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    giorgis 12:44 am on May 19, 2021 Permalink | Reply
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    In the Trollshaws. Ep09 

    Day 20, Hithui, 1st Watch

    The weather (20) is freezing, cloudy skies, and the wind is NW windy
    Encounter check: 10: No encounter

    Day 20, Hithui, 2nd Watch

    The weather (1) is cold, clear skies, and the wind is N calm
    Encounter check: 16: No encounter

    Day 20, Hithui, 3rd Watch

    The weather (1) is cool, clear skies, and the wind is N windy
    Encounter check: 7: No encounter

    Day 20, Hithui, 4th Watch

    The weather (2) is warm, cloudy skies, and the wind is N breeze
    Encounter check: 10: No encounter

    Day 20, Hithui, 5th Watch

    The weather (2) is cool, cloudy skies, and the wind is N windy
    Encounter check: 2: No encounter

    Day 20, Hithui, 6th Watch

    The weather (3) is cool, clear skies, foggy, and the wind is NE calm
    Encounter check: 4: No encounter

    Day 21, Hithui, 1st Watch

    The weather (4) is warm, clear skies, and the wind is SE breeze
    Encounter check: 11: No encounter

    Day 21, Hithui, 2nd Watch

    The weather (4) is warm, clear skies, foggy and the wind is SE calm
    Encounter check: 18: No encounter

    Day 21, Hithui, 3rd Watch

    The weather (4) is hot, clear skies, and the wind is SE windy
    Encounter check: 20: Encounter: Lawful/Day: 82: Brigands/Highwayman: 32: Seeking/offering Directions
    Attitude: 44: Neutral

    Initially I laughed at the Brigands seeking/offering directions to the caravan, but it gifted me an excellent opportunity for placing an ambush. Seems that’s the brigands play. Let’s see if the caravan can see through it.

    Two nights and a day pass without anything of importance. The weather becomes gentler. No longer does the cold chill of the North freeze their bones, but it becomes warmer and warmer.
    Less than an hour after they have begun their trip for the 3rd day, they see travellers on the road.

    Q: How many travellers are visible? (1d6 twice, pick lowest)
    A: 2
    Q: Are there any carts?
    A: Yes

    Now I’ll roll Perception for each of the guards and Leowyn.
    Perception Hreodhelm: 74: Failure
    Perception Enryn: 98+81= 179: Absolute Success
    Perception Leowyn: 17+5=22: Failure

    So Enryn sees everything. Let’s ask the Oracle.
    Q: Are there more travellers? (Likely)
    A: Yes, and it’s a lot of them. Intervention: Regress Plot.

    It’s quite self evident, there is an ambush and it’s a plot regression.
    Q: How many more bandits? (1d6 twice, pick highest)
    A: 5
    Q: Are they far away?
    A: No, and, they’re hiding right by the road in the ditch. Intervention: Entity Positive.
    Q: Leowyn/Guards/Bandits
    A: Leowyn
    Leowyn is in an advantageous tactical position. Her horse far away from melee, but she can charge easily the enemy.

    The caravan moves forward before a right turn. Two men are pushing a cart along the road. One of them lifts his hand to ask a question. As he starts to speak, with the raising of his hand, his cloak is lifted and a gleaming sword blade is uncovered.
    Enryn notices it and quickly looks around trouble. By the ditch in the left side of the road, a handful of men lie in wait, stuck against the ground.
    He knows time is of the essence. He draws his sword. “Ambush! To arms!” He yells.
    The caravan halts and the crew gathers together, while Hreodhelm and Leowyn draws their blades as well.
    Their ambush foiled, the brigands don’t waiver at all. They charge the caravan from the sides and front.
    Blood will be spilled.

    I will be running the battle in theater of the mind. Unfortunately despite a vast amount of minis, I’m lagging behind on painting my carts and riders.
    So, the caravan consisting of two horse drawn carts, one behind the other, with 3 crew each, has stopped after a right curve on the road. The left side of the curvature has a ditch where 5 bandits lie in wait and leaped out to charge. Since Enryn saw them, the caravan stopped before being surrounded. The caravan is a bit behind. The 5 bandits are on the left side of the mounted caravan guards, about 15′ away.
    The bandit cart with the two bandits on the road on the other hand is a bit further ahead, around 60′ away.
    Leowyn has an advantage. She happened to be guarding the rear, and is about 100′ away back on the road from the front cart.
    The caravan crew won’t fight unless attacked directly. Then, since they’re not warriors, I’ll be rolling 1d3 for Fight, Freeze or Flee for each attacked crewman.
    The caravan guards will be using level 1d3 warrior stats. They wear Rigid Leather, metal helmets, greaves and bracers. They carry broadswords and shields.
    The bandits are thugs. They carry short swords (the ones by the cart), handaxes and clubs (I’ll roll randomly) and wear soft leather armor. They will be using level 1 scout stats.

    Initiative hack: I'll be rolling 1d10 and adding that to each character's M&M bonus to see initiative order.

    Leowyn: 3-15= -12
    Hreodhelm: (Level: 1): Initiative: 6
    Enryn: (Level: 3): Initiative: 7+5=12
    Enemies: Initiative: 10+5= 15

    Round 1

    Bandit 1 (Handaxe): Attacks Hreodhelm: MM: 39+5=44: 30: Moves and Attacks: 31+21+30-100-15=-33:-
    Bandit 2 (Club): Attacks Hreodhelm: MM: 90+5=95: 70: Moves and Attacks: 72+21+70-100-10-15=38:-
    Bandit 3(Handaxe): Attacks Enryn: MM: 90+5=95: 70: Moves and Attacks: 84+21+70-100-15=60:-
    Bandit 4(Club): Attacks Enryn: MM: 30+5=35: 20: Moves and Attacks: 46+21+20-100-10-15=-38:-
    Bandit 5(Club): Attacks Hreodhelm: MM: 16+5=21: 20: Moves and Attacks: 87+21+20-100-10-40=-22:-
    Bandit 6(Short Sword): Closes in on Hreodhelm
    Bandit 7(Short Sword): Closes in on Enryn
    Enryn: Attacks Bandit 3: 56+69-20=105: 14C: 43: Minor Chest Wound. +3 hits. 1 hit per round. -5 to activity.
    Hreodhelm: Attacks Bandit 1: 39+43-20=62:-
    Leowyn: Attacks Bandit 5 from the Rear: MM: 60+46=106:90:Rides and Attacks: 27+38+15-20-100+90+35=85:9A: 82-20=62: Minor forearm wound. +4 hits. 2 hits per round. Stunned 1 round.

    Round 2

    Bandit 1 (Handaxe): Attacks Hreodhelm: 92+41-40=93: 9A: 68-20=48: Minor Chest Wound. +3 hits. 1 hit per round. -5 to activity.
    Bandit 2 (Club): Attacks Hreodhelm: 96+71+41-40-10=158: 20E(D): 80+10=90: Blow to back of head paralyzes from the shoulders down. +25 hits. Foe quite stunned. Hreodhelm is down.
    Bandit 3(Handaxe): Attacks Enryn: 44+41-40-5=40:-
    Bandit 4(Club): Attacks Enryn: 99+19+41-10-40=109: 11B: 43-10=33: Blow to side. +4 hits. -40 to activity for 1 round.
    Bandit 5(Club): Stunned
    Bandit 6(Short Sword): Closes in on the front cart.
    Bandit 7(Short Sword): Attacks Enryn: MM: 09+5=14: 50: Moves and Attacks: 88+21+50-100-40: 19:-
    Enryn Attacks Bandit 3: 48+69-20-40=57:-
    Leowyn: Attacks Bandit 5: 0538+38+15+35=20:-

    Round 3

    Bandit 1 (Handaxe): Attacks Leowyn: MM: 72+5=77: 100: Moves and Attacks: 28+21-40=9:-
    Bandit 2 (Club): Attacks Leowyn: MM: 66+5=71: 90: Moves and Attacks: 52+21+90-100-10-40=13:-
    Bandit 3(Handaxe): Attacks Enryn: 92+41-40-5=88: 7A: 27-20=7: Minor calf wound. 1 hit per round.
    Bandit 4(Club): Attacks Enryn: 03: Fumble: You lose your wind and you realize you should try to relax. -40 to activity for 2 rounds.
    Bandit 5(Club): Attacks Leowyn: 46+41-40-10=37:-
    Bandit 6(Short Sword): Attacks: (Ambald/Berter/Eram): Ambald: MM: 13+5=18: 10: Climbs the cart and attacks: 71+21-100+10-(Fight/Freeze/Flee): Fight: -20=-18:-
    Bandit 7(Short Sword): Attacks Enryn: 54+41-40=55:-
    Enryn Attacks Bandit 3: 100+81+69-20=230: 25E: 82+20=102: Major abdominal wound. +10 hits. 8 hits per round. -10 to activity. Stunned 4 rounds. Bandit 3 is down.
    Leowyn: Attacks Bandit 5: 40+38+15-20=73: 5
    Ambald attacks Bandit 6: 27+41-20=48:-

    Right here I was completely frustrated. I know the game is crunchy and dangerous and I know that some bad rolls can kill you without warning but I find the system lacking in terms of mounted combat and tactical options among others. Tactical options are limited to a distribution of Offensive and Defensive Bonus.
    So I decided that if Leowyn survived, I'd convert her to Mythras or Hârnmaster. Realizing that my previous failures to convert her had to do mostly with me not converting the Rohirim Culture and Warrior profession to the respective systems beforehand.
    I set to read the MERP book first to plan the conversion and I read the following text in the Special Abilities of the Rohirim
    +20 bonus to melee Offensive Bonus when fighting from horseback
    That text was nowhere in my character sheet. Doh. I went back and corrected my Attacks retrospectively. I'm keeping everything as is, rerolling where necessary to show how a single rule can change everything.

