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.
Name
Evie
Gustav
Rudiger
Ardus
Wigmar
Agility
1
1
2
3
2
Speed
5
4
5
5
4
Combat Skill
0
1
0
0
0
Toughness
4
4
3
3
3
Will
2
–
–
–
–
Luck
2
–
–
–
–
Skills
Library,Medicine,Organization
–
–
Leadership,Parry
XP
6
6
8
6
2
LVL
0
0
1
1
0
Weapons
Longbow, Dagger
Warhammer
Bastard Sword
Bastard Sword
Sword
Armor
Light Armor
Light Armor
Full Armor
Partial Armor
–
Worn
Large Quiver
–
Helmet, Shield
Helmet
–
Notes
Avatar
–
Retainer
–
–
Followers
Name
Nature
Roving Wanderer
Stout Yeoman
Wily Rogue
Skill
Foraging
Weapons
Self Bow, Dagger
Hatchet
Sword
Armor
Militia Armor
Light Armor
Notes
–
–
–
Gold Marks 19 Medicinal Herbs 1 Story Points 1 Pistol Icon Basic Weapon Fine Standard Weapon Spring Vial
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.
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.
Village Events: Wandering scholar
Pay Upkeep: 7 members, no extra cost
Healing Up: No wounded
Carry Out Activities:
Rudiger: Free study: No skill gain
Evie: Study: Study: No skill gain
Evie: Train: +1 XP: Increase LeveL: Roll: Will +1
Gustav: Train: +1 XP: Increase LeveL: Roll: Combat +1
Outfitting for adventuring:
Buy Helmet: Ardus: -3 Gold
So now, we’re going adventuring!
Adventuring: Roadside AND Combat Encounter
Roadside Encounter: Knight, Polite
Combat Encounter: Outlaw: Slavers
Encounter Type: Located Lair
9 Slavers + 1 Lieutenant + 1 Captain
Terrain Type: Grave Yard
12″ Distance
Enemy 8″ from leader
In the village of Eerfeld, Evie starts to see the results of their recent actions. People are talking about the Wardens again and how they try to bring order to the region. She knows there is still much work to be done. A wandering scholar takes notice of them and scribbles down something in his papers.
She and Gustav spend the week training, trying tactics they have seen against recent enemies, honing their skills.
Ardus goes to the local trader and purchases a helmet, maybe it will save his life in the future.
Once the band is ready, they gather up once more. Evie notices there’s some fellow in the back who fought with them the last time, so they’re at full strength, and head out. They had gathered rumors about a slaver band, kidnapping villagers and selling them off to faraway lands. Evie is set on finding them.
On their way, they come across a knight in full plate armor riding a horse of war, accompanied by a squire. They exchange a few words, Evie wondering if his quest and theirs had anything in common, but the knight was just passing through. He did though tell them, about squatters in the abandoned graveyard, so after thanking him, they ready up their swords and close up on the site.
The slavers have made the place their lair. They laugh and yell. She makes out two leaders of the party in the center of the ruins, surrounded by the core group, while others are spread all around.
She splits the warband in two and attacks from two sides. With a war cry, she leads the attack.
She and the Roving Wanderer shoot off a couple of arrows to them, but miss.
On her side of the battle, Wigmar closes into combat with a slaver, and faulters, falling to his enemy’s blade, but the hanger-on the guy in the rear, charges in and kills the slaver. Seeing his fury, the other slaver next to him runs off into the woods.
On the other side, Ardus kills another slaver, while the hanger-on follows up on the group that approaches and with skill, kills one more.
Two more slavers fall to the Wardens. Seeing the Warden’s skills, a couple more slavers flee in cowardice.
Evie hits the enemy sergeant with her bow, an arrow lodging to his chest, but the slaver persists and comes into close combat with Ardus. The two men fight each other with fury, but in the end stand off. As the sergeant pauses to catch his breath, he notices the arrow wound. The strain of battle has caught up to him and opened up the wound even worse, and he falls to the ground.
One more slaver falls to the warband, and the leader seeing how he is all alone considers his options. He turns tail and runs away.
“Yaaah!” Evie screams out loud, and the rest of the Wardens join in chorus. It was a well deserved victory. They chased down their foes.
She is afraid though that too many men fled, and she might meet them again in the future.
Aftermath:
Injuries: Wigmar: Knocked out
Loot: Icon, Large Quiver, Fine Standard Weapon, Spring Vial, Basic Weapon
Threat: Reduction by 1
Experience: All the heroes gain 2 XP, No follower progressed, the Hanger-on became a follower: Wily Rogue
End of third campaign turn
Session Summary
I didn’t take much photos or pause this time, and just recollected the battle afterwards. I really enjoyed it. The flow of the game (especially having run a couple of battles) is so fast that it’s easy to get carried away, while the story just writes itself.
The dice gods were in the favor of the warband this time. I was afraid of this battle going in, but in the end it all turned out to be a walk. Let’s see if we can eliminate the Outlaw threat soon.
Back to Star Wars for this session. I’m starting a new character, Dash Kile. I won’t spend much time detailing him, instead. I might commit more in the future. Maybe could even do flashbacks.
Oracle/Emulator: I’ll be using a Recluse+MUNE hack I really liked. It’s Recluse, but on double 1s and double 6s you get a MUNE intervention with 1s being a No to the Question and 6s being a Yes.
Game System: I’ll be using Star Wars D6 with adapted dice rules from EABA. Essentially you ‘take the best of three’. So If I have 5D+1 in a skill, I will roll 5D (with wild die as normal), and then only take the sum of the best three dice, and add the pip. I’ll have the option to drop one die and take a +2, since 3D+2 on average is better than 4D taking the best three. Difficulties will be adapted accordingly, as well as damage rolls.
Dash is a young, hot headed rebel agitator, a street urchin, with utmost hatred for the Galactic Empire.
He has heard of the Rebel Alliance, but is not affiliated with them, not yet at least. Still trying to get his footing in the whole resistance thing. Objective: Overthrow the Galactic Empire Quote: You gotta fight for your right!
Dash is hanging out in the local cantina, The Trout, a haven of scum and villainy in Chrella VIII, the 8th moon of the 25 orbiting the Gas Giant Chrella, and the only habitable.
Q: Is everything as expected?
A: No and, TWENE: Increase Simple element
A simple element in a cantina is people.
It’s more crowded than usual.
Dash will try to learn of any rumors regarding local imperial activity.
Dash: Streetwise (Moderate): 6: Failure
Dash asks around, some connections, but doesn’t manage to glean anything. Some push him away as annoying.
So, now I decide to take an important decision. Failure shouldn’t be Flat. It should be interesting. So I decide that it means that Dash’s asking around has raised suspicions.
Q: Do Imperials arrive in the cantina?
A: Yes, Intervention: New Entity
Q: Is the entity Imperial?
A: Yes
Dash: Perception (Moderate): 11: Success
Q: How many Imperials?: 1D (Wild): 3
As Dash finishes his talk with a regular, he notices a Trandoshan talking to a uniformed officer, pointing in his general direction.
Officer: Search (Moderate): 4: Failure
The crowd in the cantina makes the Imperial search difficult. Dash, swiftly makes it for the rear exit.
Q: Is there a rear exit? (Likely)
A: Yes
Q: Is it accessible?
A: No, Intervention: Advance Plot: Someone helps dash.
Dash enters the kitchen. Stress evident in his face, trying to find desperately a way out.
The cook, a fat man in his 50s, with a thick mustache, looks at him. He steps on his toes to look outside the kitchen pass and sees the officers. He opens up a huge crate of Crix, local, slimy, smelly amphibians the size of a small cat. The indigenous aliens found them a delicacy, but the human settlers can barely stand them. Still, the poor need to eat.
“Get inside” He directs Dash.
Dash: Perception (Moderate): 11: Success
Q: Does the cook seem trustworthy (Likely)
A: Yes, and Dash has a feeling he won’t be betrayed
Dash eyes the cook well, considers his options and jumps in the crate, holding his nostrils. Hundreds of the little critters crawl over him as the cook closes the crate cover and places another crate on top.
Q: Do the Imperials search the kitchen? (Likely)
A: No
Q: Does the cook betray Dash (Unlikely)
A: False Presupposition. Since the Imperials never enter the kitchen, and they leave shortly after it doesn’t even occur to the cook to betray Dash. They must have been called elsewhere.
A short while later, Dash sees the crate cover open, and the cook waiting for him, an arm extended.
“Come, get out.” He tells him.
Dash, reeking of Crix, brushes off a couple critters still attached to him.
“Thanks!” He says relieved.
“Don’t mention it.” The cook replies. “It’s safe to leave now kid.”
Dash pauses for a moment.
“I gotta repay you somehow. Do you wanna hurt them? For what they did to the locals? to the settlers? to our planet?” He asks.
UNE: Comfort (bearing), History (Focus)
The cook shakes his head. “It’s a sad history, that of our planet, but I don’t want any more trouble. I just want the comfort of peace.”
