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  • Unknown's avatar

    giorgis 4:02 pm on March 14, 2020 Permalink | Reply
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    Medieval Fantasy Scenery 

    With the recent events, I’ve found the need to do something relaxing for the mind.
    I had started working on a few items of scenery. I’m not skilled at this, so I started with a few items and cheap consumables.
    I think that proper scenery really helps with immersion and that’s an important part of the solo experience.

    What I used

    • Air dry clay
    • Plaster
    • Acrylic paints
    • White glue
    • Thin wire
    • Thin kidcraft wood
    • Green hard sponge
    • Tube of toilet paper
    • Furniture pads
    • Various assortment of tools

    The trees

    For the tree trunk I took three pieces of wire and twisted them tightly using two pairs of pliers. On purpose, I left the bottom a bit untwisted to give them roots and base them, and a lot more room on top, untwisted for the branches.
    The wire I used had a green plastic coating, which makes it useable as is if you don’t want to bother yourself further and also helps with the branches. The plastic makes it a bit more difficult to get the clay stuck on it afterwards.

    For the foliage I used common kitchen hard green sponge. It’s like the hard part of regular sponges, but comes sold separately.
    I had seen a video here on how to make the foliage.
    I attached it to my wire armature by piercing through each piece of foliage and then twisting the wire to hold it.

    I then used furniture pads and stuck them to the bottom of the trees to base them. That’s an optional step, but I believe it will help with the overall durability of the piece if you decide to go ahead and add a clay trunk.

    I then shaped air dry clay around the trunk and roots. I didn’t add any of it to the branches as I found the risk of contaminating the foliage too high. I sculpted a few nooks here and there on the clay to give it a bark feel.
    I also spread a thin layer of plaster on the part of the pad that was left uncovered to make sure it will be paintable afterwards.

    I then did a first hand of paint to it, using a brown base for the trunk and a sand-grey base for the bottom.

    For the finished, I did a second hand of paint (hadn’t used primer). And dry brushed the trunks and roots with a brown-green color.

    The Tower

    For the armature I used toilet paper carton tube.
    I measured the dimensions I needed (a rectangle of 2πr * h) and spread my air dry clay onto a surface.
    I textured the surface by hand using a long flat stick and a flat screwdriver to make the bricks/blocks. Then carefully I removed the clay from the surface and applied it to the tube which I first had dampened first to make it stick, as suggested in the video here.

    I didn’t do a very fine job and had many gaps and crooked look. I left it to dry at least 48hours under a damp towel as suggested in the video above, to avoid the formation of cracks, and it worked.
    After it dried out I covered some severe gaps with acrylic plaster.

    Now, I wanted a roof and some battlements.
    For the roof I took a round furniture pad, which seemed to fit exactly right into the tube. For additional strength I poured white glue all around its contact points, first at the top and after it dried, at the bottom. After this dried too I cut out a disc of air dry clay which I textured with little tiles. For texturing I used small heat sinks but any tool could be used.
    For the battlements and the inner wall I again measured the surface needed and textured bricks and removed the unnecessary parts afterwards with a spatula to shape the battlements.

    For the gate I cut out 4 pieces of wood, moistened and added a bit of white glue and mounted them on air dry clay. I cut out the unnecessary parts of the clay while moist. I then moistened the surface of the tower where I wanted the gate and squeezed it carefully there. I plastered the perimeter and mounted some clay bricks from a failed wall attempt. I moistened and put a bit of white glue on the bricks before mounting them. I then proceeded to plaster any gaps.

    Once that dried too, I painted a first hand with dark grey acrylic paint. I added a tad bit of white glue to the paint along with water to make it stick and fall into the gaps.

    I then passed a second hand. Since my tower was crooked and had several gaps, even after plastering, there were places where the paint couldn’t get in. I solved this problem by making a wash of watered down paint, where in the water I had added a drop of dishwasher soap first. It flowed nicely into every last bit.

    I finished it off with drybrushing with an ochre-gray color.

    Mistakes

    My main mistakes were with regards to the tower. I was so eager to set it up that I made no considerations for openings.
    Attaching the gate required a lot of consideration, and if I had planned ahead and cut parts of the carton for battlements they would be more refined and easier to do.
    I also could not add any windows, and that’s a pity because I would love some arrow slits.

     
  • Unknown's avatar

    giorgis 12:57 am on March 8, 2020 Permalink | Reply
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    Over the Ringing Mountains – Ep02 – Dark Sun Scarlet Heroes 

    After some discussions regarding balance (thanks! u/Talmor), I decided to go ahead and upgrade my character at the Dark Sun standard starting Level of 3, increasing Chansa’s hit points, attack bonus and mental attack bonus. As extra traits, I decided to give a second point to Ranger and Halfling Stealth. Also the adventure’s Threat has risen to 3.

    After the experience of the first session, I see that I need to change a bit the narrative approach for this adventure. Scarlet Heroes is more metagaming oriented than my usual playstyle, therefore I will include what I call ‘narrative for the game master’. I will include text as if I was reading a pre-written module. Or to make a better analogy, like in comic magazines, where there is narration describing the setting, which also includes information the protagonist wouldn’t know about.

    Now to the adventure. Chansa has come upon a ruined settlement. Burned to the ground. His halfling curiosity gets the better of him and he will go inside to explore. I need to start interpreting some of the tags that I rolled up during the previous session.

    Q: Is the building’s size fit for halflings?
    A: No
    Q: Is the building’s size fit for larger than humans? (very unlikely)
    A: No

    Ages past, this used to be a bustling city of humanoids. But the Cleansing Wars came. The champions of Rajaat scorched the city to the ground. There were no survivors. The defenders perished, along with the civilians, women and children. Long lost souls still echo in the silent alleys. But maybe not all is as still as it should be.

    Chansa enters the ruins. Some remains of buildings are still standing, but most are reduced to rubble. He notices from the doorways, that the people who lived here must have been taller than him. As he enters one of the intact structures, he feels awe at the height of the ceiling. The light comes from the roof, there seem to be some openings that let it come through, but nothing at the ground level.
    In one corner he notices something that looks like a small, rough edged, altar.

    Q: Are there offerings?
    A: Yes
    Oracular Adjective: Imprisonment.
    I guess it’s a trapped animal. Let’s see if Chansa can identify it. I’ll roll a Wisdom check and add his Ranger trait to the roll.
    Chansa: Check: 9/9: Success

    Chansa comes closer and notices that there is a little golden furry mammal, snared up next to the altar, a Jankx. As it sees Chansa, it tries to escape using its little strength, but it can’t.

    So now I consider my options. There’s little chance Chansa would think twice before killing the Jankx for food. I know from a meta perspective that there may (let the Oracle decide) be repercussions.
    I’ll use the fray die, to see if he kills it right away.
    Chansa: Fray: 5: 1 point of damage. It’s dead.

    Chansa drips saliva from his mouth as he sees the tasty treat. He draws his bone dagger and with a quick and calculated thrust kills the little critter.

    Q: Is there an intervention?
    A: No, but (the failing of a piece of gear either for the hero or an NPC)
    Oracular Adjective: Mistake

    As Chansa kills the creature, it flails around, destroying the small altar, throwing some offerings to the ground, and knocking down a small statue.

    Somewhere further away, a spirit wanders, unbeknownst to it that the altar and its offerings have been disturbed. The soul still cannot accept that its patron deity did nothing to protect its people. Little does it know that the gods never arrived to Athas.

    Chansa will do some thorough searching in the ruins see if he can find anything of interest.
    Chansa: Check: 15/9: Success
    Q: Is there anything of interest?
    A: Yes
    Oracular Adjective: Courage, Treachery

    Chansa looks around. He can’t find anything of value. Most of the things he finds are either half burned to ashes or decayed from the relentless time.
    What strikes him as odd, though is a huge wall painting he comes across. It reminds him some cave paintings he saw among the most feral of his people. There is not much skill or color, but the image is clear. It depicts a massive army outside the walls of a city. Chansa can see that the city has two large statues very much similar to the ones he saw right oustide, so he realizes it’s the story of this city. The people who live inside don’t remind him of any race he might know of. They are muscular, hairy, with tusks on their pig like face. They seem really ugly, Chansa considers that they wouldn’t taste good either.
    Continuing to the right of the tapestry, he sees that a small side gate of the city walls was opened for the besiegers. ‘Treachery’ he thinks. That’s the only way the courageous defenders could have lost.
    He embraces the picture, trying to commit it to his memory. This cultural experience was of greater value to the little halfling than a bronze sword to a Tyrian gladiator. Chansa feels grateful and continues to his trip to Tyr.

    At night, Chansa will cook to eat the Jankx. But there are two associated risks.
    1. The position of the poison sacks.
    2. The chance of a nearby Jankx herd that will be enraged at the smell.
    Chansa: Prepare Jankx meat: Check: 10/10: Success
    Q: Are there any nearby Jankx?
    A: Yes, but, not too many of them. 2d6: 6 Jankx.

    As night falls in the mountains, Chansa, slowly removes the poison sacks from the underside of each limb near the paw. He skins it and takes the fur, and then proceeds to cook it for the night.
    As the smell of the cooked Jankx fills the air, and Chansa has started filling his belly, he hears a quick trek, and turning around he sees half a dozen of the little furry creatures charging at him.

    Distance: 120′.
    Combat Round 1:
    Chansa throws a Javelin: 31/20: Success: 7: 2 Points of damage. 1 Jankx dead.
    Jankx come 30′ closer.
    Combat Round 2:
    Chansa throws a second Javelin: 21/20: Success: 3: 1 Point of damage. 1 Jankx dead.
    Jankx come 30′ closer.
    Combat Round 3:
    Chansa readies his Javelin for melee combat.
    Jankx come 30′ closer.
    Combat Round 4:
    Chansa moves 30′ closer and attacks: 20/20: Success: 5: 1 Point of damage. Fray die: 5: 1 Point of damage. 2 Jankx dead.
    Jankx5 attacks Chansa: 10/20: Miss
    Jankx6 attacks Chansa: 23: Hit: Poison: 14/10: Success
    Combat Round 5:
    Chansa attacks: 14/20: Miss. Fray die: 5: 1 Point of damage. 1 Jankx dead.
    Jankx6 attacks Chansa: 19/20: Miss
    Combat Round 6:
    Chansa attacks: 24/20: Hit: 7: 2 Points of damage. 1 Jankx dead.

    He aims under the moonlight, and launches his javelin, hitting a Jankx straight to the head, killing it instantly. Quickly, he draws a second javelin and pierces another one through its belly. As he draws his third and last Javelin, he decides not to launch it and sets it up, holding his shield on the other hand as the creatures charge at him.
    Carefully timing his strike, he thrusts forward as the Jankx charge and with a single strike, he pierces through two of them. He opens up his flank more than he should though, and one of the furred mammals sticks a spur into his leg. He feels the rush of poison, but his strong constitution is enough to fend it off.
    He stabs the Jankx on the ribs, killing it, and blocking the last one with his shield, before returning quickly to finish it off.
    He has enough food to last him for more than a week now.

    Day 8

    Back to the wilderness adventure now. So Chansa is lost, so next move is random. I will roll 1d6 to find the hex direction he will follow. He heads SW instead of E.
    Encounters: No encounter.
    Events: No event. Event threshold increases by +1 to 2.
    Features: No feature. Feature threshold increases by +1 to 2.
    Since Chansa is no longer in the Forest. I will be rolling a check to see if he finds water. If he stops finding water, it will start dwindling. He has a waterskin for 3 days worth of water.
    Chansa: Check: 12/9: Success

    Lost in the mountains, Chansa spends the entire day trying to track his path to the east. Each route he takes is a dead end. In the end, as night has fallen he feels as if he has traveled further away from his goal. Maybe the next day he will be able to get back on track.

    Day 9

    Back on track. He heads E.
    Encounters: No encounter.
    Events: No event. Event threshold increases by +1 to 3.
    Features: Dungeon!
    Dungeon: Temple: Heretic Hideout: 7 Locations: Rebels: Threat 3
    What a great chance to try out the Dungeon Adventure feature of Scarlet Heroes! I love how the different adventure styles mix and match.
    So, Athas has no temples, priest worship or such. But since this is a heretic hideout this doesn’t mean there can’t be a cult that worships elementals. And since they’re heretics, I will have them worship paraelementals! I lean towards magma.

    Chansa goes into a chasm heading east, as this is the only passage heading to his intended direction. He avoids the unstable rocks and sliding mud and dirt and continues onward as the chasm slowly narrows down. Finally, he reaches a dead end. The only way forward seems to be a cave in front of him. Red and yellow symbols on each side of the cave, warn Chansa about the possible existence of inhabitants inside.

    Turn 1:
    Room 1:
    Meditation Room
    Encounter: No encounter
    Treasure: No treasure
    Hazard: No hazard
    Feature: No feature
    Wandering monster check: Encounter: 7 HD worth of minions (armed acolytes) and a 3HD elite (temple champion)
    Purpose: Cleaning their home from filth
    Attitude: Bloodthirsty, spoiling for a fight
    Condition: They’ve been hard-pressed lately, morale lowered by 1
    Allegiance: Neutral who may or may not cooperate with the rulers
    Combat style: Blood-crazed; Never checks morale against a wounded foe
    Their first round of combat: All-out attack, charging in heedlessly

    As he enters the cave, he notices huge stalagmites and stalactites and warmth emanating from the ground. This place feels hotter than the outside. With careful attention, Chansa makes out some stalagmites that have been smoothened up and cut off to resemble a place someone can sit on. They’re pretty much for halfling size.
    Heavy footsteps echo from down the corridor, and he listens closely, a bass voice speaking in the trade tongue. “Clean it up! Magma is our element not dirt!”
    Chansa hasn’t had time to hide, when he comes across 8 stout dwarves. As they see him their leader, wearing a long red cloak shouts. “We have an intruder! Kill him!”

    Combat Round 1:
    Chansa moves 30′ and attacks the leader: 13/20: Miss
    Fray die: 4: 1 point of damage, 1 minion dies
    Elite attacks: 22/20: Hits: 4: 1 point of damage.
    Minions: 1 Hit: 3: 1 point of damage.

    Combat Round 2:
    Chansa attacks the leader: 26/20: Hit: 5: 1 point of damage
    Fray die: 2: 1 point of damage, 1 minion dies
    Elite attacks: 25/20: Hits: 9: 2 points of damage.
    Minions: 3 Hits: 4,2,2: 3 points of damage

    Combat Round 3:
    Chansa attacks the leader: 13/20: Miss
    Fray die: 2: 1 point of damage, 1 minion dies
    Elite attacks: 14/20: Miss
    Minions: 2 Hits: 2,4: 2 points of damage

    Combat Round 4:
    Chansa attacks the leader: 19/20: Miss
    Fray die: 2: 1 point of damage, 1 minion dies
    Elite attacks: Nat 1: Miss
    Minions: 0 Hits

    Combat Round 5:
    Chansa attacks the leader: 25/20: Hit: 4: 1 point of damage
    Fray die: 2: 1 point of damage, 1 minion dies
    Elite attacks: 24/20: Hit: 4: 1 point of damage
    Minions: 0 Hits

    Combat Round 6:
    Chansa attacks the leader: 17/20: Miss
    Fray die: 2: 1 point of damage, 1 minion dies
    Elite attacks: Nat 1: Miss
    Minion: Miss

    Combat Round 7:
    Chansa attacks the leader: 25/20: Hit: 3: 1 point of damage. He dies.
    Fray die: 5: 1 point of damage, last minion dies

    Combat Round 8:
    Chansa attacks the leader: 24/20: Hit: 7: 2 points of damage: leader is dead

    Chansa recovers 2 hit points.

    In a savage outnumbered fight, Chansa singles out the leader as his target, but not letting his guard down against his minions. The stout dwarf leader yields a large two handed club made of obsidian, and crushes it down on Chansa, while on the side, the halfling exchanges blows with the other dwarves who flank him. One by one, the minions drop down dead, until only Chansa and the dwarf leader remain standing, wounded, bleeding.
    With a savage, furious strike, the halfling stabs the dwarf, right on his heart, and as he removes the impaled spear, the dwarf drops, blood spilling from his mouth, dead.

    A few things about the combat. I’ve been running it all in theater of the mind. With scarlet heroes, its manageable. I should have the dwarf elite’s weapon break down on this Nat 1 (and twice!), which would be more in line with Dark Sun. Also on my next fight with humanoids, I’m going to be using the hit locations table from Player’s Option: Combat and Tactics, using the initial damage roll as the location counter.

    Turn 2:
    Room 2: SE
    Vestry
    Encounter: encounter found: 7 Hit dice worth of foes in minions
    Treasure: no treasure
    Hazards: no hazards
    Features: no features
    Purpose: Seeking privacy for an assignation
    Attitude: Predacious, willing to take advantage of those weaker
    Condition: Half of them are wounded, losing half their hit dice

    Chansa continues down the corridor, and he comes across, seven more crazed dwarves. But three of them are wounded, laying on their side, the others tending to their wounds. They draw their obsidian clubs. “It’s only one. And he’s wounded. We can sacrifice him! Get him!”

