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    giorgis 5:19 pm on January 19, 2020 Permalink | Reply
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    Evie’s Company – Zwei-hammer Session 1 

    I’ll begin with rolling on BOLD connections. I will reward the characters with 50 reward points for each combination used.

    Verb Gerund Noun
    negotiate preparing party member
    digress avoiding wealth
    proclaim working a fear

    So there are three day and three night watches that last 4 hours each. On each watch I will be rolling for encounters and in the HFGE.

    CRGE at this point is in a state of “To Knowledge”.

    I will roll on Zweihander to see what season it is.
    98: It’s Winter.
    I will roll on Zweihander to see the general weather descriptor.
    It’s cold, clear, windy.


    Day 1. Watch 3.

    Encounter Engine: 3: Goto 5: Wandering Monster.
    Terrain Engine: 5: Goto 3: Plains
    Weather Engine: 9: Goto 6: Showers. Since the weather is Cold, I decide it’s sleet.
    Encounter Number: 15: Ogre

    Encounter Generator: 3/17: No encounter

    So we got some Ogres. I’ll start asking some questions.

    Q: Have the Ogres detected the party? (Likely, it’s a large party).
    A: No. One of the guards, scouted ahead and reported back to the group.
    Q: Are there many Ogres?
    A: Yes, and unexpectedly.
    There are 1d6+2=6 Ogres.
    Unexpectedly: Key Grip. Wrap up and move towards the next scene. Doesn’t make any sense. I will disregard this and keep the surge count at 4.
    Q: Did the Ogres appear to be orcish?
    A: Yes, and they carried war banners with them. They are definitely stragglers from the disbanded horde.

    Donjon: Ergarad: Female Human Soldier, Neutral. Ergarad is stout, with red hair and narrow green eyes. She wears studded leather and wields a military pick. Ergarad is inquisitive and soft-hearted.
    Evie will try to use “digress avoiding party member”

    Evie’s company escorts the group of refugees. Ergarad, a town guard has moved ahead of the group to scout.
    A few clouds have covered the skies and lightly shower the company with sleet.
    “Gustav, why do you think Bianka didn’t protest us leaving her behind?” Evie asks Gustav.
    “Who knows my lady, maybe the prestige you emanate made her aware of her roots and she couldn’t handle it.” Gustav replies.
    “Filthy lowborns. They should know their status and stay put. What does she expect? To become rich killing rats?” Rudiger intervenes.
    “If they’re the size we found in the sewers, that wouldn’t surprise me. Don’t be so harsh Rudiger. She’s proven her mettle against orcs, skeletons and beasts”. Evie puts Rudiger back in line, as they see the scout return in the distance.

    “Ogres. Half a dozen. Up ahead in the road.” Ergarad says trying to catch her breath.
    “Did they see you?” Rudiger asks.
    “No. I came back as fast as I could. They’re certainly part of the orc horde.” She adds.
    The commoners start muttering. Some are scared.

    Q: Do they ask to return to Westenhofen?
    A: No

    “We should find a way around them” Gustav proposes. The group agrees. Evie realizes she can’t force the commoners to fight ogres, so she doesn’t refuse.
    “We’ll lose a whole day to circumvent them, but I think it’s worth it.” She adds in the end.

    So they will abandon the Road hex. In the next two hexes they will make navigation rolls. If they succeed, they will manage to get back on the road, irrespective of the HFGE.


    Day 1. Watch 4.

    Encounter Engine: 7: Goto 1: Small settlement.
    Terrain Engine: 6: Goto 18: Hills
    Weather Engine: 7: Goto 16: Storm.

    Encounter Generator: 1/16: No encounter

    The heavy sleet rain caused 2d10+2 Peril: 15. All are at Ignore 1 Skill Rank.

    The few clouds give way to dark thick clouds. The rumble of thunder fills the sky as lightning strikes in the distance. Heavy sleet falls on the caravan and walking has turned into a chore as they walk off road.
    The path through the plains slowly leads a way to the hills and the ascent is harder and harder.
    Everyone is soaking cold wet as they reach a small settlement. It must be a handful of houses comprising of a community.
    “Cover at last!” Ergarad exclaims and starts to walk towards one of the houses, but Evie motions to Rudiger, who in turn grabs Ergarad’s shoulder.
    Evie recalls the events leading them to the Hooded Man. An eerie feeling overcomes her.
    “It’s too dangerous! We must move on.” She tells the group.
    “But the fish are more dry than we are!” A man protests.
    “Do you want to sleep with them then?” Rudiger asks intimidatingly.

    Evie will try to persuade them. I’m not quite sure which skill should be used for a simple persuasion check. I’ll use Charm in this case.
    The Silver Tongue talent applies but Evie’s Charm skill rank doesn’t apply for a total of +20.

    Evie: Charm (62): 68: Failure
    Rudiger intervenes (Tyranny applies): Intimidation Routine (55): 17: Success. 6 Degrees of Success.
    Commoners: Resolve (45): 23: Success: 5 Degrees of Success.
    Due to frightening bellow, they suffer from Stress as well.
    They suffer 1d10+1 mental Peril: 8/6: They move a further step down to Ignore 2 Skill Ranks. They also gain 3 Corruption Points.

    “Our travels have shown us that it’s not safe to enter unknown dwellings in the countryside. Orcs could have taken shelter here. You haven’t left the walls of Westenhofen in a long time. Maybe your whole lives. Let us guide you.” Evie appeals to them without success.
    “You think because you have some noble blood you get to tell us what to do? We’re cold, wet and we need shelter. We’re going inside.” Says one of the men and continues towards the houses.
    “WHERE do you think you’re going?” Rudiger’s bass voice echoes as he puts his hand on the hilt. “We’re a team and the risk is too high. Discussions are over. Unless you want to try your fate with me” he adds and looks at each of them menacingly. They look at each other and put their heads down.

    Rudiger will try to use “proclaim preparing a fear”

    They all move in silence after Rudiger’s scary display of power.
    As they head away from the settlement, some of them wonder if they made the right choice following this party of adventurers.
    Rudiger turns to Evie. “These vermin must learn their place.”
    Evie isn’t worried yet about Rudiger’s display. It’s not the first time she has seen him like that. And in both cases he has saved the day.
    She nods at Rudiger. “When they can’t listen to reason, we can’t have them risking our safety. I understand. Just stick to scaring them. I don’t want us to have to explain any deaths. We have enough on our plates.”

    Gustav: Eavesdropping (42): 9: Success

    “We will clear our name lady.” Gustav who has heard the conversation intervenes. “Surely your father’s name will be enough to shed light to any confusion regarding past events. Also, if you don’t mind me saying, we don’t know if our accusers have survived.”
    Evie smiles. She knows well her servant. She doesn’t need to keep up appearances like she did in court. “Maybe. Who knows if our luck has changed.” She responds.

    Since no member of the party has the Navigation skill I want to ask if there is a member in the caravan who does. I ask UNE Power Level, and get Comparable. So, no one has the Navigation skill. Gustav has the highest intelligence so he gets to try.

    Gustav: Navigation (45): 49: Failure

    So unless they get a critical success in the next hex, they will lose track of the road.


    Day 1. Watch 5.

    Encounter Engine: 9: Goto 6: distant/improbable lair/monster settlement.
    Terrain Engine: 10: Goto 19: Mountains
    Weather Engine: 8: Goto 13: Overcast.
    Encounter Number: 19: Lion

    Encounter Generator: 16/19: No encounter

    In order to facilitate the distant/improbable chance for the lion’s den, I will give an extra awareness roll for the party.

    Under the heavy sleet rain, their path leads them upwards and upwards. The sleet stops, but mud is everywhere and the hills have turned into mountains.
    “We will need to find shelter soon.” Ergarad finds the courage to tell the party. She’s talking to Evie, but looking at Rudiger.
    “We should have found shelter already. Night will fall quickly in the mountains.” Rudiger agrees.

    Gustav will try to use “negotiate working wealth”

    Gustav finds an opportunity to talk to Evie alone. “My lady. Our resources are dwindling. If we are to succeed we’re going to need crowns. Maybe we should see to returning to the estate. Your income may cover this, otherwise we might have to… find some work. But this isn’t for a lady of your status!”
    “There! There is a cave in the distance.” Someone from the caravan shouts to them, interrupting Gustav before Evie has a chance to answer.
    “Gustav. Go ahead. Check it out.” Evie orders her servant.

    Gustav: Awareness (42): 71: Failure.

    Gustav returns a couple of minutes later. “The cave mouth seems big enough lady, for all of us. But we’ll need to reach it to say for sure.”
    “Then that’s where we’ll go!” Evie decides, and the caravan sighs in relief.

    Q: Are there any remains outside the entrance of the cave?
    A: No
    Q: Are there lions outside?
    A: No

    Through the forested mountains, the group reaches the cave. In front of the cave is a plateau, and the mountainside goes straight up behind it. The cave is right in front, suggesting a big size.
    They take a good look, and decide to go inside. The cold of the night will surely take its toll and they can’t risk it.

    Gustav: Awareness (45): 45: Success
    Q: Are there lions inside? (Likely)
    A: No
    Q: Are there many visible remains in the cave?
    A: Yes, and unexpectedly

    So mountain lions are primarily nocturnal and are most active at dusk/dawn. Therefore they should have left for the hunt.

    Unexpectedly: entering the red

    Oh! And they heard the party and return just in time as the group enters the cave. There’s no escape!
    How many lions? 1d6+2: 7

    Ostler: Handle Animals (55): 98: Failure. The horse turns and flees.

    Q: Is the group surprised? (Likely)
    A: Yes, and all of them didn’t expect this.

    As the group goes inside, Gustav notices bones in a corner of the cave.
    They start investigating.
    Rudiger picks up a rib cage and sees teeth marks, right as they hear a loud growl and a scream. The horse neighs, kicks at its master and gallops off outside before they can react.
    They turn around and see a pack of seven mountain lions blocking the cave entrance.
    They draw their weapons as the lions attack the unarmed commoners.

    Note: Below follow the mechanics of the combat. I have only included them to show how tough it was for me to run this battle. I really recommend that you jump over this part and go to the narrative in the end.


    Setting up the combat scene. The party and the guards should have entered deeper into the cave. It’s the most logical thing to do since they need to scout ahead.

    Q: Are they deeper into the cave? (Likely)
    A: Yes and the commoners are alone in the rear it will take an extra 1d3 rounds to reach them.
    Q: Do the commoners bear any kind of arms?
    A: Yes

    I will randomly roll the profession of each commoner as they get locked into combat with the mountain lions. They will have the relevant trappings.
    I will use the Underlings rules for the commoners but not for the mountain lions.
    The mountain lions by default will keep 2APs for Punishing attacks.

    Round 1:
    Surprise Turn:
    Each mountain lion charges at a commoner. On first sighting they cause Stress, so I will roll a general Intimidate for the Mountain Lions. If successful, I will roll separate resolve for each party member and a general resolve for the NPCs.
    ML: Intimidate (50): 27: Success: 7 Degrees of Success.
    Evie: Dauntless! She can’t be intimidated.
    Gustav: Resolve (40): 74: Failure.
    Rudiger: Resolve (41): 6: Success: 4 Degrees of Success.
    Commoners: Resolve (45): 76: Failure.
    All but Evie suffer from Stress: 1d10+1: 3 Peril. No Further peril and 3 Corruption points.
    ML1 vs Artisan: Melee Attack (60): 42: Damage: 11/4: Moderately Wounded: Injury: No Injury
    Resist Takedown (45): 15: Success.
    ML2 vs Jailer: Melee Attack (60): 8: Damage: 16/4: Moderately Wounded: Injury: No Injury
    Resist Takedown (45): 81: Failure. Prone.
    ML3 vs Servant: Melee Attack (60): 44: Damage: 16/4: Moderately Wounded: Injury: No Injury
    Resist Takedown (45): 80: Failure: Prone
    ML4 vs Rat Catcher: Melee Attack (60): 31: Damage: 12/4: Moderately Wounded: Injury: No Injury
    Resist Takedown (45): 93: Failure: Prone
    ML5 vs Peasant: Melee Attack (60): 74: Failure
    ML6 vs Doomsayer: Melee Attack (60): 99: Critical Failure
    ML7 vs Peasant: Melee Attack (60): 20: Damage: 15/4: Moderately Wounded: Injury: Moderate Injury. Bleeds. Underling: Slain!

    Turn 1:
    Initiative:
    Evie: 18
    Gustav: 11
    Rudiger: 9
    Commoners: 9
    ML: 10

    ML1 vs Artisan: Melee Attack (60): 44: Critical, Damage: 12/4: Grievously Wounded: Injury: Grievous Injury. Bleeds. Underling: Slain!
    ML2 vs Jailer: Melee Attack (60): 20.
    -Jailer Defends with Shiv (45): 76: Failure. Damage: 14/4: Grievously Wounded: Injury: Grievous Injury. Bleeds. Underling: Slain!
    ML3 vs Servant: Melee Attack (60): 85: Failure.
    ML4 vs Rat Catcher: Melee Attack (60): 35.
    -Rat Catcher Defends with Shiv (45): 71: Failure. Damage: 16/4: Grievously Wounded: Injury: No Injury.
    ML5 vs Peasant: Melee Attack (60): 47: Success.
    -Peasant Defends with Threshing Flail (45): 39: Success.
    ML6 vs Doomsayer: Melee Attack (60): 90: Failure
    ML7 vs Laborer: Melee Attack (60): 59: Success.
    -Laborer defends with Splitting Maul (45): 54: Failure. Damage: 22/4: Grievously Wounded: Injury: Grievous Injury. Bleeds. Underling: Slain!

    So 4 Commoners Dead. The remaining 3 locked in combat will attempt to fight back. The rest are too scared to do anything.

    Servant attacks ML3 (45): 26: Success.
    -ML3 will parry (60): 44: Critical Success.
    Rat Catcher attacks ML4 (45): 72: Failure.
    Peasant attacks ML5 (45): 21: Success.
    -ML5 will parry (70): 74: Failure. Damage: 9/6: Lightly Wounded.
    Doomsayer attacks ML6 (45): 85: Failure.

    The party and the guards spend three turns in movement to join the combat.

    Round 2:
    Evie attacks ML1 (45): 2: Success.
    -ML1 Parries (50): 78: Failure. Damage: 8/6: Lightly Wounded.
    Gustav attacks ML1 (50): 18: Success.
    Damage: 10/6: Moderately Wounded. Injury: No injury.
    ML1 attacks Evie (60): 76: Failure.
    ML2 attacks Gustav (60): 97: Failure.
    ML3 attacks Servant (60): 55: Critical Success. Damage: 14/4: Grievously Wounded. Injury: Grievous Injury. Bleeds. Underling: Slain.
    ML4 attacks Rat Catcher (60): 35: Success.
    -Rat catcher parry (45): 14: Success
    ML5 attacks Peasant (60): 93: Failure
    ML6 attacks Doomsayer (60): 82: Failure
    ML7 attacks Rudiger (60): 84: Failure
    Rudiger attacks ML7 (42): 42: Success.
    -ML7 parries (60): 12: Success
    Sword & Board: (42): 88: Critical Failure
    Ergarad attacks ML7 (45): 10: Success.
    -ML7 parries (60): 04: Success
    Guard attacks ML6 (45): 23: Success.
    -ML6 parries (60): 36: Success
    Rat Catcher attacks ML4 (45): 47: Failure.
    Peasant attacks ML5 (45): 22: Critical Success.
    Damage: 7/6: Moderately Wounded. Injury: No Injury.
    Doomsayer attacks ML6 (45): 00: Critical Failure.

    Round 3:
    Evie attacks ML1 (45): 46: Failure.
    Gustav attacks ML1 (40): 35: Success.
    -ML1 Parries (70): 90: Failure. Damage: 10/6: Severely Wounded: Injury: No Injury.
    ML1 attacks Evie (60): 34: Success.
    -Evie parries (42): 24: Success.
    ML2 attacks Gustav (60): 61: Failure.
    ML3 attacks Rat Catcher (60): 24: Success.
    -Rat Catcher parries (45): 45: Success
    ML4 attacks Rat Catcher (60): 51: Success.
    -Rat Catcher parries (45): 9: Success
    ML5 attacks Peasant (60): 19: Success.
    -Peasant parries (45): 99: Critical Failure. Damage: 16/4: Moderately Wounded. Injury: Moderate Injury. Bleeds. Underling: Slain!
    ML6 attacks Doomsayer (60): 67: Failure
    ML7 attacks Rudiger (60): 10: Success.
    -Rudiger parries (52): 1: Success
    Rudiger attacks ML7 (42): 72: Failure.
    Ergarad attacks ML7 (45): 42: Success.
    -ML7 parries (60): 35: Success
    Guard attacks ML6 (45): 41: Success.
    -ML6 parries (60): 45: Success
    Rat Catcher attacks ML4 (45): 44: Critical Success. Damage: 6/6: No damage.
    Doomsayer attacks ML6 (45): 31: Success.
    -ML6 parries (60): 12: Success

    Round 4:

    Note: I’m kind of bored. There is almost no progress and everything is so tiresome. Zweihander isn’t meant to run 10+ opponents combat solo. So I scratched that and decided to go on another approach. More narrative.
    Lions are animal predators. They kill to eat, for sport or for territory.

    Evie: Easy Leadership (62): 91: Failure
    They will try to disengage and move tactically outside.

    Evie: Maneuver
    Gustav: Maneuver

    Q: Do the lions go after Evie and Gustav?
    A: Yes, and they’re unlikely to disengage easily.