    Round 1

    Bandit 1 (Handaxe): Attacks Hreodhelm: MM: 39+5=44: 30: Moves and Attacks: 31+21+30-100-15=-33:-
    Bandit 2 (Club): Attacks Hreodhelm: MM: 90+5=95: 70: Moves and Attacks: 72+21+70-100-10-15=38:-
    Bandit 3(Handaxe): Attacks Enryn: MM: 90+5=95: 70: Moves and Attacks: 84+21+70-100-15=60:-
    Bandit 4(Club): Attacks Enryn: MM: 30+5=35: 20: Moves and Attacks: 46+21+20-100-10-15=-38:-
    Bandit 5(Club): Attacks Hreodhelm: MM: 16+5=21: 20: Moves and Attacks: 87+21+20-100-10-40=-22:-
    Bandit 6(Short Sword): Closes in on Hreodhelm
    Bandit 7(Short Sword): Closes in on Enryn
    Enryn: Attacks Bandit 3: 56+69-20=105: 14C: 43: Minor Chest Wound. +3 hits. 1 hit per round. -5 to activity.
    Hreodhelm: Attacks Bandit 1: 39+43-20=62:-
    Leowyn: Attacks Bandit 5 from the Rear: MM: 60+46=106:90:Rides and Attacks: 27+38+15-20-100+90+35+20=105:14C: 82=82: Slash weapon arm. +10 hits. 1 hit per round. If no arm armor: muscle and tendon damage, arm useless.

    The bandits quickly charge at the caravan guards, trying to flank them, but the sheer size of the steeds doesn’t allow them. They have lost their footing trying to get out of the ditch and fail to wound either guard, while the bandits from the roadside close in. Enryn wounds a bandit to the chest, causing him to bleed, but Hreodhelm can’t get a clear attack, trying to get his horse under control. Leowyn rides from the rear, slashing the arm of an unsuspecting bandit, who screams in pain, his weapon arm dangling around motionless.

    Round 2

    Bandit 1 (Handaxe): Attacks Hreodhelm: 92+41-40=93: 9A: 68-20=48: Minor Chest Wound. +3 hits. 1 hit per round. -5 to activity.
    Bandit 2 (Club): Attacks Hreodhelm: 96+71+41-40-10=158: 20E(D): 80+10=90: Blow to back of head paralyzes from the shoulders down. +25 hits. Foe quite stunned. Hreodhelm is down.
    Bandit 3(Handaxe): Attacks Enryn: 44+41-40-5=40:-
    Bandit 4(Club): Attacks Enryn: 99+19+41-10-40=109: 11B: 43-10=33: Blow to side. +4 hits. -40 to activity for 1 round.
    Bandit 5(Club): Flees.
    Bandit 6(Short Sword): Closes in on the front cart.
    Bandit 7(Short Sword): Attacks Enryn: MM: 09+5=14: 50: Moves and Attacks: 88+21+50-100-40: 19:-
    Enryn Attacks Bandit 3: 48+69-20-40=57:-
    Leowyn: Attacks Bandit 4 from the rear: MM: 90+46=136: 120: Attacks Bandit 4: 0538+38+15+35+20+120-100=60:-

    Hreodhelm is surrounded. He receives a handaxe to the chest, and as the blow reels him back, piercing his leather armor, another bandit clubs him to the back of the head. He falls down from the horse, paralyzed.
    Three other bandits attack Enryn, who fights them off, using his horse and shield to keep them at bay. He receives a club to the side, unbalancing him, and causing his attacks to miss.
    As the bandit that Leowyn disabled flees, she turns her attention to the one that wounded Enryn, and attacks him from the rear, but she finds clean air.
    One of the remaining six bandits in the fight has the cart on his sights.

    Round 3

    Bandit 1 (Handaxe): Attacks Leowyn: MM: 72+5=77: 100: Moves and Attacks: 28+21-40+5=14:-
    Bandit 2 (Club): Attacks Leowyn: MM: 66+5=71: 90: Moves and Attacks: 52+21+90-100-10-40=13:-
    Bandit 3(Handaxe): Attacks Enryn: 92+41-40-5=88: 7A: 27-20=7: Minor calf wound. 1 hit per round.
    Bandit 4(Club): Attacks Enryn: 03: Fumble: You lose your wind and you realize you should try to relax. -40 to activity for 2 rounds.
    Bandit 5(Club): Flees.
    Bandit 6(Short Sword): Attacks: (Ambald/Berter/Eram): Ambald: MM: 13+5=18: 10: Climbs the cart and attacks: 71+21-100+10+10-(Fight/Freeze/Flee): Fight: -20=-8:-
    Bandit 7(Short Sword): Attacks Enryn: 54+41-40+10=65:-
    Enryn Attacks Bandit 3: 100+81+69-20=230: 25E: 82+20=102: Major abdominal wound. +10 hits. 8 hits per round. -10 to activity. Stunned 4 rounds. Bandit 3 is down.
    Leowyn: Attacks Bandit 4 from the flank: 40+38+15-20+20+15=108: 15C: 96=96: Knocked out for 6 hours with a strike to the side of head. +15 hits. If no helm: dies instantly. Bandit 4 is down.
    Ambald attacks Bandit 6: 27+41-20+10=58:-

    2 more enemies down. Suddenly things don't look as bleak

    The bandits that brought Hreodhelm down turn their attention to Leowyn, who parries their blows. Enryn’s calf is wounded by a bandit’s handaxe, and he returns the favor. His sword digs deep into his enemy’s abdomen, and he pulls out a bloody blade as the bandit falls. The two other bandits fighting him fail to wound him, one of them fumbling his attack severely, losing his wind. Leowyn attacks him from the side, hitting him to the head with her sword, killing him at once.
    A bandit finds his way to the carts, attacking the Ambald the teamster, who manages to find the courage to fight and fend off his attacker.

    Round 4

    Bandit 1 (Handaxe): Attacks Leowyn: 55+41-40+5=61: 2
    Bandit 2 (Club): Attacks Leowyn: 82+41-10-40=73: 7
    Bandit 5(Club): Down due to blood loss.
    Bandit 6(Short Sword): Attacks Ambald: 43+41-20+10=74:-
    Bandit 7(Short Sword): Attacks Enryn: 55+41-40+10=66:2
    Enryn Attacks Bandit 7: 27+69-20=76: 7A: 91-20=71: Medium thigh wound. +6 hits. 1 hit per round. -10 to activity. Stunned 2 rounds.
    Leowyn: Attacks Bandit 1: 69+38+15-20+20=122: 19D: 43+10=53: Minor forearm wound. +4 hits. 2 hits per round. Stunned 1 round.
    Ambald attacks Bandit 6: 19+41-20+10=50:-

    The fleeing bandit dozes off due to blood loss while running away.
    The couple of bandits fighting Leowyn hit her, but the chain hauberk absorbs most of the impact. She counterattacks, wounding a bandits forearm, causing bleeding, and stunning him.
    Enryn’s armor saves him as well on his duel, and he slashes the bandit’s thigh, causing hemorrhage to his enemy who tries to recover.
    On the cart the fight goes on, without any winner.