    Combat Round 1:
    Chansa attacks a minion: 30/20: Hit: 6: 2 points of damage: 2 minions die
    Fray die: 4: 1 point of damage, 1 minion dies
    Minion: Miss

    Combat Round 2:
    Chansa attacks a minion: 28/20: Hit: 4: 1 point of damage: 1 minion dies
    Chansa kills the wounded dwarves

    In an effortless show of skill, Chansa, quickly dispatches all of the dwarf cultists. Their blood smeared around in the room. Finding nothing other of value, he continues further deep into the temple.

    Wandering monster check: no wandering monster

    Turn 3:
    Room 3: W
    Pilgrim quarters
    Encounter: no encounter
    Treasure: no treasure
    Hazards: no hazards
    Features: feature: unusual piece of movable furniture: hindering: snares the PC here for 1 turn: obscenely defaced furniture

    Wandering monster check (x2): no wandering monster

    Chansa comes across a large room, with several hard stone beds, sporting a soft mattress made of sand. As he heads to end of the room, there is a huge large cabinet. It used to have some markings, but they have been scratched off, and Chansa can’t make out what it used to have. The cabinet blocks his path further, and he has to use all his little halfling strength to push it aside and squeeze through the opening.

    Turn 4:
    Room 4: NW
    Ritual chamber
    Encounter: encounter found: 7 Hit Dice worth of minions and elites.
    Treasure: no treasure
    Hazards: no hazards
    Features: feature found: A dangerous intruder or beast who has entered the site: Negotiate with the leader of the dungeon

    Chansa creeps slowly further into the temple. The cave system going further into the mountain and the heat growing stronger and stronger.
    “It’s here! It has been summoned! Our prayers have been answered! Praise Magma that devours everything! Praise the true element of Athas!” From hiding, Chansa catches a glimpse of another dwarf in red cloak, accompanied by 4 more acolytes, in a five star circle around a pit.
    Down in the pit there is the source of the exhausting heat. The pit is filled with lava and magma. As he watches entranced, he notices that the magma moves and takes shape. A huge beastly shape slowly materializes in front of him.
    He recalls that there were clerics of the four elements, earth, air, fire and water among the shamans of his people, but he never knew about magma worship. What an amazing find.

    Now let’s see if Chansa remains hidden.
    Chansa: Stealth Check: 11/9: Success
    He can continue watching without risk of detection.
    Now, that’s a paraelemental beast. Will it attack the cultitsts (failed negotiation) or will it join them?
    Q: Does the paraelemental magma beast attack the cultists?
    A: No, but, Sublimely bad or good timing by a sudden event.
    Let’s see what the random event is.
    Oracular adjectives: Thoughtlessness, Aging
    Something happens that will help the cultists calm the paraelemental beast.
    An old cleric arrives at the scene. He could be the major boss.
    Q: Is the cleric the leader of the dungeon?
    A: Yes, but The failure of a piece of gear, either for the hero or an NPC.

    The magma beast thrashes around wildly. “Call Suthra! Quickly, if we can’t appease the beast it will kill us all!” The leader in the red cloak calls to one of the acolytes, and he rushes, out of the room, returning quickly, with an old dwarf, carrying a black ashen staff.
    He raises his hands to the air and falls on his knees, bowing to the beast. The heat in the room pulsates wildly, as the beast slowly stops thrashing around.
    As the cleric does so, his staff, breaks in two from the energies emanating in the room.
    Chansa knows that this is his chance. If he disrupts the cleric’s concentration, maybe the beast will attack them all.

    Surprise Round:
    Chansa throws javelin to Suthra: 28: Hit: Damage: 4: 1 point of damage. The cleric’s concentration is disrupted.

    Combat Round 1:
    Q: Does the paraelemental beast attack the nearest cultist? (likely)
    A: Yes, but The failure of a piece of gear, either for the hero or an NPC. Huh. That doesn’t make sense. The paralemental beast will be rolling a morale check each round to see if it decides to returns to its plane.
    Chansa throws another javelin to Suthra: 24/20: Hit: 8: 2 points of damage.
    Paraelemental beast, magma: Morale: 8/9: Success
    Paraelemental beast attacks minions: Miss, Miss
    Minions, Elite move 30′ towards Chansa.
    Suthra tries to concentrate again to gain control of the Beast.

    Combat Round 2:
    Chansa will throw his last javelin to Suthra and use his dagger in close combat: 19/20: Miss
    Fray die: 5: 1 point of damage. 1 Cultist dies.
    Elite: Miss
    Minions: Miss, Miss, Miss
    Paralemental beast, magma: Morale: 7/9: Success
    Q: Does the paraelemental beast attack the elite or the cleric?
    A: The cleric
    Paraelemental beast: attack cleric: Hit, Miss: Damage: 7: 2 points of damage
    Suthra: Check: 18/17: Success: He gains control of the paralemental beast

    Combat Round 3:
    Chansa attacks the minions: 30/20: Hit: 8: 2 points of damage. 2 minions die.
    Fray die: 6: 2 points of damage to elite
    Elite: Miss
    Paraelemental beast, magma: launches into the air and moves 30′ towards Chansa
    Suthra: maintain concentration

    Combat Round 4:
    Q: Can Chansa evade the magma beast and reach the cleric?
    A: No
    Chansa fray die and psionic attack at Suthra: 4: 1 point of damage to elite: elite dies.
    Psionic attack: failure
    Paraelemental beast, magma: shoots lava on Chansa: Damage: 15: 4 points of damage. Save vs Spell: 16/17: Failure.

    Combat Round 4:
    Chansa move towards cleric, even if it puts him in the path of the magma beast and psionic attack at Suthra: Hit: 2: 1 point of mental damage: the cleric loses concentration!
    Q: Does the paraelemental beast attack the cleric? (very likely, they attack whoever looks like their summoner)
    Paraelemental beast, magma: attacks Cleric: Hit, Hit: 15, 7: 6 points of damage. The cleric dies. The beast is free to return to its plane.
    Chansa bandages himself of 2 hit points damage.

    As the paraelemental cleric tries to dominate his presence over the beast of magma, an unexpected javelin, hits him right on the left arm. Then another, pierces his shoulder. The cleric loses concentration, and the cultists quickly identify Chansa as the perpetrator and charge after him. The magma beast furious and unshackled, thrashes wildly at two cultists, but fails to hit them as they have already moved away. Chansa throws a third javelin to Suthra, but it fails to meet its target.
    With his long bone bladed dagger on his right hand and his thick hide shield on the other, Chansa is locked in melee combat with the dwarves. Without much effort, he kills them, as the magma beast turns on its summoner. It burns down on the already wounded cleric, who in a last effort to maintain control, calls out with both his hands, in a gesture that seems to calm down the beast, which in turn, switches direction towards Chansa. It jumps out of the laval pit, as Chansa kills the red-cloaked leader of the cultists. Under the command of the cleric, it shoots a bolt of lava towards Chansa, which hits him, searing his flesh.
    The little halfling sees that it can’t get to the Cleric without going through the magma beast. Chansa then focuses on his inner thoughts, and with his mind he visualizes a whip with which he lashes at the priest. His first attempt fails blatantly, but during the second, he feels he has broken through Suthra’s defenses. His mind open, he loses concentration on the beast.
    The creature quickly turns around and bashes at his summoner, drowning him under two magma fists.

    Session Background

    This session lasted a lot longer than I expected, with the dungeon and all, so I had to cut it in the middle of the adventuring. I’ll continue with the last 3 locations in the next session.
    So I’m trying to stay true to the Scarlet Heroes mechanics as much as possible. Hence I’m missing some solo mechanics, like Interventions, False Presuppositions and the ‘And’ oracle results.
    As in the first session, I really enjoy the mechanics of Scarlet Heroes, though I must admit that at times it felt a tad bit *too boardgamey**. On the other hand, it’s spiritual ancestor, D&D is one of the most boardgamey RPGs, so that’s to be expected.
    I found some results to be too disconcerted. I mean, okay, I found a dungeon during wilderness exploration. Why, should my character go inside? I mean, it’s okay if a dungeon is the final goal, but when it’s just an obstacle, I’m missing the reason. I try to think of my protagonists as rational beings, and not MMORPG style adventures who go on quests that have no meaning.
    Inherent halfling curiosity saved the day.
    Regarding the last encounter with the paraelemental beast I find that the whole encounter was a tad bit too harsh. Therefore I did some on-the-fly rulings regarding the concentration aspect of the summoned creature, and I must say it worked quite well.
    I didn’t need a full-on psionic combat according to those rulings. Just one successful attack with at least 1 point of damage.
    Overall, I really liked the session and looking forward to finalizing the dungeon, reaching Tyr and running an Urban Adventure there, so that I have fulfilled the Scarlet Heroes adventure types.

     
  • Unknown's avatar

    giorgis 9:13 pm on March 2, 2020 Permalink | Reply
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    Savages of the Forest Ridge – Ep01 – Dark Sun Scarlet Heroes 

    I’m burning out on my A monster’s bounty campaign, so I am embracing a switch to something traditional yet unique.
    I’ve recently acquired Scarlet Heroes a solo GM & GM-less game system that is fully compatible with D&D. After a quick read I knew what I wanted to do. I headed back to my basement and recovered my Dark Sun 2ed revised boxed set
    I will create a Dark Sun character and run them with Scarlet Heroes.


    Name Chansa
    Race Halfling
    Class Fighter
    Height 38”
    Weight 63 pounds
    Age 32 yo
    STR 10
    DEX 17
    CON 15
    INT 10
    WIS 14
    CHA 10
    Traits ranger, ESP, E-whip, halfling stealth, halfling culture
    Goal Explore halfling past
    Weapons 3 obsidian-tipped javelins
    Armor scale armor, thick hide shield
    Supplies 5 days rations, waterskin
    Clothing fur pants, sandals

    I haven’t detailed all the character stats on purpose. Nevertheless I would like to state a few things on converting Dark Sun to Scarlet Heroes.
    1. I will roll on the wild talents and use the power in place of a trait. I rolled ESP for Chansa.
    2. I will use the MTHAC0/MAC concept. Using Mental Attack Bonus instead of MTHAC0, with a +1 bonus per two levels for wild talents.
    3. I will not use different mental defenses for each mental attack. Too much work.
    4. Each mental attack will cost one trait.
    5. I will use the 3-18 stats range instead of 5-20. Scarlet Heroes is already balanced heavily for one character.
    6. Likewise I will start at level 1 instead of 3. Hope this doesn’t come to bite me later.


    I’m starting a Wildnerness Adventure in the Forest Ridge

    Day 1

    Hex 1:
    encounter roll: no encounter
    event roll: yes: terrain event: ambush by an encounter in the trees
    I’ll be rolling in the dark sun random encounter tables: Ettercap
    I take out the Monstrous Manual, and read the relative text on ettercaps. It’s going to be a tough encounter. Smart humanoids that create elaborate web traps and have a poisonous bite. They ambush and attack to feed. Such a perfect fit for a dark sun ambush encounter in the forest ridge. Thankfully they’re solitary and rarely travel in pairs.
    Since its an ambush encounter I decide that the ettercap will have created a web trap.
    Chansa must make a Saving Throw or be caught in it.
    Chansa: Saving Throw (wisdom, ranger): 11/10: Success!
    Now I made a mistake and hadn’t read the relative text about encounter distance in wilderness encounters, and I rolled on the ‘How Far Away’ table, and got ‘A Few Rooms Away.’ So I interpreted it as 60′ distance. Next time I’ll be more careful.

    Chansa, the moon-strider, has left his village. He still considers the words of the strangers. Tall humanoids that had entered their territory. They were looking for ancient halfling artifacts. They offered a relic, a stone to the shaman with ancient symbols, in an attempt to save their lives. Nevertheless they made a good tasty meal for the entire village.
    Chansa believes they were not lying, and set off to find their homelands, past the Ringing mountains. They came from a city to the east called Tyr.
    He heads eastwards, exploring the forest for any clues in the way.
    As he treks under the thick canopy of the forest something catches his attention. He almost fell right into a thick sticky vine. He takes a good close look at it and realizes its not a vine, but a webbing. If he even touched it, it would be really hard for him to set free. He draws one of his obsidian tipped javelins from his shoulder belt and readies his shield.
    He crouched down and stars walking silently with his soft leather sandals, but far in the distance the trapper has already been made aware of the halfling’s presence. A tall humanoid with thin limbs and ugly face is coming towards him. ‘Ettercaps’ Chansa thinks.

    Combat round 1:
    Chansa throw javelin, long range: 15: Miss
    Ettercap closes in 30′
    Combat round 2:
    Chansa throw javelin, short range: Nat 20: Hit: 8: 2 points of damage
    Ettercap (claw/claw/bite): 14/15/12: Miss/Miss/Miss
    Combat round 3:
    Chansa melee attack with javelin: 15: Miss
    Ettercap: (claw/claw/bite): 17/19/20: Miss/Miss/Hit: 6: 2 points of damage. Poison.
    Chansa Saving Throw (constitution): 9/14: Fail
    Chansa Defy Death: 4: 1 point of damage
    Combat round 4:
    Chansa melee attack with javelin: 25: Hit: 5: 1 point of damage
    Ettercap: (claw/claw/bite): 11/12/10: Miss/Miss/Miss
    Combat round 5:
    Chansa melee attack with javelin: 12: Miss
    I decide here to do a morale check for the Ettercap. I tried homebrewing it to use the Monstrous Manual, Elite (13) Morale value into Scarlet Heroes, but it doesn’t work. I’ll have to consider a different conversion rule.
    Ettercap: Morale: 9/13: Stays
    Ettercap (claw/claw/bite): 24/9/19: Hit/Miss/Miss: 3: 1 point of damage
    Combat round 6:
    Chansa melee attack with javelin: 26: Hit: 3: 1 point of damage
    Again I used a wrong morale rule.
    Ettercap: Morale: 10/13: Stays
    Ettercap (claw/claw/bite): 19/17/14: Miss/Miss/Miss
    Combat round 7:
    Chansa attack: 23: Hit: 5: 1 point of damage. The ettercap is dead.

    He aims and launches the first javelin. With a thump it misses and gets lodged into a nearby tree. The ettercap lunges towards him, and he sends another javelin flying, this time, striking true, hitting the creature right on the chest. It lets of a screech, and with fury it charges clawing and biting at Chansa, who ducks and evades all of the creature’s hits.
    Chansa now thrusts in melee with his last javelin, but the ettercap blocks it with its arms and bites the small halfling’s arm. Chansa feels poison running down his arm and with the persistence of his people, he shakes it off, a black necrotic spot a reminder around his wound.
    The two are locked in furious combat, with the halfling evading the bites, and sending two more thrusts into the ugly creature’s belly, but receiving a claw slash at his chest. He blocks the other slash at his side with his shield, sweeps down between the ettercap’s legs and sends a final thrust at the surprised monster’s groin. With a moan, it drops down, dead.

    Chansa will attempt to recover the ettercap’s poison glands: 15/9: Success

    Chansa wastes no time. He jumps at the creature’s head, and with his dagger, he removes the fangs along with the poison glands.

    Chansa also wants to know if he can use any of the meat to recover his rations.
    Chansa: Survival check (Wisdom, Ranger): 10/9: Success
    Q: Is the ettercap meat edible?
    A: Yes, but (a twist in the relationship) Chansa remembers that according to his village’s customs, ettercap meat is supposed to be tainted.

    He considers if he should make a good meal of the creature, but then he remembers his shaman’s teachings. These beasts have tainted meat that has a very ugly taste.
    Then, he takes some time to bandage his arm, and put some healing poultry to the venomous bite.

    Chansa will bandage his wounds recovering 2 hit points.
    Chansa will spend the entire day exploring the area.
    Feature roll: 5: No feature: Feature threshold increase by +1 to 2.
    Chansa gets a full night’s rest, recovering 1 more hit points.

    Chansa further explores the region hoping to find something of interest, but he fails, and ends his day, eating from his supplies and recovering from his wounds.

    Day 2

    Hex 2:
    encounter roll: encounter: behir, seriously?
    time of encounter: night
    encounter distance: 100′
    notice check: Chansa/Behir: 14/5: Chansa wins with over 4 points. I decide not to engage at all.
    event roll: no event. event threshold increases by +1 to 2.
    features roll: no feature. feature threshold increases by +1 to 3.
    Chansa gets a full night’s rest, recovering his last hit point.

    Chansa further continues exploring the area eastwards. By nightfall, something catches his attention. He hears the trample of a dozen legs. His danger sense kicks in, and quickly he climbs atop a tree. Under the light of the stars, his eyes adjust, and in the distance he makes out a gargantuan creature, 40′ long. It’s a reptile so big it could swallow Chansa whole. He knows discretion is the better action, and climbs among the vine trees to avoid engaging with the huge beast. It would have been a great hunt, but he’s not ready for such an engagement.
    He doesn’t find anything else of interest, and will continue his next day further eastward.

    Day 3

    Hex 3:
    encounter roll: no encounter
    event roll: no event. event threshold increases by +1 to 3.
    features roll: no feature. feature threshold increases by +1 to 4.

    Another day he continues eastward. The Ringing Mountains now are so much closer. He’s almost out of the forest and on their foothills. He knows that the next day he will have to spend hunting. He has no idea when he will manage to find abundant prey again.