“Which you won’t find as long as our streets crawl with Imperial scum!” Dash replies.
Dash: Persuasion (Moderate): 17: Success!
The cook nods. “What do you have in mind?”
Dash smiles. “Can you spare a bag of these slimy smelly critters?” He asks.
“I bet it would teach them a lesson if we filled a couple of their speeders with them. Would send a message, and would take them more than a day or two to clean it up!” Dash eagerly adds.
Q: Does the cook agree to the plan?
A: Yes
“Alright kid. I’ll give you a bag. It’s a gift from me, to them. Just make sure it doesn’t trail back to me.” The cook says and starts filling up a bag.
At night, Dash, goes to the nearest posting of Imperial troops, a bag of Crix on his back.
Dash: Perception (Moderate): 13
Q: Are there any speeders? (L)
A: Yes
Q: How many? (1D3): 3
Q: How many guards?: 1D (Wild): 4
Dash tries to sneak to a side alley, to set off a firecracker for a distraction.
The Imperials seem a bit sleepy, and don’t notice Dash jumping around in the shadows. He goes behind some trash cans, and sets off his firecrackers in 5 minutes, and rushes back in position.
As soon as the bangs are heard, the Imperials are startled. They pinpoint the source of the noise and run off, leaving the speeders unguarded.
Dash: Security (Difficult): 11: Success
Q: Does Dash make it in time before the Imperials return?
A: Yes, but barely and they have a trail to start searching.
Dash spreads the slimy Crix around in the speeders, He puts them in the driver and codriver seats, under the engine, in the glove box, everywhere. He already reeks of them, so the smell doesn’t bother him.
He has just finished dirtying up the third speeder, when he hears the distinctive boot steps of the Imperial troops. He knows his time’s up and runs off.
Imperial Officer: Command 4 people (Moderate): 11: Success: +2D
Imperials: Search (Opposed): 19/7: Success
The Imperials find Dash.
Q: Is he cornered?
A: No, and there two escape routes.
Soon Dash realizes the Imperials are on his tail. He tries to lose them, turning around in some narrow alleyways, and squeezing under a few fences, but no matter what he does, he can’t shake them. He doesn’t know if it’s the smell, or they have managed to triangulate on him and come from two sides, but soon, he has to turn and face them.
One thing he knows for certain, is that no matter what, he mustn’t get caught.
He draws his blaster pistol, and hopes it works. He hasn’t shot it before actually.
I’ll ask a few questions first:
Q: Is there cover?
A: Yes, but it’s only light cover
Q: Are there buildings? (UL)
A: False presupposition. There are trees. They have reached a huge park.
Q: Are the escape routes close by?
A: Yes, but there’s no cover to reach them. Dash will have to be in the open.
Exhausted from the chase, Dash, takes cover behind a tree. They have entered Flass Park. Looking around, he notices a large ditch for monsoon rainstorm torrents. This could be his chance to escape. If he manages to get into the sewers, he’ll surely lose the Imperials in the labyrinth. But he has to risk his life to do, and they’re closing in on him from both sides.
Round 1:
Dash acts first: Shoots Imperial Officer: Distance 40m (Long): 18: Hit Leg: 14/8: 7+: Incapacitated
Imp1 shoots Dash: 8: Miss
Imp2 shoots Dash: 10: Miss
Imp3 shoots Dash: 12: Hits Cover: 12/13: Tree absorbs all damage
Round 2:
Dash shoots Imp2: 7: Miss
Imp1 shoots Dash: 18: Hit Torso: 4/4: No damage
Imp2 shoots Dash: 16: Hit Leg: 11/10: 1+: Stunned
Imp3 closes in on Dash 20m
Round 3:
Dash shoots Imp3: 10/7: Hit Head: 16/5: Killed
Imp1 Willpower (Moderate): 12: Stays
Imp1 shoots Dash: 15: Hit Head: 14/(Dash will spend 3 CPs): 13: Stunned Twice
Imp2 Willpower (Moderate): 9: Success
Imp2 shoots Dash: 12: Hits Cover: 13/13: Tree absorbs all damage
Round 4:
Dash runs full speed to the ditch. Spends 2 CP to run.
Dash Running: 15: Success
Imp1 shoots Dash: 19: Hit Head: 18/(Dash will spend 5 CPs): 15: 3+: Wounded
Imp2 shoots Dash: 16: Hit Torso: 13/4: 9+: Dead
As the Imperials close in, Dash makes out the officer giving order, and blasts him straight on the leg, dropping him. With Dash shooting with lethal force, the Imperials don’t consider twice. They start shooting back. Two of them miss, but the third hits the tree Dash is hiding behind, burning a hole in its trunk.
Dash finds the opportunity to shoot again, but he misses. A blast grazes him, shaking his resolve.
An Imperial trooper tries to close in, and Dash shoots him right on the head, the blast finding his target’s face, killing him instantly. The Imperials stand and fight, giving Dash a hard time, a shot grazing his head, while another hitting the tree, and Dash feels grateful for the tree, that has saved his life.
Seeing as he is trapped and starting to get wounded, Dash makes a run for the ditch, but caught out in the open, the Imperials shoot him in the back. One blaster shot finds his head, and another right on the back, and he falls down, dead. The dream of a revolt, dying with him.
Session Summary
The flow was so easy. The game was just progressing fast. As I explained in a post recently, I think I found the reason I was having a hard time driving the adventure, and now I think I found my solution. I put myself into Dash’s shoes and tried to think of ways to meet his objective, and then act on it. Yes he failed, but the adventure was driven by his passion.
I’m a bit sad that Dash perished, I was looking forward to adventuring with him, but the dice have spoken.
I enjoyed the EABA/D6 hack as well as the Recluse/MUNE. I’m still not quite certain about the balance in the EABA/D6 hack, maybe I’ll have to reconsider some options, but overall it was fast, and easy to remember.
The past few months I had trouble getting constructive solo plays. Sometimes, the system of choice was at fault, which is reasonable considering I was play testing their solo capabilities, and some weren’t suitable. Then it was the overall situation with the lockdown and everything (won’t go into details, others had it much worse). Then, the lack of a proper setting, or world building. I had some interesting one-shots using Ironsworn, Solipsism, quick dungeons, but nothing could make me return to continue the adventure. As everything went back settling to a new reality, and I was back to running traditional choices which I knew work, I still couldn’t get a flow going. I often had to push myself through the session. I was afraid I had hit an overall solo burnout, an enemy I would not wish to see.
But then something happened. As I was trying another new solo play, everything fit together nicely. I could ask the right questions and was eager to find out what would happen next. So before going further with the session, I paused and asked myself, what did I do different this time? (and I also noticed it’s what I had done in my first adventures).
So, I did not try to generate an adventure. No random events to get everything going. No seeds from an online generator. No cards with descriptors to point me somewhere. No, instead, I discarded completely my GM side and focused on my Player side. My player had an objective, and I actively tried to make it happen. There it is.
In my failed solo attempts, I tried so many times to view everything from a GM perspective and used a multitude of tools to get creative juices flowing, and it was okay until that point, but when I tried to have my player act through it, it just wouldn’t work. I hit mental blocks. It’s as if my Player was waiting for the GM to drive the action.
Almost all of the social TTRPG GM material is focused on how to make adventures and worlds and how to have the players run through them. Some GMs railroad the players into the story, others don’t need to as the players get the necessary signs and play through the story. In the solo community, traditionally we use those same materials to generate solo adventures, and here’s the catch. When you’re the same person running those sides, you end up testing how will your protagonist react to what you throw at them as a GM. It’s like puppeteering! The protagonist ends up being an empty shell, even if they have motivations, objectives and emotions. Because you ask, what will they do if the story goes X way?.
Protagonists in RPGs aren’t meant to be puppets. They are meant to act, not react. We play these games to be knights vying for glory! wizards trying to find immortality! rebels trying to overthrow galactic empires! These are not everyday people waiting to see what fate has in store for them, they make their own fates! Sure sometimes fate will strike back, but when they defeat the adversities, they get back on their task and find a way to do it. The knight heads off on her own to find the orc chieftain and challenge them to combat, the wizard goes to the library to find forbidden texts on necromancy, the rebels spread pamphlets to call the workers on strike!
So instead of waiting for the Gamemaster to be a Puppetmaster and be the driver, be a Player and go do what they have to. Have the oracle react to your protagonist, not the other way around. Closing I would like to note that this is a personal experience. What works for me might not work for someone else, even more so in solo play. But, who knows? Maybe there’s a lesson here for social TTRPGs as well.
I can totally understand this. I’m running out of steam on an Ironsworn campaign after about 12 chapters and I’m realizing that part of the issue is my hero is being pulled by the story instead of pushing the action herself. Her main quest has been sidetracked two–and now three–times and it’s starting to feel too much like the star of the campaign is the Action/Theme Oracle, not my hero.