    Round 5

    Bandit 1 (Handaxe): Stunned
    Bandit 2 (Club): Attacks Leowyn: 78+41-10-40=69: 6
    Bandit 6(Short Sword): Attacks Ambald: 56+41-20+10=87: 10A: 25-20=5: Weak strike yields no extra damage. +0 hits.
    Bandit 7(Short Sword): Stunned.
    Enryn Attacks Bandit 7: 46+69-20=95: 12B: 45-10=35: Blow to upper leg. +5 hits. If no leg armor: +3 hits & 2 hits/rnd. Bandit 7 is down.
    Leowyn: Attacks Bandit 2: 31+38+15-20+20=84: 9A: 53-20=33: Blow to upper leg. +5 hits. If no leg armor: +3 hits & 2 hits/rnd.
    Ambald attacks Bandit 6: 57+41-20+10=88:10B: 23-10=13: Minor calf wound. 1 hit per round.

    With her enemy stunned, Leowyn keeps fighting the other bandit, she receives another wound deflected by the armor, but her sword finds her enemy’s upper leg, causing severe bleeding.
    Enryn’s sword also finds his stunned enemy’s upper leg, causing severe bleeding, and bringing him down.
    On the cart the fight goes on, with the teamster and the bandit causing minor flesh wounds to each other.

    Round 6

    Bandit 1 (Handaxe): Down.
    Q: Does Bandit 2 Flee?
    A: Yes
    Bandit 2 (Club): Turns and flees. Conflicting action (Medium MM) vs Leowyn (Riding, Light MM): 25+5=30: 20 vs 64-15=49: 70. Leowyn wins and attacks.
    Leowyn: Attacks Bandit 2: 79+38+15-20+20=132: 22D: 63+10=73: Medium thigh wound. +6 hits. 1 hit per round. -10 to activity. Stunned 2 rounds. Bandit 2 is down.
    Q: Does Bandit 6 Flee?
    A: Yes, and he drops his sword as he does so. Armbald doesn’t follow.
    Bandit 6: Turns and flees.
    Enryn Attacks Bandit 6 from the rear: MM: 29+6: 60: Rides and Attacks: 28+69-20+35+60-100=72: 5.

    Leowyn’s opponent with the bleeding arm, drops from blood loss. His friend loses his nerve and flees. Not before Leowyn has the final word. Her sword carves his thigh, finishing him.
    The bandit on the cart is panicking. He drops his sword, jumps down from the cart and runs on the road. Armbald lets him go, he’s happy to be alive.
    Enryn on the other hand is filled with rage. Despite his bleeding chest, he follows down the road with his horse, reaching him and hitting him with his sword.

    Round 7

    Q: Does Bandit 6 keep running?
    A: Yes.
    Bandit 6: Flees. Conflicting action (Medium MM) vs Enryn (Riding, Light MM): 30+5=35: 20 vs 42=42: 70. Enryn wins and attacks.
    Enryn Attacks Bandit 6:48+69-20=97: 13B: 31-10=21: Blow to upper leg. +5 hits. If no leg armor: +3 hits & 2 hits/rnd. Bandit 6 is down.

    Sometimes the brain freezes. Sometimes you don’t see any solution and keep doing what you were hoping for a different outcome. So did the unarmed bandit try to escape on foot from a rider instead of begging for his life. Enryn slashed him, hitting his leg, and letting him bleed out.

    So things to do now:

    • Bandage Enryn
    • Bandage Hreodhelm and put him on the cart
    • Search bandit cart
    • Search bandit possessions

    For the bandit cart I’ll use MERP random table generator at Very Poor.
    For the bandit possessions I’ll use Harnmaster loot table.

    Bandit cart: 40: 2 Composition rolls: 70: 80 bp, 7: 50 tp. Magic Items: 63: 0.
    Bandit 1: 1 sp
    Bandit 2: –
    Bandit 3: 2 sp
    Bandit 4: 2 sp
    Bandit 5: 5 sp, Earrings (5 dr, Gold, adorned with 14 carat quartz), Broach (3 dr, Jade, adorned with 2 agate 13 carat), Pendant(14dr, Gold), Written work (Carved Wood, Local Region, Middle Age, Perfect Condition, Journal)
    Bandit 6: –
    Bandit 7: 4 sp

    Q: Does Leowyn search the bandits first?
    A: No
    Q: Is it Enryn?
    A: Yes, and he gets hold of the jewelry.
    Q: Does Leowyn search the cart first?
    A: Yes, but, it doesn’t leave her time to search anything else.
    Q: Does Enryn split the spoils?
    A: No, and, he tries to hide the jewelry, and never mentions it.

    Soon after the wounded are taken care of any bleeding, the caravan crew jumps on a frenzy to gather the loot. Leowyn searches the cart, looking for any clues, but soon she catches wind of Enryn searching the pockets and pouches of the bandits that fled, while the crew does likewise in the dead bandits by the caravan. Realizing there’s no sharing the spoils, she keeps a hefty amount of bronze and tin pieces she found for herself, and gets back to the group.

    That was some gold the bandit was carrying around in jewels. Seems they must have recently hit a rich mark. Too bad Leowyn won’t get a grip of it.

    Q: Does Wyny want to return to Bree?
    A: Yes
    Q: Can Suse heal Hreodhelm?
    A: False Presupposition. Hreodhelm’s horse scared from the fight, fled off, knocking him down, killing him. Hreodhelm is dead.

    Wyny is scared. He calls for a meeting. “We can’t get to Tharbad with just one guard. The roads are teeming with bandits. We’re doomed. It may cost us a bit, but we’re going to be safer.

    Leowyn will counter propose her protection until Tharbad.
    Q: Does Wyny agree? (Likely, she proved her skill)
    A: Yes.

    “I’ll take his place. We go to the Last Bridge as promised. Then I’ll escort your caravan to Tharbad. You’ll pay me of course. Starting today. I’ll take Hreodhelm’s place.”
    Wyny thinks about it for a moment, and shakes her hand. “We have a deal.”
    He turns to his crew. “Alright, let’s do a proper burial for Hreodhelm, and these scum.”
    The crew gets to work.

    Q: Is Hreodhelm’s horse nearby?
    A: Yes

    They pick Hreodhelm’s horse, and get it back to the caravan, as they complete their tasks to continue on the road.

    Bookkeeping

    NameDays Rations
    Leowyn5

    Arrows: Leowyn is at 35 arrows.

    Critical DeliveredBandit 1Bandit 2Bandit 4Bandit 5
    Leowyn20251515
    Kill PointsEP
    Leowyn725
    Criticals ReceivedEP
    Leowyn0
    Hits ReceivedEP
    Leowyn15
    Maneuver PointsEP
    Leowyn10
    Travel PointsEP
    Leowyn35
    Non-Idea EP TotalEP
    Leowyn860

    I’ll award Leowyn half the amount as Idea EP for standing her ground and convincing Wyny to keep on for 430 more EP. Total 1290EP.

    Summing up, from previous session.

    NameExperience Points
    Leowyn4691 EP

    Hit Points: Leowyn is at 14 hit points, Enryn is at 33 hit points.

    Money: The party pool is 5sp, 82bp, 6cp and 59tp.

    Session Summary

    As I pointed out one (hidden) modifier changed the entire combat. My approach is to fix mistakes so long as the session is still malleable. Once posted it’s a done deal.
    I’m aware that I’m not always applying all modifiers possible, but TOTM makes running tactical combats very hard. I just try to adjudicate evenly so that my choices apply to both sides of the fight.
    A nice combat is where MERP shines, and this was a splatter. I still want a more modern system, but nevertheless I had fun visualizing all those criticals.
    At one point I was afraid of being too much murder hobo, but it was pretty straightforward. Swords were drawn before threats were made. The bloodbath was faster than tactical decisions and within moments it was over.
    The action economy (7 vs 3) was very dangerous, but the better equipment paid off.
    I’m really curious if the caravan will manage to reach their destination in these treacherous times.

     
  • Unknown's avatar

    giorgis 7:38 pm on May 12, 2021 Permalink | Reply
    Tags: ,   

    In the Trollshaws. Ep08 

    I’ve spent like two sessions worth of time trying to convert Leowyn to Runequest or Harnmaster. I didn’t like either approach, so I ditched it and decided to continue with MERP.
    After thorough checking various sources, I’ve settled that the distance from the Last Inn to Bree is about 210 miles. If she rides fast she can reach Bree in about four days. Much safer than trying her luck in the Hillmen city of Cameth Brin.
    Since Bree is a village, she may not find a healer or someone to sell the tomes to, so she might have to continue to Fornost.

    I’m switching to Harnmaster encounter rules since I find them simpler to establish for this type of travel.

    Day 15, Hithui, 3rd Watch

    The weather (13) is cool, the clouds clear, and the wind becomes a gale
    Encounter check: 4: No encounter

    Leowyn rides west at first morning light, past the last bridge towards Bree.