    ML1 hustles & attacks Evie (60): 43: Success.
    -Evie parries (42): 39: Success.
    ML2 hustles & attacks Gustav (60): 24: Success.
    -Gustav parries (40): 3: Success
    ML3 attacks Rat Catcher (60): 83: Failure.
    ML4 attacks Rat Catcher (60): 94: Failure.
    ML5 attacks Doomsayer (60): 6: Success.
    Doomsayer parries (45): 54: Failure. Damage: 16/4: Moderately Wounded. Injury: No Injury.
    ML6 attacks Doomsayer (60): 5: Success.
    -Doomsayer parries (45): 27: Success.
    ML7 attacks Rudiger (60): 98: Failure.
    Rudiger: Attack ML7 & Maneuver
    Rudiger: Attack (42): 73: Failure
    Rudiger: Maneuvers
    Ergarad attacks ML7 (45): 39: Success.
    -ML7 parries (60): 5: Success
    Ergarad: Maneuvers
    Guard attacks ML6 (45): 36: Success.
    -ML6 parries (60): 54: Success
    Guard: Maneuvers
    Rat Catcher attacks ML4 (45): 81: Failure
    Doomsayer attacks ML6 (45): 43: Success.
    -ML6 parries (60): 72: Failure. Damage: 10/6: Lightly Wounded

    Q: Do the disengaged commoners maneuver out?
    A: Yes

    Round 5:
    So much for my plan for a different approach.
    This is no longer fun for me.

    I’m not yet willing to abandon Zweihander since I believe this to be partly my fault trying to run such a large fight. But everything is sooo slow.

    Evie attacks ML1 (45): 19: Success.
    -ML1 Parries (50): 93: Failure. Damage: 11/12: Grievously Wounded: Injury: No Injury.
    Gustav attacks ML1 (40): 64: Failure.
    ML1 attacks Evie (60): 85: Failure.
    ML2 attacks Gustav (60): 52: Success.
    -Gustav parries (30): 13: Success
    ML3 attacks Rat Catcher (60): 19: Success.
    -Rat Catcher parries (45): 72: Failure. Damage: 13/16: Moderately Wounded: Injury: Moderate Injury. Bleeds. Underling: Slain.
    ML4 hustles & attacks Ergarad (60): 70: Failure.
    ML5 attacks Doomsayer (60): 8: Success.
    -Doomsayer parries (45): 3: Success.
    ML6 attacks Doomsayer (60): 88: Critical Failure
    ML7 attacks Rudiger (60): 95: Failure.
    Rudiger attacks ML7 (42): 54: Failure.
    Ergarad attacks ML7 (45): 93: Failure.
    Guard attacks ML6 (45): 73: Failure.
    Doomsayer attacks ML6 (45): 82: Failure.

    Round 6:

    Evie attacks ML1 (45): 79: Failure.
    Gustav attacks ML1 (40): 94: Failure.
    ML1 maneuvers away.
    ML2 attacks Gustav (60): 51: Success.
    -Gustav parries (30): 72: Failure. Damage: 16/4: Moderately Wounded. Injury: Moderate Injury: Hyperextended Elbow.
    ML3 hustles & attacks Evie (60): 48: Success.
    -Evie parries (45): Failure. Damage: 9/9: Lightly Wounded.
    ML4 attacks Ergarad (60): 79: Failure.
    ML5 attacks Doomsayer (60): 49: Success.
    -Doomsayer parries (45): 82: Failure. Damage: 20/22: Slain!
    ML6 hustles & attacks Guard (60): 71: Failure
    ML7 attacks Rudiger (60): 85: Failure.
    Rudiger attacks ML7 (42): 75: Failure.
    Ergarad attacks ML7 (45): 93: Failure.
    Guard attacks ML6 (45): 36: Success.
    -ML6 parries (50): 12: Success.

    Round 7:
    So this drags on and on. I was about to switch to Oracle combat resolution but I’ll stick to Zweihander.

    Evie attacks ML2 (45): 66: Critical Failure.
    Gustav attacks ML2 (40): 3: Success.
    -ML2 parries (70): 7: Success
    ML2 attacks Gustav (60): 35: Success.
    -Gustav parries (40): 73: Failure. Damage: 14/4: Grievously Wounded. Injury: No injury.
    ML3 attacks Evie (60): 69: Failure.
    ML4 attacks Ergarad (60): 82: Failure.
    ML5 hustles & attacks Ergarad (60): 49: Success.
    -Ergarad parries (45): 61: Failure. Damage: 23/23: Grievously Wounded. Injury: Grievous Injury: Severed Artery: Slain!
    ML6 attacks Guard (60): 88: Critical Failure
    ML7 attacks Rudiger (60): 72: Failure.
    Rudiger attacks ML7 (42): 50: Failure.
    Guard attacks ML6 (45): 97: Failure.

    Round 8:
    Since this goes to slaughter, the party members will attempt to run for their lives.

    Evie: Runs
    ML3 attack of opportunity (60): 14: Success: Damage: 7/3: Moderately Wounded: Injury: No Injury. Evie Resist Takedown: 14: Success. Evie Runs Away!
    Gustav: Runs
    ML2 attack of opportunity (60): 25: Success: Damage: 15/6: Slain. Fate Point!: Escapes Death. Gustav runs away!

    Q: Does ML2, ML3 go after the party who fled or the commoners?
    A: False Presupposition
    They attack the combatants. The guard and Rudiger.

    ML2 hustles and attacks the guard (60): 48: Success.
    -Guard parry (45): 98: Failure. Damage: 12/6: Moderately Wounded: Injury: No Injury.
    ML3 hustles and attacks Rudiger (60): 39: Damage: 12/9: Lightly Wounded
    ML4 hustles and attacks the Guard (60): 68: Failure
    ML5 hustles and attacks Rudiger (60): 76: Failure
    ML6 attacks the guard (60): 32: Success
    -Guard parries (45): 77: Critical Failure. Damage: 13/7: Severely Wounded. Injury: No Injury.
    ML7 attacks Rudiger (60): 79: Failure
    Rudiger: Runs away
    ML3 attack of opportunity (60): 75: Failure
    ML5 attack of opportunity (60): 1: Success. Damage: 14/9: Moderately Wounded: Injury: No Injury
    ML7 attacks of opportunity (60): 38: Success. Damage: 17/9: Grievously Wounded: Injury: Grievous Iniury: Fate Point: No Damage.
    Guard attacks ML6 (45): 17: Success.
    -ML6 Parries (60): 29: Success


    Combat narrative

    The lion pack jumps on the surprised group. Claws are dug deep into shoulders. Teeth rip off chunks of meat. The lions prove their predator nature as the scared caravan looks in horror.
    The few men and women locked in combat try to fend off the beasts but they cannot.
    The guards and Evie’s party join up trying to make an opening out of the cave. But the lions are set up in a way that this is so difficult.
    “Everyone! Gather together in a formation! Light torches! Keep them at bay!” Evie shouts.
    No one seems to listen. The beast growls cover the sound of her voice.
    Slowly the party maneuvers in a way so as the cave exit is behind them, and the lions are in the inside.
    Blows are exchanged and the commoners perish one by one. Gustav and Evie are wounded.
    Ergarad the guard, is jumped upon by a lion that severs her artery. Blood speed everywhere and she falls down dead.
    “Let’s make a run for it! They have enough to eat for the whole winter! Run!” Rudiger shouts. Evie and Gustav run away, and the lions lash at them, but by some divine grace they survive.
    Rudiger and the other guard are left alone against the lions. As they fend off their last strikes, Rudiger runs away as the guard keeps fighting.

    Far away from the cave, they look at their wounds and each other as they pause for a second to catch their breath.
    Their looks speak volumes. Did anyone else survive?
    They took these men and women with them for a better future and they all ended up as food.
    And they’re in a sorry state. Wounded. Injured. Cold. Unsheltered. How are they going to make it through the night?


    Summary

    I’m pulling the plug here.
    Zweihander isn’t to my solo play tastes.

    I may have been biased based on what I expected after my reading of the system, but I believe that my bias was correct. My issue lies with the design. The writing is just one face of the design.
    So I’ll break down the problems.
    1. Chaotic structuring. In order to read about injuries I had to check 3 different chapters. Combat, Healing, Gamemastering. Seriously the page flipping is immense. Maybe when I know the rules a bit better I’ll remember it by heart, but that’s not user friendly.
    2. Combat resolution. I think it’s derived from WHFRP, but it does away with all the innovative. An attack sequence may include 5 separate rolls! (Attack, Opposed Parry, Fury-Damage, Chaos-Injury, Injuries table). It’s slow, cumbersome and in return doesn’t provide narrative feedback. Not to mention it’s frustrating when the chances for injury are so low.
    I’ll add to this the weapon tables, where the weapons are differentiated by their qualities (vicious, punishing, etc) and not by stats. Another characteristic I have to check for combat resolution!
    3. Ancestral Traits. In my opinion ancestral traits should be common for all members of the same ancestry. I get the going for character variety, but it doesn’t make any sense for only a few dwarves to have dark vision.
    4. Skills ranks don’t have an apparent effect. A man-at-arms in average is only 10% better in combat than a peasant. And if they’re imperiled by one rank, they’re at the same. Only talents may make some difference.

    I understand that concerning solo play, a combat of so many opponents is tough to run, but I did this successfully in both Savage Worlds and Star Wars D6.
    But if I had taken a fewer combatants approach like in MERP, Mythras or Hârnmaster, I’d expect the narrative feedback these games have.

    Don’t get me wrong. Zweihander is a great game with a very detailed implied setting and lots of information on professions, grimoire and bestiaries. It just didn’t fit to my solo roleplaying needs.
    I may return to it some time in the future, but not soon.

    As for Evie’s company, it seems I’ll have to do another conversion for them.

    I am a bit disappointed because I was very happy with how the story evolved. Combining CRGE with false presuppositions and likelihoods was interesting, and the in the heart of the unknown HFGE was excellent as always.
    What I really enjoyed though was the BOLD connections. I’ll definitely be keeping this mechanic for future party solo roleplaying. It gave narrative depth! One could even evolve it further with social mechanics and passions and alignments depending on the game system!

     
    • Todd's avatar

      Todd 4:34 am on January 20, 2020 Permalink | Reply

      Have you tried HARP? I don’t know how close it hews to MERP. I just picked up the HARP pdf because it looked interesting, but I’ve only gotten as far as character creation with it.

      Liked by 1 person

      • giorgis's avatar

        giorgis 11:02 am on January 20, 2020 Permalink | Reply

        I’ve read good things about it. It’s part of the Rolemaster a family, hence it’s close to MERP. I think it’s an effort to modernize it, though still old.
        I would like to get a hold of these, but imho ICE has really high prices for 10 year old PDFs

        Like

  • Unknown's avatar

    giorgis 10:26 pm on January 16, 2020 Permalink | Reply
    Tags: ,   

    Evie’s Company – Zwei-hammer Session 0 

    So after the unsuccessful attempt to run Bianka in Hârnmaster rules (and her apparent misfortune), I’m switching to the last d100 game in my list. Zweihander.

    At first I was hyped. I’ve read so many good things about it. It advertises as grim and perilous so that ticks my boxes. Also it’s supposed to be a rule system to run Warhammer Fantasy which sounds like a perfect fit. Also it sports a whooping core book size, which for me is a huge plus.
    And then I started reading through it. I’m a bit disappointed. Maybe if I wasn’t so hyped I wouldn’t be, but my expectations were set really high.
    I’ll give my final review of the system once I’ve solo playtested it, but I want to share that my main concerns were regarding the writing. There’s too much advertisement of how this is grim and perilous and how it’s different and more deadly than other RPGs, and also how they went so far out of their way to give the WHFRP style without being WHFRP. I wouldn’t have a gripe with all that if they hadn’t spent a serious amount of effort, time and space to do all that. All in all it was a tad bit too much. I won’t go into anymore details, lest I be caught in the same trap they did.

    Conversion

    So again here comes the conversion. I’ll convert the characters as per the character generation that is described in the book.
    I will keep their descriptions weight, height and distinguishing mark’s as they were generated for WHFRP and fit.
    I will roll the attributes and ancestral traits randomly, even if this deviates a bit from the character so far.
    I will choose their wealth status and professions. I will give them starting trappings, with the exception of Rudiger who will have a Mail hauberk.
    For alignment and upbringing I will roll 3 times and assign each of them to the party members to reflect their current personalities as close as possible.
    I will keep the UNE and BOLD descriptions and for the chaos corruption of Rudiger I will see how to best translate it. Maybe I’ll just give him 2 Chaos Ranks.
    I will award them 100 points for Night of Blood and 50 points for each of the sessions of Siege of Ostenhofen that they participated. This adds up to a total of 400 reward points.

    The party

    Evie

    Name Evie Vogel
    Ancestry Human
    Ancestral Trait Dauntless
    Archetype Socialite
    Profession Courtier
    Upbringing Cultured
    Social Class Aristocrat
    Alignment Cunning & Deceit
    Age 20 yo
    Gender Female
    Height 180cm
    Weight 72kg
    Eyes Pale Grey, Almond shaped
    Hair Brown
    Sign The gloaming star
    Birthplace Wissenland, Poor village

    Demeanor: Traditional
    UNE: lazy activist, offend the wealth
    BOLD: pleasant deputies overcome by scarce-used ability

    Evie is the daughter of Baron Vogel. She is traditional and doesn’t want radical changes, and has taken it upon herself to see that the wealthy merchants are taxed heavily and the taxes are given to the nobility. She’d prefer if someone else would help her on this task though.
    To that end, she wants to charm the neighboring prince into marriage and she has left the estate with her bodyguard Rudiger and her servant Gustav to go to the castle where she was invited.
    On the way they were stopped by some friendly roadwardens who, seeing her wealth, required tolls to be payed. Using her knowledge of the law she reminded them that only the toll collector had the authority to collect tolls and they should be careful lest they be mistaken for brigands preying on hapless travelers.
    Evie, despite her status got arrested by the road wardens and brought to Ostenhofen. She had hoped to meet Prince Ingmar, but the orc siege foiled her plans.
    Update: Confronted with demons, mutants, orcs and undead may have shaken Evie. I doubt she cares anymore about offending the wealth. Maybe she will have to change motivations.

    Primary Attribute Score Bonus Profession Bonus
    Combat 45 5
    Brawn 38 3
    Agility 35 2 3
    Perception 42 5 6
    Intelligence 42 5 6
    Willpower 45 3
    Fellowship 42 3 5
    Secondary Attribute Score
    Peril Threshold 6 (12/18/24)
    Damage Threshold 3 (9/15/21)
    Encumbrance 6
    Initiative 9
    Movement 6

    Skill Ranks: Charm, Eavesdrop, Guile, Rumour, Simple Melee, Scrutinize
    Talents: Forked Tongue, Silver Tongue

    Coin purse, fancy shoes, fashionable clothing, foppish hat, holy symbol, knuckleduster, mandrake root (3), mantle, neck ruff, shoulder bag, writing kit, rapier, 8 gc

    Gustav

    Name Gustav Dickopf
    Ancestry Human
    Ancestral Trait Danger Sense
    Archetype Commoner
    Profession Servant
    Upbringing Industrious
    Social Class Lowborn
    Alignment Mystery & Exclusion
    Age 19 yo
    Gender Male
    Height 165cm
    Weight 75 kg
    Eyes Grey
    Hair Blonde
    Sign The greased goat
    Birthplace Nordland, Small settlement

    Demeanor: Flamboyant
    UNE: obnoxious fortune-hunter, convey opulence
    BOLD: lethargic traitor overcome by strong attribute

    Gustav is Evie’s servant. Despite his low status he is flamboyant, and tries to siphon off wealth from Evie to show off. He wears expensive clothing and behaves as someone above his class. Evie likes him so she tolerates it, but others are not so disposed. He passes of to his peers as an obnoxious fortune-hunter, which actually he is.
    When the estate cook started gossiping about Gustav, he managed to find him sleeping on more than one occasion and convinced Evie to demote him to stable boy. Gustav was escorting Evie to the castle where she was invited by the prince when the events of the night of blood occurred.
    Update: Gustav is out of his comfort zone for far too long. They haven’t had a proper safe, cozy, rest without the hint of danger in weeks now. He wants this crusade of Evie to end, and get back to improving his status (and wealth).

    Primary Attribute Score Bonus Profession Bonus
    Combat 40 5
    Brawn 34 3 4
    Agility 44 3 4
    Perception 42 5 7
    Intelligence 45 5 6
    Willpower 40 3
    Fellowship 50 4 6
    Secondary Attribute Score
    Peril Threshold 6 (12/18/24)
    Damage Threshold 4 (10/16/22)
    Encumbrance 7
    Initiative 10
    Movement 7

    Skill Ranks: Awareness, Charm, Folklore, Rumour, Simple Melee
    Talents: Silver Tongue

    Bandages (3), bottle bomb, grave root, holy symbol, heavy boots, tuck sack, shiv, simple attire, warm vest, splitting maul, 27 bp

    Rudiger

    Name Rudiger Dirnbach
    Ancestry Human
    Ancestral Trait Mixed Bloodline-Ogre-Frightening Bellow
    Archetype Warrior
    Profession Man-at-arms
    Upbringing Militant
    Social Class Burgher
    Alignment Ambition & Tyranny
    Age 37 yo
    Gender Male
    Height 175cm
    Weight 69 kg
    Eyes Pale Grey
    Hair Black
    Sign Gnuthus the Ox
    Birthplace Middenland, Hovel
    Distinguishing Marks Seamed face

    Demeanor: Hardboiled
    UNE: addicted judge, spoil the oppressed
    BOLD: deceiving labor overcome by on accident
    Corruption: Miserly, Impatient

    Rudiger is an old soldier who was appointed as a guard to the baron’s estate. As Evie grew, the baron appointed Rudiger to be her personal bodyguard.
    Rudiger is a veteran of many battles, and little that he sees shakes him. He has seen orcs, goblins and the occasional bandit. He believes firmly in the order of things and that the poor are supposed to stay poor and support the nobility.
    When he was younger, he was once deceived by an agitator to fight for ‘the cause’ and free the peasants from their lords rule. When, by mistake he came upon the peasant leaders divulging in their loot, he killed them all and left. He decided never to assist the traitorous peasants again and took it upon himself to punish them whenever possible. His combat skills and passion for riot control soon were noticed by the baron, who took him under his employment.
    After the last peasant revolt he has taken it upon himself to root out any danger that comes from the low classes. On such events, he alone decides the fate of the prisoners.
    His harsh life is not without scars though, and he has turned to be a functional alcoholic.
    Rudiger is escorting Evie as a bodyguard.
    Update: Corrupted by chaos, Rudiger’s faults have increased. He no longer has patience for the beggars and the poor, and may outright attack any street urchin who will try to pickpocket him. Seeing the threats to the Empire and Evie has made him even more likely to stand at her side, as she has proven that she fights for what is right.
    This is represented by 2 Chaos Ranks.

