he listens to footsteps running away, joining more footsteps. He feels safe for now. His heart is pumping. He needs to be careful. He decides to look around for any firearms that he can carry, and when things have settled down a bit, to continue his attempt to go home.

    Q: How many firearms are available?
    A: 6: SMG, AR, 2 Pistols, 2 Shotguns.

    He searches through the room and finds 2 Glocks, an MP5, 2 Pump Action Shotguns, and an M-16. He arms himself with the MP5 and the two Glocks, and several clips.

    Q: Is there any kevlar vest also in the armory?
    A: Intervention: 6: Wild: Gratify Evil

    ‘I was stuck at this point for too long. How should I interpret this? I even paused the game and let time pass by in case an inspiration will come to me in the meantime. It didn’t. I eventually sit down again to resume my session, several days later, only to give an interpretation that will move the game forward.’

    As Kedrick searches the around the room, looking for any armour to wear, he notices a pool of blood at the corner. He approaches with caution, and sees a dead officer wearing a kevlar vest. His neck bitten off, and blood running down. Kedric realizes that the poor sod must have been attacked by the crazed mob some time ago. He lets his guard down, and then what he witnesses shakes him. The corpse opens its eyes and stares right at him, and lets off a loud growl. Kedrick screams.

    Fear: Kedrick: Vigor (10,3): Success with a Raise

    Zombies? Kedrick quickly realizes, recollecting all the movies and tv shows he’s seen as a kid. For real? He thinks. He doesn’t waste a second more, and turns his Glock at the undead.

    Combat

    1st Round
    Kedrick: 8 Spades
    Lifeless: 2 Diamons

    Kedric: Shooting: (5,4): Hit: 12-5=7: Guts: 7-4=3: Shaken
    Lifeless: Shaken: Spirit: 2+2=4: Success: No longer Shaken

    2nd Round
    Kedrick: 10 Diamonds
    Lifeless: K Spades

    Lifeless: Fighting: 2: Miss
    Kedric: Shooting: (1,3): Miss

    3rd Round
    Kedrick: K Diamonds
    Lifeless: 10 Spades

    Kedric: Shooting: (11,5): Hit with Raise: 9-5=4: Arm: Wounded
    Lifeless: Shaken: Spirit: 2+2=4: Success: No longer Shaken

    4th Round
    Kedrick: 9 Clubs
    Lifeless: Joker

    Lifeless: Fighting: 1+2=3: Miss
    Kedric: Shooting: (3,2): Miss

    5th Round
    Kedrick: 5 Diamonds
    Lifeless: 9 Hearts

    Lifeless: Fighting: 5: Hit: 3: Left Arm: 3-6: No damage
    Kedric: Shooting: Double Tap: (5,4)+1: Hit: 7: Guts: 9+1-5-4=1: Shaken

    6th Round
    Kedrick: Q Spades
    Lifeless: A Diamonds

    Lifeless: Shaken: Spirit: 1+2=3: Failure: Remains Shaken
    Kedric: Shooting: Double Tap: (11,1)+1: Hit with Raise: 9: Guts: 14+1-5-4=6: Wounded: Eliminated

    With no consideration if he’s going to be heard, Kedric shoots at the zombie. The first shot is at the torso, and the Kevlar dissipates the blow. The force of the blow sends the zombie back. It regains its momentum and tries to claw at Kedric who avoids the blow, but his rebound shots miss the mark. Then he attempts one more shot, which finds its mark, wounding it’s arm. The fight continues, until Kedrick starts pulling the trigger faster, double tapping at the zombie twice. He hits the kevlar again, sending it back, and with the next hit, it drops, inanimate.

    Realizing that this is the zombie apocalypse, Kedric knows he can’t dally any longer. With his weapons at the ready, he switches to the MP5, and runs back down the corridor, to the initial exit, see if he can get to his family.


    Session Summary

    For some reason I had this AP finished for over a month and a half and hadn’t gotten to posting it. Summer time with heat waves can be detrimental to productivity.
    At the end of this session I came to the realisation that my concerns about the pulp aspect of Savage Worlds had truth in them. The Plagued and the Living Dead pose almost no threat to Kedrick within the Savage Worlds ruleset. I could try to balance things out, but instead I’ll most likely go with the third (and hopefully last) conversion using BRP. BRP already has the stats I need to use so it will be mostly converting Kedrick and choosing any relevant optional rules to accommodate the setting.

     
  • Unknown's avatar

    giorgis 11:38 am on June 17, 2023 Permalink | Reply
    Tags: , , Zland   

    The Fall – Ep01 

    Amongst the RPGs that piqued my interest was Z-Land. As you can deduce from the title, it has to do with zombies. I liked what I read from the ruleset. It’s d100 skill based, but quite less crunchy than the BRP family. The different theme compared to what I’ve played so far will also allow me to tap into unused inspiration reserves.
    Z-Land has three different periods you can play in, depending on the number of years after The Fall. The future is bleak, and the further from The Fall, the worse humanity has it.
    The setting is dark, horror, and with concepts that are unnerving, and there are no punches pulled as I quickly discovered even during character creation.

