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  • Unknown's avatar

    giorgis 8:02 am on April 23, 2020 Permalink | Reply
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    A monster’s bounty – A weird cyberpunk fantasy adventure – S1E04 

    Brief summary: Lt. Athen Smarte is a Hunter. Solitary warriors who hunt down and dispatch warp monsters. In the last session she hunted and killed three goblins who had made a lair under the Morikai Bread Factory, attacking the workers.

    As her second advancement, I choose to increase Athen’s Vigor attribute to d8. I think she will need it.

    After a well deserved rest, the next day, Athen returns to Vertden FOB. She decides to avoid the mess hall for now and heads directly to supplies and provisions to meet the quartermaster.

    Q: Does she meet Taro?
    A: Yes
    Q: Does he continue bullying her?
    A: Yes, and, he’s not going to let go easily.

    She hasn’t managed to finish 4 steps into the courtyard when she hears an unwelcome voice. “I thought I told you to leave.”
    “Piss off Taro. That was yesterday. I’m back to collect.” Athen sternly replies and keeps on a steady pace.
    Tarp quickly stands up from the bench and cuts off her path. “Leave” he says slowly, pausing on every syllable.
    “Make me.” Athen replies, her hands itching for a fight. Adrenaline still high from yesterday.

    Q: Are there bystanders?
    A: False presupposition.
    Note: I had difficulty finding a proper answer to this and the story detailed to an incorrect path. Therefore I returned back here with a decision that when a false presupposition can’t be answered I will instead trigger an intervention without answering the asked question.

    Intervention: Entity Positive
    Q: Is it Athen?
    A: No
    Q: Is it Taro?
    A: Yes, and he just received a mission

    “Cut this crap Taro. Who cares about her? We have an assignment. It’s a Red Mark mission!” Another Hunter, a friend of Taro’s comes and intervenes.
    “This ain’t over Smarte!” Taro says and laughs wildly as he hugs his friend in joy.
    “Asshat” Athen mutters between her teeth as she can’t digest the news. Taro was given a Red Mark mission. These are corporate sanctioned high end targets for high tech rewards.


    The quartermaster eyes Athen heavily.

    UNE: Cautious, Bearing: Comfort: Focus: Previous Scene.

    “Don’t let that asshole Taro get to you girl. Remember where you came from. You weren’t a bounty hunter or a security lap dog. You were a ranger. Carry that with pride.” The old grognard tells her. Athen breaks a little smile. “Thank you.”
    “You showed those greenskins that they can’t mess with us. Too bad they took so long to call for our help. Here.” He says and puts a pouch credit coins on the table. “Your reward.”
    Athen takes her reward and nods to the old soldier before heading to Col. Faulknen’s office.

    Athen’s wealth die has increased to a d8.


    Right now I’m having some difficulty connecting the dots of the single sessions into a grander adventure scheme. It feels to me as if Athen is running along without any specific purpose.
    I had a discussion over at discord and through some tips that were shared (Thank you @John Lopez – check out his patreon if you haven’t) I realized I needed to spend some time to bullet point a few things about my setting.
    Since the setting is something unique, I must pay attention to it. For starters I will create a quick bullet point journal of characters, factions and locations, including everything introduced so far. Then I will try to map them out (thinking about a hex map) with events overlay. Then I will see if I need to introduce a few more factions or just generate an adventure and build as I go.

    For starters I gathered up in a document all the information I had for characters, factions and locations so far.

    Next I named the city. It’s Morieva.
    And I generated a map in watabou for it.

    Morieva

    Next I detailed the open threads.
    Threads:

    • Goblins in the city
    • Third eye drug exchange
    • Merlin the smuggler
    • Taro’s Red Mark mission

    And now I will generate an adventure using Cyberpunk Adventure Generator

    Quest giver: Anti-corporation Rock Band.
    Quest type: Intelligence of Megacorp HQ.
    Target: Item, A cyberkey that will unlock any lock mechanical or digital
    In the possession of: Quest giver
    Professions: Megacorp hired propagandist reporter
    Location: Streets, Megacorp HQ
    Antagonists: Classic Hitman with a suit and concealed weaponry
    Rewards: Blastor – cyberspace weaponry
    Random event: Propaganda flyers rain down from the sky

    I don’t like the implied setting and it doesn’t fit my protagonist at all. I could push it to fit but instead I will try the next adventure generator in my list.