    Primary Attribute Score Bonus Profession Bonus
    Combat 42 5 7
    Brawn 45 4 5
    Agility 40 3 4
    Perception 41 5
    Intelligence 44 5
    Willpower 41 3 4
    Fellowship 39 2
    Secondary Attribute Score
    Peril Threshold 7 (13/19/25)
    Damage Threshold 9 (15/21/27)
    Encumbrance 8
    Initiative 8
    Movement 7

    Skill Ranks: Martial Melee, Resolve, Simple Melee, Toughness, Warfare
    Talents: Lightning Reactions, Shield Slam, Sword & Board

    heavy boots, lantern, laudanum (3), military attire, oil pot, red cap mushrooms, rucksack, mail hauberk, tincture (3), wooden shield, mortuary sword, 13 ss

    Conversion Summary

    Some interesting results here. The primary attributes were okayish, but I really liked the alignments rolled.
    I absolutely loved the mixed bloodline ancestral trait of Rudiger. He has Ogre’s blood running in his veins!
    I found the whole process not too tiresome considering I generated three characters, so that’s a big plus for the game system.

    Encounters

    Even though it was short lived, I really enjoyed the wilderness hex flower gaming engine In the heart of the unknown combine with Hârnmaster’s encounter tables, so I’m going to use those again. Zweihander also has an apendix of encounters, but since they’re very specific, I’ll use them instead when I roll a Nat 20 on Hârnmaster’s encounters table.
    I’ll use Hârnmaster’s rules for wilderness travels since they’re meant to be used with Hexes in mind. Again, the group is traveling with a week’s worth of supplies, towards Mainberstein. Their caravan consists of twenty commoners, two guards and one horse.

    The story

    The story continues from the events of Night of the Blood and the Siege of Ostenhofen.
    The party will attempt to reach Mainberstein from Westenhofen.
    I suspect that once in safety they will attempt to find a way to defeat the lich. Maybe complement their party with a wizard or a priest. It would be nice for a change to add some magical flavor.

    Threads

    • Reach Mainberstein safely
    • Find a way to defeat the lich
    • Clear their name (do they need to?)

    Emulation

    For GM emulation, I’ll be using a custom CRGE Oracle with inspiration from MUNE and False Presuppositions from Recluse.
    So I will be rolling on the CRGE table, and will use unexpectedly/surge counts, but, doubles will be False Presuppositions. Likelihood will be introduced by Flipping the Dice. So a likely result of 38 would become 83. A likely result of 83 would remain as is.
    An unlikely result of 62 would become 26. An unlikely result of 26 would remain as is. Surge count is applied after flipping the results.

    Tools

    I’ll be also using BOLD regarding the Connections mechanic to spice conversations in the party.
    UNE, Donjon and the Game Master’s Apprentice cards will be used if and when required.

     
  • Unknown's avatar

    giorgis 7:37 am on January 9, 2020 Permalink | Reply
    Tags:   

    Bianka the Ratter Hârn-hammer Session 1 

    Threads:

    • Flee Westemhofen
    • Exact Revenge

    So now Bianka has gathered her belongings and is at full health (finally!) and she can start on her path to revenge.
    The first thread is closed and we have the second thread as main thread.
    She wants to exact revenge in a more brutal way, as the corruption of chaos is slowly seeping in her psyche.
    I need to ask a few questions to gather the necessary information about this ratter that she’s so bent on destroying.

    Donjon: Mare. Male Dwarf Craftsman, Neutral. Mare is overweight, with brown hair and light amber eyes. He wears worn clothing and a wide-brimmed hat.
    Okay, so it’s a dwarf ratter!

    What was the town where they met?
    Donjon: Lenebruck. Population: 330, mostly human, some dwarf. The village sits in the shadows of a ruined castle. It is governed by the priests of the village temple.

    So why would such a small village have a rat problem? maybe something else is stirring the rats? Maybe there’s something in the ruined castle? I don’t know if I’ll find out, since Bianka is bent on revenge.

    Now, I think that mapping the distances arbitrarily would be too biased. So I’m going to use In the heart of the unknown for mapping and weather. I’m going to use its encounters generator and complement it with Hârn.
    I will be rolling on the engine for every league travelled, which is approximately one watch walking distance.

    I also need a resource mechanic. I really liked the downgrading die, but I already have one random factor (the random map generator), so I won’t introduce another one. I’ll declare Bianka has gathered one week’s worth of food, and if necessary she will forage.

    Finally, since I’m going too focused in on Bianka, I will use the Background Surprise Events Oracle. If I find that the whole session is too heavy, at the end of the one week I will not use the background events.

    Day 1, 3rd Watch.
    Encounter Engine: 6: X. Reroll: 5: Nudged 1 HF towards the Destination: River.
    Terrain Engine: 10: Nudged 1 HF towards the mountains. Plains.
    Weather Engine: 7: X: Reroll: 8: Slight rain.
    Hârn Encounters: (Highway): 10/17: No encounter.

    Day 1, 4th Watch.
    Encounter Engine: 8: Nudged 1 HF towards the Destination: Wandering Monster: 12: Goblins.
    Terrain Engine: 4: Plains.
    Weather Engine: 4: Sunny.
    Hârn Encounters: (Highway): 19/17: Encounter: Cleric/etc: Temple Priest: Seeking Victims for Rituals/etc. Friendliness: 88.

    I was thinking the cleric could have been a goblin shaman, but since the Cleric’s friendliness is 88 I deem that they are instead hunting the goblins. The goblins most likely are strugglers from the disbanded horde.

    Donjon: Hancho: Male Dwarf Cleric, Evil. Hancho has a long face, with long gray hair and gray eyes. He wears splint mail and wields a hammer.

    Some metagaming here: Hancho is a dwarf cleric of Ulric who hunts down goblins to kill them and sacrifice them to his patron deity.

    There are 1d3+2 = 4 goblins.
    I’ll equip them based on the respective Treasure tables of Hârn. Whatever doesn’t make sense, I’ll modify or reroll.
    G1: Leather Vest, Club, Handaxe, Dagger, Roundshield.
    G2: Spear, Roundshield, Dagger
    G3: Shortbow, 5 Arrows, Club
    G4: Spear, Scimitar

    Some Awareness rolls to see who notices whom.

    Bianka: Awareness (52): 34: MS
    Goblin1: Awareness (52): 92: MF
    Goblin2: Awareness (52): 58: MF
    Goblin3: Awareness (52): 69: MF
    Goblin4: Awareness (52): 65: CF
    Hancho: Awareness (49): 95: CF

    After a few hours of walking, past a bridge over the river, Bianka comes upon the sounds of struggle.
    Closing, she hears the war cry of an armored short stout dwarf, locked in combat with four goblins. Three of them are armed with hand weapons while the fourth sports a short bow and tries to get a clear shot.
    Bianka considers the situation. She cannot get past them to continue on her journey, and it’s most likely that the dwarf will lose against so many odds. Better to face them now, that the numbers may be better. She arms her hatchet and joins the combat.
    She tries to make a stealthy approach.

    Bianka: Stealth (35): 43: MF

    Bianka steps on a branch, trying to close in on the greenskins, but the goblins are too focused on their fight to mind her. She manages to get in engagement range without being detected.

    So I need to calculate a few more things before combat is joined.
    Endurance: 13
    Dodge: 70
    Weight: 20,2 ~ 24
    Encumbrance Penalty: 2
    AML/DML: 37

    I’m running this in theater of the mind.
    So I tried to find a few generators or to create a dwarf NPC on the fly. Huh that was tough. Therefore I found an already created dwarf NPC in an aide in lythia and used their stats instead.

    Round 1.

    Hancho attacks first.
    Hancho attacks G1: (102): 94: MS
    G1 blocks: (55): 64: MF
    He performs an A1 strike.
    Hit Location: Left Knee
    Damage: 9-4: 5: S2 (Fractured Knee).
    G1: Shock Roll: 2d6: 9/10: Unaffected.
    G1: Stumble Roll: 3d6+2: 15/11: He falls down.

    G1 has two Injury levels. Initiative reduced 2 steps. Will attack after Bianka.

    G2 attacks Hancho: Spear (60): 42: MS
    Hancho blocks: (72): 20: CS: Defender Tactical Advantage (DTA)
    Hancho attacks G1: (122): 57: MS
    G1 blocks (45): 73: MF
    He performs an A1 strike.
    Hit Location: Left Thigh.
    Damage: 9-4: 5: S2 (Fractured Thigh).
    G1: Shock Roll: 4d6: 12/10: Shocked.

    G4 attacks Hancho: Spear (70): 70: CS
    Hancho blocks: (72): 11: MS: Hancho receives A1 Strike Impact.
    Hit Location: Left Calf.
    Damage: 10-1: 9: S2 (Stabbed Calf).
    Hancho: Shock Roll: 2d6: 4/15: Unaffected.
    Hancho: Stumble Roll: 9/15: He stands.

    G3 will try to get an opening and shoot the bow into the melee.
    I need to see if Hancho is aware of the attack: Awareness (39): 65: MF
    G3 attacks Hancho: Shortbow (50): 31: Hancho receives an M2 Strike Impact.
    Hit Location: Skull.
    Damage: 14-12: 2: M1: Minor Stab to the skull.
    Hancho: Shock Roll: 3d6: 10/15: Unaffected.

    Bianka attacks G3: Hatchet (37): 68: MF
    G3 is unaware of Bianka’s attack and Ignores it: He receives an A1 Strike Impact.
    Hit Location: Right Shoulder.
    Damage: 5-3: 2: M1: Minor Cut to the right shoulder.
    G3: Fumble Roll: 10/11: No Fumble

    The dwarf moves with skill and swings his hammer with great strength, crushing one goblin’s knee, which stumbles and falls. Another greenskin tries to make a jab with its spear, but it misses and the dwarf rotates around the extended arm, and follows with another strike at the prone goblin’s thigh, crushing it and knocking it out in pain.
    This has left him vulnerable to a spear thrust from another goblin who uses it with both hands and pierces through the dwarfs’s unarmed calf. The goblin bowman rotates around the fight and finally gets an opening shooting straight at the head. At such close range, the missile pierces through the pot helmet, the quil cowl, and scratches the skull underneath.
    Bianka finds the opportunity and attacks the goblin archer from behind, hacking at its shoulder with her hatchet.

    Round 2:

    Hancho attacks G4: (87): 33: MS
    G4 blocks: (60): 50: CS: G4 wins a DTA.
    G4 attacks Hancho: Spear (70): 11: MS
    Hancho blocks: (67): 57: MS: Blocks.

    G2 attacks Hancho: Spear (60): 36: MS
    Hancho blocks: (67): 60: CS: Defender Tactical Advantage (DTA)
    Hancho attacks G4: (87): 81: MS
    G4 blocks (60): 13: MS: Blocks

    G4 attacks Hancho: Spear (70): 48: MS
    Hancho blocks: (67): 95: CF: The goblin performs an A2 strike.
    Hit Location: Thorax
    Damage: 17-10: 7: S2 (Stabbed Chest).
    Hancho: Shock Roll: 5d6: 19/15: He falls down.

    G1: Shock Recovery: 4d6: 11/10: Doesn’t Recover

    G3: Draws club. Grope Action.

    Bianka attacks G3 Hatchet (37): 28: MS
    G3 tries to dodge: (50): 24: MS: Dodged successfully

    After a few exchanges of strikes back and forth between the dwarf and the goblins, a goblin spearman gets a clean thrust with his spear. It pushes with both hands and pierces the Edward’s chest through. The heavy armor isn’t enough and the dwarf falls, still clutching his attacker’s spear.
    Bianka tries unsuccessfully to attack the goblin archer who has switched to a club.

    Round 3:

    Things look dire for Bianka now that Hancho is down.

    G2 attacks Bianka: Spear (60): 81: MF
    Bianka blocks: (37): 80: CF: Defender Fumble (DF)
    Bianka Fumble: 3d6: 6/12: No Fumble

    G3 attacks Bianka: Club (60): 89: MF
    Bianka blocks: (27): 25: CS: DTA
    Bianka attacks G3 Hatchet (37): 60: CF
    G3 blocks: (55): 91: MF: Attacker Fumble (AF)
    Bianka Fumble: 3d6: 16/12: She drops her hatchet!

    G4 attacks Bianka: Spear (70): 69: MS
    Bianka dodges: (50): 87: MF: The goblin performs an A1 strike.
    Hit Location: Abdomen
    Damage: 12-1: 11: S3 (Stabbed Abdomen).
    Bianka: Shock Roll: 3d6: 13/13: She holds firm.

    G1: Shock Recovery: 4d6: 13/10: Doesn’t Recover

    Bianka withdraws and attempts to run away. I can’t find any rules for turning and fleeing so I will just rule that each goblin gains a DTA.

    G2 attacks Bianka: Spear (60): 59: MS
    Bianka dodges: (35): 90: CF: The goblin performs an A2 strike.
    Hit Location: Left Upper Arm
    Damage: 14-1: 13: S3 (Stabbed Left Upper arm).
    Bianka: Shock Roll: 6d6: 28/13: She falls unconscious.

    Now Bianka faces off three goblins alone. She tries to hold them off, but facing three adversaries at the same time is too much for the rather, and she drops her hatchet. The goblin spearman who wounded the dwarf jabs at her abdomen, severely wounding her. She holds on and tries to run away but the other goblin spearman thrusts through her shoulder. The pain is excruciating and Bianka falls quickly. Everything turns black.

    Session Background

    Okay, Hârnmaster isn’t pulp at all.
    But that isn’t the only issue with my utter failure.

    • I miscalculated encounter size. There should be just two goblins. The number of opponents is very important as every single strike could bring you down. Maybe three would be challenging considering the armor and skill of the dwarf, but four were just too much.
    • Bianka was too weak and unarmored. In comparison the pregens of dead weight wore armor and had about double Bianka’s combat skills or more!

    Now a breakdown of the system. Hârnmaster is definitely old school. Not old school renaissance, mind you.
    As I played, to me it felt like a mix of MERP/Rolemaster and Runequest/Mythras, both in terms of character generation and skill and combat resolution.
    What I disliked: The modifiers. This was MERP all over again. A simple example: for attack, I need to factor in the mastery level, the encumbrance penalty, the injury penalty and the weapon’s attack bonus. For defense you have a different weapon bonus, outnumbering modifiers and you need to calculate this as well. As combat progresses these change… oh and some weapons have a 1h mode modifier as well. This is a bookkeeping pain.
    What I liked: The detail in combat. Almost every part of the human body is detailed. You could get a hit in the eye, the ear or the groin. Also the wound levels and shock rules. Combine this with the ebb and flow of the differential combat rules this was like Mythras mixed with the MERP criticals and the wound levels of Savage Worlds/OpenD6. Absolutely stunning.
    What could be better: Character generation. It’s ok for PCs when you want to put detail in your character. But when you need NPCs on the fly… it’s really problematic without resorting to pregenerated characters.
    What I enjoyed: The campaign section. Encounter tables with activities. Detailed treasure tables. Very similar to MERP but better in many regards.
    Minor qualms: I had to go back and forth many times to find where a specific rule was described.
    I also didn’t like how strength and toughness didn’t impact combat damage directly, even to a small degree. It didn’t matter if you were a well trained weakling or a brute, you could deliver the same damage with the same weapon. Also no matter how tough you are if you are unarmored the injury will be the same. Endurance only affects how you react to the injury.
    A luck points mechanic is necessary for gritty games, but as I said, Harnmaster is old-school, not OSR.
    Interesting but untested: Hârnmaster has amounted Combat, Jousting and Psionics! I’d love to see them at work.

    Overall I liked Hàrnmaster, even though Bianka was casualty of the experiment.
    I’ll be returning to it in the future, as I have something in mind.
    Also, I may be homebrewing other systems to use the combat mechanics I found here.
    I’ll be definitely keeping the encounter tables for other low fantasy campaigns.

     
  • Unknown's avatar

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

    Bianka the Ratter Hârn-hammer Session 0 

    Introduction

    I recently got the Dead Weight prewritten module and it had the Hârnmaster QuickStart rules.
    While reading through it I was so intrigued I went ahead and got the PDF of the Hârnmaster 3ed Rules.
    What is Hârnmaster? It’s a d100 roll-under gritty rule system coupled with a low-fantasy setting, Hârnworld. Of course it can be run into any low-fantasy setting. There’s tons of setting material for Hârnworld (they’re quite expensive) but there’s a lot of fan content as well!
    In http://lythia.com I found high quality fan content, and there was a really cool article about rats and ratters (rat catchers).
    So instead of trying out Hârn from scratch, instead I decided to run Bianka’s adventure from my Warhammer campaign into this system.

    Character sheet

    Below are the converted stats of Bianka:

    Characteristic Description
    Name Bianka Geissler
    Race Human
    Occupation Ratter
    Age 17 yo
    Gender Female
    Height 166cm/65″
    Weight 70kg/154 pounds(6)
    Frame Medium(12)
    Complexion Medium
    Eyes Grey blue, bloodshot
    Hair Dark Brown
    Birthdate 25th of Larane
    Sunsign Wymund the anchorite (Angberelius,Flaming Swords)
    Birthplace Nordland, Poor village
    Sibling Rank 5th/8 Children
    Parents Offspring/Both parents alive & together
    Parent Occupation Farmer (freehold)
    Estrangement Average
    Clanhead Distant relation(Grandfather related to Uncle)
    Key Attribute Score
    Strength 14
    Stamina 16
    Dexterity 12
    Agility 14
    Intelligence 10
    Aura 12
    Will 10
    Secondary Attributes Score
    Comeliness 16(Beautiful)
    Eyesight 12
    Hearing 14
    Smell 10
    Voice 10(Average)
    Medical
    Mental
    Morality 8(Corruptible)
    Contact Relationship Loyalty
    Herdsman Friend 55
    Farmer(Freehold) Enemy
    First Cousin,Aunt Uncle Acquaintance 41
    Skills ML
    CLIMBING 54
    CONDITION 65
    JUMPING 56
    STEALTH 40
    THROWING 52
    AWARENESS 52
    INTRIGUE 33
    ORATORY 24
    RHETORIC 31
    SINGING 33
    INITIATIVE 44
    UNARMED 42
    Agriculture 39
    Weatherlore 33
    Ratcraft 55
    Dogcraft 44
    Net 36
    Club 65
    Herblore 22
    Axe 42
    Cookery 33
    Foraging 33
    Sling 14
    Physician 12
    Wound Location Healing Rate
    M1-Minor Cut Left Upper Arm H5
    M1-Minor Tear Right Elbow H5
    S2-Serious Cut Abdomen H3

    Okay, this conversion was hard.
    Bear in mind this is a character that was generated using a Warhammer FRP 2ed online character generator, then converted to my homebrew MiniSix variant for Night of the Blood, then converted to Savage Worlds for the Siege of Ostenhofen and now to Hârnmaster.

