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  • Unknown's avatar

    giorgis 9:59 am on November 12, 2020 Permalink | Reply
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    In the Trollshaws. Ep04. 

    Back to the MERP adventure. To tackle the exploration issue I will be using a combination of a hexflower with a known map.

    Trollshaws Hexflower

    So here, I took the Trollshaws map, and overlayed the hexflowers (with some additions) on top.

    • Each hex represents an approximate one day walking distance.
    • If for some reason the party doesn’t travel, they stay in the same hex.
    • To determine the direction traveled when looking for the lair, the party will roll their tracking skill.
    • If they succeed, they choose the direction. If they fail, then they roll 2d6, with the Intended Direction (6-7) being, the target hex (#5)
    • Previously explored region doesn’t require a tracking roll. i.e. they can always navigate back to the inn.
    • If they end up going to a ‘dotted’ hex, then they spend a day there, but next turn, I don’t roll, and they move to the other non-dotted hex adjacent to it.
    • If they end up going to nowhere, then 1-3 goes to the clockwise dotted adjacent hex, while 4-6 goes to the counter-clockwise dotted adjacent hex.

    Since the party was already roaming around, I will roll 2d10-1 to see where they pick up the hexflower (and not at 4): 9

    The whole concept is that if they stray too far, they realize it and change direction. If one searches for a hill troll lair in Rhudaur, it’s unlikely that they will reach Rohan and keep going.

    Watches/encounters as per standard rules.

    Also I’ll start a Secret Clock, to determine if Leddon is still alive. It will be an Independent Secret Clock, triggered at three consecutive Hearts. I’ll draw two cards already for the days spent so far, and a new one.

    Drew 3 cards face down.

    I also decide to roll up 1d30 for the day, and it’s the 8th day of Hithui (we had established that before).

    Going with BOLD again to roll up some connections.

    action gerund subject
    address lying your nature
    proclaim repairing a possession
    speculate training friends or family

    Day 8, Hithui, 3rd Watch

    As the party eats up their breakfast, Dwalin looks into his emptying Backpack.
    “We need to replenish our supplies. It’s been two days already, and rations are running low.” He says to his companions.
    Leowyn and Camthalion both agree, and they head back to the Inn.

    Watch: 32/13: No encounter.

    Day 8, Hithui, 4th Watch

    Watch: 32/88: No encounter.

    It isn’t long before they reach the torch lighted windows of the Last Inn.
    As they enter, the Grumms look at them with anxiety.
    Dwalin shakes his head, and they turn back to service their guests.
    “Will you be staying the night? Shall we prepare the same room?” Rubb asks them while he wipes a mug.
    “We will.” Leowyn replies. “Also we’d like some dinner. It’s really cold outside and we could use something to warm our bellies.”

    Q: Is everything as expected?
    A: No, but, it’s 1d4 on TWINE: 1: Increase Simple Element
    I decide it’s the warmth of the place.

    “Come then, I’ll seat you by the fireplace. We’ve put more logs tonight, since it’s colder than usual.” Rubb signals for one of his daughters to take care of the party, and soon they are seated.

    I roll to see who of the regulars is in the Inn, and find that only Grepp, drunk again is there tonight.

    So we’ll be buying one meal for each (3 cp). 1 wk worth of Normal Rations (5 cp), and 2 wk worth of Trail Rations (2 bp). Separate Bedding for each (6 cp) and Stable (2 tp). This amounts to a total of 3 bp, 4 cp and 2 tp.
    The party pool is at 9sp, 5bp, 3cp and 3tp.

    “There’s fewer people here tonight.” Camthalion states. “I doubt we can glean any information. There’s only that drunkard selling the map to the fort.”
    “And he’s probably lying anyway.” Leowyn adds. “You all saw how dangerous it is to be out there. I doubt this man is in possession of a true map.”

    I think this covers the speculate lying a possession, for Leowyn.

    action gerund subject
    address ~~lying~~ your nature
    proclaim repairing ~~a possession~~
    ~~speculate~~ training friends or family

    Q: Does the night pass by uneventful? (Likely)
    A: No, and it’s something dangerous

    So now I’m thinking that it could either be a thief/assassin
    Or the trail of orc bodies they left wasn’t left unnoticed and maybe there is an orc patrol after them daring to attack the inn
    Also it could be the hillman they let live, maybe his friends are bent on revenge

    So to start, I’ll first take a look at the Hârnmaster tables, see if the encounter tables cover the above situations

    I think the ‘Lawful Highway Night’ table can lead to any of the above (and more)
    75: Forester: To/From Visiting Friends/etc
    Q: Is it the same forester from a few nights ago?
    A: No

    So a lot of thoughts fly in my head. I’ll go with the first idea that pops, and ask the Oracle for verification.
    Q: Is it someone who gets insulted by the party?
    A: Yes

    A nice heartwarming meal, and some mead later, and the companions are talking around the fireplace, sharing their stories about how dangerous the Trollshaws are, how they have killed a dozen orcs so far, and even fell a troll.
    It all goes well, and the audience is captivated, until Leowyn opens her mouth.
    “The orcs run abound in Rhudaur. And the men around here even if they weren’t self minded fools, caring for nothing but scaring poor travelers, they wouldn’t be a match for them. Bunch of cowards.” She spits out.
    Suddenly silence.
    A burly man pushes aside his table, making noise on the floor, as he stands up. “Who did you call a coward?!” He asks in a deep intimidating voice, as he puts his arms around his waist.

    Now, Leowyn is a proud shield maiden. She won’t be bullied, and stands up for herself. Nevertheless, her cautious Personality means she doesn’t want a fight in the only place for miles where she can rest safely. She’ll try to avoid conflict, while keeping her pride intact.

    “The hillmen who thought less of the women of Rohan.” Leowyn says and stands up as well. “I spared their lives. Not sure if the wolves were as forgiving.”

    Influence: 17: Failure. You have failed.

    The man attacks. It’s going to be unarmed combat. I decide that the party doesn’t wear any armor, and since it’s a fistfight, Leowyn won’t draw a sword either.

    Hillman attacks: 43+25-20 = 48: 1
    Leowyn attacks: 06+35-20 = 21: –
    Camthalion and Dwalin don’t intervene.

    Hillman attacks: 50+25-20 = 55: 2
    Leowyn attacks: 16+35-20 = 31: –
    Camthalion and Dwalin don’t intervene.

    Hillman attacks: 12+25-20 = 17: –
    Leowyn attacks: 58+35-20 = 73: 8T: 29-50 = -19: Fairly Weak: +0 hits. Zip.
    Camthalion and Dwalin don’t intervene.

    Hillman attacks: 86+25-20 = 91: 12A: 50-20 = 30: Leg Strike. +4 hits. If no leg armor, stunned 1 round.
    Leowyn: Stunned
    Camthalion and Dwalin don’t intervene.

    Hillman attacks: 93+25-20: 98: 14A: 70-20 = 50: Chest Strike. Knocked Back 3 feet. +5 hits. -10 to activity for 2 rounds.

    The man throws a jab at Leowyn, but it’s fast and not strong. It barely shakes her. She tries to hit back but finds only air. He follows up with a left cross and hit her a bit harder this time, as she tries once more to hit back.
    Now she has an idea about his opponent, and as he jabs once more, she steps aside and hits him with a strong punch to the side. He rotates his body and kicks her hard in the leg. She screams, and can do nothing but clench her fists in pain. As she lies there, he finds room and follows with a jumping kick right on her chest. The strike knocks Leowyn back 3 feet, and she falls on the floor unconscious.
    “And stay down! Hah! Woman of Rohan!”. The man says haughtily, but dares not move any closer as he sees Dwalin’s hand resting on his mace, and Camthalion grasping his sword’s hilt.
    The room runs cold. Not even the thick logs burning can warm the chill in their hearts.
    In the silence, the two companions take the beaten Leowyn back up to the room to tend to her.

    Q: Do the Grumms intervene? I deem that Unlikely since the whole conflict resolved itself.
    A: Yes, and they take a strong stance.
    Q: Do they side with Leowyn?
    A: Yes

    Camthalion casts Surface Ways on Leowyn: 89: Success: Heals 10 hits.
    Leowyn is at: 29-1-2-12-4-14-5+10 = 1 hit point. She regains consciousness.

    “No matter the insult, this is not a place to fight. You are not welcome here.” Rubb tells the man. “Keep your coin I don’t want it. You may spend the night in the stables, since it’s too cold outside, but after that I want you gone in the morning. I don’t want to see your face again.”
    The man swears something between his teeth, but seeing as he has no support among the audience, he mumbles and picks his gear and heads outside.