    Quest Contact
    A Mercenary Group: A nearby mercenary group has posted several jobs. They are willing to pay anyone who completes them.

    Adventure
    Prevent Something: Something is going to happen unless you interfere and you’re the only chance of preventing it.

    Location
    A Fortress: Whether still occupied or not, several military fortresses litter the land from wars past. Unoccupied fortresses rarely stay that way for long when bandits or monsters looking for a lair chance upon them.

    Antagonists
    Royalty: They’re the rich of the rich, make the laws, and are never questioned. But not every royal has the best intentions of their subjects at heart.

    Twists and Complications
    Dodgy Ally: For the adventure to be a success the players will need outside help. This person may have their own agenda, want all the treasure, or could be a spy for the enemy.
    Time Limit: There’s a deadline and the adventure need to finish by a certain time or something happens.

    The Dramatic Conflict
    Family/Friend: Someone the players know will be harmed by completing this job. Is the cause worthy enough for their sacrifice?

    Much better. I can start asking oracle questions to define the adventure as it evolves.

    Q: Is the mercenary group, the Hunter’s guild?
    A: Yes, and the job posting will be offered to Athen directly.
    Q: Is the royalty, the TeraTek corporation?
    A: No
    Q: Is it another corporation?
    A: Yes
    Q: Is the fortress, Vertden FOB?
    A: No
    Q: Why is only Athen capable of completing the adventure?
    A: The answer involves procrastinating over desires, combined with a struggle over nature.
    Q: Is the friend involved in dramatic conflict Col Faulkner?
    A: Yes, but Athen doesn’t know it yet, so that meta plot is subject to change.

    So I have a rough layout. The old Ocano Point base is about to be captured by Mao-Hsai Unlimited corporation. Thing is this base used to serve troops that fought in the Warp Wars and housed the previous Hunter local guild HQ. It was abandoned in a rush and contains research data that must be recovered. The Hunter Athen is the only available Hunter for the mission. A possibility is that there is information on the data that incriminates the Colonel about something that happened during the war.
    I don’t like all the meta knowledge that is being fed to me at once, and also the fact that it doesn’t connect at all with my current threads. On the other hand it’s a quite interesting new thread and I’m willing to see where it will take me.
    Also I dislike the fact that there is no personal goal for the protagonist. I somehow feel as if I’m in a CRPG without any significant scenario.


    Q: Will the Colonel assign the mission to Smarte?
    A: No
    So, I need to create a new character, even if it’s just for this.

    Donjon: Lenard Jaenke: Male Soldier. Lenard is muscular, with cropped silver hair and brown eyes.
    He wears military fatigues and carries a semi-automatic pistol.

    “Smarte! report to Cpt Jaenke. He’s asked for you.” A fellow hunter called her.

    The captain’s office is filled with the smoke from his cigar. He has put it off, but only just before. Athen can barely see the captain through the smoke. The captain is a muscular man with cropped silver hair and brown eyes.
    “Smarte.” He says in a voice, cracked under the weight of countless cigars of the past.
    “Sir.” The lieutenant replies.
    “We’ve got a situation. A delicate one. We have sources that indicate that our old base in Ocano Point has been scouted by Mao-Hsai Unlimited. We had to retreat from Ocano in a hurry and when we hit back, there was no strategic importance for the location anymore.” The captain explains.
    Athen nods.
    “We’ll let them have it. We don’t care about that dump. But…” the captain sighs. “What’s inside must be recovered. We have battle reports, monster autopsies, experimental weapon blueprints. Lots of shit. And we must get there fast. Konicek and Girbach were supposed to get it. But, they were outside of Morieva, and a landslide has cut them off. You’re the only one available, so we rely on you alone for this one. Questions?”
    ‘Crap, a two person job given to just her’. Athen thought.
    “Yes sir. How do I recover the data?” Athen asks.

    Here I will give the dodgy ally twist.
    Q: Will there be a guild payment for it?
    A: Yes

    “You’re going to need a hacker, guild fee. Konicek is our guild hacker, but…” the captain lets it trail off.
    “He’s blocked by the landslide, yes. What about Ocano Point. Is is clear?” Athen asks another question.

    Q: Do the hunters have recent intel?
    A: No

    “We haven’t set foot there in a long time. Can’t tell what to expect. Find a hacker, keep them safe. Find the data, bring them back. That will be all.” Cpt Jaenke wraps it up.
    “Yes sir, on it.” Athen replies and leaves.


