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  • Unknown's avatar

    giorgis 2:36 pm on September 26, 2020 Permalink | Reply
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    Miniatures pt3 – Skeletons 

    Here’s my Skeleton warband from Blighthaven line of Ral Partha Europe miniatures.

    For the paint scheme, I didn’t follow my standard black prime + white sketching. Instead I tried to follow as close as possible, the Skeleton painting guide from the Warhammer Fantasy Battles 4th edition core rulebook.

    So it was a white primer+white undercoat, followed by a brown/yellow 50/50 wash. Then I drybrushed with yellow ochre, followed by a drybrush of white. I finished it with the classic black/brown wash in the end. To give the rusty look on weapons I drybrushed them with a 50/50 Vermillion/Burnt Sienna. I learned my lesson from the dark brown wood I had painted, and lightened my brown with white and yellow for the bows and spears. My only failure was my attempt at purple cloaks, which turned out to be a gray mauve instead.

    Skeleton knight
    Skeleton knight
    Skeleton knight
    Skeleton with scythe
    Skeleton with scythe
    Skeleton swordsman
    Skeleton axeman
    Skeleton warrior
    Skeleton spearman
    Skeleton spearman
    Skeleton archer
    Skeleton archer
     
  • Unknown's avatar

    giorgis 11:34 am on September 20, 2020 Permalink | Reply
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    Miniatures pt2 – Goblins 

    Here’s my Blighthaven goblin warband, which includes a dozen different goblins with different poses!

    For colors, I went with Viridian green for the skin color. It’s a bluish green. I could have gone with a more traditional green, but it was the only one I had available at the time, and I think it gives a nice distinct tone in comparison to other greenskins.

    Since this is a warband, I tried to keep a uniform color and went with Yellow Ochre for the clothing. It gives a ragged look that I really enjoyed. I had a rough time painting it over the black parts of the undercoat, and later on I found that proper thinning of the paint maybe with a slight dab of an ink of the same color helps, but I didn’t know it at the time.

    I also discovered that Raw Umber, the brown color I used to paint the wooden parts of the spears and the bows, is very dark. Dark colors aren’t very much suited to 15mm, because it’s hard for the eye to make out the details at table distance.

    Goblin boss
    Goblin shaman
    Goblin with sword and shield
    Goblin with sword and shield
    Goblin with sword and shield
    Goblin with sword and shield
    Goblin with sword and shield
    Goblin spearman
    Goblin spearman
    Goblin archer
    Goblin archer
    Goblin archer
     
  • Unknown's avatar

    giorgis 12:02 pm on September 19, 2020 Permalink | Reply
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    Weaselhammer 40k Ep.02 

    Kamalom Usha. A temperate, human miscible planet, with a breathable atmosphere. A simple colony in the vast reaches of space. The Orks have a strong presence on the planet, but Tallion and his squad of Eldar Guardians could not abandon their mission. The artifact they recovered needed to be extracted. The shuttle would arrive any moment now at the top of the hill. All they had to do was get past the Orks standing in their way.

    The scenario is simple. The Eldar squad needs to get to the top of the hill within 6 turns. The Orks have to stop them.

    For miniatures, I’ll be using Alternative Armies 15mm.co.uk miniatures from the Ion Age range.

    Eldar Squad
    Space Orks Squad

    As a Rules system I’ll be using again Clash on the Fringe, I really enjoyed playing it in my first session, so I’m sticking with it for consistency’s sake.

    Eldar (Precursors, Hardened Veteran)SpeedSurvivalDisciplineMoraleTrainingArmorWeaponsTraitsNotes 
    Leader66776Hard suitPulse RifleFew in number, Resent brutality, Bond, Sentry, Leader (2) 74
    Hero66776Hard suitPulse RifleFew in number, Resent brutality, Bond, Sentry, Hero 74
    Trooper66776Hard suitPulse RifleFew in number, Resent brutality, Bond, Sentry 54
    Trooper66776Hard suitPulse RifleFew in number, Resent brutality, Bond, Sentry 54
    Trooper66776Hard suitPulse RifleFew in number, Resent brutality, Bond, Sentry 54
              310
    Orcs (Brutes, Conscript)SpeedSurvivalDisciplineMoraleTrainingArmorWeaponsTraits  
    Leader45453Protective JacketKnife, PistolSmash, Resilient, Direct 43
    Trooper45453Protective JacketCarbineSmash, Resilient, Direct 37
    Trooper45453Protective JacketCarbineSmash, Resilient, Direct 37
    Trooper45453Protective JacketCarbineSmash, Resilient, Direct 37
    Trooper45453Protective JacketCarbineSmash, Resilient, Direct 37
    Trooper45453Protective JacketCarbine/BayonetSmash, Resilient, Direct 39
    Trooper45453Protective JacketCarbine/BayonetSmash, Resilient, Direct 39
    Trooper45453Protective JacketCarbine/BayonetSmash, Resilient, Direct 39
              308