    Character creation can be completely randomized, something that I enjoy for solo gaming, so I went along with it, every single thing that you read below for my character has been randomly rolled. Most of the results have an effect on the character’s skill set.

    Marten Markell
    39 years old, Male, Right handed
    Ivory skin, Blonde hair, Hazel eyes, Average build

    Childhood

    Q: Do you remember your parents?
    A: Something happenend to mum
    Q: What happened to mum?
    A: Killed by the character
    Q: How large was your family?
    A: Small family
    Q: What is your relationship with God?
    A: I leave him alone and he leaves me alone
    Q: How strict were your caregivers?
    A: I got smaked when I needed it
    Q: Where did you grow up?
    A: On the run from enemies
    Q: Who was the greatest influence on your childhood?
    A: A fictional character from my favourite book/tv show/movie
    Q: How do you feel about your childhood?
    A: Angry

    Teen Years

    Q: Who was your best friend?
    A: A bookworm
    Q: What was your favourite subject in school?
    A: Gym class
    Q: How did it go with your first crush?
    A: Cheap, and by the hour
    Q: Did you lose anyone?
    A: Fate spared me
    Q: How do you feel about your teen years?
    A: Angry
    Q: The turning point in your young life was when you…?
    A: Got an addiction. I don’t know what is worse, the substance I take or the withdrawal pains if I don’t

    Adulthood

    5 terms (15 years) in Hospitality services
    1 term as a Street Cop
    1 term as a Private Security

    Q: Found your soulmate?
    A: No
    Q: Did you lose someone?
    A: A parent
    Q: How many of your loved ones have stuck by you throughout your life?
    A: Only half remain
    Q: How do you like to spend your free time?
    A: Learning new things and bettering myself
    Q: What is most important to you?
    A: Power and the will to use it

    Skills

    • Athletics 35
    • Broad craft 32
    • Burglary 44
    • Constitution 38
    • Deceive 36
    • Diplomacy 52
    • Drive 30
    • Fight 37
    • Fine craft 30
    • Intimidate 31
    • Intuition 31
    • Investigate 38
    • Logic 32
    • Luck 42
    • Might 42
    • Perception 30
    • Shoot 36
    • Stealth 31
    • Wealth 35
    • Will 38

    As I explained above the game is dark, and this is reflected by the results I got. As is the concept of many living dead tv shows, a lot of characters don’t talk about their past before The Fall, and this is the route I’ll follow with my protagonist – I don’t want to delve in there unless the story will require it. Marten is 39, his childhood was broken with a lot of trauma, and the teen years weren’t any better. He carries a lot of anger, not suppressed, but managed to survive somehow. After 15 years working in hospitality, he made a carreer change to enforcement. He tries to make himself better, better skilled, more powerful, so that he doesn’t have to rely on anyone.

    To start the game randomly rolled on one of the 10 scenariors provided in the rulebook for this era, and I got ALONE IN THE WOODS.

    You have had enough of the world and decided to take a break. You and your party went for a short camping trip; just you few and the great outdoors. No people, no civilisation, no phones, no tablets or computers. Just the wilderness and your camping supplies.
    You tramped, you hiked, you fished; all in all you enjoyed yourselves that day and your campsite for the night was already set up and the food was already cooking. When you went to bed you couldn’t be happier with your decision to get away from it all.
    Until you were awoken by a scream that didn’t sound like any animal you knew. It couldn’t possibly be a person as you were so far out and hadn’t see anyone all day, but what else could it be? And why were they screaming so horrifically…

    Q: Are there more people than Marten camping together?
    A: Yes, but they’re missing. Marten had gone on the camping trip with two friends, Roy and Micah.
    Q: Does the sound come from far away?
    A: No
    Darn, I was hoping I’d have more time available.

    A shiver runs down Marten’s spine as he hears the screams once more and realises that whatever let out that unnatural scream must be close by, as the sound reverberates on the tents. He fiddles around his tent to find his gear in the darkness. He quickly puts on his shoes – he feels like there’s no time to tie shoe laces – grabs his camping hatchet and flashlight, and carefully pries open the tent zipper to look outside.

    So I made a call here that Marten would have typical camping gear. A hatchet isn’t out of the question, a survival knife either. They’d have fishing gear, bedrolls, tents, backpacks, flashlights, lanterns. A hunting rifle isn’t out of the question either – but I’ll have to ask the Oracle for this. I felt like the quickest option to draw something to feel safe would be the hatchet or the knife.

    Q: Is there a Plagued in sight?
    A: Yes
    Q: Is it someone Marten knows?
    A: Yes. It’s Micah.
    Marten: Perception (Normal): 41/50: Success
    Q: Is there signs of struggle? (Likely)
    A: Yes. There’s blood all over Micah’s mouth, hands and shirt.

    Marten looks at his friend. All covered in blood. Something terrible must have happened. He even has blood all over his mouth. Marten’s mind races 1000 miles per hour as he struggles not to let off a scream.

    Marten: Willpower (Challenging): 73/38: Failure.
    Marten lets off a scream and received a Minor Mental Wound.