    I used a point buy system as described in Hârnmaster.
    I spent the 30 attribute points for the key attributes and tried to be as close as possible to the MiniSix and Savage Worlds charsheet.
    I used the optional 20 attribute points for the non key attributes, but I didn’t use the 1/2 point cost described. It seemed really cheap. I mean I could assign 20 points and get an average of 16 in the 5 attributes where random roll was 3d6. It made no sense. Therefore I used full point cost to have an average of 12.
    I kept the randomly generated appearance characteristics, even though they play a role in Hârnmaster.
    Also Bianka was using hatchets and slings according to Warhammer FRP career. Hârnmaster ratters use clubs and nets (makes more sense). I hate to break narrative so I had to spend valuable Skill Points to buy the Axe and Sling skills.
    Another topic was that of sunsigns/birthsigns. Both Warhammer and Hârnworld have their own signs, and I wouldn’t have bothered, but in Hârnmaster, the sunsign affects Skill Base. Therefore for narrative I’ve kept the Warhammer sign, but for mechanics I’ve kept the sunsign of Hârn… a mess.
    Overall in the end I was wondering if it was the right choice to do all those conversions rather than generate a new character and test the system with them, but now the work is done.


    Character development:
    I went ahead and read Bianka’s skill uses through the two adventures and gave her the respective skill development rolls.

    Wounds:
    Bianka was left wounded when the party left her at Westenhofen. In Savage Worlds, she was shaken twice from the skeletons and then suffered a nasty double wound while retreating. I decided that these were two M1 and one S2 wounds. I rolled randomly for their location and liked what I got. A 1″ cut on her left upper arm, a 2″ gash on her right elbow and a 4″ cut on her abdomen.

    Equipment:
    Hatchet, sling, bag of rats, rat cage, mouse traps, common clothing, net, leather gloves, boots.

    Character description

    Demeanor: Aggressive
    UNE: reputable recluse, Record the public
    BOLD: common traitor overcome by personal resources
    Corruption: Egotistical, Obsessive, Deceitful

    Bianka is a young woman who has made a reputation as a rat catcher. She’s quite aggressive against the critters and doesn’t like the company of other people, keeping to herself.
    She wants to beat the numbers of rats she catches in comparison to the other rat catchers.
    In the last town she was in, a fellow rat catcher stole her bag of rats and sold it off as his own. She used her wits and skill and managed to catch an even larger number of rats, this fulfilling her contract.
    Bianka just came upon Evie’s company and by happenstance they go in the same direction.
    Bianka survived the night of the blood in the hooded man, but got corrupted by chaos from the demon they fought.
    Considering, the corruption of Tzeentch slowly seeping in, and all she has suffered, there’s a high chance that Bianka might go rogue. I think she is becoming obsessed with the rat catcher that betrayed her, and wants to exact vengeance now in a less peaceful manner. She wasn’t aware that giant rats existed. Maybe this can be part of her plan for vengeance.
    Her company left her behind in Westenhofen lest they be caught by the undead that have risen, but it was a mutual termination of companionship. No hard feelings.

    Notes

    I’ll be also switching to CRGE for Oracle this time around. It’s approach is more closely related to Mythic rather than MUNE/Recluse that I’m used to, but I want to experience how threads and scenes can work in solo play.

    So I have the following threads:

    • Flee Westenhofen
    • Exact Revenge

    A note on abbreviations:
    For space saving I will be using Hârnmaster abbreviation for test resolutions.
    CF: Critical Failure
    MF: Marginal Failure
    MS: Marginal Success
    CS: Critical Success

    Prologue

    First of all I need to see if the undead will attack Westenhofen before Bianka has a chance to heal her wounds.

    To Knowledge:
    Main Thread: Flee Westenhofen.
    Q: Do the undead attack Westenhofen?
    A: No, and unexpectedly.
    Unexpectedly: 7: Framing.
    A new NPC or object becomes critical to the thread.
    So the undead do not attack Westenhofen, maybe they’re attacking the city. In anyway I won’t be asking this question again for two weeks.
    Since Bianka has been bedridden two weeks now trying to recover, I presume that the new NPC will be the town’s herbalist, who may have a different approach to help heal Bianka.

    Bianka walls slowly around the room. Her bandages were cleaned once more by Mari, the physician’s assistant but she still was in a bad shape.
    “Is this guy any good?” She asks Mari. “It’s been two weeks that I’m bedridden. I can’t stay here anymore. I’m afraid the dead will come anytime soon.”
    “He’s the best outside of Ostenhofen.” Mari answers, but he pauses for a moment and then continues. “There’s another.”

    Donjon: Aldugard: Female Human Alchemist. Neutral. She is exceptionally beautiful with thick silver hair and brown eyes. She wears modest garments and an amulet if luminous crystal. Aldugard is decisive and absent-minded.

    “Do tell.” She says.
    Mari continues. “It’s an alchemist living at the south edge of Westemhofen. She hasn’t been accused of witchcraft, but folks are worried of her. I see you’re set on leaving, so at least see her before departing.”
    Bianka thanks Mari and gathers her stuff. She will go see if this Aldugard can help her where Geri the physician couldn’t.

    Bianka: Awareness (32): 99: MF
    Bianka can’t find the alchemist’s house on her own. She will have to ask the locals for directions.

    Bianka: Intrigue (13): 48: MF
    Bianka can’t learn about the alchemist’s house without it being known by the locals.

    Q: Do the locals help Bianka find Aldugard?
    A: Yes.
    Surge Count 2.

    After asking around Westenhofen, stumbling around, Bianka manages to reach Aldugard’s house.
    She knocks on the door, and an exceptionally beautiful woman with silver hair opens.
    She sees the bandages on Bianka’s limbs, and how she clutches her belly, and invites her inside. “Come in.”
    Bianka enters the small house without any delay.

    Bianka: Awareness (32): 93: MF
    She doesn’t pay attention to the surroundings.

    UNE: NPC conversation mood: Sociable
    NPC bearing & focus: aid retainers
    Again, we have a helpful healer who wants to assist the ‘retainers’ the people who provided a service to the city.

    “You’re not from around here.” She says. Bianka nods.
    “You’re from the group that survived Ostenhofen.” She continues.
    “I am.” Bianka replies.
    “I’ll help you. Geri may have cleaned your wounds but he hasn’t helped at all with your recovery. Come.” She points at the bed in the corner and Bianka goes to sit there.

    So, I’ll roll to decide what healing she will administer.
    Herbs or Potion: Herbs
    Nelbise, Finistrel or Altrubat: Nelbise

    She removes the bandages. “Oh those are nasty” she says looking at the gash in her abdomen. She takes some leaves from a jar and puts them directly on the wound and covers them again with fresh bandages.
    “Come here twice per day. These need refreshing.”

    UNE: NPC power level: Slightly Weaker. She’s a two star craftsman having a Physician skill of (62).

    After five days:
    Did the Nelbise have effects? (90): 89: Yes.

    Wound Location Healing Rate Result
    M1-Minor Cut Left Upper Arm H5 Healed in 8 days
    M1-Minor Tear Right Elbow H5 Healed in 4 days
    S2-Serious Cut Abdomen H3 6 Days reduced to M1. 10 more days for Healed

    Two weeks later, Bianka has only a minor tear on her abdomen that’s is about to close.
    “How can I repay you?” She asks Aldugard.

    Q: Does Aldugard ask for payment?
    A: Yes
    Surge Count: 4

    “You’re almost healed but my healing herbs are dwindling. If you can find me some leaves or blooms in the woodland outside Westenhofen it would be much helpful.” Aldugard replies.

    Bianka will make short excursions to find herbs.

    The common time unit for Hârn is the Watch which is 4 hours.
    It will take Bianka half a watch to get to the woodlands and one watch to search for herbs.
    Bianka: Herblore (17): 99: MF: She finds 17 Bridalkme plants.
    I will roll for random encounters.
    Rural: 18/14: I get a random encounter. It’s a Foreigner, Military, Militiaman. Activity: Training, on maneuvers, etc. Friendliness: 100!

    I’ve just used Hârn’s random encounters tables and I must say it’s great. I was really happy to see they included an activity table, since the most common question is ‘What are they doing there?’ This provides ample food for solo generation!
    Also for attitude, it says just roll 1d100 and the higher, the friendlier.

    Therefore considering the above, it’s a pretty clear encounter.

    Bianka: Awareness (47) vs (50): 82/84: MF/MF. They both locate each other at the same time.

    Bianka has gathered up a few plants when she hears commotion. Carefully she approaches, when she sees some rough men. They have long hair and beards and look taller and tougher than the locals.
    It seems to be a unit of a score of men. One of them is giving orders to the group, trying to form them in shield walls. He notices Bianka.
    “Come here woman! We won’t hurt you!” He shouts.
    Reluctantly Bianka approaches.
    “Is Ostenhofen nearby?” He asks.
    “It is. Why go to that forsaken place?” She asks.

    UNE: NPC focus & bearing: weapons happiness

    “We have been summoned by the Emperor. We Norsemen are always glad to drop our farming tools and bring our weapons when called upon. We were supposed to reach Ostenhofen a couple of weeks ago, but the Orcs were waiting for us. In the battle that followed we got split from the main army and have been trying to reach Ostenhofen since.” The man answers.

    Donjon: Wolfo: Male Human Fighter, Good. Wolfo is tall and thin, with braided gray hair and hazel eyes. He wears banded mail and wields a ~~glaive-guisarme~~ spear. Wolfo compulsively plays with a silver coin.

    “My name is Wolfo, and I’m the captain of this band. Who might you be? Your accent and bearing seems northern.” He asks.
    “I’m Bianka, I’ve left the north years ago and have been working my ass off hunting rats from city to city in the mainland. Recent events got me stranded in Ostenhofen.” She answers.
    “So you come from Ostenhofen? Is the city still holding?” Wolfo asks.

    Q: Have there been any news from Ostenhofen since?
    A: Yes, and they all know about the orcs and the undead threat.
    Surge Count: –

    “I’ve managed to escape the siege about three weeks ago. The orcs were defeated eventually, but … the dead have risen.” She says.
    “Is that where you got these?” Wolfo asks about her wounds.
    Bianka nods in silent agreement.
    “Then you have earned my respect. Will you lead us to Ostenhofen?” he requests.
    “I’ll take you to Westenhofen, but only because you’re my kin. You’ll find your way from there. Ostenhofen has nothing for me. If the rats haven’t fled already there isn’t anyone who cares enough to pay coin.” Bianka reluctantly agrees to take the unit to Westenhofen.

    She spends half a watch to get them back and forth and searches for another watch for herbs.

    Bianka: Herblore (17): 16: MS: She finds 3 leaves of an Olrui plant.
    I will roll for random encounters.
    Rural: 19/14: I get a random encounter. It’s a Guildsman, Ostler, Journeyman. Activity: Other: Hunting criminals/runaways/game. Friendliness: 93.

    Bianka: Awareness (47) vs (50): 1/87: MS/MF. Bianka locates the Ostler first.

    Donjon: Gosbo. Male Human Craftsman, Neutral. Gosbo has messy auburn hair and amber eyes, and prominent ears. He wears plain clothing and riding boots.

    As Bianka has gathered a few leaves of a parasitic plant, she hears footsteps. She sees a young man breathing heavily, trying to walk silently and fast but failing at both.
    She watches for a short while and sees that the man has his eyes on a horse in the distance.
    She sees no weapons and decides to introduce herself.
    “Are you after the horse?” She asks.
    Startled the youth turns to her. “Y, yes. She fled from the stable while I was tending to her. I’ve been hunting her for hours but something has scared her really good. Can you help me? Together we can catch her.”
    “Do you have coach service? I’m looking for passage away from Westenhofen” Bianka asks without answering.

    Bianka’s corruption regarding the Egotistical trait has kicked in.
    Q: Does he say they have coach service?
    A: No
    Surge Count: 2

    “I’m afraid not. This is my master’s horse. Please will you help me? I will be grateful. And maybe my master as well.” The young man tries to convince Bianka.

    Gosbo: Rhetoric (21): 52: MF

    “Sorry. I’m already in a bad shape. Can’t be going after horses. Best of luck.” She tells the ostler and runs off back to Westenhofen.
    She gives the herbs to Aldugard and the next morning she packs her things. It’s going to be a walk to the next city.

    Session background

    The threads remain as is. I like how the story progresses. Bianka wants to leave Westemhofen. Who knows what she will find if she returns.
    I am really enjoying Harnmaster. It’s too early yet to have real thoughts about the system, but I found the Campaign tables very helpful for solo play. Especially the random encounters seem to be very detailed. I also found two blank journal pages where one can log events. Maybe this is something worthwhile for bullet pointing my adventures!
    Regarding the success levels, there’s an optional rule to include substantial successes which seems really good.
    I didn’t find a general rule for difficulties but maybe I didn’t search well enough.
    Also opposed rolls work by comparing success levels and in case of a tie, the lowest number wins. I prefer Mythras’ rule for opposed ties, where the highest number wins, as this gives an additional advantage to the contestant with the highest skill.
    Regarding CRGE. It’s too early to have a complete opinion. I have mixed feelings concerning the lack of likelihoods. The author states that in case of a likely result, don’t roll, just play it out. I’m not certain this fills my cup of tea. But will continue with CRGE to see how it works out.

     
  • Unknown's avatar

    giorgis 2:22 pm on December 31, 2019 Permalink
    Tags: ,   

    Theseus Deeds – A Mythras Adventure in Bronze Age Greece (pt5-pt6) finale 

    pt5

    Cercyon

    map

    Q: Is the scene as in the Myth? (Likely)
    A: No
    I will roll 1d8 on TWENE: 8: Remove major element. In the main variation of the myth, Cercyon (Κερκύωνας) was the King of Eleusis (Ελευσίνα). Instead I will go with an alternative variation where Cercyon is not royalty, thus removing a major element.

    Theseus reaches a crossroads. On his right, the road leads to Eleusis. He is about to take another step to continue to Athens, when he hears a voice call to him.
    “If you want to pass the crossroad, you will have to beat me. You look strong, I Cercyon, challenge you to combat.” A massive muscular man steps out from behind a stone wall.
    He takes a good look at Theseus’ armament. Sword, shield and club.
    “These won’t be necessary. Men are measured by their strength, not their weapons” He says and puts his hands on his waist.
    Theseus recalls once more Pittheus’ advice. This must be Cercyon, a robber that challenges passengers into wrestling combat and kills them with his bare hands by crushing their necks.
    Theseus won’t step away from a challenge. Vile as the man is, there is honor to be kept. He removes his armament and places his shield to the side of the wall.
    “I, Theseus accept your challenge Cercyon.” He responds and takes position against him.

    Initiative:

    Theseus: 17
    Cercyon: 17
    So the combat will happen simultaneously.

    Round 1:

    Theseus Turn 1:

    Theseus will attempt to grapple Cercyon.
    Theseus: Unarmed (59): 35: Success.
    Cercyon: Unarmed (61): 73: Failure.
    Since events happened concurrently, I will roll on Cercyon’s attack as well before resolving the results of Theseus’ successful attack.

    Cercyon Turn 1:

    Cercyon will attempt to grapple Theseus.
    Cercyon: Unarmed (61): 59: Success.
    Theseus: Unarmed (59): 63: Failure.

    Turn 1 resolution.

    Theseus chooses Trip Opponent. Cercyon opposes with: Brawn (32): 22: Success. Theseus wins the opposed roll. Theseus: Hit Location: Left Leg.
    For Cercyon will roll between the 4 possible special effects: 1: Choose Location.
    Q: Does he choose the head?
    A: Yes
    So the first turn leaves both wrestlers grappled. Cercyon has grabbed Theseus’ head enforcing a Hard penalty to Theseus, while Theseus has gotten Cercyon prone to the ground, grabbing his left leg, enforcing a Formidable penalty.

    Theseus Turn 2:

    Theseus will attempt to break free of the grapple.
    Theseus: Unarmed Hard-(40): 19: Success.
    Cercyon: Unarmed Formidable-(30): 93: Failure.
    Theseus manages to break free.

    Cercyon Turn 2:

    Cercyon will attempt to crush Theseus’ head.
    Cercyon: Unarmed Formidable-(30): 30: Success.
    I will spend one Luck Point to have Cercyon reroll his attack: 21: Success.
    Theseus: Unarmed Hard-(40): 73. Failure.
    I will spend one Luck Point to switch the roll to 37, thus saving winning the opposed roll.

    Theseus Turn 3:

    Theseus will attempt to strike Cercyon while he has him pinned down.
    Theseus: Unarmed (59): 57: Success.
    Theseus chooses Choose Location: Head: Damage: 4 HP: Minor Wound.

    The two wrestlers have at each other. Theseus grabs Cercyon from below, grasping tightly his leg, while Cercyon uses his strong legs to lock Theseus’ head inside them. The whole situation has Cercyon falling down on the ground while Theseus is on top, in control. Theseus knows that Cercyon may be at a disadvantage, but he can hurt him easily, with his headlock. Despite Cercyon’s strength, Theseus has called upon his ancestors and withstands the sheer pressure of Cercyon’s pincer like lock. He grits his teeth and manages, with an impressive twist, to break free. Free at last he finds this opportunity to lift Cercyon up and smash his head down on the ground. The tough man doesn’t seem to bother.