    As I had said in my first session, there is an implied setting of the Fringe, which can easily be adapted to most known sci-fi universes. For Conversions I used the Precursors as Eldar, and Brutes as Orks. Since the Orks are larger in number (8 vs 5) I had to give them worse training, armor and equipment, to have things balance.

    Actual Play Report

    Turn 1

    Initiative: Orks win
    Activate: Squad
    Action: Engage
    Ork1: Shoots Eldar: Miss: Moves 4″: Reaction Fire: Hit: Survival: Failure: Ork1 is down: Morale: Failure: 1 Stress
    Ork2: Shoots Eldar: Miss: Moves 4″: Reaction Fire: Miss, Miss, Miss, Heads Down
    Ork3: Shoots Eldar: Miss: Moves 4″
    Ork4: Shoots Eldar: Miss: Moves 4″
    Ork5: Shoots Eldar: Miss: Moves 4″
    Ork6: Shoots Eldar: Miss: Moves 4″
    Ork7: Shoots Eldar: Miss: Moves 4″
    Ork Leader: Shoots Eldar: Miss: Moves 4″
    Ork Leader orders Ork7 to Move it: Moves 4″

    Initiative: Eldar failed to activate

    Snozguk saw the pompous Eldar march towards the top of the hill where the white flare pointed.
    “Ere we go, ere we go, ere we go! Get da filty eldar. Don’t let im escape” He screams to his troops.
    They shoot their las carbines but they all miss. The range is too great for their weaponry. The march onwards towards the treeline, and the Eldar return fire. One Ork falls from the Shuriken, while another drops down in search for cover. “Dey will kill us!” he screams.
    Tallion is indecisive. He can’t tell if they have the advantage, and doesn’t give any order to the squad. The Eldar stand there, waiting for his orders.

    Turn 2

    Initiative: Eldar win
    Activate: Squad
    Action: Engage
    Eldar1: Moves 6″: Shoots Ork7: Miss
    Eldar2: Moves 6″: Shoots Ork3: Hit: Survived: Heads Down
    Eldar3: Moves 6″: Shoots Ork2: Hit: Survived: Heads Down x2
    Eldar Hero: Moves 8″: Shoots Ork4: Miss
    Eldar Leader: Moves 6″ Shoots Ork4: Hit: Survival: Failure. Morale: Success. Orders Hero: Attack: Ork5: Miss

    Initiative: Orks succeed
    Activate: Squad
    Action: Engage
    Ork2: Heads Down: Failure
    Ork3: Heads Down: Failure
    Ork5: Shoots Eldar2 within Assault: Hit: Survival: Success: Heads Down
    Ork6: Moves 5″: Reaction Fire: Heads Down, Miss, Miss
    Ork7: Moves 5″: Shoots Eldar2: Miss
    Ork Leader: Moves 5″: Shoots Eldar3: Miss: Orders Ork3: Keep it together!
    Ork3: Moves 5″: Shoots Eldar2: Heads Down

    Tallion takes command, and orders his guardians forward, as far away from the Orks as possible, out in the open, in a Move and Shoot tactic. They’re too far to get reaction fire from the Orks, but their Shuriken weaponry shoots true. They pin down two more Orks, and Tallion kills one of them. Odds are turning to their favor.
    Snozguk screams, and gets one Ork to shake it off. He shoots at the Eldar and suppresses a guardian. But, none of the rest manage to get a proper shot. Under the reaction fire, another Ork is pinned down. Snozguk is uncertain of their success.

    Turn3

    Initiative: Eldar win
    Activate: Squad
    Action: Engage
    Eldar Hero: Shoots Ork3: Hit: Survived: Moves 6″
    Eldar2: Heads Down: Success: Shoots Ork3: Success: Survival: Failure: Morale: Failure: Stress 2. Moves 6″
    Eldar1: Moves 6″: Shoots Ork7: Miss
    Eldar3: Moves 6″: Shoots Ork7: Hit: Survival: Survived
    Eldar Leader: Shoots Ork5: Hit: Survival: Failure: Morale: Failure: Stress 3: All Fire is Unaimed. Moves 6″. Orders: Eldar Hero: Shoots Ork7: Miss

    Initiative: Orks
    Activate: Squad
    Action: Storm
    Leader: Orders Ork2: Keep it together: Shoots Eldar3: Miss: Moves 5″: Storms: Eldar Wins: Survival: Failure: Leader down: Morale: Failure: Stress 4: Orks are broken.