I think I need to channel my frustration into the character and have her act accordingly…
Actualy the way you are playing now AWAYS was The “correct way”. Before you was playing with you character like a NPC. I thinc you have choose a side, or you is a GM tha control the history only by yourself, and the Oracle control the character or reverse way. Never let the Oracle co trol the both slides
Hi,
really enjoyed your post, I have felt exactly the same way, as you described it in your first paragraph.
Can you give a practical example of how you changed the solo game mechanics to enable you to “switch sides”? Did you use the oracles differently, and if so, how? Did you ask different questions? What else did you do differently? Thanks!
Hi,
Thanks!
So, a good example would be my tale of Dash Kile. This is a rebel agitator in the Star Wars universe. The most obvious way to start my adventure, would be to go to an adventure generator and try to fit my character in there. Say, an incoming imperial shipment of arms that needs to be destroyed, or information that must go to the Rebel Alliance.
If I took this approach, I’d have all the problems I faced in the past. Instead I discarded entirely this train of thought and asked myself the question “what does Dash want to accomplish?”. So he’s a young rebel agitator, not very much connected, so he wants to hurt the imperial, but he has to start small. Dash needs more information, so he asks contacts in the local cantina. A failed skill roll leads the adventure on it’s own path. Once the scene ends, I still want Dash to act. He really wants to do something against the imps. So after spending some thinking, I decide, or you could say Dash decides, that an insulting prank to the imperial security forces would be the next thing to do. Again, I avoided turning into an adventure generator or a random event tool.
In general, I would say, that whenever your adventure is at pause, ask. “What does my PC want to do? What is in his best interest considering the situation?” This is not an oracle question, it’s something you ask and answer yourself.
If I could have an analogy as a social ttrpg, it would be a game where the GM told you “I have nothing prepared. Let’s play and make stuff on the way. What do you want to do?”
Hope this helps! Feel free to ask more if I wasn’t clear.
For this one shot, I want to try The Witcher TTRPG. Since it’s derived from the video game I’m truly intrigued to see if it’s better suited for solo roleplaying, considering video games are aimed at one player. As I’ve read through the mechanics I feel as if they hit a nice spot between crunch and speed. I won’t go into chargen, since I’m only testing the combat aspect, and instead I’ll take one of the pregenerated characters from Easy Mode and change the name and go with it. For the dungeon, I’ll go with a dungeon of choice from watabou one page dungeon. For the Oracle I’ll go with Recluse, modified as follows: Doubles 4-6 give False Presupposition, While doubles 1-3 give Interventions as per MUNE. I’ll also use TWENE from MUNE and ask each time I enter a new part of the dungeon if everything is as expected. Otherwise I’ll tweak it appropriately according to my custom oracle.
Greder Payne stood at the entrance of the Crypt of Arus, wondering if he should have best kept his mouth shut. ‘We don’t need witchers!’ He had shouted after drinking more than a couple pints. ‘We can handle the beasts on our own!’ All was well until some smartass looking fella asked him to put his feet where his mouth was. Now, he had to prove his mettle as a warrior. He lit his torch, gripped his battleaxe tightly and entered the damp dark crypt.
Q: Does he encounter drowners in the first room? A: No, and they’re not around the passages either.
Awareness: 17: Average success. Q: Does he find anything of interest? A: Yes, and it’s something usefull (I’ll choose between Mundane/Strange/Occult after the roll): 74: Flint and Steel.
In a corner, Greder finds a brazier, under it is some flint and steel. He lights it up and continues.
Since there are no Drowners nearby, Greder will randomly decide were to go next. 3: He chooses the passage to the North.
Q: Is the door locked? (UL) A: No, and there’s no door at all, just an opening.
Q: Is there a trap? A: No, and, the floor seems to have been untouched on the right side were it’s dry.
Greder follows the corridor, under the dim torch light.
Q: Does he encounter drowners here? A: No, and, it’s dead silent. Q: Is everything as expected? A: No I will roll 1d8 on TWENE: 2: Decrease simple element: The dampness
For some reason he cannot fathom, as Greder walks onto dry ground, he notices that there is no sign of the mold he noticed in the previous room. As if water never reached this room.
He notices a rotten chest in the middle of the room. ‘To hell with it’ Greder thinks and smashes the lock.
Physique: 11: Easy success.
In the chest he notices a hexagonal shaped black glass flask. He puts it in his pouch and heads to the entrance, to follow another path.
Greder will randomly decide were to go next. 1: He chooses the passage to the South
Q: Is the door locked? (UL) A: No
Q: Is there a trap? A: No, and the floor may be submerged, but it’s sturdy, no chance of collapse.
Q: Does he encounter drowners here? A: Yes, and it’s three of them! Q: Do the drowners try to ambush Greder? A: Intervention: New entity Q: Is it a Witcher? (L) A: False presupposition: The new entity will not arrive now, but after the combat I decide there won’t be an ambush now, but whoever the new entity is will ambush the other side when they arrive. I found a gap here in my oracle hack. Switching doubles to Intervention doesn’t answer the question. So instead I’ll hack it further: 1: is No + Intervention, 2-5: False Presupposition, 6: Yes + Intervention.
Greder follows the path to the other side. As he wades through knee-deep water, suddenly three figures lash out at him from the corner of the corridor. Humanoid shapes, with wicked characteristics. Greder yells out a war cry to gather his bravery, and charges into the fray with his battle axe.
Round 1: Initiative: Greder: 13, Drowners: 10 Greder does two normal attacks to the nearest drowner First attack: 21/22: Miss Second attack: 26/20: Hit: Torso: Damage: 11 Greder will do an extra attack at -3 Stamina: 20/22: Miss Drowner has 14 HP left
Q: Is there enough room for two drowners to gang up on Greder? A: Yes It seems that the fight takes place to the small room next to the room with the statue. Drowner attacks Greder: 18/19: Miss Drowner attacks Greder: 18/21: Miss
Round 2: Greder does two normal attacks First attack: 19/20: Miss Second attack: 18/15: Hit: Torso: Damage: 15: Drowner dies Greder will do an extra attack at -3 Stamina at the other Drowner: 23/18: Hit: Legs: Damage: 6 Drowner has 19 HP left Drowner attacks Greder: 16/25: Miss Drowner attacks Greder: 17/22: Miss
Round 3: Greder does two normal attacks First attack: 17/16: Hit: R Arm: Damage: 9 Second attack: 17/22: Miss Greder will do an extra attack at -3 Stamina at the Drowner: 17/19: Miss Drowner has 10 HP left Drowner attacks Greder: 14/24: Miss Drowner attacks Greder: 23/16: Hit: Torso: Damage: Doesn’t pass armor
Round 4: Greder does two normal attacks First attack: 22/21: Hit: Torso: Damage: 12: Drowner dies Second attack to other drowner: 24/14: Hit: R Leg: Damage: 5 Greder will do an extra attack at -3 Stamina at the Drowner: 15/16: Miss Drowner has 20 HP left Drowner attacks Greder: 14/20: Miss
Round 5: Greder does a strong attack Attack: 21/19: Hit: Torso: Damage: 21: Drowner dies
It’s a chaotic combat in the dark, with only the torchlight in his hands to illuminate his surroundings. Greder hacks again and again at the creatures, which seem especially resistant to his battle axe. At the same time he tries to hold them at bay and not get completely surrounded. Their raw unskilled attacks are easy to calculate and he can block them without much effort, either with his axe or his torch. One by one, the creatures drop dead finally. One manages to get a scratch at him before dying, but his brigandine saves him, as the claws only scathe the surface. His heart still pounding, he composes himself. ‘I did it!’ He thinks. “I did it!” He shouts. “Take that you pompous witchers!”
The Intervention appears: Q: Is it a witcher? A: Yes, and he heard it all.
“Are you looking to take on our job?” A man asks behind him. Greder turns, only to find a witcher looking at him in a casual stance. “Why, seems I don’t need you. Took those nasties on my own.” He scoffs at the witcher. “Well, if you had used fire on the drowners, you’d have finished in half the time.” The witcher replies. “Don’t you dare take my loot!” Greder grinds his teeth, realizing he has antagonism. “Don’t care to rob any graves. Do you mind if I remove some of their parts?” He points at the dead creatures. Greder spits in the muddy waters. “Have at it.” He says and the witcher draws a blade and starts cutting off tongues. Greder doesn’t pause to watch, and instead moves further inside the crypt.
Q: Is the room #2 as expected? A: No, Intervention: Regress plot TWENE: Increase major element: The water is so deep, Greder needs to swim to get to the statue (doubles as regress plot).
Q: Are there drowners here? A: No, and it’s completely safe
Swim: Body: 12: Failure
I don’t find anything interesting on a failure in such a swim (duh, try again), so instead I will succeed at a cost. Greder will lose a random item in the water: Broadhead bolts.