    “We’ll have to spend another night and day here, master dwarf.” Camthalion says. “Until she recovers at least. We’re in this alltogether.”
    Dwalin has no choice but to agree. “Let’s see if we learn anything more at least, during this downtime.

    I deem that Camthalion used the ‘address, repairing, friends or family’ connection.

    action gerund subject
    ~~address~~ ~~lying~~ your nature
    proclaim ~~repairing~~ ~~a possession~~
    ~~speculate~~ training ~~friends or family~~

    Day 9, Hithui

    I’ll be rolling in the Harnmaster Weather tables, since they’re more appropriate than MERP’s.
    The Weather is Cold, it’s Overcast, Snowing, with Calm Winds.

    Q: Do any more people arrive in the next day?
    A: No

    I’ll roll an Influence roll, to see if they learn anything about hill troll lairs in the region.
    Influence: 76: Partial Success: 73: Failure. They learned nothing new.

    I draw another secret clock card.

    Q: Does anything happen during rest period?
    A: No, but rumors abound regarding last nights events.

    Leowyn spends her day in bed. It still hurts a bit, but apart from some bruises, to remind her of the beating, it’s mainly her battered pride that worries her.
    Camthalion and Dwalin try to glean any information regarding hill troll lairs from the guests to the inn, but all they care to talk about, was the fight between Leowyn and the Hillman.

    So during extra rest period, they have to pay one more night of lodging and food. This amounts to 6cp + 2tp + 18tp + 3cp = 1bp +1cp. The party pool is down to 9sp, 4bp, 2cp and 3tp.

    Day 10, Hithui, 3rd Watch

    The Weather is Cool, it’s Cloudy, with a NE Breeze.

    In the morning, I draw another secret clock card, and the party continues their search.

    Scouting for hill troll lair: 13+30+11: Failure. Can’t roll again for another day.
    Hex: 2d6: Towards #7: 7: Going to Hex #7.
    Encounter: 37/81: No encounter

    Day 10, Hithui, 4th Watch

    The Weather stays the same.

    Encounter: 30/90: No encounter

    Day 10-11, Hithui, Overnight

    The Weather stays the same (becoming cold for the night) for the 5th and 6th Watch, but strong winds and overcast skies storm from the North, during the 1st and 2nd Watch.

    Encounter: 13/79: No encounter

    For a whole day, the party searches the countryside, for any sign of Leddon or any troll that might have taken him. To vain. As the cold of the night sets in, they camp to a decent site. Leowyn picks the first watch, Camthalion picks the second and Dwalin the third.
    When Camthalion goes to relief Leowyn of her watch duties he tries to explain about the previous night at the inn.
    “We couldn’t have intervened without causing more trouble, or insulting your honor. I apologize if we let you down. We are all in this together.-” Leowyn interrupts him.
    “Don’t. If anyone has let you down it’s me. I should have been able to fight it out on my own. It’s my honor and the women of Rohan that I have insulted. This won’t happen again. I will train harder and better. I am set on making them proud.” She says sternly. Camthalion doesn’t say another word.

    I deem that with this, the final connection plays out for Leowyn. Proclaim, training, your nature.

    Day 11, Hithui, 3rd Watch

    The Weather becomes Warm, with Clear Skies and Calm winds.

    In the morning, I draw another secret clock card, and the party continues their search.

    Scouting for hill troll lair: 24+30+11: Failure. Can’t roll again for another day.
    Hex: 2d6: Towards #5: 3: Going to Hex #12.
    Encounter: 36/02: Sighting by (wild beasts): Track: Reptile: Ordinary Reptile/Lizard: Sleeping/Hibernating/Dormant.

    In the morning, they return to their search. The strong winds from midnight have calmed, and the sun rays warm their bodies. Will they find Leddon? Wil they find Dwalin’s hammer. Sometimes it all feels futile, searching in the trollshaws.
    Leowyn’s mind is hovers back to her lost love. Will she ever find his killer? The still morning floods her thoughts and feelings. A hibernating lizard in the dirt, under a big tree, doesn’t help take her mind of things. But then, Dwalin’s deep dwarven voice snaps her out of it.

    So the hex #12, contains the ruined castle! Here’s a chance to get away from the hexcrawl and do some dungeon delve! But first things first. I must ask the Oracle.

    Q: Is everything as expected?
    A: No, but: TWENE: 3: Add Simple Element.

    I roll up a portent: Break the Ice. So I deem that the simple element is Ice. Maybe the stream running in the ruined keep has frozen.

    Q: Is the stream frozen?
    A: Yes, but, still running underneath

    Before them, at the top of a hill, lies a stone keep with several stories. A once sturdy structure, fallen in ruin.
    “Come and see! It must have been the castle the drunkard was talking about! We don’t need no map!” Dwalin tells them. Leowyn seems worried, because if the existence of the castle was true, then so might be the traps.
    “We must be careful, there could be traps.” She tries to calm him down.
    “And riches!” Dwalins eyes glimmer with greed. He calms down. “I know my way around traps. Plus, we can’t pass the chance that maybe the relic I look for has ended here.”
    Leowyn finds it far fetched, but she can’t deny a dwarf his treasure hunt. “Let’s go then, carefully.”

    I decide to stop here. Going into this castle is going to require at least one session dedicated to it.

    Bookkeeping

    Name Days Rations
    Camthalion 7
    Dwalin 7
    Leowyn 9

    Arrows: Camthalion is at 28 arrows.

    Hit Points: The party is at full hit points.

    EP: Leowyn has gained 238 EP from the beating she received from the Hillman. Camthalion, with Spellcasting, has gained 100 EP. The party has traveled 30 miles, giving 60 EP to each since this is a moderately dangerous region. This gives 259 Idea EP. Camthalion gets 86 EP more for a total of 246 and Leowyn 173 for a total of 471.

    Adding up the previous session’s EP.

    Name Experience Points
    Camthalion 2609 EP
    Leowyn 2132 EP
    Dwalin 3093 EP

    Money: The party pool is 9sp, 4bp, 2cp and 3tp.

    Session Summary

    Another grand example of how this old school system, is not suited for well rounded gameplay. The chances of a successful influence roll were low. Around 15%. If one takes a look at the classes and pregens, they will see that there is almost no focus on secondary (I’d say tertiary) skill, like influence.
    This is another testament to the old-school roleplaying style. All the interactions between characters were roleplayed and there were minimal in-system mechanics to resolve them.

    Next, I’d like to focus on the one-to-one combat between Leowyn and the hillman in the Inn. Even though Leowyn had a small advantage, the swinginess of this d100 system, is such, that she got her ass handed to her. This is not a game that can be played with one character. It is deadly. The swinginess is reduced by adding more characters in the mix. A party is necessary.

    Now in this particular scene, I decided it would be best if the rest of the party wouldn’t intervene. It was a one on one unarmed combat, and it wouldn’t be honorable for Leowyn or the group to gang up on the hillman. Thankfully the consequences in unarmed combat, usually aren’t dire.

    I enjoyed how the hex flower overlay starts to play out. I may have not found the hill troll lair, but I fell upon the castle which is so interesting! and it makes so much more sense to see my party moving around the map.

    I know this is a starting adventure, but looking at the combined stats of the enemies and the lethality of the system, I’m well aware, my party might not make it out alive. We’ll have to see how it plays out.

     
  • Unknown's avatar

    giorgis 9:56 am on November 11, 2020 Permalink | Reply
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    Miniatures pt8 – Orcs & Trollbins 

    A decent set of fantasy wouldn’t be complete without a full greenskin variety.

    In addition to the goblin warband, I’ve gotten single 15mm fantasy sculpts that I’ve collected together to increase my skirmish forces.

    My pile of shame includes 18 more orcs, and I’ve ordered one big troll to join them.

    Here are three Trollbins (lesser trolls) and three orcs from the Demonworld range of Ral Partha Europe.

    Orc Swordsman
    Orc Skirmisher
    Orc Archer
    Trollbin
    Trollbin
    Trollbin
     
  • Unknown's avatar

    giorgis 10:32 pm on November 4, 2020 Permalink | Reply
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    Miniatures pt7 – Lizardmen 

    Here I detail my Lizardmen Blighthaven warband from Ral Partha Europe.

    I really enjoyed these sculpts. One thing that was a bit off, is how they were significantly bigger than the rest of my Blighthaven miniatures. Even their bases are different, than the traditional demonworld round bases. To address this I used larger basing materials, otherwise they would look a bit odd.

    The archers didn’t have the quivers attached to their backs, so I followed the advice of a fellow warganer and put them on the ground in front of them.

    I went with a simple paint scheme. The whole net and trident/fork attire gave me a swamp/fishing culture feel, so I chose my colors to represent this.

