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  • Unknown's avatar

    giorgis 4:21 pm on October 17, 2019 Permalink
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    A crime at the river – A weird noir fiction D6 adventure S1E02 

    I just realized (as a player) that I never asked who called in the crime!
    A crucial part of the timeline and a potential witness!

    “Who found the corpse?” Stan asks Wade as they drive back.
    “Huh?” Wade’s daydreaming is cut short.
    “Latimer! Who found him?” Stan repeats, somewhat annoyed at his partner.
    Wade brings out his notepad.

    I turned to donjon here and rolled 1d10 on the list of NPCs.

    “An Emily Browne. She was pretty shaken. Couldn’t get a word of her. She’s to come to the precinct for a statement tomorrow morning.”
    “Who took her initial statement?” Stan asks.
    “Some uni, rookie. She didn’t say anything. That’s why I told her to come tomorrow. She needs to calm down a bit.” Wade explains.

    The detectives return to the precinct to fill in their paperwork for the day, and head home when their shift is over.

    Q: Does anything of importance occur during the downtime?
    A: No but, it will be likely for the next such roll tomorrow.


    April 6th 1921, Arkham 3rd Precinct
    Found out that this datr corresponds to Wednesday.

    Wednesday morning

    Emily Browne is sitting in a chair across the room. She has a narrow face, bobbed blond hair and sharp gray eyes. She wears a basque dress and a red scarf.
    “Need some coffee Miss?” Wade asks. “Tea? To calm your nerves?”
    “My nerves are just fine detective. Coffee and tea can’t erase what I saw from my memory.” She snaps.
    Stan and Wade exchange looks ‘someone still has a mood’ they think.
    “Mind answering a few questions then?” Stan interjects.
    “I’m here Mr Policeman, ain’t I?” She mocks.
    “Alright. Did you know the victim?” Stan continues.

    Q: Does she say she knows him?
    A: Yes, and, they had an affair

    “If I knew him? I loved the poor bastard. My Latimer was one of a kind. Oh that kind of his. What a spirit! I could go hours just talking to him. But now he’s gone and you’re nowhere near his killer, otherwise you wouldn’t be pestering me.” She expresses herself.
    “You have a unique way of expressing your sorrow Ms Browne. If you don’t mind me asking. How did you and Mr Tilton become acquainted?” Stan presses.

    I’m using GMA and get beguile superstition. Also donjon had given an occultist as occupation for Emily, so I can use that.

    She looks Stan in the eye. “Latimer wantef am expert on the occult for his next book. He came to the library were I work and started asking about my favorite topics. I still remember the spark on his face when I showed him to the occult section.”
    “I thought Mr Tilton was a devout catholic.” Wade doubts her statement.

    Perception (Opposed): 1-/3: Fail. Can’t tell if she’s hiding something, and she’s aware of how the detectives are noticing her body language.
    Q: Was Latimer devout according to Emily?
    A: No, and he wasn’t even baptized.

    Emily bursts in laughter. “Latimer? Devout Christian? He wasn’t even baptized! You haven’t even bothered to read his book, have you? If you did, you’d know better.”
    ‘Someone’s lying’ Stan thinks.
    “And what were his beliefs Ms Browne?” Wade asks annoyed by her laughter.
    “Pfft. Read his book. Show him at least this courtesy.” She scoffs.
    “Ms Browne, it is you who called the police. What happened? When did you find him like that? Or was he alive and you witnessed his murder as you say?” Stan changes the subject.

    Persuasion (Opposed): 2/2: Success
    Q: According to Emily was Latimer alive when she found him?
    A: No, but the body was still warm

    Emily takes a deep breath. “Yesterday morning I came to his houseboat. I was calling but no one answered. I entered the mess to find a swarm of rats on top of him.” Her voice breaks. “I screamed and kicked them away. Tried to find a pulse but couldn’t, even though his body was still warm. I ran and called for help.” She cries.
    “We were just together last evening. He sent me to my home as he wanted to work on his book.” She sobs.
    Stan offers her a handkerchief. “Thank you miss Browne. We have enough to go on.”
    “Just find out who did it!” She cried as she is escorted outside.