Greder notices lifelike dwarf statue on the other end of the room, on dry ground. The statue holds a key to its hands. Realizing it might open something important, he heads on to take it, but he almost drowns. The water is much deeper, and the armor drags him down. He steps back just in time, but not without losing his precious broadhead bolts from his quiver. He curses his luck, removes his armor and swims to the statue to pick the key.
Q: Is it trapped? (UL since I had No, and regarding traps in this area) A: No, and, it’s easy to get hold on to.
Greder picks up the key, which doesn’t seem attached to the statue in any way, put it in his satchel and heads back.
Q: Has the witcher finished salvaging parts? A: False presupposition. The witcher isn’t salvaging parts and instead has moved further into the crypt, while Greder kept himself busy.
Greder sees the drowner corpses, but the witcher isn’t anywhere to be seen. ‘That lying two piece shit.’ Greder curses silently and continues to the door to the center.
Q: Is it locked (UL) A: No Q: Is it trapped? (UL) A: Yes Seems either the witcher didn’t go this way, or he avoided the trap somehow without triggering it. Let’s see if Greder notices the trap. I’ll give it a difficulty of 1d10+10=17 Greder: Awareness: 14: Failure Q: Does Greder trigger the trap? (L) A: False presupposition: The trap is already triggered Q: Is the witcher on the trap? A: No Q: Is a drowner on the trap? A: No, and, the trap is empty
Greder goes down the corridor, when suddenly he stops the last minute. A huge pit with spikes lies in front of him, right in the middle of the T section. The remains of a triggered trap. He swipes around with his torch, but doesn’t see anything inside. Whoever or whatever triggered it didn’t fall inside.
Q: Is the door across, closed? A: Yes, and it seems very sturdy.
He removes his grappling hook, attaches his rope, and tries to jump across safely. He chooses the south passage since the eastern one is blocked by a closed door. Whoever triggered the trap didn’t go this way.
Greder: Physique: 22: Difficult Success
Q: Are there drowners here? A: No, but, there are their corpses
Greder gets across the spiked pitfall trap, and the corridor opens to a room in the south. Corpses of drowners are littered all around. ‘Darn witcher, out to get my glory’, Greder thinks and moves on.
Q: Is everything as expected? A: No, and roll 1d10 on TWENE: Increase Simple Element. A lavishly decorated stone gate modified as follows: the pillars are lavishly decorated as well.
The room Greder is in, is supported by pillars. Each pillar has decorations of golden leaves. A stone gate to the north has the same decor style. Greder walls around the corpses carefully and reaches the gate. He notices a keyhole. Maybe his key will fit.
Q: Is the Witcher around? A: Yes, and he’s waiting for Greder.
“I wouldn’t open this door if I were you” the Witcher says from behind a pillar as Greder holds the key in his hands ready to open the gate. “Can’t get rid of you, can I?” Greder scoffs. “You already killed my hunt. I’m going in there. Could get rich.” “You don’t understand…” his words trail off as Greder unlocks the gate.
Q: Is there any trap? A: No, but the creature inside is aware of the trespass
Q: Is there a Wraith inside (L)? A: False presupposition: The wraith isn’t inside, instead, at the moment the gate unlocked, the spell holding her collapsed, and she materialized outside.
As the lock pins tumble, a loud unearthly scream is heard, and a terrifying visage appears for a moment in front of Greder, only to vanish and appear behind him again. He drops the key and draws his battleaxe. “What is it?” He shouts at the Witcher. “A wraith. Didn’t you read your history? Arus was some evil lord that was buried here. Alive.” The Witcher responds and draws a silver shining blade.
Round 1: Initiative: Greder: 12, Witcher: 17, Wraith: 13 The Witcher attacks twice with his silver sword. First attack: 31/17: Difficult Critical Hit: Head: Damage: 34: Dead
Greder hasn’t even managed to get a good grip of his axe’s haft, when the witcher thrusts his silver sword into the spectre’s head with a calculated swift strike. It screams out and vanishes in mid air. Greder is speechless. “We’ll split the bounty and call it even.” The witcher says. “Name’s Alard by the way.” Greder nods. “What’s in there is mine though.” and goes inside.
Q: Is everything as expected? A: Yes, but, nothing more than what is seen on the map.
On an elevated floor, two steps above, lies a sarcophagus. Greder checks for the sign of any traps.
Greder: Awareness: 9: Failure Q: Is there any trap? A: Yes, and it’s triggered as Greder looks to find it. Greder: Dodge/Escape: 20: Difficult Success: He only takes 1d6 damage: Can’t bypass armor.
As Greder tries to feel around the sarcophagus for any traps, he feels a ‘click’ and by instinct jumps out of the way. Small darts fly towards his previous spot, and one is caught by his armor. With the trap triggered, he carefully opens the grave.
Greder: Commoner Superstition: 4/14: Failure
Q: Is there any treasure to be found? (L) A: Yes Rewards: 78 Gold Crowns, 5 Items (No Rarities): Five iron nails, Dice, Scrimshawed human bone, Fish bones, Folk remedy for something
Greder takes a good look at the corpse, then quickly puts the gold crowns he found in his satchel, along with some dice, iron nails and a folk remedy written on a piece of paper. He’ll read it later. As he heads out of the room he turns to Alard. “Let’s get out of here. Ale’s on me.”
Summary
I laughed a bit at the random name and the pun. Greder Payne. Reminds me a bit of the video game Max Payne.
So in the second encounter with the Witcher I asked the bare minimum of questions. For me it was pretty straightforward that if the Witcher stayed around (Oracle question), it is because he would know that there’s a monster inside that’s worse than the drowners and shouldn’t be set free. Witchers hunt monsters, not people so he wouldn’t try to stop Greder with violence.
I liked the overall game system. Not thrilled, but it had good chances of success with combat, and it had a nice pulp feel. The threats were low, but I was scared to throw too much at them. Truth be told, the wraith kill was a bit anti-climactic, but witchers are strong against monsters, and this shows. I was afraid that my man at arms wouldn’t fare too well, but he could stand his ground in combat quite well. Not a major fun of hit-points systems due to the bookkeeping involved, but since I kept everything in low numbers, it was manageable.
Overall, in my superficial The Witcher TTRPG solo attempt, I had fun, I liked the game system, and the Recluse/MUNE mix chosen for oracle.
So in the end of the previous session I forgot to run experience rolls for my warband. I assigned the XP awards and rolled to see if my surviving follower (Angry Villager) had any upgrade, but to no avail.
Heroes
Name
Evie
Gustav
Rudiger
Ardus
Agility
1
1
1
2
Speed
5
4
5
5
Combat Skill
0
0
0
0
Toughness
4
4
3
3
Will
1
–
–
–
Luck
2
–
–
–
Skills
Library,Medicine
–
–
Leadership,Parry
XP
1
1
3
2
LVL
0
0
0
0
Weapons
Long Bow, Dagger
Sword
Bastard Sword
Bastard Sword
Armor
Light Armor
Light Armor
Full Armor, Helmet, Shield
Partial Armor
Notes
Avatar
–
Retainer
–
Followers
Name
Nature
Roving Wanderer
Stout Yeoman
Angry Villager
Skill
Weapons
Self Bow, Dagger
War Axe
Staff
Armor
Militia Armor
Light Armor
–
Notes
–
–
–
Gold Marks 13 Medicinal Herbs 1 Story Points 1 Warhammer Pistol Sword
Time to name the two other villages donjon.bin.sh : Heagrove, Cebrook
Current village: Eerfeld (2,2,4) Heagrove: (1,1,1) Cebrook: (3,3,3)
Will need to draw a map in the future Village Events: Wandering merchant Pay Upkeep: 7 members, no extra cost Healing Up: No wounded Carry Out Activities: Evie: Study: 2,3,5,6: Gained Skill: Organization Rudiger: Train: XP (4) Increase Level: Roll: Agility: +1 Outfitting for adventuring: I’ll give the Warhammer to Gustav, and put his Sword in the backpack. So now, we’re going adventuring!
Bruised and battered, the Wardens regroup, after having buried one of their own. The first death in their band weighs heavily. Evie heads to the library for further studying to escape the thought that a man died under her command, while Rudiger puts his skills to the test, training against wooden poles.
No one pays attention to the wandering merchant showing off his wares. Their dead brother in arms was swindled a week ago, and all this is a cruel reminder.
A couple days pass, and Evie sends word for them to gather once more.
“Wardens. We suffered a loss, but must not stop now. The people of Eerfeld need us. Gather yourselves, and come back here in an hour, armed. We’re heading out.”
Adventuring: Combat Encounter Facing: Dark Secrets Encounter: Cultists Encounter Type: Attacked by Enemy Enemy number (consulting roll, tables and rules): 4 No Leadership present No Personality present Encounter Distance: 7″ Seize the Initiative: Failure Theme: Edge of the woods
It’s been a couple of days of wandering the countryside looking for trouble, when the Wardens camp at the edge of the woods of Eerfeld, known as Fangwood Forest. They assign watch duties and rest, only to wake at the sound of a twig snapping. Someone has gotten close! “Wardens! To arms!” Evie shouts and unsheathes her sword, arming her bow. They all draw their weapons and look around as a quartet of dark cloaked figures closes in from two sides. “Cultists!” Ardus tells Evie as they turn to face their assailants.