    I painted their flesh green, again of sketching, but I washed the flesh with a blue-black wash. I wanted that green-blue hue. I painted the shirts and pants in yellow ochre for a ragged look, with a brown-black wash.

    Lizardman Brute
    Lizardman Brute
    Lizardman Netter
    Lizardman Netter
    Lizardman Swordsman
    Lizardman Swordsman
    Lizardman Swordsman
    Lizardman Archer
    Lizardman Archer
    Lizardman Archer
     
  • Unknown's avatar

    giorgis 4:41 pm on October 24, 2020 Permalink | Reply
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    The Wardens of Gahyrst. Ep08. 

    The session continues from the encounter I had rolled last time. The Terrain and Oddity rolls are a bit contrasting, so I try to combine them. I decide that it will be a cave with rocks cutting the battlefield in half, leaving only a few openings available. I try to make do with rocks (real ones, not DIY) and a vinyl playmat.

    Combat

    Turn 1:
    Agility: 113344555

    Evie: Shoots Smuggler: 5+1: Hit: 2: No wound
    RW: Shoots Smuggler: 4+1: Hit: 1: No wound
    Ardus: Dashes closer to Smugglers

    Smugglers: Dash closer to Wardens
    Evie: (Will): Shoots Smuggler: 1+1: Miss: Doesn’t run out of ammo due to Large Quiver

    Evie and the Roving Wanderer shoot at the group of Smugglers closest to them, but the arrows miss, ricochetting off the rocks. As Evie shoots, for a moment she thinks she’s out of arrows. But the quiver is large, and she grabs another for the next shot.
    The melee combatants close in, and the Wardens notice more Smugglers coming in from behind the rocky face.

    Turn 2:
    Agility: 1122344566

    Evie: Shoots Smuggler: 2+1: Hit: 4: Casualty

    Rudiger: Attack Smuggler: 4+1/5: Draw:-
    Wigmar: Attack Smuggler: 3/4: Defender Exchange, 6/2: Telling Blow: Exchange, 3/43: Draw:-
    Ardus: Attack Smuggler: 4/3: Hit: 2+1: Wounded, Stunned, 5/32: Hit: 5+1: Casualty

    Smuggler: Attack Ardus: 3/5: Hit: 4: Harm: 2: Stunned, 32/3: Hit: 1: Armor Save: 5/5: Draw:-
    Smuggler: Attack Wigmar: 3/5: Hit: 2: Knock Back, Stunned, 62+2/5: Hit: 3: Harm: 3: Stunned, 53+2/4: Exchange:-

    RW: Shoots Smuggler: 4: Miss
    Evie: (Will): Shoots Smuggler: 2+1: Hit: 6: Casualty

    Morale: 235: 1 Smuggler Flees

    Evie aims carefully this time. Her arrow piercing through a Smuggler’s throat. The trio of Wardens charge at the solo Smuggler. He fends off Rudiger, then Wigmar, but Ardus scores a wound. The Warden follows up with a second blow, finishing him off.
    The rest of the Smugglers catch up, and one of them charges at Ardus. His first strike stuns the Warden, but his second is blocked, and Ardus falls back a little.
    Another Smuggler attacks Wigmar. He strikes with fury, hitting the scale armor, and knocking him back a few yards. He follows up on the stunned Warden, but he is fended off.
    The Roving Wanderer shoots at the reinforcements, but he doesn’t manage to hit.
    Evie, drawing on her reserves, lets off another arrow. Another kill is scored.
    Their numbers diminishing by the minute, a Smuggler runs off for his life.

    Turn 3:
    Agility: 122334556

    RW: Shoots: 2: Miss
    Wigmar: Attack Smuggler: 4/1: Hit: 3+1: Casualty

    Rudiger: Attack Smuggler: 3+1/1+1: Hit: 3: Wounded, Stunned, 2+1/41+1: Hit: 1: Stunned, 6+1/65+1: Hit: 6: Casualty

    Smuggler Lt: Attacks Rudiger: 5+1/3+1: Exchange, 5+1/2+1: Hit: 6: Casualty

    The battle is over. The field is held.

    The Roving Wanderer keeps shooting, but his shot fails again.
    Wigmar attacks the surrounded Smuggler, and with a swift strike, his blade finds the Smuggler’s guts.
    Rudiger enters melee against the last two Smugglers. One of them seems to be their leaders. He wears a leather armor and looks more intimidating. Rudiger, being a veteran of many battles, decides to start with the easier opposition. In a series of three strikes, he wounds the Smuggler, stuns him, and finishes him.
    As the Smuggler Lieutenant attacks in desperation, his strike is blocked. Rudiger gains the upper hand. He turns the tables, and his fine broadsword is lodged deep in the heart of his enemy.
    The Smugglers are dead or fleeing. The Wardens have won this battle.

    Aftermath:
    Unusual Find: Evidence: No effect
    +2 XP everyone, Rudiger +3 XP
    Experience:
    Evie (LVLUP): 09: Agility +1
    Rudiger (LVLUP): 06: Agility +1
    Wigmar (LVLUP): 22: Agility +1
    RW: 6: Nothing Gained
    SY: 11: Promotion: 97: +1 Will
    WR: 7: Nothing Gained
    Loot: 2 rolls
    25: Weapons: 95: Crossbow
    65: 13 Gold Marks
    +1 SP

    Looting through the bodies, the Wardens find 13 Gold Marks. A hefty sum. Also they find a Crossbow. A strong, quality weapon. The Wily Rogue arms himself with it.
    Evie calls for the Stout Yeoman. “You have fought valiantly many times by our side. Remind me, what is your name?”
    “Bruno, my lady”. The Stout Yeoman answers.
    “Keep it up Bruno. You are one of us now.” She says, and Bruno fills with pride.


    The next turn, I roll up another encounter in the countryside.

    Encounter Set Up

    81: Roadside AND Combat Encounter
    Roadside Encounter: 02: Priest: 07: Unfriendly: Corruption
    Combat Encounter: 35: Deserters: 31: Travelling: 45+2: 7 Deserters (1 Archer): 2: No Leader: 1: No Personality: 9+4″ Distance: Seize Initiative: 9: Initiative Seized: Terrain: 11: Meadows and Fields: Oddity: 33: Tough Battle: Lose Seize Initiative, +1 Enemy (Archer)

    Further searching, the Wardens come upon a man in black cloak. An eerie feeling overcomes them as he walks by. Occult symbols hanging from his neck. They stop to hail him, but he doesn’t speak. He just mumbles.
    “Let’s move on lady.” Gustav says. “Lest he lays a curse on us.”
    Evie nods and they move aside.
    They come upon some Meadows and Fields. They know they must have lost their way, because that’s nothing like what they look for. Before they have a chance to turn back, from behind some hedgerows, they see movement.
    “What we have here? Get them boys!” A man shouts, and 8 armed men, in uniform draw their weapons. Two of them, draw their bowstring as the Wardens take up positions against them.

    Another encounter! My dice rolls don’t want the Scenario to advance. Deserters can be tough enemies with their Combat Skill and Armor. Also the Oddity made me lose my Seize Initiative and added an extra enemy! At least there is no leader.

    Combat

    Turn 1:
    Agility: 122334466

    WR: Shoots Deserter Archer: 2: Miss
    Evie: Shoots Deserter Archer: 5+1: Hit: 1: Armor Save

    Evie: (Will): Shoot Deserter Archer: 6+1: Hit: 6: Harm: 4: Casualty

    Wigmar, Ardus, Rudiger: Move, Dash

    Deserter Archer: Shoots Evie: 6: Hit: 2: Harm: 3: No wound

    Deserters: Climbed Fence, Advanced

    RW: Shoots Deserter: 2+1: Miss

    Bruno, NPC, Gustav: Move, Dash

    Morale: 1: 1 Deserter Flees

    Evie and the Wily Rogue shoot at the enemy. But the long distance, and cover make their shots miss.
    Evie takes another shot, as the Archer takes a peek behind the hedge. The arrowhead lodges in the enemy, bringing him down.
    The trio of Wardens flank the Deserters from the south, but the enemy doesn’t fall prey to the Wardens plan, and climb through the hedgerows, stealing the distance.
    The Deserter Archer shoots at Evie, but the arrow doesn’t manage to get through her clothing.
    The Roving Wanderer shoots at them, but his shot comes short.
    From the north, the rest of the Wardens circle around the pond, trying to flank the archers.
    The Deserters, aren’t the most steady troops. One of them flees at the sight of his fallen brother.