    As soon as he is outside, the detectives discuss the case. “Who’s lying? The girl or the priest?” Wade wonders out loud.
    “Or the deceased.” Stan adds. “I’d like to talk to the congregation, but it’s a few days until Sunday.”
    “Right. Let’s go check riverside again. Maybe someone saw or heard something.” Wade proposes.
    They drive off back to where the houseboat is.


    Noon, Wednesday, April 6th 1921, Arkham Riverside

    For the weather I will use GMA elements, I get air. It’s windy.

    The wind is blowing down the riverside, ripping at the detectives faces.

    Q: Are there other boats near Tilton’s houseboat?
    A: No
    Stanton will also make a Moderate investigation roll to see if there is possibility for someone to have seen something.
    Investigation: 2/3: Fail
    So nothing there. Last chance, are there any houses nearby?
    Q: Are there houses nearby?
    A: Yes, but they seem abandoned.
    Nada, nothing. Wow even when biased, sometimes there is nothing there.

    They look at the empty pier and the abandoned buildings and don’t even bother to knock.
    Wade turns to Stan. “Hey, the chief doesn’t pay us to fool around. Let’s head back. Drop me off at the registry office. I’ll check if there is a baptism certificate for Tilton.”
    Stan nods. “I’ll go to the morgue. See if there is any progress on the autopsy.”


    Arkham morgue

    Q: Is autopsy complete?
    A: Yes.
    Q: Is the coroner good at his job?
    A: Yes, and he’s the best in Arkham
    I decide that the particular autopsy has a Very Difficult TN, due to the rat bites all over.
    Coroner: 6D (among the best in the city): 6+/5: Success and he found something more.

    The coroner takes a good look at the detective entering the morgue and then returns his attention to the paperwork on top of his desk. The sign on the desk reads ‘Dr. Solomon Perry.’
    He has short gray hair and gray eyes, and is wearing a white robe.
    “Haven’t finished my report yet Malkowski.” He says without lifting his gaze.
    “Come on Dr. I know you are intrigued. You can’t sit on such a case for long. Give me what you’ve got.” Stan presses.

    Persuasion (E): 3+/2: Success and he will be extra informative

    Doctor Solomon Perry smiles. “Mr. Latimer Tilton, right?”.

    To determine the cause of death, I will draw a GMA card and use all the sensual attributes as a portent. Have no idea how limited or randomizing this may be. So I draw:
    Wet, meaty thump
    Blood stains
    Deep throbbing headache
    Damp wretched air

    “Never seen anything like it before. It’s as if his brain imploded. The ear drums are burst, and the brain a big bloody mess.” The coroner says.
    “So, some sort of stroke?” Stan asks.
    “More like the opposite. Weird thing is I couldn’t find any concussion to the head. No blunt force trauma. Maybe whoever killed him made a concurrent palm strike to both his ears. I’ve heard of wrestlers that can do such feats. Never heard of someone dying of it though.” The coroner explains.
    “So it’s homicide then.” Stan concludes.
    “It certainly isn’t natural causes or suicide.” The doctor raises an eyebrow. “Also I found this“.

    Q: In the ear? (Likely)
    A: No, but elsewhere on the head…in the nose!
    Q: Is it black goo? (Likely)
    A: Yes

    He lifts a capped vial with a black oily goo-like substance. Similar to what Stanton had found in the crime scene. “His nose was clogged by this stuff.”
    “What is it?” Stan asks.
    “No idea.” He shrugs. “But it smells like shit. I will send it later to the chemistry lab for identification. See if they can make out what it is.”
    Stanton lights a cigarette. He takes a deep puff. “Thank you doctor.” He says and leaves the morgue.