    Marten screams, and trying to compose himself he yells “Oh shit! Micah! You scared the shit out of me! Are you alright mate? What happened to you? Where’s Roy?”, and he peeks out, standing tall out of the tent, but Marten’s hand is still stiff, holding onto his hatchet with all his strength as if his life depends on it.
    Micah lets off an unearthly scream and lunges at Marten. Adrenaline kicks in, and from fight, freeze or flee, Marten, in this split second decides to fight.

    Round 1
    Initiative: Marten has Athletics 35, Micah has Athletics 60 (As Plagued) and goes first.
    Micah vs Marten: 23/60 vs 55/35: Marten receives a Grievous Wound to the Torso.
    Marten: Constitution (+0): 26/38: Success
    Marten vs Micah: 49/37(-5): Failure

    Micah jumps on Marten, and with speed and agility Marten hadn’t seen before, it slashes and bites at him. Marten avoids the shock of his wounds, and tries to hack back at Micah with his hatchet, but misses.

    Round 2
    Micah vs Marten: 43/60 vs 78/35: Marten receives a Location Destroyed hit to the Torso.

    Micah, controlled by the plague chews and tears at Marten’s guts. For a few split seconds of disbelief Marten looks at his own life being eaten away from him. He never stood a chance.


    Summary

    That was – intense. Okay I can see this working in a group game, because this is deadly, but for solo you need to be extra careful. I also wanted to be extra fair, and didn’t try to give any meta knowledge to my protagonist, which, in combination to the scenario, led to his demise.
    So my line of thought was, that since the three of them were the only ones around there, it’s most likely that one of the friends turned during their REM sleep, and attacked the other friend before they could make a sound. Unfortunately the Oracle verified this, which means that it all was close Marten both in terms of distance but also of relationship. Disbelief kicked in, and the distance was too short to run or hide before being detected. As soon as I saw the different combatant stats, Marten stood no chance. Perhaps if he had a rifle or a gun, there could be an opportunity. If the scenario played otherwise so that Marten would witness a Plagued attacking another hapless human first before himself, then he might have the knowledge to avoid them.
    I want to give this game another chance, so I’ll create another character and roll another random scenatio. Perhaps I’ll end up in a Funnel style game like DCC.


    Kedric Cedeno
    30 years old, Male, Left handed
    Black skin, Brown hair, Hazel eyes, Average build

    Childhood

    Q: Do you remember your parents?
    A: Both were alive
    Q: How large was your family?
    A: Small family
    Q: What is your relationship with God?
    A: As long as it doesn’t affect my day-to-day life
    Q: How strict were your caregivers?
    A: Best friends with the “naughty corner”
    Q: Where did you grow up?
    A: In a boarding school
    Q: Who was the greatest influence on your childhood?
    A: A celebrity
    Q: How do you feel about your childhood?
    A: Peaceful

    Teen Years

    Q: Who was your best friend?
    A: I didn’t have a best friend
    Q: What was your favourite subject in school?
    A: Mathematics
    Q: How did it go with your first crush?
    A: I fought with my best friend over them
    Q: Did you lose anyone?
    A: My crush
    Q: If you lost someone, what happened?
    A: An ill-fated journey was their end
    Q: How do you feel about your teen years?
    A: Indifferent
    Q: The turning point in your young life was when you…?
    A: Found a starving, dying animal and nursed it back to health. It became your my companion

    Adulthood

    4 terms (12 years) as a Private Investigator

    Q: Found your soulmate?
    Q: How many children did you have?
    A: Two
    Q: Did you lose someone?
    A: Your spouse/lover
    Q: How many of your loved ones have stuck by you throughout your life?
    A: I have more loved ones around me than I can count
    Q: How do you like to spend your free time?
    A: Creating beautiful things that will outlast me
    Q: What is most important to you?
    A: Power and the will to use it

    Skills

    • Athletics 38
    • Broad craft 42
    • Burglary 36
    • Constitution 30
    • Deceive 33
    • Diplomacy 35
    • Drive 43
    • Fight 30
    • Fine craft 33
    • Intimidate 36
    • Intuition 33
    • Investigate 37
    • Logic 36
    • Luck 32
    • Might 35
    • Perception 30
    • Shoot 32
    • Stealth 31
    • Wealth 43
    • Will 33

    This time the results are not so dark, but traumatic none the less. Marten is 30, his childhood was good, but during his teen years he lost his crush during an ill fated journey. As an adult, he found his calling as a PI and married and had two children. His wife died, being the second person so close to him that he lost, and he had to raise his two kids by himself, thankfully the grandparents were there to help. He’s social and believes strongly in family, but even more he knows that the world changes by those in power, and these are the values he goes by.

    To start the game randomly rolled on one of the 10 scenariors provided in the rulebook for this era, and I got LONGEST ELEVATOR RIDE.

    People get stuck in elevators all the time, and this time it happened to you and your party. Maybe you were in a hotel or staying late at the office, but just before dusk you few got into an elevator and it stopped working between floors.
    The hatch at the top won’t open and you can’t get through the doors, all you can do is wait. The voice at the other end of the emergency line said they’ll be a few hours, but you’ll be staying until dawn and there’s no cell reception inside the elevator.
    When morning comes, you awake as the elevator moves down one floor and opens. It won’t work anymore and you are still several stories up, so it’s the stairs for you.
    Out through the windows you can see smoke and fire coming from buildings and you can hear… noises… coming from the floors below you. It sounds like someone left a hungry dog or something here overnight…

    Since it’s a very generic scenario (more like a plot hook) I need to set up the scene, so I’ll ask several questions before my PC acts.