    Day 4

    Hex 3:
    encounter roll: encounter: plant (dangerous): Choke Creeper
    time of encounter: day
    encounter distance: 250′
    notice check: Chansa: 6/9: Failure

    As Chansa walks stealthily, trying to find prey to hunt, he steps on a thick vine. But something doesn’t feel right. He feels the vine move quickly and rapidly begin to entangle around his leg.

    Combat Round 1:
    Chansa: melee attack vine: 13: miss
    Choke Creeper (vine/vine/vine/vine): 8/14/22/21: Miss/Miss/Hit/Hit
    Combat Round 2:
    Chansa break free: Saving throw (Strength): 15/12: Success
    Chansa: melee attack vine: 17: miss
    Choke Creeper (vine/vine/vine/vine): 21/18/9/10: Hit/Miss/Miss/Miss
    Combat Round 3:
    Chansa break free: Saving throw (Strength): 11/12: Failure
    Chansa: melee attack vine: 12: miss
    Choke Creeper damage: 4: 1 point of damage. Strangulation: no strangulation.
    Choke Creeper (vine/vine/vine): 22/19/17: Hit/Miss/Miss
    Combat Round 4:
    Chansa break free: Saving throw (Strength): 9/12: Failure
    Chansa: melee attack vine: 14: miss
    Choke Creeper damage: 3/4: 2 points of damage. Strangulation: no strangulation.
    Choke Creeper (vine/vine): 21/8: Hit/Miss
    Combat Round 4:
    Chansa break free: Saving throw (Strength): 17/12: Success. He breaks free.
    Chansa runs away.
    Choke Creeper (vine/vine/vine/vine): 21/19/17/12: Hit/Miss/Miss/Miss
    Combat Round 5:
    Chansa break free: Saving throw (Strength): 14/12: Success. He runs away.

    I’m not quite sure I resolved this encounter correctly. It was quite odd using a plant encounter. Afterwards I realize I should have used the fray die for each of the vines separately.
    Chansa recovers 2 hit points.

    Thick vines entangle Chansa. He tries to hit it with his javelin, but his hands aren’t free. Each second that passes the vines twist stronger and stronger, trying to reach for his throat. He manages to break off one arm and tries again and again to hit the vines, but the javelin is too unwieldly to use in such close quarters. Finally he breaks off his feet from the clench of the carnivorous plant. It lashes out another vine, but he manages to push it back, and Chansa runs away as fast as a halfling ranger can.

    Hunting roll: 16/8: Success: 1 day worth of rations. He recover his last hit point.

    His hunting didn’t go very well. Catching only small prey. By the end of the day, the small humanoid sets camp, sheltered under an ancient tree’s hollow trunk.

    Day 5

    Hex 3:
    encounter roll: no encounter
    hunting roll: 12/8: success: 3 days worth of rations.

    Chansa spends an entire day hunting. He manages to catch several little birds, gathering 3 days worth of rations. Content about his supplies, he decides that the next day he will continue on his journey.

    Day 6

    Hex 4:
    encounter roll: no encounter
    event roll: no event. event threshold increases by +1 to 4.
    feature roll: no feature. feature threshold increases by +1 to 5.

    The small physique of the halfling passes unnoticed as Chansa ascends the foothills of the Ringing Mountains. As he was walked a significant distance, he looks behind him. The humid, vivid forest that is his home is far behind him. Will he sleep again under the cool shadows of his trees? Chansa wonders as the dark sun’s scorching rays start to burn his skin. He extends his light cloak to cover this shoulders and his back, and slowly continues on his path.

    Day 7

    Hex 5:
    encounter roll: no encounter
    event roll: event. event threshold reset to 1: get lost next movement roll is random
    feature roll: feature. feature threshold resets to 1: Ruin, Town, built by modern humans, as a common dwelling, ruined due to outside conquest, scorched by fire, with signs or recent use, having wooden palisades, square towers, having hideous gargoyles, no ground windows and colored in hot red hues.
    I had to reroll a few points that didn’t fit at all with the Dark Sun setting, but other than that it worked out pretty well.

    According to Chekhov’s gun concept, there must be a reason for the feature. So I decide that this is an excellent point to initiate a small side adventure.
    Adventure tag: angry ghosts.
    That fits in perfectly.
    I have a few ideas of how this will all play out, but I’m not revealing them yet until I’m certain.

    Chansa keeps on in the winding paths of the ringing mountains. He knows where the east and west is, but the whole region is completely strange to him. The constant light from the sun rays has had him disoriented, when he comes upon a strange sight. Up on top of a hill overseeing the region is what seems to be a settlement.
    From the distance, Chansa notices the red color of the buildings, but as he slowly comes closer he can see burn marks. The wooden palisade around the settlement is burned down. The red color alternating with the black of wood turned to coal and the white of ash.
    The entrance to the town is guarded by two huge statues of hideous winged creatures, ominously overseeing the strangers coming in.
    Chansa feels his heart pounding, but his halfling curiosity overcomes him. What people lived here? what happened to them? Could there be answers to his halfling heritage?

    I decide to stop my session here before proceeding to the exploration of this feature.

    Session Summary

    Notes on Scarlet Heroes: The solo game engine framework it provides may feel like a mini-game, counting all those meta points, but it’s effective. It takes a lot of work that would be needed otherwise.
    One could disregard the traits and several rules and run pure AD&D with only the damage and fray dice modification. I was tempted to run it like that, but it will definitely increase the amount of work that needs to be done. Right now it’s fast, almost like Savage Worlds.
    I love how I am able to play Dark Sun, all those years later. Scarlet Heroes suffers from the same problem all D&D styled products have, albeit much reduced due to its simplicity. Bland combat. I need to introduce narrative additions to it to make it more interesting. I’ll consider a couple hacks for my next sessions.
    Converting the monsters to Scarlet Heroes was so and so. The Ettercap wasn’t a problem, but the Dangerous plant was quite hard to convert. As for the imbalanced Behir from the Dark Sun encounters table, that’s true old school deadliness. One could state that I had meta info and decided to avoid the encounter, but I doubt that any sane halfling would try to engage a 40′ reptile even if it doesn’t know that it can spit lightning.
    The solo adventuring mechanics seem to hit the right spot between narrative inspiration and effective gameplay. One could hack these with some work to fit different settings as well. According to ones desires they can bullet point the entire game without losing content or add narrative to the extent I did or even more. I will continue this adventure as I have only touched the surface of Scarlet Heroes, but I think that it will be a perfect way to run the Beasts and Barbarians setting I have for Savage Worlds. I must say I am a bit excited.
    Finally I would like to note once more how deeply helpful it is to have physical copies. Reading the entry of the monstrous manuals and dark sun books is so much easier than going back and forth in a tablet or pc.

     
  • Unknown's avatar

    giorgis 1:05 am on February 23, 2020 Permalink | Reply
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    A monster’s bounty – A weird cyberpunk fantasy adventure – S1E03 – In the cesspit 

    Brief summary: Lt. Athen Smarte is a Hunter. Solitary warriors who hunt down and dispatch warp monsters. In the last session she was ridiculed by one of her hunter peers, Taro and was forced to leave the guild’s base in a hurry, not gaining access to guild supplies for her next mission: Monster hunting in the Morikai Bread Factory.

    Playing with the oracle: Insofar I’ve been using Recluse basic Oracle with MUNE interventions (triggering at 5 sixes). Continuing from a discussion we had at Mythic GME discord, I will try out using a different die, d10 instead of d6 to reduce the chance of false presuppositions. I love those, but I feel they interfere a tad bit too much especially when coupled with the MUNE interventions.
    Also to keep up with the spirit of MUNE I will instead trigger interventions on three Yes,And oracle results. The point being when you ask something, you are biased towards it so, the oracle intervenes.

    Q: Does anything happen on the way to the factory? (Unlikely)
    A: No, and, it’s less busy than usual.

    factory

    Athen reaches the Morikai Bread Factory. A quite old building, cement and brick structure from the end of the 20th century rather than the fancier designs that followed. A bunch of workers are standing by the side of the entrance, to prevent anyone from going to work. They eye her carefully, not stopping her since they can tell from afar she isn’t one of her own. She heads to the gatehouse and presents her credentials to the security guard.
    He examines them. “Mr Morikai is expecting you. Head to the reception and the lady will guide you.”
    A few minutes later, she’s at Mr Morikai’s office, in the 2nd floor, overseeing the entire factory.

    Donjon: note: I didn’t like the Cyberpunk NPC results I got, they were all dreadlocks and mohawks, so I used the modern weird fiction ones instead: Michal has a narrow face, with short silver hair and narrow gray eyes. He wears a dark suit and a leather trenchcoat. Michal is kind and cultured.

    Morikai

    Michal Morikai, the owner of the corporation is a man with a narrow face, with short silver hair and narrow gray eyes. He wears a dark suit. He turns to Athen.
    “Ms Smarte. You need to deal with it quickly. Something in the factory is killing my workers, and they are not willing to go back in until it’s dealt with. I’ve called upon the guild, so your reward will be according to the guild’s charter.
    Athen realized that this man had money to spend. Guild fees meant he had paid in advance. If Athen would find the monster, she would be paid according to its threat level. If she found nothing and deemed the call a fluke, she would still be paid, for her time. But if she called it off and there was a true monster that could cost her, her guild status. She could never be a hunter again.
    This way people believed in the Hunters. If they declared a location clear. Then so it was.
    Athen nodded. “I’ll need some information to work with. How many workers have vanished. Were they alone at the time? What was their build? Where and at what time of the day. Then I’ll need to inspect those locations.” She said to Morikai.

    I decide that since there is a quite possible threat, Morikai won’t be without a security guard or bodyguard, he would be the person that has this information.
    Let’s ask Donjon: German Kennet: Male Soldier. German is muscular, with short black hair and gray eyes. He wears a grey suit and glasses with gold rims. German is quick-witted and pessimistic.

    “My head of security, Mr. Kennet has all the information in the datapad.” As Morikai responds, the tough, muscular man besides him hands over a datapad to Athen.
    “Do you need anything further? I suggest you don’t waste any time speaking to the workers. They are striking and already costing me more than your fee.” He adds.
    Athen has gotten the hint. “No sir. I will peruse the data and head off. Just make sure there’s no one around when I start the hunt. I don’t want people killed in the crossfire.”
    “I will pass the word.” Morikai replies.
    “Thank you.” Says Athen and starts reading on the data.

    Q: How many people went missing?
    A: I will roll 1d100 to determine the magnitude: 17: Not many. So I roll 1d2+1: 2.

    I will get their info from Donjon.

    Lindsy Sarratt: Female Electrical Engineer. Str 9, Con 8, Siz 9, Int 6, Pow 7, Dex 14, App 11, Edu 13, San 35. Lindsy has a round face, with auburn hair and amber eyes. She wears a designer skirt and blouse and cloche hat. Lindsy is searching for her lost cat.

    Delila Calder: Female Mechanic. Str 12, Con 12, Siz 16, Int 11, Pow 11, Dex 11, App 13, Edu 12, San 55. Delila is willowy, with blonde hair and green eyes. She wears casual clothing and cloche hat.

    I kept their stats intentionally so that I can have a 3d6 comparison. Lindsy was a less than average build and strength, engineer. I will take the input about the lost cat as an event to use here. Maybe she had a pet cat at the factory which went missing and she got lost while searching for it. Delila was much bigger though, not as weak as her coworker that went missing.
    I am aware that in none of the generated results was a ‘factory worker’ or similar occupation, but nevertheless I will keep the results as generated because the match the story. Both those women were technical workers. Their jobs were not in the main floor where there are many eyes, but in the technical floor and engineering were usually they work alone.

    Q: Is the technical floor and the engineering two separate locations?
    A: Yes
    Q: Does the factory operate at night? (Unlikely)
    A: Yes, And it operates at 24/7. (Intervention Count – IC: 1)
    Q: On which watch did they went missing?
    A: Lindsy went missing on the 2nd watch (4-8 am) and Delila on the 4th watch (4-8 pm).
    Q: Are the technical floor and the engineering connected?
    A: No, and one to go from one place or the other would have to go outside of the main building.

    Athen read the information in the datapad. Whatever went after the two workers attacked when alone. Also size was not an issue since, Delila is a heavyset woman. She read about the rumours that the Colonel described to her over the phone, armed her sidearm and went for the engineering first. Choosing to follow the timeline of the events.

    So, I need to define current time. We have established it’s still daytime, so I presume it’s sometime after noon. I roll: It’s 4 pm.

    Athen: Notice: Success.
    Q: Does she find something?
    A: False presupposition. It’s not really that she found something, she thinks she found something but it’s the cat.

    Athen takes a good look around, flashing her torch to all kinds of dark places, her pistol aiming at the same time, when she catches movement. Something screeches and hisses at her and jumps towards her flying over her. She holds on to her nerves and manages not to shoot the cat. She sighs and continues her search, but there is nothing more to be found.
    She walks back to the main building and takes the side entrance to the technical floor.

    Athen: Notice: Success.
    Q: Does she find something? (likely)
    A: Yes, and it belongs to the missing worker. (IC: 2)
    Q: Does it belong to Delila? (likely)
    A: Yes
    Q: Is it a toolbag with her initials on? (likely)
    A: No
    Q: Is it a flashlight with her initials on?
    A: Yes

    Athen searches among the vents and hoods and pipelines of the technical floor. There’s a lot of hiding places, but something catches her glimpse. It’s a flashslight. She picks it up, and it has engraved “DC” on the side. ‘So Delila was last seen here’ Athen thinks. She looks up and down for any vantage points or escape routes for any creature.

    Q: Is there any opening nearby?
    A: False presupposition. Athen can’t figure it out. There are so many different shapes of tubes and vents that she can’t tell which one is a route and which one isn’t.

    With her only clue in the technical floor, Athen decides to go for a typical ambush. She sets up several noise traps (essentially tin cans on a string) in any possible locations that she can find, and then she puts a bait noise trap in a central location that she can oversee. She will trigger the last trap once she is ready.

    Athen: Survival: Success. She puts the traps.
    Athen: Stealth: Success. She hides in a corner.
    Athen: Notice: Success+. She has excellent oversight.

    Q: Does anything arrive in the next watch?
    A: False presupposition. Okay seriously. I’m starting to have trouble answering false presuppositions on generic questions. But here’s the epiphany. Something doesn’t arrive, but something flees!

    Athen takes her time to set up the traps, and finally under a perfect cover point, she triggers the bait trap. Essentially a recorder playing the sound of a human child crying. She then hears the sound of rattling tin cans, and awaits a little longer. But nothing comes. After a certain amount of time passes, she inspects her traps and finds that an the cans to an exit have all been rattled aside. Something was there with her the entire time, and fled the moment she set her ambush.
    She curses at the lost opportunity and follows the exit to see if she can get a trail.

    Athen: Survival (-2): Failure. The hard brick and stone don’t allow for much tracking.
    Athen: Notice: Success++
    Q: Does she find anything in relation to the escaped presence? (Likely since she had two raises)
    A: Yes, and it will help her identify the presence. (IC: 3! Intervention!)
    I will draw two GMA cards to see what she has uncovered, and then roll for the intervention.
    The two sensory snippets that I find most fitting are related to smell. ‘Rancid oil’ and ‘Frying sausage’, but I will expand on them.
    Now for the intervention.
    MUNE: Intervention: Entity negative.
    Q: Is it Athen?
    A: No, so it must be the presence. On its quick way out, it made some noise and spilled some of its food, essentially creating a trail to be followed.
    Note: As you may have gathered, I’m not a big fan of metagaming so I prefer to keep results to entities on the scene. Otherwise I could have deemed that another worker had been attacked or whatever.

    As she opens the door, the smell of rancid oil and fried meat fills her nostrils. A long time ago she might have hoped. But now, she’s certain that’s a monster’s human meal that she smelled. She hears a loud rattle and runs off after the noise. A trail of oily footsteps makes for an easy tracking.

    I will draw a GMA card to get information about where does this trail lead. To the roof, to another room, or to the underground?
    A: An arrow pointing right down. So it’s underground.

    Q: Is it the sewers?
    A: No, but, its the cesspit.

    Athen runs after the trail on a circular staircase, so tight that she barely fits, and reaches the ground floor. The sewer grate has been moved aside but not closed back. So whatever she hunts, must be close. The stench fills her. Old sewage and disposal, mixed with fried human meat. She considers she has to open the flashlight, betraying her position, and wishes once more she had those IRVPs.

    So, since there is fried oil, there’s a good chance there is a fire, which could be a source of light.

    Q: Is there a fire lit with adequate light?
    A: False presupposition. The creature didn’t use a fire to fry the meat, but electric machinery. They’re sentient and used human tools as they found them, drawing power from the grid.

    Stealth is out of the question, so I will ask what does she see with the flashlight before most probably switching to combat.

    Q: Is it humanoid creatures? (likely)
    A: Yes
    Q: Is it goblins?
    A: False presupposition. Huh. Okay so the creatures are humanoids but they aren’t in the cesspit. That’s why there is no light.

    Athen takes a deep breath and lights up the flashlight aiming with her pistol at the same time.
    There is a rusty ladder heading down to the bottom of the cesspit.

    Based on what I know so far I make some decisions. I was considering the option of some amphibian humanoids but I doubt they would eat fried meat. Hence the entrance to their lair should be above the surface of water.