    Day 15, Hithui, 4th Watch

    The weather (13) is cool, the clouds clear, and the wind becomes a breeze
    Encounter check: 19: Ecounter: Lawless/Day: 92: Military: 19: Local Garrison/guard/patrol/etc.: 62: Recruiting.
    Time: (1d4): 1: 1 pm.
    Attitude: 31: Unfriendly.
    Leowyn Perception: 516+10=-1.
    Patrol Perception: 62+27=89.

    So, I decide that the Perception roll will identify at how many yards distance each side will notice the other. Leowyn doesn’t notice them at all, maybe they hid or was distracted. The Patrol noticed Leowyn coming towards them at 89 yards away.

    Q: Is the patrol Hillmen? (Likely)
    A: Yes, and they’re proud and haughty.
    Q: Does the patrol head towards Leowyn? (Likely)
    A: Yes, and they are alarmed
    Q: Does the patrol have horses? (Unlikely)
    A: Yes, and they’re all mounted
    Q: Does the patrol recognize Leowyn is Rohirim?
    A: No
    Q: Many or not? (2d6/1d6)
    A: Not Many: 3, and Intervention: Wild: Fight fire with fire.
    Q: Is it Fire?
    A: No, but there is Smoke
    Q: Which direction?
    A: NW

    Lost in her thoughts, Leowyn doesn’t realize she has ridden right in the middle of a Rhudaur patrol. The three riders eye her carefully, wondering what is doing on the road all by herself. They’re just about to begin questions when one of them points something to the North West. A cloud of smoke rises to the sky. They change direction, and gallop their horses fast towards it. Leowyn breathes a sigh of relief.

    Now here’s an important aspect regarding Story Driven play and Chekhov’s Gun. I did nothing on my end as a Player to get out of what appeared to be a tough situation. The GME (assorted Oracle and GM Tools), in the same way that it presented to me an obstacle, as a Deus Ex Machina, removed it without any Player interaction.
    Currently I’m partial to this. The Chekhov’s Gun (coming from the Story Driven side) states that there’s no point in presenting something if it’s not going to be used.
    On the other hand, an Open World approach does this all the time, because not every event leads to a story. Sometimes all we’re left with is a “what if…” that plays in the back of our heads.
    In this particular case, I’ll go with the Open World approach, as it fits best my Player Driven solo game style so far. I know Leowyn would be curious too to examine the smoke that caused the patrol to leave her be, but finding a healer is the first priority, and she has a long ride ahead, her rations, barely more than what is needed to reach Bree.
    I’ll keep an open mind to upcoming events, as they just might connect to this one.

    Day 15, Hithui, 5th Watch

    The weather (13) is freezing, the clouds clear, and the wind becomes a storm
    Encounter check: 14: No Encounter

    She camps some distance from the road, and rests for the night.

    Day 15, Hithui, 6th Watch

    The weather (13) is freezing, the clouds clear, and the wind becomes a gale
    Encounter check: 8: No Encounter

    Day 16, Hithui, 1st Watch

    The weather (12) is freezing, overcast skies, and the wind becomes windy
    Encounter check: 14: No Encounter

    Day 16, Hithui, 2nd Watch

    The weather (12) is freezing, overcast skies, and the wind becomes a breeze
    Encounter check: 19: Encounter: Lawless/Night: 11: Reroll As Wilderness/Rural: Wilderness: 73: Ethereal: 10: Elmithri/Water Sprite/Water Elemental/etc.
    Can’t find anything close to what would fit in MERP, in the highway, so I’ll re-roll in the Ethereal table. If I don’t get something useful again, I’ll re-roll in the Wilderness table and so on.
    Ethereal: 97: Unique/rare Ethereal (GM Discretion). Crap, I have to ask now.
    Q: Is it a Nazgul? (Unlikely)
    A: Yes, and he’s accompanied by Wights.
    Okay I read a snippet about how in TA1636 (a few years ago) the Witch King of Angmar sent evil wights to the Barrow-downs in Cardolan in order to prevent the rebirth of that kingdom. Maybe he would send some more.
    Q: Is it the Witch King himself? (Unlikely)
    A: Yes
    Seriously? I’m weighing the results in my favor, but the dice tell their own story.
    Q: Does Leowyn wake up? (Likely)
    A: No, but, her horse does.
    Q: Does her horse wake her up? (Likely)
    A: No
    That’s creepy. I’m stressed now.

    Leowyn is camped to the edge of the highway. A few hours before dawn, an eerie chill bites to the bone, much deeper than the freezing cold of the deep winter. Leowyn can’t tell the difference in her sleep. Terrible nightmares overcome her. She sees dark figures emerge from an abyss and kill her loved one. Stab them again and again. She tries to save them, and they kill her too.
    Trembling in her sleep, she doesn’t hear her trusted horse neigh in fear.

    Q: Does the horse attempt to flee?
    A: No, but, it freezes motionless

    So… does the Witch King and his entourage perceive the camped Rohirim Shield Maiden?
    Reading about it the Nazgul and the Wights inhabit the spirit world. So they wouldn’t detect Leowyn easily, unless the horses would.
    Going through MERP and the Creatures of Middle Earth supplement I’m having a really hard time trying to find a Perception/Generic Skill for creatures. Therefore I have to ask the Oracle.

    Q: Do the horses detect Leowyn?
    A: Yes
    Q: Does the Witch King attack the camp?
    A: No, and they decide to move on.

    Was it because they didn’t care for a puny human? their plans were too important? maybe they didn’t want to risk someone fleeing and telling of their sighting? Whatever the case, they moved on…

    Leowyn woke up in the morning severely tired. She felt as if she had been trampled by a horse. Her head was dizzy and she couldn’t shake the nightmarish visions from her head.
    Her horse was uneasy too. She couldn’t make him relax no matter what.
    Despair had filled her and maybe she had to abandon her task…

    Again, I don’t want to have such an important event go without impact. In this case, I’ll give Chekhov’s Gun a priority. What transpired may cause Leowyn to abandon her party and head off to find her lover’s killers to the South. Nevertheless, I’ll roll an Essence RR against her own level (50/50).

    Essence RR: 56+5=61: Success.

    Leowyn decides her friends need her. They helped her more than once, and now they rely on her. She puts to the task, gathers her belongings and continues West.

    Day 16, Hithui, 3rd Watch

    The weather (13) is cool, clear skies, and the wind becomes stormy
    Encounter check: 3: No encounter

    Day 16, Hithui, 4th Watch

    The weather (13) is cool, clear skies, and the wind becomes windy
    Encounter check: 18: Lawless/Day: 98: Adventurer: 66: Escaping Persecution/the Law/etc.
    Time: 7, 20: twenty past three pm.
    I’ll use Donjon for some input.
    Reyja Horbridotr: Female Dwarf Fighter, Good. Reyja has thin red hair and blue eyes, and walks with a limp. She wears chain mail and wields a ranseur. Reyja is pious and honorable.

    As always, I’m keeping any of the above non-facts as possible truths until they get challenged. It’s like reading an adventure module.

    Q: Is Reyja mounted?
    A: Yes, and she’s riding a pony
    Q: Is she riding away?
    A: Yes

    Leowyn catches up to a dwarf pony rider as her horse trots a lot faster. She’s armed and armored.

    Attitude: 7: Hostile

    Q: Does Reyja try to flee?
    A: Yes
    Q: Does she change direction off trail?
    A: No

    The moment Leowyn closes in, the dwarf spurs her beast and gallops away. Leowyn decides not to press on, as night closes in and she needs to camp.

    Day 16, Hithui, 5th Watch

    The weather (14) becomes cool, cloudy skies, and the wind becomes a SE breeze
    Encounter check: 5: No Encounter

    Day 16, Hithui, 6th Watch

    The weather (14) is cool, cloudy skies, and the wind is a SE breeze
    Encounter check: 19: Lawless/Night: 48: Reroll as Wilderness/Rural: Rural: 61: Reroll as Highway: 69: Reroll as Wilderness/Rural: Wilderness: 38: Local Tribe/patrol/etc.

    So I don’t want another “this happened in your sleep” encounter. I decide that from now on, an encounter means that for whatever reason Leowyn awoke and becomes aware of whatever comes.
    Encounter distance: 1d10*10′: 1: 10′
    Number: 2d3-1: 4
    Q: Are they mounted?
    A: No

    Leowyn awakes from her sleep and grabs her sword to see four figures approaching. They are men and speak the local dialect.

    Q: Have they seen her?
    A: No

    She stays silent, holding her breath hoping that they will not notice her.

    Stalk/Hide:
    Perception 1:48+5-5= 48: Failure
    Perception 2:8+5-5= 8: Failure
    Perception 3:21+5-5= 21: Failure
    Perception 4:23+5-5= 23: Failure

    The patrol moves past Leowyn and her sleeping horse without noticing her. Leowyn’s heart pumps heavily. She only returns to sleep after they are long gone.