    Q: Are there more people than Kedric in the elevator?
    A: Yes, but it’s only two strangers.
    Donjon: Drake Leath: Male Parapsychologist. Str 13, Con 7, Siz 14, Int 13, Pow 14, Dex 8, App 8, Edu 8, San 70. Drake is tall and slender, with red hair and brown eyes. He wears a dark suit and a flat cap. Drake compulsively insults others.
    Donjon: Felicia Locke: Female Minister. Str 12, Con 12, Siz 12, Int 11, Pow 6, Dex 9, App 9, Edu 15, San 30. Felicia has an angular face, with brown hair and dark amber eyes. She wears a designer skirt and blouse and green scarf. Felicia believes that mankind will inevitably destroy itself.
    Q: What do they do? (Detail Check)
    A: Disfavors NPC: Felicia. She runs out of the elevator, clearly panicked.
    Q: What floor are they on? (2d6 pick highest, 6 explodes)
    A: 5th floor
    Q: Is it a hotel (or an office)?
    A: Yes
    Q: Was Kedric staying at this hotel?
    A: No, the person he investigates is
    Q: Is it Drake or Felicia?
    A: No, it’s someone else
    Donjon: Harlan Castiglione: Male Police Detective. Str 11, Con 7, Siz 13, Int 15, Pow 4, Dex 12, App 10, Edu 13, San 20. Harlan has trimmed black hair and hazel eyes. He wears a dark suit and carries an automatic pistol. Harlan seeks to discover why he cannot remember anything from yesterday.
    Q: Is the hotel in Kedric’s home town/city?
    A: Yes
    Q: What is the hotel like? (Detail Check)
    A: Disfavors thread. The hotel is an old hotel is an old building with only one elevator and one set of stairs.

    Gear: I think it’s most likely that Kedric as a PI on the job has a cellphone, a 9-mil pistol, a lockpick kit, and other tools of the trade.

    A small note here about the Donjon results. I use the results for Call of Cthulu Modern, so there are things like BRP stats, which I won’t use, but might serve as good pointers to use in the future if I need to populate some Z-LAND stats.

    “The Ark Vacation Inn” is not the best hotel in town, but that’s where Kedric’s mark, a Police Detective named Harlan met his lover. Harlan’s wife had hired Kedric to gather information about her husband’s cheating to gather enough evidence as she planned to file for divorce. He had just planted the bugs in Harlan’s room and was on his way down the elevetor when the power was cut. Trapped inside with him is a man and a woman.
    The hatch at the top won’t open and they can’t get through the doors, all they can do is wait. The voice at the other end of the emergency line said they’ll be a few hours, but they’ll be staying until dawn and there’s no cell reception inside the elevator.
    Kedric’s mind went to his kids. They would be staying with his parents for the night, but he was supposed to be back before morning.
    During the night the strangers get to know each other by name and a few more general chit-chat to help everyone relieve of the stress of being trapped inside.
    When morning comes, they awake as the elevator moves down one floor and opens. It won’t work anymore and they are still 5 stories up, so it’s the stairs for them.
    Out through the windows they can see smoke and fire coming from buildings and they can hear… noises… coming from the floors below. It sounds like someone left a hungry dog or something here overnight…
    Felicia exclaims “it’s about time” and just runs out, before Kedric has a chance to call out to her.
    Drake looks at Kedric. “For a wise clergy person, she sure has no patience.”
    “Something is off, for certain.” Kedric replies. As they’re out of the elevator, he tries his cellphone to see if he can get a signal. His mind is at his family. But the line is dead. Kedric composes himself.
    “We should take the stairs.” Drake says. “Let’s be careful about it.”
    Kedric nods, and they walk down the corridor.

    Q: Do they hear screams?
    A: False presupposition. Screaming is the least of their worries. They see Felicia running back to them.
    Q: Is she wounded?
    A: Yes
    Q: Where?
    Hit Location: Left Leg

    “Help me please, help!” she says as she gasps for air. There’s blood coming from a wound on the top of her left thigh. Kedric instictively put his hand on his pistol, as Drake runs to her.
    “What happened?” Kedric asks, as Drake grabs Felicia to assist her.

    Q: Is the stairwell closed?
    A: Yes

    They hear loud pounding on the door to the stairwell.
    Drake takes her scarf to bandage her wound.

    Q: Is there a bite mark evident? (Likely)
    A: No
    Q: Does Felicia say she was bitten?
    A: Yes, but she doesn’t emphasize it.

    “Some crazy dude in the stairwell, he assaulted me, bit me! I barely escaped from his grasp and closed the door behind me! He’s freaking crazy still pounding at the door.” Felicia says as she whinces in pain.
    Kedric pulls out his 9-mil.
    “Woah, woah dude!” Drake says. “Where did you get this?”
    “A man needs to protect himself.” Kedric replies.