    Round 2:

    Theseus Turn 1:

    Theseus will attempt to strike Cercyon while he has him pinned down.
    Theseus: Unarmed (59): 12: Success.
    Cercyon: Unarmed Formidable-(30): 09: Success. Cercyon suffers no damage.

    Cercyon Turn 1:

    Cercyon will attempt to break free of Theseus’ grapple.
    Cercyon: Unarmed Formidable-(30): 98: Failure.
    Theseus: Unarmed (59): 09: Success.

    Theseus Turn 2:

    Theseus will attempt to strike Cercyon while he has him pinned down.
    Theseus: Unarmed (59): 60: Failure.

    The wrestlers keep on, but each attempt to gain advantage, is met with an equally successful attempt by the opponent. Cercyon remains on the ground, locked by Theseus, but he’s still unharmed.

    Round 3:

    Theseus Turn 1:

    Theseus will attempt to strike Cercyon while he has him pinned down.
    Theseus: Unarmed (59): 41: Success.
    Cercyon: Unarmed Formidable-(30): 86: Failure.

    Cercyon Turn 1:

    Cercyon will attempt to break free of Theseus’ grapple.
    Cercyon: Unarmed Formidable-(30): 38: Failure.
    Turn 1 Resolution: Theseus chooses Choose Location: Head: Damage: 4 HP: Serious Wound.
    Cercyon: Endurance (28): 44: Failure. He’s incapacitated.
    Theseus kills Cercyon.

    As Cercyon tries to break free once more, Theseus feels the center of balance changing. He takes this opportunity to lift Cercyon once more from the ground, and smash his head again down. Cercyon’s head now is bleeding, and the man isn’t responding. Another repetition, and Theseus kills the villain for good.
    He buries the villain, and continues on his journey.


    Session Background: Stat wise, Cercyon had the upper hand, that’s why I had to use my Luck Points (both) early in the fight.
    I got very confused with the grapple rules, and to top it off, I had concurrent initiative!
    The special effects were very limited this time.
    Since it was a very short session, I could have continued with the last fight, but I decided to pause here and maintain the one-deed-per-session economy that I have established. It’s also done, in order to replenish the used Luck Points which are even more important in solo play.


    pt6

    Procrustes

    Q: Is the scene as in the Myth?
    A: No, but, I will roll 1d4 in TWENE.
    TWENE: 4: Remove simple element.
    A simple element would be the ropes that the villain used. I will remove this from the scene.

    Dusk has hit, as Theseus nears towards Athens, walking on the Holy Street (Ιερά Οδός) of Athens.
    “Hey stranger. Night is about to fall.” He hears, and turns to see man call out to him.
    “I will offer you a bed to sleep at night and a roof over your head, if only you will help me with a menial task.” He continues.
    “I am tired from the journey, please lead the way.” Theseus agrees, aware that this might be the last robber his grandfather described.
    They enter his house, and on one side is an iron bed.
    Theseus realizes that this is the home of Procrustes (Προκρούστης), also known as Polypemon (Πολυπήμων). A blacksmith robber who had his victims lie on an iron bed. He then stretched them to fit, which killed the victims in the process.
    “What is that task you want me to help you with?” Theseus asks.
    “I want you to lie in this bed, so that I can adapt it to your needs. You see, I am a blacksmith and I am trying to design a bed that is stronger and better than the wooden beds.” Procrustes replies.
    “Please, settle yourself. You can set your armament aside. I’ll get to my tools and some soup for the night.” He continues.

    Theseus: Insight (49): 75: Failure.
    Theseus: Perception (39): 01: Critical
    Success. Theseus notices the bloody axe on the side of the bed. He’s certain this man is the robber.
    Theseus: Deceit (51): 62: Failure. I will use my first luck point to switch the digits to 26, and a success. I’m a fan of fail forward, and since this isn’t a critical success, I’ll have Theseus have a slight disadvantage.

    Theseus notices a bloody axe by the side of the bed. Procrustes doesn’t leave. He seems to linger waiting to see what Theseus will do. Realizing he might fail in his ruse like he did with Sinis, Theseus puts his armament to the side.
    Procrustes relieved, turns to his task, not paying attention to Theseus who has picked up the axe.
    “I don’t think I’ll be sleeping in this death bed tonight!” He says to Procrustes as he lowers the axe towards him.

    Procrustes: Insight (64): 97: Failure.
    Procrustes is surprised.

    Initiative:

    Theseus: 16
    Procrustes: 12

    Round 1:

    Theseus Turn 1:

    Theseus attacks Procrustes with his axe.
    Theseus: Combat Style (27): 59: Failure: I will spend the last Luck Point and reroll: 15: Success. Theseus gains two special effects.
    Theseus chooses: Bleed, Trip Opponent. Hit Location: Right Arm: Damage: 9 HP: Major Wound.
    Prokrustes: Endurance (30): 06: Success. He fails against the opposed roll and Bleeds.
    Prokrustes: Brawn (41): 36: Success. He wins against the opposed roll and isn’t Tripped.
    Prokrustes: Endurance (30): 78: Failure. He’s incapacitated.

    Theseus manages to turn the tables on the vile robber who used to plague the outskirts of Athens. With a slash of Procrustes’ battle axe, he chops of his right arm, trying to knock him down to his bed at the same time.
    Prokrustes doesn’t fall, but he yells out in pain and grabs his chopped off limb with his other arm. He looks at Theseus in terror before passing out due to blood loss.
    Theseus performs a coup de grace on the dismembered villain.
    The road to Athens is now clear.


    Session Background: This battle was even faster than the one with Cercyon! I had expected this one to last longer considering Prokrustes was the final villain.
    I took the risk of using the Luck Points at the beginning, and it paid off. This time, compared to the previous sessions, the dice rolled maximum damage at one hit, chopping off Prokrustes’ arm.
    I’ve had Theseus go for Deception once more, but I had him have to use Prokrustes’ battle axe, which he isn’t skilled at, and he fought at his base combat skill, which is considerably lower. In the myth, Theseus also used Prokrustes’ axe to chop off his limbs before mercy killing him.


    Campaign Summary

    Mythras is known to be a deadly gritty crunchy rpg, and it proved true to it’s reputation.

    There is a relevant text in the game describing that combat should be used as a last resort, due to how deadly it is, but Mythras is also known for how interesting the combat system is.
    Therefore all the six labors of Theseus were combat oriented. I’ve used his wits whenever possible (except the first encounter) and sometimes this had the added bonus of ending the combat sooner.

    MUNE as an Oracle with the modification for prewritten modules worked just right for my needs.
    Using the mythology as a basis was a learning experience. In spite of the difficulties involved of using stories as a prewritten adventure module (there are no stats, no difficulty levels, no default behavior) it worked out.

    There’s a lesson in reading about mythology for every fantasy rpg adventure designer (solo players and game masters alike).
    I mean, out of the 5 bandits, all of them had different ways to kill their victims, and 3 out of 5 had really interesting ways to do it. All this gives character and depth to an otherwise bland encounter.
    And that’s just a simple example of a common myth. I imagine if one delves into the mythology of different people, there would be abundant examples to be used.

    Overall I really liked Mythras. There where a couple of things that I would have done different. For example the climbing skill does not provide for ample narrative explanations. I’d have to delegate this to the Oracle, something which I wouldn’t want for a crunchy system.
    Also Mythras deadliness does not bode well for single character play. Introducing more than one character or foe would complicate combat to the point of sluggish pause. All is not lost though. I believe I can tamper with the Action Point Economy and homebrew some rules to facilitate solo play for a party of characters. This would demand of course to drop the theater of the mind and go for grid battle.
    Another topic is the Special Effects of Mythras. There are tens of those and I get really lost trying to find which are suitable. I’ll have to split the main table to several others to make it usable. Right now it’s like going into a programming if…then…else loop to find out which special effects are applicable. This isn’t a problem dedicated to solo play. I imagine a game master would have the same issue when trying to decide what special effects his minions would use. The solo play issue, is what I described in a previous session. Some special effects are preparations for counters to the opponent. This can be done with homebrew or oracle questions but it adds an extra layer of mechanisms over the top an already crunchy system.

     
  • Unknown's avatar

    giorgis 8:48 am on December 30, 2019 Permalink | Reply
    Tags: ,   

    Theseus Deeds – A Mythras Adventure in Bronze Age Greece (pt4) 

    Sciron

    map

    Here’s my interpretation of the intervention: regress plot.

    The next day, Theseus continues on his path towards Athens. The trail takes him on a dangerous path, alongside the cliffs, there a landslide has blocked the road. Theseus will have to either remove the boulders or find another way.

    Theseus will attempt to climb through the blocked path.
    Theseus: Athletics (39): 14: Success.

    Theseus finds the necessary footholds, and quickly he manages to get on top of a sheer boulder blocking the path.

    Now that he has a better facing, Theseus will attempt to push the large boulder off the cliff.
    Theseus: Brawn (58): 34: Success.

    Theseus may have gotten past the obstacle, but what about fellow travelers? He muscles up his strength and pushes slowly the boulder, until it rolls off the cliffside. The path can now be easily cleared.

    Theseus approaches Sciron’s location.
    Q: Is the scene as in the myth?
    A: Yes, and, it’s going to be Likely in the next scene question.
    Theseus: Perception Easy-(58): 51: Success. He notices the giant turtle by the sea.

    Ever vigilant, Theseus looks down the cliffside. What he sees, gives even more truth to Pittheus’ advice. The old man has yet to be proven wrong.
    By the cliffside at the rocky shore, await a sea turtle. The size of which could scare brave men.
    Theseus recalls Pittheus telling him about another villain, called Sciron (Σκίρωνας), an elderly man who forced travelers to wash his feet, and then he kicked them off the cliff, down to their deaths. Those who survived, were eaten alive by the giant turtle.
    Theseus looks ahead, and he sees an old man, sitting by a stool by the path, a bucket of water at his side.
    Theseus approaches, and the old man stands up. “Hold it there traveler. If you wish to pass, you must pay tribute.”
    “What is the tribute?” Theseus asks.
    “You must wash my feet. They are weary, and need some care.” Sciron replies.
    Theseus kneels to wash Sciron’s feet.

    Theseus will attempt to Deceit Sciron that he shows obedience, and then he will grapple him to throw him off the cliff.
    Theseus: Deceit (51): 10: Success.
    Sciron: Insight (46): 98: Failure. Sciron falls for Theseus’ Deceit.
    Sciron suffers the effects of Surprise.

    Initiative:

    Theseus: 20
    Sciron: 9

    Round 1:

    Theseus Turn 1:

    Theseus will spend 1 AP and attempt to grapple Sciron who is surprised.
    Theseus: Unarmed (59): 16: Success. Theseus wins 2 Special Effects, since Sciron is surprised.
    Theseus chooses: Choose Location: Right Leg, Grip.

    Sciron Turn 1:

    Sciron will spend 1 AP and try to escape from Theseus’ grapple.
    Sciron: Unarmed Hard (40): 47: Failure.

    Theseus Turn 2:

    Theseus will spend 1 AP and attempt to throw Sciron off the cliff.
    Theseus: Brawn (58): 91: Failure.

    Sciron Turn 2:

    Sciron will spend 1 AP and try to escape from Theseus’ grapple.
    Sciron: Unarmed Hard (40): 12: Success.
    Theseus: Unarmed (59): 67: Failure. I will spend 1 Luck point to reroll this: 55: Success. Theseus wins the opposed roll as he scored higher.

    Theseus Turn 3:

    Theseus will spend 1 AP and attempt to throw Sciron off the cliff.
    Theseus: Brawn (58): 14: Success.

    As Theseus kneels and wets his hand with water from the bucket, Sciron relaxes and lets his guard down. The moment Sciron extends his leg, Theseus grabs it and doesn’t let go. Sciron’s eyes open with surprise, he tries to pull off Theseus, but he’s too strong for him.
    Theseus plants his legs firmly, and with renewed footing, he pulls strongly Sciron who loses his balance, and throws him off the cliff, to his death.

    Q: Is Sciron dead?
    A: Yes

    Sciron’s body lies motionless at the bottom of the cliff, where the giant sea turtle starts chewing at it.


    Theseus will climb down the cliff.
    Theseus: Athletics (39): 74: Failure.
    Theseus: Athletics (39): 96: Failure.
    Theseus: Athletics (39): 77: Failure.
    Theseus: Athletics (39): 99: Fumble. He falls down! I will spend Luck point to reroll this: 92: Failure.
    Theseus: Athletics (39): 17: Success.

    It’s a tough climb down, and Theseus slips, only managing to get hold of tree by the cliffside before dropping down to the void. At the end, with a lot of effort, he’s at the sea level, the turtle a few meters away, still chewing at Sciron’s corpse.

    I will tried to generate some stats for the turtle.
    I have no idea if it’s balanced, but here goes.

    Theseus will try to make a stealthy approach.
    Theseus: Stealth (28): 64: Failure.
    Turtle: Perception (17): 25: Failure.
    Neither succeeded, so there’s no ambush, but the Turtle is occupied eating Sciron.

    Pebbles and rocks roll down the cliff as Theseus descends. He hoped for a silent approach, but the moment he comes close to the reptile, it leaves Sciron, and turns to face Theseus.

    Initiative

    Theseus: 22
    Turtle: 15

    Round 1:

    Theseus Turn 1:

    Theseus will attack the turtle with his iron club spending 1 AP.
    Theseus: Combat Style (67): 64: Success.
    Turtle: Teeth, Crushing (41): 44: Failure.
    Theseus chooses Choose Location: Hit Location: Head: Damage: 4 HP: No Damage.

    Turtle Turn 1:

    Turtle will attack Theseus spending it’s last AP.
    Turtle: Teeth, Crushing (41): 49: Failure.

    Theseus Turn 2:

    Theseus will attack the Turtle, spending 1 AP.
    Theseus: Combat Style (67): 60: Success.
    Theseus chooses Choose Location: Hit Location: Head: Damage: 4 HP: No Damage.

    Theseus Turn 3:

    Theseus will attack the Turtle, spending 1 AP.
    Theseus: Combat Style (67): 01: Critical Success.
    Theseus chooses Bypass Armor and Maximize Damage: Hit Location: 12: Body: Damage: 10 HP: Minor Wound.

    With the gigantic reptile’s head facing him, Theseus scores two hits with his club, but it’s not fazed at all. At last he strikes with all his might to an opening right under the creature’s carapace. It moans, but isn’t slowed down a little bit.

    Round 2:

    Theseus Turn 1:

    Theseus will attack the turtle with his iron club spending 1 AP.
    Theseus: Combat Style (67): 56: Success.
    Turtle: Teeth, Crushing (41): 93: Failure.
    Theseus chooses Press Advantage: Hit Location: 16: Left Fore Flipper: Damage: 9 HP: Minor Wound.

    Turtle Turn 1:

    The turtle will delay using its AP for a parry.

    Theseus Turn 2:

    Theseus will attack the turtle with his iron club spending 1 AP.
    Theseus: Combat Style (67): 20: Success.
    Turtle: Teeth, Crushing (41): 95: Failure.
    Theseus chooses Stun Location: Hit Location: 11: Body: Damage: 2 HP: No Damage.

    Theseus Turn 3:

    Theseus will attack the turtle with his iron club spending 1 AP.
    Theseus: Combat Style (67): 65: Success.
    Theseus chooses Choose Location: Hit Location: Body: Damage: 4 HP: No Damage.

    As it moves its flipper to the front, Theseus hits it hard, smashing it, and tries again to hurt it under its carapace, but fails to find an opening, his blows glancing away by the beast’s armor.

    Round 3:

    Theseus Turn 1:

    Theseus will attack the turtle with his iron club spending 1 AP.
    Theseus: Combat Style (67): 79: Failure.

    Turtle Turn 1:

    Turtle will attack Theseus spending 1 AP.
    Turtle: Teeth, Crushing (41): 60: Failure.

    Theseus Turn 2:

    Theseus will attack the turtle with his iron club spending 1 AP.
    Theseus: Combat Style (67): 98: Failure.

    Turtle Turn 2:

    Turtle will attack Theseus spending 1 AP.
    Turtle: Teeth, Crushing (41): 26: Success.
    Theseus: Combat Style (67): 78: Failure.
    The Turtle will choose Grip: Hit Location: 7: Abdomen: Damage: 9 HP: Serious Wound.
    Theseus: Endurance (43): 02: Critical Success. He doesn’t pass out.

    Theseus has over reached. Frustrated, he tries again and again, failing to hurt the turtle. At one moment of carelessness, he lets the creature too close, and it bites him right in the abdomen. He screams in pain, feeling his insides get crushed. The beast has locked its jaws and doesn’t let go.

    Round 4:

    Theseus Turn 1:

    Theseus Fatigue: Endurance (43): 48: Failure. He gains one level of Fatigue.
    Theseus will attempt to break free of the grip. Theseus Brawn (39): 08: Success.
    Turtle: Brawn (31): 10: Success. The Turtle wins the opposed roll. Theseus remains grappled.

    Turtle Turn 1:

    The turtle will continue its grip.
    Turtle: Brawn (31): 55: Failure.
    Theseus: Brawn (39): 07: Success. Theseus gains no damage.

    Theseus Turn 2:

    I’m quite confused at this point regarding the action points economy and the struggle. So instead Theseus will try to break free again, but the roll will be unopposed.
    Theseus: Brawn (39): 55: Failure.

    Theseus has started to get winded by the combat. He’s out of breath when he tries to force the turtle’s strong jaws open, and he can’t succeed. His efforts aren’t for naught though, as the creature can’t bite him deeper, Theseus still clinging to his life.

    Round 5:

    Theseus Turn 1:

    Turtle Fatigue: Endurance (40): 10: Success.
    Theseus will attempt to break free of the grip. Theseus Brawn (39): 11: Success.
    Turtle: Brawn (31): 100: Critical Fumble. Theseus breaks free and gains a special effect. Theseus chooses Accidental Injury: Hit Location: 10: Body: Damage: 8 HP: Serious Wound.
    Turtle: Endurance (40): 53: Failure: Unconsciousness.