    End of the episode.
    I have the following clues so far.

    • Bloody knife
    • Signs of struggle
    • Black goo
    • Rat bites
    • Imploded brain
    • Burst ear drums

    Victim, Latimer Tilton

    • Author, bestseller
    • Catholic, priest Pierre Tillman
    • Financial differences with editor Joseph Verner
    • Affair, Emily Browne
    • Atheist, not baptized

    Threads

    • Next of kin
    • Editor – Financial differences
    • Church – Ask fellow members
    • Riverside

    Session Background: What a plot twist! Just when I thought I had a hypothesis, there are contradicting witnesses.
    I really like how everything is not certain. I expected to have found someone in the riverside to ask what happened (even biased the questions to the Oracle), but it was a definite no.
    I just hope this randomness doesn’t turn to bite me in the back, if the plot won’t add up in the end.
    So many possible threads now. Is Latimer a victim of an occult spell? Did Emily do it? Did the priest? Is he the victim of a brawny wrestler or a creature of the deep? Unfortunately there is a small metagaming aspect here. I know that the occult is possible, while my protagonist yet doesn’t. That doesn’t mean of course that there are unnatural forces at work here, it’s just a possibility that shouldn’t be player knowledge.

     
  • Unknown's avatar

    giorgis 7:57 am on October 15, 2019 Permalink | Reply
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    A crime at the river – A weird noir fiction D6 adventure S1E01 

    I’m beginning to formulate some rules on how the closure of the crime case will be resolved (if we get there). I’ll be gathering clues, plot items and events, and connecting them, and use them to count a score. When the case is ready to be closed, depending on the score a roll is made and maybe the true perpetrator has been caught or maybe not.

    On to the session now.


    Noon April 5th, 1921, Arkham, 5th Precinct
    Back at the precinct, Stan heads over to forensics. He hands over the knife to the uniform on duty. “Pull off prints if you can.”
    “It still has blood on it!” The young man exclaims.
    “All the more reason to check it.” Stan replies.
    “Yes, sir. Anyone you want me to check it against?” He asks.
    “A Latimer Tilton. We’re expecting him at the coroner’s in a few.” Stan says and heads back upstairs.

    He goes to his desk. Wade is already across the room at his own desk, in a phone call.
    He hangs up. “Just spoke with the registry office.”
    “And? Next of kin?” Stan asks.

    Q: Are there any next of kin? (Likely)
    A: No. (Wow).

    “Poor fella had no one. Bachelor. Folks had passed away long ago. No siblings.” Wade informs Stan.
    Stan, frustrated breaks a match in his fingers. “You said he was an author right?”
    Wade nods. “Let’s talk to his editor. He may know something.” Wade nods again. “Let me make some calls.” He says agreeing to Stan.

    Q: Does Wade find the editor’s contact info? (Likely)
    A: Yes, and he’s also available for a meeting right now.

    A while later, Stan is interrupted from his coffee and cigarette break, by Wade, coat in hand. “Let’s go. Found him. Joseph Verner. He’s Tilton’s editor. He says we can meet him at his office now.”

    They take the service car and 15 minutes later they are at the address.
    They enter a small office at the 3rd floor of an apartments building. The glass panel on the door has a sign that reads “Verner Editions”.
    They are greeted by a middle aged man with a round face, trimmed silver hair and large amber eyes, wearing a dark suit.
    “Welcome detectives.” He says with a lisp. “How may I be of assistance? Over the phone you didn’t tell me what it was about.”
    “Mr. Verner. I am detective Stanton Malkowski and this is my partner Wade Norman. You are the editor of ‘We are our end’ is that correct?” Stan asks.

    Q: Is it a successful book?
    A: Yes, and it’s Verner’s bestseller.

    “Our bestseller? Of course.” Joseph says and his eyes light up.
    “And what about your relationship with Mr. Tilton?” Stan presses.

