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    giorgis 8:45 pm on September 11, 2020 Permalink | Reply
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    In the Trollshaws. Ep02. 

    So, some things to correct. The Watches numbering should start at midnight, so I’m correcting this now. Current watch is 3rd Watch, and the party has spent like 2 hours searching and failing to find any trail or clues.

    Dwalin will search the orcs for any possessions. I will use the Harnmaster tables for this, since MERP doesn’t provide any random item generators for patrols.
    Orc 1: 5 trade goods (furs/hides/etc), 1 weapon (scimitar)
    Orc 2: 8 trade goods (furs/hides/etc), 4 weapons (scimitar, mace, handaxe, dagger)

    There’s nothing special, and orc weapons and trade goods are too crude for humans, dwarves and elves.

    Now for this session, I’m beginning with BOLD again to roll up some connections.

    actiongerundsubject
    assurenegatinga skill
    digresstrainingenemies
    interjectweakeningparty member

    So, since they failed to follow the hill troll trails, they will search on the wild for hill troll lairs.
    I deem, that the 3rd watch time is lost, and I’ll roll for encounters.

    3rd watch: 74/72: No encounter

    Scouting: 77+30+11: 118: Success! Finally. Now here we have a metagaming question. Is this the lair of the adventure?
    If I answer this now, and learn this, I spoil much fun. I will ask later on. In any case, the adventure spoke of a side entrance to the lair, but since the Success, was Normal, I decide that the party has just found the regular entrance to a hill troll lair.

    Dwalin looks carefully through the land for any signs of trolls. He’s no woodsman, but he knows what to expect. Finally he sees something that fits. He points for the party to look at a tree, it’s branches ripped off. Not broken, but the bark torn apart and twisted, as if from an external force.
    “Only a troll could have done this. Come!” He goes quickly to the tree, overlooking a hill, and he sees the huge footprints. Dwalin smiles, while Leowyn looks worried around for any signs of trolls.
    “Don’t worry, they sleep at day, we have at least 2 hours of daylight.” He says as he follows the footprints down, to a cave entrance, blocked by a huge boulder.
    “There it is!” He exclaims.
    Leowyn ties the horse to a tree nearby, and whispers to its ear to stay silent.
    The group gathers in front of the entrance, trying to decide how to proceed.
    “Hill trolls sleep at the day. This means, that their numbers should be higher now inside, but we could go inside and do some scouting.” Dwalin proposes.
    “Or we could wait until after dark and let their hunting party leave before going inside. Maybe we’ll find few opposition.” Leowyn counters.
    “Hill trolls are stupid, but they guard their entrance. I’d say we go now, just me and Camthalion. Your eyes can’t see in the dark, human child. What do you think?” Dwalin proposes again.
    “That sounds like the safest course. We need to make sure to be silent… and to return before dusk. Or we risk getting caught inside.” Camthalion agrees, and they go in.

    I declare this a Light Difficulty task, so I need to roll less than -50 to be detected. In all other cases, the party moves inside, some feet. I’ll need to make at least 100′ before I ask which lair is this?

    Camthalion: Stalk/Hide: 17+40-4=53: 70%: 17.5′
    Dwalin: Stalk/Hide: 67+2-4=65: 80%: 20′

    Camthalion: 26+40-4=62: 80%: 20′
    Dwalin: Stalk/Hide: 93+2-4=89: 100%: 25′

    Camthalion: 87+40-4=123: 110%: 27.5′
    Dwalin: Stalk/Hide: 46+2-4=44: 70%: 17.5′

    Camthalion: 22+40-4=58: 80%: 20′
    Dwalin: Stalk/Hide: -22+2-4=-24: 30%: 7.5′

    Camthalion: 6+40-4=42: 70%: 17.5′
    Dwalin: Stalk/Hide: 11+2-4=9: 50%: 12.5′

    Camthalion has entered the main room.
    Q: Is this the lair of the adventure hill trolls? (likely)
    A: False Presupposition: This is not the lair of hill trolls anymore, it’s the lair of orcs!

    Camthalion and Dwalin stalk inside the cave, one with the wall. Their eyes adjusting to the darkness and using whatever glimmer of light enters from the opening in the back. As the corridor opens up to the main room, the duo looks around for the huge bulking creatures, but instead they see, nasty orcs sleeping, snoring.

    Q: Are there many orcs inside?
    A: No, but, there are a few: 1d6+1: 2
    Q: Are they far away?
    A: False presupposition: Re-roll: Yes, and, it’s 2d6x10′: 40′.

    Camthalion: Stalk/Hide: 25+40-12=53: 70%: 17.5′
    Dwalin: Stalk/Hide: 87+2-12=97: 100%: 25′

    Camthalion: Stalk/Hide: 48+40-12=66: 90%: 22.5′
    Dwalin: Stalk/Hide: -41+2-12=-51: F!

    The duo speaks with the eyes, as each of them, weapons drawn, closes in to the sleeping orcs. Camthalion has reached his enemy, ready to slay him in his sleep, when Dwalin, stumbles and kicks the metal helmet of the orc he was about to murder. The metal pot clangs and rolls over the floor, waking up the orcs, who open their eyes in surprise and hiss something in their black speech.

    I’m having a difficult time finding any Surprise rules, so I’m house ruling it. The orcs are considered Stunned for 1 round. In addition they don’t don shields or weapons, so DB and OB is 0. Unless the party offs them in one round, they may sound the alarm (that is, considering there are more orcs around).

    Camthalion: Attack Orc1: 64+23=87: 10A: 13-20=-07: Weak strike yields no extra damage. +0 hits
    Dwalin: Attack Orc2: MM: 19-5=14: 50: 25′: 67+14-100+33=14: 0

    Q: Do the orcs sound the alarm?
    A: Yes, and, they are heard immediately.

    The dwarf and the elf are as startled as their foes. Camthalion exchanges an look with the orc, and then slashes at it, but the orc moves aside and is barely scratched to it’s arm.
    Dwalin spends some precious moments kicking the helmet away, and the lunges to cover the distance. His mace misses by a long shot, and the orc shouts.
    U pizumu! U pizumu! Kishtraum! it hisses out loud.
    For a moment the yell echoes into the caves, but then as it reverberates, the part realizes it’s not echo. It’s other orcs responding to the call. The orc sends a sardonic smile and looks at it’s wicked blade sitting at it’s feet, before heading in another clash with the intruder.

    Camthalion: Attack Orc1: 69+23=92: 11B: 79-10=69: Medium thigh wound. +6 hits. 1 hit per round. -10 to activity. Stunned 2 rounds.
    Orc2: Pick up sword. Attack Dwalin: 76+5-30-5=46: 0
    Dwalin: Attack Orc2: 42+66=108: 13C: 09: Minor fracture of ribs. +5 hits. -5 to activity.
    Leowyn: Perception: 57+10=67: Failure. She hears nothing of the fuss. And can’t roll again for the day… huh.

    So I decide that I will ask each round from now on if the enemy reinforcement arrive, with increasing likelihood, starting at unlikely.

    Q: Do reinforcements arrive? (UL)
    A: No

    Camthalion: Attack Orc1: 44+23=67: 0
    Orc2: Attack Dwalin: 41+35-5-30-5=36: 0
    Dwalin: Attack Orc2: 49+66=115: 19D: 37+10=47:Blow to forearm. +5 hits. If no arm armor, stunned 1 round. Orc2 is down.

    Q: Do reinforcements arrive?
    A: Yes, and it’s a lot of them. 2d6: 10 Orcs.

    Before the orc facing Camthalion has had a chance to react, he hacks at it, hitting it’s thigh, black blood spewing out. The pain stuns the orc, who doesn’t manage to pick up it’s curved sword.
    The other orc, quickly picks up it’s own weapon and hastily jabs at Dwalin, but the dwarf, easily deflects the blow with his shield, and comes with a counter, cracking his enemy’s ribs with his mace.
    As the footsteps are heard closer and closer, Camthalion tries to hurt his enemy again, but the orc evades the blow, still unable to react.
    The other orc, tries to catch up it’s breath and can’t connect a blow against Dwalin, who strikes back, crushing it’s forearm, and stunning it from the searing pain.
    The orc mob makes a ruckus as they arrive to the other end of the cave. Spitting and swearing. Camthalion counts at least 10 of them.
    “Retreat! to the narrow entrance!” He shouts to Dwalin.

    Camthalion: Runs away: -55+35=-20: 50+35+0-5-100: 0
    Orc1: Picks up sword. Attacks Camthalion: 37+35-30-10-25+5=12: 0
    Dwalin: Runs away: 20-5=15: 10-5-100: 0

    Quite weird to have 0′ results for running movement.
    Also the rulebook is contradictory. I’ll take the first statement, that if the character makes a successful MM roll, they can move up to double their normal movement rate.
    Camthalion thus moves 170′, and Dwalin 90′.

    Q: Are the orcs far away?
    A: No: 1d6+2×10’=70′

    The orc reinforcements can move 60′. Dwalin is 160′ away.

    It seems that it’s quite likely that with these distances, the group can get out of the lair before the orcs reach up to them.

    I need to ask the Oracle.
    Q: Does the group get out before the orcs catch up to them? (L)
    A: No, and, two orcs catch up to Dwalin. The party must fight or abandon the dwarf.
    Q: Does Leowyn realize what’s going on? (L)
    A: Yes, and she gets inside to fight.
    Q: How wide is the corridor?
    A: 1d6x10′: 50′

    Camthalion runs like the wind and is almost outside when he turns around and sees that two orcs have caught up to Dwalin. “Leowyn!” He shouts. “Orcs, come, we need your blade.”
    Leowyn gets inside, as Camthalion draws his bow and nooks an arrow.
    She sees the almost dozen enemies and doesn’t speak a word. She knows the dwarf needs her help.

    So, theater of the mind combat. Dwalin will fight against two orcs in this round, and Leowyn can close the distance to stand at his side.
    Since it’s 50′ wide, there can be 5 orcs fighting there. Leowyn and Dwalin can try to hold them off, but they will be facing two or three orcs respectively. Camthalion will provide cover fire.

    I also need to ask about orc archers.
    Q: Are there any orc archers?
    A: No

    Note: A huge mechanics text section follows. I’d suggest skipping to the end of combat to read the narrative instead.

    Camthalion: nooks an arrow
    Leowyn: moves next to Dwalin
    Orc3: attacks Dwalin: 68+35-30-5=68: 3
    Orc4: attacks Dwalin: 18+35-30-5=18: 0
    Dwalin: attacks Orc3: 29+66-25=70: 0

    The rest of the orcs, reach the party. 3 face Dwalin and 2 face Leowyn.

    Camthalion: Shoots Orc3: 04: Fumble!: 62+10=72: You really mishandle your weapon. Stunned 2 rounds.
    Seriously?? Outnumbered, and just lost missile support.
    Leowyn: attacks Orc5: 15+53-25=43: 0
    Orc3: attacks Dwalin: 54+35-30-5=44:0
    Orc4: attacks Dwalin: 92+35-30-5=92: 8. Dwalin has 26hp remaining.
    Orc5: attacks Dwalin: 47+35-30-5=47: 0
    Orc6: attacks Leowyn: 32+35-40-5=22: 0
    Orc7: attacks Leowyn: 65+35-40-5=55: 1
    Dwalin attacks Orc3: 75+66-25=116: 15D: 83+10=93: Unconscious for 4 hours due to blow to the side of the head. If no helm: skull crushed. +20 hits. Orc3 is down!

    So, for each orc that takes a fallen orc’s place, they will not be attacking this round.

    Camthalion: Stunned
    Leowyn: attacks Orc5: 20+53-25=48: 0
    Orc4: attacks Dwalin: 31+35-30-5=31: 0
    Orc5: attacks Dwalin: 63+35-30-5=63: 2
    Orc6: attacks Leowyn: 92+35-40-5=82: 6. Leowyn has 22hp remaining.
    Orc7: attacks Leowyn: 27+35-40-5=17: 0.
    Orc8: joins fight.
    Dwalin: attacks Orc4: 43+66-25=84: 6.

    Camthalion: Stunned
    Leowyn: attacks Orc5: 43+53-25=48: 0
    Orc4: attacks Dwalin: 90+35-30-5=31: 90: 7. Dwalin has 17hp remaining.
    Orc5: attacks Dwalin: 13+35-30-5=13: 0
    Orc6: attacks Leowyn: 18+35-40-5=08: 0
    Orc7: attacks Leowyn: 27+35-40-5=17: 0
    Orc8: attacks Dwalin: 22+35-30-5=22: 0
    Dwalin: attacks Orc4: 07+66-25=48: 0.

    Camthalion: Shoots at Orc4: 64+48-25=87: 0
    Leowyn: attacks Orc5: 14+53-25=42: 0
    Orc4: attacks Dwalin: 17+35-30-5=17: 0
    Orc5: attacks Dwalin: 33+35-30-5=33: 0
    Orc6: attacks Leowyn: 10+35-40-5=0: 0
    Orc7: attacks Leowyn: 43+35-40-5=33: 0
    Orc8: attacks Dwalin: 01: Fumble: 52-10=42: Drop your weapon. It will take 1 round to draw a new one or 2 rounds to recover old one.
    Dwalin: attacks Orc4: 78+66-25=119: 20D: 05+10=15: Minor fracture of ribs. +5 hits. -5 to activity.

    Camthalion: nooks arrow.
    Leowyn: attacks Orc5: 07+53-25=35: 0
    Orc4: attacks Dwalin: 04: Fumble: 62-10=52: You lose your wind and realize you should try to relax. -40 to activity for 2 rounds.
    Orc5: attacks Dwalin: 12+35-30-5=12: 0
    Orc6: attacks Leowyn: 86+35-40-5=76: 5. Leowyn has 17hp remaining.
    Orc7: attacks Leowyn: 35+35-40-5=25: 0
    Orc8: recovers old weapon.
    Dwalin: attacks Orc4: 44+66-25=85: 6: Orc4 is down.

    Camthalion: Shoots at Orc5: 03: Fumble!: 86+10=96: You let your arrow fly too soon. You are 20′ short of your target. You are at -30 to activity for 3 rnds.
    Leowyn: attacks Orc5: 30+53-25=58: 0
    Orc5: attacks Dwalin: 83+35-30-5=83: 6. Dwalin is at 11hp.
    Orc6: attacks Leowyn: 82+35-40-5=72: 4. Leowyn is at 13hp.
    Orc7: attacks Leowyn: 20+35-40-5=10: 0
    Orc8: recovers old weapon.
    Orc9: joins fight.
    Dwalin: attacks Orc5: 45+66-25=86: 8

    Camthalion: nooks arrow.
    Leowyn: attacks Orc5: 74+53-25=102: 15C: 94: Knocked out for 6 hours with a blow to the strike of the head. If no helm: dies instantly. +15 hits. Orc5 is down.
    33% of the orcs are down (Orcs 1,3,4,5). I’ll ask the Oracle.
    Q: Do the orcs flee? (UL)
    A: No
    Orc6: attacks Leowyn: 89+35-40-5=79: 5. Leowyn is at 8hp.
    Orc7: attacks Leowyn: 87+35-40-5=77: 5. Leowyn is at 3hp.
    Orc8: attacks Dwalin: 55+35-30-5=55: 6. Dwalin is at 10hp.
    Orc9: attacks Dwalin: 06+35-30-5=06: 0
    Dwalin: attacks Orc8: 66+66-25=107: 13C: 07: Minor fracture of ribs. +5 hits. -5 to activity.