    Q: Is the stairwell door transparent?
    A: No
    Q: Is the stairwell as expected?
    A: Yes

    “Come, I need your help.” Kedric says to Drake. “You get the door open, and I’ll warn the guy to stand down. These doors open outwards as it’s a safety standard.”

    Q: Does Drake agree?
    A: No, and he’s not even discussing it.

    “Fuck no! People don’t go assaulting and grabing straners for no reason. There’s a dark entity taking over them I tell you. Didn’t you hear the demonic sounds overnight? I am not putting myself in harms way.” Drake responds.
    “There’s no other way out, and we’re on the 5th floor!” Kedric explains.
    “So let’s stay on the 5th floor! We’ll wait it out.” Drake says.
    “Felicia needs a hospital, and I’m worried about my family. I’m getting out of this door. I’d appreciate it if you helped, but if you don’t just stay out of my way.” Kedric is stern.
    “You’re the man with the gun.” Drake says. “Just don’t get us all killed with your heroics.”

    Q: Is there any improvised weapon Drake can find in the corridor?
    A: Yes. A fire extinguisher.

    Felicia is sitting on the floor, resting her back against the wall, while Kedric approaches the stairwell exit.
    Drake grabs a fire extinguisher and stands back a reasonable distance as Kedric opens the door carefully. The banging on the door hasn’t stopped for a single moment, and what unnerves Kedric is the growling and hissing.
    Kedric knows from his training and his work experience that if he has any advantage with a firearm, it’s nullified unless he has the range, so he gives a nudge to the handle bar to open, and quickly steps back, aiming with his pistol at the same time. “Stand down man! I’m gonna shoot you if you advance!” He shouts.
    A pair of hands grab the door from the opening, and an enraged man opens the door wide open, at the same time letting an unearthly scream. His mouth is covered in blood and his gaze is lost, but focused on the very first thing he sees. Kedric.

    Q: What is the distance between Kedric and the Plagued?
    A: Near. The layout of the corridor doesn’t allow for much room, and Kedric didn’t have much time to step back.
    Q: Is it more than 6 meters? (the distance the Plagued can walk in one turn)
    A: Yes, and, it’s 15 meters

    The crazed man runs towards Kedric, and Kedric opens fire without a second thought.

    Round 1:
    Kedric shoots (Aimed): 29/(32+16): Hit: Hit Location 92: Right Leg: 29+20=49 Damage: Significant Wound.
    The Plagued moves (60-10 due to the Significant Wound) 5 meters towards Kedric.

    Q: Does Drake assist? (unlikely)
    A: No

    Kedric shoots a round at the crazed man’s leg, but he is unfazed and moves closer to Kedric. ‘This is unreal’ Kedric thinks. Drake stands back with the fire extinuisher in his hands, frozen.

    Round 2:
    Kedric shoots (Aimed): 58/(32+16): Miss
    The Plagued moves (60-10 due to the Significant Wound) 5 meters towards Kedric.

    Q: Does Drake assist?
    A: No, but he’s close and may draw the attention of the Plagued.
    Q: Does Drake scream? (unlikely)
    A: Yes, and he’s lost it.

    Kedric shoots again, but misses, and the man despite being shot at, closes the distance more. Drake seems to have lost it. He lets of a scream at the man, shouting “Stop!!!”.

    Round 3:
    Q: Does the Plagued change targets? (likely)
    A: No

    Kedric shoots (Aimed): 01/(32+16): Hit: Hit Location 10: Head: 1+20=21 Damage: Significant Wound.
    The Plagued moves (60-20 due to the Significant Wound) 4 meters towards Kedric.

    Q: Does Drake assist?
    A: Yes
    He’s charging (+20) and flanking (+5)

    Drake vs the Plagued: 26/(35-15+20+5): Hit: Hit Location: Right Arm: 26+30=56: Grievous Wound: Constitution: 46/(70-10): Success.

    Kedric shoots a bullet that hits the man in the head, the blow just flinching his skull. Drake screams and hits the man with the fire extinguisher landing a blow that would break the arm of a normal person.

    Round 4:
    Kedric shoots (Aimed): 94/(32+16): Miss
    the Plagued vs Drake: 66/(60-10-15): Miss
    Drake vs the Plagued: 62/(35-15): Miss

    Kedric shoots and misses, while the two men in melee avoid hurting each other.

    Round 5:
    Kedric shoots (Aimed): 62/(32+16): Miss
    the Plagued vs Drake: 66/(60-10-15): Miss
    Drake vs the Plagued: 05/(35-15): Hit: Hit Location: Left Arm: 05+30=35: Significant Wound

    Kedric misses another shot, as the melee makes it hard to find a clear target. Drake hits the other arm of the man with a return blow of his fire extinguisher.

    Round 6:
    Kedric shoots (Aimed): 95/(32+16): Miss
    the Plagued vs Drake: 76/(60-10-15): Miss
    Drake vs the Plagued: 25/(35-15): Miss

    Kedric shoots and misses, while the two men in melee avoid hurting each other.

    Round 7:
    Kedric shoots (Aimed): 40/(32+16): Hit: Hit Location: Head: 40+20=60 Damage: Grievous Wound: Constitution: 94/(70-10-10): Failure, the Plagued falls in shock.