    So I just realized I made a mistake regarding the weather. All this time I was rolling on the Winter table but Hithui is Fall. I’ll switch to the Autumn table, and just consider these some very unusually cold days that passed.

    Day 17, Hithui, 1st Watch

    The weather (13) is cool, cloudy skies, and the wind is NE breeze
    Encounter check: 8: No encounter

    Day 17, Hithui, 2nd Watch

    The weather (15) is cool, overcast skies, and the wind is SW windy
    Encounter check: 11: No encounter

    Day 17, Hithui, 3rd Watch

    The weather (15) is cool, overcast skies, and the wind is SW gale
    Encounter check: 6: No encounter

    Leowyn picks up her gear and rides west.

    Day 17, Hithui, 4th Watch

    The weather (14) is cool, overcast skies, with a heavy rain and the wind is S gale
    Encounter check: 12: No encounter

    Leowyn continues west past Amon Sul, the Weathertop.

    Day 17, Hithui, 5th Watch

    The weather (14) is cool, overcast skies, with a heavy rain and the wind is S gale
    Encounter check: 1: No encounter

    She camps through the night near the highway.

    Day 17, Hithui, 6th Watch

    The weather (15) is cool, overcast skies, the rain stops and the wind is SW gale
    Encounter check: 3: No encounter

    Day 18, Hithui, 1st Watch

    The weather (15) is cool, overcast skies, and the wind is SW windy
    Encounter check: 16: No encounter

    Day 18, Hithui, 2nd Watch

    The weather (17) is cool, clear skies, and the wind is SW windy
    Encounter check: 2: No encounter

    Day 18, Hithui, 3rd Watch

    The weather (17) is warm, clear skies, and the wind is SW gale
    Encounter check: 1: No encounter

    Leowyn picks up where she left off, riding on the East Road, south of the Midgewater marshes towards bree. The weather is warm drying her clothes after the heavy rain of the previous day. She should be closing in on Bree tomorrow.

    Day 18, Hithui, 4th Watch

    The weather (17) is warm, clear skies, and the wind is SW windy
    Encounter check: 7: No encounter

    Day 18, Hithui, 5th Watch

    The weather (19) is freezing, overcast skies, sleet falls, and the wind is SW windy
    Encounter check: 1: No encounter

    And I realize that the different season means there are 3 daylight watches instead of just 2. I wouldn’t have Force Marched the horse, but I might have had to roll on different encounter tables. WIll be more careful now.

    As night falls, so does sleet. She covers herself and the horse in a warm blanket and rests for the night.

    Day 18, Hithui, 6th Watch

    The weather (19) is freezing, overcast skies, sleet falls, and the wind is SW windy
    Encounter check: 15: No encounter

    Day 19, Hithui, 1st Watch

    The weather (20) is freezing, cloudy skies, sleet stops, and the wind is NW breeze
    Encounter check: 20: Encounter: Lawful/Night: 32: Reroll as Wilderness/Rural: Wilderness: 10: Tracks/Spores/Sounds: 60: Wild/stray Boar/pig/etc: 87: Eating/Kill/Grazing/Foraging/Hunting/etc.
    Attitude: Friendly

    Leowyn wakes up to the sound of an animal. It’s a wild pig going through her supplies! “Shoo! Shoo!” She shouts and throws a little rock near it. The pig quickly takes off.

    Q: Did the pig eat any rations?
    A: Yes

    Spoiled by the pig, her last rations are gone. She knows Bree is less than one day’s ride away. She hopes she can get there without much fuss, have a nice meal and restock on supplies.

    Day 19, Hithui, 2nd Watch

    The weather (20) is freezing, cloudy skies, and the wind is NW gale
    Encounter check: 17: No encounter

    Day 19, Hithui, 3rd Watch

    The weather (20) is freezing, cloudy skies, and the wind is NW breeze
    Encounter check: 20: Lawful/Day: 47: Caravan with Escort

    How many wagons? (1d6): 2
    How many guards per wagon? (1d4): 1
    How many crew per wagon? (1d4): 3
    How many horses? (1d6): 4
    So two one-horse carts, with six crew, including a caravan master and a teamster, escorted by two riders.

    Leowyn sees Bree to the far distance and picks up her pace. Her stomach is growling. She sees dust, and calms her horse down. She’s near civilized lands so she doesn’t expect any trouble, but she is on guard, given the previous days’ events.
    Closing in, she comes across a caravan of two carts with two riders.
    Keeping a safe distance, she waves to the caravan.

    Attitude: 35: Guarded

    The guards put their hands on their sword handles, showing they’re at the ready. The teamster looks at her without waving back. He has short auburn hair and blue eyes. He wears simple clothing and a wooden holy symbol.
    Leowyn decides to try her luck.
    “Good morning fellow travellers. I know my visage is rough, but so have been my days on the road. I’m coming from the Last Bridge. A friend of mine is in need of a healer. Does one travel with you? We have coin and goods to barter, if that doesn’t take you out of your route.”

    As I have pointed out before in MERP, there is not much focus on diplomacy skills. It’s from the Old School family of games where such skills were role-played. Therefore I’ll do a combination of the Influence action from MERP with an Oracle question modified by the Influence result (Influenced one might say!).

    Influence: Medium difficulty (they’re guarded): 25: Failure
    Since it’s not an absolute failure, or success, my oracle question will be unmodified.

    Q: Does the caravan master take to the offer?
    A: Yes

    “We’re heading to Tharbad”. The caravan master said. The caravan master is short and stout, with black hair and green eyes. He wears well-made clothing and several pouches hang from his belt. “Re-routing through the Last Inn will take us a handful of days off course. That’s double normal price at 4 silver, especially going through Rhudaur. Pay upfront. The healing cost will be assessed when we arrive, by Suse, our alchemist, but it will be several gold. If you can’t provide your own rations, the cost is double normal, at 1 bronze for a week’s worth.”
    “I’m good with a sword, sire. I can provide protection to the caravan. This should pay for my rations, and some more.”

    Q: Does he cut any cost? (Likely)
    A: No, and he won’t barter further.

    “We already have a route to follow. That’s the offer, with your sword skills included.” The caravan master says.
    Leowyn nods. “I have the silver for the trip. But not the gold. We have some manuscripts that could be of interest to your alchemist, that we could trade you with.”
    “Let me have a look at them.” The caravan master replies.
    “They’re at the Last Inn. Payment upon the deed.” Leowyn counters.
    “Have it your way. If they’re worthless manuscripts, no service will be provided. Now, hand over the silver.”
    Leowyn pays the caravan master.
    “Name’s Leowyn sire. I come from the lands of Rohan.”
    “I’m Wyny. I lead this caravan. My taskmaster” he points to the auburn haired man, “is Ambald. Suse is our healer. The hands are Berter, Eram and Sige, and the guards Hreodhelm, and Enryn. We come from all over Eriador.” He turns to Ambald, “Let’s get going.”, and the caravan keeps moving.
    Leowyn turns back again the way she came, minutes before entering Bree, accompanying the caravan. No rest for her. She pays one weeks worth of rations to the teamster and fills her belly for the day. At least her trip might be safer now.

    A quick calculation tells me it will take about 6 days for the caravan to reach the Last Inn.

    Day 19, Hithui, 4th Watch

    The weather (20) is freezing, cloudy skies, and the wind is NW windy
    Encounter check: 10: No encounter
    Mechanical trouble: 21: No trouble

    Day 19, Hithui, 5th Watch

    The weather (20) is freezing, cloudy skies, and the wind is NW windy
    Encounter check: 20: Lawful/Night: 48: Reroll as Wilderness/Rural: Rural: 34: Forester: 86: Working/Looking for work/etc.

    Taking turns at watches, the caravan sets to the night tasks. A forester comes to the camp, looking for work, but the teamster turns him away.

    Day 19, Hithui, 6th Watch

    The weather (20) is freezing, cloudy skies, and the wind is NW windy
    Encounter check: 11: No encounter


    I decide this is a good spot to stop this session. I’m spent due to the whole situation, but I really wanted to continue this game, as I enjoy it. So I took this slowly, and sometimes I just played a couple paragraphs worth of text. Took me about a handful of days to finish this session, and I’m looking forward to the next.
    I’ll do some bookkeeping now.

    Bookkeeping

    Name Days Rations
    Leowyn 7

    Arrows: Leowyn is at 35 arrows.

    Criticals Received EP
    Leowyn 0
    Travel Points EP
    Leowyn 325
    Non-Idea EP Total EP
    Leowyn 325

    I’ll give the entire part half the total as idea points, just because she travelled alone. 162 EP total.