    Camthalion: Shoots at Orc6: 51+48-25-30=44: 0
    Leowyn: attacks Orc6: 74+53-25=102: 15C: 70: Medium thigh wound. +6 hits. 1 hit per round. Stunned 2 rounds. -10 to activity.
    Orc6: Stunned.
    Orc7: attacks Leowyn: 81+35-40-5=71: 4. Leowyn is at -1hp. Leowyn is unconscious.
    Orc8: attacks Dwalin: 72+35-30-5-5=67: 3. Dwalin is at 7hp.
    Orc9: attacks Dwalin: 25+35-30-5=25: 0
    Orc10: joins fight.
    Dwalin: attacks Orc8: 90+66-25=131: 19E: 75+20=95: Unconscious for 4 hours due to blow to the side of the head. If no helm: skull crushed. +20 hits. Orc8 is down!

    Camthalion: nooks arrow.
    Orc6: Stunned.
    Orc7: attacks Dwalin: 35+35-30-5=35: 0
    Orc9: attacks Dwalin: 12+35-30-5=12: 0
    Orc10: attacks Dwalin: 39+35-30-5=39: 0
    Orc11: Joins fight.
    Dwalin: attacks: Orc6: 73+66-25=114: 14D: 07+10=17: Minor fracture of ribs. +5 hits. -5 to activity. Orc6 is down.

    50% of the orcs are down (Orcs 1,3,4,5,6,8). I’ll ask the Oracle.
    Q: Do the orcs flee?
    A: No, but, it will be likely if they lose one more of their own.

    Camthalion: Shoots at Orc7: 96+13+48-25=132: 22E: 46+20=66: Strike to lower leg. Tendons torn. +3 hits. -25 to activity. Stunned 1 round.
    Orc7: Stunned.
    Orc9: attacks Dwalin: 06+35-30-5=06: 0
    Orc10: attacks Dwalin: 53+35-30-5=53: 1. Dwalin is at 6hp.
    Orc11: attacks Dwalin: 10+35-30-5=10: 0
    Orc12: Joins fight.
    Dwalin: attacks: Orc7: 26+66-25=67: 0

    Camthalion: Reloads and shoots at Orc7: 84+48-35-25=72: 0
    Orc7: attacks Dwalin: 03: Fumble: 100: Worst move seen in ages. -60 to activity from a pulled groin. Foe is stunned 2 rounds laughing.
    Orc9: attacks Dwalin: 36+35-30-5=06: 0
    Orc10: attacks Dwalin: 61+35-30-5=53: 2. Dwalin is at 4hp.
    Orc11: attacks Dwalin: 24+35-30-5=10: 0
    Orc12: attacks Dwalin: 49+35-30-5=10: 0
    Dwalin: Stunned.

    Camthalion: loads arrow.
    Orc7: attacks Dwalin: 26+35-30-5-60=0: 0
    Orc9: attacks Dwalin: 44+35-30-5=44: 0
    Orc10: attacks Dwalin: 58+35-30-5=58: 1. Dwalin is at 3hp.
    Orc11: attacks Dwalin: 97+35-30-5=97: 9. Dwalin is at -6hp. Dwalin is down.
    Orc12: moves towards Camthalion.

    Camthalion: Shoots at Orc7: 77+48-25=100: 10B: 34-10=24: Thigh strike. +3 hits. If no leg armor: 3 hits per round. Orc7 is down.
    Q: Do the orcs flee? (L)
    A: Yes but, they only flee to the depths of the lair. They’re likely to return if the group doesn’t leave soon.

    What a fight! So, as a fellow solo role player pointed out, there’s a modifier for surprise under the Hand Weapons attack tables. There are also many other modifiers there, which were applicable but I missed them, like penalties for when you’re under half hit points…For next combat I guess. As I keep reading MERP, it’s really hard to keep track of the rules. Speaks to it’s age. It isn’t too hard to miss such an important part of the rules…it is more like the little letters in a Terms & Conditions section.

    Camthalion nooks an arrow to his bow as Leowyn joins Dwalin in his fight against two orcs.
    As Camthalion shoots, he mixes up the string between his hands, in a fumble, unheard of for his species. The orcs and the warriors exchange blows, with a minor scratch on Dwalin, who strikes back with renowned fury, hitting an orc to the side of the head with his mace, crushing it’s skull.
    Camthalion still tries to untangle from the bowstring, as the melee combatants cause minor wounds to each other. Another orc takes it’s fallen brother’s place.
    When finally Camthalion untangles himself, he shoots and misses. Everyone is on top of each other, and it’s hard to score a successful hit. One of the orcs is so confused, that he drops his weapon in the fuss. Dwalin scores a hit, fracturing some orcish ribs with his mace.
    Fighting for so long, one of the orcs loses his wind. He pauses for a second, which is enough for Dwalin to find an opening and kill it.
    Camthalion, eager to help his team, shoots too soon. The arrow flies early, and he hits the ground 20′ short of his target. The unarmed orc recovers his weapon and another one joins the fight. Minor wounds are wearing down the warriors.
    Leowyn composes herself and lunges, and with a swift side strike, hacks an orc head, killing it. Despite their losses, the orcs stay standing strong. The fight goes on, with Dwalin cracking more orcish ribs.
    Camthalion misses yet again, but Leowyn jabs deep in an orc thigh. It’s scream is heard above the clash of arms. Another orc, hacks back at Leowyn, and the continued fight brings her down. Dwalin, isn’t scared easily. Despite standing alone in melee against them, he gathers all his willpower, and with a calculated strike, he crushes another orc skull.
    The orcs morale is low. They fight, but are unsure. Dwalin hits yet again, breaking the ribs of another orc, and killing it.
    The orcs have lost half their numbers, but they still keep on. Yet, they start to waiver. They look at each other, questioning their opponents strength.
    Camthalion, finally aims true. His arrow rips off the tendons of an orc, stunning it. Another orc from the rear lines joins the fight.
    An orc warrior screams a war cry and charges at Dwalin, as he hacks, he misses, stumbles on one of his fallen brothers, and ends up punching himself in the face.
    Dwalin can’t keep himself from laughing. He can barely keep a straight face and compose to fight properly. The other orcs, angry, and confused take advantage, and hit the master Dwarf. His armor is strong, but the repeated hits bring him down.
    The orc surrounding Dwalin now turn to Camthalion. He knows it’s now or never. He aims, and hits an already wounded orc, the arrow lodges itself in the thigh of his enemy. The bleeding is intense and the orc falls.
    The orcs are scared. If the elf fights them as hard as the dwarf and the horse-rider, then they’re done for. With their companion falling under the arrow, they turn tail and flee, deeper back in the caverns.
    Camthalion knows this uneasy serenity won’t last. The orcs will come back when they decide they want to get out, or when they realize the elf doesn’t pose that much of a threat.
    He turns his attention to his fallen comrades.

    Surface Ways on Leowyn: 77: Success: Heals 9 hit points. Leowyn is back up to 8 hit points.

    Camthalion lies beside Leowyn. Touches her wounds and focuses. He meditates for a few moments and then he casts his spell. Leowyn is rejuvenated. She opens her eyes and looks at him.
    “Come child. Help me carry the master dwarf out of here.” He says.
    Without saying a word, she picks up their belongings, and slowly, they carry Dwalin out, put him on the horse and leave, to find a place to camp for the night.

    4th watch: 53/43: No encounter
    5th watch: 82/36: Sighting by another group (wilderness encounter/beast): (Harnmaster tables): 89: Dwarf Adventurer: Camping/Seeking accomodations/etc.
    Q: Does the dwarf come to the party?
    A: No
    6th watch: 59/71: No encounter

    The party camps for the night. Camthalion, who is in a better shape than the others, stands watch as Leowyn and Dwalin rest.
    “I believe we have lost them.” Camthalion tells Leowyn. “It was close, but we faced them off.” He tries to assure her. “I don’t think they will come after us, even wounded as we are.”
    “I believe our deeds will travel among them, striking fear into their hearts. I counted at least five orcs falling under my mace!” Dwalin says boldly as he wakes up from his sleep, regaining consciousness.
    “Rest, master dwarf. It takes a lot of energy to crush five filthy goblins.”
    “Yes, yes, you put down one of them, your skill with the bow isn’t as good as I heard, with regards to your people. You should train more.” Dwalin points out.
    “Hah! It was but a bad moment. I’m sorry I let you down. I don’t need no training.” Camthalion responds.
    “Worry not, you saved our lives in the end, and that is what matters.” Dwalin states, and Leowyn smiles. The crisis between the dwarf and the elf is averted.

    I think with these, I have “assure weakening party member”, “digress training a skill” and “interject negating enemies” from BOLD connections, to Camthalion and Dwalin respectively.

    Under the starlight, Camthalion feels a gaze. He looks around notices a dwarf in the distance, under a tree, camping as they do, but silent. He doesn’t make a move to join them, and Camthalion feels that it’s better this way. The party isn’t at their strongest to face the unknown. He stands watch, as the others sleep…

    I’ll end my session here. Time to do some bookkeeping. Experience and hit points.

    MemberHits receivedCriticals received
    Camthalion00
    Dwalin430
    Leowyn290
    EnemyCamthalionDwalinLeowyn
    Orc1   
    Orc2 200 
    Orc3 200 
    Orc4 200 
    Orc5  200
    Orc6 18515
    Orc7200  
    Orc8 200 
    Orc9   
    Orc10   
    Orc11   
    Orc12   
    Total200985215

    Camthalion: 100 for Spellcasting, 10 for a Stalk hide MM over 100.

    Idea Points: 691. I’ll split it between Dwalin and Camthalion for using the BOLD connections. They get 345 each.

    Adding up the experience points from the previous adventure, I have the following totals:

    NameExperience Points
    Camthalion2203 EP
    Leowyn1581 EP
    Dwalin2592 EP

    With two watches resting, and one searching for camp, Dwalin is at 3 hp and Leowyn is at 17 hp.


    That was a combat heavy totally old-school session. The party survived at a thread.
    It was quite tiresome and I missed a lot of the mechanics, as they are spread around the book at the most unexpected places. Flanking provides bonuses that could have turned the tide further for the orcs. The party would have chosen different tactics though in that case.
    On the other hand, my fears about my previous Zweihander session were unfortunately confirmed. I run an equally heavy combat, with an equally (or more) crunchy system. In MERP The results were so much different. There were effects! Narrative feedback! I had so much fun! I could visualize, my dwarf protagonist, drenched in blood, smashing orc skulls, like his life mattered on it!
    Again, expectations. Being completely conscious about what to expect from a session is very important with regards to the fun factor. I expected to have to face tons of bookkeeping and page flipping, and that’s why it didn’t bother me the slightest when it played out.
    I’m really curious as to what the party will do next. Thankfully they haven’t suffered any criticals. Being armored saves you from critical hits in MERP. Makes it easier to get hit and suffer hit points, which makes sense. All in all the protagonists suffered flesh wounds and concussion hits, which can be recovered easily. Will they rest in the countryside or return to the inn to recover? Who was that mysterious dwarf in the night? I’ll also have to start keeping track of their rations, arrows and supplies…

     
    • Boddynock's avatar

      Boddynock 10:45 pm on September 17, 2020 Permalink | Reply

      I really enjoyed this one and have been re-reading this post and your first Trollshaws in order to pick up a sense of how to blend mechanical displays with narrative. I continue to like your style and wish you all the best!

      Liked by 1 person

      • giorgis's avatar

        giorgis 9:01 am on September 18, 2020 Permalink | Reply

        Thanks you!
        Whenever possible I try to give narrative descriptions after a set of actions. Usually after a combo of oracle questions and skill rolls. In combat, I adapt to the system. MERP has a lot of descriptors integrated in the system, which allows me to give a summary in the end.

        Liked by 1 person

  • Unknown's avatar

    giorgis 11:31 pm on September 4, 2020 Permalink | Reply
    Tags:   

    #Weaselhammer Ep.01 

    Tenebris, C400950-9. A warm, human miscible planet, with a thick atmosphere. A simple colony in the vast reaches of space.
    Necron scout forces have arrived in the system. Ultramarine 2nd company is deployed to intercept them.

    The scenario is simple. The Ultramarine squad needs to activate the relay, and the Necrons need to destroy it. I’ll be running it as ‘to the last man scenario’.

    For miniatures, I’ll be using Alternative Armies 15mm.co.uk miniatures from the Ion Age and the Hordes of the Future ranges.

    Ultramarines Squad
    Necrons Squad

    As a Rules system I’ll be using Clash on the Fringe, it’s PWYW over at wargamevault, so you can go ahead and give it a try!

    Roster

    UltramarinesSpeedSurvivalDisciplineMoraleTrainingArmorWeaponsTraitsNotes
    Leader48786Powered ArmorMan-Stopper Pistol (4/12/2, CC)Brawler, Leader 1 
    Trooper48786Powered ArmorMan-Stopper Pistol (4/12/2, CC)Brawler 
    Trooper48786Powered Armor2xMan-Stopper Pistol (4/12/2, CC)Gunslinger,Brawler 
    Trooper48786Powered Armor2xMan-Stopper Pistol (4/12/2, CC)Gunslinger,Brawler 
    Librarian48786Powered ArmorHeavy Blade (3, Innacurate)Psionic Skill 6, Level 2Individual
              
    NecronsSpeedSurvivalDisciplineMoraleTrainingArmorWeaponsTraits 
    Leader55776SoullessBeam Rifle+Sight (4/40/4, Heavy)Leader 1, Synthetic, Network, Calculating, Shift 
    Infantry Module55776SoullessGauss Rifle (4/25/2)Synthetic, Network, Calculating, Shift 
    Infantry Module55776SoullessGauss Rifle (4/25/2)Synthetic, Network, Calculating, Shift 
    Infantry Module55776SoullessGauss Rifle (4/25/2)Synthetic, Network, Calculating, Shift 
    Heavy Support55776SoullessGauss Support Weapon (4/45/2, Heavy, Suppression)Synthetic, Network, Calculating, ShiftIndividual

    If I’ve done my force calculations correctly, the Ultramarines are at 356 points, while the Necrons at 329.

    It’s the first time I play Clash on the Fringe so I expect everything to be a bit slow at first.
    I read the rules thoroughly and, everything was in it’s right place. There were a few odd things here and there, and a couple places where I had to go back and re-read the paragraph, but overall they were robust and lean. The rules made sense, and where innovative at certain places. I kept pondering at what rules system I should go after, and I believe I made the right choice.
    There is an implied setting of the Fringe, which can easily be adapted to most known sci-fi universes. Converting it to WH40k theme was very easy, as the Unity Stormtroopers coupled with Power Armor could easily mean Space Marines, whereas the Soulless are a Necron proxy.
    Clash on the Fringe has Solo Play rules, Scenario and Campaign rules, but I wanted so much to get in the thick of it with my troopers that I skimmed through these and didn’t pay much attention. I’ll certainly be looking at these for my next battles.