    This is a chance to use a Secret Clock. I have no clue whether Mao-Hsai Unlimited will get to the site before Athen, so I will start a clock that will trigger at Red (not combined, either three Diamonds or three Hearts will trigger it) and a dependent clock that has to do with Mao-Hsai data recovery at Black (again, not combined, either three Clubs or three Spades will trigger it).
    Time unit until Athen gets to Ocano Point will be one hour, and after she arrives, it will be one turn.

    I expect that it will take Athen 1 hour to get home and then she can start trying her streetwise knowledge to see if she can find a hacker. I’ll give one hour per attempt.

    13:00: Return from Vertden FOB
    14:00: Streetwise (d4-2): Success.
    Donjon: Quinn Rocheford: Male Computer Hacker. Quinn has messy blonde hair and large green eyes. He wears a grey suit and glasses with silver rims.

    It doesn’t take long for Athen to dust off her contacts list and find Quinn. He had worked with associates of her in the past, but apart from that reference she has no clue about him. He agreed to meet her at Gustav’s.

    Q: Does it take long for Quinn to arrive?
    A: No. I decide it’s going to be another hour, he was readily available.
    Intervention: Regress plot
    So I got lost in a series of questions that lead nowhere.
    I’m starting over again with more specific questions.
    Q: Is Quinn under attack by someone during the meet?
    A: No
    Q: Does Quinn lack a specific piece of equipment required to perform his task?
    A: Yes
    Q: Does he know where to get it?
    A: Yes, but (it’s illegal/costs/will take time to get): will take time to get.
    Q: Will it take too long?
    A: No, and it’s going to be only 1d6: 4 more hours.

    ‘Just my luck’ Athen cursed when Quinn explained to her that he had his deck under repairs when it was damaged in a firefight. At least it would be within the day, and a few hours later, at 19:00, they were ready to leave for Ocano Point.
    She didn’t like the fact that Quinn didn’t tell her about his shortcoming before she had arranged to meet him. He’s either untrustworthy or didn’t want to miss the job. Or both.

    Q: Is there a regular route to Ocano Point? (unlikely, I imagine this as an abandoned place, far from habitated regions).
    A: No, and, there’s no road to there either. They will have to take a cab up to a point and then walk.
    I would expect one hour for the cab ride, and then 1d6: 4 hours walking.
    So, it’s dead midnight when they arrive at Ocano Point.


    Athen will search to see if she can find any corporate presence on approaching the site.
    Athen: Notice (d6): Success+. Let’s unveil the first Secret Clock: No Mao-Hsai presence.

    I need to get some information about Quinn from UNE.
    I get “Dependable Politician”. I’ll take it that he’s a man of his word, and prefers diplomacy to other means.

    “It seems clear. I see no lights, or movement.” Athen says to Quinn.
    “I promised my skillset, but are you sure it seems a good idea to go inside an abandoned fort from the war? There could still be monsters lurking inside. Especially if, as you say, our own troops had to abandon it to the enemy.” Quinn tries to persuade Athen.
    “We’ll take our precautions.” Athen says and arms her pistol.

    Now, since I got a raise on the Notice check, I’ll ask.
    Q: Did Athen notice anything else?
    A: No

    Since I haven’t decided yet how to run this part of the adventure (dungeon romp? hex flower? five room dungeon?) I’ll pause here to recollect myself and do some digging.

    Session Summary

    I’m starting to get a little lost in all the worldbuilding associated with this adventure. I think I’m trying to get two birds with one stone.
    I love the concept and the protagonist, but I should have my world set up before I set off to adventure in it. Then I might have had a better objective for my protagonist, something to drive her to achieve.
    Where is the struggle? What opposing forces does Athen have to contend with to find calmness?
    Insofar I didn’t have these issues with my other adventures because I either had generic lore that could apply easily without much effort, or I knew the setting very well.
    I may run the mission in one of my next sessions but I’m well aware that I need to have some serious world building involved before I continue further.

     
  • Unknown's avatar

    giorgis 9:05 pm on April 12, 2020 Permalink | Reply
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    Into the deep caverns – Ep03 – Dark Sun Scarlet Heroes 

    [Likely] (2d10 => (6,7) => 7) l does the magma paraelemental beast return to its plane?
    Yes.

    Having no bonds to hold it down to the material plane, the magma beast jumps back into the lava pit and vanishes.
    Chansa bandages his wounds and takes a good look at the remains of the dwarf cultists. He understands why there are no shamans of the magma element among his people. There is nothing to be gained from such a savage element.