    Turn 2:
    Agility: 111223456

    RW: Shoots Deserter: 6+1: Hit: 6: Harm: 3: Wounded
    WR: Shoots Deserter: 6: Hit: 6+1: Harm: 4: Casualty
    Evie: Shoots: 4+1: Hit: 4: Harm: 4: Casualty

    Deserter Archer: Shoots Bruno: 2+1: Miss
    Deserter: Move
    Deserter Wounded: Activation End: 1: Wound Casualty

    Deserter: Attacks Ardus: 2+2/3+1: Draw:-
    Deserter: Attacks Rudiger: 4+3/6+2: Telling Blow: 3: Knocked Back, 64+3/1+2: Exchange, 4+3/2+2: Hit Deserter: 6: Harm: 2+1: Wounded: Activation End: 1: Casualty

    NPC: Moves
    Bruno: Moves

    Morale: 123: 2 Deserters Flee

    A hail of bolts and arrows is launched from the Wardens and two Deserters die, while a third one is wounded.
    The Deserter Archer shoots at Bruno who comes from around the pond, but the stress of battle causes him to miss the shot.
    Another Deserter dashes towards the missile troops, but his wound overcomes him, and he drops as he finishes his stride.
    To the South, swords clash as the Wardens fight the Deserters. Ardus fends them off, while Rudiger gets the best of them. He wounds his opponent, who, holding his guts, falls down from blood loss.
    With so many dead, two more Deserters flee. Oy one Archer remains to fight the Wardens, still hiding behind the hedgerow.

    Turn 3:
    Agility: 12333556

    RW: 4+1: Miss
    Evie: 6+1: Hit: 3: Harm: 2: No wound
    Wigmar, Ardus, Rudiger: Move, Dash

    Deserter Archer: Shoots Bruno: 5+1: Hit: 5: Harm: 1: No Wound

    WR: Shoots Deserter Archer: 5: Miss

    Gustav: Attacks Deserter Archer: 6+1/4+1: Telling Blow: 5: Harm: 5: Casualty.

    The battle is won. The field is held.

    Evie and the Roving Wanderer shoot at the Archer, but their shots find the hedges. The Wardens close in to the enemy. He shoots at them, but misses, and Gustav is upon him.
    The Archer is still clutching his bow, when Gustav’s sword cuts it in half, and finds his neck, killing him instantly.
    No more Deserters are left to fight. The Wardens shout out in victory.

    Aftermath:
    Unusual Find: 65: Sacks of Valuables: 43: Armor: 66: Full Armor
    All gain +2 XP
    Gustav: (LVLUP): 80: +1 Luck
    NPC: (LVLUP): 06: +1 Agility
    RW: 6: Nothing Gained
    WR: 7: Nothing Gained
    Loot: 2 Rolls
    82: Consumables: Bottle of Red Duck
    35: Weapons: 01: Quick Light Weapon
    +1 SP

    Searching through their enemies belongings, the Wardens find a suit of heavy mail armor, a stiletto and a bottle of Red Duck. This is a day to celebrate!


    The next turn, I keep my search going, and succeed. I can progress in the scenario.

    I decide to pause here.

    I’ll be doing some bookkeeping as well here. Below you can find the table of my warband. On purpose to avoid SPOILERS I’ve not included the scenario NPC. I will include him if he’s still alive after the end of the scenario, when there will be already some changes to his stats. Here you can also find the updated pdf of the Warband Roster.

    Heroes

    NameEvieGustavRudigerArdusWigmarBruno
    Agility213331
    Speed545544
    Combat Skill111001
    Toughness453343
    Luck211
    Will211
    SkillsLibrary,Medicine,OrganizationTeaching,TrackingParryLeadership,ParryThick Headed
    XP202422
    LVL334220
    WeaponsLongbow, Quick StilettoSwordFine SwordBastard SwordBastard SwordHatchet
    ArmorLight ArmorPartial ArmorFull ArmorPartial ArmorPartial ArmorFull Armor
    WornLarge QuiverHelmet, ShieldHelmetHelmet
    NotesAvatarRetainer

    Followers

    Name
    NatureRoving WandererWily Rogue
    Agility11
    Speed44
    Combat Skill10
    Toughness33
    SkillForaging
    WeaponsSelf Bow, DaggerCrossbow, Dagger
    ArmorLight ArmorLight Armor
    Notes

    Gold Marks 19
    Medicinal Herbs 1
    Story Points 1
    Pistol
    Sword
    Light Armor
    Icon
    2 Damaged Basic Weapon
    Damaged Militia Armor
    Damaged Warhammer
    Damaged NPC Weapon
    Bottle of Red Duck
    Holy Water
    Saddle Bag

    Eerfeld (2,2,1)
    Heagrove: (1,1,1)
    Cebrook: (3,3,3)

    Session Summary

    Despite my difficulty in progressing through the scenario, I had so much fun!
    Right now I’m at a 6 Hero warband, two Followers and the NPC. My Wardens become stronger and stronger with more experience and gear. I believe that when I finish the scenario, I’ll have a force to stand up against most enemies.
    As I’m becoming more acquainted with the rule system, I love it. Ranged combat is very carefully balanced against Melee combat. The flow is great. I’ve also found my own way of taking notes in paper which is much faster, and I don’t break much of the game flow while doing it. I am aware that it’s not the easiest mechanics to read (even if you’re familiar with Five Leagues), but the reconstructed narrative can deliver the story. I’m pondering maybe adding a step-by-step sketch of the events, top down, but I’m not sure if it’s worth the trouble.
    The dice have spoken their own story, which meansI didn’t have a lot of chance to get a feel for the Scenario yet. I believe the next sessions will be driven by it.

     
  • Unknown's avatar

    giorgis 8:57 am on October 21, 2020 Permalink | Reply
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    Miniatures pt6 – Mercenaries 

    This is the Blighthaven Mercenaries Warband, again from Ral Partha Europe. I really liked these sculpts. Went with a blue uniform color and striped black and white shields. My custom wash turned out a bit stronger than I expected, giving a more dirty look, but I enjoyed the final result. These are supposed to be field warriors not ceremonial.

    Captain
    Battlemage
    Knight
    Swordsman
    Swordsman
    Archer
    Archer
    Archer
    Crossbowman
    Crossbowman
     
  • Unknown's avatar

    giorgis 11:51 am on October 19, 2020 Permalink | Reply
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    The Wardens of Gahyrst. Ep07. 

    So this session begins directly with combat from the previous session. I read the rules more clearly this time and getting stunned is important, as the stunned figure begins the next exchange at disadvantage (take the lowest of two dice). Lots of rules that, re-reading them makes things clear. This is a game with a lot of depth.

    Combat

    Evie orders the Wardens into three groups. The stronger warriors will approach from the opening to the west, while the followers will hold off the mob from the south.
    She and the Roving Wanderer will provide covering fire with their bows from behind the fence.
    The tower is overseeing the battlefield, but thankfully none of the enemies has ranged weapons. They are broken into three groups as well, one of them to a distance to the north of the tower.

    Turn 1:
    Seize Initiative: Fail
    Agility: (11235556)
    Evie: Shoot mob: 3+1: Miss
    RW: Shoot mob: 4: Miss
    Rudiger moves towards mob

    Mob: Dashes towards Wardens

    Gustav moves towards mob
    Wigmar moves towards mob

    SY: attacks mob: 6/3: Telling blow: 3: Wounded mob, 4/42: 2: Stunned mob, 1/53: Fumble.-
    Frans: attacks mob: 4/1: 1: Stunned mob, 6/52: Telling blow: 1: Stunned mob, 3/56.-
    WR: attacks mob: 1/3: Fumble, 1/33: Stunned WR: 5: WR Casualty.-

    As the heavily armed Wardens close in from the west, covering fire doesn’t hit any of the enemies.
    The mob attacks the followers. Blows are exchanged and the Stout Yeoman wounds his for. The Wily Rogue falls under the enemy.
    The mob to the north runs quickly towards the Wardens.

    Turn 2:
    Agility: (1113356)
    Gustav: attacks Cpt: 4+1/6+1: Telling blow, 42+1/4+1: Hit: 2: Armor Save: Knocked back. Stunned, 22+1/5+1: Hit: 4: Harm:4: Wounded Gustav.
    Rudiger: attacks Cpt: 3+1/2+1: Hit: 2: Harm: 5: Cpt Casualty.-
    Wigmar: attacks mob: 3/1: Hit: 2+1: Wounded, Stunned mob, 6/41: Telling blow, Stunned: 1+1: Stunned mob, 1/1: Fumble.-

    Mob: attacks Rudiger: 6+1/1: Telling blow, Stunned mob: 4+1/53: 2: Stunned mob, 5+1/55: 3: Wounded mob. 2 Wounds. End of activation (15): Mob Casualty.
    Mob: attacks Rudiger: 4+1/2: Exchange, 1/1: Fumble.-
    Mob: attacks SY: 6/5: Telling blow, 1/64: Stunned, 16/1: Stunned. End of activation (1).
    Mob: attacks NPC: 2/4: Hit: 2: Stunned NPC, 12/3: Stunned: 5: NPC Casualty.-
    Mob: attacks SY: 4/2: Exchange, 4/4: Draw.-
    Mob: dashes towards Wardens.
    Mob: dashes towards Wardens.