Combat Turn 1:
Ardus and Rudiger move in closer.
Cultist charges at Rudiger Cultist hits, can’t penetrate armor Cultist hits, penetrates armor, wounding Rudiger Rudiger wins the last exchange They disengaged melee
Cultist charges Ardus Ardus wins the exchange They roll equal, and the cultist retreats
Cultists further advance near the lake Roving wanderer moves aside and shoots his bow RW Hits, doesn’t wound
Stout Yeoman charges cultist After three exchanges, none scores a hit and they withdraw The rest of the band progresses
A cultist charges at Rudiger, catching him still sleepy, he passes through his defenses, hitting his cuirass. He follows up, but this time his blade lodges between the rings of the mail part of the armor, wounding the veteran. The pain sears through Rudiger’s body, who quickly snaps out of it and blocks the last attempt, pushing the cultist back. At the same time, another cultist charges next to him at Ardus. Ardus is better prepared. He parries the blow successfully and kicks his assailant back.
At the other side, next to the pond, a Warden shoots at a cultist and fails to hit him, the arrow flying away through the air, while another one charges in melee. He tries to hit him but is blocked, and again, and again, until tired they disengage and look at each other angrily.
Combat Turn 2:
Ardus charges at cultist Ardus hits, the cultist is wounded They roll equal and withdraw Rudiger charges at the cultist They roll equal and the cultist withdraws Rudiger survives his wound The cultist charges back at Ardus Ardus wins melee Ardus hits cultist and kills him
Cultist charges back at Rudiger Cultist hits Rudiger, but Rudiger parries with his shield Cultist hits Rudiger but can’t penetrate the armor And again They withdraw from melee
Cultist charges Angry Villager They’re equal and the AV withdraws Cultist charges at Stout Yeoman Cultist brings down Yeoman
Evie takes position and shoots Cultist but misses Gustav charges at Cultist He hits and wounds Cultist He hits again and kills the Cultist
Roving Wanderer takes position and shoots at Cultist and misses
Angry Villager attacks Cultist He hits but doesn’t wound him And Again And they roll equal and withdraw
Hanger On attacks Cultist They roll equal and withdraw
Ardus charges with his bastard sword and thrusts at the Cultist who hurt Rudiger, wounding him, spilling blood. With skill, his enemy tactically withdraws. Rudiger tries to follow up on his companion’s pushing attack, and charges at the Cultist. His enemy with skill blocks and parries and moves back. “Die!” The Cultist hisses and jabs at Ardus, who deflects the blow and moves behind his enemy, at the same time slashing at his back, cutting him in half. Seeing his friend fallen, the other cultist screams a war cry and charges at Rudiger. The blow is heavy, and Rudiger has to block it with his shield. He smashes back at his enemy, shoving him away. On the other front, near the pond, the Cultists charge at the followers. One tries to attack the Angry Villager but can’t get back the defenses while the other attacks the Stout Yeoman. The dagger finds the Yeoman under his armor. The Yeoman drops down under his wound. Evie moves around the fighting men and finds an opening for her shot. The arrow misses its target and lodges on a tree behind. Gustav then charges at the same enemy. Distracted the Cultist doesn’t see the warhammer coming down on his head and falls down, dead. The Roving Wanderer shoots at the cultists but misses again. The Angry Villager charges at the Cultist who hit the Stout Yeoman and hits him with his staff, but doesn’t manage to startle him. The Cultist pushes back and disengages. A Hanger On who joined the warband tries to make a difference, but without skill, his efforts are aimless.
Combat Turn 3:
Rudiger and Ardus advance to the lake Rudiger survives his wound Cultist attacks Angry Villager No one hits And Again They roll equal and withdraw Cultist attacks Hanger On They roll equal and withdraw Evie shoots Cultist, hits and wounds him Roving Wanderer shoots at the same cultist and hits and kills him
Angry Villager attacks Cultist He hits and kills him
Combat is won
Rudiger despite his wound, moves with Ardus towards the pond to assist the rest of the warband. One of the Cultists attacks the Angry Villager and another the Hanger On, but after a couple missed strikes, fatigue builds up, and the opponents stand there looking at each other. Evie and the Roving Wanderer shoot their arrows to the Cultists. Both hit, and the Cultist drops dead from the hail. The morale is high and the Angry Villager, with renewed strength, bring his staff down on the last opponent, knocking him out. The Wardens cry out in Victory!
Aftermath: Resolve casualties: Stout Yeoman: Knocked out Loot: 9 Gold Marks Unusual Finds: Evidence (Reduce Highest Threat by 1, Dark Secrets) Adjust Threat: No adjustment Experience Points Awards Ardus gains a level and gets +1 Agility Roving Wanderer gains Skill: Foraging Angry Villager gains Promotion: +1 Agility: Name: Wigmar
The Wardens look after the Stout Yeoman, noticing it was just a flesh wound. He recovers quickly. Searching through the fallen enemies, they find 9 Gold Marks and a bloody bag. Evie recognizes it as the bag she had seen the last week in their roadside encounter. Inside it they find nasty bloody parts. Hearts of animals and humans. Along with it is a seal, one that Evie recognizes as Eerfeld alchemist’s seal. Seems the man is in league with dark forces. That’s evidence for the Bailiff. The man with the staff, the Warden she had in mind as angry villager, showed immense bravery, armed with just a staff. She goes to him. “Wigmar, you stood out today. We’re proud to have fought alongside you.” Evie tells him.
Name
Evie
Gustav
Rudiger
Ardus
Agility
1
1
2
2
Speed
5
4
5
5
Combat Skill
0
0
0
0
Toughness
4
4
3
3
Will
1
–
–
–
Luck
2
–
–
–
Skills
Library,Medicine,Organization
–
–
Leadership,Parry
XP
3
3
6
4
LVL
0
1
0
1
Weapons
Long Bow, Dagger
Warhammer
Bastard Sword
Bastard Sword
Armor
Light Armor
Light Armor
Full Armor, Helmet, Shield
Partial Armor
Notes
Avatar
–
Retainer
–
Followers
Name
Nature
Roving Wanderer
Stout Yeoman
Skill
Foraging
Weapons
Self Bow, Dagger
War Axe(Warhammer)
Armor
Militia Armor
Light Armor
Notes
–
–
Gold Marks 22 Medicinal Herbs 1 Story Points 1 Pistol Sword
End of second campaign turn
Session Summary
This time I paused to take photos and write everything down as it happened. I really enjoyed every part of it! I did not write down the rolls, only the results, because the game is very dense! So much happens in such a short amount of time. I really enjoy how easy it is to do everything. The mechanics are fast and the tables generate interesting results. I’m still learning how to play, so I’m not implementing any rpg elements yet. I don’t know if I will have everything so detailed in my future AP reports, because pausing so often to take photos and write things down, doubled or tripled the time to play. I will need to find the right balance between reporting and playing.
Most roleplaying games do not have in-depth mechanics for social interactions. In some, thought has been placed, and there are a few skills covering several types of interactions and even progress rolls, while in others it could be left out to a single personality attribute. This isn’t so much a problem in social tabletop RPGs where, there is a conversation between two different persons. One, the Game Master, emulating the NPC, and the other, the Player, emulating their PC. In solo roleplaying this missing link, is even more pronounced, since the GM and Player, both come down to the same person. While playing some crunchier combat systems I noticed, that sometimes, the increased effort to run them, payed off, as there was ample narrative feedback. So this is an attempt, to create a social interactions mechanics framework, to drive the conversation, and maybe return interesting results in the process, while reducing mental effort and player bias. I was very much inspired by several topics discussed in Solo RPGs: Let’s Talk About Dialogues YouTube video by RPG Tips.
Conflict, in the scope of this framework includes major social interactions, not petty squabbles or small talk. It’s what makes or break you. Consider the equivalent of combat, but with no swords drawn. You try to convince someone, questioning their beliefs, lie to them about a fundamental truth or scare one into betraying their own.
There are three dispositions with two ends of the spectrum each. (Defiance/Fear) (Hate/Love) (Suspicion/Trust)
The Levels for each disposition go from 1 to 6 for Defiance to Fear, Hate to Love and Suspicion to Trust. You can write them down, but I recommend using three different colored six-side dice to represent each value as it changes through the exchange. I’d suggest Black for Fear, Red for Love and White for Trust, but go with whatever dice colors you have.
Examples:
A town guard captain searching for fugitives in the player’s description could have the following dispositions: Trust 1, Love 3, Fear 3.
A fellow street urchin who saw their escape could have the following disposition: Trust 5, Love 4, Fear 2.