    Opposed Perception roll, to read the face of Verner as the detective asks him questions.
    Stan: Perception: 2+/2 Success and he manages to know if he truly is hiding something or not.
    Q: Is Joseph truthful?
    A: Yes, and he has nothing to hide.
    Intervention!: New entity. I will roll on donjon.
    Q: Was Joseph’s relationship with Latimer good?
    A: No

    Joseph’s face darkens. “Look, we have our differences. I invested money from my savings to publish his book exactly as he wanted, and in turn I gave him a smaller share of the profits. When it became such a huge success he accused me of ripping him off. Which of course isn’t true. Why? What about him? Is he in trouble? I won’t forgive myself if…”

    Donjon: NPC: Pierre Tillman , Clergyman

    Mr. Verner is interrupted as the door opens and a catholic priest enters the office. He has a narrow face, with trimmed red hair and narrow eyes. He is wearing dark rimmed glasses and a priests collar.

    “Father Tillman.” Joseph says. “These detectives were asking about Latimer”.
    “Do you know Mr. Tillman, father?” Wade asks.

    Opposed Perception: 3/3: Success
    Q: Does Tillman appear shaken?
    A: No, but Stan can’t be certain.

    “Why, Yes, he’s a member of our congregation. Is he alright?” The priest asks.
    “I’m afraid he’s dead.” Stan drops the bomb.

    Q: Is Joseph shaken?
    A: No, but he’s not completely cool either.

    “God bless his soul. How did he pass?” Pierre asks.
    “It’s an ongoing investigation and we can’t discuss any details. Do you know if anyone might have wanted to harm him?” Stan inquires.

    Q: Does Joseph know/say something?
    A: No
    Q: Does Pierre know/say something?
    A: Yes, but he’s reluctant to share.

    Joseph shakes his head. “No. Latimer was a quiet fella. Kept to himself. His book May be radical, but we had no threats whatsoever.”
    “I wish I could help you detectives, but I have nothing.” The priest adds.
    “Well… in case you remember anything.” Wade gives them each a business card and Joseph sees them out.


    End of the episode.
    I have the following clues so far.

    • Bloody knife
    • Signs of struggle
    • Black goo
    • Rat bites

    Victim, Latimer Tilton

    • Author, bestseller
    • Catholic, priest Pierre Tillman
    • Financial differences with editor Joseph Verner

    Threads

    • Next of kin – Dead End
    • Editor – Financial differences
    • Church – Ask fellow members
    • Riverside – Ask for witnesses

    Session Background: First time playing an investigation solo, and I really like it so far. I’m quite happy with the mechanics chosen, but it’s really early to say for sure. If you are interested in my draft crime case mechanics here is a temporary link.

     
  • Unknown's avatar

    giorgis 12:37 am on October 14, 2019 Permalink | Reply
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    A crime at the river – A weird noir fiction D6 adventure S1E00 

    I have just started a D6 sandbox horror/thriller adventure in weird fiction (not necessarily Cthulhu Mythos) 1920s Arkham.
    It’s my first attempt at an investigation/horror solo play, and I have no idea how it will turn out.

    I will be using my custom homebrew D6 game system. I’m keeping with the success levels of my Star Wars campaign.
    I was about to use the D6 Adventure stats, but I found them imbalanced for my game style, just like the D6 Fantasy and MiniSix ones.
    So instead I will be using the Star Wars D6 system, modified for the 1920s era in terms of skills, and equipment (e.g damage).

    For certain I’m keeping the ‘clues’ (Oracle questions) per number of success on generic investigation, knowledge or search rolls.

    I will be using a homebrew rule for insanity. Whenever there is an event that may toggle insanity, the character has to roll willpower against a TN dependent on the event. If the character fails, they gain an Insanity Point (similar to Dark Side Points) and roll on the respective chart to gain a trait. On six points, the character is lost forever. Regaining sanity is really hard but not impossible. The character would have to undertake a journey in cultures that strengthen the mind and the spirit. A trip that would be an adventure of its own.