    Athen sees no one there. She flashes her light all over the place and doesn’t get any sign of movement. Looking closer, she can see that the cesspit bottom has only an inch or two of sewage and in the other end of the wall there is a hole large enough for a person to come through.
    She holsters her sidearm, clenches her flashlight by her teeth, and starts to descend the ladder.

    Athen: Athletics: Success.

    Athen descends the ladder without much effort, and takes a peek into the hole, her flashlight turned off.

    Q: Is there any light coming from the hole?
    A: Yes, but it’s dim. So either the light is far away or the source isn’t strong enough.
    Q: Is there a passageway or a full room?
    A: Passageway.

    Athen: Stealth: Success+. That’s good whatever creature is at the end of the passageway won’t probably notice her.
    I’ll ask the Oracle if there are any traps, since Athen didn’t bother to check (not that she could with a turned off flashlight). I’ll set it to unlikely considering the difficulty of access.
    Q: Are there any traps? (Unlikely)
    A: No, and it’s a quite easy trek to the end of the passage.

    Q: How many goblins are there?
    A: 76: A lot. 1d6+2: 3 Goblins.
    Q: Are both workers dead?
    A: No. Delila is still alive. Tied up in the corner.

    Athen makes out the snickering laughter of humanoids as she draws closer. She knows this sound all too well. It’s those evil short greenskins. Some call them little orcs, some call them goblins. From the shadows she takes a better look.
    The room looks like a crumbling basement from a nearby building. She’s no longer under the bread factory. In the middle of the room there is a fire burning and a cut off human hand probably belonging to Lindsy is fried on a pan. Tied up in a far corner is Delila.
    Athen can’t tell if she’s alive, dead or unconscious.
    One of the goblins is stirring up the others. She doesn’t know Orc-tongue but she can understand enough to know it’s briefing its brethren on her pursuit. She has to move fast. She picks a target and blasts it off out of the shadows.

    Goblins: Notice (vs Athen’s Stealth): Failure, Failure, Failure
    So Athen has a free round. She double taps at the nearest goblin. The one who stirs up the rest and has its back turned to her.

    Surprise Round:
    Athen: Shooting: Hit+: Damage: Shaken

    Initiative: Athen: 8♠️, Goblins: Q♣️
    Goblin1: Spirit: Success
    Goblin2: Draws dagger and runs towards Athen: Distance reduced to 3.
    Goblin3: Draws dagger and runs towards Athen: Distance reduces to 4.
    Athen double taps Goblin2: Hit+: Dead

    Initiative: Athen: A♥️, Goblins: 5♥️
    Athen double taps Goblin3: Hit: Dead.
    Goblin1: Spirit: Failure: It tries to flee.
    Q: Is there another entrance to the room?
    A: False presupposition. The goblin starts to climb up the rubble to get to the opening from the ceiling.
    Goblin: Athletics: Success

    Initiative: Athen: 7♣️, Goblin: A♣️
    Goblin: Athletics: Failure
    Athen: Shoots and reloads: Shooting: Hit: Shaken. The goblin falls to the ground.

    Initiative: Athen: 6♦️, Goblin: 5♠️
    Athen double taps at the goblin: Hit: Dead.

    The Hunter shoots off twice at one of the goblins, but she barely hits it, the bullet going through and through its shoulder.
    It stands motionless crying out, trying to shake off the pain as it’s two brethren draw serrated blades and with a nasty grin on their face, they charge at Athen.
    Emotionless, she aims at each of them, sending them to oblivion with a two bullets lodged in them each of their heads.
    The last goblin cries out under the echo of the shots in the closed room and starts frantically trying to escape. It climbs the rubble to the ceiling too where an opening is barely visible, but a few steps before the top, it miscalculates and stops for a moment in order not to lose its balance.
    That’s all Athen needed. With another shot, she hits its finger and it loses its grip and falls to the floor. Before it can react, Athen has reloaded, and shoots twice, finishing it off in cold blood.

    Regarding Delila, I will roll to see if she can move: I will give her a d8, due to her size: Vigor: Failure. She’s dead.

    Athen rushes to Delila, but she finds that there’s no pulse. She probably died from the initial wounds the goblins inflicted when they captured her.
    She cuts off the three goblin heads, ties them in a rope and heads back out.


    “Those stinking maggots killed my workers? The testimonies I’ve heard don’t match the descriptions.” Morikai says to Athen.
    “They’re nasty and like to play games in the shadows. Making you think there’s more of them or that they’re bigger. Call a cleanup crew for the corpses. Their lair was connected to the cesspit of the factory. It’s best if the families don’t see them in this state.” Athen responds bluntly.
    “I will, Hunter. Thank you. The payment will be performed through the guild. You gave immediate results and I will relay this. Is there anything else I can do for you?” Morikai asks.
    “Do you have a portable freezer? I don’t want my trophies ruined.” She smirks.
    “German.” He calls to his bodyguard. “Arrange it.”


    Athen is back to her appartment and she can’t catch an easy sleep. The sight of death didn’t flinch her, she’s used to it. She keeps wondering how did three goblins manage to come in the city. Was it strugglers or is there something hiding behind it?


    Session Summary

    I had a rough time with all those false presuppositions, though I believe that the twists that derive when done correctly outweigh the trouble.
    In the end I kind of eyeballed it that they were goblins. Scaring the workers and picking them off one by one.
    I’m not quite certain that the challenge was up to par with Athen’s skills but in solo play there isn’t much leeway. If I miscalculate the balance it could mean quick character death.
    This session felt like a one shot. I am itching to see if the various sessions will eventually connect into a campaign, as I’m worried this might not happen.
    Finally I’m giving Athen an advancement. I will decide what in the next session.

     
  • Unknown's avatar

    giorgis 9:03 pm on February 19, 2020 Permalink | Reply
    Tags: , ,   

    A dogfighting experiment 

    Star Wars D6 Dogfighting with Hexflowers Take One

    Intro

    Whenever I run solo space combat in theater of the mind or map grid I found myself and the system lacking.
    I could not beat myself doing anything more than rush to enemy while the enemy rushed to me, and perform bootlegger turns when we passed each other…hardly satisfying.
    I need something else, to provide functionality, food for narrative, and a level of realism, and most of all enjoyable.

    Purpose

    The purpose of this experiment is to run dogfights in theater of the mind emulating a 3D environment.

    Scope

    Using the It came from above hex flower engine as a basis upon which to set a dogfighting framework.

    Prerequisites

    I’m using a success count system instead of standard D6 addition of dice vs target number.

    Dice Definitions

    Wild Die

    The Wild Die succeeds on a 3+, explodes on a 6, and generates a mishap on a roll of 1.
    All rolls except defense rolls, have a Wild Die, which replaces a Full Die. It is denoted as W.

    Full Die

    The Full Die is the most common die roll. It succeeds on 3+. It is denoted as F.

    Note: Wild Dice and Full Dice together are denoted as D.

    Half Die

    The Half Die has half the success chance of a Full Die. It succeeds on 5+. It is denoted as +2 or H.

    Quarter Die

    The Quarter Die has a quarter chance of success of a Full Die. It succeeds on 6 only. It is denoted as +1 or Q.

    Example

    A character with 2D+2, rolls one Wild Die, one Full Die and one Half Die

    Procedure

    1. Initialization phase. Roll Initiative. This has importance only in terms of ‘who shoots first’. Determine starting distance based on circumstances. In a standard dogfight where both combatants are aware of the imminent battle, a good starting distance is the lowest sensors Scan distance of the two crafts.
    2. Declaration phase. Declare actions. Multiple actions incur penalties according to game system. Each combatant chooses an opponent. Squadrons can be considered a single unit in terms of maneuver, led by the relative command skill of their commander.
    3. Piloting phase. Roll the piloting skill of each combatant, modified by their spacecraft’s maneuverability. Count each Piloting Success. Depending on the space ‘terrain’ (e.g. asteroids) you may need to assign one or more piloting dice to evading obstacles or risk a collision. The successes that remain can be used for evasion or orientation.
    4. Orientation phase. Roll 2d6 without wild die on the HFGE. If you wish you may spend Piloting Successes from step 2 to modify the orientation by one hex face per success spent.
      Attacking craft roll as Top Down attackers. Fleeing craft roll as Bottom Feeders.
    5. Movement phase. Roll the crafts movement dice (use 1ed or 2ed conversion). Deduct the results from the distance if the combatant has a front orientation, or add it if it has a rear orientation. Reduce the moved distance by a factor of two for each additional axis offset.
    6. Support actions phase. Running jammers, communications, shields, or whatever else.
    7. Gunnery phase. If the combatant has weapons facing in the direction of his orientation, then they can shoot if they declared so in the declaration phase. Shooting happens in the order of the initiative.
      Shooting difficulty is distance OR dodge (remaining piloting successes), whichever is greater.

    Note: For the center hex (#19), the combatant is free to choose front or rear orientation.

    Example #1

    A-Wing vs TIE fighter, clear space, standard dogfight.

    1. Initialization phase.
      Starting distance: 40 space units.
      Initiative.
      A-Wing: 3D: 4
      TIE: 3D: 0

    Turn 1.

    1. Declaration phase.
      A-Wing: -2D (Piloting, Shields, Gunnery).
      TIE: -1D (Piloting, Gunnery).
    2. Piloting phase.
      A-Wing: 7D: 3.
      TIE: 5D+1: 6.
    3. Orientation phase.
      A-Wing: 9: 6 (Front right flank and above). Spend one Piloting Success to move to 4 (Front right flank and level).
      TIE: 7: 2 (Front and above).
    4. Movement phase.
      A-Wing: 6D: 22. One axis offset (right flank).
      TIE: 5D: 10. One axis offset (above).
      Distance: 40-22/2-10/2 = 24.
    5. Support actions phase.
      A-Wing: Shields: 1D+1: 3 successes, they choose Front, Rear and Right shields.
    6. Gunnery phase.
      A-Wing: 5D+2: 3/6: Miss.
      TIE: 5D: 5/4: Hit: Damage: 5D/3D+2: 1/1: Shields blown (-1D).

    The A-Wing and TIE fighter target each other and approach at full speed. Each performs a large turn to try to get the advantage and they let off a burst of laser shots at each other. The TIE pilot manages to evade the A-Wing approaching from below and hits it from the right flank, blasting its shields.

    Turn 2.

    1. Declaration phase.
      A-Wing: -1D (Piloting, Gunnery).
      TIE: -1D (Piloting, Gunnery).
    2. Piloting phase.
      A-Wing: 8D: 6.
      TIE: 5D+1: 4.
    3. Orientation phase.
      A-Wing: 3: 19 (Front).
      TIE: 7: 12 (Rear and below). Spend 2 Piloting Successes to move to 3 (Front and below).
    4. Movement phase.
      A-Wing: 6D: 21. No axis offset.
      TIE: 5D: 22. One axis offset (below).
      Distance: 24-21-22/2 = -14. (14).
    5. Support actions phase.
      N/A.
    6. Gunnery phase.
      A-Wing: 6D+2: 4/4: Hit: Damage:
      5D/2D: 5/1: Destroyed.

    Now the A-Wing pilot no longer is distracted by trying to activate the shields and focuses on the dogfight. He spirals the star fighter and gets on the TIE fighter’s tail, who has to perform a complete loop and rotation to get the A-wing back on his sights. Before he has a chance to open fire, a salvo from the A-Wing obliterates the TIE fighter.


    Summary and Lessons learned:
    The A-Wing with superior pilots and technology won the dogfight, but easily, they could have lost.
    Now I’m not certain about the piloting success economy. I will be watching it closely.
    One thing that needs changing is the shooting arcs. Right now if you have something in Front you can shoot it with Front Weapons even if it’s offset in two axes (e.g Front Right Flank and Below). I intend to change this depending on distance. On long range you can shoot with two axes offset. On medium range you can shoot with one axis offset and on short range you can shoot only on direct (no offset).
    I would love to have narrative distance ranges and not be based on space units. It’s kind of weird how space combat ranges are implemented in RAW. I mean weapon ranges are impacting accuracy directly, as does fire control. Why have two different mechanics for the same thing? I have some thoughts in mind regarding this, regarding keeping only a maximum range per weapon type and have fixed penalties based on distance.
    Another thought that came to mind is when you get a negative distance, which means one opponent passed over the other, maybe there’s a collision chance. Or maybe you could use some piloting successes to reduce the ship speed. Or maybe one could choose any speed rating between 1D and max speed. I’m still thinking about and will playtest some variants.
    Finally I am still missing some narrative. I am thinking of implementing some maneuvers to be bought with piloting successes which will give specific effects.

    Star Wars D6 Dogfighting with Hexflowers Take Two

    Updated Rules:
    1. Shooting arc is limited to axis offset. Long range can be offset by two additional axes, medium can be offset by one axis, and close is direct shots only. Turrets are an exception. They can shoot direct on all their relative axes. Common sense applies.
    2. Distances are now
    Close (1-7)
    Short (8-15)
    Medium (16-30)
    Long (31-45)
    Far (46-60)
    Distant (61-75)
    Extreme (76-100)
    A weapon emplacement can shoot at the maximum distance range it has, but all suffer the same distance penalties. So, a Laser Cannon (max range 25, Medium) that shoots a target at Short range has the same chance to hit as a Missile (max range 15, Short).
    3. Speed is rolled as successes counts. Every additional axis offset reduces the maximum dice by one step (Full to Half to Quarter). Piloting Succeses can be assigned to increase the dice rolled for speed. Approaching combatants reduce the distance by the number of successes, otherwise the distance is increased or decreased according to the differences.
    Distance can’t be less than Close. If distance is greater than Extreme, then combat is over.
    3. Initiative needs to be rerolled every Turn. Mainly for fun factor, and because dogfighting is more abstract than grid combat. You have advantage one turn, you lose it the next.

    Additional Rules:

    1. Squadrons are lead by a squad leader. The leader uses the Command skill. Multiple action penalties apply normally. The Command difficulty is as per the skill. Any successfully commanded squaddies benefit from the combined action bonus dice to their piloting skills.
      The command test is rolled at the start of the piloting phase.
    2. Passive (Non-dogfighting) targets must roll 2d6 so that their targeter can identify their approach (for shield coverage, speed and distance, etc). The targeter can opt to spend their own piloting successes to change their target’s orientation (they pilot their craft in a way to get a specific approach).
      An example would be a squadron of TIE Bombers heading for a Corellian Corvette that are intercepted by A-Wings. If the TIE Bombers opt to continue towards the corvette, then they are considered passive targets for the A-Wings in terms of orientation. Their speed and dodge values on their dogfighting against the corvette is used against the A-Wings normally.
    3. Formations. Squadrons can fly in formations deducting 1D from Piloting and Speed, and rolling as one the speed and orientation.

    Example #2

    I’ll implement all the rules here, it’s going to be a complicated fight.

    2 Y-Wings are heading after a Lambda-class shuttle carrying a Rebel traitor. The shuttle runs on skeleton crew. 2 TIE Fighters are escorting the shuttle. Each squadron has a leader with a command of 4D.

    1. Initialization phase.
      Starting distance: Long.

    Turn 1.
    Rebels: Initiative: 0
    Imperials: Initiative: 0
    Concurrent events.

    1. Declaration phase.
      Y-Wing Leader: -2D (Command, Shields, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      Y-Wing Wingman -1D (Shields, Piloting), Co-Pilot: – (Gunnery)
      TIE Leader: -2D (Command, Piloting, Gunnery), Top Down Attacker
      TIE Wingman: -1D (Piloting, Gunnery)
      Lambda Shuttle: -2D (Skeleton, Piloting), Bottom Feeder
    2. Piloting phase.
      Y-Wing Command: 1/2: Failure.
      TIE Command: 1/2: Failure.
      Y-Wing L: 3D+2: 3.
      Y-Wing W: 4D+2: 4.
      TIE L: 4D: 3.
      TIE W: 4D+1: 3.
      Lambda: 3D: 3.
    3. Orientation phase.
      Y-Wings: 11: 4 (Front right flank and level).
      TIEs: 6: 2 (Front & Above).
      Lambda: 10: 13 (Back left flank and level).
      Y-Wing Passive vs TIE: 8: 4 (Front right flank and level).
    4. Movement phase.
      Y-Wings will add 2 to speed.
      Y-Wings: 4D+2: Halved: 1.
      TIEs: 4D: Halved: 2.
      Lambda: 2D+2: Halved: 2.
      Distances of Y-Wings to TIEs: Close.
      Distances of Y-Wings to Lambda: Far.
    5. Support phase.
      Y-Wing L: Shields: 1D: 1: Front shields.
      Y-Wing W: Shields: 2D: 1: Front shields.
    6. Gunnery Phase.
      TIEs are too close to get a clear shot.
      Y-Wing L Turret shoots at TIE: 7D+1: 3/5: Miss.
      Y-Wing W Turret shoots at TIE: 7D+1: 3/5: Miss.