    Theseus kills the turtle.

    Theseus gathers all his strength. He manages to pull the jaws open. Startled the turtle starts to thrash around with its flippers, crushing at the rockside, catching its flipper under a huge rock. As it tries to break free, it tears a tendon that runs to its inside, lashing out in pain and closing its eyes incapacitated. Theseus, doesn’t waste any moment. He climbs on top of the beast and drives his xiphos deep down its neck.

    Theseus spends some time to recover his breath, then tends to his wound.
    Theseus: First Aid (43): 73: Failure.
    Theseus: Healing (29): 20: Success: Heals 1d3 HP: 1 HP. The injury stays a Serious Wound.
    Theseus: Survival (28): 60: Failure. Theseus can’t find a place to stay there.
    Theseus will remove the carapace of the Turtle. Theseus: Crafting (58): 28: Success.
    Theseus will Climb back up. Theseus: Athletics (39): 65: Failure.
    Theseus: Athletics (39): 71: Failure.
    Theseus: Athletics (39): 79: Failure.
    Theseus: Athletics (39): 22: Success.
    Theseus climbs back up.

    Wounded, Theseus travels to Megara (Μέγαρα) to stay one week until healed.

    In the meantime, Theseus will attempt to craft a shield from the turtle shell.
    Theseus: Crafting (58): 17: Success, 25% Complete.
    Theseus: Crafting (58): 37: Success, 50% Complete.
    Theseus: Crafting (58): 62: Failure.
    Theseus: Crafting (58): 03: Critical Success, 100% Complete.

    During his time in Megara, Theseus recovers from the turtle’s bite, and uses her carapace to forge a fine shield.
    His fame grows, having dispatched three robbers and killed two beasts, and he continues on his path to Athens.


    Session Background: In Mythras it’s heart racing every time I get into combat.
    I really liked how the encounter with Sciron played out, so close to the myth depiction.
    The turtle combat on the other hand, oh boy was tough. The armor was really hard to get past and I realized that only through a critical could I score damage with certainty. Also noticed that the special effect Maximize Damage can only be chosen with a critical strike, so I may have done a mistake or two in past sessions.
    I’m not 100% certain that I made the rulings correct regarding unarmed combat and the turtle’s grip, but it made sense to me according to what I read in the book.
    Finally I would like to note something regarding the Climbing (Athletics) skill. I didn’t like the interpretation gameswise. I wanted something a tad bit more detailed. Maybe not as much as the Moving Maneuvers of MERP, but maybe something using task rounds.
    Story wise I’m not focusing at all on Theseus’ downtime in Megara, and sticking to the deeds and how they play out. It’s a nice get-to-know for me regarding the Mythras system, even though I’m still just scratching the surface.

     
  • Unknown's avatar

    giorgis 1:58 pm on December 28, 2019 Permalink | Reply
    Tags:   

    Theseus Deeds – A Mythras Adventure in Bronze Age Greece (pt3) 

    Phaea

    Q: Is the scene as in the Myth?
    A: Yes

    map

    Theseus, on his way towards Athens, decides to stop near Crommyon (Κρομμυωνία). There, the locals are plagued by a wild boar, called the Crommyonian Sow, named Phaea (Φαία), after the name of the woman who raised it. A savage and formidable wild beast.
    She never trained it to hold back and it attacks and eats men and young children alike.
    The people’s stables are ruined. Their crops trampled. Anyone who wanders in the countryside is afraid of his life. The local authorities are too afraid to do anything about it.
    Theseus decides to put an end to this and hunt the vile beast.

    Now, considering how deadly combat in Mythras is, and the superior combat statistics of a boar and it’s thick hide, Theseus needs to take a smart approach to kill it. Maybe set a trap and bait and attack it. Head on nevertheless would be suicide.
    I was hoping I’d be lucky and get the myth variation, where Phaea is instead a vile mannered woman who was named the Sow due to her uncouth manners, but again the Oracle has spoken.


    Any elaborate trap would require the professional Mechanisms skill to set up, therefore Theseus will try something less delicate.
    Theseus will set up sharp wooden sticks and try to dig up a hole for the sow to fall inside. He intends to cover it all up with leaves and branches, though guiding a sow inside shouldn’t be hard.
    Theseus will use his Survival skill, augmented by Locale and Conceal to set up the traps.
    Each roll will be a Task Round. If I roll doubles during any Task Round, then this means that Phaea has been made aware of Theseus before he has finished his trap and will come after him.

    Task Round 1:
    Theseus: Survival (42): 11: Success. 25% Completion. The Crommyonian Sow has detected him.
    Each 25% represents a set of spikes for a total of 3 sets, and the last 25% represents the pit. If Theseus had surpassed 100% then he would have set wooden spikes inside the pit as well. All of this is for naught now. I intend to keep both my Luck Points, so I won’t reroll this even if I’m at a disadvantage.
    Theseus has only managed to set up a set of wooden spikes behind him.

    Theseus has spent an entire day chopping wood and setting up sharp wooden spikes. He has started preparing a trap for the Crommyonian Sow, one that will give him the advantage that he needs to finish the beast. He has found a nice spot which has only one entrance. As the sun sets, Theseus has set up a set of wooden spikes towards the far end of the opening.

    Theseus: Perception – Very Easy (78): 44: Success.

    Theseus hears a pig snort and the trampling of hooves carrying a heavy beast. Quickly he grabs one of the spikes to use as a spear and turns to face the large boar rushing towards him from the single opening.
    The boar has its head down, tusks aimed at Theseus and a red gaze set upon him. It growls once more as it charges towards the young man.

    Initiative:

    Theseus: 20
    Phaea: 21

    Round 1:

    Phaea Turn1:

    Phaea charges through Theseus spending 1 AP, Theseus will brace his spear and counterattack spending 1 AP.
    Due to the Long Reach of the spear against the Short Reach of the Tusks, Theseus attacks first.
    Theseus: Combat Style (67): 65: Success. He chooses Impale. Hit Location: 17: Left Front Leg. Theseus has Set the spear, so he gains Phaea’s charge damage modifier of +1d8. I decided to not give the spear 1d8+1 damage, but only 1d8, since it’s not a proper weapon. Also it has fewer AP/HP. Damage: 11: (-2HP) Serious Wound. The impaled weapon adds a Formidable grade to Phaea’s skills.
    Phaea: Endurance (62): 39: Success, she continues. Goring Grunter (Tusks – 7%): 60: Failure.

    Theseus Turn 1:

    Theseus readies his iron club spending 1 AP. He chooses to leave the stick impaled into Phaea.
    Note: Phaea is unable to attack again for 1d3 turns, but Theseus is smarter than to go after her yet. He waits for Phaea to attack again. 1d3 turns elapse.

    Phaea Turn2:

    Q: Does Phaea charge again? (Likely, it’s a wild boar, blinded by rage)
    A: Yes
    Phaea charges through Theseus spending 1 AP, Theseus will counterattack with his iron club.
    Phaea: Goring Grunter (Tusks – 7%): 24: Failure.
    Theseus: Combat Style (67): 97: Failure.

    As Phaea gallops and charges with all her might towards Theseus, unstoppable as she seems, Theseus doesn’t waver. He points the sharp stick towards her, and as the beast crashes, it impales through her front leg. It roars in pain, and changes direction, at the same time, avoiding the spikes behind Theseus.
    Theseus leaves the stick latched onto her, and draws his club as she comes back for another round, and passes through, noone managing to hit each other during the fast exchange.

    Round 2:

    Phaea Turn 1:

    Q: Does Phaea charge again? (Likely, it’s a wild boar, blinded by rage)
    A: Yes, and she will do it again the next Turn.
    Intervention (at the end of combat Round).
    Phaea charges through Theseus spending 1 AP, Theseus will counterattack with his iron club.
    Phaea: Goring Grunter (Tusks – 7%): 93: Failure.
    Theseus: Combat Style (67): 70: Failure.

    Theseus Turn 1:

    Theseus will set himself right in front of the sticks so that in the next charge, Phaea will have to go through them unless she evades them.

    Phaea Turn 2:

    Q: With the spikes behind Theseus, does Phaea charge through or charge to contact?
    A: Charge to contact.
    Phaea charges to Theseus spending 1 AP, Theseus will counterattack with his iron club.
    Phaea: Goring Grunter (Tusks – 7%): 80: Failure.
    Theseus: Combat Style (67): 95: Failure.

    Theseus Turn 2:

    Theseus will attack Phaea with his club, spending 1 AP.
    Theseus: Combat Style (67): 36: Success. He chooses Maximize Damage: Hit Location: 5: Left Rear Leg: Damage: 9 HP: Serious Wound. Endurance (62): 95: Fail. Phaea falls Prone from the pain. She falls on her left side where both legs are wounded. Theseus finishes her off.

    As the boar charges yet again, Theseus sets himself in position so that she will crash right into the wooden spikes behind him. But as if the beast understands tactics, it charges at Theseus and doesn’t go through. Theseus expecting the charge has moved to the side, and with the flank exposed, he smashes at the sow’s leg with such force that the beast goes limp in the rear as well. With both her left legs seriously wounded, she falls at her side. Theseus draws his blade, moves at the growling pig’s back, and drives it deep behind her skull, killing her.

    Intervention: New Entity
    Q: Does the sow’s crone appear?
    A: No, and she isn’t nowhere to be found.
    In some variations of the myth, Theseus also went after to woman who raised the Crommyonian Sow and killed her as well, but it seems that this won’t happen this time.
    Q: Is it the local militia?
    A: No, and it’s not human.
    Q: Is it a wolf?
    A: Yes.
    Q: Is it more than one?
    A: No, and it’s not hostile.
    Q: Does it approach?
    A: Yes, but, it keeps a safe distance.

    As Theseus removes his xiphos, he notices at the edge of the woods, a pair of yellow eyes. It’s a wolf. He almost goes for a wooden spike, but he notices that the animal doesn’t growl. There’s some serenity in its look, staring directly into Theseus’ eyes.
    Theseus cuts off Phaea’s head and removes it’s tusks as proof for the kill, and then distances himself.
    As soon as he leaves, the wolf approaches and starts eating at the carcass.
    Theseus can but wonder what is the story between the wolf and the sow. Maybe he has gained an ally. He chooses not to attack the creature and continue on.

    I will have some metagaming questions here since I can’t avoid it. Since it’s not a free form quest, it’s necessary for the way I run this adventure.
    Q: Was the wolf a human once? (Likely)
    A: Yes, and they were transformed to a wolf when they prayed to Diana (Άρτεμις) to save them from Phaea.
    Q: Will the wolf assist Theseus in the future? (Likely)
    A: Yes, and it will follow Theseus from a distance.
    Intervention: 5: Regress Plot.
    I can add an obstacle to be overcome in order for Theseus to meet the next Labour. I will detail it in the next session as it fits better there.


    Session Background: After facing Sinis, just reading the Boar stats had me worried.
    I was really scared going in the battle and anxious about the first combat rolls. Setting the spear was the smart thing to do. Retrospectively, it evened the odds, but since I’m not acquainted with Mythras yet, I didn’t know it at the time, and just chose combat options as I went.
    After the first impale, I knew I had to leave the spear inside the boar and not take it out, as it hindered the sow’s stats by two whole grades.
    I think the wolf was a nice intervention. I tried to go with the Greek theme where transformations were pretty common. Didn’t ask more, maybe it will be revealed in the future, but it’s nice to have a sidekick just in case. I intend to have it as an one-off assist.
    Setting the traps was the right thing to do. In general the more I read about Theseus, the more I find out that despite his strength, he was brains before brawns. In one description of the fight against Periphetes, he pointed out that the club wasn’t full metal, and Periphetes gave it to him to inspect it, so Theseus killed him with it. I’d have tried this approach if I had read about it first.
    In the fight against Sinis, he did deceit Sinis into following his ruse, and then released the tree hitting Sinis in the face, knocking him out. Well I tried deceit and failed, so I’m happy with how I tried things out.
    In the fight against the Sow, I couldn’t find details, but considering the above (and the ones that will follow), trapping the pig makes for a sound approach.

     
  • Unknown's avatar

    giorgis 8:11 am on December 26, 2019 Permalink | Reply
    Tags:   

    Theseus Deeds – A Mythras Adventure in Bronze Age Greece (pt2) 

    Sinis

    Theseus will rest through the night, recovering the last HP to heal his head injury. He has a Healing Rate of 3. For a Minor Wound such as his, this means 3 HP per day, which is just enough for 1 HP for 8 hours of rest. Then, he continues on to his path towards Athens.

    map

    Q: Is the scene as in the Myth?
    A: No, and I will roll 1d10 on TWENE.
    TWENE: 8: Remove major element.
    So there two variations of the Myth. The most popular was that Sinis tied up his victims to two pine trees that he had bent, and then released them, the force of the pine tree cutting them in half. I will go with the other variation of the Myth, removing one of the two pine trees, which is a major element.

    As Theseus continues on his path, he hears struggling. Walking towards the disturbance, he sees a man holding a huge branch of a pine tree. As the man notices Theseus he calls out to him.
    “Help me stranger. I am trying to get this tree down to remove the pines. Will you lend a hand?” He asks pleading.

    I consider this a Very Easy Insight roll, since Theseus knows about the man.
    Theseus: Insight (98): 60: Success.

    Theseus recalls Pittheus’ description of another robber. The man called Sinis (Σίνις), surnamed Pityokamptis (Πιτυοκάμπτης), the Pine-bender. He was known asking travelers to help him bend a pine tree. Then he released it, and the hapless victims were catapulted into the air, to their deaths.

    Theseus will try to Deceit Sinis, into believing he has fallen to his ruse, and instead will release the pine-tree before him. This will require both a successful opposed DeceitInsight.

    Theseus: Deceit (51): 73: Failure
    Sinis: Insight (35): 78: Failure
    Both fail their opposed roll. Repeat.
    Theseus: Deceit (51): 32: Success
    Sinis: Insight (35): 03: Critical Success
    Sinis wins the opposed contest.
    Q: Does he try to play along?
    A: No, and he exposes Theseus directly
    Note: It’s a pity story-wise, I wanted to pit them against each other, both holding the pine tree, but the Oracle has spoken.

    “Certainly, let me help you with this tree.” Theseus tells Sinis, who notices Theseus still holding on to his iron club when approaching.
    “Wouldn’t you want to put your armament to the side? We’re all just friends here, there’s no trouble in these parts.” Sinis tells Theseus, pointing at his sword and club.
    Theseus doesn’t feel confident abandoning his gear next to such a vile man. He still holds his club, for far too long to give Sinis a reassuring answer. The two men look at each other, and Sinis lets of the pine tree, and picks a heavy branch.
    “You think you’re stronger than me?” He taunts Theseus.
    “Let’s find out”, Theseus responds and the two men face off.

    Initiative:

    Theseus: 17
    Sinis: 18

    Round 1:

    Sinis Turn 1:

    Sinis attacks Theseus, spending 1 AP. Theseus Parries spending 1 AP.
    Sinis: Combat Style (67): 80: Failure.
    Theseus: Combat Style (74): 63: Success. Theseus chooses Damage Weapon.
    Damage: 2 vs AP 4: No Damage.

    Theseus Turn 1:

    Theseus attacks Sinis, spending 1 AP. Sinis Parries spending 1 AP.
    Theseus: Combat Style (74): 35: Success.
    Sinis: Combat Style (67): 01: Critical Success. Sinis chooses Blind Opponent. Theseus spends 1 Luck Point to have Sinis re-roll his attack.
    Sinis: Combat Style (67): 11: Success. Sinis deflects all damage.

    Sinis Turn 2:

    Sinis attacks Theseus, spending 1 AP. Theseus Parries spending 1 AP.
    Sinis: Combat Style (67): 07: Success.
    Theseus: Combat Style (74): 87: Failure. Sinis chooses Stun Location.
    Sinis: Location: 10: Chest: Damage: 1d6+1d2: 8 HP: Serious Wound. Theseus spends his last Luck Point to have Sinis re-roll damage. Damage: 1d6+1d2: 6 HP: Minor Wound.
    Theseus: Endurance (43):22: Success. Theseus isn’t Stunned.

    As Sinis attacks with his club, Theseus aims for the weapon and hits it. Iron is stronger than wood, but that piece of wood holds on and doesnt break. Theseus rebounds on the attack, but doesn’t manage to get past Sinis’ defense.
    The pine-bender makes a quick strong attack right on Theseus’ chest, hurting him. Theseus coughs, but he holds on to his strength, not losing wind, staying in the fight.

    Round 2:

    Sinis Turn 1:

    Sinis attacks Theseus, spending 1 AP. Theseus will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Sinis: Combat Style (67): 91: Failure.

    Theseus Turn 1:

    Theseus attacks Sinis, spending 1 AP. Sinis will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Theseus: Combat Style (74): 94: Failure.

    Sinis Turn 2:

    Sinis attacks Theseus, spending 1 AP. Theseus will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Sinis: Combat Style (67): 62: Success.
    Theseus: Combat Style (74): 53: Success. Theseus deflects all damage.

    Theseus Turn 2:

    Theseus attacks Sinis, spending 1 AP. Sinis will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Theseus: Combat Style (74): 36: Success.
    Sinis: Combat Style (67): 64: Success. Sinis deflects all damage.

    The two combatants exchange blows, but they both parry successfully, locking at each other with their gaze as the fight continues.

    Round 3:

    Sinis Turn 1:

    Sinis attacks Theseus, spending 1 AP. Theseus will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Sinis: Combat Style (67): 26: Success.
    Theseus: Combat Style (74): 45: Success. Theseus deflects all damage.

    Theseus Turn 1:

    Theseus attacks Sinis, spending 1 AP. Sinis will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Theseus: Combat Style (74): 47: Success.
    Sinis: Combat Style (67): 56: Success. Sinis deflects all damage.

    Sinis Turn 2:

    Sinis attacks Theseus, spending 1 AP. Theseus will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Sinis: Combat Style (67): 12: Success.
    Theseus: Combat Style (74): 06: Critical Success! Theseus chooses Overextend Opponent.