    I want to see if I can interweave the dark side traits to the horror concept of the game, playing between reality or not. I have some ideas in mind, but I need to put them in writing before testing them.

    I will be using GMA, MUNE and donjon as well as other tools on demand.

    So, here’s a draft of my protagonist, Stanton Malkowski

    Opening scene

    Morning April 5th 1921, Arkham, Riverside
    Stanton Malkowski was leaning over the dead body in front of him. He was trying to find the cause of death before the crew would bag the corpse and send it to the coroner, but the extensive chewing by the river rats didn’t make his job any easier.
    Dying on a houseboat meant that the Rattus Norwegicus would feast on fresh meat within moments of the owner’s demise.
    “Stan!” His partner, Wade Norman was growing impatient. “Come on, let’s wrap it up. Let the coroner have at it.”
    “2 more minutes Wade. 2 fucking minutes.” Stan replies and lights a cigarette.

    Stan: Investigation: Crime Scene: 3 successes.
    He gets 3 Oracle answers on clues.
    Q: Is there any wound visible apart from the rat bites?
    A: No, but, maybe there will be something the coroner will find out.
    Q: Is there any sign of struggle?
    A: Yes
    Q: Is there any weapon in the scene?
    A: Yes
    The three clues have been answered, but now I need filler on the weapon.
    Q: What weapon? (1-2 Firearm, 3-4 Blade, 5-6 Other)
    A: Blade, a knife
    Q: Is it bloody?
    A: Yes

    Stan notices, the torn curtains and unhinged cabinets in the small boat kitchen, that is the crime scene. “There was a fight.” He says to Wade as he puffs out smoke.
    “Or he had a heart attack, and took them down as he fell.” Wade counters.
    “I doubt these give heart attacks.” Stan says, as he picks a bloody knife from the corner, with his handkerchief.
    “Smart ass.” Wade scoffs. “Could be his though. He may have hurt his attacker.” He adds.

    Stan searches for any blood trails.
    Stan: Search: 3+: Success, and he finds something else as well. (Implementing my +/- mechanic).
    Q: Is there any blood trail?
    A: No, and there are no blood stains either.

    Stan looks around for blood, but he doesn’t find anything. Only some weird black goo, that he could have mistaken for oil, if it didn’t have a putrid smell, which leads towards the water.

    Stan: Sanity (VE): Willpower: 4/1: Success.

    Disgusted, Stan returns back to Wade. “If he hurt his attacker, he didn’t bleed on board. Otherwise this blood’s his.” He pauses. “Alright, tell them to take him. Oh, found out what’s his name?”
    “Houseboat belongs to a Latimer Tilton, author by the looks of it. Wrote a book titled “We are our end.” Wade answers.
    “Didn’t have you for a bookworm Wade.” Stan teases.
    “Piss off. Saw them piled in his bedroom. Doubt they’re worth a read.” Wade says.
    “Okay we’re done here. Let’s get back to the precinct to start digging and notify next of kin.” Stan says heading out.

     
  • Unknown's avatar

    giorgis 10:19 am on October 8, 2019 Permalink | Reply
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    Assault on Vespin Tower: A Hackmaster adventure in MERP 

    I’ve always wanted to play the Middle Earth Role Playing game (aka MERP) by Iron Crown Enterprises (ICE). Thing is, when I bought the books back in the ’90s I never got a chance to play it. So now that I discovered solo RP, it’s my chance to enjoy it.