    Turn 5:
    Room 5: SW
    Garden
    Encounter: encounter found: 10 Hit Dice worth of minions and elites.
    Treasure: no treasure
    Hazards: no hazards
    Features: no feature

    Chansa moves deeper in the cavern system, and he comes upon a beautiful room. Rocks of various sizes and colors have been arranged to display a marvelous contrast between red, orange, yellow and black.
    Several dwarves are here, tending to the rocks and their formations. Some are sitting in front of them, their eyes close, in some sort of meditation.

    [Unlikely] (2d10 => (2,4) => 2) u can Chansa get to the otherside of the room undetected?
    No.
    The GM says no, but I still want to try.

    [Either Way] (1d10 => 8) is the difficulty extreme?
    Yes.

    Chansa: Stealth: 15/15: Success!

    Chansa counts 8 dwarves in total. He bides his time carefuly, as they see to have not noticed him. He sees a dwarf in red cloak, going from accolyte to accolyte, assisting them with meditation techniques.
    He moves silently, jumping swiftly from shadow to shadow, until he reaches the other end of the cave, in a feat of extreme skill. Were it not for his halfling size and dexterous abilities, he surely would have been made, and have to fight another group of bloodthirsty enemies.

    Forgot to make a wandering monster check in the previous room. There’s no point making one now, since Chansa is as stealthy as a cat.

    Turn 6:
    Room 6: NW
    Minor Shrine
    Encounter: encounter found: 5 Hit Dice worth of minions.
    Treasure: no treasure
    Hazards: no hazards
    Features: feature: A prisoner or victim of the dungeon inhabitants: creature motivation: Retrieve a stolen treasure- possibly taken by PC: A traitor from the nearest village

    [Extremely Unlikely] (1d10 => 6) xu is the treature something stolen by Chansa?
    No.

    “Let me go!” a strong armed dwarf with tatoos, is bound by half-giant hair rope. A handful of cultists are gathered around him.
    “We will let you go when Suthra says so.” A cultist replies.
    “We should sacrifice him to the pit” Says another one.
    “Suthra may want to spare him. After all, he’s the one who brought him the fire staff. Without it we wouldn’t be able to summon the beast” The first one says.
    “Yes but he tried to steal it back, otherwise why did you come back eh?” Another one asks the bound dwarf.
    “You tricked me. I thought you were fire clerics.” The bound dwarf replies with rage.
    “And so easily you betrayed your teacher. How proud he must be of you. Traitor.” The captor says and laughs out loud. “You can pay your respects here, to the shrine we have set for magma. Look at how it consumes everything and forms it anew…” He says and points to a geological shape made out of solid magma.

    ‘Curious’, Chansa thinks. Maybe this fire cleric knows the way to the city of Tyr. Chansa doesn’t think it over much. He draws his javelin, and with a war cry he charges at the dwarf cultists.

    Combat Round 1:
    Chansa attacks a minion = (10)+12 = 22: damage = (2)+2 = 4: 1 point of damage: 1 minion is dead
    Fray die damage = (5) = 5: 1 point of damage: 1 minion is dead
    minion attacks = (1)+4 = 5, (5)+4 = 9, (17)+4 = 21: minion damage = (1) = 1: 0 points of damage!

    Combat Round 2:
    Chansa attacks a minion = (18)+12 = 30: damage = (6)+2 = 8: 2 points of damage: 2 minions are dead
    Fray die damage = (7) = 7: 1 point of damage: 1 minion is dead

    Chansa quickly dispatches two cultists, while a third one tries to hit him from behind. The halfling quickly turns around and blocks the hit with his shield, dodging the blows of the other two. In a feat of prowess, he then proceeds to kill the three remaining dwarves.

    So I have no idea how the dwarf will react to Chansa, but instead of asking the GME, I will roll on the Scarlet Heroes relevant table
    Their attitude towards the hero is… = (2+3) = 5: Predacious, willing to take advantage of those weaker
    But Chansa doesn’t seem to be weaker. Nevertheless I get a pretty clear picture.

    There is a moment of uneasiness, as the fire cleric eyes Chansa carefully pondering if he is going to be attacked next. He slew those dwarves as if they were nothing, and he has heard several stories of the savagery of the cannibal halflings of the Forest Ridge. Still, the halfling hasn’t made a move against him.
    “Do you know the way to Tyr?” Chansa finally asks in a terrible pronunciation in the Trade Tongue.