    Almost equal in skill, they don’t manage to get a hit, but finally, Theseus, calculates Sinis’ attack trajectory and steps aside just in the right moment for him to lose his balance.

    Round 4:

    Sinis Turn 1:

    Sinis cannot attack this turn since he’s overextended.

    Theseus Turn 1:

    Theseus attacks Sinis, spending 1 AP. Sinis will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Theseus: Combat Style (74): 98: Failure.

    Sinis Turn 2:

    Sinis attacks Theseus, spending 1 AP. Theseus will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Sinis: Combat Style (67): 19: Success.
    Theseus: Combat Style (74): 21: Success. Theseus deflects all damage.

    Theseus Turn 2:

    Theseus will delay, keeping his 1 AP for Parry.

    Sinis Turn 3:

    Sinis attacks Theseus, spending 1 AP. Theseus will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Sinis: Combat Style (67): 43: Success.
    Theseus: Combat Style (74): 67: Success. Theseus deflects all damage.

    Sinis Turn 4:

    Sinis attacks Theseus, spending 1 AP. Theseus has no AP left.
    Sinis: Combat Style (67): 19: Success. Sinis chooses Stun Location.
    Sinis: Location: 3: Right Leg: Damage: 1d6+1d2: 6 HP: Serious Wound.
    Theseus: Endurance (43): 14: Success. Theseus loses in the opposed roll. He falls prone.
    Theseus now has a Formidable difficulty while fighting. This does not bode well…

    The fight goes on, and Sinis, quickly finds lands a blow on Theseus’ right leg, almost smashing it. The pain is excruciating, and Theseus falls down on his knees. Trying to fight with only one good leg.

    Round 5:

    Sinis Turn 1:

    Sinis attacks Theseus, spending 1 AP. Theseus will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Sinis: Combat Style (67): 55: Success.
    Theseus: Combat Style (37): 78: Failure.
    Q: Does Sinis Compel Surrender?
    A: No
    Sinis chooses Stun Location.
    Sinis: Location: 6: Right Leg: Damage: 1d6+1d2: 3 HP: Minor Wound.
    Theseus: Endurance (43): 77: Failure. Theseus loses in the opposed roll. His leg is stunned. Though he’s already prone.

    Theseus Turn 1:

    Theseus attacks Sinis, spending 1 AP. Sinis will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Theseus: Combat Style (37): 23: Success.
    Sinis: Combat Style (67): 05: Critical Success. Sinis deflects all damage and chooses Overextend Opponent.

    Sinis Turn 2:

    Sinis attacks Theseus, spending 1 AP. Theseus will only Parry re-actively. He intends to use the extra AP to gain the upper hand if required.
    Sinis: Combat Style (67): 96: Failure.

    Theseus Turn 2:

    Theseus can’t attack this Turn.

    Theseus Turn 3:

    Theseus attacks Sinis, spending 1 AP. Sinis has no AP left.
    Theseus: Combat Style (37): 37: Success. Theseus chooses Maximize Damage
    Theseus: Location: 18: Left Arm: Damage: 8+1d2: 9 HP: Major Wound.
    Sinis: Endurance (36): 97: Failure. He falls down in agony, incapacitated.

    Theseus tries to fight, on one leg. The pine bender, smiling at the upcoming fate of the hero. He swings his club again, and smashes at Theseus’ other leg, hitting a nerve so hard, that Theseus again loses control and falls down. Theseus swings back, from the ground, but Sinis, easily jumps back and avoids the strike. The distance is too great for Theseus to catch up to his opponent, but he persists.
    As Sinis nears from the other side, Theseus quickly rolls on his back and uses his momentum to bring an unbelievable strike with his iron club directly to SInis’ left arm. The hit is so strong, that Sinis is taken aback, his arm maimed and mangled. All the bones shattered and protruding from the skin, blood flowing everywhere. He screams in pain and falls down crying.

    Theseus: First Aid (43) – Right Leg: 86: Failure.
    Theseus: First Aid (43) – Left Leg: 93: Failure
    Theseus: Healing (29) – Left Leg: 11: Success: Heals 1d3 HP: 2 HP. The injury is now a Minor Wound.

    Theseus tries to bandage the bruises on his legs using some herbs to soothe the pain, but he can’t find anything that will help him. Instead he knows that what he has to do will hurt. One of the leg bones is slightly out of place. He grits his teeth, and with the help of some leverage, he puts it back into position, screaming in agony.
    He has regained control of his legs, and he feels much more confident now.

    Theseus tries to bring down the pine tree.
    Theseus: Brawn (58): 89: Failure.
    Q: Does he have a rope with him?
    A: Yes
    Theseus uses the rope to bring down the pine tree.
    Theseus: Brawn (82): 39: Success. He bends the pine tree with the help of the rope.
    Theseus lifts Sinis to put him on the pine tree. Theseus STR: 16, Sinis SIZ: 15, he can lift him.
    Theseus lets go of the bent pine tree,catapulting Sinis to his death.

    “You shall plague this land no longer Sinis.” Theseus sais to the incapacitated robber who cannot find the strength to speak, just cry in pain.
    At first Theseus tries to grab the tree just as Sinis had, but he lacks the size of the towering man.
    Instead, he uses a length of rope to grab well to the branch, and lowers it down with extreme difficulty, until its almost flat on the ground, and ties the rope well to the next tree so that the pine doesn’t move. Then he lifts up the robber and places him on the pine tree. He looks at Theseus almost pleading, but the young man is adamant. With a quick release of the rope knot, the robber is launched in the air, meeting his fate.


    Perigune

    Q: Is the scene as in the Myth?
    A: Yes
    Theseus: Perception (39): 42: Failure

    Theseus was told about Sinis’ daughter, the beautiful Perigune (Περιγούνη) and starts looking for her. He cries out her name, but she has hidden well in the foliage.
    “Show yourself lady. I will not hurt you. Your father was an evil man and met his end as he should. You were not part of his plan.” Theseus cries out to her.

    Theseus: Influence (64): 63: Success.

    Theseus hears a sigh of relief, and goes to the sound, to see Perigune lying in a bed of rushes and asparagus. She is praying and talking to the the brushwood shrubs and the asparagus thorns to give her shelter and vows to them that if she’s unharmed she won’t cut them down or burn them.
    “Do not be afraid.” He tells her.
    Perigune cries. Theseus can’t tell if it was because she feels relieved that a deceitful despot like her father is no more, or because of the stress of the combat and the screams she heard. He doubts that it’s because of loss. Because as she sees Theseus she finds comfort in his arms.
    The next few days Theseus spends them with her, and she helps tend his wounds. In due time she will bear him a son.


    Session Background: That was really close! Theseus failed roll after roll against Sinis. In the end, I was rolling just to see how the hero will perish. Thankfully in the last moment Theseus managed to come on top.
    I need to learn a bit more about how tactics work in Mythras, because otherwise it’s going to be very risky. I had to spend both my Luck Points in the first round of combat.
    It may feel that Sinis should have used a different set of special effects, but it was my understanding that this villain drew pleasure from the screams of the hapless live victims that were thrown afar from the trees. He didn’t want to kill Theseus, he wanted to stun him, and catapult him like all the others before him.
    I wanted to try a more roleplaying approach instead of combat again, but the dice didn’t help, so this entire session was essentially their fight, and a short scene with Sinis’ daughter. Not much to roleplay there. Just kept the initial myth story, as the Oracle answered and the game mechanics assisted.
    Also I’ve noticed that I forgot to add the base bonuses in the Professional Skills of Theseus. I will update the pt1 as needed.
    Another thing I noticed about soloing in Mythras is that there is an extra metagaming issue to deal with. Special Effects. If you know what the opponent will do you can prepare a counter, which is a problem when playing both the protagonist and the opponent. For now I will try to keep these to a minimum. Maybe add a mechanic like Deceit/Insight to see if I’m allowed to use them.
    Finally, regarding the use of the Myth as a prewritten adventure I find myself having trouble deciphering everything. What does ‘Is the scene as in the myth?’ mean. So far I have interpreted it as the initial setup. But I also interpreted that events depicted in the myth are easier, or more likely to succeed. For example in the scene with Perigune I gave Theseus a Very Easy modifier, because the myth stated that when she heard that she wouldn’t be harmed she got out of hiding. Maybe in the future I should ask some more metagaming questions to fill in the gaps that are not answered by the myth. If this was a prewritten module, for example, it might state a completely different difficulty, for any reason. Something to keep in mind.

     
  • Unknown's avatar

    giorgis 9:20 pm on December 22, 2019 Permalink | Reply
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    Theseus Deeds – A Mythras Adventure in Bronze Age Greece (pt1) 

    Prologue – A hero in the making

    Theseus

    Theseus (Θησέας) is a hero of Greek Mythology. Since it’s my first time running Mythras I will try to make things easy. I will make use of the mythology as a pre-written adventure module and run Theseus through his deeds. In order to keep surprises at an acceptable level, I will be using the custom oracle for pre-written modules based on MUNE.
    Contrary to previous solo games I run, in this I won’t be using Recluse as an Oracle. I believe that the mechanic of False Presuppositions will provide too much chaos for this exercise.
    For character generation I will use the Points Build option. I will increase the points from 75 to 90, to take into account the heroic nature of Theseus. I read somewhere in the Mythras subreddit that 90 is a good points build for pulp campaigns, so I believe that it fits.


    Character Stats

    Name Theseus
    Strength (STR) 16
    Constitution (CON) 14
    Size (SIZ) 12
    Dexterity (DEX) 13
    Intelligence (INT) 15
    Power (POW) 9
    Charisma (CHA) 11

    Attributes Result
    Action Points 3
    Damage Modifier +1d2
    Experience Modifier 0
    Healing Rate 3
    Height 180 cm
    Weight 88 kg
    Leg HP 6
    Abdomen HP 7
    Chest HP 8
    Each Arm HP 5
    Head HP 6
    Initiative Bonus 14
    Luck Points 2
    Magic Points N/A
    Movement Rate 6

    Standard Skills Percentage
    Athletics 39
    Boating 30
    Brawn 58
    Conceal 32
    Customs 70
    Dance 24
    Deceit 51
    Drive 22
    Endurance 43
    Evade 31
    First Aid 43
    Influence 32
    Insight 49
    Locale 40
    Native Tongue 66
    Perception 39
    Ride 22
    Sing 20
    Stealth 28
    Swim 45
    Unarmed 59
    Willpower 33

    Professional Skills Percentage
    Courtesy 41
    Craft (Weapons/Shields) 58
    Oratory 40
    Survival 28
    Healing 29

    Style Name Weapons Traits Percentage
    Troezenian Militia Spear, Club, Xiphos, Shield Batter Aside 74

    Passions Percentage
    Loyalty to Troezena 54
    Love Aethra 50
    Hate Robbers 54

    Note: I won’t bother myself with equipment, resources and such things. Common sense and myth knowledge will apply. If necessary I will ask the Oracle.


    Sword and sandal

    Theseus is looking for the sword and sandals of his father, king Aegeas (Αιγέας) of Athens (Αθήνα), as his mother Aethra (Αίθρα), princess of Troezena (Τροιζήνα) has confided to him. He is looking for the rock under which they are hidden.

    Q: Is the scene as in the myth? (Likely)
    A: No
    Nice way to start the story!
    I will roll 1d8 on TWENE: 2: Decrease simple element
    The only element I can think of for the scene is the size of the rock. But that is the major element of the scene. Maybe then there is less overgrowth and it’s easier to find the rock.
    According to the myth, Theseus lifted the rock with ease.
    According to the character, Theseus can lift 105 kilograms without needing a Brawn roll and up to 185 kilograms with a Brawn roll.
    I decide that the rock will weigh 125 kilograms, and require an Easy Brawn skill roll.
    But first Theseus must find the rock. Since there is less overgrowth I too, deem that it requires an Easy Perception roll.
    Theseus: Perception (58): 18: Success. He finds the rock.
    Theseus: Brawn (87): 38: Success. He lifts the rock and finds the sandals and his father’s sword.

    Theseus looks around in the light growth, and sees a rock that seems out of place. The color does not agree with the color of the hillside. Realizing that this might be the rock his mother spoke of, he rushes to it, hugs it and lifts it with both of his hands. First he lowers down, to lift it with strength coming from his legs and knees and not his back, as his teacher Connidas (Κόννιδας) taught him. Quickly, he lifts the heavy rock, and puts it aside. Under it lay a pair of sandals and a xiphos (ξίφος), wrapped up in a light linen cloth, just as his mother instructed. He wears them, and returns to her.

    By sea or by land

    Q: Is the scene as in the myth? (Likely)
    A: Yes, and it’s less likely to be modified in the next scene.
    Intervention Count: 1

    To this day, Theseus was told that he was begotten by Neptune (Ποσειδώνας). Now Theseus wants to go to his father in Athens, and Aethra explains to him how dangerous it is to go from land. Robbers, murderers and villains plague the countryside. He should take a boat and go by sea.
    Theseus nevertheless decides to go by land. He wants to make a name for himself and cleanse the countryside.

    Note: I tried rolling to see if Aethra would convince him otherwise and she succeeded, but then the story wouldn’t evolve. Since player character freewill is involved and there is no magic to force him otherwise I decided to proceed.

    Q: Does Aethra tell him to go to her father for advice? (Likely)
    A: Yes, but only reluctantly.

    “Hercules did so much good for this land. I want to do the same. I want to help our people mother. I will go by land, maybe I will meet those robbers that you talk about. Could you share some of your knowledge?” Theseus asks his mother.

    Theseus: Influence (32) + Hate for Robbers (11): 79.
    Aethra: Love Theseus (80): 42.
    Aethra may not have been moved by Theseus’ words, but her love for her son is too much to let him go without any aid.

    “As much as it pains me to hear you say this, if you have set your mind to it then so be it. Go see your grandfather Pittheus (Πιτθέας) before you leave. He is the king, he should know about who plagues his lands.” Aethra succumbs to the love for her son and kisses him on the forehead for goodbye.

    The king’s knowledge

    Q: Is the scene as in the myth (Likely)
    A: Yes, and it’s less likely to be modified in the next scene.
    Intervention Count: 2

    Pittheus: Perception (80): 32: Pittheus notices Aegeas’ sword and sandals that Theseus has adorned.

    Theseus enters the court of King Pittheus, his grandfather. As soon as the king notices Aegeas’s sword and sandals, he speaks. “So, you have found your father’s heritage, grandson.”
    “I want to go meet him. I will go by land, purge it from the villains, while, I’m at it.” Theseus answers.
    “That is a perilous task young man.” Pittheus tells him.

    Note: again, here I made the mistake of asking if Pittheus would help Theseus. I’ve already established that the scene will play out as in the myth. There is no conflict involved. Pittheus will help Theseus. So I will rephrase the question.

    Q: Will Pittheus send help to Theseus?
    A: No. He will only share information as in the myth.

    “I know about these robbers and villains.” Pittheus pauses. “Come, let me share what my men have told me.”
    Pittheus tells Theseus all about the robbers of the countryside.

    I am not sharing the information on purpose. There’s the chance that a reader doesn’t know all of Theseus deeds and I don’t want to spoil the story as it evolves!
    I have calculated the distance from Troezen to Athens and the google maps give it a 33 hours walking distance. Therefore I consider that the journey is within walking distance, and at a minimum will take Theseus about 4 days. Of course, many things can happen along the way and delay the adventure.
    As an added bonus, the myths give the approximate locations of where the deeds happened.


    Periphetes

    Q: Is the scene as in the myth? (Likely)
    A: Yes

    Theseus is following the path along the coast, when the road takes him uphill, on the feet of Mt. Arachnaio (Αραχναίο). There, among the olive trees, lies a lone figure in the middle of the road.

    map

    Theseus: Perception (58): 37: Success.

    Theseus notices the broad shouldered man as he approaches. On one hand he carries an iron club, and he rests it upon his shoulder.
    He recalls Pittheus’ advice. “Periphetes (Περιφήτης) son of Hephaestus (Ήφαιστος) is also known as Corynetes (Κορυνήτης), the club-bearer. He uses his iron club to hit travelers to the head and take their posessions.”

    “Hold it there traveler!” Periphetes shouts to Theseus. “You shall travel no further. The road is not safe for you anymore.”
    “You shall prey on good people no more Periphetes!” Theseus responds.

    Distance: 2d10 meters: 15 meters.

    My first combat in Mythras. First I need to get some stats for Periphetes.
    I use Myhtas Encounter Generator to create a template and I chose the strongest of the randomly generated results.

    Initiative:

    Theseus: 18
    Periphetes: 15

    Round 1:

    Theseus Turn 1:

    Theseus Readies his weapon and Moves 6 meters.

    Periphetes Turn1:

    Periphetes Moves 6 meters closer.

    Theseus Turn 2:

    Theseus moves and attacks, spending 1 AP. Periphetes Parries, spending 1 AP.
    Theseus: Combat Style (74): 82: Failure
    Periphetes: Combat Style (62): 14: Success.
    Periphetes chooses Trip Opponent.
    Theseus: Brawn (58): 54: Success. He also wins the opposed roll because he scored higher.

    Periphetes Turn2:

    Periphetes attacks, spending 1 AP. Theseus Parries, spending 1 AP.
    Periphetes: Combat Style (62): 32: Success.
    Theseus: Combat Style (74): 92: Failure.
    Periphetes chooses Choose Location and aims for the Head.
    Damage: 4 HP: Minor Wound. Remaining HP on Theseus Head: 2.

    Theseus Turn 3:

    Theseus attacks spending 1AP. Periphetes has no remaining AP.
    Theseus: Combat Style (74): 72: Success. He chooses Disarm Opponent.
    I also roll on attack damage and Hit Location: 13: Right Arm: Damage: 1d6+1d2:4 HP. Serious Wound.
    Periphetes: Endurance (42): 21: Success. He fails the opposed roll because Theseus scored higher.
    Periphetes: Combat Style (62): 51: Success. He fails the opposed roll because Theseus scored higher.
    The weapon is flung: 1d2: 2 meters away.
    Due to the Serious Wound all tasks involving his Right Arm, will be one difficulty grade higher.
    Periphetes can only Parry or Evade for the next 1d3: 3 turns.