    A little background first. MERP was released back when ICE had gotten the rights from Tolkien enterprises. It uses a slim version of the Rolemaster system and has a limit of 10 levels, serving as an entry point to the Rolemaster books.
    It’s a skill and level based system with professions. Resolution is done with d100 roll over mechanics, so it doesn’t suffer from BRP’s systems being broken at high skill levels.
    There are lots of tables to resolve combat, critical hits, spells, fumbles, social interactions, moving maneuvers, static maneuvers, wilderness encounters, herbs, poisons and diseases, even weather and precipitation tables.
    Character generation is pretty complicated. It can take you more than 30 minutes to create a custom character, and that is without spending time on background and personality.
    As you understand the system is dense and crunchy. It can slow you down while playing, but again that depends on expectations. In this effort I don’t want to resolve actions in seconds, but to have a more vibrant world, and using the input from these tables may be just enough to colorize the solo story. The story will be slower, but denser. At least that’s my expectation.

    Since I want to test if the system is to my liking I won’t be running it sandbox yet. I read through the Trollshaws sample adventures in the book, but I think it’s a bit on the deadly side for starting level characters. So I turned to a very simple sample adventure from Hackmaster basic. It’s called Assault on Vespin Tower. I won’t be indulging in details yet to avoid spoilers, but it’s really a 1-1/2-scene adventure. So it sounds perfect to start there. Plus it can fit in the MERP world, somewhere in Eriador I think.

    For characters, I won’t be spending hours on chargen. Instead, I will be rolling on three random choices of the 16 preset characters in the book. So, the toughest thing will be to find a way to fit them all in an adventuring party. Another cool thing about the preset characters is that the book includes tables (I’ve said that MERP has tables right?) for each level of progression. So if you don’t want to spend time choosing how they will advance, what skill choices to make, etc, you just look up the table.

    Overall I believe it’s going to be a nice change from the D6 system that has dice pools, since I will switching all those dice with a single pair of d10s. I’m certain that the time I will save from counting successes or adding numbers will be spent on looking up tables and adding modifiers!

    For the Oracle, I am keeping MUNE and for the scene setup, the modified MUNE I describe here.

    For random name and setting generation I am using donjon
    For the town/keep map generation I am using watabou medieval fantasy city map generator
    For NPC portraits I will be using dmheroes fantasy portrait generator.


    So a roll on the sample characters. I get the following:

    Camthalion, a Sindar Elf Warrior. He’s good with a bow, knows some spells, carries a sword and doesn’t wear armor. He wants to find what happened to his dead twin brother.

    Dwalin, a Dwarf Scout. He’s armed with mace and shield and wears chain armor. He wants to help recover a mythical dragon-slaying hammer. For know, he wants to travel and get experience.

    Leòwyn, a Rohirim Shield Maiden. She’s armed with sword and shield and wears armor. She is riding a horse. She wants to find the murderer of her lover.

    Now, apart of Dwalin, the other two backgrounds don’t fit directly to the story, so I decided that they will join because they need money for their adventure. Therefore, here comes the story.

    The setting

    Inhyrst

    Inhyrst Keep. It’s in north Eriador.

    I roll 1d12 for month, and I get 11: Hithui.
    I roll for chance of rain (Temperate climate) at ST-8 Weather Table: and get no rain.
    I roll for temperature and it’s around 3 Celsius (had to convert from Fahrenheit).

    For those used to my narrative/game mechanics descriptions so far, I will be doing the opposite approach to writing this time. All game mechanics and everything will be unquoted, while the story I will be narrating will be I’m quoted text. I think it makes more sense this way.

    At a cold fall day of Hithui, a young boy is ringing the bell in the town square of Inhyrst, north Eriador.
    “Hear ye, hear ye!” He shouts. “Brave souls hear the call! Investigate Vespin tower, north of Inhyrst keep and earn 10 silver! Sign up at the constable’s office!”.

    Soon after, the most weird company Inhyrst has seen in a while, has assembled. A dwarf, a blonde shield maiden and a gray elf.
    Constable Anulf watches them carefully one after the other, his thick long hair falling in front of his face.
    “Alright fellas!” He says as he brings out a document. “This is a writ, authorizing you to investigate Vespin tower, located 10 miles north. Once you have successfully completed your task, return here, to report and get your payment. Any questions?”