    [Very Likely] (3d10 => (7,5,4) => 7) vl Does he know the way to Tyr?
    Yes.

    [Either Way] (1d10 => 2) is it from an exit on the last dungeon room?
    No.

    Dwarf name = (2) = 2

    Grunting, the dwarf nods. “I’m Boris.”

    Boris is a very significant name for the Athasian history, but heck, there can’t be only one Boris in the entirety of Athas. I’m sticking with it.

    Turn 7:
    Room 7: SW
    Library
    Encounter: encounter found: 4 Hit Dice worth of minions and possibly an elite.
    Treasure: no treasure
    Hazards: no hazards
    Features: feature found: An architectural feature of the original structure: Atrociously ugly or disturbing to look upon

    So… another encounter and a feature. Libraries aren’t available in Athas, so this need to be adapted accordingly.

    Chansa enters further deep in the cavern system. Boris has picked up a club from one of the dead cultists and is right behind him. The path opens up to a low ceiling, wide room. There are delicate paintings everywhere in all the walls. Intricate designs with yellow, red and black depict figures performing some sort of rituals. Magma beasts, volcanoes and lava rain catch Chansa’s eyes. But what disturbs him, is the depiction of forests being set ablaze in an inferno by lava rain. He can stomach a lot, but the preservation of the forest is his utmost duty.
    Lost as he is in his examination, he realizes he is not alone. Four dwarf cultists that were studying the pictures, are standing against him, weapons drawn.

    Combat Round 1:
    Chansa attacks a minion = (11)+12 = 23: damage = (2)+2 = 4:1 point of damage
    fray die = (6) = 6: 2 points of damage
    3 minions are dead
    minion attacks = (17)+4 = 21: damage = (1) = 1: 0 points of damage
    Boris attacks = (19)+8 = 27: damage = (4) = 4: 1 point of damage: 1 minion dead

    Chansa pulls out his javelins, and throws them out all one by one, with enormous speed, paying no heed to accuracy. All three strike true, killing an equal number of dwarves. The last one remaining, tries to jab at Chansa, who blocks the strike with his shield. Finding an opening, Boris, strikes the cultist from behind, splitting his skull open with his club.

    Chansa pulls out his javelins, and throws them out all one by one, with enormous speed, paying no heed to accuracy. All three strike true, killing an equal number of dwarves. The last one remaining, tries to jab at Chansa, who blocks the strike with his shield. Finding an opening, Boris, strikes the cultist from behind, splitting his skull open with his club.
    “I have enough, rations. No need to waste any time on them.” Chansa says to Boris, who is a little uneasy at how lightly, the halfling considered eating dwarfkind. “Curious images, but heresy! Destroying those forests!” Chansa exclaims. “Let’s get out of here.”
    “No! We must find the fire staff!” Boris stops him.
    “I think it was broken. While their leader was trying to control a beast made of magma” Chansa tells him.
    “NO! I am disgraced! How will I ever correct my mistake?” Boris cries out and drops to his knees.
    “Can’t you make a new one?” Chansa asks.

    [Either Way] (1d10 => 5) can he make a new one?
    No, but…

    “It’s not that easy. I would need to travel far and wide to get the components. It’s almost impossible.” Boris replies.
    “I have already a debt to you. I will, show you the path to Tyr.” He adds.


    So, the dungeon ends here. I have mixed feelings about it. Too many encounters and they were a little bit boring, baring the encounter with the magma beast, which was due to my interpretation and not the Scarlet Heroes mechanics. All the other encounters with minions and sometimes elites were too easy to be considered even a little bit dangerous.
    Even if I consider the simplification provided by Scarlet Heroes regarding combat, it can become cumbersome. In the fight with the magma beast, I did not even consider having the head cleric cast a spell.


    Back to the wilderness adventure now.
    From my hex map, I have calculated that Tyr is about 3 more hexes away, provided that Chansa doesn’t get lost again.
    Chansa will move as quickly as possible. He (and I) has had enough encounters on the way and is tired. He needs to find Tyr.

    Day 10

    Hex 6:
    Encounters Check = (3) = 3: No encounter
    Events Check = (8) = 8: No event
    Feature Check = (4) = 4: No Feature found

    Boris guides Chansa through a narrow path in the mountains which was hidden from plain sight.
    Soon, the mountains recede into desert hills. A terrain so much different than the forests, where Chansa spent his entire life. He doesn’t pause to search and look around this time.
    From the mountain sides he can see below, an endless desert spreads as far as the eye can see. He navigates himself, to where he believes Tyr to be and moves on quickly.