    RW: Shoot mob: 6: Hit: 2: No effect.-
    Evie: Shoot mob: 2+1: Miss
    SY: attacks mob: 3/1: 4: Mob Casualty.-

    Gustav reaches the mob leader. By sheer luck the enemy finds an opening, and hits Gustav hard. His armor saves him. The enemy strike knocks him back a few yards. The leader hits again, this time passing the armor and wounding Gustav, who disengages.
    Seeing the loyal servant wounded, Rudiger joins the fray. With a quick strike of his fine sword, he brings the mobster down.
    Wigmar joins his companions, wounding a foe, before being pushed off.
    The wounded enemy, charges at Rudiger, but the veteran warrior, blocks the strike, takes the upper hand and wounds him again. The wounds take their toll, and the foe drops.
    The mob attacks to the south, bringing down the recruit from the town.
    Their reinforcements from the north keep running to join their friends.
    Evie and the Roving Wanderer shoot another hail of arrows and miss.
    The Stout Yeoman, now stands alone against three, but he’s a strong man. He charges and kills an enemy with his hatchet, in a single blow.

    Turn 3:
    Agility: (112355)
    Rudiger: attacks mob: 1/6: Stunned, telling blow: 53+1/2: Exchange, 1/5: Stunned.-
    Gustav: attacks mob: 1+1/4: Stunned, 64+1/1: Stunned, 4+1/46: Hit: 4: Mob Casualty.-

    The mob flees due to morale. The battle is won. The field is held.

    Rudiger and Gustav press on, and a fourth foe, drops dead before their blades. Seeing their leader down and half their men dead, the cowards flee.

    Aftermath:
    WR: Injury: 79: Knocked Out.
    NPC: Injury: 55: Light: 3 Recovery Time: Item Damaged: Weapon.
    Desperate Mob has no loot.
    Rudiger: +3XP
    Evie: +2XP
    Gustav: +2XP: LVLUP: 38: +1 Toughness
    Wigmar: +2XP
    RW: 10: Attribute Increase: +1 Combat Skill
    SY: 9: Skill Gain: 92: Thick Headed

    The Wardens tend to their wounded and search the field. There’s nothing usable to be found. In addition, the recruit has his weapon broken in two, and he will need to visit the town healer to recover.
    Despite these shortcomings, the victory has raised the spirits, and they return to town, with morale high.

    Again, reading through the rules I realized I forgot to implement some of them. Items get damaged on 00, 05. So retrospectively I will roll for Gustav’s weapon from the previous session. Also I forgot to take into account Gustav’s wound for this battle. In addition I always forget to account my Luck and Will points during combat, which is a major hindrance. Will certainly do so for next one.
    Will in particular allows for extra moves and actions among others. I’d have Evie shoot twice more if I had noticed.

    Gustav: Item damaged: Warhammer.


    The next turn I return to town

    Eerfeld

    Ardus: 2 Turns RT
    NPC: 2 Turns RT
    Ardus: Visit Town Healer: MEDICINE: 3: 1 Turns RT
    NPC: Visit Town Healer: MEDICINE: 2: 1 Turns RT
    Rudiger: Study: (1126): Parry Learned


    The next turn I stay to town

    Eerfeld

    Ardus: healed
    NPC: healed
    NPC: Visit Armorer: Weapon: 5: 5 Gold Marks to repair.
    Evie: Study: (1355): No Skill learned.
    Labor: 2 Gold Marks gained.
    I head off to search again.


    The next turn, I roll up another encounter in the countryside.

    Encounter Set Up

    48: Combat Encounter: 73: Smugglers: 46: Encounter While Travelling: (45): 6 Smugglers: 5: + Lieutenant
    Seize Initiative: 3: Failed
    Distance: 15″ apart
    Encounter Terrain: 99: Cave complex
    Oddities: 54: Fenced In

    After spending a few days in Eerfeld to recover, the warband heads off again to their search. Looking for a camp site, they fall upon a cave complex, with shady figures transporting boxes. “Smugglers.” Ardus says. He hasn’t managed to speak, before a whistle is heard. They’ve been made. They draw weapons and prepare for battle.

    I decide to pause here.

    I’ll be doing some bookkeeping as well here. Below you can find the table of my warband. On purpose to avoid SPOILERS I’ve not included the scenario NPC. Here you can also find the pdf of the Warband Roster.

    Heroes

    NameEvieGustavRudigerArdusWigmar
    Agility11232
    Speed54554
    Combat Skill11100
    Toughness45334
    Luck21
    Will21
    SkillsLibrary,Medicine,OrganizationTeaching,TrackingParryLeadership,Parry 
    XP31303
    LVL22321
    WeaponsLongbow, DaggerSwordFine SwordBastard SwordBastard Sword
    ArmorLight ArmorPartial ArmorFull ArmorPartial ArmorPartial Armor
    WornLarge QuiverHelmet, ShieldHelmetHelmet
    NotesAvatarRetainer

    Followers

    Name   
    NatureRoving WandererStout YeomanWily Rogue
    Agility111
    Speed444
    Combat Skill110
    Toughness333
    SkillForagingThick Headed 
    WeaponsSelf Bow, DaggerHatchetSword
    ArmorLight ArmorLight ArmorLight Armor
    Notes

    Gold Marks 6
    Medicinal Herbs 1
    Story Points 1
    Pistol
    Icon
    2 Damaged Basic Weapon
    Damaged Militia Armor
    Damaged Warhammer
    Holy Water
    Saddle Bag

    Eerfeld (2,2,1)
    Heagrove: (1,1,1)
    Cebrook: (3,3,3)

    Session Summary

    I loved this combat! Everything move so naturally. Getting Stunned, completely changes the battlefield. On the other hand, implementation of both the Telling Blows and Fumbles rules was a tad bit too much. That’s at least 33% chance at each roll for a Stunned result. And there are usually 6 rolls at each exchange. I will probably keep only the Telling Blows rule for next game.
    Five Leagues from the Borderlands is a very deep game. I will slowly be reading carefully each chapter, and after getting acquainted each session with a new part of the game I will delve into the respective rules. Next up: Will and Luck. Maybe positioning as well.

     
  • Unknown's avatar

    giorgis 10:16 pm on October 17, 2020 Permalink | Reply
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    The Wardens of Gahyrst. Ep06. 

    It’s time now to go The Sunken Temple. This is a Five Leagues Scenario. I realize that there’s a good chance for blog readers to want to play this scenario as well, so I’m not going to reveal any SPOILERS. I hate spoilers; spoilers can get me to stop halfway from reading books, watching a tv show, even a game. Therefore I intend to keep this light on the scenario story and mechanics, and heavy on photos and review part.

    So, the party had one wounded party member with a recovery time of ‘2’, which is removable at once if they spend time on the healer, so I deem that the warband is at full strength as the scenario begins.

    The Wardens have heard rumors and gotten hold of the map to an old temple in the surrounding region. Considering the chance for spoils, they decide to start a search.

    At start the scenario gives you the chance to recruit a specific NPC. Since I’m at full strength, I decide not to go ahead with it.
    So, while searching for the temple I rolled an encounter. This is an encounter mainly using the rules of the core Five Leagues game.
    I went full on with optional rules in this, since I’m getting better acquainted with the ruleset.

    Note: I’ll be displaying dice pool results in parentheses. (344) means 3d6 rolled giving 3,4,4 respectively.

    Encounter Set Up

    Adventuring: 50: Combat Encounter: 82: Renegades: 60: Encounter While Travelling: (1,3): 5 Renegades (1 Archer): 1: No Leadership Presence: 5: Personality: 14: Sorcerer: Variations: (4,4): Manic, Stumbler

    Deploying figures: 10″: 3 groups of 2 enemies
    Seize Initiative: 11: Taken by surprise
    Encounter terrain: Overgrown ruins
    Oddities: 69: In the middle of battle: 3: Raider: (2,4): 5 Raiders (2 Archers): 3: No Leadership Presence: 6: Personality: 13: Sorcerer: Variations: (3,4): Sneaker, Stumbler

    So, I rolled two groups of enemies that fight each other, without leaders, but with a Sorcerer at each group! If I’m lucky they’ll only attack each other. But it seems that my Wardens are too close to be left out of the equation.