A civilian who doesn’t want to be bothered in case they find trouble, and is scared of meeting outlaws could have the following disposition: Trust 2, Fear 4, Love 3.
Level 3,4 borders on indifference. Level 2,5 has strong feelings. Level 1,6 is a major driver. It’s what dictates the NPC’s actions towards the protagonist.
You can choose the level of each disposition, roll randomly (1d6), or even hide it and reveal it afterwards to decrease metagaming. In that last option, you can also try to ‘read’ the disposition through the use of a skill such as perception (see further below).
Some game systems have specialized social skills, while others could be so broad as to even have just a generic social attribute. In any case, depending on the success or failure of the attempted skill, and by how much (critical/marginal), the dispositions are modified by one level, as defined in the table below.
Action
Con
Charm
Persuasion
Intimidation
CS
+L
+L
+T
+F
MS
+L,-T
+L,-T
+T,-L
+F,-L
MF
-T
-L
-T
-F
CF
-L,-T
-L,-F
-T,-F
-F,-L
So a marginally successful charm attempt would both increase the Love disposition but also decrease Trust. Whereas a failed charm attempt would decrease the Love disposition.
The exchange ends, whenever a disposition reaches (or remains at) level 1 dictating failure or level 6, dictating success. If the result is contradicting, having both 1 and 6 at the same time, then its a draw, and another attempt must be made, until the number of successes doesn’t equal the number of failures.
Examples:
The protagonist tries to Con the town guard captain that they saw the fugitives heading in another direction and fails. This means that Trust remains at 1, and the captain doesn’t fall for their ruse. He draws his sword and sounds the alarm.
The protagonist tries to Persuade the street urchin that if they help them escape, they will reward them, and they are successful, raising the Trust to 6. The street urchin decides to risk their skin and take them through the back alleys and lay low in his shack.
As they stumble upon the civilian, the protagonist draws his finger across his neck, while making a gesture to stay silent, Intimidating them successfully. Fear increases to 5 while Love decreases to 2. The civilian still considers his options. These guys look scary, but maybe his hatred for outlaws will outweigh his fear and he will sound the alarm.
The dispositions changes are not necessarily long term. If for example the protagonist tried to Intimidate a close friend into abandoning their cause, and this reduced their Love, it could last only for a few days. Feeling hurt, heal over time, just like wounds in battle. Likewise, a conned guard who let the protagonist into the compound, won’t still have increased Love disposition once they find out the truth.
Note: While performing the skills, do not forget to add any modifiers, according to the game system. A bribery attempt would have a bonus or penalty according to the bribe. A persuasion attempt to a close friend would have a bonus. An intimidation attempt when you are outgunned would have a penalty.
Reducing metagaming: If the player knows beforehand the dispositions of the target NPC, then they can choose which skill to use or avoid the social exchange altogether, thus giving them an unfair advantage. To reduce this advantage do the following:
Before starting any exchange, do a Perception or relative roll, to see if the protagonist can ‘read’ the target’s intentions. Apply any modifiers.
If successful, then either decide the disposition, roll randomly, or ask the Oracle. In any case, you know. Optionally, depending on the level of success, you may know only one or two of the three dispositions.
If unsuccessful, or partially successful, then if you decide to go ahead with the social exchange, then, run the first round of the exchange, and roll/ask the Oracle for the dispositions afterwards. This way, there is an extra risk involved. It’s implied that after exchanging a few words, you have understood what their disposition is.
Now I need to playtest these rules, and post the results. I’m thinking a high diplomacy, low combat one-shot.
Hi,
Unfortunately I haven’t playtested it. It’s something that’s been sitting in the back of my head but never gotten around to doing it. My current MERP sessions are combat-heavy so I don’t know if I’ll be able to squeeze it in.
I tried this out today and thought it was useful! Thanks. Ran a conversation with a post-apocalypse priest who had a positive starting reaction to my PC (Trust 4, Love 5, Fear 2), but the PC had no social skills. I made a starting roll and flubbed it, then switched from “charm” to “persuasion” and thought of good arguments the PC could make. “You want to establish a base in the ruins? Instead of going west like you want, why not go east — I just found a religious building out that way.” Gave myself a bonus for thinking of several specific lines of reasoning, and on the third roll hit Trust 5->6, Love 4->3. So the priest agreed to change plans while kind of resenting it and leading to a future conflict. Gave me enough detail to flavor the conversation beyond “I win”.
I’m always so happy when something here is useful to another solo role player. Thanks for the feedback!
Another system that I found very useful is “Let’s Talk” that I discovered later. I’ve used in extensively in my Savage Warhammer sessions, and loved it. If you can’t find I’ll be able to link it later. Cheers
It’s been some time now that I got the solo wargame Five Leagues From The Borderlands. I wanted to try it a while now, I think this is the right time.
I have a nice bunch of fantasy 15mm minis to start with. I also want a change of pace with regards to my regular solo roleplaying. Something different that requires less brain effort.
Since I’m a sucker for story continuity I will use Evie’s company as my band of heroes, with extra followers.
Heroes
Name
Evie
Gustav
Rudiger
Ardus
Agility
1
1
1
2
Speed
5
4
5
5
Combat Skill
0
0
0
0
Toughness
4
4
3
3
Will
1
–
–
–
Luck
2
–
–
–
Skills
Library
–
–
Leadership,Parry
Weapons
Long Bow, Dagger
Sword
Bastard Sword
Bastard Sword
Armor
Light Armor
Light Armor
Full Armor, Helmet, Shield
Partial Armor
Notes
Avatar
–
Retainer
–
Followers
Name
Nature
Outcast Drifter
Roving Wanderer
Stout Yeoman
Angry Villager
Skill
Weapons
Sword
Self Bow, Dagger
War Axe
Staff
Armor
–
Militia Armor
Light Armor
–
Notes
Witch Slayer
–
–
–
Gold Marks 12
Medicinal Herbs 2
Story Points 1
Evie and her company returned to her hometown of Eerfeld. There, she found that her father, Baron Vogel, had been summoned to the capital months ago, never to be heard from again.
The manor was derelict. The villagers scared. Bandits and brigands roam the countryside. Orc and goblin marauders cross the river ever so often and an uneasy chill clouded the people’s hearts and minds as dark forces stir in the shadows.
No one is willing to pay allegiance to the Vogel name.
In an effort to restore peace and prosperity to the region and her family name to its former glory, Evie has reinstated the Wardens of Gahyrst.
Her close compatriots stand with her, Gustav and Rudiger, joined by Ardus, her father’s steward still guarding the ruined manor.
Four more brave souls have joined her, answering the call to drive off evil from the land.
Current village: Eerfeld (3,2,3)
Village 2: (1,1,1)
Village 3: (3,3,3)
A peddler runs his cart on the village of Eerfeld. “Talismans! Protect yourselves from evil”
“Look! Look what I bought” the so called witch slayer, essentially an outcast drifter says to Vogel. “This magical garlic scented bird cage can keep vampires at bay!”
Evie looks with disdain. “How… much did you pay for it?”
“4 gold marks my lady” He answers.
Evie takes it to return to the peddler, but he’s nowhere to be seen.
“You’ll work the fields to make up for the money you cost us.” She tells the outcast. “I’ll be at the old church library, see if we can find something useful.”
Her efforts proved fruitful as she found passages explaining how to perform healing.
On their way, they meet with what seems to be hunter. He has strapped a bow over his cloak, and a big skinning blade hangs without a scabbard, from his belt.
As they cross paths, an uneasy feeling overwhelms Evie. She can’t tell if it’s the stinking dirty visage of the man or the way he met her gaze, but something struck her as off. It’s not only after he has vanished from her line of sight that she recomposes his image. He was carrying a bag dripping with blood and the blade had dark dried blood all over it. She would have asked him to stop and show his bag, but now he’s gone. How could she have missed it? What clouded her mind?
Combat
Due to the miniatures at hand I switched the Renegades with goblins. It was pretty arbitrary, but I can live with it for now.
The wardens heard sinister laughter from ruins near the road. Carefully they go to investigate, only to fall upon a band of goblins.
Soon swords are unseathed, bowstrings drawn and combat ensues.
Evie cast an arrow, hitting its target, but it pierced through cloth, missing flesh.
Two spearmen charged, one at Evie and one at Rudiger. Evie used her sword skill to push him aside, while Rudiger, with sheer strength manages to break of the greenskin’s guard and hit him with his blade.
An arrow hits Rudiger, but doesn’t pierce his heavy armor. Another one hits Evie in the chest.
As the two opposing groups come together, closing in on the ruins, Ardus dispatched a goblin, while Evie, clutching her chest, falls to the ground…
A handful of minutes later, the fight is over. Rudiger, covered in blood stands by Ardus. He wipes of his blade and seathes it. The angry villager who had joined them is the only other man standing. Rudiger thinks he should ask his name, but now he must tend to his fallen comrades, and first of all, Evie.
I roll on the aftermath tables.
Evie: Serious Wound. I use medical herbs: Dead. I use Lucky Break.