    Hex 7:
    Encounters Check = (1) = 1: Encounter found
    Mountains Encounter Table = (7+6) = 13: Encounter with Dwarf. Really?
    Events Check = (7) = 7: No Event
    Feature Check = (3) = 3: No Feature

    So let’s see what’s about this Dwarf.
    There are two ways I can go about it. I can either ask first questions if its a known/unknown dwarf, and then find out what they want.
    Alternatively I can roll on the Scarlet Heroes respective tables and conjecture if it’s relevant to my story so far.
    I’ve decided to run it using the Scarlet Heroes Encounters tables and twists
    1d20 Their Current Purpose, Given Their Location , Is To …. = (7) = 7: Search for help during some present crisis
    Their Attitude Towards The Hero Is… = (5+7) = 12: Disinclined to fight unless that seems necessary
    The Groups Size And Condition = (3+1) = 4: Roll encounter size twice and take the bigger total
    The Groups Size And Condition = (4+7) = 11
    The Groups Size And Condition = (7+3) = 10
    11: They’ve been hard-pressed lately; Morale lowered by 1

    [Either Way] (1d10 => 7) is the dwarf Boris?
    Yes.

    Chansa has left the mountains and started moving quickly in the desert. The grains of sand getting to his feet. The hot ground causing him some uneasiness but, his resilient nature and focus on the task at hand make him forget about it, and quickly it’s just a warm feeling.
    As he travels through the dunes, he notices that there is almost no life around. Nothing compared to what he’s accustomed to.
    He takes a look back, in a nostalgic feeling of his home, but something else catches his eye. A stout humanoid figure is following his trail. His sense of danger alerts him and he wonders if the creature is edible. He has enough rations to make it to Tyr without bothering about a dangerous encounter and would prefer to avoid it if possible.
    As the figure draws closer, he distinguishes the dwarf he rescued from the magma cavern temple. It’s Boris.
    “Why do you follow me? You’ll find that if you want to take a bite of me, I more than bite back!” Chansa growls at the possibility he’s the hunted instead of the hunter.
    “…what…? no I can’t go back. I’ve completely let down my people. I saw how you dispatched my enemies and I feel safer to travel with you to Tyr. If that’s alright with you…” Boris answers confused and worried
    “Fine. But I’ll have my eyes on you.” Chansa says, squinting his eyes.
    “Tyr is just a few miles further in this fertile valley, you’ll see… I want to see if I can find help, creating a new fire staff. Or die trying.” Boris says sternly.
    “You call this fertile?” Chansa asks, not realizing how more unforgiving the rest of the tablelands are.

    Hex 8:
    Tyr.

    The walled city of Tyr is visible in the distance, as Chansa and Boris get closer.

    Session Background

    Due to recent events, both personal and public this “session” lasted a lot longer than previous ones. I had trouble focusing and needed something less mind-taxing than solo play. I’ve done a lot of scenery and miniature painting, and will continue to do so in-between my solo sessions.
    My feelings about Scarlet Heroes are mixed so far. On one hand I really like the gaming style of the Wilderness and Dungeon modules. On the other hand, I find combat really bland. Could be my recent mood or the fact that it’s not that much suited to my style. I like to have some serious risk for my protagonist in my solo plays, and I couldn’t find it so far.
    I want to try out the Urban module for solo play as well, but I’m not quite sure that I will continue with it for my next session.
    I also want to play out the Mystery of the Ancients starter adventure, but I’m not quite sure I want to do it with Scarlet Heroes. I might take the time to convert it to a different system and run it with my MUNE homebrew mod for pre-written modules.

     
  • Unknown's avatar

    giorgis 11:18 am on April 4, 2020 Permalink | Reply
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    Medieval Fantasy Scenery Pt4 

    Just one house won’t cut it, so I started on another one. For variety I decided to make it a little larger and with a different roof shape and tiles. Also for this one I wanted the door to be hung on the inside.

    What I used

    • Thin carton
    • White glue
    • Acrylic putty
    • Acrylic paint
    • Thin kidcraft wood

    blueprints

    This time I made it 40mmX50mm and gave the roof a single direction. Again using thin cardboard.

    cut wood

    My initial design was to be with wooden beams just like the first house I made, and also several shutters. It’s much easier to plan ahead, even if in this particular case I switched designs.

    substructure

    I cut and glued it together and made an opening for a window and the door.
    I also added wooden beams on the inside with double sided sticky tape to give it strength against warping.