    Actual Play Report

    Table Set up

    Turn1

    Initiative: Ultramarines win

    Activate: Squad
    Action: Engage
    Trooper Moves, Shoots 2xNecron Support: (-2 Long Range): 1 Shot Hit: Survival Failure. Necron Heavy Support Removed: Morale: Success
    Trooper Moves, Shoots 2xNecron Leader: (-2 Long Range): 1 Shot Hit: Survival Success: Necron Leader Heads Down
    Leader: Order Move It: Trooper to go into Cover
    Leader: Moves, Shoots Necron Leader: (-2 Long Range): Heads Down

    Initiative: Necrons win
    Activate: Squad
    Action: Engage
    Leader: Heads Down: 1 Marker Removed
    Leader: Order: Keep It Together: 1 Marker Removed
    Leader: Moves, Shoots Ultramarines Leader: Miss
    Necron: Moves, No LOS
    Necron: Moves, Shoots at Ultramarine: Hit: Survival Failure: Ultramarine Removed: Morale: Success
    Necron: Moves, No LOS

    Initiative: Failure to activate

    Brother Morger advanced, and caught a glimpse of the neon green Necron weapons. He pointed both of his Bolt Pistols, and a loud crack was heard as he pulled the trigger. The shot was true, and the Necron’s skull was now wide open. The synth was no longer holding a huge gauss minigun. and fell, lifelessly and soullessly to the ground.
    Brother Terson, aims at the Necron next to the casualty before they have a chance to react, but inspite of his hit, the blow ricochets at the synth’s armor, disorienting it.
    Sergeant Strolaris orders Terson into cover and then advances and shoots at the same Necron figure holding a huge gauss rifle. He barely misses, but it’s enough for the soulless to put it’s head down.
    Brother Cassiurion advances further onwards.
    The Necrons quickly and coldly recover, and advance towards the relay. Most of their shots miss, but one of them hits Brother Terson right in the chest, dropping him down.
    Librarian Ortytanus stands motionless, pondering at the best course of action.

    Turn2

    Initiative: Ultramarines win
    Activate: Squad
    Action: Engage
    Trooper Moves, Shoots 2xNecron: (-2 Long Range): 1 Shot Hit: Survival Failure: Necron Removed: Morale: Success
    Leader: Order Move It: Trooper to go into Cover
    Leader: Shoots Necron Leader: (-2 Long Range): Hit: Survival Failure: Necron Leader Removed: Morale: Success
    Leader: Moves
    Trooper: Moves: Shoots Necron: (-2 Long Range): Hit: Survival Success: Heads Down

    Initiative: Necrons win
    Change of Plan: Carry on as current
    Activate: Squad
    Action: Engage
    Necron: Shoots at Ultramarine: (-2 Cover): Hit: Survival Failure: Ultramarine Removed: Morale: Success
    Necron: Heads Down: Failure

    Initiative: Ultramarines Success
    Activate: Librarian
    Action: Engage
    Librarian: Moves

    Brother Morger moves into position and takes another volley of shots at the nearest Necron, striking true once more, and sending his enemy into oblivion.
    Sergeant Strolaris orders him into cover, advancing next to the relay fortifications. He then takes another shot to the Necron with the rifle, and hits this time, blasting his head into smitherens.
    Brother Cassiurion moves into position and takes a hit at the closest enemy, but the shot ricochets off the robotic armor. The Necron is confused by the hit and stands motionless.
    One of the remaining two Necrons shoots at Cassiurion and hits. The Space Marine hits dirt, motionless.
    The other Necron keeps standing motionless.
    Librarian Ortytanus advances towards the enemy.

    Turn3

    Initiative: Ultramarines win
    Activate: Squad
    Action: Engage
    Trooper Moves, Reaction Fire: Failure: Shoots 2xNecron: 2 Shots Hit: Survival Failure: Necron Removed: Morale: Success
    Leader: Order Move It: Trooper to go into Cover
    Leader: Moves

    Initiative: Ultramarines win
    Activate: Librarian
    Action: Engage
    Librarian: Moves

    Initiative: Necrons success
    Activate: Squad
    Action: Engage
    Necron: Heads Down: Failure

    Brother Morger has closed in on the enemy, peeks right out of the fortifications and takes a salvo at one of the remaining Necrons. Both shots hit, and two holes in the Necron’s chest speak of their penetrative power.
    Sergeant Strolaris orders Morger to get back into cover, and advances further towards the Necrons.
    Librarian Ortytanus closes further towards the enemy, gripping his heavy blade with both hands, eager to try it out.
    The last remaining Necron, tries to get it’s circuits running, but it simply does not compute.

    Turn4

    Initiative: Necrons win
    Activate: Squad
    Action: Engage
    Necron: Heads Down: Failure

    Initiative: Ultramarines Success
    Activate: Squad
    Action: Engage
    Trooper Moves, Reaction Fire: Failure: Shoots 2xNecron: 2 Shots Hit: Survival Failure: Trooper Removed

    Ultramarines Win

    Standing motionless, the last remaining Necron, watches frozen, as Brother Morger scores two more hits, eliminating the enemy. The Ultramarines are victorious, but at what cost?

    Aftermath

    Received 1 BP.
    I increase the Speed of Brother Morger by 1.

    Session Summary

    Overall I really enjoyed Clash on the Fringe! It was fast and quite deadly. I liked the fact that there is no maximum range for shooting, which makes sense, so the entire (albeit small) battlefield was free range.
    I’m not a fan of roll-under systems especially when it comes to wargaming. I’d prefer to have to roll 11 or more and just add up the modifiers to my dice roll. Something about rolling high appeals to me. But that’s just a personal note, and nothing against the ruleset. Might houserule it next time I run it.
    Clash on the fringe is really recommended. I enjoyed it so much, I’d like to test it with a few more squads and terrain features, since I had the bare minimum for this fight.

     
  • Unknown's avatar

    giorgis 6:52 pm on August 20, 2020 Permalink | Reply
    Tags:   

    A year more or less 

    So around a year has passed since I discovered solo roleplaying and started my baby steps into this newfound (for me) way of experiencing again my favorite hobby.

    I had streaks of successful sessions, fun one-shots, and blatant failures.
    During this whole process, I had some epiphanies (on a personal level) regarding my solo style and my roleplaying style.

    In this post I’ll try to do a brief summary of this period, what solo roleplaying is, and share what I have learned so far.

    So, what is Solo Roleplay Gaming? I’ll start by answering the second part first. What is Roleplaying? There are so many people who know nowadays, so the relevant introductory text in RPG books is oftentimes omitted. So roleplaying means to undertake a fictional role. Usually it means in a fictional world as well, but not always. Let’s put the third aspect now, gaming. Since this is a game, roleplaying is covered by certain rules that need to be followed, and there is a line between fiction and reality, which is blurred through immersion, but still remains there. Traditionally, roleplaying games, have Players who play one character each (PC) and Game Masters, also known as Narrators or Storytellers who are tasked with delivering the experience and having fun in the process. The GM narrates everything but the PC intentions and actions, describes the world, builds up the story, runs the NPCs and also has referee duties. Some RPGs may split some of the GM duties across the players or even be completely GM-less. Now, let’s kick in the first aspect, let’s make it Solo. This means it’s definitely GM-less. The (one) player is tasked with everything. Running the entire game on their own with the objective of having fun in the process.

    Why? Why would anyone want to run an entire RPG game which is meant for 2-7 players by themselves?
    The short answer is ‘for the same reason someone plays chess by themselves’. The long answer is somewhat more complicated and different for each. First of all one must want to play RPGs. Become a knight hunting dragons, an investigator searching clues, an explorer scouting uncharted lands. There is something fictional that we want to do and do it within the confines of a game. Secondly, one must be unable or unwilling (or a bit of both) of roleplaying with others. (There is a third category of people who do both social and solo roleplaying, but this usually comes after solo roleplaying for one of the above reasons and after seeing how enjoyable it is, they keep it up).

    I’ll explain my personal reasons for solo RPGing, but not in an attempt to start any argumentation. What works for me doesn’t necessarily work for someone else, and vice versa.
    So, for me the main reason is time and management. I recall how hard it was when I was a teenage high school student, to just get the party together for a session. I can’t imagine how much harder it would be to do it with my responsibilities today. Soloing, I can control what I play, when I play, for how much, and even abandon it mid term for any reason, without any hard feelings. I don’t need to socialize with people who aren’t my friends just for the sake of gaming, or try to recruit my friend into RPGs. Don’t get me wrong – I do miss that part. I loved being able to play RPGs with my friends back then. I’m just a realist, and I understand that the effort I would have to put, in order to do that today, would make it so hard, it would not last.

    Solo roleplaying is a very personal endeavor. Nevertheless the fact that something works or doesn’t work for you, doesn’t mean that it’s not the same case for others as well. We find common ground in the solo rpg communities, subreddits, discords. Reading the blogs of fellow players, listening to their actual play podcasts, or even watching their YouTube shows.

    So, if I could categorize the different solo styles that appeal to this community, I’d put them in the spectrum of two axes. Journaling vs Traditional and Player vs Story Driven.

    Journaling style: when the game mechanics are used as an inspirational prompt for narrative. The player has the narrative freedom to write pretty much anything they want, so long as it fits the concept of the prompt. The interpretation of this concept can be very fluid as well. At the end of the spectrum it treads very closely towards ‘Writing with dice’.

    Traditional style: Playing an RPG of choice with the use of a set of tools commonly known as a solo engine. The solo engine can be as light as a single oracle, or it could be coupled with random tables, generators and whatever else needed to provide prompts. The RPG system could be united with the engine (solo rpg system) or could be a standalone regular TTRPG. At the end of the spectrum it treads very closely towards being ‘a solitaire board game’.

    Player driven style: When the game revolves around the player’s actions. What are their objectives? What do they do to accomplish them? Similar to how a first person video game would be run. What do I see? What do I hear? What does my opponent do when I confront them? At the end of the spectrum it leans towards minimal metagaming. The player’s knowledge and the protagonist’s knowledge should be as close as possible.

    Story driven style: The game is set up in scenes and threads and the game revolves around building a story using the protagonist. There is a lot of metagaming knowledge involved which is used to create an interesting story arch. At the end of the spectrum, it leans towards world building and emulating the characters instead of the world. Asking the Oracle what does the protagonist do when faced with the odds designed by the player.

    It’s not black and white, and many solo styles fall somewhere in between. Mythic, for example, one of the most popular solo gaming engines is right between being Player and Story Driven. Ironsworn, is Player driven, but since it’s PbtA, it isn’t completely Traditional, and it has several Journaling aspects.

    I haven’t touched all the styles, but I consider that my favorite styles are at the end of Player Driven, Traditional style. What I aim to do is play solo an RPG, as a PC would in a world generated by a GM. That’s the dream at least.

    What did I like most about Solo Roleplaying Gaming?
    I’m a huge fan of reading different RPG system mechanics, so I liked being able to run whatever RPG system I wanted into whatever theme I wanted and see for myself how everything played out.

    An overview of my actual plays

    A scout mission gone awry: My first successful campaign, run in the Star Wars universe. I’ve hacked and playtested solo oracles, tools and the D6 system in this one. It’s about a deep space scout tasked with a specific exploration target, where things happened to set off wrong, from the very beginning…

    Night of the blood: my first attempt at a pre-written module, using RPGTips excellent video as my base to an Oracle hack. Even though my MiniSix rpg hack wasn’t the best, I had lots of fun, as the adventure was short and interesting. This takes place in the Warhammer Fantasy universe, where a party of adventurers needs to stop at an inn to escape the terrible weather…

    The ruins of Syriholm: Here I played again with MiniSix, running a dungeon crawl, using a custom HexFlower Gaming Engine according to the setup template by goblin’s henchman. A stereotypical party of adventurers delves into the orc infested ruins of Syriholm to pay off an honor debt.

    Assault on Vespin Tower: Back to running another prewritten module, the sample adventure in Hackmaster basic, but not using the Hackmaster system, but crunchy d100 MERP instead, and placing everything in Middle Earth. A party of three is paid to investigate why there are no news from the guard shift at the tower…

    A crime at the river: My most favorite series to date. I used a D6 hacked variant to run a 1920s weird noir adventure. A detective investigates a homicide at a river house…

    Return from Syriholm: I continued with the party from the Ruins of Syriholm, now converting them into Savage Worlds system to run a wilderness Hex Flower Gaming Engine, by goblin’s henchman. What happens to the survivors…?

    One beginning, multiple endings: A solo gaming challenge. Run with Savage Worlds game system. Savage Worlds truly shines in this setting. This one-shot adventure has to do with weird events in a modern military base.

    The Siege of Ostenhofen: A multi part installment taking the party from Night of the blood to run a siege using my To the battlements Hex Flower Siege Gaming Engine. Converted in Savage Worlds and mixed it up with Warhammer Fantasy Battles 4ed wargaming. I got tired in the end due to the extreme amount of mental work needed, but I loved it. Also it was an excellent example of how solo roleplay gaming can surprise you.

    Theseus Deeds: Another one of my favorites. I took the opportunity to run d100 Mythras solo. I’ve taken the myth of Theseus and run it as a prewritten module with the respective rules to keep things interesting. Loved Mythras and it’s a game system I will return to when I get the chance.

    Bianka the ratter: Continuing from a split party from the Siege of Ostenhofen, I tested out a third d100 game system, Hârnmaster. Crunchy, but very interesting, and the campaign tables it has, make other games pale in comparison. Will Bianka survive alone…?

    Evie’s company: Here I took the rest of the split party from Ostenhofen and run them with Zweihander, a fourth d100 system in my collection. Total failure. The success ratio was so low, that I was confused and tired in the end…

    Unbeohrt’s story: A playtest example of Secret Clocks in Solo Play, using Savage Worlds. Unbeohrt is tasked by the chief with rescuing his daughter from the Apemen. Will he succeed in time…?