    Deep in the woods, the Wardens, see something reminding of a man-built structure. In the distance, they see several broken down walls and huge stone bricks scattered. Considering that this might be the temple they’re looking for, they come closer.
    Then suddenly, an eerie feeling overcomes them. Some sort of dark energy, shoots in front of their sights, from west to the east. They look at each other. Then another, blast, from the other side, as a response.
    As the woods clear a bit, they see two groups of men. The group to the west, is well armed, but their colors are not well defined. They look like deserters from an army. “Renegades” Rudiger whispers. They close in to the east towards the structure, only to be met from the other side by soldiers in Yellow and Crimson colors. Probably one of the border kingdoms. “Raiders” Ardus replies. Each of the two groups has a man that differentiates from the rest of the troops. Mumbling in some weird language, and pointing to the other side, these men seem to be the source of the dark energy. “Sorcerers” Evie completes.

    Combat

    Turn 1:
    Renegades Doom: (556)
    Raiders Doom: (444)

    Turn 2:
    Wardens appear
    Seize Initiative: All characters move East
    Agility: (12444666)
    Realized I had placed Sneaker on board. They will appear on next Turn.
    1: Evie: Move 2.5E: Shoot Raider Archer: 2: Miss
    2: Gustav Move 5SE

    Renegades:
    Archer Moves 2.5E: Shoots Roving Wanderer: 3: Miss
    Swordsman Moves to Wall
    Swordsman moves towards Raiders
    Sorcerer moves towards Raiders: Doom: (233)
    Maniac moves towards Raiders
    Stumbler moves towards Raiders

    Raiders:
    Archer shoots Ardus: 6: Hits: 4: Harm: 5: Casualty
    Sorcerer: Doom Gustav: (114): Doom!
    Stumbler moves towards Wardens
    Archer shoots at Renegade Swordsman: 1: Miss
    Swordsman moves towards Renegades

    Wardens:
    Gustav melee against Stumbler: (11): Draw: End
    Roving Wanderer shoots Renegade Archer: 3: Miss
    Rudiger moves 5 towards Raiders

    The two groups towards each other, but the Northernmost troops have been alerted by the presence of the Wardens who try to flank the Raiders. Evie shoots at a Renegade archer who climbs on top of the hill, but misses. In response, he aims carefully and shoots at the roving wanderer and misses too. The Raiders seem to find their target. A Raider archer shoots at Ardus and brings him down, while their Sorcerer speaks some words in an arcane language. A dark blast leaves his finger and finds Gustav right on the chest. He feels overwhelmed, but grits on and continues.

    Turn 3:
    Agility: (1223335)
    1:Evie moves 2.5E: Shoots Stumbler: 4: Miss
    2:Rudiger melee against Archer: (12): Archer Wins: (63): Rudiger Wins: (41): Rudiger Hits: 2: Armor Saved

    Renegades:
    Archer Shoots Roving Wanderer: 5: Hit: 6: Casualty
    Swordsman Climbs Wall and Moves 3 towards Wardens
    Swordsman moves towards Raiders
    Sorcerer moves towards Raiders: Doom: (266)
    Maniac moves towards Raiders
    Stumbler moves towards Raiders

    Raiders:
    Sneaker appears: behind Wardens 8″ away from edge: attacks Rudiger: 11: Draw
    Archer shoots Rudiger: 6: Hits: 6: Harm: 2: Not wounded
    Sorcerer: Doom Rudiger: (366)
    Stumbler attacks Gustav: (32): Wins: 3: Harm: 5: Casualty
    Archer shoots at Renegade Maniac: 6: Hit: 4: Harm: 5: Casualty
    Swordsman melee against Renegades: (32): Wins: 2: Armor Save

    Brave Sir Robin

    Evie takes a shot at a Raider archer, but misses. Rudiger, flanking the Raiders comes in to close combat with the archer. They exchange a couple of glancing blows, and then Rudiger finds an opening, but unfortunately, the enemy’s breastplate protects them.
    The Renegade archer shoots again at the roving wanderer, from the top of the hill, having a clear line of sight, and brings him down with an arrow. The rest of the Renegades close further in to the Wardens and the Raiders, as their Sorcerer shoots another bolt to the Raiders, missing again.
    Suddenly, Rudiger realizes a Raider was hiding behind him. “That sneaky bastard!” he thinks as the Raider charges in. Rudiger’s skill is matched by his opponent, and as soon as the Raider loses the element of surprise, he disengages. The archer next to him, finds the opportunity as Rudiger has his back turned, and shoots him. The arrow pierces the armor, but it’s only a flesh wound. Rudiger doesn’t seem to bother, and screams a war cry towards the archer. All this draws the attention of the Sorcerer who now casts his spell to Rudiger, but the blast seems to miss and fizzles away.
    Another Raider comes into combat with Gustav. The faithful servant of Evie, now falls beneath the enemy’s strike.
    The rest of the Raiders attack the Renegades, one Renegade falling under an arrow.
    Evie sees the enemy’s strength. These are not any ill-equipped mooks. She sees that the ruins are those of a tower, and not a temple. She considers the tactical situation, flanked by both sides. She thinks of the three wardens fallen under the enemy. She screams “Flee! Flee bravely!”. And they take their wounded away to fight another day. Let the Renegades fight it out with the Raiders. There’s no point trying to hold this field.

    So I decided in using the Brave Sir Robin option from Five Leagues rulebook, to flee. I could have tried to flee to the edge of the battle, but considering the dice rolls, there was a lot of chance I could have lost another Warden, and it’s something I wasn’t willing to risk.

    Aftermath:
    Ardus: 32: Serious: (26): 6 Turns Recovery Time
    Roving Wanderer: 96: Knocked Out
    Gustav: 90: Knocked Out
    Evie: +1XP: 1
    Rudiger: +1XP: LVL UP (3): 31: +1 Combat Skill

    The Wardens regroup in a safe distance. The Roving Wanderer and Gustav recover, as their wounds are superficial, but Ardus’ wound is deep. The arrow has lodged itself into the bone. “We need to take him to the healer.” Evie says, and they all decide to return to Eerfeld, their morale low.


    The next turn I return to town

    Eerfeld

    Ardus: 5 Turns RT
    Ardus: Visit Town Healer: MEDICINE: 6: 3 Turns RT
    Roving Wanderer: Foraging: (22356): 1 Healing Herbs
    Evie: Study: (2533): No skill learned
    I decide to recruit the NPC, and head off to search again.


    The next turn, I roll up another encounter in the countryside.

    Encounter Set Up

    Roadside AND Combat Encounter: 29,81: Friendly Pilgrim: 46: Slavers: 95: Located Lair: (56): 11 Slavers + Lt + Cpt: Retreat without engaging

    On the road, the group meets up with a cloaked figure in robes. “Greetings travelers.” He says. He has a very kind visage, and they all sit and break bread together. Once the meal is over, they each go on their own way, spirits higher than they used to be.
    It’s not long after they have split apart, when the Roving Wanderer comes back with news. He whispers something to Evie, and they go together to scout. Evie sees what seems to be a slaver lair. Their numbers are high, she counts at least 13 heads. She ponders a bit, and then she decides not to engage, and continue the search.


    The next turn, I roll up yet another encounter.

    Encounter Set Up

    Combat Encounter: 61: Desperate Mob: 28: Encounter While Travelling: (33): 7 Desperate Mob: 6: + Captain
    Seize Initiative: 5: Failed
    Distance: 8″ apart
    Encounter Terrain: 90: Ruined Tower
    Oddities: 46: Ruined Structure

    As the group turns behind a curve in the road, they see a ruined tower. “At them boys!” the Wardens hear a scream, and they see 8 ragged bandits, in a mob coming towards them with clubs and staves.
    The Wardens draw their swords, and combat is about to begin.

    I decide to pause here

    Session Summary

    It’s been a tough few past days in RL, and I’m kind of exhausted, so my narrative is a bit short, considering.
    The scenario seems to be very interesting, but I have yet to manage to progress, since the dice were not in my favor. I can’t speak much as to the scenario therefore. Most of the time has been spent so far in traditional core Five Leagues from the Borderlands, within the scenario. But I like what I have read so far. On purpose I haven’t read through the entire thing, just in case there’s a spoiler waiting for me. Since this is all aimed at solo play, it would be nice if there would be a note somewhere saying if we’re supposed to read through the entire thing or not before playing, or playing as we go. So far, that’s my only thing to consider.
    Now to the core Five Leagues game, I really loved the option to fight two different groups, even though I failed to hold my ground. The oddities and all the random tables seem to give a very unique experience with high replayability.
    I need to do some better bookkeeping of my Wardens, maybe create that map of the region, with notes, and maybe add some pictures of the minis I use as Wardens. Also maybe I should spend some time naming the followers and unique NPCs I’ve met along the way. I’m not sure as to which one of all those is worth the trouble putting into, but I’m pretty confident that a map would be the best place to start.