    Kedric puts another bullet in the mans head, and he falls.
    Adrenaline is high. His heart is pumping blood, he feels every single throb. He looks at Drake, who in a moment of rage keeps hitting the man with the fire extinguisher to the head, until only a pulp remains.
    “Wha- what just happened?” Kedric asks, “why… didn’t he stop, I shot him so many times…”
    “Rabbies? I’ve heard it can make you paranoid and aggressive.” Drake answers. “Which means… she’s got it too.” He points at Felicia.
    “None of your parapsychologist opinions?” Kedric tries to give a humorous tone.
    Drake scoffs. “This is as real as it gets… right?”
    “If it’s rabbies, she should get to a hospital, get a shot, but first we must get out.” Kedric says.
    They walk to the stairwell.


    Now, it’s certain that they’ve been heard, but I need to stop here and pause, for one simple reason. The ruleset. It has some cool (borrowed) concepts, but it’s too complicated at places where it should be simpler, and too simple at places where it should be more complex.
    I will choose another ruleset to run it, but using the same theme and story.

    Possible ruleset options are:

    • Mythras (excellent ruleset but too crunchy at times, and not focused on Modern themes)
    • Basic RolePlaying (too generic but I have no experience in it and will need to read and modify to my tastes)
    • Savage Worlds (great all rounder but too pulpy, though can be modified to be more gritty) – NOTE: The link is to the previous SW edition which I’ll use.

    So between Mythras and BRP, I decided that BRP is the better option because:

    • it has zombies and maniacs which can work as the lifeless and the plagued respectively
    • it can use the CoC stats from donjon as is
    • it has features like Sanity, and a good degree of verisimilitude
    • it has Modern Character Creation which I can use as is
    • it has Optional Rules which can modify the game to my liking

    Between BRP and Savage Worlds, I finally decided to go with Savage Worlds because:

    • it also has Setting Rules, and it’s very easy to create a few more to fit this setting
    • it allows a single character to survive (which is very important in solo games)
    • it’s very easy to run a modern setting

    So, I’ll be using SWEE, with the following Setting Rules that I will apply.

    Location counts

    Unless it was a Called Shot, for every Wound inflicted roll on the Injury table to see what the Hit Location was. This is very important for the Infection spreads and for killing zombies. (See below).

    Infection

    For every Wound received when fighting the Infected, you must make a modified Vigor roll to see if you were infected. If you were infected, the infection location is important, as a Limb can be amputated to stop the spread. Infection spread time period is 4 hours minus one hour per infected wound, to see if the infection spreads to a nearby location. After the head is infected, once another infection spread time period passes, the victim turns and becomes Plagued.

    the Plagued

    Living humans who have completely gone through the infection
    Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
    Skills: Fighting d6, Intimidation d6, Notice d6
    Pace: 6; Parry: 5; Toughness: 6
    Special Abilities

    • Feels no pain: the Plagued receive a +4 bonus to recover from being Shaken
    • Fearless: the Plagued are immune to Fear and Intimidation
    • Why won’t they die?: the Plagued can receive two Wounds before becoming Incapacitated

    the Lifeless

    Those Plagued and infected (but not turned) humans that have died and risen back to life
    Attributes: Agility d4, Smarts d4-2, Spirit d4, Strength d6, Vigor d6
    Skills: Fighting d6, Intimidation d6, Notice d4
    Pace: 4; Parry: 3; Toughness: 5
    Special Abilities

    • Feels no pain: the Lifeless receive a +2 bonus recover from being Shaken
    • Fearless: the Lifeless are immune to Fear and Intimidation
    • Running wild: the Lifeless always perform Wild Attacks for +2 to Fighting
    • Why won’t they die?: the Lifeless can receive two Wounds before becoming Incapacitated
    • Headshots: a single Wound to the Head will take out a Lifeless

    Converting Kedric

    Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
    Skills: Driving d6, Fighting d4, Intimidation d4, Investigation d6, Knowledge d4, Lockpicking d6, Notice d6, Shooting d6, Stealth d4, Streetwise d4
    Pace: 8; Parry: 4; Toughness: 6
    Edges: Brawny, Fleet-footed
    Hindrances: Overconfident
    Gear: Lockpicks, Cellphone, Glock 9mm


    It’s certain that the shots have been heard throughout the hotel. The question is if there are more Plagued coming their way.
    Kedric: Notice: 2: Failure

    Q: Does Drake search for a better weapon? (likely)
    A: Yes
    Q: Is there any fire axe?
    A: Intervention. Advance Plot.

    As they head down the stairwell, Drake scans with his eyes to see if there’s any other makeshift weapon to carry. The fire extinguisher was too heavy to be carried around. He notices the fire cabinet, but before he has a chance to open it and look for a fire axe, they hear shooting and a lot of screams similar to what the ones the crazed maniac made.
    Carefully they run down the stairs , and once they’re in the lobby they can see through the glass windows outside. A handful of people armed with firearms are shooting at a mob of crazed maniacs running at them. Some of the maniacs have just run out of the hotel. The rest of the scenery doesn’t look any better. Overturned cars with broken windows, or burning, blood pools everywhere. Shattered glass panes and an overall mess. It looks like a riot.
    The three of them look at each other terrified.