    A monster’s bounty: I was so hyped about this. An idea I loved came to mind: running a post-apoc weird Witcher style adventure in Savage Worlds. No matter how hard I tried I couldn’t get it to stick. I was pushing myself through it, hoping to find immersion and motivation to flow fluidly. I tried several different game engines, portents, generators. Ultimately I had to put it in hiatus. Later on I realized that it was mostly because I wasn’t aware of the game style I wanted to play. Lesson learned. The story is about a monster hunter in a near future magically war torn earth. Think spellcross meets the Witcher…

    Savages of the forest ridge: trying to escape my solo gaming difficulties, I switch to a complete solo RPG system, Scarlet Heroes, and run it in my favorite setting of Dark Sun. Again I failed to get motivated because I wasn’t aware of my game style. This is the story of a halfling leaving the Forest Ridge and heading towards the tablelands…

    The tale of Bas: Another attempt, at a different complete solo RPG, Ironsworn. Once more, I can’t escape my lack of flow, again due to lack of awareness of my game style. Retrospectively, Ironsworn is a great RPG, but maybe, I need to approach it in a different way. This is the tale of a hunter having to prove his innocence to his clan in the Ironlands…

    The Wardens of Gahyrst: Now, having faced all this stop to a halt, I switch to solo wargaming. I’ve built a nice amount of terrain, painted a respectable amount of 15mm miniatures, and started playing Five Leagues from the Borderlands, an excellent Nordic Weasel Games product. It’s a solo fantasy skirmish wargame with heavy rpg influence, where you run your warband of heroes in an unruly area of the world, through one or more campaigns. To keep some story elements, I decided to connect this to Evie’s company. The noble lady returns home only to find everything in a bad shape, and tasks her retinue to get order back in the region…

    Greder Payne: A short one-shot dungeon delve to try out The Witcher TTRPG game system, using watabou’s dungeon generator. Nice and fun. A man-at-arms needs to put his blade where his mouth, and goes to clean up a crypt from monster’s…

    The tale of Dash Kile: After reaching awareness on my game style, I regained my footing, and run an adventure in Star Wars. It regards a Rebel agitator in an Imperial occupied world…

    In the Trollshaws: My last adventure right before my vacation started. Headed back to MERP and picked up my party from where I left them off. Still running crunchy MERP, through the pre-written sample adventure in the MERP core book. Will the party survive the enemy infested Trollshaws and save the poor kidnapped villager…?

    What is my favorite solo gaming engine?
    After testing all these systems and engines, my favorite style currently is more or less set. I like to run a homemade hack of MUNE, Combined with Recluse. I love the simplicity of MUNE and the false presupposition mechanics of Recluse. I couple these with the excellent UNE and BOLD products. I intend to print out my sets of GMA Cards and use them as additional feedback. Until then, my main source of portents will be donjon. I’ve found many other online generators, but this hits my sweet spot.

    Where do I see this taking me in the future?
    I cannot predict with certainty, but for me the hobby now also includes solo wargaming with everything that entails (scenery, minis, painting, gaming). I loved going into solo wargaming and may try connecting the both of those worlds.

    I loved solo roleplaying gaming. It is perfectly doable, and the results can surprise you. It is not the same as social roleplaying gaming. If there’s one piece of advice I could give is to have clear expectations on what it is that you want from it, and aim for that. I’ll borrow a quote I read: “when solo roleplaying you only have one person to keep happy, yourself”.

     
  • Unknown's avatar

    giorgis 10:31 pm on July 27, 2020 Permalink | Reply
    Tags: ,   

    In the Trollshaws. Ep01. 

    So I’m back into MERP, but this time with another twist. I might be using parts of the Harnmaster Campaign tables.
    For the Oracle, I will be using a modified MUNE/RECLUSE Hack, similar to the one I used in my Dash Kile episode.
    I’ll follow up on my rule of player driven game. So I have three premade characters, which according to the MERP game, have the following motivations.

    Leowyn: Rohirim shield maiden. She wants to find her lover’s murderer.
    Camthalion: Sindarin archer. He wants to find what happened to his missing twin brother.
    Dwalin: He wants to recover a magic hammer, as a life-debt to a fellow dwarf.

    Now I could try to run a dialogue for these and see who persuades the other, but instead I’ll go with some metagaming here. If these three characters were played by three different players, it would be the players discussing what they would want to do next. So, in terms of where they are and how I want the adventure to go forward, I’ll choose Dwalin’s objective as the party objective.
    Some more details for the reader: The hammer was lost in the fray on a fight with Hill Trolls in the Coldfells. Bain, the dwarf to whom Dwalin owes his life, believes the hammer is in a troll lair somewhere in Rhudaur.

    Here comes the meta knowledge. There is a sample adventure in the MERP core rulebook, regarding the Trollshaws in Rhudaur. Maybe I can combine the two. I’ll have the party move north to Rhudaur in search for the hammer, and then they will visit the inn where they will learn about the sample adventure. That is if the Oracle and the random encounter rolls allow it…

    I’ll start off by using the Connections from BOLD, to create an overlay for some interesting discussions between the part members.
    I roll the following:

    action gerund subject
    impart avoiding allies
    ponder divulging a love
    scrutinize avoiding a posession

    Continuing from the previous session the month is Hithui, the location is the Inhyrst keep in north Eriador. The party is in the inn, having breakfast.

    Q: Is everything as expected?
    A: Yes

    I’ll get some information from donjon to generate the Inn.
    The inn is called the Hero and Flask.
    Location: On Iron Side, southwest of an outcrop of carved stone. The street outside is strewn with debris from a broken barrel.
    Description: The inn is a simple wooden shack, with a single salvaged stone wall and only a few crude tables and benches. Accomodations consist of a single large room with wooden cots. The inn is unusually noisy, as a company of dwarven miners sings drinking songs.
    Innkeeper: The innkeeper is a timid female human named Finde. She has an identical twin, who works opposite shifts.

    I’ll stop here since the rest of the information might or might not become relevant.

    Dwalin clears his throat as if to make an announcement. Then, with as much seriousness as a dwarf can muster, which is a lot, he speaks to his companions.
    “I saw how you fought those goblins in the tower. I could use your skills in my quest. We… we make a good team together, wouldn’t you say?”
    “And what exactly is your quest, master dwarf?” Camthalion asks.
    “I’m seeking a legendary hammer. It’s said to have slain a Dragon! I believe it’s a bit to the north of here. In Rhudaur, and have reason to believe it’s… in a troll lair.” Dwalin answers anxiously.
    “In a troll lair?” Leowyn asks astounded. “I mean, sure we made short work of those goblins, but trolls aren’t to be toyed with.”
    Dwalin stresses himself. “Help me with this and we shall split any other reward.”
    Camthalion shakes his head. “No. Not good enough. In addition, you will help us in our quests.” He sends a side look to Leowyn, who averts her gaze and looks to the floor. “I’m sure that a Rohirim shield maiden wouldn’t be so far from home if there was no reason? right?”
    “You are correct Camthalion.” She quickly changes the subject and turns to Dwalin. “We split the other rewards and you help us afterwards.”
    “Alright. Seems fair.” Dwalin agrees.
    The party pays rent and breakfast and sets off towards Rhudaur.

    Now here I believe that Dwalin managed to ‘impart avoiding allies’. He spoke of his quest (impart), but avoided the part of how it was a life debt to his ally and friend Bain. One connection complete! There should be some bonus Experience Points here.

    So, as I have said in the past, MERP is a game of serious bookkeeping. Let’s see how much did b&b cost.
    3 light meals (18 tin pieces) and 3 poor lodgings (3 copper pieces) for a total of 4 cp and 8 tp

    So I’ll start having a party pool. They had earned 10 sp and 12 cp in the last adventure. This leaves them with 10 sp, 7 cp and 2 tp.

    Weather: Standard temperate weather. 30F = -1C. It’s cold!

    Q: Is Rhudaur far away?
    A: No, and, it’s very close
    I’ll call it and say it’s one day’s ride. (8 hours, slow ride=30 miles). They can probably walk it within one day if they walk for 12 hours. Leòwyn has a horse but since the other two walk, I’m taking their speed as the lowest.
    So I’ll use the Harnmaster Encounter tables.

    First Watch: Day: No Encounter
    Second Watch: Day: No Encounter
    Third Watch: Night: Encounter
    So it’s Night and Lawless. It’s a Forester: Camping/Seeking Lodgings/etc.
    I roll 1d100 on the friendlyness: 46: He’s distant.

    I’ll go with the flow here.

    The long winter night has caught up to the company as they still are on the road. Far in the distance they can see some glimmering lights, and they hope it’s an Inn for travelers like them.
    As they drag their cold freezing feet, suddenly a figure jumps in from the woods right onto the road.
    It’s a sturdy man, with a hatchet resting on his shoulder and a bow worn along his chest.
    For a moment noone speaks. The sudden event has caught them all by surprise. They eye each other carefully.
    “I’m heading to the inn” The man finally says.
    “So are we.” Leowyn replies. “Will there be any trouble?” She asks as she slowly rests her hand on her sword hilt.

    I’ll roll on the Interaction and Influence Table. They just want to avoid any combat, but things are tense. Yet the other side doesn’t have the advantage so, I’ll give a +30 Routine Bonus.
    50+30=80: Partial Success. Your audience is still listening.
    11+30=41: Failure.
    So, they won’t walk together, but there is no fight either.

    “Move on, move on and keep your hands where I can see them” the man says.
    The party grumbles, and they feel uneasy walking forward with the man behind them, but he doesn’t immediately follow. He leaves a safe distance between them and then starts walking in a slow pace.
    Soon, the lights are closer, and the walls of an inn are distinct to the fair night vision of the dwarf and the elf. Leowyn only sees it when she comes much closer.

    I realized that when I rolled on the Highway Encounter tables and got the Reroll on Wilderness/Rural result, I should have chosen Wilderness, but instead rolled at 50/50 and got Rural, hence the roll on the Rural table and the forester. Retrospectively, the Wilderness result would fit better, but maybe to the south of the inn, Rhudaur is Rural instead of Wilderness, so that would make some sense. Anyhow, when the group starts searching around in the Trollshaws it’s going to be Wilderness fullly.

    The inn stands on the eastern bank of the river.
    “That’s Mitheithel. The waters are cold through the entire year, but it never freezes.” Camthalion tells his group.
    “The Last Inn”. Leowyn reads out loud the sign at the inn entrance. She guides her horse to the stable, while her other two companions get inside.

    Q: Is everything as expected?
    A: Yes, and, it’s business as usual.

    A young man comes quickly toward Leowyn. “Go inside ma’am. I’ll take care of your horse. It’s very cold to stay outside. Warm yourself by the fire. Have some mead. My mother makes the best mead in Rhudaur.”
    Leowyn smiles softly. “Take good care of her.” She says, as she gives the reins to the young man.
    Inside, the fire is burning, and several guests are spread around the common room and bar.
    As Camthalion and Dwalin head towards the bar, followed by Leowyn, the innkeeper turns to them. “Rubb Grumm. Food and lodging?”
    “Yes, get us some warm meals. We’ll be seated near the fire if possible. We’d also like to arrange for some accommodations with separate bedding.” Dwalin tells the innkeeper.
    “Get yourself seated, and we’ll come to you shortly. Something to drink? Mead perhaps?” Rubb adds.
    “A pint will be good.” Leowyn replies before Dwalin gets a chance.

    So, the adventure states that the first time traveller will notice a gloom in the air. Since my question ‘if everything is as expected, was a ‘Yes, And’ I’ll consider this readily available information, and not roll Perception or something similar.

    A younger woman, probably Rubb’s daughter, from the resemblance, serves them the mead, as soon as they are seated. Her eyes are throbbing.
    Leowyn asks. “Are you alright?”
    “Haven’t you heard?” she asks. “Of course not, how should you? You just arrived. My brother, Leddon has gone missing a week now, in the trollshaws.” She sobs.
    Dwalin just looks at her. He knows trolls rarely mean good news.
    She composes herself. “Forgive me. My name is Minna. You look like you can handle yourselves. If you care to, my parents are giving a reward if you find my brother. 2 gold pieces.”
    At the sound of gold, Dwalin’s eyes shine. “That’s a fair amount. How would we know who your brother is?”
    “He… he has a distinctive ring made of bone, carved in the shape of a calf rearing in its hind legs. And… and a birth mark on his hind leg. I hope you can find him.” She answers, as soon as her mother yells at her to get back to work.

    Okay, now I want to see if there are any of the regulars at the inn.
    So, there are Turlin, Goldang and Grepp. Maybe other people are around as well.

    “We should ask around to see if we can learn anything more about this Leddon fellow. Who knows, maybe if trolls have gotten him, maybe he has seen my hammer!” Dwalin proposes. “But.. let’s have some food in our stomachs first.”

    So, I’ll roll on the Interaction table, once for each one of them to see if they can gather any more information.
    Leowyn: 77
    Camthalion: 45
    Dwalin: 35
    I’ll apply their Presence Bonus and give an additional +20 for an Easy task.
    Since there is no generic skill to gather rumors or anything, and I don’t think their missing Influence skill fits the bill, I won’t apply the -25 penalty for not having the respective skill.
    So, considering the above, only Leowyn succeeded, having a partial success at 50%.

    With that in mind, I’ll give the group knowledge of the generic rumours and about Grepp the drunkard.

    At the end of the night, they have filled their bellies and set up in a room on the 2nd floor.
    “What did you find out?” Dwalin asks.
    “It’s dangerous. Hill trolls are wandering south from the Ettenmoors. People are disappearing every now and then. I believe Leddon is just another one of many. Hillmen and Orcs regularly patrol the forest. I think we’re in the last safe place in this part of the land.” Leowyn tells them.
    “Anything else?” Dwalin asks.
    “Yes, my ears caught a conversation with allegations from a man named Grepp. He said can procure a map to the castle where bizarre lights have been seen lately. He says there is a lot of treasure to be found there.” Leowyn adds.
    “Then let’s get the map!” Dwalin said!
    “He… seemed quite drunk, and also asked for 1 gold piece to sell the map.” Leowyn cuts him off.
    “Maybe we should find this Leddon fellow first.” Camthalion adds. We’ll have helped this torn family and also get a nice reward to set us up for this map. “What do you say?”
    Dwalin and Leowyn nod.

    Leowyn doesn’t sleep easily through the night.
    As Dwalin snores heavily, Camthalion turns to her.
    “What bothers you? Us elves are light sleepers, but given how tired we are, I’d expect you to sleep as heavily as our dwarf friend over here.”
    “I’m thinking about my lost love. Argulf. I miss him” Leowyn says, still looking outside the window.
    Camthalion doesn’t speak, to allow her to finish her story.
    “He was murdered, in Gondor. I will find his murderer and bring justice for Argulf.” She adds.
    “This road has led you away from Gondor though.” Camthalion points out.
    “I know. Orc raids blocked my passage and I had to flee north. That’s when I met you. Maybe with the strength of our number, once we’re finished in Rhudaur, you will help me.” Leowyn replies.
    Camthalion nods. “You seem honorable. I will be glad to join you.”

    So now, I’m scratching off the second connection from BOLD. ponder divulging a love.
    Only one is left.

    Some bookkeeping for the gold spent.

    The party pool is at 10 sp, 7 cp and 2 tp, and they drunk a pint of mead (5 tp), 3 normal meals (1 cp each), 3 lodgings with separate bedding (2 cp each), and the stable at 2 tp. The cost total is at 9 cp and 7 tp. This leaves them with 9 sp, 7 cp and 5 tp.