    Roof

    For the roof I changed my design. Initially I tried to make a curved tile roof using drinking straws, but that wasn’t feasible, at least in the way I tried. So, next inspired by the previous roof, I did a ^^^ shape tile roof. I took a piece of carton and carved straight lines every 2,5mm, alternating the carving in each side of the carton. Then I pushed it, to make an accordion shape. I cut it horizontally and made accordion stripes which I glued partially overlaying on top of each other on another piece of flat carton, and had my roof ready.

    painted roof

    Glued the roof on the substructure and painted it using acrylic paint (light blue+orange+brown) mixed with glue to give strength to the carton.
    I also painted the inside black so that looking in from the window won’t look bad.

    coated house

    Here I switched my planning. Instead of using wooden beams I decided to cut out little brick tiles from carton. I carved them to be ready to be shaped for the corners.
    I speckled the structure with putty mixed with some black for a gray color and glue to make it ready to accept items on top.
    I then alternated the bricks to give the shape in the picture. I also added a couple more around for the brick shapes showing at a couple places.
    Despite my additional beams on the inside there was some warping especially on the larger left wall. I should have added a T junction on the middle of the wall on the inside and maybe added a beam on the lowermost side. I removed part of the warp by pushing it back, but it’s evident. Maybe if I had based it, I wouldn’t have this problem.

    finished

    Then I wen ahead and glued the door from the inside. This was a bit tough as my planning wasn’t perfect and had to add several carton and wood pieces to make it stick. I hadn’t also painted those pieces black beforehand and it was tough afterwards. Went and finished the painting of the bricks (white) and the wall (gray) and door (brown). Dry brushed the roof (light blue+white), the bricks and walls (white) and the door (yellow ochre). Finally washed it with warm water with detergent with paint on the roof (black+blue), bricks and walls (black+red) and door (raw umber).

    Both houses

    Here’s my two houses next to each other.

     
  • Unknown's avatar

    giorgis 12:43 am on March 30, 2020 Permalink | Reply
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    Medieval Fantasy Scenery Pt3 

    I already have several fortification pieces and a few trees, but what I need is something residential.
    My first attempt was with air-dry clay and was an utter failure. I placed the air-dry clay on a carton with glue, and it collapsed under the moisture and weight of the clay. A fellow modeler suggested I use speckle instead.
    Now, my main problem is the roof. The scale I aim for is 15mm, so there’s a high risk any tiles I design will be too large compared to my minis. The best option I found, was the one described in the video by TheTerrainTutor Miniature Tile, Slate & Wooden Shingle Roofing. I went ahead with the carton option, but I only cut the tile corners on one side not both, since I considered that too much for 15mm.

    What I used

    • Thin carton
    • White glue
    • Acrylic putty
    • Acrylic paint
    • Thin kidcraft wood

    Blueprints

    This time I went ahead and measured everything with a ruler. I even gave some room for the places of the house where I would need connections. It’s a 30mmX50mm with a 15mm tall roof, all cut out from a single piece. I glued it together with white glue, and used some tape on the inside to keep it together while the glue sets.

    First side
    Then I went ahead and cut out the roof tile series as described in the video, and attached them to the roof using white glue.

    Roof
    I finished the other side, and also added small Λ tiles to cover the top. At the time I wasn’t sure I should have done this, but I enjoyed the final result.

    Painted Roof
    I gave a couple coats of paint (1/3 vermillon + 2/3 raw umber) for the tiles. Here I was worried because I noticed that wherever the white glue had seeped through to the surface, the paint didn’t stick. I hope that with more coats, washes and drybrushing, this won’t be evident in the end.

    Painted house
    Next, I considered my options. I wanted some wooden beams, window shutters and a door. So I measured some kidcraft wooden sticks and cut them to the required sizes. I should have done it in the initial step of blueprinting, but no harm done yet. I painted the sticks with raw umber, and then let them dry overnight. Once dry, I went ahead and prepared a colored speckle (acrylic putty + yellow ochre + glue) and put it on the walls. While still wet, I put the wooden parts in place to set.
    Here I had some warping, which I countered immediately by adding some double-sided sticky tape on the inside part and adding a wooden stick. This gave it the necessary structural strength to remain straight. Unfortunately I had not done this on the shorter walls, so these are a tad bit warped.