    Summing up, from previous session.

    Name Experience Points
    Leowyn 3401 EP

    Money: The party pool is 5sp, 2bp, 6cp and 9tp.
    Decided to remove the money from the party pool instead of Leowyn’s own possessions for ease of use.

    Hit Points: Leowyn is at full hit points

    Session Summary

    This session was mostly me, getting back my solo RPGing footing.
    The session wasn’t much interesting in terms of events, which is to be expected since my PCs task was going from one place to another.
    I need to settle on how to run random encounters, but I think I’m quite close to how I want them to be.
    The Nâzgul not-encounter felt quite odd, as I was switching hats between Gamemaster and Player. Deciding that an encounter always means that my PC has detected something, is a major step on a Player Driven game, and I’ll keep that in mind from now on.
    In general Hârnmaster has more complete tools for each situation than MERP, which makes sense, considering that Hârn 3ed which I’m running is much more modern.
    Unless something stops them, the next session will be about the caravan going to the last bridge Inn, and the next one will switch back to Camthalion’s story while waiting for Leowyn to return.

     
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    giorgis 8:20 pm on April 25, 2021 Permalink | Reply
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    The Wardens of Gahyrst. Ep14. 

    On to attack the Bleak Keep as provided by the evidence found when I was fighting the Fanatics.

    Campaign Turn

    Village Events: Offerings of food and ale. No need to pay Upkeep this turn.
    Agents and Adventurers: Bruno – Away on Quest, Alida – Dead, Frans – Away on Quest.
    Pay Upkeep: Still away on Questing as Agents: Bruno, and Frans.
    Healing Up: Ardus, also chugs a Tonic. Roving Wanderer.
    Actions:
    Ardus (+Evie): Healer. Fully Healed.
    Rudiger, Gustav: Priest: Failure
    Roving Wanderer: Healer.
    Where are we going: Bleak Keep
    Sell Unwanted Gear: Nothing.
    Trade: Nothing

    Despite that the Roving Wanderer was at 0 Recovery Turns needed after healing Up at the start of the turn, I decided that in order to allow him to adventure he had to see the Healer, and thus spent a town action.
    Combat Encounter: Fanatics: Camp: 6 Fanatics (1 Archer), Captain: 13″ combat distance: Seize Initiative: Success.

    Theme: Edge of the woods
    Oddities: None

    Aftermath

    Injuries:
    Ardus: KO
    Unusual Finds: Bounty on their heads: 5 GM
    Experience:
    Gustav: Pathfinding
    Rudiger: +1 Luck
    Ardus: +1 Toughness
    Loot: Enchanted item: Hate Strike, Fine Standard Weapon, 11 GM. Also 3 GM for completing the mission.

    Journal

    With dark heart I received the news that Alida had perished. No longer would his steady crossbow cover us while we advanced against the enemies. But we lost not only a soldier, also a friend. We drank to his memory.
    Bruno and Frans were still away.
    The villagers of Eerfeld were still so happy we freed the lands that they gave us food and ale, and the innkeep gifted us our stay.
    Ardus and the Roving Wanderer were already feeling better, but with a visit to the healer, they’re back on their feet.
    Gustav and Rudiger went to the temple, but the priests weren’t receiving, due to a holy ritual that lasted the entire week.
    No time to waste, we headed for the Bleak Keep. Once outside, I taunted Crerdieu, and enraged, he and 4 fanatical followers met us out of the gates, while an archer took pot shots from above.
    The fight didn’t last long. With ease, we dispatched most of the minions, and Gustav finished off Crerdieu in hand to hand combat. Apart from a few scratches and wounds, only Ardus was downed in the field. He climbed the gatehouse and was knocked out by the enemy archer. This gave me an opportunity to finish him off with an arrow.
    It seems Crerdieu had a bounty on his head which we claimed, and also we got extra gold for clearing up the fort. Speaking of which, we found a fine sword, as well as an enchanted blade which screams with hate as Wigmar wields it. A fine addition to the armory.

    Evie’s Journal, week 14

    Session Summary

    The first of my hero deaths happened while they were away, using the optional Agents and Adventurers ruleset.

    In this fight I also used an optional rule about increased harm. This means that wounding happens much more easily. I really liked this rule as it gave a much faster game flow. The only downside is that the AI isn’t currently set to deal with it, so the player has a slight advantage as they can focus attacks on wounded enemies.

    With this battle, I’m hitting pause on the story of the Wardens of Gahyrst. Not hitting pause on 5L of course. I have some plans that I want to follow on later, but I feel that this warband power level at this campaign difficulty makes it go too easy… and I like a challenge.

     
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    giorgis 8:20 am on April 22, 2021 Permalink | Reply
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    Miniatures pt43 – Ratmen 

    Finding 15mm ratmen isn’t an easy task. Turning to across the Atlantic, gave me the solution with these Ratmen from Splintered Light miniatures. Now they have a UK vendor as well, so it might make things a bit easier in the future.

    These are the Ratmen Personalities and Ratmen Zealots packs. I chose the zealots because they had the most different poses in the pack. I haven’t painted the entire pack, just one figure of each pose.

    As I said yesterday, Splintered Light are true scale, which sits a little smaller than the rest of my collection. Nevertheless the ratmen fit perfectly. They’re about goblin and halfling sized, smaller than Skaven, but that is not an issue for me. The Rat Ogre is equivalent to my other large creatures.

    I went with gray fur, and a dirty yellow top cloth (mixed yellow ochre acrylic ink with lemon yellow acrylic paint) over leaf green undercloth.

    Rat Ogre
    Ratman Chief
    Ratman Shaman
    Ratman Assassin
    Ratman Zealot
    Ratman Zealot
    Ratman Zealot
    Ratman Zealot
     
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    giorgis 2:19 pm on April 21, 2021 Permalink | Reply
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    Miniatures pt42 – Sir Roderick and a halfling 

    Here’s my first cavalry model that I completed. Sir Roderick (you may remember I painted his retinue some time ago) from Blighthaven line of Ral Partha Europe. Also, to keep this post a bit more complete, I’ve added a Halfling from the Dungeon Delvers by Splintered Light. Unfortunately the Splintered Light miniatures are true 15mm, so their human sized miniatures are smaller than the rest of my collection. Excellent sculpts and poses though. I’ll present my ratmen from them soon.

    Sir Roderick
    Halfling
     
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    giorgis 12:52 am on April 14, 2021 Permalink | Reply
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    Rogue Fists – Ep5 

    With Marie out on personal business, the rest of the crew runs various tasks.
    The new member, Aurquan, the engineer, proves his usefulness by repairing a damaged ripper sword. Atrin is very happy to equip himself with. His enemies, not so.
    He flashes it around, as he goes to find a good trade deal. No wonder, that some shady folks passed a kill warrant to him. The mark is some pirate from the Flamin Suns crew. Aren’t all suns flaming?
    Cyloo follows down his leads to find a job that pays well. The ship is still in debt.
    He got two offers. One from Officer Binson, another from Taka-Byrn Cybernetics corp. The latter seemed the better choice, so he went back to the Hard Bargain to brief the crew.
    The task seemed simple. Escort “Mr. Jones” to the Taka-Byrn’s safebox in Quain Sector. Someone wants him dead but Taka-Byrn wouldn’t say more. In any case it’s quite common for rival corps to hire criminal elements to do their bidding. This was a strict two-people only mission, as decoys would be sent and it’s best to lay low to avoid odds.
    As the Rogue Fists approached, they heard the sound of grav bikes. A handful of Flamin Suns pirates disembarked in the opposite side. Their leader pointed to the rogue fists. The four of them were armed with rifles, but one of them was sporting a heavy shell gun.
    Mr Jones dashed for the safebox, staying out of enemy LOS, while Cyloo and Atrin headed to the west wall for cover. The pirates moved forward, shooting and only hitting the wall. Cyloo kills the pirate with the shell gun while another one tries to circle around the safebox. Atrin takes whiff of him, and goes back and blasts a hole through hist chest with his hand cannon.
    Two pirates down, a third one flees, and the odds now are equal. Mr Jones reaches the safebox, but he punches in the wrong code and needs to wait for a reset.
    The pirates advance and shoot at Cyloo but once again, the wall proves to be a lifesaver for the Hakshan. Cyloo blasts down a pirate with his shotgun, while Atrin flanks them and finishes off the last of them. Mr Jones entered the safebox and the crew won the day.
    Some trinkets and shiny bits on the battlefield, along with the excellent danger pay by Taka-Byrn, provided an influx of cash. Cyloo was too early to celebrate. During routine maintenance by Aurquan, the gravitational adjuster got knocked out of alignment. The ship is damaged and they need to fix it before going off planet.