Gustav: Knocked out.
Outcast Drifter: Dead.
Roving Wanderer: Knocked out.
Stout Yeoman: Knocked out.
Found: victims: receive 3 Gold Marks
Items: Warhammer, Pistol
Threat reduced by 1
Rudiger tends to Evie’s arrow wound with some green moss, but the Angry Villager intervenes.
“Stop it! You’ll kill her. That doesn’t go on cuts! Only on bruises.” It is only by sheer luck that the leader of the wardens survived.
Most of the group is back in fighting shape. Their wounds superficial. Except the outcast drifter, the witch slayer. He didn’t make it, and the warband made a proper grave to put him in.
Ardus scoured through the ruins only to find the corpses belonging to the victims of the goblins. He took some private possessions found to return them to the families. Among the loot was a Warhammer and a pistol. A very useful weapon.
As they return to the village, and give the victims possessions to their families, some villagers offer a few gold marks to the adventurers as gratitude for giving them closure.
End of first Campaign Turn
Session Summary
Had so much fun!
The game flow was fast and easy. I mean yes, I had to go back and forth between some rules and tables, but after repeating a few times, I got the hang of it and could run the combat without much trouble.
I actually intended to write down the actual play in detail, but I got so carried away that I didn’t want to stop my game to take notes, believing I could reconstruct the battle.
I was so wrong. The flow may be fast, but so dense. There’s so much happening I can’t believe it can be resolved so quickly.
On purpose I avoided optional rules. I want to learn the gropes before delving deeper. Also there’s so much food for narrative. All those random events. One could even run minirpg games there (e.g my roadside encounter), converting to their system of choice. Might do it in the future.
The game is deadly but can be forgiving. Had to spend my one-off Lucky Break to avoid losing my avatar. Was lucky with the rest of the warband (3/4 just knocked out).
My only gripes so far is the fact that I have it in a crappy office print. Its worth a proper printing. And also that I don’t have all my minis painted to run all possible scenarios!
Now that I’ve settled on it, I need to roll some story about who or what Gahyrst is and maybe draw a map and name the villages.
Brief summary: Lt. Athen Smarte is a Hunter. Solitary warriors who hunt down and dispatch warp monsters. In the last session she was assigned a mission to recover data from an abandoned Hunter base before the corporate antagonists got to them. She’s on site, supported by a hired hacker.
I just discovered solipsism which may be the key to unlock my adventure in this vaguely defined setting. I’m going to give it a go, and run this mission with this. For the Oracle, I will use solipsism’s oracle. If I feel confident, I may include False Presuppositions at double digits (11,22,33…) and Interventions from MUNE counting at +2 results.
I’m going to use the Chart 4, for a faster mission. Defining the 4 Features A – Ocano Point Base Gate (start here) B – Barracks C – Armory D – Offices
Defining the 6 elements a – Mission Data b – Mao Hsai Goons c – Goblins d – Alarm e – Weapon f – Corpses
I start randomly at 0403
0403 Go To: A (5750) knowledge 0
5750 A Elements 7727 requires blue key Outgoing Paths B (6897) 0
I decide that there is some chance to gather some information about the site and find out if it has been used (knowledge adjective). Athen will roll her survival.
Athen: Survival (d6): Success+ Q: Are there any sings of goblin use? (Extremely Likely): 94: Exceptional Yes
Athen and Quinn are at the gatehouse gathering information. The base has been abandoned for so long, but there are some signs of use. Athen looks under the pile of dirt in the corner, and she discovers steel arrows and arrowheads. Barbed and crooked. “Goblins” she mutters, and braces her sidearm, signaling Quinn to keep his head low. The nearest building they can get to without risking being caught in the open is the barracks, so they make a path to it.
6897 Go To: B (9647) dark +1
The adjective is dark and the modifier is +1. I suppose that the darkness gives them plenty of cover. They have a +2 to their stealth rolls.
9647 B Elements b identity +2 e occult -1 Outgoing Paths 9895 +1
The elements are Mao Hsai Goons with an Identity adjective at a modifier of +2 for Athen, and the Weapon with an occult adjective at a modifier of -1 for Athen. I’ll check the Outgoing path after I have played out the scene. So the weapon is something occult related, and the -1 modifier, makes me think it’s possibly cursed. In my mind this fits to be a goblin curved sword.
I’m not quite sure about the goons, so I’ll ask the oracle Q: Are the goons alive? A: Yes
As Athen and Quinn enter the barracks under the cover of darkness, they see flashes of light, coming from the far end. Someone is here. Athen peeks and sees some armed men, wearing corporate armor, looking around in the barracks. They are discussing about a curved wicked serrated blade that one of them is holding out.
I could have Athen try to overhear them, but I think she won’t risk it. After all, her mission’s the data. They will try to sneak past them.
Any Oracle questions in this part have a +1 modifier.
Athen and Quinn sneak past the mercenaries, and reach what seem to be the old Okano Base offices. They seem neglected and in total disarray. Computers destroyed. Monitors trashed and keyboards missing all the keys.
4992 D Outgoing Paths 9946 +2
Quinn looks at all the trashed gear and shakes his head as he sees even the results of a fire. “I doubt there’s something usable here. Even if I could link up, the corruption here would be immense.” Athen nods. “Let’s keep looking. I don’t want to mess up because we failed to find a hidden terminal.
9946 Go To: C (4141) transformation 0
The main adjective here is transformation. Interesting.
4141 C Elements f history 0 ? alien -2 Outgoing Paths 5016 -2 6971 0 9056 0 requires a green key
We’re at the armory. Element f is Corpses and the adjective is history, so this is pretty straightforward. Maybe when the base was abandoned, they didn’t have the time to abandon everything and some hunters stayed behind to gather weapons from the armory and they were caught by the enemy and killed. Now the ? is a random element with the alien adjective. I’m not thinking space aliens here, but something completely out of place.
So there are four categories of elements, I’ll try first to narrow it down. I get description: rain, strange noises, an ocean breeze, radio signals. Portent: School
The duo enter what seems to have been the armory. She flashes her torch around. No weapons here are useable anymore. They all are bent, broken or rusty. What stops them with mouths agape, is what they see in the center of the room. A pile of corpses, rotting, one on top of the other. On the walls at the far end, surrounding the pile, scripts written in blood cover a tapestry of made of skin. As if someone was trying to take notes in an unknown language. Athen had heard stories of orcs and goblin shamans who cast warp magic to have used an unknown alphabet. But what makes her want to puke her guts, is what they see further. Some corpses have been dissected in a brutal manner, while others seem to have more than two arms or legs, and they seem fused as if they were connected while their owners where still alive. Without thinking further, she grabs Quinn and gets out of, to the nearest door.
I choose to follow 5016, even if it’s at -2.
5016 Dead End weak
Instructions state that: Dead End Although there is a guaranteed Path to every location, some Paths lead nowhere. This is a \Dead End.” If you hit a Dead End, you go nowhere. You are free to interpret a Dead End any way you wish. You may wish to impose a consequence on your characters for hitting a Dead End. For example, upon hitting a Dead End, your characters must return to the beginning: \A”.
I choose that some dark warp magic has affected them. They need to make Vigor rolls at -4 (due to the -2 modifier) to resist it.
Both she and Quinn can barely walk out of the armory. Something in this place has really made their mind clouded. She feels so dizzy she stumbles outside.
Weakened and dizzy, the duo returns to the gatehouse. They look at each other. “Did…did you feel that too?” Quinn asks. Athen nods. “It wasn’t just what we saw Quinn. The Orcs had some sinister magic at work here.”
Q: Is Quinn willing to go back in? A: No
So Athen will have to persuade him. Athen: Persuasion (d4): Failure
“Come, let’s go.” She gets her head back together and extends an arm to Quinn. He doesn’t take it and shakes his head. “I don’t care about the guild payment. I’m not going back in there. This was supposed to be a data snatch, not some occult ritual. I’m out of here Smarte. You’re on your own.” Seeing Quinn walk away, the Lt. knows she can’t grab the data on her own. She can only hope the orcs didn’t leave anything intact. She holsters her sidearm and walks away.
Session Summary
It was a short session, but a breath of fresh air! Solipsism is a quite different way to run an adventure, but I was amazed at the flow. Yes it’s quite linear, but there are many options and variations that allow modability to suit different ways of play. I really liked how I didn’t have to think too much to connect everything together, as the Master Table did all the work for me. It’s a bit stronger on the narrative side, since it errs more on the side of CYOA gamebooks than freeform RPGs, but if one wishes they can start asking questions to the oracle to reduce it to a crunch. Also I was worried there was going to be metagaming involved, but the adventure ended without me finding half the elements, so they possibly could never have been there (the data or alarm for example).
So I’m delving into the Ironlands. Ironsworn is one of the most popular solo RPGs, and I have put it off for too long.
I have not played Apocalypse World or similar RPGs in the past, so this is going to be a new experience for me.