    Q: Does anything happen during the night (UL)
    A: No, and the night goes on very quiet

    So we head off to the Trollshaws to scout for troll lairs for the legendary dragon slaying hammer and Leddon.
    But before that, Leowyn must buy some rations
    She will buy 1wk worth of trail rations, which cost 1bp.
    And I realize I have missed the bronze piece in the economy
    So I’m correcting the values from yesterday, and removing the additional 1bp for the 1 week of trail rations
    The party pool is at 9sp, 8bp 7cp and 5tp

    Dwalin; Tracking: 41+11: 52: Failure. May not try again in the same area in the same day.
    Encounters in the first watch:
    Activity: -10 (Forest) +25 (Hostile): Roll: 67
    Avoidance: +30 (Actively Searching for Something): Roll: 90
    No Encounter
    2nd watch:
    Activity: Roll: 26
    Avoidance: Roll: 62
    No Encounter

    They will set up camp
    3rd watch: 86-51=+35: sighting by another group
    I will roll up Harnmaster’s encounter tables here: Tracks/Spore/Sounds/etc: I choose Sounds: Mutiny/Dissent/Argument/etc.
    Q: Is it an Orc patrol fighting each other?
    A: Yes, but, they have seen the party
    Q: Are they many?
    A: No, and it’s only 2 of them (weak).
    Q: Who is standing watch?
    A: Leowyn

    orcs

    After a whole day in the winter, searching for troll tracks without success, the party finally camps at dusk. Leowyn takes the first watch.
    The night progresses uneventfully, until suddenly, a ruckus grabs her attention. Rough, wild, barbaric language reaches her ears. She wakes up her companions, just in time, to see two orcs, their blades gleaming in the night, their eyes staring at them.

    Q: How do the orcs react?
    A: 10: Unfavorably to the characters

    The orcs yell something in their language, and charge at the group.

    Q: Distance?
    A: 60′-300’= 1d6*50’= 60′ Oh crap
    Q: Does Dwalin wear his armour?
    A: No+Intervention: Advance plot: A hill troll from the group that caught Leddon heard the fuss and is heading this way.

    So, in MERP, sequencing is fixed
    So, first goes Camthalion, he shoots his bow. Since the bow wasn’t loaded, he suffers a -35 to OB. Range is Short. Roll: 64+48 (OB)+10(IB)-25(Orc DB)-35=62: 0 Damage
    Orc1 Moves 60′
    Orc2 Moves 60′
    Dwalin Holds
    Leowyn Holds
    Camthalion Moves 10′ back.

    Camthalion shoots again: Fumble: 23: Fumble ammunition: Lose this round. -50 to activity next round.
    Orc1 attacks Dwalin: 91+35(OB)+5(IB)-30(DB)=101: 15C: Minor Forearm Wound. +4 hits. 2 hits per round. Stunned 1 round.
    Orc2 attacks Leowyn: 34+35(OB)-5(IB)-40(DB)=24: 0 Damage
    Dwalin: Stunned
    Leowyn attacks Orc2: 98+60+38(OB)+15(IB)-25(DB)=186: 30E: Blow to Upper Leg. +8 hits. 2 hits per round. Orc2 is dead due to hit points loss.

    Camthalion Loads his bow.
    Orc1 attacks Dwalin: 55+35(OB)+5(IB)-30(DB)= 65: 0 Damage
    Dwalin attacks Orc1: 95+51(OB)+15(IB)-25(DB)=136: 21E: 100: Blow to Jaw. Drives bone into brain. Dies instantly.

    Despite the obvious noise, Dwalin had no time to don his armor. The enemy is too close. He grabbed his mace and his shield, while Camthalion grabs his bow and quiver. In a hurry, Camthalion shoots an arrow and misses. Within moments the orcs are breathing down their necks. Camthalion steps back a few feet and tries once more to hit the enemy, illuminated by the moonlight and the weak camp fire, and misses again. One orc is locked in combat with Dwalin. It’s scimitar finds his forearm and delivers a nasty gash, causing some serious bleeding. Dwalin can’t counter as the pain has gotten him stunned. The other orc tries to attack Leowyn, but the shield maiden blocks with her shield and slashes at him back, thrusting at its leg, a serious wound, bringing the orc down.
    Camthalion takes a moment to load his bow now, as the Orc tries again to hit Dwalin. Dwalin, has recovered, and with fury blocks the scimitar with his shield, ducks, and brings his mace up in a circular motion, hitting the orc straight in the face with such strength, that the orc drops down dead at once.

    It’s time for the intervention.
    The hill troll appears from: NW

    troll

    A huge moan is heard, and three branches from the tree fall, as a towering figure appears in their rear. In all the fuss, they didn’t pay heed to their surroundings.

    Camthalion shoots his bow at the Hill Troll: 96+91+48(OB)+10(IB)-20(DB)= 225: 26E: 66: Fine Leg Strike. +18 hits. 5 hits per round. -20 to activity. Stunned 3 rounds.
    Dwalin Moves 40′
    Leowyn Moves 40′
    Hill Troll is Stunned (2).

    Camthalion Loads his bow.
    Dwalin attacks Hill Troll: 62+51(OB)+15(IB)-28(OB)-20(DB): 80: 4 Damage.
    Leowyn attacks Hill Troll: 98+67+38(OB)+15(IB)-20(DB): 198: 22E: 68: Fine Leg Strike. +18 hits. 5 hits per round. -20 to activity. Stunned 3 rounds.
    Hill Troll is Stunned (4).

    Camthalion shoots his bow at the Hill Troll: 73+48(OB)+10(IB)-20(DB): 111: 13B: +10 Hits.
    The Hill Troll is down!

    ‘A Troll!’ Leowyn shouts. Camthalion has his bow ready. He aims, and with skill, the arrow pierces the troll’s hide, in the right leg, hitting a tendon. The troll screams out in pain. Who could think such creatures could feel pain.
    Leowyn and Dwalin were about to flee, but seeing Camthalion’s hit and how the troll is disoriented, they close up on both sides.
    Camthalion takes another arrow from his quiver.
    Dwalin tries to hit the creature, but his mace barely manages to bruise it. Leowyn has positioned herself to its flank, and while the troll is busy countering Dwalin, she slashes at the troll’s other leg. The hack is strong, and the troll screams once more. Black blood pouring from both its legs.
    Camthalion shoots another arrow, which finds the troll in its chest. The creature tries to grab itself from the tree next to it, but its wounds are too many, and it falls to the ground.

    Need to calculate EXP.
    For the Orc1:
    Dwalin: 242

    For the Orc2:
    Leowyn: 200

    For the Hill Troll:
    Camthalion: 600
    Dwalin: 0
    Leowyn: 150

    Dwalin is wounded at 15 Hit Points.

    The company looks at each other, in disbelief. Orcs they had met before, but it’s the first time they faced a troll.
    They apply a quick bandage and compress to Dwalin’s forearm.
    “It’s too many hours to daybreak.” Leowyn says.
    “The forest is dangerous, but we can’t risk finding a new campsite at this time of the night.” Camthalion counters.
    “Let’s search our foes for signs of Leddon. Maybe you can scout a bit before we go to sleep again.” Dwalin proposes.
    “Alright. Let me try to provide some aid to you first.” Camthalion says.

    Camthalion casts Heal: 96: RR(-55-70): Success: 10 HP healed!
    Risk Factor: 76: No Risk

    Q: Is there a sign of Leddon? (UL)
    A: No, and, the troll doesn’t carry anything but a huge club

    “Maybe we can follow the troll’s tracks in the morning. It won’t be hard to do. Maybe we’ll find its lair.” Dwalin proposes after their search comes up in vain.
    “Rest now child of the mountains.” Leowyn tell him.

    4th Watch: 105/87: +18: No encounter
    5th Watch: 47/28: +19: No encounter
    6th Watch: 27/106: -: No encounter

    Dwalin has healed 12 more HP. He’s at 37 HP.

    The group is following the Hill Troll’s Tracks: I declare a +30 Routine Difficulty, and also there is a +20 bonus since the scout is looking for a specific thing. 18+50+11: 79: Partial success: You gain some information but you’re not aware that you missed something. You may not try again for 1 hour.
    1 hour later: 13+50+11: 74: Failure: You may not try again for 1 day.
    So the group missed the tracks.

    I’ll end my session here.

    The rest of the Experience for the session:
    Camthalion: 100 for Spellcasting

    Idea Points: 646. I’ll split it in half between Dwalin and Leowyn for using the BOLD connections. They get 323 each.

    Each party member also gets 15+24= 39 Experience points due to travelling.
    Adding up the experience points from the previous adventure, I have the following totals:

    Name Experience Points
    Camthalion 1548 EP
    Leowyn 1337 EP
    Dwalin 1219 EP

    I’m quite partial to the resolution mechanics of MERP. I’m not quite happy with them. Lots of rolls, and results are quite meh. I’ll keep on to it, but on the back of my mind I have the possibility of converting to Harnmaster (and Mythras last after Harnmaster).
    Further delving into d100, it is evident that the rolls aren’t that robust as in D6 with the dice pools probability curves. Modifiers play a huge role here, and even then nothing is guaranteed.
    I was so lucky against the troll, but couldn’t follow some simple tracks.
    Since these games are old-school (not even OSR) there is no player currency. No success at a cost. You fail – the end. You can try again tomorrow. Until then, keep rolling to see if you survive the Trollshaws.
    But that fight! I was certain a TPK was imminent, but Camthalion showed his prowess as an archer. In general, both against the orcs and the troll I was quite lucky.
    I noticed I made a mistake on my encounter against the orcs. The activity detected by the MERP table had to be an animal/beast, so since the Harnmaster table wasn’t contradictory I should have had animals fighting each other.
    All in all, it moves slowly, is crunchy, but since I am in a similar mood right now, I enjoy the process. With summer holidays closing in, I don’t know if I’ll be able to continue my adventure soon, since it’s not digital friendly, but I’ll be coming back to it later on.

    Now to the side tools. Using miniatures and quick battle-hex-map was very refreshing. So much faster than theater of the mind, when you have the right tools available. Using the hex grid also helped a lot with distances. I took the liberty of not asking how far away the troll was, and I just added it to the edge of the map. Another added bonus.
    With regards to the BOLD connections. I like the way I have implemented them in solo gaming. It’s meta, but it makes me create bonds within the party. And it’s a nice way to give some additional experience as rewards.

     
    • Alan's avatar

      Alan 12:58 am on July 28, 2020 Permalink | Reply

      Hi,
      I like your solo rpg blog stuff! Let me know if you would be into adding a PC etc. to your campaign or create a new one that you run we can do a play by post or something. I’m doing to play an RPG , I have many systems and solo materials as well. No biggie if your not interested.

      Thanks!
      Alan

      Like

      • giorgis's avatar

        giorgis 10:41 pm on July 28, 2020 Permalink | Reply

        Hi Alan,
        Thanks for the kind words!
        One of the main reasons I started solo roleplaying was so that I can control when and what to play. Real life is so busy, that trying to organize anything more complex than that, just wouldn’t work for me right now. After your proposal I seriously considered setting up a discord server to run a play-by-post, but it seems I’ll have to take a rain check.

        Thanks again!
        George

        Like

  • Unknown's avatar

    giorgis 10:33 pm on July 18, 2020 Permalink | Reply
    Tags:   

    The Wardens of Gahyrst. Ep05. 

    In the end of the previous session, the Wardens were defeated by a band of Torn Flags. I noticed that I made a mistake. All the members should have received 1 XP, since they didn’t die so I assigned those. Also I noticed that if one member has the Study skill, then whoever goes to the Library can benefit from the 4d6 roll, so I decided to re-assign the Teaching Skill from Evie, to Gustav.

    Finally, I found out that it’s best for me to write down the state of the warband at the end of the episode rather than at the start, so I’ll be documenting these there.

    Village Events: Good Omens
    Rudiger: Visits Healer: Medicine Failure: Recovery reduced to 3 turns
    Wigmar: Visits Healer: Medicine Success: Recovery reduced to 0 turns
    Stout Yeoman: Visits Healer: Recovery reduced to 0 turns
    Wandering Rover: Recovery reduced to 1 turns
    Visit Trader: Buy Partial Armor
    I decide to spend one more turn in town rather than adventuring, and this cost me… 5 Gold Marks

    The Wardens spend a whole week in Eerfeld, trying to take care of the wounded. The Healer shakes his head, but sees that all they need, is some time to rest. Evie supports, with her medicine skills, and soon Wigmar is back on his feet, along with the Stout Yeoman. Seeing the danger of combat, the warband spends some well earned hard cash on medium armor.

    Village Events: Ill Reputation
    Rudiger: Visits Healer: Medicine Success: Recovery reduced to 0 turns
    Gustav: Study Success: Skill Gained: Tracking
    Tracking: Success: Located signs of the enemy
    Wandering Rover: Recovery reduced to 0 turns
    Visit Trader: Buy Partial Armor

    The next week, Rudiger gets back on his feet with the assistance of the Healer and Evie, while the Wandering Rover is back, with only some extra rest. She spends another pouch of gold coins to get another set of armor for her troops.

    Adventuring: Combat Encounter: Dark Secrets: Cultists: Located Camp: 8 Cultists (1 Archer) + 1 Captain
    Initial distance: 13″, and they’re split in groups 8″ from leader.
    Seize Initiative: Success!
    Terrain: Ruined Tower
    Oddity: Fog, Distance reduced to 11″ and max shooting range 9″.

    Gustav enters the inn and heads straight to Evie.
    He whispers to her ear. “Remember the hunter we had met some time ago on the road? The one that struck you as odd? I’ve seen him at the outskirts of Eerfeld, and followed him. I traced him to a ruined tower half a day’s walk from here, he was meeting with some similar looking fellas. All clad in dark cloaks, occult symbols and talismans all around.”
    Evie turns to Ardus. “Gather the warband we head out. No demonic rituals will take place in our Ward.”
    At dusk, an eerie fog has covered the land, so the Wardens reach the tower undetected. By the time the cultist guard shouts “At arms!” the Wardens have closed in, and an arrow, shot by Evie has already lodged in his chest, wounding him.
    A second shot, finds him right on the neck, killing him instantly. The Roving Wanderer shoots, but misses, both times.
    Rudiger and Ardus charge at two Cultists, with Ardus delivering the killing blow.
    The other Cultist, tries to get back at Rudiger, but the veteran warrior gets the upper hand, and thrusts his sword at the cloaked man, spilling his guts.
    At the other side of the tower, the Cultists attacke Gustav, encircling him. Gustav falls, a casualty to their charge, while another cultist, from the top of the tower aims at Rudiger who has entered his weapon range, missing through the fog. Wet feet overcome one of the cultists and he runs away.
    The leader of the cultists, wearing leather armor, gets out of the tower to face the assailants.
    Rudiger and Ardus continue assisting each other in combat, and Ardus kills the last cultist of their group.
    On the other side, the Stout Yeoman is in a clash with the cultists, and after two exchanges, he kills another one of them. From the top of the tower, the cultist archer shoots at Ardus, wounding him just as the Cultist leader reaches him in melee combat. Despite Ardus’ skill, the enemy captain wins, and cuts a deep slash on Ardus’ arm.
    Ardus stands back, and pauses to wear his arm in bandages.
    Rudiger and the Cultist leader face off in melee, but noone gets the upper hand.
    The Cultist archer shoots again at wounded Ardus, but Ardus’ mail deflects the missile.
    Evie and the Roving Wanderer have now the Cultist captain within their reduced bow range, and shoot at him, but don’t manage to strike a wound.
    The rest of the Wardens close in on the tower and surround the captain, attacking at the cultist who stood at his side, bringing him down.
    Ardus is out of line of sight, so now the cultist archer shoots at Wigmar. His aim is true, and Wigmar falls, clutching his chest as the arrow protrudes.
    Another hail of arrows comes from Evie and the Roving Wanderer, and the Roving Wanderer manages to find his target. The Cultist leader is down.
    The remaining Wardens close in on the Cultist archer, who, with nowhere to go to, fights to the death, which comes a little while later.