    Q: Who will ask?
    A: Dwalin, he has the highest Intuition.

    The dwarf, Dwalin steps forward. “Sir, what has happened that needs investigating?” He asks.
    Anulf sighs. “It’s been over a month since the tower’s previous watch disappeared. Their replacements were drinking their asses off in Vew, so we have no clue what happened. Now, sign your names under the writ, and a good luck to all of you.” He doesn’t seem to care to talk further, as if his work is done already.

    I roll for the time, it’s afternoon, 4 pm.

    I roll on the ST-10 Encounters Table. Activity Roll: 70 – Avoidance Roll 14 + 30 Due to Roads = 86. There is an e/s result which means encounter/sighting.
    I ask the Oracle:
    Q: Is it animal?
    A: Yes
    I roll on the Creatures of Middle Earth, Animals Encounter Chart and get that it’s eagles.
    Ok, they saw some eagles flying, no big deal, they move on. I won’t stop to write a text about it.

    At around 8 pm they arrive at the tower. Since its fall in northern Endor, it must be night already.

    Q: Is the scene stable?
    A: No, roll 1d8 on TWENE: Remove major element.

    So the adventure states that at night time there is a goblin (orc in our case) lookout with a crossbow at the top of the tower. Therefore I decide that instead he has taken a longer nap and hasn’t gotten up to the tower yet.

    Their travel to Vespin tower is uneventful. The dwarf and the elf march on, while Leòwyn trots on her horse slowly beside them.
    Finally they see the tower in the distance. Leòwyn dismounts and they all start a slow stealthy walk towards the tower. The 30′ high tower has no entrance. They approach to see if the rope winch that the garrison uses to get inside is available, but it’s not there.
    Camthalion turns to the party. “I will climb up the tower and tie the rope down for you to follow.” They nod in agreement and he starts his ascent.

    Climbing is a Moving Maneuver. I will follow the description of the adventure and say it’s hard to climb. Camthalion wears no armor and has a +35 MM bonus.
    Climb: 86+35=121: 90%. He climbs 9′.
    Climb: 43+35=78: 50%. He climbs 5′.
    Climb: 83+35=118: 90%. He climbs 9′.
    Climb: 84+35=119: 90%. He climbs 9′. He reaches the top in just 4 attempts.

    He ties up a 50′ rope and Leòwyn follows up.
    She is wearing her Chain armor and has a -15 MM penalty. She’s climbing with a rope, so now it’s a Medium task Moving Maneuver.
    Climb: 74-15=59: 40%. She climbs 4′.
    Climb: 08-15=-7: 5%. She climbs 0,5′.
    Climb: 39-15=24: 20%. She climbs 2′.
    Climb: 38-15=23: 20%. She climbs 2′.
    Climb: 51-15=36: 20%. She climbs 2′.
    Climb: 45-15=30: 20%. She climbs 2′.
    Climb: 29-15=14: 10%. She climbs 1′.
    Climb: 85-15=70: 50%. She climbs 5′.
    Climb: 74-15=59: 40%. She climbs 4′.
    Climb: 30-15=15: 10%. She climbs 1′.
    Climb:73-15=58: 40%. She climbs 4′.
    Climb: 05-(oh no! it’s an open ended fumble, you re-roll and add it minus)18-15=-28: Fumble! Just a few feet before reaching the top. I hope she doesn’t fall.
    I roll on the FT-4, Moving Maneuver Failure Table, with a modification -10 for being a Medium MM.
    Roll: 06-10=-4: “You hesitate and fail to act.” Phew! That was close.
    Climb: 69-15=54: 30%. She climbs 3′. She has reached the top, in 13 attempts.