    Kedric as overconfident wants to go help the group of fighters.
    Q: Does Drake try to stop him? (Likely)
    A: Random Event. NPC Negative.
    Descriptors: Starting Ambush
    NPC (Drake/Felicia/Outsiders): Felicia

    Their backs to the wall. Questions running abound in their heads, with the guns blazing outside, Kedric’s overconfident nature kicks in. He believes that if they group together with the other armed people they stand a chance against the crazed maniacs. He steps off to move towards them, Drake tries to intercept him, but then, their attention turns elsewhere. Another crazed person jumps from behind the counter. She’s a receptionist, with a huge wound on her neck, the bite mark is evident. She screams and jumps at Felicia who was leaning next to the counter.

    Round 1:
    Initiative: Drake Joker, Kedric Ace, Plagued 9, Felicia 3
    Drake looks around for an improvised weapon: Notice: 1+2=3: Failure
    Kedric shoots (Double Tap) at the Plagued: (6,1)+3+1=10: Hit with a Raise: Location: 8: Guts: Damage: 5+4+2+1=12-6:Wound
    Plagued Spirit Roll: 6+4-1=Raise.
    Plagued attacks Felicia: 1+2/Hit: Location: 5: Guts: Damage: 3/5: No damage
    Felicia tries to run away: 6+2-1=7 meters.

    Drake looks around the room for anything useful to defend himself, as Kedric fires two shots at the crazed maniac, both hitting the chest. Despite the hits, she is still standing, and claws at Felicia, scratching at her clothes, as Felicia runs back towards the other end of the room.

    Round 2:
    Initiative: Kedric 10, Plagued 5, Drake 4, Felicia 2
    Kedric shoots (Double Tap) at the Plagued: (6,4)+4+1=11: Hit with a Raise: Location: 5: Guts: Damage: 5+5+4+1=15-6:Two Wounds: Dead

    Kedric shoots another couple of rounds, right at the chest and with blood spewing from her mouth, the maniac drops.
    Kedric counts his bullets, he’s spent 11 already. At this rate, he won’t make it home. He searches his pockets for a second clip.

    Q: Does Kedric have a second clip on him (unlikely)
    A: Yes, Intervention. Entity Negative.
    Entity (Kedric, Drake, Felicia, Ousiders, Mob): Kedric. He loses his second clip.

    Kedric draws a second clip, but with the adrenaline rush and the stress, he drops it, and fumbles it somewhere in the mess of the reception hall. He needs to find it!
    Drake looks around for a makeshift weapon.

    Okay, so it doesn’t make sense for plain failure, aka Nothing happens here. Each roll must have an associated cost, otherwise we can roll forever until we find what we need. So the question is not if Drake will find a weapon or Kedric his clip, but if they manage to do so before another Plagued enters the lobby.

    Kedric: Notice: (6,1)+2=8: Success with a raise. He finds the clip.
    Drake: Notice: 5: Success. He finds a papercutter. Not the sharpest tool, but it will do.

    In the meantime, the fight outside continues. What does it look like?
    A: Fear

    The group of strangers outside blasts off several of the crazed maniacs, but their enemy seems unstoppable. Soon they’re overrun, and no further shots are being heard. Only the wicked screams.
    “It’s the end of the world I tell you!” Felicia tells them.
    “First HKEV, then this, do you think they’re connected?”
    “Hell, it was an encephalitis virus. Why shouldn’t they be connected?” Drake says.
    “There should be some emergency services on a hospital or police station nearby. We should head there.” he proposes.
    “I need to find my kids. I’m worried about them.” Kedric disagrees.
    “They could have gone there too, right?” Says Drake. “Is there a chance the local police station is on our way? you said you live in this town right? we should make a plan.”

    Q: Is the police station on their way to his home?
    A: Yes, and it’s close to the hotel.

    “Alright, yeah. The Ark Town PD is just two streets north and one west. It’s no deviation to my route. Perhaps we’ll find some help there.” Kedric nods. “But we can’t go out this way.” He points his head to the crazed mob.
    “We’ll use the service staff exit.” Drake proposes. “There must be an emergency layout somewhere close to the stairwell. Also this-” he points at the Glock “-should be a last resort only. Let’s move silently, because the shots seem to draw them close.”
    Kedric nods, and tries to be less itchy with his trigger finger.


    Session Summary

    I really love how this theme played out. The Scenarios are more than enough to get you started because it takes only a short amount of time (or oracle questions).
    I am still not 100% sure that Savage Worlds is the best choice to run this theme with the main worry being that balance is in favour of the PCs, but I’ll wait to see how this plays out in the next session(s) as well.
    Now Kedric needs to find his family. Perhaps I’ll use my Secret Oracles deck rules or just ask an Oracle question if he manages to arrive at his home. This adventure is dark, but befitting to the theme. Z-Land really gives the character background enough for proper modern objectives in case of an apocalypse.

     
    • Benjamin J Marra's avatar

      Benjamin J Marra 4:09 am on June 18, 2023 Permalink | Reply

      What oracle were you using for this session?