    Turn 2.
    Rebels: Initiative: 3
    Imperials: Initiative: 1

    1. Declaration phase.
      Y-Wing Leader: -1D (Command, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      Y-Wing Wingman -1D (Gunnery, Piloting), Co-Pilot: – (Gunnery)
      TIE Leader: -2D (Command, Piloting, Gunnery), Top Down Attacker
      TIE Wingman: -1D (Piloting, Gunnery)
      Lambda Shuttle: -3D (Skeleton, Shields, Piloting), Bottom Feeder
    2. Piloting phase.
      Y-Wing Command: 2/2: Success.
      TIE Command: 1/2: Failure.
      Y-Wing L: 5D+2: 4.
      Y-Wing W: 5D+2: 4.
      TIE L: 4D: 2.
      TIE W: 4D+1: 7.
      Lambda: 3D: 3.
    3. Orientation phase.
      Y-Wings: 11: 9 (Back right flank and below). They spend 3 to move to 1 (Front and level).
      TIEs: 5: 6 (Front right flank and below). They spend 2 to move to 1 (Front and level).
      Lambda: 9: 14 (Back left flank and above).
      Y-Wing Passive vs TIE: 10: 9 (Back right flank and below).
    4. Movement phase.
      Y-Wings spend 1 to increase speed.
      Y-Wings: 4D+2: 4: vs TIE Quartered: 1.
      TIEs: 5D: 3.
      Lambda: 2D+2: Quartered: 0.
      Distances of Y-Wings to TIEs: Close.
      Distances of Y-Wings to Lambda: Close.
    5. Support phase.
      Lambda: Shields: 1D: 1: Rear Shields.
    6. Gunnery Phase.
      Y-Wing L Turret shoots at Lambda: 7D+1: 6/3: Hit: 4D/4D: 3/2: 2 Controls Ionized.
      Y-Wing W Turret shoots at Lambda: 7D+1: 4/3: Hit: 4D/4D: 3/1: 3 Controls Ionized. Ship Disabled.
      Y-Wing W Lasers shoot at Lambda: 5D+1: 2/3: Miss.
      TIE L shoots at Y-Wing L: 4D: 2/1: Hit: 5D/4D: 4/3: Lightly Damaged: Ship Loses 1D speed.
      TIE W shoots at Y-Wing W: 5D: 3/1: Hit: 5D/4D: 4/0: Destroyed

    Turn 3.
    Rebels: Initiative: 1
    Imperials: Initiative: 2

    1. Declaration phase.
      Y-Wing Leader: -1D (Gunnery, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      TIE Leader: -2D (Command, Piloting, Gunnery), Top Down Attacker
      TIE Wingman: -1D (Piloting, Gunnery)
    2. Piloting phase.
      TIE Command: 2/2: Success.
      Y-Wing L: 5D+2: 4.
      TIE L: 5D: 2.
      TIE W: 5D+1: 2.
    3. Orientation phase.
      Y-Wing L: 8: 5 (Front right flank and above). They spend 2 to move to 19 (Front and level).
      TIEs: 7: 2 (Front and above).
    4. Movement phase.
      Y-Wing L: 2D+2: 0.
      TIEs: 4D: 3.
      Distances of Y-Wings to TIEs: Close.
    5. Support phase.
      N/A.
    6. Gunnery Phase.
      TIEs are too close and offset and can’t shoot.
      Y-Wing L Turret shoots at TIE L: 7D+1: 4/2: Hit: 4D/2D: 3/2: 2 Controls Ionized.
      Y-Wing L Lasers shoot at TIE W: 5D+1: 3/1: Hit: 5D/2D: 4/1: Severely Damaged: Structural Damage, will disintegrate in 1D rounds.

    Turn 4.
    Rebels: Initiative: 3
    Imperials: Initiative: 3

    1. Declaration phase.
      Y-Wing Leader: -1D (Gunnery, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      TIE Leader: Controls Ionized for 4 rounds.
    2. Piloting phase.
      Y-Wing L: 5D+2: 4.
    3. Orientation phase.
      Y-Wing L: 12: 10 (Rear and level). They spend 3 to move to 1 (Front and level).
      TIEs: 8: 18 (Front left flank and below).
    4. Movement phase.
      Y-Wing L: 2D+2: 1.
      TIE: 4D: 2.
      Distances of Y-Wings to TIEs: Close.
    5. Support phase.
      N/A.
    6. Gunnery Phase.
      Y-Wing L Turret shoots at TIE L: 7D+1: 6/1: Hit: 4D/2D: 1/0: 2 Controls Ionized.
      Y-Wing L Lasers shoot at TIE L: 5D+1: 5/1: Hit: 5D/2D: 3/1: Heavily Damaged: -2D Moves.

    Turn 5.
    Rebels: Initiative: 3
    Imperials: Initiative: 2

    1. Declaration phase.
      Y-Wing Leader: -1D (Gunnery, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      TIE Leader: Controls Ionized for 7 rounds.
    2. Piloting phase.
      Y-Wing L: 5D+2: 6.
    3. Orientation phase.
      Y-Wing L: 6: 3 (Front and above). They spend 3 to move to 1 (Front and level).
      TIEs: 9: 3 (Front and below).
    4. Movement phase.
      Y-Wing L: 2D+2: 0.
      TIE: 5D: 3.
      Distances of Y-Wings to TIEs: Close.
    5. Support phase.
      N/A.
    6. Gunnery Phase.
      Y-Wing L Turret shoots at TIE L: 7D+1: 7/1: Hit: 4D/2D: 2/0: 3 Controls Ionized: ship is disabled.
      Y-Wing L Lasers shoot at TIE L: 5D+1: 5/1: Hit: 5D/2D: 1/2: No damage

    Summary and Lessons learned: Initially I thought I overdid it. Too complicated. But then it struck me. I run a combat with 5 spacecrafts in 3 groups!
    I mean this would have taken me ages to work out otherwise.
    Okay at certain points it felt too wargamey, and maybe I need to take a look at 1ed starship combat rules. Maybe there’s something that would speed things up.
    Overall I’m quite content with the results for now, and will keep that in mind for my next Star Wars D6 game.

     
  • Unknown's avatar

    giorgis 11:29 pm on February 12, 2020 Permalink | Reply
    Tags:   

    A monster’s bounty – A weird cyberpunk fantasy adventure – S1E02 Patience lost 

    Brief summary: Lt. Athen Smarte is a Hunter. Solitary warriors who hunt down and dispatch warp monsters. In last session she got a missing person’s report and when she investigated the last known whereabouts she came face to face with a Chimaera. A fire breathing winged goat with the head of a lion and a tail that ends in a dragon head. In the fight, she managed to exterminate it. As a side note she also came upon a drug exchange which lead to a shootout with the criminals.

    The following threads are currently active:

    1. Monster hunting
    2. Resupply/acquire new gear
    3. Monster part vendor
    4. Drug exchange shootout

    Also I am following SWADE’s advancement rules where there is no XP count, but one Advance per session. Athen gains an Advance. She will gain the Extraction edge. This will give her the option to disengage from melee without triggering an attack of opportunity.

    Now I will focus out during the start of this session, running events as downtime.
    For that I will be using several tools and rules. Quick Encounters and Interludes from SWADE, Waylays from BOLD and will start using the Background Surprise Events Oracle to see if any background events have triggered.
    Time unit will be 24 hours.

    I will give Athen 1 week of downtime before I switch back to adventure time.


    April 12th
    Find Merlin and try to sell him monster parts
    Networking (Persuasion): Failure
    Q: Does she find Merlin?
    A: Yes
    Q: Are the parts spoiled?
    A: Yes, and they’re not usable at all

    Athen heads to Gustav’s, the bar down the corner. In her backpack, are the chimaera remains. She looks around and in the corner she notices Merlin.
    She walks up to his table. He seems a bit surprised to see her. “Come in the back alley, I’ve got something for you.” She says and walks out the service entrance of the bar. She waits by a huge dumpster for less than a minute, and the smuggler joins her.
    “So you’ve considered my offer? got something for me?” He asks eagerly.
    She turns her backpack upside down, and the chimaeras head and tail come tumbling down… along with a terrible stench.
    Merlin is taken aback. “What sort of beast did you…! Oh such a pity. It’s rotten. The warp energies got to it. Can’t do much good with these darling, but appreciate the effort. Next time use a lead lined iso bag. Reduces the impact of warp radiation and environment conditions.”
    Athen sighs. “Next time give me the heads up before I put my ass on the line.” She complains.
    “Hey, you never asked.” He talks back.
    She doesn’t answer. She knows when she’s wrong. She drops the head and tail in the dumpster and heads back home.

    April 13th
    Interlude: Downtime: Diamonds
    She studies or works on an object of some sort.
    Cleans up the pistol, readies it, repairs the armor.

    The next day Athen decides to stay home and do some maintenance.
    She takes apart her firearm, cleans it up thoroughly and puts it back together. She doesn’t want a weapon jam, and she already emptied a score of bullets on that beast. There’s gunpowder residue all around the barrel and shooting mechanism.
    After this is done, she takes a good look at her vest. It saved her life. Thankfully the dragon bite didn’t do any permanent damage to it, and with some patching her vest is back in top shape.

    April 14th
    Ressuply ammo
    Q: Is it illegal?
    A: No, but restricted
    Networking (Persuasion): Failure
    Her permit has expired
    Time for new permit: Long. 1 month.

    During maintenance, Athen did an ammo count. It didn’t take long to count three bullets. She headed off to the nearest firearms store.
    When her turn is up, she goes to the cashier. “50 .45 slugs.” She tells him.
    He asks for her permit.
    “Lieutenant, your permit has expired. You need to apply for a renewal.” He notifies her.
    ‘Crap.’ She thought. When she was in service, she didn’t have to go through all the bureaucratic loops. She fills out her papers once more, and gives them to the employee.
    “How long?” She asks.
    “4 weeks, give or take.” He answers.
    She curses her lack of punctuality and heads back.

    April 15th
    Resupply ammo (other sources)
    Networking (Persuasion): Success
    Q: Does she find them from Merlin?
    A: Yes, and he’s selling them at market price to her
    She buys d6 worth of clips.

    Athen isn’t going to sit tight and wait one month to get bullets. Instead, she goes back to Merlin.
    “You’re becoming a regular darling!” He smiles.
    “Cut the crap Merlin. I need bullets. .45 pistol.” She tells him.
    “Alright. Since I want us to get along in good terms, as a sign of goodwill, I’m going to give them to you at retail price and not street price.” He tells her.
    “That’s better.” She smiles back, and restocks, paying in cold hard cash.

    April 16th
    Interlude: Downtime: Spades
    She spends some time in quiet contemplation

    With all that’s transpire in the last few days, Athen decides to spend the day at home.
    She doesn’t go out at all and spends time thinking about the shootout.
    ‘Who was this man?’ She’s certain she has seen his face somewhere. Her current theory is that he was involved in the drug exchange either as a client or as an intermediary.
    Then she contemplated on the chimera she faced. She wonders if she should look for Svita. Maybe there’s more to it. But she quickly chases away that though. She knows better than to hope. Svita became a quick meal to the chimera, and most probably not the only one.

    April 17th
    Gather information about drug exchange shootout
    Research (-2): Success
    Did the mooks in the station survive?
    Vigor: 1 Success, 1 Failure.
    Q: Did she hear about it in the news?
    A: Yes
    Q: Did she find any information about the reputable servant?
    A: No, it was about the gang
    I will roll on UNE for gang power level: 77: Comparable
    Intervention: Regress plot
    She can’t find out anything more about it at the time, no one will talk about it.

    Athen is in at Gustav’s listening to the radio. With warp energies abundant and satellites destroyed, the only acceptable mass broadcasts are once more the radio frequencies. Only the rich can afford cable connections, and even then, the intra-city network is still under construction.
    Then, she picks up something of interest. “..criminal activities in Vertden are still evident. Just this week, passersby in the subway S2 line station came across the remains of one subject, shot. Police investigating the scene of the crime reported that the subject was involved in illicit activities involving the Third Eye psychohallucinogenic. On other news…”
    “What’s that Third Eye?” she asks the bartender.
    “Beats me, I try to steer clear. Keeping a night business reputable is really hard these times. Anything you do, you keep it out of here, you hear me?” He comes down hard on her.
    “Geez man. Chill.” She cuts him off.
    “Sorry. Just making sure the policy is clear.” The bartender states.
    Athen continues her drink in silence.

    April 18th
    For the last day I will reveal the background events cards drawn, and also use BOLD for a waylay to start off the next adventure.
    Background Surprise Events Oracle: No event
    BOLD: Grim struggle (physical) overcome on accident
    Q: Is it a random event?
    A: False presupposition
    Huh. It’s not an event. It’s something different than an event. It’s the start of a thread of the adventure.
    BOLD states that the use of the solution can be rejected and the use of skill checks can replace it instead. Therefore I’m going to do that.
    Also it states that physical struggle is never about combat, so that’s not an option to start with.

    I’m quite at a loss at what the grim struggle could be about, so I’ll use a portent.
    Portent: Rule conflict
    So there is a conflict of rule… I’m starting to visualize something that could interpret this.
    It has to do with the Hunters. A fellow Hunter mocks her ranking and taunts and challenges her.

    Athen has arrived at Vertden FOB. It used to be a Forwards Operations Base back in the war, but it retained its name even though it switched functionality.
    Now it’s home to the local Hunters guild. Athen hasn’t had any tips and without any reward money from the chimaera, things are a bit dry. Sometimes rumors about possible monster sightings are discussed in the mess hall, and the guild offers some compensation, which for the novice Hunters equals to a bunk for the night and canned food. If things go worse, Athen might have to spend the nights here.
    She’s passing through the mess hall when she hears someone mocking her. At first she doesn’t realize he’s talking about her.

    Taro

    Donjon: Himeya “Assassin” Taro: Male Mercenary. Taro is thin, with blonde hair and bright amber eyes. He has a military cybernetic arm and carries an assault rifle. Taro is addicted to the street drug PBZ-3.
    UNE: NPC Power Level: Much stronger
    UNE: delightful conscript, offend poverty
    UNE: NPC Bearing: fear, NPC Conversation Focus: weapons

    “Came here for another can of meat, Smarte?” The man says. She’s heard this sarcastic voice before. It’s Taro. A haughty outranking asshole. “I have some orc ribs if you want to chew on them.” He laughs out loud. “I doubt you’d be able to hunt them down even if you starved for dinner. Especially with that little pistol of yours. That’s no weapon for a Hunter you must think of us fools if you want us to believe those stories of yours!” He keeps pushing it.

    Taro: Taunt: Success++ (14)
    Athen: Smarts: Failure (3)

    “I’ll show you who is a Hunter you bigmouth asshole.” Athen snaps. She’s had enough these past few days.
    “Bras de fer?” Taro asks smirking. “If I win you get the hell out of here.”
    “And if you lose?” Athen asks having fallen to his trap.
    “I won’t lose” He replies and places his arm on the table.

    armwrestling

    Q: Does Athen know about Taro’s cybernetic arm?
    A: Yes, seems she doesn’t care
    Q: Is it the left or right arm of Taro that’s cybernetic?
    A: (1-3 Left, 4-6 Right): Left.
    Q: Has he extended his left arm?
    A: Yes

    Since Athen Failed so hard against Taro’s taunt, she doesn’t pay attention to all the disadvantages. Taro has a cybernetic arm, and she is using her left arm, which will give her a -2 penalty.

    The first character to net 3 successes wins. I will be drawing action cards as usual.

    Taro: QH, Athen: 9S
    Taro: Athletics: Success
    Athen: Athletics: Failure

    Taro: JC, Athen: 8C
    Taro: Athletics: Success
    Athen: Athletics: Failure: Benny: Failure

    Taro: Joker, Athen: 8S
    Taro: Athletics: Success

    Athen sits across the table and extends her arm. They begin their match. Athen tries hard, with all her strength, but her left arm is not strong enough to counter Taro’s cybernetically enhanced limb. He pushes, and pushed, and her hand connects to the table.
    “Get out of here you stinking bitch.” He spits down in front of her.

    Wow I did not see that coming. I purposefully didn’t give Taro a Wild Card status to give Athen an edge, but everything went down so bad for her in terms of dice rolls.

    Her nerves at an edge. She stands up. She knows better than to escalate it. Realizing that she fell for every trick on the table, Athen sighs. She leaves, realizing it’s going to be a while before she manages to show her face again in the base.

    Time to create a story. I will use the two options from GMA and choose the one that generates the most tangible results.


    Disturb Foe, Backstage.
    A booming unnaturally loud voice
    Glowing slitted eyes
    Your ears suddenly pop
    Jasmine flowers


    A strike or protest, Stranded in the Wild, Bank being robbed
    Festival, Factory, Village
    Choice: A strike in the factory
    A phone ringing
    A dark bird watching
    Eye stinging drips of sweat
    Fried dough

    From the Vice/Virtue combo I choose Temperance/Wrath
    Name: Morikai
    Mocking snickers
    A suspicious hesitation
    Numb teeth
    Sharp spearmint

    Style: Earth, Mystery
    Tune: Tyr/Leadership: A just authority gets involved.


    I’m going to combine some of the above to kickstart the next story.