    Aftermath:
    Gustav: Light Wound: 2 Recovery Turns
    Wigmar: Dead: I use I don’t think that’s how it went: Serious Wound: I use Medicinal Herbs: Dead: I use the Spring Vial to bring him back from death.
    Loot: Prisoner: Friendly Peasant, Saddle Bag, Light Armor+Helmet, Holy Water
    Threat: Reduced by 2!

    With the Cultists dead or out of the field, the survivors tend to the wounded. Gustav’s wound will take a week or two to heal, but Wigmar has it worse.
    He barely survives the arrow wound, and as Evie tries to do some first aid, she pulls the arrow out, and it starts bleeding badly. As he coughs blood, she knows they have no other choice. She pours down Wigmar’s throat the spring vial’s contents.
    Soon the bleeding stops, and as if by magic, his wound starts closing.

    Searching through the ruined tower, they find a small dungeon cell, a peasant locked inside.
    “Thank the gods!” He shouts when set free. “Name’s Aeheald. I’m just a farmer working the land. These fellas knocked me out and locked me in here. I could here them chanting in an unknown language every night a week now. Moon was almost full. I think you showed up right on time! Thank you! Here, take this.” He says and brings out a small bottle. “It’s Holy Water. I was keeping it should things go to worse.”
    “How worse?” Rudiger chuckles.
    “Don’t mind him.” Evie soothes the peasant. “You can leave now, or take the road back with us in the morning. Safety in numbers, until we bring this place back to its former glory.”
    “Be sure to spread the word that the Wardens of Gahyrst defeated the cultists.” Ardus adds.
    Among the cultists belongings they find a saddle bag and a set of armor and helmet.

    The other day, in the morning they take the road back to Eerfeld.

    NameEvieGustavRudigerArdusWigmar
    Agility11232
    Speed54554
    Combat Skill11000
    Toughness44334
    Will21
    Luck21
    SkillsLibrary,Medicine,OrganizationTeaching,TrackingLeadership,Parry
    XP04401
    LVL21221
    WeaponsLongbow, DaggerWarhammerFine SwordBastard SwordBastard Sword
    ArmorLight ArmorPartial ArmorFull ArmorPartial ArmorPartial Armor
    WornLarge QuiverHelmet, ShieldHelmetHelmet
    NotesAvatarRetainer

    Followers

    Name
    NatureRoving WandererStout YeomanWily Rogue
    SkillForaging
    WeaponsSelf Bow, DaggerHatchetSword
    ArmorLight ArmorLight ArmorLight Armor
    Notes

    Gold Marks 4
    Medicinal Herbs 0
    Story Points 1
    Pistol
    Icon
    2 Damaged Basic Weapon
    Damaged Militia Armor
    Holy Water
    Saddle Bag
    Sword

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


    Session Summary

    Another great fight! I have second thoughts about wasting three different resources to save Wigmar, but it’s done now. Next time I’ll be at one and done.
    I think that’s a good point in time to go to the Sunken Temple. The warband will be in proper fighting shape by the next turn.
    I’m really enjoying these fast five leagues skirmishes!

     
  • Unknown's avatar

    giorgis 11:42 pm on July 14, 2020 Permalink | Reply
    Tags:   

    The Wardens of Gahyrst. Ep04. 

    In the end of the previous session, the Wardens defeated a band of slavers.
    I’ve noticed I did a mistake while running the battle. I had given the slavers a Lieutenant and a Sergeant instead of a Lieutenant and a Captain. Oh well.

    NameEvieGustavRudigerArdusWigmar
    Agility11232
    Speed54554
    Combat Skill01000
    Toughness44333
    Will2
    Luck2
    SkillsLibrary,Medicine,OrganizationLeadership,Parry
    XP66862
    LVL00110
    WeaponsLongbow, DaggerWarhammerBastard SwordBastard SwordSword
    ArmorLight ArmorLight ArmorFull ArmorPartial Armor
    WornLarge QuiverHelmet, ShieldHelmet
    NotesAvatarRetainer

    Followers

    Name
    NatureRoving WandererStout YeomanWily Rogue
    SkillForaging
    WeaponsSelf Bow, DaggerHatchetSword
    ArmorMilitia ArmorLight Armor
    Notes

    Gold Marks 19
    Medicinal Herbs 1
    Story Points 1
    Pistol
    Icon
    Basic Weapon
    Fine Standard Weapon
    Spring Vial

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

    Village Events: Infected Wounds (N/A)
    Pay Upkeep: 8 members, no extra cost
    Healing Up: No wounded
    Carry Out Activities:
    Evie: Study: Teaching skill gained
    Rudiger: Train: +2 XP: Increase Level: Roll: Will +1
    Wigmar: Train: +1 XP

    Outfitting for adventuring:
    Buy Bandages: -2 Gold Marks
    So now, we’re going adventuring!
    Adventuring: Roadside AND Combat Encounter
    Roadside Encounter: Merchantile, Unfriendly: Conspiracy: Outlaws: Threat +1

    Combat Encounter: Border Tension: Torn Flags
    Encounter Type: Located Camp
    6 Torn Flags + Captain
    Terrain Type: Overgrown Ruins
    6″ Distance
    Enemy 8″ from leader
    Seize Initiative: We seized initiative!

    Back in the village of Eerfeld the Wardens plan their next move. Evie spends time in the library, learning about training techniques.
    She uses her newfound skills to train Rudiger and Wigmar, Rudiger learning of Evie’s Iron Will focus in battle.
    After some well-earned rest, the Wardens gather up again and scout the surrounding region, looking for trouble.
    On the road, they meet up with a wandering merchant. As Evie closes in to see if he has any interesting wares, he covers up his cart and eyes them carefully.
    “You’re the so called ‘Wardens’ right? Ought to bring order to the land.” He says.
    “Yes we are, and yes we will.” Evie responds.
    He seems to be counting them, “Huh, only 8 strong. You have your work cut out for you.” He says and starts laughing. He lashes his whip at his mule and heads off.
    “I don’t like that my lady.” Gustav tells Evie as the merchant vanishes behind a hill.
    “Me neither Gustav.” Evie replies. “But we can’t go around fighting people just because we don’t like them.”
    The next day, the Wily Rogue comes back to the group. “Come, follow me, I’ve found our next task.”
    They slowly sneak behind him, and coming out of the woods, in the middle of some overgrown ruins, lies a band of warriors. Deserters. Torn Flags. They still bear the colors of their lord, but no lord is around to be found. Their captain laughs and they all sing together drunk about how they robbed some travelers.

    battle

    Evie nods at her Wardens and motions them to move silently. Before the enemy guards have realized it, they’re within striking distance. Evie shoots her bow twice, but only scores flesh wounds against the guard. And then the massacre begins…
    The combat skill of the soldiers is unparalleled and when this fails them, their armor comes to the rescue. At first, Ardus falls to their spears, and Rudiger avenges him fast. This breaks the morale of a soldier and he flees for his life.
    But the other 4 soldiers, lead by their veteran captain don’t falter.
    Evie is hurt, but she carries on. Wigmar is the next to fall under the enemy spears, followed by the Roving Wanderer. The captain faces off Rudiger. Even the weary retainer isn’t a match for the veteran, and soon falls after an exchange of blows.
    Gustav, the Wily Rogue and the Stout Yeoman are dropped in the field, while Evie only manages to wound another one of the soldiers, before she calls the retreat.
    The enemy doesn’t pursuit, and the other day the Wardens have managed to gather to their camp, counting their losses.

    Only Evie survived the encounter and gained 1 XP.
    Injury rolls:
    Gustav: Knocked out
    Rudiger: Moderate Wound: 5 Recovery Time
    Ardus: Knocked out
    Wigmar: Light Wound: 3 Recovery Time, Damaged Sword
    Roving Wanderer: Knocked Out
    Stout Yeoman: Light Wound: 2 Recovery Time, Damaged Hatchet
    Wily Rogue: Knocked Out
    Threat Roll: No Threat increase

    Rudiger got the worst of it, and will need to spend some time healing in the village. Wigmar and the Stout Yeoman also were wounded in combat and will need to visit the healer. The Wardens also had a couple weapons damaged, and will need to reassess their gear into battle.
    They all look at each other and noone speaks.
    Finally Evie steps up in the middle of the group. “We lost. We won’t win all the battles. But we will win the war. Let’s regroup and we will return with greater strength, and greater knowledge.”


    Session Summary

    Again, I didn’t pause to document the solo play. I’m mostly journaling to keep track what happens in campaign turns, rather than describing the details of each combat.
    I feel comfortable enough to start adding more combat options, like critical hits and oddities. All in all, 5 Leagues from the Borderlands is very well designed and has great play value. Combat is fast and cinematic, with the melee exchanges and the movement of figures. I even went ahead and got the summer bundle which includes character packs, enemy packs, additional skills, scenarios and more. For the next session, I’ll probably spend some time healing in Eerfeld and then go ahead and run the Scenario of the Sunken Temple included in the bundle.

     
  • Unknown's avatar

    giorgis 11:04 am on July 7, 2020 Permalink | Reply
    Tags:   

    The Wardens of Gahyrst. Ep03. 

    In the end of the previous session, the Wardens defeated a band of cultists.

    Name Evie Gustav Rudiger Ardus Wigmar
    Agility 1 1 2 3 2
    Speed 5 4 5 5 4
    Combat Skill 0 0 0 0 0
    Toughness 4 4 3 3 3
    Will 1
    Luck 2
    Skills Library,Medicine,Organization Leadership,Parry
    XP 3 3 6 4 0
    LVL 0 0 1 1 0
    Weapons Long Bow, Dagger Warhammer Bastard Sword Bastard Sword Staff
    Armor Light Armor Light Armor Full Armor, Helmet, Shield Partial Armor
    Notes Avatar Retainer

    Followers

    Name
    Nature Roving Wanderer Stout Yeoman
    Skill Foraging
    Weapons Self Bow, Dagger War Axe(Warhammer)
    Armor Militia Armor Light Armor
    Notes

    Gold Marks 22
    Medicinal Herbs 1
    Story Points 1
    Pistol
    Sword

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

    Village Events: Wandering scholar
    Pay Upkeep: 7 members, no extra cost
    Healing Up: No wounded
    Carry Out Activities:
    Rudiger: Free study: No skill gain
    Evie: Study: Study: No skill gain
    Evie: Train: +1 XP: Increase LeveL: Roll: Will +1
    Gustav: Train: +1 XP: Increase LeveL: Roll: Combat +1
    Outfitting for adventuring:
    Buy Helmet: Ardus: -3 Gold
    So now, we’re going adventuring!
    Adventuring: Roadside AND Combat Encounter
    Roadside Encounter: Knight, Polite
    Combat Encounter: Outlaw: Slavers
    Encounter Type: Located Lair
    9 Slavers + 1 Lieutenant + 1 Captain
    Terrain Type: Grave Yard
    12″ Distance
    Enemy 8″ from leader

    In the village of Eerfeld, Evie starts to see the results of their recent actions. People are talking about the Wardens again and how they try to bring order to the region. She knows there is still much work to be done. A wandering scholar takes notice of them and scribbles down something in his papers.
    She and Gustav spend the week training, trying tactics they have seen against recent enemies, honing their skills.
    Ardus goes to the local trader and purchases a helmet, maybe it will save his life in the future.
    Once the band is ready, they gather up once more. Evie notices there’s some fellow in the back who fought with them the last time, so they’re at full strength, and head out. They had gathered rumors about a slaver band, kidnapping villagers and selling them off to faraway lands. Evie is set on finding them.
    On their way, they come across a knight in full plate armor riding a horse of war, accompanied by a squire. They exchange a few words, Evie wondering if his quest and theirs had anything in common, but the knight was just passing through. He did though tell them, about squatters in the abandoned graveyard, so after thanking him, they ready up their swords and close up on the site.
    The slavers have made the place their lair. They laugh and yell. She makes out two leaders of the party in the center of the ruins, surrounded by the core group, while others are spread all around.
    She splits the warband in two and attacks from two sides. With a war cry, she leads the attack.
    She and the Roving Wanderer shoot off a couple of arrows to them, but miss.
    On her side of the battle, Wigmar closes into combat with a slaver, and faulters, falling to his enemy’s blade, but the hanger-on the guy in the rear, charges in and kills the slaver. Seeing his fury, the other slaver next to him runs off into the woods.

    field

    On the other side, Ardus kills another slaver, while the hanger-on follows up on the group that approaches and with skill, kills one more.
    Two more slavers fall to the Wardens. Seeing the Warden’s skills, a couple more slavers flee in cowardice.
    Evie hits the enemy sergeant with her bow, an arrow lodging to his chest, but the slaver persists and comes into close combat with Ardus. The two men fight each other with fury, but in the end stand off. As the sergeant pauses to catch his breath, he notices the arrow wound. The strain of battle has caught up to him and opened up the wound even worse, and he falls to the ground.

    duel

    One more slaver falls to the warband, and the leader seeing how he is all alone considers his options. He turns tail and runs away.
    “Yaaah!” Evie screams out loud, and the rest of the Wardens join in chorus. It was a well deserved victory. They chased down their foes.
    She is afraid though that too many men fled, and she might meet them again in the future.

    Aftermath:
    Injuries: Wigmar: Knocked out
    Loot: Icon, Large Quiver, Fine Standard Weapon, Spring Vial, Basic Weapon
    Threat: Reduction by 1
    Experience: All the heroes gain 2 XP, No follower progressed, the Hanger-on became a follower: Wily Rogue

    End of third campaign turn


    Session Summary

    I didn’t take much photos or pause this time, and just recollected the battle afterwards. I really enjoyed it. The flow of the game (especially having run a couple of battles) is so fast that it’s easy to get carried away, while the story just writes itself.
    The dice gods were in the favor of the warband this time. I was afraid of this battle going in, but in the end it all turned out to be a walk. Let’s see if we can eliminate the Outlaw threat soon.

     
  • Unknown's avatar

    giorgis 12:58 am on June 23, 2020 Permalink | Reply
    Tags: EABA, , Recluse, ,   

    The tale of Dash Kile, a Rebel agitator 

    Back to Star Wars for this session. I’m starting a new character, Dash Kile. I won’t spend much time detailing him, instead. I might commit more in the future. Maybe could even do flashbacks.