    Session Summary

    Another session where the underdog was the winner.
    These small-crew fights play really fast.
    I’m considering returning to detailed posts for these, writing it down step by step. I think due to the small number of combatants this is feasible.

     
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    giorgis 3:38 pm on April 2, 2021 Permalink | Reply
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    Rogue Fists – Ep4 

    Cyloo and Atrin spent a few days recovering from their injuries. Marie spent this time vetting possible crew hires. They reached an agreement with Aurquan, an Engineer.
    Once introductions were finished, they decided together in the mess hall, what to do next. The Rogue Fists decided that, in memory of Dany, they should at least try to follow up on the only lead they had. The journalist friend’s, Carly Marte’s last known location prior to disappearing. Zorga was a small, low-profile community on the frozen north pole of the planet. They took the Hard Bargain and landed nearby. Marie stayed behind to guard the ship while the rest of the crew disembarked to investigate.
    The community of Zorga was a mess. Blood trails leading everywhere, with no bodies to be found. The Rogue Fists unholstered their sidearms and held fast to their rifles. Movement was detected in the distance.
    As they walked around the small structures carefully, they saw two alien life forms rampaging towards them. Sharp teeth in strong jaws. Claws moving up and down as the beasts charged towards them. Atrin aimed his Blast Rifle carefully. The shot found the xeno dead in the head, and it jumped forward motionless, still moving by inertia.
    From the otherside the second monster headed towards Cyloo and Aurquan. Cyloo blasted it with his shotgun as it drew closer. It was ripped to pieces. Blood and gore everywhere. If he had paused for just one second, the beast would have torn him apart.
    They looked around, cautiously, but no more creatures where to be found.
    Searching through the buildings, they found a datapad that must have belonged to Carly. In between the notes, they found an excerpt stating that Maro had found the so-called hot information in Anith IV. Maybe they should head there to find what it was all about.
    Among the structures, they collected whatever could help them in their quest. Some trinkets, things worth a few credits and a damaged handgun and a damaged ripper sword.
    As they returned to the station, a message was waiting for them in the commpad. Wayne Nakada had introduced them to a new contact, Officer Rankenn Binson, working for the local government. Maybe it’s going to help having a few more friends, especially in the side of the law.
    Marie looked at her private commpad. She notified Cyloo that she needed some personal time, to handle some shit that came up. As was expected, Cyloo agreed, and gave permission. They did survive those vent crawlers on their own without Marie after all… what’s a few more jobs without her? Anith IV would have to wait until Marie’s return though.

    Atrin took out the first vent crawler with his blast rifle
    Cyloo took out the last vent crawler next to it with his shotgun

    Session Summary

    The quick fight against the vent crawlers was fast and furious. I was lucky to have spawned on the longer side of my table, with some open distance between my crew and the vent crawlers, so I could make a couple shots count.
    I’m getting a better feel of Five Parsecs as time goes by. It gives this Sci-Fi TV show feeling, where the session is a standalone episode. There is reference to previous episodes, and sometimes it can work into the narrative, but not necessarily continuously. Imagine a rival appearing in episode 3, and then again in 5 and 10. Imagine a story spanning in a few episodes, but in each episode the setting and theme are unique.
    I think understanding this, will help me better visualize the narrative and the world that expands.

     
  • Unknown's avatar

    giorgis 7:33 pm on April 1, 2021 Permalink | Reply
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    Rogue Fists – Ep3 

    Still trying to find my way to journal these sessions. I may try a few different styles as I attempt to find what suits better.

    The Rogue Fists spent a hefty sum to reduce the debt on the ship. Money is running low.
    Cyloo hit the flea market. He found a worthless trinket that wasn’t what it seemed. It was a pocket knife with a story behind it. Only a handful of these were produced, by famed blacksmith Baen Cantos.
    Marie trained in the gym as always.
    Atrin hit the scrap yard. There he found the parts necessary for a stabilizer. But it needs some fixing.
    Dany hit up his contacts and managed to find the whereabouts of their rival, Clase Rigers, the leader of the cultists.
    The gang gathered around to check up on their last source. A famous journalist, Maro Bibblie, has gone missing. They were contacted by a friend of his, who wouldn’t say their name, and was afraid of their life. They wanted to get rid of Maro’s datapad, but also wanted to make right by Maro. They gave Dany the last coordinates before disappearing. It’s buried next to a tree in the middle of the Centrum Park. As they approached, corporate goons were detected.
    It was a handful of corporate security guys, 4 of them armed with infantry lasers, and one with a handheld flamer, accompanying them was a K’erin. Famous for their brawling skills, the K’erin are a foe to be feared.
    The fight in the park didn’t go as planned. The enemy was holed up well behind their cover. Dany was the first to fall to a searing laser beam. Cyloo blasted down a goon trying to flank them, and a fast footed goon, fled to safety. The K’erin brought Atrin down with a burst from his machine pistol. Something caught Marie’s attention, but the battle was heated and she sat tight, aimed at the enemies.
    The nanobots at work, quickly repaired any damage done. As the K’erin got out of the tree grove, Cyloo blasted him on the side with his shotgun, stunning him. Marie took two shots with her assault rifle, finishing him.
    The flamer approached and the searing blast burned Marie who immediately used a stimpack on herself.
    Only two of the Rogue Fists, stunned, couldn’t hold up for long. Marie used up another stimpack as she was getting pinned down, but soon, they both fell. A while later the corporate soldiers had left the scene, having gotten what they came for.
    A dead end on the Rogue Fists’ quest.
    Marie was in the best condition, only two of her grenades detonation mechanism was damaged in the fight. She quickly headed to check on the rest of her teammates. Cyloo and Atrin were lightly wounded. Some minor injuries, but Dany was unresponsive. They did their best to bring him back, but it was to no avail.
    The crew stayed silent as they recovered whatever they could from the field, in an attempt to find a clue to the quest Dany had lead them on. Some damaged gear was all they found.
    They called in an ambulance to take care of the body and left.
    Back in the Hard Bargain, they spent the night gambling together, drinking and sharing stories of their past. “To Dany!” they raised their glasses.
    After they passed out drunk, Cyloo sneaked off, but by daybreak, he was back. “Where you’ve been?” Atrin asked.
    Cyloo didn’t answer. Instead he just threw an ID tag at the feet of Atrin. “Clase Rigers” it read. Atrin needn’t worry about him anymore.

    Session Summary

    So many possibilities! So much variety! The tables and resolutions of 5P provide ample room for story telling.
    For example in this particular case I didn’t chase after the remaining rival, but a roll on the events table in the end, had him removed.
    Or about Dany, I rolled his death on the injury table, tried to change his fate by spending a story point, and still had the same result. Then in the events table I rolled that the crew spends the night drinking and gambling and won a story point. Such a great way to narrate the mourning of Dany, and restore the story point I lost. Fit like a piece to a puzzle.
    Now, I’m one member short, and need to recruit someone ASAP, won’t go far with 3 strong.
    With regards to following the rules and making mistakes, I’m still learning, and since I find reading through a PDF much harder than a hardcopy, I made some mistakes, some which I corrected on the fly, some of which I let go. I totally forgot about the K’erin Luck Point – which might not have made a difference as two shots hit – so I balanced it out by not using Cyloo’s Luck Point either. I also forgot about about the stimpacks, and their number (3). After I remembered it was not too late, and I used two of them on Marie, but it didn’t make much of a difference.

     
  • Unknown's avatar

    giorgis 1:43 am on March 31, 2021 Permalink | Reply
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    Rogue Fists – Ep2 

    Continuing from the previous session, I need to see what happens with the license due to the Interdiction world trait.

    Interdiction: we obtained the license
    Upkeep: -1 Credit
    Ship Debt: Pay 8 credits, Debt increased by +1, for a total of -7 credits

    Tasks:
    Marie: Train: +1XP, Combat +1.
    Cyloo+Atrin: Trade: A personal weapon, Medical Reserves
    Dany: Track: Fail

    Since I have a Quest (to be revealed) I decided to go ahead with it and not try to find a patron job. Nevertheless I need to check if any of my Rivals got the drop on me.