    Athen has just entered her apartment, still frustrated by the days events. ‘How did I fall for Taro’s play?’ She asks herself.
    She goes to the basin and splashed some water over her face to wash away the bitter feeling of defeat, when her phone rings.
    She’s so eager to cast away the thoughts that cloud her mind that she runs to pick it up, water still dripping from her face.

    colonel

    “Hey kiddo.” Says the voice on the other end. It’s Col. Leif Faulknen. Her commander from the war, and a veteran of the Hunters guild.
    “Hey colonel.” She says back.
    “Heard you came by the FOB today. I had something for you, but you never showed up.” He tells her.
    “Yes sir.” She replies.
    “I know about Taro. Don’t fret over it. You’re one of our best Hunters. Next time just don’t let him get to you.” He scolds her kindly.
    “I know sir…” She begins to explain herself but the Colonel cuts her off.
    “So there’s a possible prey at work in the Morikai Bread Factory. The workers are striking after another one of their own disappeared. Morikai himself is furious and wants the guild to act fast.”
    “What kind of opposition to expect?” She asks.
    “Reports from the workers are varying. Some say it has glowing slitted eyes. Others heard snickers, others heard a loud booming voice that made their ears pop. Take these with a grain of salt. You know how common folk are with fairy tales.” The colonel gives a briefing.
    “When do I start?” She asks.
    “Morikai is expecting you there already get a move on while it’s still daylight. I had a handful IRVPs for you at my desk, but you preferred to muscle it out with Taro instead of stopping by my office.”
    “Yes sir.” She replied. She knows the colonel doesn’t like to hear excuses. He’s a man who likes people who own to their mistakes. Those infrared vision pills would be of great help though. She cursed silently once more.
    “Dismissed.” The voice from the other end commanded, and she hang up the phone.

    Session Summary

    This session was mostly a filler session. I wanted to give a shot at the different event generation systems and other tools at my disposal.

    Savage Worlds Interludes: Not much suited for my style of solo play. I understand their value in a social ttrpg as they really help with immersion. The player narrates a story and gets attached to their character. Maybe this would work for a bullet type journal solo play as well. But since I’m already narrating the mechanics I found no added value here. I might give it another shot in the future, but I’m a bit hesitant.

    Savage Worlds Quick Encounters: I had already used focus in and focus out in other game systems and this was a similar experience. Worked as expected without any issues. Nothing more to say here.

    BOLD: One of my favorites. Although I’ve used waylays in the past for generating character background,
    I’ve never used it this way. I will need some more experience to get a better hang of it.

    GMA: So much information in a few cards. An excellent tool for solo play. A simple monster hunting mission has taken flesh. Workers on strike, a bread factory contradicting reports. Now I have a starting point.

    I’m not sure Athen is entitled to an advance after this session. After all it was too focused out and with too much downtime to justify it.

     
  • Unknown's avatar

    giorgis 12:50 pm on February 6, 2020 Permalink | Reply
    Tags:   

    A monster’s bounty – A weird cyberpunk fantasy adventure – S1E01 Lion, Goat and Dragon 

    Q: How many stops until destination?
    A: 3d6: 11

    So it will take Athen ~1 hour to reach the destination.

    Q: Is there any encounter on the train?
    A: False Presupposition
    The train never arrives there must be a problem.

    Athen waits patiently in the subway platform. Five minutes pass. Then ten, then fifteen. She starts cursing. If it goes too late there won’t be any point getting to Svita’s home. No one will be willing to talk to a stranger in the dark of the night.
    She listens to an automated announcement. “Due to technical issues the S2 track to New Gorky will be inoperational.”
    ‘Just my luck.’ She thinks and goes outside. She has wasted a good 20 minutes. Time to hail a cab.

    Q: Does she find a cab?
    A: False Presupposition. She has no money for a cab.

    As she steps outside she takes a pause under a street light and takes a good look in her wallet. There’s no way the cash will be enough to get a taxi to New Gorky.
    Considering her options, Athen decides to go back in the subway and take the next train to Old Pictorial, where Svita was last seen.

    Q: Is it in the same subway line (Likely)
    A: Yes

    She needs to get S2 to get there as well, so she’ll bide her time and wait until everything is back on line.

    Q: Does it take long for the line to become operational?
    A: Yes, but not too long. 1d6 x 10 minutes: 30 minutes.
    Q: Does anything happen in the mean time?
    A: Yes
    GMA: Travel Mental Civilization

    NOTE: I decide that I will be using an independent secret clock on clubs regarding Svita’s death, and on spades regarding her health condition. Time tick is 4 hours.

    Travel Mental Civilization: First thing that comes to mind is some psychotropic substance or a virtual region in cyberspace, or maybe both? I roll 1d3: It’s a psychotropic substance that the user trips into believing they’re in another world, missing all contact with real life.
    So, how does this play into our story?

    Q: Does Athen see a drug exchange?
    A: Yes, and she has been noticed as well.
    Since it’s an exchange, there’s at least two parties involved. I will roll on UNE twice.
    UNE: Reputable servant, Destitute witch

    Also I need to define when during her wait does it happen? I roll 1d30: 14 minutes.

    station

    Athen is waiting patiently, minding her own business, when something happens, that catches her attention snapping her out of boredom.
    A destitute woman in a sorry state, hair unkempt, teeth missing, is crying, begging actually a man in a fine suit.

    Athen: Common Knowledge: Critical Failure

    Athen doesn’t recognize the man in the suit, but she can’t shake the feeling that he seems familiar. Unfortunately she spends too much time gazing and he took wind of her.

    Athen: Notice: Success

    The beggar woman mumbles to him something like “give me some of yours, you have so many”, but the man seems fixated on Athen.
    With his attention elsewhere, the woman pulls at his arm, revealing a bag of green pills from inside his coat.
    He pushes the woman away. “Begone you stupid witch!” He shouts.
    But it’s too late now for Athen to play it stupid. She has seen the drugs and he knows it. Considering the quantity, there’s good chance he’s involved or his dealer is nearby.
    Getting caught in others’ business is not how Athen wanted to start the night.

    With Athen’s successful notice roll, I will ask a few obvious things.

    Q: Is there security/law enforcement nearby?
    A: No and there are no security cameras either
    Q: Are there any goons nearby?
    A: Yes and they have noticed Athen. There are 1d3+1: 4 goons.
    Q: Is it crowded?
    A: False Presupposition. I can’t decide on a proper FP, so I ask again and get a: No and, it’s completely empty.
    Also an intervention triggered.
    Intervention: Regress plot.
    The whole event is a regress plot on its own. Athen has no other choice. Run away or risk and stay.

    Athen looks around the empty platform, as she increases her pace away from the event, trying to hide among the subway support columns.
    She notices four unsavory figures moving towards her.
    She curses as she realizes that she saw something she shouldn’t have. She’s on her own. No security cameras, no officers either. Was it on purpose? She pulls her firearm and ducks behind a pillar, her heart pounding.


    Round 1
    Initiative: Athen: 10♦️, Suit: A♠️, Beggar: 5♣️, Goons: 4♣️

    Q: Does the Suit Flee? (Likely)
    A: False Presupposition. He’s nowhere to be seen. Maybe he’s fled already.

    Athen shoots at Goon1: Double Tap: Hit: Wounded. He’s down.

    The beggar woman flees.

    Since the Goons aren’t exactly fanatics, I will be rolling a Spirit roll at -1 for every casualty after the first, to see if they stay or leave.
    Goons: Spirit: Success

    Goon2: Shoots at Athen: Miss
    Goon3: Shoots at Athen: Miss
    Goon4: Shoots at Athen: Miss

    Round 2
    Initiative: Athen: A♥️, Goons: Joker

    Goon2: Shoots at Athen: Miss
    Goon3: Shoots at Athen: Miss
    Goon4: Shoots at Athen: Miss

    Athen shoots at Goon4: Double Tap: Wounded: He’s down.

    Round 3
    Initiative: Athen 10♦️, Goons K♥️

    Goons: Spirit (-1): They flee.

    Fearing for her life, Athen ducks out of cover and double taps her .45 semi to the man coming at her from the outer side of the platform. Both shots hit, the bang echoing through the platform, and he falls down next to a bench, clutching his chest.
    The man in the suit is nowhere to be seen, while the beggar woman flees. She knows all too well when to disappear.
    Two of the men take cover behind the columns and shoot back at Athen, missing, while the last one moves on trying to flank her, shooting at her but missing wildly.
    They shoot another round as Athen stays behind cover safely.
    Athen’s military training kicks in. She knows the danger of being flanked and shoots at the man in semi-auto wounding him as well. As he falls, the rest of his friends run away, not expecting such opposition.

    Athen will try to find her shell casings.
    Athen: Notice: Success++++

    Athen picks up her shell casings one by one, and sprints out of the subway station. She’s not afraid of persecution. The police don’t care about low lifes who turned to crime, but she just wants to be sure.
    No matter, she’ll have to find another way to get to her destination.
    She decides that her best option right now would be to walk to the next S2 line subway station and take the next train from there.

    Athen: Stealth: Success

    With some vague math, I calculate that the station is about 30 minutes walking distance from her current location.

    She keeps her head hooded, low profile, avoiding eye contact and walks quietly, sticking to the shadows whenever possible, without drawing to much attention to herself. Eventually, she reaches South Ckena station, and takes the train to Old Pictorial. It’s 22.00 h when she finally arrives.

    I will draw 3 GMA cards to get some insight as to what where Svita’s last whereabouts.
    GMA: Regenerate Fair Container.
    This fits in nicely with Svita’s mechanic profession (which was pending verification from my part), so I’ll go along with it.

    Athen heads to the power scrapyard.
    The old power units where converted to use warp energy during the war, but this took a heavy toll on the huge capacitors. They were oxidized rapidly, discarded and sent to scrap yards. Bold -or stupid one might say- engineers, mechanics and technicians in need of fast cash, often tried to salvage them and get them back to operational status, subjecting themselves to warp radiation in the process. Mutation, cancer and death was not uncommon, and they more than often had to spend their savings in cybernetic replacements for the afflicted body parts.
    Athen heads up to the gate and takes a good look to see if there’s anyone human guarding the fenced premises. She has better luck with living beings rather than automatons.

    Athen: Notice: Success+
    Q: Is there anyone inside? (Likely)
    A: Yes
    UNE: Plebeian Cleric. GMA: Temperance/Fear

    Inside the gatehouse is a tired middle aged man with medium brown hair, eyeing Athen carefully. In the wall behind him all sorts of religious symbols are hanging. Only one of his hands is visible, playing with a poker chip of abstinence. His other hand is behind the counter, probably holding on to a gun aiming at Athen, or an alarm button at the ready. He seems nervous and Athen doesn’t want to startle him any further.
    “What do you want?” He demands.
    Athen decides to play the Hunter card. She slowly removes her hood, revealing her face along with her battle scars. She looks him in the eye.
    “I think you may need pest control. Someone went missing around here.” She answers.

    Athen: Persuasion: Failure: Benny: Success.

    Hesitant at first, the man pushes the button to open the fenced gate.
    “You do what you have to, Hunter” he says and closes the window before Athen has a chance to reply.
    She would have wanted to ask a few questions, but she decides not to press her luck any further.
    She turns on her flashlight, and with her other hand ready at her pistol, she begins to investigate the yard.

    I will draw a GMA card and choose a sensory input and take it from there.

    GMA: Petrichor–Rain on dry earth

    Q: Has it rained? (Unlikely – Had no such input)
    A: No

    Athen walks around, using her flashlight. The petrichor smell fills her nostrils, but there is not a single trace of evidence that it has rained before. She didn’t catch wind of any clouds in the sky or thunder. Something was clearly off.

    Athen: Notice: Failure: Benny: Success.

    I will draw three GMA cards to generate an event.

    GMA: Defeat material deity

    I interpret the material deity as a supernatural creature. It’s a monster. I will take the abstract route regarding defeat and ask the Oracle.

    Q: Is there a dead (defeated) monster here?
    A: No

    So it’s a live one, and Athen needs to defeat it.

    I will roll on Sharp Swords and Sinister Spells monster generator for it.
    I get Beast: Body of an animal, tail of another and wings of a third.
    I won’t bother to roll any further. I decide it’s a Chimera.

    Since Athen is walking around with a flashlight it’s unlikely she’s undetected.

    Her senses alert, unnatural weather events means warp energy has manifested in this place, but that’s to be expected in this scrap yard. It’s the perfect hiding place for beasts.
    As she turns around the corner, between the gaps of a huge capacitor, her flashlight lights up a lions head with eyes closed. As she spreads the light around she sees that’s it’s located on a goats body and sports wings as well. The light awakens the beast and it opens its jaws letting off a loud roar.

    Initiative: Athen: J♠️, Chimaera: 9♦️
    Athen: Double-tap & move behind cover.
    Athen: Shooting: Hit+: Shaken
    Chimaera: Spirit: Success: Won’t be shaken next round

    Initiative: Athen: 10♣️, Chimaera: 5♠️
    Athen will shoot & reload.
    Athen: Shooting: Hit: No damage
    Chimaera will breathe fire.
    Athen: Agility: Critical Failure: Benny: Success

    Initiative: Athen: 7♣️, Chimaera: Joker
    Chimaera will close in melee, attacking twice.
    Chimaera: Fighting: Miss, Miss
    Athen will double tap.
    Athen: Shooting: Miss

    Initiative: Athen: Q♣️, Chimaera: Joker
    Chimaera will continue fighting.
    Chimaera: Fighting: Hit, Hit: Shaken, No damage.
    Athen: Spirit: Failure: Still Shaken

    Initiative: Athen: J♣️, Chimaera: 7♠️
    Athen: Spirit: Success+: Can act this round!
    Athen will double tap.
    Athen: Shooting: Hit+: 2 Wounds!
    Chimaera: Spirit: Failure: Still Shaken

    Initiative: Athen: 9♠️, Chimaera: 7♦️
    Athen will disengage & double tap.
    Athen: Shooting: Hit+: Wounded
    Chimaera: Spirit: Success: Won’t be shaken next round

    Initiative: Athen: A♥️, Chimaera: 3♦️
    Athen will move further & shoot & reload
    Athen: Shooting: Miss
    Chimaera: Flies away

    Initiative: Athen: 9♦️, Chimaera: K♠️
    Chimaera: Flies away
    Athen will run closer and double tap
    Athen: Shooting: Miss

    Initiative: Athen: 6♥️, Chimaera: Joker
    Chimaera: Flies away
    Athen will walk closer and double tap
    Athen: Shooting: Hit: Dead!

    The lieutenant fires at the monster with her trusty .45, hitting its wing. It roars in pain, shaken. She shoots, hitting once more and with her clip empty, she makes a quick reload. This time the beast’s thick hide didn’t get penetrated.
    The monster opens its mouth and where Athen expected another roar, she sees a jet of fire forming. Quickly she ducks behind the tough capacitor cover, letting the flames die behind her.
    The beast finds the opportunity to close in the distance and with a quick flip of its wings, it’s on top of Athen, clawing at her vainly as she evades using the cover as an obstacle. She shoots back twice, but she’s at a disadvantage now and misses both shots.
    The chimaera claws at her once more and lashes at her with its dragon head tail, bitting her ribs to her left side. Her Kevlar vest saves her life as dragon teeth get embedded in it. Shaken from the attack it takes her but a moment to snap out of it. She’s faced monsters before!
    She aims closely to the torso and blasts off twice. Both shots penetrate the thorax and the chimaera cries out in pain. It’s bellowing roar echoing in the yard.
    As the beast is immobile due to the suffering, she opens up some distance between them, moving among the capacitors, while shooting twice more, hurting it further.
    Athen reaches a safe distance, and empties her clip, her last shot missing before she reloads once more.
    Grievously wounded, the flying tetrapod takes to the sky, Athen barely realizing that she’s the hunter again. She has opened too much distance between them, and she runs after the flying monster, shooting twice and missing.
    The beast is even further away, as Athen slows down to take better aim. Her double tap finds its target, and with a loud cry the beast crashes down to the ground.

    Athen will try to remove valuable parts from the chimaera.
    Athen: Survival: Success.
    She removes the most obvious parts without getting hurt in the process.

    Athen catches her breath. She looks at her torn jacket, the kevlar vest showing underneath. She counts her bullets, only 3 remaining. She knows she’s had it close.
    She runs to the corpse and cuts off the tail and the head before going to the gatehouse.

    “You got a bag? Preferably a big plastic one?” She asks the guard who is locked behind his counter. He nods and throws one at her without saying a word. The sight of the chimera’s head has got his tongue.
    “Call the cleanup crew tomorrow. It’s a 500 pound carcass in there. Don’t leave it to rot, it will attract more of them.” She says with an air of authority. She doesn’t feel the underdog anymore.

    If Svita was last seen here, odds are, she’s dead. Athen won’t be looking for her. She killed the monster. For her, it’s mission accomplished. Now she’ll have to call that Merlin guy. See what he has to offer for the monster body parts.

    Session Summary

    Another rough start for one of my protagonists!
    And all those False Presuppositions!
    In a discord discussion I had with Thessius regarding Recluse, he pointed how one could change the odds of how often FPS occur, by choosing a different die size. I’m considering making this variable based on how the story progresses, maybe in combination with interventions. Changing the die size also is in line with the Savage Worlds trope.
    In another discussion with him, he also referred to Chekhov’s Gun. I’ve read about it and found it really interesting. So essentially I intend to try and connect the events that occurred in the station to my main thread of the missing person, by asking the relative questions when they appear in the narrative, essentially biasing the story. By asking the Oracle, I will still keep a random factor in play, retaining the possibility for it being a random event/side quest.