    Tallion orders his squad to shoot again and move. The Eldar bond is strong, and the guardian is no longer suppressed. They kill two more Orks, and their morale starts wavering. They close up to the hill and the Orks charge in return. Snozguk gets in close combat with an Eldar. The fierce Ork Leader is much stronger than the Eldar guardian, but he is unsure. This fear is obvious to the space elf, who finds the opportunity and blocks the knife strike with his rifle. He kicks off Snozguk, who falls to the floor, and follows through with a kill shot.
    Seeing their leader down, the rest of the space Orks disperse and flee.
    Tallion and his squad reach the top of the hill and are extracted to safety before any more of the greenskins arrive.

    Aftermath

    The Eldar receive 3BP. I spend 2 points to increase Tallion’s Training by 1.

    Session Summary

    Again, the game was fast! I may have done a mistake or two here and there, but it was enjoyable. The Eldar may have lost the first round of Initiative, but their reaction fire in the first round gave them the upper hand. The orks didn’t have the numbers and the Eldar troop quality was now evident.
    Also I didn’t bother much about terrain rules. Something about entering woods and such makes me lazy. Maybe after I have more than a few games under my belt I’ll take it under consideration. I don’t have the rules in print and going back and forth in PDF from the game board isn’t to my liking.

     
  • Unknown's avatar

    giorgis 12:42 pm on September 15, 2020 Permalink | Reply
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    Miniatures pt1 – Adventurers 

    In the past year, staying inside, I started painting miniatures. After reading this blogpost, I discovered the world of 15mm miniatures. Very affordable, at less than half a buck a piece, and requiring smaller gaming and storage space.

    I was really intrigued by the Blighthaven Warbands by Ral Partha Europe, skirmish packs, drawn by their Demonworld 15mm fantasy line. I knew Ral Partha from when I was a teenager playing Dragon Quest, and was curious as to their quality. Shipping was reasonable to where I live, and so I ordered my first pack, a variety of adventurers.

    The miniatures arrived back in the start of 2020 and I was quite scared at first trying to paint them, especially considering the 15mm size. So, I waited a few months before I begun.

    I didn’t want to spend too much on a hobby I wasn’t sure I would enjoy, or would be good at, so I got my painting tools from a variety of sources. A cheap set of brushes from ebay, and a cheaper one from the dollar store (for drybrushing, priming and varnishes). A set of acrylic paints from the dollar store, and an Amsterdam crafts satin varnish. In the meantime Ral Partha introduced their Miniature Paints, and I got a Black and a White Primer, some metallics and a Matt Varnish.

    I read a lot, and taking under consideration various techniques I chose what I believe fits best to my skill base and expectations. My concerns were my unsteady hands which aren’t suited to highlighting techniques and partial color blindness (I can see all colors fine, but fail all Isibara tests) so I wanted to avoid mixing my own shades.

    Steps followed:

    • Glue to base
    • Prime black
    • Drybrush white primer in a top down motion (gives a zenithal/sketching effect)
    • Basecoat main colors in two damp coats as not to completely opaquely cover the undercoat.
      • Flesh
      • Uniforms
      • Accessories
      • Weapons, Shields, Armor
    • Wash with black custom washes
      • Black+brown+water+pva glue
        • For blue: replace brown with blue
        • For metal: remove brown
    • Basing
      • Paint green
      • Add glue
      • Dip in dried used coffee grinds
      • Add glue once dry
      • Paint green
      • Drybrush yellow ochre
      • Wash with burnt sienna/leather
    • Varnish
      • One coat of thin satin varnish
      • One coat of thin Matt varnish
        • Metallic items were coated with a second thin satin varnish instead

    All in all I really enjoyed the process. I was very happy with the end results. They’re not competition level or anything, but they’re table-ready and they’re done by me!

    So, without further ado, I present you my band of adventurers.

    Dwarf warrior
    Dwarf warrior
    Elf warrior
    Human mage
    Human knight
    Barbarian chieftain
    Human cleric
    Barbarian warrior
    Barbarian warrior
    Elf archer

    You may have seen them here and there in several of my actual play reports. I intend to upload retrospective snaps of all of my painted miniatures in the future, so expect more to come.

     
  • Unknown's avatar

    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
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    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.

     
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