To try it out, I will begin with a familiar world style and character.
Worldbook options:
The Old World
The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships.
However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing
overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found
the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.
Iron
The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter. One of the first settlers
complained, “Only those made of iron dare live in this foul place”—and thus our land was named.
Legacies
Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the
Ironlands.
Communities
We have forged the Ironlands into a home. Villages within the Havens are connected by well-trod roads. Trade caravans
travel between settlements in the Havens and those in outlying regions. Even so, much of this land is untamed.
Leaders
Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a
council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle
that decide.
Defense
The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling
surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called
free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.
Mysticism
Some still find comfort in the old ways. They call on mystics to divine the fortune of their newborn, or ask them to
perform rituals to invoke a bountiful harvest. Others act out of fear against those who they suspect of having power.
However, most folk believe true magic—if it ever existed—is lost to us now.
Religion
The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.
Firstborn
The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high
mountains. Most believe they were never anything more than myth.
Beasts
The beasts of old are nothing but legend. A few who travel into the deep forests and high mountains return with wild tales
of monstrous creatures, but they are obviously delusional. No such things exist.
Horrors
We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when
all is wreathed in darkness, only fools venture beyond their homes.
Bas is an orphan. His village was in the hinterlands but raiders came, and slaughtered everyone. He was found a few days later by a family of hunters and taken into their home at Bleakwood and raised along their own children.
As a child he was always wild, getting into fights and spending a lot of time outside. Now, at his maturity ritual he joins his stepfather in a deer hunt.
Name
Bas
Edge
2
Heart
2
Iron
3
Shadow
1
Wits
1
Assets
Wildblood, Wayfinder, Brawler
Equipment
Leather armor, cloak, shield, spear, knife
Bonds
Toran, his stepfather
Emelyn, the girl he likes
Bleakwood
Background Vow
(Extreme): Find his home’s raiders and exact revenge
Inciting Incident
Quest Starter: You were witness to an attack by what you thought was an animal of monstrous proportions. No one believes
you. In fact, you are accused of the murder you blame on this beast. How can you prove your innocence? Can you even trust
your own memories of the event?
I’m running silently through the woods. We have found the deer tracks and are trying to circle around its possible location in an effort to trap it.
Suddenly I hear screams. I abandon the trail and head off to the source of the sound.
What I see I cannot fathom. I see a huge boar of unbelievable proportions goring through Kayu, a fellow hunter.
As it charges through, its gigantic tusk pierces through Kayu’s chest. It then moves on unhindered and runs away.
I speed to Kayu trying to close his wound, but the blood loss is immense. Soon, both of us are covered in blood and Kayu lets go of his last breath.
The rest of the hunters soon reach us and start murmuring as they see me drenched in Kayu’s blood.
“A giant boar killed him. It was tall as a tree and it went through Kayu before I could help!” I try to explain.
My stepfather is silent. He has defended me so many times, but now he seems at a loss of words. His gaze is down.
I understand the danger I’m facing. But I won’t be held accountable for a crime I didn’t commit.
I grab the iron haft of my spear, fall on my knees, and swear my vow.
“I will find the boar, and bring you its head. I’ll avenge Kayu. I swear it.”
I will be providing the dice results in the following format: (Action Die, Challenge Die, Challenge Die)
Swear a Vow: (6+2+1=9,6,4): Strong Hit On a strong hit, you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum.
Vow: Kill boar beast (dangerous)
Momentum: +4
The hunters are silent, and nod as I take my vow.
I first need to track down the boar. Once I have tracked it down, I need to set a proper trap and kill it. I don’t want to end up like Kayu.
Gather Information: (5+1+1=7,9,6): Weak Hit On a weak hit, the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum
Momentum: +5
Ask the Oracle: Breach Truth
As I try to follow the tracks through the forest, I can’t find anything that would relate to what I saw.
In a desperate attempt, I decide to follow Kayu’s tracks instead. Maybe he fell upon the creature’s den.
I follow the tracks into a ravine and come upon a sorry sight.
A sow and and her little piglets are slaughtered in a gruesome manner. I see Kayu’s knife in the dirt next to the dead boars.
That’s what the beast saw and went after the hunter.
Why would Kayu do such a thing? We have to respect the land and its creatures not destroy it. We have to hunt only as much as we need.
I’m disheartened, knowing that my Vow might have been taken hastily. There’s no honor here. Just the defense of my name, nevertheless a Vow taken must be kept.
Endure Stress: (1+2=3,5,6): Miss
Spirit: +3
Momentum: +4
Reach Milestone move: 2 progress tracks.
The beast was furious about the death of its own kind. I can use it to my advantage. I will set traps near this den that I found and use the boar remains to lure it in.
Secure an Advantage: (1+1=2,3,6): Miss On a miss, you fail or your assumptions betray you. Pay the Price.
Pay the Price: 57: It causes a delay or puts you at a disadvantage
I’ve spent the entire day setting up traps and lures for the boar beast, but it’s nowhere to be seen. It either has picked up my scent or just didn’t come here again, since it killed Kayu and feels no threat.
Make Camp(3+5=8,7,2: Strong Hit
Relax: +1 Spirit
Spirit: +4
The next day, I pick up my spear and once again try to find any large hoove tracks belonging to the boar beast.
Gather Information:(6+2+2,2,2): Strong Hit
Momentum: +6
I’ve found the beast’s tracks, I ready my spear and see if I can locate it.
Face Danger:(6+1=7,4,4): Strong Hit
Momentum: +7
Treading like a wildcat, on the top of the forested hill’s ridge, I can see the boar down below. I have the advantage, I prepare my spear and brace it against the ground. It’s now or never.
Reach a Milestone: 4 progress marks
Enter the Fray:(2+2=4,10,9): Miss
The Boar has Initiative.
Pay the Price: 87: It wastes resources
Supply: +3
I’m about to call out to the beast to come and get me, but it already has picked up my scent, it runs amok around, and finding my backpack, it tramples through my stuff. Next it charges towards me, but it’s on a different direction. I had not expected this and I am caught unaware.
Clash: (6+3=9,7,3): Strong Hit
Inflict 3 Harm (6 ticks)
As the boar charges at me, my spear is set, and I manage to brace it against another rock. The gigantic creature’s steps thud through the forest, but my spirit doesn’t waiver. My spear finds its target, and the boar moans out wildly.
Strike: (6+3=9,8,2): Strong Hit
Inflict 3 Harm (3 progress)
As it pulls away, my spear catches in its ribcage and more blood spews out.
Strike: (4+3=7,6,7): Weak Hit
Inflict 2 Harm (4 progress)
I manage to make another thrust, but I overextend and allow for the beast to find an opening.
Clash: (3+3=6,8,7): Miss
Endure Harm: (1+3=4,10,1): Weak Hit
Health: +1
The beast gores at me with both its tusks. I spit blood as they rip apart through my leather armor.
I won’t let this beast bring me down. I call upon my vow, gather my strength, and jab at it, holding my spear with both my hands.
Strike: (6+3=9,7,4): Strong Hit
Inflict 3 Harm (7 progress)
End the Fight: (7,6,9): Weak Hit
Endure Stress: (1+2,10,3): Miss
Spirit: 0
Shaken
Momentum: +1
Momentum Reset: +1
The boar roars and charges one more. I scream out and charge at it back. My spear finds its target true, killing the beast. As it dies, it looks at my with a serenity and I realize I have killed a creature that meant no evil. It killed Kayu because he committed an atrocious act, and I only justified it.
Sickened, I push down the carcass away from me.
Time has passed away and I must make camp.
Reach Milestone: 6 progress
Make Camp: (6+3=9,8,7): Strong Hit
Recuperate: Health: +2
In the morning I take proof of the boar carcass and set off to return to Bleakwood
Reach Milestone: 8 progress
Fulfil your Vow: (8,10,8): Miss
I head back to Bleakwood. Wounded, Shaken, Bloody.
As I reach the village I expected people to come greet me.
Instead, they are shutting their doors and windows.
I reach the village center. The elders are waiting there for me. I see Kayu’s family standing beside them.
My stepfather is on the other side.
“Bas!” the elder speaks. “We have decided upon the matter of Kayu’s murder. We saw the wounds. The seer has spoken. No beast committed this act.”
“But, I have the proof here!” I shout.
“Silence!” The elder shouts back.
I shut up.
“Your father, has begged us, and Kayu’s family, and you shall be spared. You are to be banished from Bleakwood and never return.” He continues.
My eyes search around for support. I see Emelyn, our eyes meet, and immediately she gazes down.
“Leave!” He says again.
Without a home once more, I leave Bleakwood.
Session Background
What a twist in the end!
This was my first try in Ironsworn and I absolutely loved it.
I’m afraid Bas will have a hard time surviving in the Ironlands but it makes for an exciting story.
Overall it’s a very easy system to use and play.
Unfortunately I have everything in digital format, and having them printed would have eased my play even more.
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