    One thing that bugged me, is how easily I switched Athen to murder hobbo in the station. She shot first! I was wondering if all the low fantasy adventures I run in the previous weeks had switched my mindset. In retrospect, I think I played her well in character. She’s alone, in an abandoned subway station with four no-good-doers approaching. She knows she saw something she shouldn’t and they most probably want to silence her. The lack of security means there’s an open ground for a fight. With all her background, I think I chose correctly.

    In the end I thought this was going to be a slow investigation session, building up to the final confrontation in one of the next ones, but I was proven wrong. The fight with the chimaera was so close! I’ll definitely be giving Athen an advancement after that, and she definitely deserves some downtime and new gear.

    As to the game system, Savage Worlds is once more a nice breath of fast, furious, fun. Combat resolved fast, cinematic and with several ups and downs. I’m still at a mix between editions and I will have to define further the rules I’m allowed to use.

    Developing the world setting alongside with the story and playing the protagonist is both difficult and exciting at the same time! I take things slow and I intend to keep it this way. If she survives I may use this as a main quest and run other one-shots and develop tools on the side in-between sessions.

     
  • Unknown's avatar

    giorgis 8:14 pm on January 31, 2020 Permalink | Reply
    Tags:   

    A monster’s bounty – A weird cyberpunk fantasy adventure – S1E00 

    Prologue

    Athen hang up the corded phone. For a moment she looked at the fixed line telephone as if it was something that didn’t fit. In the same way that suddenly you recite a word again and again because it feels unknown. She paused for a moment and considered the past. She still remembered vague images of cellphones. Satellites were a thing long gone since the warp gates opened and spawned hell upon earth. She knew that lingering too much on the past wasn’t good for her mental health. She had seen more than a few veterans perish away, not from some disease, but from depression.
    After all, she had just gotten a tip about a possible job. A missing person. Few cared nowadays. Maybe a private investigator would be hired to find them, if the family was rich enough to hire them. But no, she didn’t care about the individual. Her job was quite different. Missing persons were often taken by monsters. Fallout from the war.
    She dressed up, cargo pants, army boots and camo jacket. As she picked up her gear from the derelict shelf, her Lt. insignia fell down on the floor. She picked it up, and for a moment, once more images from the war flashed in her memories. She saw the orcs and trolls charge at their position, as she emptied clip after clip on them. She saw wyverns swoop down and shred her companions to pieces. She saw … she stopped and let out a cry without tears. She was dry of tears now. ‘Get a grip girl’ she thought. They had won the war and destroyed the warp gates, but at what cost?
    The nations were in ruins. Corporations who had profited from the war effort were the rulers now, with governments being mere puppets. The technological advances they had gained from the war with this unnatural enemy had opened up new fields of science, while shutting down old ones as the warp energy had corrupted everything. Mutations were abundant, resulting in suicide or abandonment of children. The social web was in ruins. To top it off, the beasts that had entered from the warp gates had fled to every single hole they could find. Sometimes they were hunted down and killed, but many times they were thriving.
    That’s what she hunted. If she finds the missing person alive, well, that’s an added bonus.

    Introduction

    I want to change gears from low fantasy. I love low fantasy, but I want to challenge my creativity a bit. I aim to run a solo campaign in a world that will be fleshed out as I go. It’s going to be a weird cyberpunk fantasy setting. Inspired by the Witcher meeting Shadowrun in Spellcross. Prologue pretty much explained the basics.
    Game System: Savage Worlds
    Sourcebooks: Fantasy Companion, Sci-Fi Companion
    Oracle: Recluse with MUNE
    Solo Tools: UNE, BOLD, GMA
    I’m slowly switching to Savage Worlds Adventure Edition (SWADE) from Savage Worlds Deluxe Explorer’s Edition (SWEX). I’ll be using concepts and rules from both.
    For starters I will be using the Wealth, Skills categorization and Core Skills concept from SWADE.

    Character

    Lt.Athen Smarte
    My protagonist is Lt. Athen Smarte. She’s a veteran of the warp gates war, who now makes a living as a monster hunter. Since I’m going to be focusing on her, I’ll use UNE and BOLD to flesh her out a bit more before proceeding to Savage Worlds character creation.

    I did a few rolls on UNE, but nothing made sense, in how I want Athen to be, so I won’t be using that for her.
    I’m switching to Demeanors, Motivations, Boons and Banes from Septimus.
    Demeanor: Solitary
    Motivation: Contentment
    Boons: Patron
    Banes: Disfigured
    BOLD: steady army overcome by the authority, steady trap overcome by faction intervention, haunting invader overcome by close friend

    Wow, all this fits in so perfectly. Time to write it up.

    steady army overcome by the authority

    Athen was still young when the warp gates opened in Europe. At first communications went down. Only cable lines worked. By the time the network was back on line, reports were coming about losing contact with entire settlements. Rumors started spreading about an unknown invader. Whole military bases were said to have been decimated. Then she saw them.
    She was in school in her hometown Nica, when a ruckus broke out. Everyone was gathering by the windows at her classroom. She managed to squeeze through and get a view from the 3rd floor. An army of ugly despicable creatures was marching at full speed towards their small town. Her heart began to pound. They were closing in so fast, but everyone was frozen with fear, awe and disbelief.
    That’s when she heard the sound of tracks on asphalt, followed by the loud thunder of cannons. Her classmates started screaming and running away, but she stood amazed by what she saw. The armored cavalry was locked in combat against the humanoids. Crazed they reached the tanks, despite their losses. A few of them that were taller and stronger managed to rip apart the tank hatches and kill the crew, but in the end, the humans prevailed.
    After the battle they were gathered and evacuated. A long refugee march had started then. For the next years they relocated again and again as the battle front changed depending on the flow of the war against the invaders – orcs they called them.

    steady trap overcome by faction intervention

    Soon they learned that those orcs were not mindless killers. They were brilliant strategists setting up ambushes and careful battle plans. She had spent the last few years living in the back of an army truck. As the orcs pushed on a new battle front from the south, command ordered all civilians to head back to the abandoned city of Tovce, only the enemy lay there in wait, silently within the buildings. It was a slaughter. She would have died too if it weren’t for elite merc troops of TeraTek Corporation jumping in with their power armor with rocket packs. They were testing their new weapons, and made short work of the humanoids.

    haunting invader overcome by close friend

    It wasn’t long before Athen finally joined the Rangers. War was all she had known, since she was a child, and as soon as she was of age, she enlisted. Battle after battle she spit blood and sweat. She fought in Rezova, Pava and Laveza. But the worst fight she was in, was the siege of Vraltury, a small village on the top of the hill. The fighting was fierce, and they were breaching house by house to repel the invaders, giving lives for every inch they liberated. She was on top of a two story building, whose roof was torn apart, setting up overwatch for the squad down in the alleyway. She had the orc commander in her sights on the building across, when suddenly she hear a loud roar, and the loud flap of wings. In an instant a huge scaled dragon like beast swooped down on her, it’s claws slashing at her face. It swung it’s tail, featuring a huge scorpion-like stinger thrusting towards her, when her best friend, Hank Burcham set his rifle to full auto and emptied his entire clip on the beast. Most of the bullets ricocheted off, but it was enough to turn its attention away from Athen. It stung Hank, the poison blackening his body, killing him in moments. Athen screamed, she lobbed a grenade and ducked to cover. The monster was dead, but her friend was no longer there, giving his life for her.

    Solitary, Contentment

    Having seen the horrors of unnatural war, friends and family perishing, Athen no longer wishes for the company of others. She merely wants some calamity for her and for others. Although not a social member of the community, she is there helping them and being helped in return. More than once, locals have turned to her for assistance with some creature haunting them.

    Patron, Disfigured

    Her commander from the war, Col. Leif Faulknen, seems to have taken her under his wing. They both go way back, and he may provide intel or resources to Athen.
    The wyvern attack left her with a big gash which turned into a scar to her face. It may be uncomfortable to look at, but it’s not unusual in these dark times.

    Character Stats

    Race Human
    Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
    Athletics d6, Common Knowledge d4, Fighting d6, Healing d4, Notice d6, Persuasion d4, Shooting d10, Stealth d6, Survival d6
    Hindrances Heroic
    Edges Quick
    Pace 6″
    Parry 5
    Toughness 5
    Wealth d6
    Equipment: .45 Semi automatic pistol, 3 clips of ammo, Kevlar vest. Survival knife, Flashlight.

    Teaser

    I’ll start with setting up the initial information I have.
    I need to know about the missing person.

    Q: Does Athen have a missing person’s name?
    A: Yes
    Donjon: Svita Dotinska: Female Mechanic. Svita is tall, with white dreadlocks and large silver eyes. She wears a grey jumpsuit and has battered cybernetic legs.
    So I will be using donjon info as if its a possibility depending on how the story progresses.
    Q: Does Athen know her Last Whereabouts/Home Address/Workplace
    A: 1d3: 2. She knows 2 out 3 of the above.
    A: Last Whereabouts & Home Address.
    Time of day: 20:00
    Date: April 11th
    I’ll roll 3d6 for the distance of each location in kilometers: Last whereabouts 12 km away, Home: 15 km away.
    I’ll roll 3d6, the higher, the wealthier the neighborhood. I get a 10. It’s a common apartment in a big city block.
    I decide I’ll go first at the Home Address. Gather as much information as possible.

    Athen holsters her sidearm before heading out. Nightfall is dangerous. It’s not only the monsters she hunts, but thugs and petty criminals roam the streets at night, looking for an easy score. She’s not going to give them one.
    She gets to the street, and heads to the nearest subway station.

    Q: Is there an encounter?
    A: Yes, and, she can’t avoid it.
    I’ll use UNE: Optimistic craftsman, suggest the law, review wrath, produce opulence.
    Mood: Sociable
    Bearing: Whispers
    Focus: Current Story
    Donjon: Merlin “Moonlight” Byrn: Male Smuggler. Merlin is short and heavyset, with violet hair and amber eyes. He wears a black biker suit and an armored jacket, and carries a flechette pistol. Merlin suffers an acute fear of cyberspace.

    “Hey Ms Smarte!, Ms Smarte!” she hears a familiar voice.
    “Shit”, she thinks. It’s that persistent smuggler she once bought weapons from. He keeps trying to get her to work with him. She doesn’t stop, hoping he’ll lag behind.
    “You’re going to look for Svita right?” Athen looks to him surprised. “How did you…” she starts asking.
    He cuts her off. “Don’t look so surprised darling! I have my sources. Now, you and I both know that the police should be handling this matter, but they don’t care do they?”
    “What do you want Merlin?” Athen asks, having recovered from the sudden reveal of information.
    He puts his hand on her shoulder. “Look, those creatures you hunt, their… raw materials can catch quite a hefty price. You bring them to me and I can provide you with top-grade equipment.” He suddenly lowers his voice to a whisper. “Guns, I’ll let you even take them out for a trial if you find the mark. A special just for you.”
    “I’ll think about it Merlin.” She answers. “Oh, and don’t touch me again.” She responds, removing his hand.
    She turns and leaves, entering the subway. Eerie yellow incandescent lamps barely light up the corridors. Graffiti, cracks and mold decorate the walls, while the smell of urine here and there fills her nostrils. She feels her pistol, wondering if she needs to upgrade her trusty sidearm. Merlin’s proposal wasn’t half bad.

    Intervention Count: 1

     
  • Unknown's avatar

    giorgis 9:32 pm on January 26, 2020 Permalink | Reply
    Tags: Clocks,   

    Unbeohrt’s Story – A simple experiment with secret clocks 

    Introduction

    In this session I will run a simple Sword & Sorcery adventure to test an example of the Secret Clocks that I posted about last time.
    This is as much as an example as an experiment. Nothing will be modified. This means that if the protagonist dies before having a chance to trigger the clock, then that’s it.
    Setting: pulp low fantasy sword and sorcery.
    Game system: Savage Worlds Deluxe Explorer’s Edition
    Oracle: Recluse
    Tools: Game Master’s Apprentice basic deck
    Clock: Independent Secret Clock

    Prologue

    “The tracks lead inside”. Hulfa lifts his head off the ground like a hound stalking its prey.
    “Let’s go then!” Unbeohrt unseathes his two swords and steps inside the dimly lit ruins.
    Hulfa stands motionless.
    “Chief Tane didn’t pay me to accompany you Unbeohrt. Only to track the kidnappers.” He replies.
    “Begone then you filthy curr! I’ll deal with them alone.” Unbeohrt doesn’t stay to see Hulfa leave. Time is of the essence. The Kazami, the tribe of the filthy short apemen who have pestered his people for generations, raided his village and kidnapped chieftain Tane’s daughter, Atrin. Symas, the seer has advised the chieftain that they are to sacrifice her to Mannazuu, their cthonic deity.
    Unbeohrt’s drew the shorter stick, and now here he was, stepping upon the cold, ancient stones that comprise the ruins of the temple to Mannazuu.

    Protagonist

    NameUnbeohrt
    ArchetypeFighter, Fencer
    RaceHuman
    HindrancesHeroic, Loyal, Outsider
    EdgesFlorentine, Two Fisted, Ambidextrous
    Weapons2 x short sword
    ArmorLeather armor

    Dungeon

    I will be using the Dragon Quest board to run this dungeon romp.
    The adventure will begin in the central south main room.
    Upon entry of each new room, I will be rolling 1dn to get the number of exits. Where n is the number of possible exits based on the map board, including the entrance of the room.
    In addition on each new room I will draw a GMA card and pick whatever of the senses feedback makes more sense.
    If any of the GMA cards includes both a 👑 and a 🎯 symbol, it’s going to be the final room, and the sacrifice clock will be revealed. Atrin, the Apeman shaman and the Apeman chieftain will be in the room.
    The last possible room will include them if they haven’t triggered until then.
    Each room except the final will have 1d6-1d6 number of apemen.
    Note: For the first two rooms I had rolled 1d3+1, but then I quickly realized that I need to have a chance for no encounters, and I came up with this new rule.

    Opposition

    Standard apemen will have the goblin stats.
    The apemen guards of the last room will have the orc stats.
    The apeman chieftain will have the orc chieftain stats without the armor.
    The apeman shaman will have orc stats and d8 in miracles and Stun and Entangle.

    Sacrifice Clock

    The sacrifice clock will be an Independent Secret Clock.
    Each turn I will draw face down a poker card from a blue deck (since Savage Worlds uses standard poker decks for initiative, I will use a separate red deck). Three consecutive clubs ♣️ will mean that the sacrifice clock has triggered and Atrin has been killed. Revelation of the clock will be performed when Unbeohrt enters the room were Atrin is being held.

    entrance

    Turn 1

    Exits: 2
    Apemen: 4
    sacrifice clock card drawn face down.
    Initiative: Unbeohrt (U): Q♥️, Apemen (A): 6♦
    U: attacks A1: 5/5: Hit: 8/4: Dead
    U: attacks A2: 21/5: Hit+: 7/4: Shaken
    A2: Spirit: 1/4: Fail, Shaken
    A3: attacks U: 2/8: Miss
    A4: attacks U: 3/8: Miss

    Turn 2

    sacrifice clock card drawn face down.
    Initiative: U: 10♥, A: 2♥
    U: attacks A3: 8/5: Hit: 9/4: Dead
    U: attacks A4: 7/5: Hit: 7/4: Shaken
    A2: Spirit: 7/4: Success, will act on next round
    A3: Spirit: 1/4: Fail, Shaken

    Turn 3

    sacrifice clock card drawn face down.
    Initiative: U: 7♦, A: K♦
    A2: attacks U: 5/8: Miss
    A3: Spirit: 4/4: Success, will act on next round
    U: attacks A2: 9/5: Hit+: 11/4: Dead
    U: attacks A3: 12/6: Hit+: 6/4: Shaken

    Turn 4

    sacrifice clock card drawn face down.
    Initiative: U: Joker, A: 8♦, Deck reshuffled.
    U: attacks A3: 13/6: Hit+: 10/4: Dead

    The dimly torch lit entrance is damp, but the air isn’t stale. There has been movement. A few steps forward, and Unbeohrt comes face to face with four short apemen, who curse something in their language and lash at him with spiked clubs and makeshift spears. They block his way to both doors that lead deeper into the temple.
    With a natural flow of movement, he guts one of them open, while hacking at the second. His dance-like posture evades their raw attacks, and one by one, the rest of the apemen fall under his twin blades.

    Turn 5

    Unbeohrt enters the left side room.
    Exits: 4
    Apemen: 4
    GMA Card: clock not revealed.
    Sensory Snippet: A scream
    Unbeohrt: Notice: 5/4: Success. I roll randomly. The scream sounded from behind him. He must have gone the wrong way.
    sacrifice clock card drawn face down.
    Initiative: U: ️Joker, A: 8♦, Deck reshuffled.
    U: attacks A1: 5/5: Hit: 7/4: Shaken
    U: attacks A2: 10/5: Hit+: 20/4: Dead
    A3: attacks U: 5/8: Miss
    A4: attacks U: 1/8: Miss
    Note: Totally forgot to roll for recovering from shaken for A1 in this turn.