    Check for Rivals: Rivals battle: Isolationists, Deployment Condition: Delayed (Atrin, Dany), Notable Sight: Curious Item: Can be sold for 1 credit, Brought Friends, 6 Enemies: Leader: Handgun+Blade, Handguns, Specialist: Hunting Rifle, Unique Individual: Hulker Brawler: Hand Cannon

    Captain’s Log, Entry 2
    I did spend an entire evening gathering the paperwork and trying to keep a straight face as the officer eyed me down when I exclaimed that “we don’t look for trouble, unless it comes looking”. Nakada must have put in a good word or two, because after a few calls, everything cleared. Seems he was happy to have us around.
    Atrin and I hit the flee market looking to barter. We split as I went looking for weapons. Dany set off to find if trouble was looking for us, and Marie, heck, she hit the gym.
    I scored a nice colony rifle, and caught up with Marie when something felt off. The street was awfully quiet. Marie nodded, pulled out her rifle, and affixed her bayonet. The girl means business.
    Through her scope she identified some of the figures. It was Heson’s isolationists. Half a dozen with handguns, and some hulking fella with a mean demeanor.

    Seized Initiative

    2 against 7
    Suppresson
    Flanked

    We were severely outnumbered and took cover behind a power generator. I took one end while Marie the other. They moved under cover behind the crates but this hulker was in the open, looking ripe for a blast from my shotgun. He took it right in the face.
    The rest continued, but I could see them among the crates, I waited for the right moment, and as one of their riflemen tried to flank us from a vantage point, I blasted him down. Scared shitless, one of them fled. Marie kept exchanging fire under cover, suppressing their advance.
    Their lieutenant did the same mistake, and headed for the roof of the little control post, and I blasted him down. Marie held the other side, killing another isolationist.
    A stray shot ripped apart some ducting, as Atrin and Dany joined us, a bag of hot dogs in their hands. No time to explain. We blasted the last of the enemy. Let’s hope the one that got away will warn them to never come near us again.

    Session Summary

    I was really afraid going in 2 against 7, but taking cover and being better armed and skilled (and aided by some good dice rolls) not only helped the Rogue Fists win the fight, but at no cost, and we even removed the rival from the list!
    What will the next episode pit them against?

     
  • Unknown's avatar

    giorgis 1:16 am on March 27, 2021 Permalink | Reply
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    Rogue Fists – Ep1 

    So still skimming through the pdf rulebook, I’ve followed the steps required. First of all I had to generate the World I’m in. Again, donjon to the rescue. I decided to go with generating world traits, silly me, and I rolled up that there is a state of interdiction, and the Rogue Fists are approved to stay for only 1 turn, get a license or get out.

    Following the steps is quite easy peasy. The rulebook is well layed out, and having played 5L extensively helps a lot as the concept is similar. Relying on this experience can have several hidden traps though, as I may incorrectly take some things for granted.

    New World Generation: Interdiction: Only approved to stay 1 turn.
    Pay Upkeep: -1 Credit
    Ship Debt: +1 Credit

    With only 4 party members, I spread them around the various tasks. Cyloo to find a patron job, Dany to explore, Atrin to trade and Marie to train.

    Cyloo: Find a patron: Found 2 Patrons
    Dany: Explore: I don't have a gambling problem: Discard 1 Scrap Pistol
    Atrin: Trade: Hot Tip: +1 Rumor
    Marie: Train: +1 XP
    Patron 1 (old): Wealthy Individual (Wayne Nakada): Danger Pay: Max, This Campaign Turn, Benefits (Company Store), Hazards (Veteran Opposition)
    Patron 2 (new): Private Organization (The Order of the Temporal Tower): Danger Pay: Max, This Campaign Turn, Hazards (Dangerous Job), Conditions (Demanding)
    Quests: Quest Given
    Rivals: No fight

    So I choose to do the patron mission for Wayne Nakada, the odds seem a lot better.

    Patron Job for Wayne Nakada: No deployment condition: Nothing Special: Deliver
    5 Enemies (1 Lieutenant, 1 Specialist), No Unique Individuals
    Hired Muscle: Roid Gangers (6 enemies total): Weapons: Scrap Pistol+Blade, Specialist: Shotgun

    Captain’s Log.
    4391 Canum VII. Such a slum. Word has it there are ample opportunities for making a quick credit. That is if you get the license to stay. The starport officials were adamant. You need a form 523C, signed and approved. I hope I’ll be able to acquire it. But there was no time to waste.
    We gathered in the mess hall. I announced that I’d go to meet some people for potential job opportunities, and that the rest would be free to do as they pleased.
    I met up with my old contact, Wayne Nakada, a wealthy businessman. I never was able to find out what exactly he traded in, but I know not to ask too many questions.
    Wayne was too friendly. He wanted a package delivery to the Sleazy Barrel, a cantina in the Reincoor Badlands. He wouldn’t tell what the package is, just that there were others interested that might try to stop us. The pay was good. Too good to be true.
    On my way back to the Hard Bargain, a cloaked figure blocked my way. I was about to draw my sidearm, but they made it clear that they meant no harm. The Order of the Temporal Tower they called themselves. They were looking for a crew to undertake a dangerous mission, but I had already shaken hands with Nakada and turned them down.
    Back in the Hard Bargain we did a short briefing. I let the Fists know what we would do, and that it would pay well. They filled me in on their downtime. Marie had hit the gym, that girl would never rest. I guess being born in a war-torn hell hole leaves its marks on you. Atrin got a tip from a contact about a possible trail that we might want to follow, but there was no time right now, Nakada gave us a very short time frame. … and Dany, well he was skittish at first, so I talked to him one on one afterwards. He admitted to losing a pistol in a gamble. I didn’t scold him. Team cohesion is more important than a lousy scrap pistol.

    I failed to Seize the Initiative, and the battle begins.

    Battlefield setup
    Marie found something interesting – Frakk Grenades!
    Dany scores the first kill
    The Roid gangers approach
    The grenade hits on target – don’t mind the template, it’s 1″ short
    4 birds with one stone
    Dany makes the last kill shot

    We reached the destination point. At the other side of the community, 6 burly, armed figures were approaching.
    “Roid Gangers”, Dany said, in a soft voice.
    “Get’em boys!” the leader of the gang screamed, and they charged towards us.
    The community looked desolate. What few souls were already barred inside their houses, closed the shutters for that extra feeling of protection.
    I signaled for Marie and Dany to take the Eastern side, while me and Atrin took the West. The gangers split at first, but due to the plaza-like opening in front of the cantina, soon, they gathered together.
    We were outnumbered. The first shots we exchanged hit the void. Atrin took a shot at the gang leader, but his hand cannon barely hurt him. He fell back a bit and continued. Dany peeked out from the corner behind the cantina and shot a ganger down, burning him with his laser.
    Aggressively, they moved on, and took many shots at Atrin, whose cover in the side alley was looking now to be more of a death trap. I got shot too, and got knocked back behind my cover. Suddenly, as I was heads down, I felt the ground shake. A huge boom was heard. Peeking out, I saw four gangers blasted to smitherens, as Dany killed the last one with his laser.
    I looked at Marie, standing next to me. “Found some ‘nades boss.” She said and shrugged.

    Post battle:
    No rivalry
    9 Credits
    +2 Credits for Battle Event
    Battlefield find: Debris worth 2 credits
    Loot: Assault blade
    Benefit: 1 Quest Rumour
    Purchase 1 Blade, Sell 1 Scrap Pistol
    Campaign Event: The sector news networks are awash with rumors of war.
    Character Event: Dany: You make some local friends.

    The battlefield held no more surprises. Several credits worth were found among our enemies belongings. It is highly likely someone had hired them for the job, just as Wayne had hired us. I delivered the package in the cantina. A calm barwoman was waiting for me there. She nodded as she took the briefcase, and slided a small piece of paper towards me. “Information that you might find useful.” She said. “Mr Nakada conveys his thanks”.
    We headed back to port, where news were flashing about the war fronts closing in on our world. I can only hope the front moves away.
    The crew leaves for some well rewarded R&R, and Dany sleeps off at a …friend. I check our account and Wayne has already transfered the agreed upon amount. Excellent, now we may be able to repay some of the debt on the Hard Bargain.
    Maybe 4391 Canum VII isn’t such a bad place to be after all. Maybe it’s worth it to get this license to stay.

    Session Summary

    Absolutely fun! Went in a fight outnumbered, and things were looking dire. Then, a grenade that *I found on the field due to a random event* goes BOOM! and it all changes in an instant.
    The tables and rules framework are much more bare than 5 Leagues, so you can put your story on top with ease. I need to get acquainted with this part a bit, and it seems that some solo RPG skills, generators and oracles would come in handy here.
    I’ve spent a bit more time here to set up the narrative than usual, but I think it will pay off in the future. I’m still learning the ropes, and looking forward to following the Quest that appeared.
    I did a mistake or two here and there. The rulebook is at a whooping 182 pages, so skimming through the pdf, I lost a note or two here and there.
    Looking forward to the next session. See if I can get that license to stay or need to leave the world, just I got on it.

     
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