    Oracle/Emulator: I’ll be using a Recluse+MUNE hack I really liked. It’s Recluse, but on double 1s and double 6s you get a MUNE intervention with 1s being a No to the Question and 6s being a Yes.

    Game System: I’ll be using Star Wars D6 with adapted dice rules from EABA. Essentially you ‘take the best of three’. So If I have 5D+1 in a skill, I will roll 5D (with wild die as normal), and then only take the sum of the best three dice, and add the pip. I’ll have the option to drop one die and take a +2, since 3D+2 on average is better than 4D taking the best three. Difficulties will be adapted accordingly, as well as damage rolls.


    Dash is a young, hot headed rebel agitator, a street urchin, with utmost hatred for the Galactic Empire.
    He has heard of the Rebel Alliance, but is not affiliated with them, not yet at least. Still trying to get his footing in the whole resistance thing.
    Objective: Overthrow the Galactic Empire
    Quote: You gotta fight for your right!


    Dash is hanging out in the local cantina, The Trout, a haven of scum and villainy in Chrella VIII, the 8th moon of the 25 orbiting the Gas Giant Chrella, and the only habitable.

    Q: Is everything as expected?
    A: No and, TWENE: Increase Simple element

    A simple element in a cantina is people.

    It’s more crowded than usual.

    Dash will try to learn of any rumors regarding local imperial activity.
    Dash: Streetwise (Moderate): 6: Failure

    Dash asks around, some connections, but doesn’t manage to glean anything. Some push him away as annoying.

    So, now I decide to take an important decision. Failure shouldn’t be Flat. It should be interesting. So I decide that it means that Dash’s asking around has raised suspicions.

    Q: Do Imperials arrive in the cantina?
    A: Yes, Intervention: New Entity
    Q: Is the entity Imperial?
    A: Yes
    Dash: Perception (Moderate): 11: Success
    Q: How many Imperials?: 1D (Wild): 3

    As Dash finishes his talk with a regular, he notices a Trandoshan talking to a uniformed officer, pointing in his general direction.

    Officer: Search (Moderate): 4: Failure

    The crowd in the cantina makes the Imperial search difficult. Dash, swiftly makes it for the rear exit.

    Q: Is there a rear exit? (Likely)
    A: Yes
    Q: Is it accessible?
    A: No, Intervention: Advance Plot: Someone helps dash.

    Dash enters the kitchen. Stress evident in his face, trying to find desperately a way out.
    The cook, a fat man in his 50s, with a thick mustache, looks at him. He steps on his toes to look outside the kitchen pass and sees the officers. He opens up a huge crate of Crix, local, slimy, smelly amphibians the size of a small cat. The indigenous aliens found them a delicacy, but the human settlers can barely stand them. Still, the poor need to eat.
    “Get inside” He directs Dash.

    Dash: Perception (Moderate): 11: Success
    Q: Does the cook seem trustworthy (Likely)
    A: Yes, and Dash has a feeling he won’t be betrayed

    Dash eyes the cook well, considers his options and jumps in the crate, holding his nostrils. Hundreds of the little critters crawl over him as the cook closes the crate cover and places another crate on top.

    Q: Do the Imperials search the kitchen? (Likely)
    A: No
    Q: Does the cook betray Dash (Unlikely)
    A: False Presupposition. Since the Imperials never enter the kitchen, and they leave shortly after it doesn’t even occur to the cook to betray Dash. They must have been called elsewhere.

    A short while later, Dash sees the crate cover open, and the cook waiting for him, an arm extended.
    “Come, get out.” He tells him.
    Dash, reeking of Crix, brushes off a couple critters still attached to him.
    “Thanks!” He says relieved.
    “Don’t mention it.” The cook replies. “It’s safe to leave now kid.”
    Dash pauses for a moment.
    “I gotta repay you somehow. Do you wanna hurt them? For what they did to the locals? to the settlers? to our planet?” He asks.

    UNE: Comfort (bearing), History (Focus)

    The cook shakes his head. “It’s a sad history, that of our planet, but I don’t want any more trouble. I just want the comfort of peace.”
    “Which you won’t find as long as our streets crawl with Imperial scum!” Dash replies.

    Dash: Persuasion (Moderate): 17: Success!

    The cook nods. “What do you have in mind?”
    Dash smiles. “Can you spare a bag of these slimy smelly critters?” He asks.
    “I bet it would teach them a lesson if we filled a couple of their speeders with them. Would send a message, and would take them more than a day or two to clean it up!” Dash eagerly adds.

    Q: Does the cook agree to the plan?
    A: Yes

    “Alright kid. I’ll give you a bag. It’s a gift from me, to them. Just make sure it doesn’t trail back to me.” The cook says and starts filling up a bag.


    At night, Dash, goes to the nearest posting of Imperial troops, a bag of Crix on his back.

    Dash: Perception (Moderate): 13

    Q: Are there any speeders? (L)
    A: Yes
    Q: How many? (1D3): 3
    Q: How many guards?: 1D (Wild): 4

    Dash tries to sneak to a side alley, to set off a firecracker for a distraction.

    Dash: Sneak (Opposed): 17/4: Success
    Dash: Demolitions (Easy): 9: Success

    Q: Do the Imperials rush off to the noise?
    A: Yes

    The Imperials seem a bit sleepy, and don’t notice Dash jumping around in the shadows. He goes behind some trash cans, and sets off his firecrackers in 5 minutes, and rushes back in position.
    As soon as the bangs are heard, the Imperials are startled. They pinpoint the source of the noise and run off, leaving the speeders unguarded.

    Dash: Security (Difficult): 11: Success
    Q: Does Dash make it in time before the Imperials return?
    A: Yes, but barely and they have a trail to start searching.

    Dash spreads the slimy Crix around in the speeders, He puts them in the driver and codriver seats, under the engine, in the glove box, everywhere. He already reeks of them, so the smell doesn’t bother him.
    He has just finished dirtying up the third speeder, when he hears the distinctive boot steps of the Imperial troops. He knows his time’s up and runs off.

    Imperial Officer: Command 4 people (Moderate): 11: Success: +2D
    Imperials: Search (Opposed): 19/7: Success
    The Imperials find Dash.
    Q: Is he cornered?
    A: No, and there two escape routes.

    Soon Dash realizes the Imperials are on his tail. He tries to lose them, turning around in some narrow alleyways, and squeezing under a few fences, but no matter what he does, he can’t shake them. He doesn’t know if it’s the smell, or they have managed to triangulate on him and come from two sides, but soon, he has to turn and face them.
    One thing he knows for certain, is that no matter what, he mustn’t get caught.
    He draws his blaster pistol, and hopes it works. He hasn’t shot it before actually.


    I’ll ask a few questions first:
    Q: Is there cover?
    A: Yes, but it’s only light cover
    Q: Are there buildings? (UL)
    A: False presupposition. There are trees. They have reached a huge park.
    Q: Are the escape routes close by?
    A: Yes, but there’s no cover to reach them. Dash will have to be in the open.

    Exhausted from the chase, Dash, takes cover behind a tree. They have entered Flass Park. Looking around, he notices a large ditch for monsoon rainstorm torrents. This could be his chance to escape. If he manages to get into the sewers, he’ll surely lose the Imperials in the labyrinth. But he has to risk his life to do, and they’re closing in on him from both sides.

    Initiative:
    Dash: Perception: 13
    Imperials: Perception: 8

    Round 1:
    Dash acts first: Shoots Imperial Officer: Distance 40m (Long): 18: Hit Leg: 14/8: 7+: Incapacitated
    Imp1 shoots Dash: 8: Miss
    Imp2 shoots Dash: 10: Miss
    Imp3 shoots Dash: 12: Hits Cover: 12/13: Tree absorbs all damage

    Round 2:
    Dash shoots Imp2: 7: Miss
    Imp1 shoots Dash: 18: Hit Torso: 4/4: No damage
    Imp2 shoots Dash: 16: Hit Leg: 11/10: 1+: Stunned
    Imp3 closes in on Dash 20m

    Round 3:
    Dash shoots Imp3: 10/7: Hit Head: 16/5: Killed
    Imp1 Willpower (Moderate): 12: Stays
    Imp1 shoots Dash: 15: Hit Head: 14/(Dash will spend 3 CPs): 13: Stunned Twice
    Imp2 Willpower (Moderate): 9: Success
    Imp2 shoots Dash: 12: Hits Cover: 13/13: Tree absorbs all damage

    Round 4:
    Dash runs full speed to the ditch. Spends 2 CP to run.
    Dash Running: 15: Success
    Imp1 shoots Dash: 19: Hit Head: 18/(Dash will spend 5 CPs): 15: 3+: Wounded
    Imp2 shoots Dash: 16: Hit Torso: 13/4: 9+: Dead

    As the Imperials close in, Dash makes out the officer giving order, and blasts him straight on the leg, dropping him. With Dash shooting with lethal force, the Imperials don’t consider twice. They start shooting back. Two of them miss, but the third hits the tree Dash is hiding behind, burning a hole in its trunk.
    Dash finds the opportunity to shoot again, but he misses. A blast grazes him, shaking his resolve.
    An Imperial trooper tries to close in, and Dash shoots him right on the head, the blast finding his target’s face, killing him instantly. The Imperials stand and fight, giving Dash a hard time, a shot grazing his head, while another hitting the tree, and Dash feels grateful for the tree, that has saved his life.
    Seeing as he is trapped and starting to get wounded, Dash makes a run for the ditch, but caught out in the open, the Imperials shoot him in the back. One blaster shot finds his head, and another right on the back, and he falls down, dead. The dream of a revolt, dying with him.

    Session Summary

    The flow was so easy. The game was just progressing fast. As I explained in a post recently, I think I found the reason I was having a hard time driving the adventure, and now I think I found my solution. I put myself into Dash’s shoes and tried to think of ways to meet his objective, and then act on it. Yes he failed, but the adventure was driven by his passion.
    I’m a bit sad that Dash perished, I was looking forward to adventuring with him, but the dice have spoken.
    I enjoyed the EABA/D6 hack as well as the Recluse/MUNE. I’m still not quite certain about the balance in the EABA/D6 hack, maybe I’ll have to reconsider some options, but overall it was fast, and easy to remember.

     
  • Unknown's avatar

    giorgis 10:43 pm on June 21, 2020 Permalink | Reply
    Tags: discussion,   

    The Master of Puppets 

    The past few months I had trouble getting constructive solo plays. Sometimes, the system of choice was at fault, which is reasonable considering I was play testing their solo capabilities, and some weren’t suitable. Then it was the overall situation with the lockdown and everything (won’t go into details, others had it much worse). Then, the lack of a proper setting, or world building. I had some interesting one-shots using Ironsworn, Solipsism, quick dungeons, but nothing could make me return to continue the adventure. As everything went back settling to a new reality, and I was back to running traditional choices which I knew work, I still couldn’t get a flow going. I often had to push myself through the session. I was afraid I had hit an overall solo burnout, an enemy I would not wish to see.

    But then something happened. As I was trying another new solo play, everything fit together nicely. I could ask the right questions and was eager to find out what would happen next. So before going further with the session, I paused and asked myself, what did I do different this time? (and I also noticed it’s what I had done in my first adventures).

    So, I did not try to generate an adventure. No random events to get everything going. No seeds from an online generator. No cards with descriptors to point me somewhere. No, instead, I discarded completely my GM side and focused on my Player side. My player had an objective, and I actively tried to make it happen. There it is. 

    In my failed solo attempts, I tried so many times to view everything from a GM perspective and used a multitude of tools to get creative juices flowing, and it was okay until that point, but when I tried to have my player act through it, it just wouldn’t work. I hit mental blocks. It’s as if my Player was waiting for the GM to drive the action. 

    Almost all of the social TTRPG GM material is focused on how to make adventures and worlds and how to have the players run through them. Some GMs railroad the players into the story, others don’t need to as the players get the necessary signs and play through the story. In the solo community, traditionally we use those same materials to generate solo adventures, and here’s the catch. When you’re the same person running those sides, you end up testing how will your protagonist react to what you throw at them as a GM. It’s like puppeteering! The protagonist ends up being an empty shell, even if they have motivations, objectives and emotions. Because you ask, what will they do if the story goes X way?

    Protagonists in RPGs aren’t meant to be puppets. They are meant to act, not react. We play these games to be knights vying for glory! wizards trying to find immortality! rebels trying to overthrow galactic empires! These are not everyday people waiting to see what fate has in store for them, they make their own fates! Sure sometimes fate will strike back, but when they defeat the adversities, they get back on their task and find a way to do it. 
    The knight heads off on her own to find the orc chieftain and challenge them to combat, the wizard goes to the library to find forbidden texts on necromancy, the rebels spread pamphlets to call the workers on strike! 

    So instead of waiting for the Gamemaster to be a Puppetmaster and be the driver, be a Player and go do what they have to. Have the oracle react to your protagonist, not the other way around. 
    Closing I would like to note that this is a personal experience. What works for me might not work for someone else, even more so in solo play. But, who knows? Maybe there’s a lesson here for social TTRPGs as well. 

     
    • Corey Mayo's avatar

      Corey Mayo 9:27 pm on June 22, 2020 Permalink | Reply

      I can totally understand this. I’m running out of steam on an Ironsworn campaign after about 12 chapters and I’m realizing that part of the issue is my hero is being pulled by the story instead of pushing the action herself. Her main quest has been sidetracked two–and now three–times and it’s starting to feel too much like the star of the campaign is the Action/Theme Oracle, not my hero.
      I think I need to channel my frustration into the character and have her act accordingly…

      Liked by 1 person

    • Lipe's avatar

      Lipe 4:15 pm on June 23, 2020 Permalink | Reply

      Actualy the way you are playing now AWAYS was The “correct way”. Before you was playing with you character like a NPC. I thinc you have choose a side, or you is a GM tha control the history only by yourself, and the Oracle control the character or reverse way. Never let the Oracle co trol the both slides

      Like

    • Manfred's avatar

      Manfred 10:50 pm on October 2, 2020 Permalink | Reply

      Hi,
      really enjoyed your post, I have felt exactly the same way, as you described it in your first paragraph.
      Can you give a practical example of how you changed the solo game mechanics to enable you to “switch sides”? Did you use the oracles differently, and if so, how? Did you ask different questions? What else did you do differently? Thanks!