    Finished house
    I did a second pass of colored speckle in some areas where I had some gaps.
    I saw in another video that washes should be added after drybrushing. So I went ahead and did that even though it didn’t sit right with me. I drybrushed the wooden parts, the walls and the roof, and then did a wash on each. I had to return a couple times and fix a few things but overall it went okay.
    While drybrushing the roof, I went in a fixed direction from top to bottom to give a highlight. I am quite happy with the end result. Never thought it would take me two days to build such a small house.

    Lessons learned

    1. Measuring properly helped me have a proper substructure for the house. Everything else fell in place afterwards.
    2. The colored speckle is an excellent choice to wall up carton.
    3. The wooden sticks add structural integrity. Next time I will put them in all internal sides of the building.
     
  • Unknown's avatar

    giorgis 11:28 pm on March 29, 2020 Permalink | Reply
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    Medieval Fantasy Scenery Pt2 

    Unfortunately I haven’t had much progress in solo endeavors the past days due to a combination of events and the overall grim situation.
    I focused on scenery instead (can’t work on my minis since I’m still waiting for some primers and varnishes).

    What I used

    • Repurposed foam
    • Thin wire
    • White glue
    • Acrylic putty
    • Acrylic paint
    • Soldering iron
    • Solder
    • Thin kidcraft wood

    Gatehouse

    So the project was a gatehouse. To that end. I repurposed packaging foam, not the best choice since it was flexible and wouldn’t let paint stick on it. More on that later.

    Substructure
    So I cut out a piece of foam to form the gate opening and cut out a few pieces of thin wire, and thrusted them in the foam to form a portcullis. I also used two different pieces of black foam from a different package to set up two towers on either side of the gate.

    Battlements
    Next, I shaped-cut a separate foam piece to form battlements above the gate and speckled and glued the two towers in place. I also speckled the entire gatehouse to ensure paint would stick.

    Portcullis
    The towers wouldn’t stick in place, so I cut out a few wire pieces and stuck them at an angle so as to hold the different foam pieces in place while the glue sets. I also cut out battlements at the towers.
    To finalize the portcullis, I went above and beyond and soldered the wires, making a sturdy structure.
    Furthermore, I noticed that the speckle would chip and fall the more I handled the piece.

    First coat
    I began a first coat of paint, and realized that the black foam would suck the paint, so I went ahead afterwards and speckled the towers as well. Now my troubles with painting begin. Wherever speckle hasn’t reached (some creases), paint won’t set. The transparent foam material is completely resistant.
    On a good note, the paint seemed to strengthen the putty and it wouldn’t chip, increasing the overall toughness of the piece.

    Second coat
    Nevertheless I persisted. So I passed two gray coats mixed with some glue and water in an attempt to get it to stick.
    I then speckled places where there were gaps evident, and after the putty was dry, I painted them over again. During that process, while handling the piece, some pieces of speckle would chip due to the soft foam underneath, revealing the transparent foam. Again, I speckled and painted with a medium gray.

    Drybrushed
    I went ahead and black washed the entire thing. For the black wash I used black paint, lots of water and a drop of detergent to aid with the flow. Had to do a few washes especially for the deep cracks, where there were foam holes. Finally, after this was dry, I drybrushed with a mixture of yellow ochre and gray.

    I wanted to add a wooden gate to the portcullis, and went ahead with an open gate, because I wanted the portcullis to be visible. I used kid crafts wooden pieces (like tiny sticks and tiny icecream sticks) which I cut out to shape, glued and painted them a raw umber color. I then went ahead and did something which I should have done in the first place. I mixed the acrylic putty with black paint to get gray putty. I also added a drop of white glue to the mix and used this gray putty to stick the gate directly to the gatehouse without bothering to re-paint over it afterwards.

    Final

    Lessons learned

    1. The foam was largely unsuitable. Re-purposing material must be done carefully. I ended up wasting a lot of putty and paint to do the piece, and I’m concerned about its integrity.
    2. Soldering the wires was a great way to have a sturdy piece. Much better than any glue. Will have it in mind for the future for any wire metalworks.
    3. Mixing acrylic putty with paint is an excellent way to have a speckle undercoat without the need to add a paint layer. It also has the added bonus of being the same color, and with glue it can be used to attach materials on top. If I had used this technique in the beginning I would have saved me a lot of white paint used to make the gray undercoat.
     
  • 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.

     
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