     
  • Unknown's avatar

    giorgis 8:45 pm on October 8, 2020 Permalink | Reply
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    Miniatures pt5 – Town Guard 

    This is the Town Guard Blighthaven warband from Ral Partha. The pack is taken from the Nobles from the Demonworld line, and according to the site description, they are supposed to be better equipped than the Mercenaries warband (coming soon).

    What was really evident from this is the difficulty to paint Yellow and less so, Red. Part of the reason, I got me later on a set of acrylic inks.

    Also I didn’t know at the time that Lemon Yellow has a green tint. That and Crimson which I used, are not Primary colors, but close. Nevertheless I enjoyed the final result since they make a nice contrast together. I also like the heraldry choice.

    Guard Captain
    Musician
    Pikeman
    Pikeman
    Sergeant
    Crossbowman
    Crossbowman
    Leader
    Archer
    Archer
     
  • Unknown's avatar

    giorgis 12:29 pm on October 3, 2020 Permalink | Reply
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    Miniatures pt4 – Cultists 

    So, this is the Southern Death Cult Blighthaven warband drawn from the Demonworld line of Ral Partha miniatures. It contains 7 cloaked figures, and 3 zombies. Actually 2 of the cloaked figures could be zombies as well. They double in their role. For me they fill mostly a role of the broken back cultist servant, since they are cloaked but don’t sport masks as the rest of them.

    For colors I went with purple cloaks and metallic masks. For the zombies I put some Crimson Red in their wounds, and used the rust technique from the Skeletons.

    What I did different this time was basing. I went with a mix of baking soda and some coffee grinds for a better sand look. Using baking soda as basing material is a well known technique in the miniatures painting circles, especially in a combination with cyanoacrylate glue (super glue) as it creates nice texturing when setting, and it sets quickly. You need to take extra care though, as it’s very easy to travel upwards to the feet of your minis.

    Cultist Leader
    Cultist
    Cultist
    Cultist
    Cultist
    Cultist/Zombie
    Cultist/Zombie
    Zombie
    Zombie
    Zombie
     
  • Unknown's avatar

    giorgis 9:18 am on October 2, 2020 Permalink | Reply
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    In the Trollshaws. Ep03. 

    I’ll start my session with some leftover bookkeeping.
    Camthalion started with 40 arrows. He spent 4 of them the previous night against the Orcs and Troll. I’ll deem 1d5-1 of them are recovered: 1. I also deem that in the last fight there was no time to recover any arrows, so all 7 of them are consumed. Arrows: 40-3-7= 30 Arrows remaining.

    Some calculations regarding food:

    RationsDays
    Camthalion3
    Dwalin3
    Leowyn5

    Going with BOLD again to roll up some connections.

    actiongerundsubject
    speculatelyingfriends or family
    guidepreparinga possession
    protestunderstandingyour nature

    Day 5
    Watch 1: 33/93: No Encounter
    Watch 2: 86/19: sighting. Harnmaster: 52: Ursine [Bear]: 76: Stalking/Hunting or Fleeing Predator. Since Bears are Predators, I deem it’s Stalking.

    Resting, each member regains hit points. Dwalin goes up to 11 hit points and Leowyn at 25 hit points.

    Q: Does the bear feel threatened by the party?
    A: No, but, it feels threatened by the dwarf stranger.

    Camthalion stands watch, as the party rests. Under the dim light of the morning stars, he can make out the huge mass of a bear in the distance. At first he doesn’t pay any attention, but then he notices that the bear goes in the stranger’s general direction. It has sniffed the scent of the dwarf, and changes pace to a charge, as it lets of a roar and lunges towards the stout dwarf.

    So I need to decide what the party will do. I decide they will try to help the dwarf in his fight against the bear. Maybe an ally is to be gained.

    First of all I need to decide the distance. Since the dwarf was in sight, I decide that he was in the ‘Fairly Well’ night vision range of 100′.

    I decide to use the premade character Bali Redhelm for the stranger dwarf.

    The bear is a black bear, since these are nocturnal hunters and aggressive.

    Camthalion: Nooks an arrow.
    Bear: Move 95′ towards Bali
    Bali: Move 5′ and attack with his Warhammer: 83+58+5-30=116: 15D: 90+10=100: Blow to jaw. Drives bone into brain. Dies instantly.

    …I didn’t expect it to end that fast. Speaks to the lethality of MERP. This could have been a PC.

    As Camthalion readies his bow and aims, the bear reaches the dwarf. He reacts with absolute calmness, and with a calculated strike, with all his might, he brings his warhammer in an upward motion, and hits the bear in the jaw. Without a scream or a cry, the animal, falls back. Motionless.

    Q: Does the dwarf notice Camthalion ready to help?
    A: No
    Q: Does the rest of the party wake up?
    A: Yes, but they’re still sleepy

    “What… is it archer?” Dwalin asks Camthalion.
    “This fellow dwarf, was about to be shred to pieces by a black bear. But his skill with the hammer saved his life.” The elf replies.

    Now, here’s a chance to use a BOLD Connection.

    “Another Dwarf? A warrior? Here in Rhudaur?!” Dwalin wakes up quickly. “We should help him, and he will return the favor. Us Dwarves stick together. Especially in perilous lands such as these. Come, come!” He stands up, and starts walking towards the stranger with his arms wide open, in a gesture of good will.

    I think this covers “guide, understanding, your nature” as a BOLD connection.

    actiongerundsubject
    speculatelyingfriends or family
    guidepreparinga possession
    protestunderstandingyour nature

    I will roll 1d100 to see the reaction of Bali? to the group. 38.
    It’s on the negative side, but considering he’s meeting a fellow Dwarf, I’d consider him, let’s say slightly annoyed, but not hostile.
    He’s Sober, Quiet and Pugnacious (learned a new word here) according to his character sheet.
    Rolling on UNE Conversation Mood for ‘distrustful’: 56: Neutral.
    I choose a Prejudiced NPC Bearing: 17: Doubt.
    NPC Focus: 2: Current Scene.

    “For a fellow Khazad, you didn’t help much with the bear. And now you come as friend?” The stranger scoffs.
    “I was asleep. We were fighting orcs just yesterday, and I was resting from the battle. The elf was keeping watch.” Dwalin responds.
    “An elf? How can you be friends with these tree lovers?” The stranger says.
    “He’s proven himself. It was him that saved my life and the Rohirim’s. I’m certain that while you were fighting the bear, he’s had an arrow cocked and ready, aimed at the beast.” Dwalin says firmly.

    So, I initially wanted to try and use some ‘Influence’ skill and roll on the respective MERP chart. But it seems that the social skills although existent, they’re much like OD&D Charisma. The players are supposed to roleplay the situation with the GM. Rolling is an afterthought for specific situations. Similarly here, the odds for trying something are terrible. Since in solo play we’re both player and GM, I need to delegate the GM to the Oracle.

    “My name is Dwalin.” The dwarf steps up and says proudly. “My elf companion is Camthalion and the shield maiden is called Leowyn. We’re on a task to recover a Khazadin relic. Maybe rescue a hapless villager from the Last Inn who was taken by trolls most likely. We fell a troll, but we lost the tracks and reached an abandoned lair filled with orcs. We killed more than a handful before scaring them away. After striking fear into the hearts of our enemies, we camped here. Would you care to join us while we travel in Rhudaur? We could use another strong arm.”

    Q: Does Bali agree to join them? (I’ll give it 50/50 since he’s doubtful).
    A: False Presupposition.
    This Dwarf is not Bali Redhelm. Time to roll on UNE.
    Also it’s a No, since it was double 2s.
    UNE: cunning preacher
    Q: Does he share his name?
    A: False Presupposition. I’ll reroll: No, but he doesn’t insult them. He just avoids sharing it.

    “My path takes me elsewhere. And I need to be on my destination soon. What is this relic you seek, maybe if I fall upon it on my travels, I will seek you out Dwalin.” The dwarf responds.

    I decide that this triggers Dwalin’s Suspicious Personality. It’s a good opportunity also to use another BOLD connection.