      Liked by 1 person

      • giorgis's avatar

        giorgis 11:57 pm on October 2, 2020 Permalink | Reply

        Hi,
        Thanks!
        So, a good example would be my tale of Dash Kile. This is a rebel agitator in the Star Wars universe. The most obvious way to start my adventure, would be to go to an adventure generator and try to fit my character in there. Say, an incoming imperial shipment of arms that needs to be destroyed, or information that must go to the Rebel Alliance.
        If I took this approach, I’d have all the problems I faced in the past. Instead I discarded entirely this train of thought and asked myself the question “what does Dash want to accomplish?”. So he’s a young rebel agitator, not very much connected, so he wants to hurt the imperial, but he has to start small. Dash needs more information, so he asks contacts in the local cantina. A failed skill roll leads the adventure on it’s own path. Once the scene ends, I still want Dash to act. He really wants to do something against the imps. So after spending some thinking, I decide, or you could say Dash decides, that an insulting prank to the imperial security forces would be the next thing to do. Again, I avoided turning into an adventure generator or a random event tool.
        In general, I would say, that whenever your adventure is at pause, ask. “What does my PC want to do? What is in his best interest considering the situation?” This is not an oracle question, it’s something you ask and answer yourself.
        If I could have an analogy as a social ttrpg, it would be a game where the GM told you “I have nothing prepared. Let’s play and make stuff on the way. What do you want to do?”

        Hope this helps! Feel free to ask more if I wasn’t clear.

        Like

        • Manfred's avatar

          Manfred 1:54 pm on October 3, 2020 Permalink

          Hi,
          Thanks for the prompt reply and the detailed example, much appreciated! This makes it a lot clearer. Will try it out in my next session.

          Liked by 1 person

  • Unknown's avatar

    giorgis 11:38 pm on June 12, 2020 Permalink | Reply
    Tags: ,   

    Greder Payne – Ep1. 

    For this one shot, I want to try The Witcher TTRPG. Since it’s derived from the video game I’m truly intrigued to see if it’s better suited for solo roleplaying, considering video games are aimed at one player.
    As I’ve read through the mechanics I feel as if they hit a nice spot between crunch and speed.
    I won’t go into chargen, since I’m only testing the combat aspect, and instead I’ll take one of the pregenerated characters from Easy Mode and change the name and go with it.
    For the dungeon, I’ll go with a dungeon of choice from watabou one page dungeon.
    For the Oracle I’ll go with Recluse, modified as follows: Doubles 4-6 give False Presupposition, While doubles 1-3 give Interventions as per MUNE.
    I’ll also use TWENE from MUNE and ask each time I enter a new part of the dungeon if everything is as expected. Otherwise I’ll tweak it appropriately according to my custom oracle.

    Greder Payne stood at the entrance of the Crypt of Arus, wondering if he should have best kept his mouth shut.
    ‘We don’t need witchers!’ He had shouted after drinking more than a couple pints. ‘We can handle the beasts on our own!’
    All was well until some smartass looking fella asked him to put his feet where his mouth was.
    Now, he had to prove his mettle as a warrior. He lit his torch, gripped his battleaxe tightly and entered the damp dark crypt.

    Q: Does he encounter drowners in the first room?
    A: No, and they’re not around the passages either.

    Awareness: 17: Average success.
    Q: Does he find anything of interest?
    A: Yes, and it’s something usefull (I’ll choose between Mundane/Strange/Occult after the roll): 74: Flint and Steel.

    In a corner, Greder finds a brazier, under it is some flint and steel. He lights it up and continues.

    Since there are no Drowners nearby, Greder will randomly decide were to go next. 3: He chooses the passage to the North.

    Q: Is the door locked? (UL)
    A: No, and there’s no door at all, just an opening.

    Q: Is there a trap?
    A: No, and, the floor seems to have been untouched on the right side were it’s dry.

    Greder follows the corridor, under the dim torch light.

    Q: Does he encounter drowners here?
    A: No, and, it’s dead silent.
    Q: Is everything as expected?
    A: No
    I will roll 1d8 on TWENE: 2: Decrease simple element: The dampness

    For some reason he cannot fathom, as Greder walks onto dry ground, he notices that there is no sign of the mold he noticed in the previous room. As if water never reached this room.

    He notices a rotten chest in the middle of the room.
    ‘To hell with it’ Greder thinks and smashes the lock.

    Physique: 11: Easy success.

    In the chest he notices a hexagonal shaped black glass flask. He puts it in his pouch and heads to the entrance, to follow another path.

    Greder will randomly decide were to go next. 1: He chooses the passage to the South

    Q: Is the door locked? (UL)
    A: No

    Q: Is there a trap?
    A: No, and the floor may be submerged, but it’s sturdy, no chance of collapse.

    Q: Does he encounter drowners here?
    A: Yes, and it’s three of them!
    Q: Do the drowners try to ambush Greder?
    A: Intervention: New entity
    Q: Is it a Witcher? (L)
    A: False presupposition: The new entity will not arrive now, but after the combat
    I decide there won’t be an ambush now, but whoever the new entity is will ambush the other side when they arrive. I found a gap here in my oracle hack. Switching doubles to Intervention doesn’t answer the question. So instead I’ll hack it further: 1: is No + Intervention, 2-5: False Presupposition, 6: Yes + Intervention.

    Greder follows the path to the other side. As he wades through knee-deep water, suddenly three figures lash out at him from the corner of the corridor. Humanoid shapes, with wicked characteristics. Greder yells out a war cry to gather his bravery, and charges into the fray with his battle axe.

    Round 1:
    Initiative: Greder: 13, Drowners: 10
    Greder does two normal attacks to the nearest drowner
    First attack: 21/22: Miss
    Second attack: 26/20: Hit: Torso: Damage: 11
    Greder will do an extra attack at -3 Stamina: 20/22: Miss
    Drowner has 14 HP left

    Q: Is there enough room for two drowners to gang up on Greder?
    A: Yes
    It seems that the fight takes place to the small room next to the room with the statue.
    Drowner attacks Greder: 18/19: Miss
    Drowner attacks Greder: 18/21: Miss

    Round 2:
    Greder does two normal attacks
    First attack: 19/20: Miss
    Second attack: 18/15: Hit: Torso: Damage: 15: Drowner dies
    Greder will do an extra attack at -3 Stamina at the other Drowner: 23/18: Hit: Legs: Damage: 6
    Drowner has 19 HP left
    Drowner attacks Greder: 16/25: Miss
    Drowner attacks Greder: 17/22: Miss

    Round 3:
    Greder does two normal attacks
    First attack: 17/16: Hit: R Arm: Damage: 9
    Second attack: 17/22: Miss
    Greder will do an extra attack at -3 Stamina at the Drowner: 17/19: Miss
    Drowner has 10 HP left
    Drowner attacks Greder: 14/24: Miss
    Drowner attacks Greder: 23/16: Hit: Torso: Damage: Doesn’t pass armor

    Round 4:
    Greder does two normal attacks
    First attack: 22/21: Hit: Torso: Damage: 12: Drowner dies
    Second attack to other drowner: 24/14: Hit: R Leg: Damage: 5
    Greder will do an extra attack at -3 Stamina at the Drowner: 15/16: Miss
    Drowner has 20 HP left
    Drowner attacks Greder: 14/20: Miss

    Round 5:
    Greder does a strong attack
    Attack: 21/19: Hit: Torso: Damage: 21: Drowner dies

    It’s a chaotic combat in the dark, with only the torchlight in his hands to illuminate his surroundings. Greder hacks again and again at the creatures, which seem especially resistant to his battle axe. At the same time he tries to hold them at bay and not get completely surrounded.
    Their raw unskilled attacks are easy to calculate and he can block them without much effort, either with his axe or his torch.
    One by one, the creatures drop dead finally. One manages to get a scratch at him before dying, but his brigandine saves him, as the claws only scathe the surface.
    His heart still pounding, he composes himself. ‘I did it!’ He thinks.
    “I did it!” He shouts. “Take that you pompous witchers!”

    The Intervention appears:
    Q: Is it a witcher?
    A: Yes, and he heard it all.

    “Are you looking to take on our job?” A man asks behind him.
    Greder turns, only to find a witcher looking at him in a casual stance.
    “Why, seems I don’t need you. Took those nasties on my own.” He scoffs at the witcher.
    “Well, if you had used fire on the drowners, you’d have finished in half the time.” The witcher replies.
    “Don’t you dare take my loot!” Greder grinds his teeth, realizing he has antagonism.
    “Don’t care to rob any graves. Do you mind if I remove some of their parts?” He points at the dead creatures.
    Greder spits in the muddy waters. “Have at it.” He says and the witcher draws a blade and starts cutting off tongues.
    Greder doesn’t pause to watch, and instead moves further inside the crypt.

    Q: Is the room #2 as expected?
    A: No, Intervention: Regress plot
    TWENE: Increase major element: The water is so deep, Greder needs to swim to get to the statue (doubles as regress plot).

    Q: Are there drowners here?
    A: No, and it’s completely safe

    Swim: Body: 12: Failure

    I don’t find anything interesting on a failure in such a swim (duh, try again), so instead I will succeed at a cost. Greder will lose a random item in the water: Broadhead bolts.

    Greder notices lifelike dwarf statue on the other end of the room, on dry ground. The statue holds a key to its hands. Realizing it might open something important, he heads on to take it, but he almost drowns. The water is much deeper, and the armor drags him down. He steps back just in time, but not without losing his precious broadhead bolts from his quiver. He curses his luck, removes his armor and swims to the statue to pick the key.

    Q: Is it trapped? (UL since I had No, and regarding traps in this area)
    A: No, and, it’s easy to get hold on to.

    Greder picks up the key, which doesn’t seem attached to the statue in any way, put it in his satchel and heads back.

    Q: Has the witcher finished salvaging parts?
    A: False presupposition. The witcher isn’t salvaging parts and instead has moved further into the crypt, while Greder kept himself busy.

    Greder sees the drowner corpses, but the witcher isn’t anywhere to be seen.
    ‘That lying two piece shit.’ Greder curses silently and continues to the door to the center.

    Q: Is it locked (UL)
    A: No
    Q: Is it trapped? (UL)
    A: Yes
    Seems either the witcher didn’t go this way, or he avoided the trap somehow without triggering it.
    Let’s see if Greder notices the trap.
    I’ll give it a difficulty of 1d10+10=17
    Greder: Awareness: 14: Failure
    Q: Does Greder trigger the trap? (L)
    A: False presupposition: The trap is already triggered
    Q: Is the witcher on the trap?
    A: No
    Q: Is a drowner on the trap?
    A: No, and, the trap is empty

    Greder goes down the corridor, when suddenly he stops the last minute.
    A huge pit with spikes lies in front of him, right in the middle of the T section. The remains of a triggered trap. He swipes around with his torch, but doesn’t see anything inside. Whoever or whatever triggered it didn’t fall inside.

    Q: Is the door across, closed?
    A: Yes, and it seems very sturdy.

    He removes his grappling hook, attaches his rope, and tries to jump across safely.
    He chooses the south passage since the eastern one is blocked by a closed door. Whoever triggered the trap didn’t go this way.

    Greder: Physique: 22: Difficult Success

    Q: Are there drowners here?
    A: No, but, there are their corpses

    Greder gets across the spiked pitfall trap, and the corridor opens to a room in the south.
    Corpses of drowners are littered all around.
    ‘Darn witcher, out to get my glory’, Greder thinks and moves on.

    Q: Is everything as expected?
    A: No, and roll 1d10 on TWENE: Increase Simple Element.
    A lavishly decorated stone gate modified as follows: the pillars are lavishly decorated as well.

    The room Greder is in, is supported by pillars. Each pillar has decorations of golden leaves. A stone gate to the north has the same decor style.
    Greder walls around the corpses carefully and reaches the gate. He notices a keyhole. Maybe his key will fit.

    Q: Is the Witcher around?
    A: Yes, and he’s waiting for Greder.

    “I wouldn’t open this door if I were you” the Witcher says from behind a pillar as Greder holds the key in his hands ready to open the gate.
    “Can’t get rid of you, can I?” Greder scoffs. “You already killed my hunt. I’m going in there. Could get rich.”
    “You don’t understand…” his words trail off as Greder unlocks the gate.

    Q: Is there any trap?
    A: No, but the creature inside is aware of the trespass

    Q: Is there a Wraith inside (L)?
    A: False presupposition: The wraith isn’t inside, instead, at the moment the gate unlocked, the spell holding her collapsed, and she materialized outside.

    As the lock pins tumble, a loud unearthly scream is heard, and a terrifying visage appears for a moment in front of Greder, only to vanish and appear behind him again.
    He drops the key and draws his battleaxe.
    “What is it?” He shouts at the Witcher.
    “A wraith. Didn’t you read your history? Arus was some evil lord that was buried here. Alive.” The Witcher responds and draws a silver shining blade.

    Round 1:
    Initiative: Greder: 12, Witcher: 17, Wraith: 13
    The Witcher attacks twice with his silver sword.
    First attack: 31/17: Difficult Critical Hit: Head: Damage: 34: Dead

    Greder hasn’t even managed to get a good grip of his axe’s haft, when the witcher thrusts his silver sword into the spectre’s head with a calculated swift strike.
    It screams out and vanishes in mid air.
    Greder is speechless.
    “We’ll split the bounty and call it even.” The witcher says. “Name’s Alard by the way.”
    Greder nods. “What’s in there is mine though.” and goes inside.

    Q: Is everything as expected?
    A: Yes, but, nothing more than what is seen on the map.

    On an elevated floor, two steps above, lies a sarcophagus.
    Greder checks for the sign of any traps.

    Greder: Awareness: 9: Failure
    Q: Is there any trap?
    A: Yes, and it’s triggered as Greder looks to find it.
    Greder: Dodge/Escape: 20: Difficult Success: He only takes 1d6 damage: Can’t bypass armor.

    As Greder tries to feel around the sarcophagus for any traps, he feels a ‘click’ and by instinct jumps out of the way. Small darts fly towards his previous spot, and one is caught by his armor.
    With the trap triggered, he carefully opens the grave.

    Greder: Commoner Superstition: 4/14: Failure

    Q: Is there any treasure to be found? (L)
    A: Yes
    Rewards: 78 Gold Crowns, 5 Items (No Rarities): Five iron nails, Dice, Scrimshawed human bone, Fish bones, Folk remedy for something

    Greder takes a good look at the corpse, then quickly puts the gold crowns he found in his satchel, along with some dice, iron nails and a folk remedy written on a piece of paper. He’ll read it later.
    As he heads out of the room he turns to Alard.
    “Let’s get out of here. Ale’s on me.”

    Summary

    I laughed a bit at the random name and the pun. Greder Payne. Reminds me a bit of the video game Max Payne.

    So in the second encounter with the Witcher I asked the bare minimum of questions. For me it was pretty straightforward that if the Witcher stayed around (Oracle question), it is because he would know that there’s a monster inside that’s worse than the drowners and shouldn’t be set free. Witchers hunt monsters, not people so he wouldn’t try to stop Greder with violence.

    I liked the overall game system. Not thrilled, but it had good chances of success with combat, and it had a nice pulp feel. The threats were low, but I was scared to throw too much at them. Truth be told, the wraith kill was a bit anti-climactic, but witchers are strong against monsters, and this shows.
    I was afraid that my man at arms wouldn’t fare too well, but he could stand his ground in combat quite well.
    Not a major fun of hit-points systems due to the bookkeeping involved, but since I kept everything in low numbers, it was manageable.

    Overall, in my superficial The Witcher TTRPG solo attempt, I had fun, I liked the game system, and the Recluse/MUNE mix chosen for oracle.

     
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