    The two men close up on each other. Theseus tries to slash at Periphetes, but he fails to find his target. Periphetes has moved aside and tries to use his iron club to trip Theseus, but the strong young man has plunged firmly his feet on the ground. Theseus slashes again, but as he fails to hit Periphetes, he finds an opening and hits Theseus firmly on his head, the blow leaving a bump on Theseus skull. Unstartled by the blow, the prince swings his xiphos against the club, and with a twisting motion as his teacher showed him, he forces it out of Corynetes’ hand and flings it away a couple of meters. As the xiphos yanks the weapon, Theseus rebounds with a quick slash at Periphetes’ arm, hacking it to the bone. Periphetes screams in pain, at a loss without his club.

    Round 2:

    Theseus Turn 1:

    Theseus attacks spending 1 AP. Periphetes Parries, spending 1 AP.
    Theseus: Combat Style (74): 33: Success.
    Periphetes: Combat Style (41): 50: Failure. Theseus chooses Impale.
    I roll on attack damage and Hit Location: Left Arm: Damage: Max 1 of 2d6+1d2: 5 HP: Serious Wound.
    Due to the Serious Wound all tasks involving his Left Arm, will be one difficulty grade higher.
    Periphetes can only Parry or Evade for the next 1d3: 2 turns.

    Theseus Turn 2:

    Theseus attempts to yank the weapon free spending 1 AP. Periphetes cannot oppose Theseus.
    Theseus: Brawn (58): 5: Critical Success.
    Theseus yanks the weapon free and causes 1d3 further damage to the left arm: 1 HP.

    Theseus Turn 3:

    Theseus attacks spending 1AP. Periphetes Parries, spending 1 AP.
    Theseus: Combat Style (74): 27: Success.
    Periphetes: Combat Style (31): 54: Failure. Theseus chooses Choose Location: Head.
    Theseus: Damage: 1d6+1d2: 5 HP: Serious Wound.
    Periphetes: Endurance (42): 16: Success. He doesn’t fall unconscious.
    Periphetes can only Parry or Evade for the next 1d3: 3 turns.

    Theseus hacks at the unarmed Periphetes who tries to parry using his arms. Theseus’ xiphos pierces through the robber’s left arm, and lodges deep inside it. Periphetes screams yet again in agony. His foe has the upper hand. Theseus pulls out the sword, hurting him once more. He clutches both his mangled arms and cries out. Not wasting anytime, he follows again, with a quick slash to Periphetes’ head, cutting off part of his face.

    Round 3:

    Theseus Turn 1:

    Theseus moves and takes Periphetes’ iron club from the ground spending 1 AP.
    Periphetes can do nothing.

    Theseus attacks Periphetes with the iron club spending 1 AP. Periphetes Parries, spending 1 AP.
    Theseus: Combat Style (74): 69: Success.
    Periphetes: Combat Style (31): 66: Failure. Theseus chooses Choose Location: Head.
    Theseus: Damage: 1d8+1d2: 10 HP: Major Wound.

    With Periphetes otherwise disabled, Theseus goes to where he dropped his iron club. He picks it from the ground, and scores another hit on the robber’s head. His skull cracks open, and he falls down dead. Suffering the same fate he has given to countless other travelers.

    Theseus takes the iron club as his own, and performs first aid on his injury to the head.
    Theseus: First Aid (43): 24: Success: 1d3: 3 HP Healed.

    He takes some time to apply some crushed healing herbs to his head with a bandage, and after burying the robber, he continues on his way.


    Session Background: Okay, no dying first session in. I call that a success.
    I’ve read everywhere how gritty and dangerous combat in Mythras is, and it couldn’t be more true. The details of the combat system were such, that I was almost feeling sorry for Periphetes being wounded again and again. I was really scared at that first hit Theseus took to the head. It could have meant the end in a quick stroke (that’s where the Luck Points can be handy). He managed to heal 3 out of the 4 hit points he suffered in combat, and he’s about to heal that last one with a good night’s rest.
    It’s also good to play it safe and go with the 90 points build, and keep the villains below that. Since he’s to face many threats, he ought to have the upper hand statistically, otherwise it’s game over in confrontation two or three. If needed, Theseus will seek healing and pause before proceeding with the adventure. He may be bold but he ain’t stupid.
    In the concept of pulp and mythology I gave Theseus no armor. In all depictions he’s facing the enemies unarmored and this makes combat even more dangerous. I realize that a man of his status should have some armor, but that goes against the setting and would make the adventure less challenging. He has to earn his name after all.
    There’s too much bookkeeping going into the combat of Mythras. It’s great when going face to face with just one opponent, but I doubt I could handle more. This makes me feel confident about my choice of adventure where each deed is one to one confrontation.
    Character generation took a while, but the system is pretty straightforward. I did some going back and forth between my pdfs but it’s to be expected since this is my first game in the system. Sometimes I learned quickly the rule and didn’t have to go back to check it again. I am also glad to know that after double-checking a couple of potential mistakes I made, I realized I had done things the correct way, so I moved on, without further worry.
    I don’t know yet how to feel about d100 roll under systems. I think I’m predisposed when I know the odds in such a clear manner – 74% Wow that’s really high, and – boom 92, I miss – and I get frustrated when the highest odds fail. Maybe it will take some getting used to the system over the d6 or savage worlds fuzzy mechanics which had wild dice, and where the odds weren’t visible at first glance.

     
  • Unknown's avatar

    giorgis 5:29 pm on December 21, 2019 Permalink | Reply
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    The siege of Ostenhofen pt8 – Finale and Thoughts 

    A Savage Worlds Warhammer Fantasy Battles mashup.

    First of all it’s very important to see where the Undead will strike next. I will roll 2d6 on the To The Battlements! engine.
    Undead: 5,5: 10 -> Goto 12: Walls.
    But this triggers a special event: 2d6: 6: Goto 1: Sabotage! Tools and Weapons are ruined.
    Since the party isn’t in the city, I won’t follow up on the event. I will consider that it occurred (by whom? dark cultists maybe?) and the defenders had no way to stop it.

    Now I need to see what will the party do.
    I will consider their personalities, and backgrounds.

    Bianka

    Demeanor: Aggressive
    UNE: reputable recluse, Record the public
    BOLD: common traitor overcome by personal resources
    Corruption: Egotistical, Obsessive, Deceitful
    Savage Worlds: Vengeful, Stubborn

    Bianka is a young woman who has made a reputation as a rat catcher. She’s quite aggressive against the critters and doesn’t like the company of other people, keeping to herself.
    She wants to beat the numbers of rats she catches in comparison to the other rat catchers.
    In the last town she was in, a fellow rat catcher stole her bag of rats and sold it off as his own. She used her wits and skill and managed to catch an even larger number of rats, this fulfilling her contract.
    Bianka just came upon Evie’s company and by happenstance they go in the same direction.
    Bianka survived the night of the blood in the hooded man, but got corrupted by chaos from the demon they fought.
    Update: Considering, the corruption of Tzeentch slowly seeping in, and all she has suffered, there’s a high chance that Bianka might go rogue. I think she is becoming obsessed with the rat catcher that betrayed her, and wants to exact vengeance now in a less peaceful manner. She wasn’t aware that giant rats existed. Maybe this can be part of her plan for vengeance.

    Evie

    Demeanor: Traditional
    UNE: lazy activist, offend the wealth
    BOLD: pleasant deputies overcome by scarce-used ability
    Savage Worlds: Vow, Cautious

    Evie is the daughter of Baron Vogel. She is traditional and doesn’t want radical changes, and has taken it upon herself to see that the wealthy merchants are taxed heavily and the taxes are given to the nobility. She’d prefer if someone else would help her on this task though.
    To that end, she wants to charm the neighboring prince into marriage and she has left the estate with her bodyguard Rudiger and her servant Gustav to go to the castle where she was invited.
    On the way they were stopped by some friendly roadwardens who, seeing her wealth, required tolls to be payed. Using her knowledge of the law she reminded them that only the toll collector had the authority to collect tolls and they should be careful lest they be mistaken for brigands preying on hapless travelers.
    Evie, despite her status got arrested by the road wardens and brought to Ostenhofen. She had hoped to meet Prince Ingmar, but the orc siege foiled her plans.
    Update: Confronted with demons, mutants, orcs and undead may have shaken Evie. I doubt she cares anymore about offending the wealth. Maybe she will have to change motivations (and Vow).

    Gustav

    Demeanor: Flamboyant
    UNE: obnoxious fortune-hunter, convey opulence
    BOLD: lethargic traitor overcome by strong attribute
    Savage Worlds: Greedy

    Gustav is Evie’s servant. Despite his low status he is flamboyant, and tries to siphon off wealth from Evie to show off. He wears expensive clothing and behaves as someone above his class. Evie likes him so she tolerates it, but others are not so disposed. He passes of to his peers as an obnoxious fortune-hunter, which actually he is.
    When the estate cook started gossiping about Gustav, he managed to find him sleeping on more than one occasion and convinced Evie to demote him to stable boy. Gustav was escorting Evie to the castle where she was invited by the prince when the events of the night of blood occurred.
    Update: Gustav is out of his comfort zone for far too long. They haven’t had a proper safe, cozy, rest without the hint of danger in weeks now. He wants this crusade of Evie to end, and get back to improving his status (and wealth).

    Rudiger

    Demeanor: Hardboiled
    UNE: addicted judge, spoil the oppressed
    BOLD: deceiving labor overcome by on accident
    Corruption: Miserly, Impatient
    Savage Worlds: Loyal, Mean, Arrogant

    Rudiger is an old soldier who was appointed as a guard to the baron’s estate. As Evie grew, the baron appointed Rudiger to be her personal bodyguard.
    Rudiger is a veteran of many battles, and little that he sees shakes him. He has seen orcs, goblins and the occasional bandit. He believes firmly in the order of things and that the poor are supposed to stay poor and support the nobility.
    When he was younger, he was once deceived by an agitator to fight for ‘the cause’ and free the peasants from their lords rule. When, by mistake he came upon the peasant leaders divulging in their loot, he killed them all and left. He decided never to assist the traitorous peasants again and took it upon himself to punish them whenever possible. His combat skills and passion for riot control soon were noticed by the baron, who took him under his employment.
    After the last peasant revolt he has taken it upon himself to root out any danger that comes from the low classes. On such events, he alone decides the fate of the prisoners.
    His harsh life is not without scars though, and he has turned to be a functional alcoholic.
    Rudiger is escorting Evie as a bodyguard.
    Update: Corrupted by chaos, Rudiger’s faults have increased. He no longer has patience for the beggars and the poor, and may outright attack any street urchin who will try to pickpocket him. Seeing the threats to the Empire and Evie has made him even more likely to stand at her side, as she has proven that she fights for what is right.


    “She hasn’t improved at all. The orcs and the undead may be here anytime soon!” Gustav says.
    Evie and her companions are sitting by the fire in The Broken Wand, considering what they will do with Bianka.
    “My lady. You know that I am loyal. Bianka has stood by us in many fights, but she always went her own way. My loyalty first lies with you. I must agree with Gustav. To keep you safe we must leave now.” Rudiger says his opinion.
    “What about the Westenhofeners? We should be able to help them. I do not wish to abandon them.” Evie exclaims.

    Rudiger support Gustav with persuasion (d4-2): 1: Failure.
    Evie: Persuasion (d10) opposed against Gustav: Persuasion (d6): Fail vs Fail.

    “You make a point my lady as always. How about we ask if any Westenhofeners wish to join us?” Gustav asks, wishing to leave this forsaken place no matter the cost.
    “And risk being detected by orc scouts? We won’t be noticed if it’s just the three of us.” Rudiger persists.
    “But there’s strength in numbers Rudiger. We still need Bianka” Evie proposes.

    Rudiger support Gustav with persuasion (d4-2): 2: Failure.
    Evie: Persuasion (d10) opposed against Gustav: Persuasion (d6): Success vs Success with Raise.

    “Alright. We shall leave. If Bianka at her condition or any of the Westenhofeners wish to come with us. We will take them. And that’s my final say.” Evie says and stands up from the table.

    UNE: How does Bianka react to the news?
    A: 75: Sociable
    Q: Does Bianka wish to risk leaving now at ther state?
    A: No, and, she doesn’t want to leave with the party. She feels relieved that they leave.

    Evie breaks the news to Bianka, that they wish to leave. She can join them, but they won’t wait any longer for her to recover.
    “If you ever are in need for a rat catcher, come find me.” Bianka tells them. “The paths we crossed are perilous. Travel safe.”

    The trio now, goes to the guardhouse to find captain Omund.
    “Captain! We thank you for your hospitality in this dire hour of our need. I shall not forget what you did for us.” Evie tells him.
    “You’re leaving lady? You couldn’t have chosen a better time. The paths are clear. The orcs are dispersing. You will only encounter strugglers.” Omund tells her.
    “What about the dead, captain? It’s still dangerous to be here. If any of you wishes, we can leave together. Maybe even make a caravan.” Evie replies.

    UNE: Bearing/Focus: Aid Experience.
    Q: Do the Westenhofeners wish to leave?
    A: Yes

    “We could use your experience in battle.” the captain says looking at Rudiger. “Give us some time to prepare and anyone wishing will travel with you.”


    Some metagaming questions:
    Without any supplies, fortifications ruined, tools and weapons sabotaged, I realize that the Ostenhofeners cannot stay besieged any longer.
    Q: Do the Ostenhofeners know about the undead threat?
    A: No, and they’re too consumed with their victory over the orcs.
    Q: Do the Ostenhofeners leave the city? (If they knew about the undead this would be likely or very likely).
    A: No
    Q: Do the remaining Westenhofeners go to Ostenhofen?
    A: No
    Q: Did the Orcs that are in battle with the imperial relief, disperse, now that Baga is dead? (Likely)
    A: False Presupposition. The orcs did not disperse at the news of Baga’s death, but they did not continue the battle either. They left in formation back towards the badlands.
    I will roll 2d6 on the Weather Hex Flower: 7: Overcast.
    The Empire relief will reach Ostenhofen at this week.


    As the caravan gathers, Evie takes a good look back at the walls of Ostenhofen. Wishing she had a way to warn them about what is coming.
    Rudiger understands her worries. “If we reach any troops coming to Ostenhofen we can tell them, so that they’re ready. Maybe they can warn them.”
    Evie just nods, hoping. But deep inside she knows Ostenhofen is doomed if the dead attack.

    Q: Are there many people joining the caravan?
    A: Yes, and there are guards as well.
    5d6 people will join: 20 people, 2 guards.
    Q: Do they have mounts?
    A: Yes
    1d20: 1: Horse
    With stealth out of the question, I will ask the Oracle.
    Q: Does any group of orcs attack the caravan?
    A: No
    Q: Do they meet up with the imperial relief?
    A: False presupposition. The relief troops are not going to reach Ostenhofen this week after all. They are pursuing the orcs that fled.

    Twenty commoners and two guards have joined the caravan. They have only their barest possessions and carry road supplies. They will walk to Mainberstein. They have a draft horse with them that they have loaded with supplies, and they start their march.


    Back to Bianka now.
    Let’s see if she heals this week.
    Vigor (d6-3): She fails 3 times (used all her Bennies).
    She remains bedridden.

    Bianka can’t recover still. She just hopes that she will manage to get back to her feet before the threat that looms over the entire region sweeps through Westenhofen.
    She sleeps at her bed everynight with her hatchet right beside her.


    Campaign Summary: This was one of the weirdest solo campaigns I have run so far. I’ll have a breakdown of the tools used and how it all worked out.
    Recluse: The Oracle of my choice so far. Combined with MUNE Interventions and TWENE, Recluse False Presuppositions mechanic has won me. It’s fast, easy to use and has a nice amount of chaos.
    To The Battlements: my take on Goblin’s Henchman’s Hex Flower Gaming Engines mechanism. I used some weird mechanics (like not moving freely, but snapping to the highest score hex) which seem to be correct. Retrospectively, in addition to the defender’s clock (supplies running out) I should have given the attacker a clock, to give the defender a chance to sit it out and win it, like using the Orc animosity rules. Nevertheless, it all worked out well, and it really pushed the siege to the last straw.
    Savage Worlds Deluxe Explorer’s Edition: What I like about this roleplaying system is how easy it is to run. There’s lot of chaos (many fuzzy rolls, and the card initiative) but this has the bonus of making everything surprisingly fast. I really liked how easy it is to set up an NPC on the fly and how easy it was to convert to and from my Warhammer Fantasy Battles game.
    Warhammer Fantasy Battles 4th Edition: A long obsolete games that I still have the softcopies of. I played all the battles in theater of the mind, and this caused a lot of headaches. I didn’t use any maneuvers or similar. Turning, switching formation and such were out of the question. I’d still be running the first battle if I did.
    I got really tired trying to run so many units at the same time. I doubt I will be doing this again. On the other hand I really liked the combat resolution mechanics. They were so fast. Comparing Weapon Skills, Ballistic Skills and Strength to Toughness in three simple charts and then rolling a bunch of d6’s in a very intuitive way to count successes. This is the part I loved most. I will certainly be having this in mind for future homebreweing.
    What made my life difficult was trying to remember every single sub-rule and running the headcount. I certainly made more than a few mistakes, but I can live with it.
    Universal NPC Emulator: Getting caught up in writing scenes, I forgot how important tools like UNE are. It takes a lot out of the solo players hands. It gives you inspiration, and the random factor gives a feeling of fairness you don’t get when writing stuff up arbitrarily. This is a reminder to pause and take the time to make some rolls at random generators like UNE. It pays off.
    donjon: My favorite online generator. It has almost everything to suit my needs, and also has genre specific and region specific generators.
    In general, Savage Worlds as is, isn’t low fantasy gritty. I want to try a system closer to those needs next, so another character conversion will be done.
    Overall I enjoyed the experience but maybe I overdid it with the battles and got tired at the end. I confess that I was looking forward for it to end.
    I’m a person that prefers to see things to the finish rather than abandon them, even if it’s not always the best option, so now I feel free to plan my next adventure!

     
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