    “It’s a trinket actually, nothing to lose your sleep over. We shall find it on our own. Walk in peace friend.” Dwalin responds, and Camthalion looks at him sideways. He was afraid the dwarf would spill out more information, but he was smarter than his rugged looks showed. He turned 180 degrees approach when he suspected the stranger, even a member of his own people.

    I think this covers speculate, lying, a possession.

    actiongerundsubject
    speculatelyingfriends or family
    guidepreparinga possession
    protestunderstandingyour nature

    As the sun rises, the party gathers their belongings and tries to find more hill troll tracks.

    Scouting: 18+30+11= 59: Failure. You gain no information, but you think you have learned everything available. You may not try again on the same topic in the same area for 1 day.
    3rd Watch: Encounters: 44-(4-90)=130. hostile group, social beings.
    So, I also roll on the Harnmaster Encounter table, and get Human Adventurer: Questing. Since it’s a day, this all fits well. Reading through the sample adventure I decide that they fell upon a Hillman. Typically hillmen travel in patrols, but since the sample adventure has the typical hillman at Level 4, and the party is wounded, I’ll only place one against them.

    As a side note I discovered that for encounters, MERP uses the same 4-hour unit as Harnmaster, which fits nicely, but for camping periods, you only roll once. Seems I made things tougher for the party without knowing.

    As the party tries to find troll tracks, they unsuspectingly fall upon a towering man with crude wool tunic with leggings, wearing a rough over-coat and fur hat. He has a rudy complexion, and wields a broadsword. He smiles wickedly as he sees them.
    “I knew something smelled terrible. A dwarf and a rohirim! That’s my kind of day! The ancestors will be pleased.” He nods to Camthalion. “Leave, and I will spare your life.”
    “Dunledings.” Leowyn whispers. “There could be more hiding in the trees”

    Perception (Dunleding): 59+38=97. Near Success.

    “I’m more than enough for you!” He yells at Leowyn and charges with his sword.

    Distance: 1d10x10’=70′
    Camthalion nooks an arrow.
    Hillman: Moves to attack: 35′. Doesn’t reach Dwalin.
    Dwalin: Moves to attack: 22′ Doesn’t reach Hillman.
    Leowyn: Moves to attack: 18′ Doesn’t reach Hillman.

    Camthalion shoots Hillman: 36+48+10=94: 7A:80-20=60: Strike along side of chest. 1 hit per round. Stunned 1 round.
    Hillman: Stunned.
    Dwalin: Moves to attack (41): 60-100-20+(51+15)/2-10= -17: 0
    Leowyn: Moves to attack (17): 50-100+(38+15)/2-10=-34: 0

    Camthalion nooks an arrow.
    Hillman: attacks (50/50): Leowyn: 61+52-40=73: 4
    Dwalin: attacks Hillman: 54+51+15-10=110: 11B: 14-10=4: Weak grip. No extra damage. +0 hits.
    Leowyn: attacks Hillman: 03: Fumble: 85-10=75: You stumble. The classless display leaves you stunned for 2 rounds. With luck, you might still survive.

    Camthalion shoots Hillman: 55+48+10=113: 13B: 55-10=45: Minor forearm wound. +2 hits. If no arm armor: stunned 1 round.
    Hillman: stunned.
    Dwalin: attacks Hillman: 66+51+15-10=122: 15C: 86: Blow to weapon arm. +8 hits. Stunned 2 rounds. If no arm armor: tendon damaged, arm broken and useless.

    This is no Monty Python movie, the Hillman yields.

    The two opposing sides advance towards each other as Camthalion covers the party with his bow. By the time they have made contact, an arrow is already flying, striking the hillman past his armor, and along his chest. He loses his concentration as he starts bleeding, but manages to fend off both Dwalin and Leowyn.
    Camthalion readies his bow again, as the hillman tries to wound Leowyn, but his strike is parried. Dwalin hits him, but the blow isn’t spectacular. The same can’t be said about Leowyn’s stumble. She gets entangled into a tree root and loses her balance going head on to the ground.
    The hillman sees his opportunity against Leowyn but has no chance to act upon it, as another arrow hits him, this time on the arm, and he pulls back his blade instictively.
    Disoriented as he is, Dwalin brings down his mace on the forearm, crushing his tendon. The sword falls and clatters to the ground. The man screams as he falls to his knees. “I yield, I yield. Spare me!” He yells.

    Camthalion gains 60 EP for the two criticals scored, but Dwalin gave the final blow, gaining the rest of the 290 EP.
    Leowyn gains 4 EP for being hit.

    Leowyn moves closer, to finish off the Dunleding, but Camthalion intervenes. “Don’t do something you might regret later child.”
    “Like letting him live? He’d have us strung by our vocal cords.” She answers. “If we let him live he will find his tribe, and they will get ready will fall upon us when we least expect them!”

    The last BOLD connection is finished. Protest, preparing, friends or family.

    “It’s a risk we must take. Don’t give in. Let him go.” Camthalion says in a more confident manner.
    Leowyn lowers her blade. She sees the hillman’s bleeding wound. “The wolves will get his smell after all. RUN!” She screams at the man, who stumbles away and runs in shame.

    4th Watch: 03/59: No encounter.
    Scouting for orc tracks: 24+30+11: Failure. You gain no information, but you think you have learned everything available. You may not try again on the same topic in the same area for 1 day.

    5th Watch: Camping: Camthalion casts Surface Ways on Dwalin: 71: Success: Heals 7 hits.
    5th-2nd Watch (Overnight): 153/11: Hostile (wild animal): 5 Wild Cats, Hunting.
    In which watch? 1st Watch. The party has rested 12 hours. Dwalin is at 32 hit points, and Leowyn is at full hp.
    Who is on watch? Leowyn.

    Leowyn is on watch when she notices some movement in the shadows. The glimmer of eyes in the darkness. She tosses a small pebble and wakes up Dwalin and Camthalion. Their darkvision helps them see clearly where the human had failed. A handful of wild cats is encircling them.
    “Fire! Light a fire!” Dwalin whispers to her.

    Q: Does Leowyn light the fire before the wild cats attack?
    A: False presupposition. Seriously? The wild cats never attack. They flee.

    As Leowyn starts hitting flint & steel to light a fire, the wild cats move away. Was it the armed party, awake against them? was it something else that scared them? For whatever reason, they left. And Leowyn stopped. The fire might save them from wild cats, but it would draw in any orc nearby.

    Bookkeeping

    NameDays Rations
    Camthalion2
    Dwalin2
    Leowyn4

    Arrows: Recovered 1d3-1: 0 Arrows. Camthalion is at 28 arrows.

    Hit Points: Camthalion and Leowyn are at full. Dwalin is at 36 hit points.

    EP: Camthalion, with Spellcasting, has gained 160 EP. Dwalin has gained 290 EP. And Leowyn 4 EP. This gives 227 Idea EP. Dwalin gets 151 EP more for a total of 441 and Leowyn 76 for a total of 80.

    Adding up the previous session’s EP.

    NameExperience Points
    Camthalion2363 EP
    Leowyn1661 EP
    Dwalin3033 EP

    Session summary

    So, I made a few mistakes in this session. Combining more than one encounter system causes problems in interpretation. Everything worked out in the end, but at times it felt as if I was choosing the best option.
    Also retrospectively I might have misinterpreted the wild cats situation. It’s in the start of winter, most likely the party would be sleeping with the fire lit, not put out.
    Maybe I should start monitoring the calendar more closely, but I’m trying to cover so many bases, some things get lost. I had to retrospectively make Camthalion recover arrows and heal Dwalin. In a social ttrpg, the GM would have said to the player “well, you forgot”, but I’m cutting myself some slack here.
    MERP is a crunchy system and it’s starting to drag. Combat is really nice. I enjoy every moment of it. Even though the movement and initiative mechanics leave a lot to be desired, the resolution is beautiful. The tables provide all the narrative feedback I need. My main problem is the rest of the system. It’s quite broken with the success range being really hard to reach, which causes a pain to the solo player. I want to have a system that can support me, and not have to reach out to the oracle every now and then. It’s three days and nights already that the party is looking for Ledon, and I seriously doubt they will get to him alive, which would be totally okay, if I didn’t think its the system I use.
    I think a hexflower would be a great addition for searching/tracking in solo play. I just might create one. The issue is that I have a known map, where the party runs around. Even with failed tracking rolls, there’s a chance they might fall on their destination by chance, which I can’t account for now.
    Also the topic with Ledon fits perfectly with my Secret Clocks framework. How could I have missed this? I think I’ll start retrospectively as well for next session.
    Truth is I wanted to try out MERP on it’s own, with as few overlays as possible, but I see now that this isn’t feasible.
    Therefore I’ll add my overlays, and see where it gets me from there.

     
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