      Liked by 1 person

      • giorgis's avatar

        giorgis 9:20 am on June 18, 2023 Permalink | Reply

        It’s a homemade hack based on Recluse. I love the False Presuppositions mechanic of Recluse but I find it happens too often, and I miss the Interventions from MUNE and Random Events from Mythic. So I plugged these in in certain probabilities. Hope that makes sense.

        Like

        • Benjamin J Marra's avatar

          Benjamin J Marra 11:27 pm on June 18, 2023 Permalink

          I love Recluse as well. I also dig Mythic and use it on Foundry VTT quite a bit. How did you incorporate the MUNE and Mythic aspects into Recluse? Have you written a post about it already?

          Like

  • Unknown's avatar

    giorgis 7:23 pm on June 8, 2023 Permalink | Reply
    Tags: quill,   

    A letter to the Archduke 

    After my long Five Leagues from the Borderlands campaign and tuning the solo playing down by focusing on miniatures painting and terrain, I started having the itch again for solo roleplaying. Instead of diving into known waters again, I think this is a good opportunity to try different systems or settings. I’ve browsed through my library and picked a few RPGs that piqued my interest.

    My first attempt was with Ronin, “a solo RPG in which the player builds the story of a wandering warrior in search of redemption”. I did run a session’s worth, but soon realized it wasn’t what I was looking for at this time. The system hit close to what I was doing in 5 Leagues, on a smaller scale (one hero), without deeply connected tables or rules. It felt like a mini-game, but using it to tell a story would require most of the lifting to be done by the player. It can however cater to the solo crowd that doesn’t want to tell a deep story, and also it can be a great way for a new player to get into solo RPGs. I abandoned it and looked to the next RPG in my to-do list.

    This was Quill, “A Letter-Writing Roleplaying Game for a Single Player”. Quill has many add-ons, like Noir, Lovecraftian Horror, White Box, Sci-fi which all sound interesting to me, but before diving into them, I wanted to try the vanilla version to see what it is about, and this is what this session contains. The concept is that you choose a character for yourself, and follow a scenario which describes the objective and any special rules, and attempt to write a letter accordingly, consisting of Five Paragraphs. I won’t go into details about the rules, but I’ll try to summarize the mechanics. In each of the five paragraphs you have to add a word from a scenario-specific word pool called the ink pot. If you succeed at your language roll, this word is a superior word which gives points, otherwise it’s an inferior word. Superior words score points, inferior words do not. With a successful heart roll, you can attempt to add a flourish to the word from the ink pot, to increase the points you’ll get. However if the word turns up to be an inferior word, you’ll get negative points. At the end of each paragraph you have to make a penmanship roll to see if you get any extra points. In the conclusion you add up all your points and compare to the results table of your scenario to see how well you scored and what happens.

    Spoilers about the scenario follow below, so if you want to have your own take before you read mine, stop here. The game states that there is replayability, so this shouldn’t be a problem if you decide to continue reading nevertheless.

    I chose the Knight character and The Archeduke scenario. I am to write a letter to Archduke Godfrey, a powerful member of the royal family, whose sister, Mary of Linchester, that I was acquainted with in my childhood, perished due to the consumption.


    Your Grace,

    I am writing this letter to you to offer my sincere condolences, as new reached me of the (Heart: Fail, Language: Success) passing of your sister, our dearest Mary of Linchester. (Penmanship: Success)

    Mary was a kind heart. I remember her as children we went to the same school together, and I have fond memories of us (Flourish: Fail, Language: Fail) climbing trees at the schoolyard. (Penmanship: Success)

    She was a restless spirit and the (Flourish: Success, Skill Use: Inspiration, Language: Fail) stern teachers would always try to bring her back in line. (Penmanship: Fail)

    I still smile at the time when she chased away the (Language: Success) mallards while poachers were trying to hunt them. (Penmanship: Success)

    Alas this world can be cruel even for the kindest of hearts and the consumption doesn’t select who to strike based on their goodness. May the (Language: Failure) angels take her to some place where she no longer has to suffer. (Penmanship: Success)


    Counting the score, I got 5 points which means that:

    The Archduke responds
    kindly, but is quick to criticise your
    letter. You will unlikely hear from him
    for some months.

    Reading through my letter again, I realize it’s on the smaller size. Most of my paragraphs consist of a single phrase. That’s an error my end as a paragraph in a letter should have a lot more, and have intro and outro. To my defence though it was my first attempt at this game, and it’s been a long time since I had to do composition of thoughts in such a manner.


    Summary

    It was an interesting concept for a quick sit down and imagination. It isn’t a full-fledged solo RPG at the slightest, but it can set you in a fantasy world mood, and it’s quite relaxing. I may give the vanilla another try to get more acquainted with it, before jumping into the add-ons. I can also see that these letters can act as plot-hooks for solo-RPG adventures later on. This game is simple so that I can try other RPGs and jump back and forth on whim without losing my connection to whatever I’m currently running.

     
  • Unknown's avatar

    giorgis 11:41 pm on June 1, 2023 Permalink | Reply
    Tags: , , , ,   

    Miniatures pt102 – Droids 

    Here are a few Droids (and a Cyborg) from the Hordes of the Future range by Alternative Armies. Simple paint jobs, easy colour schemes.

    Four legged droid
    Tracked droid
    Anti-grav droid
    Cyborg
     
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