    Turn 6

    sacrifice clock card drawn face down.
    Initiative: U: ️4♣, A: 8♥
    A1: Spirit: 3/4: Fail, Shaken
    A3: attacks U: 2/8: Miss
    A4: attacks U: 2/8: Miss
    U: attacks A1: 4/5: Miss
    U: attacks A3: 5/5: Hit: 5/4: Shaken

    Turn 7

    sacrifice clock card drawn face down.
    Initiative: U: ️5♥, A: 3♣
    U: attacks A1: 16/5: Hit+: 15/4: Dead
    U: attacks A4: 13/5: Hit+: 12/4: Dead
    A1: Spirit: 2/4: Fail, Shaken

    Turn 8

    sacrifice clock card drawn face down.
    Initiative: U: ️Joker, A: K♥, Deck reshuffled.
    U: attacks A1: 5/5: Hit: 10/4: Dead

    western room

    Having opened the path, Unbeohrt enters the door to his left. He has barely managed to open it, and gaze upon four more apemen groveling, when a loud female scream is heard behind him. ‘It must be Atrin!’ he thinks. He’s about to turn back, but he isn’t the only one who heard the scream. The four apemens’ attention has turned to him. They present their weapons and charge at him.
    He makes short work of them, without getting even a single scratch in the process. Both his short swords are now covered in blood, and he wipes it off in the fur of one of the dead apemen, as he rushes back to find the origin of the scream.

    Turn 9

    sacrifice clock card drawn face down.
    Unbeohrt returns and enters the right side room which is a passageway.
    Exits: 2
    Apemen: 0
    GMA Card: clock not revealed.
    Sensory Snippet: Tread on something gummy

    Turn 10

    sacrifice clock card drawn face down.
    Unbeohrt enters the only other room.
    Exits: 3
    Apemen: 3
    GMA Card: clock not revealed.
    Sensory Snippet: The air is hazy
    Note: a bit confused with my ntoes here, as the combat begins in the next turn. Maybe Unbeohrt was out of moves.

    Turn 11

    sacrifice clock card drawn face down.
    Initiative: U: ️Q♣, A: 4♦
    U: attacks A1: 10/5: Hit+: 10/4: Dead
    U: attacks A2: 4/5: Miss
    A2: attacks U: 7/8: Miss
    A3: attacks U: 1/8: Miss

    Turn 12

    sacrifice clock card drawn face down.
    Initiative: U: ️J♥, A: 8♠
    U: attacks A2: Snake Eyes: Benny: 8/5: Hit: 8/4: Dead
    U: attacks A3: 14/5: Hit+: 15/4: Dead

    Following the general direction of the scream, Unbeohrt enters a narrow passageway. He steps upon a weird gooish substance and continues to the only door on the side. As he enters, he comes across three surprised apemen. They begin muttering something, but Unbeohrt doesn’t waste time in conversation. He slits the throat of one, while his friends charge. He ducks down their swings and with a quick strike, extending both his arms, he stabs them both, spilling their blood to the ground.
    Quickly he continues down the ruined temple.

    Turn 13

    sacrifice clock card drawn face down.
    Unbeohrt enters the room continuing east.
    Exits: 2
    Apemen: 0
    GMA Card: clock not revealed.
    Sensory Snippet: Soggy crumbling ground
    The ground isn’t safe. If Unbeohrt isn’t careful we may fall down in a pit. I’ll see first if he notices it.
    Notice: 5/4: Success. He notices it so he doesn’t fall in.
    Q: Can he reach the other side to the door without falling?
    A: Yes, and it’s quite safe, there is no danger (no need to roll).
    Unbeohrt reaches the other side.

    Turn 14

    sacrifice clock card drawn face down.
    Unbeohrt enters the southeastern corner room.
    GMA Card: ♕, ☉. The sacrificial clock is triggered!.

    revealed cards

    She’s alive!

    Apemen: 1d6+1 = 4. 2 apemen guards, the apemen chief and the apemen shaman.

    As he walks through the rubble, he notices that the supports are barely standing. Unbeohrt walks to the side of the wall where the bricks are still connected to the foundation and reaches the entrance to the other side.
    As he walks past the arched entrance, he hears a grunted chanting in an unknown language. Upon an altar is Atrin. She’s still alive! Unbeohrt breathes out a sigh of relief. But the sickled blade in the hand of the robed apeman alerts him of the imminent danger. Three apemen are holding her down. These are big ones, unlike the short variety he met before. And the one in the middle is even bigger, resembling a gorilla.
    Unbeohrt grits his teeth. That’s his moment. He swore a vow to chief Tane. Atrin needs his help.
    His blade flashing he jumps in the room. “Eat my steel you primitives!” He shouts to attract their attention and charges.

    Initiative: U: Q♥, A: 2♦, Shaman (S): Q♦, Chieftain (C): 9♣, Atrin (At): A♥
    Atrin is still under the strong hold of the apemen.
    U: attacks A1: 10/5: Hit+: 18/4: Dead
    U: attacks A2: 10/5: Hit+: 12/4: Dead
    S: casts Stun to U: 10/4: Success+. U: Vigor-2: 1: Failure: Shaken.
    C: attacks U: 10/8: Hit: 11/6: Wounded. Benny: U: Vigor: 5/4: Not Wounded.

    Turn 15

    Initiative: U: 8♦,S: A♠, C: 2♠, At: 6♦
    S: casts Entangle to U: 9 vs 7: Success
    U: Spirit: 25/4: Success+: Not shaken, can act!
    U: attacks C: 9/8: Hit: 8/8: Shaken
    U: attacks C: 7/8: Miss
    Q: Does Atrin attempt to fight?
    A: False Presupposition. She runs away, out of the door.
    C: Spirit: 8/4: Success+: Not shaken, can act!
    C: attacks U: 6/8: Miss

    Turn 16

    Initiative: U: 10♥,S: 3♥, C: K♣
    C: attacks U: 10/8: Hit: 12/6: Wounded. Benny: U: Vigor: 3/4: Failure, Wounded
    U: Agility: 5/4: Breaks free of Entangle
    U: attacks C: 8/8: Hit: 11/8: Shaken
    U: attacks C: 8/8: Hit: 12/8: Wounded
    S: attacks U: 2/8: Miss

    Turn 17

    Initiative: U: 2♥,S: 4♣, C: 10♠
    C: Spirit: 9/4: Success+: Not shaken, can act!
    C: attacks U: 10/8: Hit: 22/6: Dead

    Resolution

    With a quick feint and slash, Unbeohrt cuts off the heads of the two apemen guards who turned to face him.
    The apeman shaman mutters something in their unknown language, and Unbeohrt suddenly feels a wave of despair filling every fiber of his being. He cannot bring himself to fight back as the gorilla-man brings down a huge two handed battle axe on him, and he barely manages to dodge it in time.
    Atrin finds the opportunity in the fight and runs off from the way Unbeohrt came. Neither of the two apemen goes after her as they are preoccupied with the warrior in front of them.
    With another spell, dark tentacles sprout from between the gaps in the stone floor, distracting Unbeohrt. They grab his arms, his legs, hindering his movements. He manages to break off the first spell and attack the gorilla man, slashing at him, as he momentarily stops his attack. But he’s too strong to be stopped that easily, he brings down his axe once more wounding Unbeohrt. The warrior gathers his strength and with agility he evades the tentacles, slashing off a couple of them. He pays back the gorilla-man with a wound of his own, spilling the blood of his leg.
    The huge apeman growls and with a quick strike, he aims right for Unbeohrt’s torso. The warrior puts both his swords in front of him in a futile attempt to block the strike, but its too strong. The swords are broken in half and the heavy axe blade splits open Unbeohrt’s chest, his leather armor doing nothing to save him.

    As he spits blood in his final breath, he can but hope that Atrin reached Hulfa in the outside, and she escaped, so that his death was not all in vain.

    Summary

    Savage Worlds was an excellent choice for running a one-shot example. I really liked it. Fast, furious, fun indeed! The Wild Card status of Unbeohrt gave him the upper hand, and since it’s the first time I used the Fighter, Fencer archetype, I must say I was pleasently surprised as the two-non-penalty attacks were an excellent boost for the solo game action economy. The dice didn’t favor him in the end against the gorilla chieftain (who was unbalanced against him), and he ended up dying. Maybe if he hadn’t spent that one Benny to kill the apeman in the room before, he would still be alive. Nevertheless he managed to save Atrin (most probably) and took down 13 apemen before he died!

    Clock

    Now on to the Secret Clock. I must say I really enjoyed it. Even though at first I was like, okay there’s nothing going on, when I started gathering the cards, when the time for revelation came, I was so excited! And the fact that if I had chosen a different suit (spades for example) the clock would be triggered, is an excellent example of how close I came to find the ritual concluded. I am looking forward to trying the rest of the examples I have in mind.

     
  • Unknown's avatar

    giorgis 11:19 pm on January 22, 2020 Permalink | Reply  

    Secret Clocks in Solo Play 

    Introduction

    The dragon has swooped down in the village and the elders offered him a maiden as tribute. A young barbarian slayer has come to the rescue, delving into the dungeon to save the fair lady.
    Dark cultists have gathered in the ancient cavern. The stars are right and the ritual has begun to summon the thing that should not be into the mortal world. Two detectives and a medium have deciphered the ancient texts and are rushing to stop them.
    The bank robbery went awry and it has turned into a hostage situation. The police have surrounded the bank but have no eyes inside. The breach from the special forces is about to begin.
    The chaos space troopers have broken into the nuclear fission reactor of the metropolis and are setting it up to meltdown while at the same time they prepare the scientists for ritualistic sacrifice to their deities. Orbital drop from imperial space troopers is imminent.

    All the above are perfectly valid adventure themes in a tabletop RPG.

    What will the protagonists encounter once they reach the final scene?
    Will the barbarian have slaughtered scores of enemies to find the dragon’s belly full or will he find a maiden ready to fall in his arms?
    Will the detective reach the grand chamber to encounter an ancient horror ending all life on earth, or will they find the cultists still chanting?
    Will the special forces breach the bank to find the treasury wide open, hostages dead or will they find the robbers still considering their options, surprised from the assault?
    Will the imperial space troopers save the scientists and lose everything in a huge meltdown or will they save the city, but find them mutilated? Will they split their forces and risk it all?

    All these questions are solved either arbitrarily, by the GM, or in solo RPGs by asking the Oracle, or through another tool, which is the Clocks.

    A clock can be fixed, e.g. 10 in-game minutes, perchance, e.g. roll 19+ on 1d20, variable, e.g. roll 20+ on 1d20+number of turns, and/or modifiable based on certain events.

    In all cases it suffers from a serious metagaming issue. The moment the clock is triggered, the player knows it and has no motivation to keep going on.
    That isn’t a problem when the clock is fixed in-story as well, e.g. the space pirates will ‘space’ one prisoner every 5 minutes unless they are given the set amount of ransom. The player knows and the character knows.
    What about cases such as the examples above? Let’s say the barbarian is in the second dungeon room and the event is triggered. He won’t get his reward if the maiden is killed. Why go on? revenge only. Suddenly an interesting story has become a chore.
    That’s the issue to tackle here, with the use of Secret Clocks.

    Purpose

    Provide a solo gaming mechanic to maintain tension and the unknown factor in major story events where the time is against the protagonist.

    Scope

    Variable, perchance and modifiable clocks.
    Fixed clocks are out of scope.

    Procedure

    Expand upon the premise set by the Background Surprise Events Oracle by using a tangible, physical token as provided by a deck of cards.

    Base trigger

    Once the clock starts ticking, draw a card (default: face down), per each time unit. For a dungeon a good time unit would be a turn. Assign up to four clocks, on each of the suits. If three consecutive cards of the same suit are drawn (e.g. three spades), the clock is triggered.
    If you only have one clock, the base chance can be increased, by deciding on ANY suits (e.g. three spades OR three clubs OR three hearts or three diamonds), ANY suits of a specific color (e.g. three spades OR three clubs), or ANY color (e.g. three clubs OR spades).

    Independent Secret Clocks

    An Independent Secret Clock is one that:

    • Isn’t impacted by other clocks
    • Doesn’t impact other clocks
    • Isn’t impacted by player actions
    • Doesn’t get revealed on its own

    A good example of an Independent Secret Clock would be the dragon that has taken the maiden. No other clock impacts the dragon’s decision to eat the maiden. Also if the maiden is eaten it won’t impact any other clock rather than the story. The dragon is mighty, even if he learns of the barbarian’s assault that won’t cause an urge to be done with the maiden, so it isn’t impacted by the player’s actions. Finally, even if the dragon eats the maiden, the player won’t know it until the very moment that they enter the room.
    The Independent Secret Clock is drawn face down and uses the default base trigger. The revelation of the clock is performed upon entering the respective scene. By keeping the cards in order, you can also understand how much time has elapsed since the clock was triggered, if this is relevant to the story.

    Dependent Secret Clocks

    A Dependent Clock is one that:

    • Is impacted by other clocks
    • OR impacts other clocks
    • Isn’t impacted by player actions
    • Doesn’t get revealed on its own

    A good example of a Dependent Secret Clock would be if we changed the dragon in the maiden example with an evil sorcerer who will use the maiden for a dark ritual that will give him immense power. Here we have two clocks. One clock for the life of the maiden, and one clock for the conclusion of the ritual. The clocks are dependent, the ritual can’t be performed if the maiden isn’t sacrificed. So the ritual clock is impacted by the sacrifice clock. The clocks aren’t impacted by the player actions. The sorcerer must take his time to perform the ritual as described or they risk failure. Also the player won’t know of the success of the ritual AND/OR the performance of the sacrificial killing unless they enter the main temple chamber.
    The two Dependent Secret Clocks are drawn face down and use the default base trigger. The revelation of the clocks is performed upon entering the respective scene. By keeping the cards in order, you can also understand how much time has elapsed since each of the clocks were triggered, if this is relevant to the story. It is recommended to use ANY suits of a specific color for both the two clocks, but the impacting clock will trigger first always. So for example if three spades OR three clubs are drawn, the maiden is sacrificed, and then if the other suit of the same color is drawn, the ritual has been performed.

    Impacted Secret Clocks

    An Impacted Secret Clock is one that:

    • Isn’t impacted by other clocks
    • Doesn’t impact other clocks
    • Is impacted by player actions
    • Doesn’t get revealed on its own

    A good example of an Impacted Secret Clock would be if we changed the dragon and sorcerer in the above story with an orc boss waiting for a ransom in exchange for the maiden. If the orc boss becomes aware of the protagonist trying to thwart their plans, then they may kill the maiden, since she no longer provides leverage. The clock is independent by other clocks and doesn’t impact any other clocks. And also, the player won’t be aware of the event unless they finally confront the orc boss.
    The Impacted Secret Clock is drawn face down and uses the default base trigger. The revelation of the clock is performed upon entering the respective scene. By keeping the cards in order, you can also understand how much time has elapsed since the clock was triggered, if this is relevant to the story. If at any point there is a chance for the player’s actions and presence to become aware (e.g. a stealth roll is failed and the orc guards run off to an unknown direction), then from that point on increase the speed of the clock, by drawing twice as many cards per time unit.

    Known Trigger Clocks

    A Known Trigger Clock is one that:

    • May or may not be impacted by other clocks
    • May or may not impact other clocks
    • May or may not be impacted by player actions
    • Is revealed on its own

    A good example of a Known Trigger Clock would be if the dark ritual by the evil sorcerer example above, would instead summon a dark entity from the skies, that will engulf the entire region. When this event is triggered, the player and the protagonist becomes aware, no matter their location.
    The Known Trigger Clock is drawn face up and uses the default base trigger. But! the trigger isn’t preset. So when drawing the cards face up, once three cards of ANY suit come up consecutively, ask the Oracle a Yes/No Question: Is this the suit of the clock?
    The likelihood of the question for the first suit is Unlikely. If No, this suit is disregarded from questions from the Oracle for this particular clock in the future.
    The likelihood of the question for the second suit that triggers is unmodified. If No, this suit is disregarded from questions from the Oracle for this particular clock in the future.
    The likelihood of the question for the third suit that triggers is Likely. If No, this suit is disregarded from questions from the Oracle for this particular clock in the future.
    The likelihood of the fourth suit that triggers (if all suits trigger) is 100%. No question is asked to the Oracle.
    A Known Trigger Clock can be Dependent or Independent. If it impacts another clock, then, the impacted clock can be secret until revealed. If it is impacted by another clock, then consider the other clock as a Known Trigger Clock as well, using the rules for Dependent clocks for trigger chance.
    A Known Trigger Clock can also be Impacted by player actions, doubling the draw speed as per the relevant rules.
    The Known Trigger Clock is like Schroediger’s Cat. It is hidden and revealed at the same time. You see the drawings, but you can’t be certain until it triggers.
    A Known Trigger Clock could use a dice mechanic if that was desired, but in order to keep the harmonization with the other clocks, and to combine different clock properties together, the deck of cards was chosen as an option.

    Decks, Clocks, Locations

    It’s recommended to use one deck of cards per location for secret clocks, and a separate deck of cards for known clocks.

    Options

    These may be rules, but most of all they are guidelines. Random events could be inserted by using Jokers, special details could be chosen by the type of cards in the trigger sequence.

     
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