    Dwalin follows. He is wearing Chain armor and has a -5 MM penalty. Since he’s using the rope as well, it’a a Medium task Moving Maneuver.
    Climb: 99+53-5 = 147: 110%. He climbs 11′. Wow an open ended upwards result.
    Climb: 66-5=61: 40%. He climbs 4′.
    Climb: 21-5=16: 10%. He climbs 1′.
    Climb: 17-5=12: 10%. He climbs 1′.
    Climb: 58-5=53: 30%. He climbs 3′.
    Climb: 74-5=69: 50%. He climbs 5′.
    Climb: 50-5=45: 30%. He climbs 2′.
    Climb: 98+72-5=165: 120%. He climbs 12′. With another open ended upwards roll, Dwalin reaches the top.

    Like a squirrel running up a tree, Camthalion free-climbs to the top of the tower. He has brought a coil of rope with him, and ties it up, so that his companions can follow.
    Leòwyn goes first. She is wearing full chain armor, and that doesn’t help at all during the climb up. Just before the top. She hesitates for a moment, worrying Camthalion and Dwalin who have waited around 2 minutes for her to get to the top, but finally, she takes her final steps, assisted with the rope and puts her feet on the tower top.
    Dwalin, brings out the renowned dwarf strength and tries to antagonize the elf, but he can’t win his time, even with the rope. He reaches the top, and Camthalion points to him the trapdoor near the edge.

    Here I should have spent some time, setting up the scene, using a grid maybe. Nevertheless I went with Theater of The Mind.
    First of all I ask The Oracle.
    Q: Is the scene stable?
    A: No, and, roll 1d10 on TWENE.
    TWENE Roll: 5: Increase major element. Instead of 3 orcs, there will be 4 orcs!.
    A side note here. MERP treats goblins and orcs as the same race, so for the goblins that the Hackmaster adventure states, I will be using orcs. I will be using the weak orc stats from ST-2 Creature Summary Table.
    The group opens the trap door, and I roll an Easy perception roll for the orcs to notice.
    Perception Roll: 65+18+20=103. From the MT-2 Static Maneuver Table, Perception & Track, I get: “You gain some information. Try again in 3 rounds.”
    I decide that this means, that they are a bit worried. Maybe they heard the trapdoor open, but they didn’t bother to check it out, as they’re still dizzy from the sleep, and eating the guard’s leg.
    Looking inside, the trio sees the four orcs, and they decide that the faster way to deal with them will be to jump down, instead of slowly walking down the ladder one by one.
    I give a Light difficulty to the Jump maneuver.
    Camthalion Jumps: 12+35= 47: 30%, activity in next round -70%.
    Leòwyn Jumps: 70-15=55: 30%, activity in next round -70%.
    Dwalin Jumps: 45-5=40: 20%, activity in next round -80%.

    Camthalion looks through the trapdoor, he notices 4 orcs below, sitting around, not doing much of anything. In the corner is a pile of mutilated corpses, probably belonging to the garrison. He draws his sword, shows 4 fingers to his teammates, and jumps down through the trapdoor. Leòwyn and Dwalin jump down armed, as well.

    Okay, so here goes my first combat in MERP. Initiative in MERP is a bit different than what we’re used. It seems derived from wargaming. Actions are resolved in the following sequence.

    1. Spells
    2. Missile Combat
    3. Moving Maneuvers
    4. Melee Combat
    5. Movement
    6. Static Maneuvers

    When two characters are in the same order, then the one with highest Moving Maneuver bonus goes first. I won’t go into details about detailed rules like opportunity actions, etc. Just giving the overall structure.
    So for this combat, Camthalion goes first, then the orcs, then Leòwyn and Dwalin last.
    The party has the penalties from the jumping, so they will go full parry instead (according to MERP rules, the Offensive Bonus can be partially or completely be turned to Defensive Bonus).
    According to ST-11 Action Table, the orcs will have a -30 penalty due to drawing their weapons. I’m going to give Orc1 a spear, and the rest Short Swords.

    I’m going to present the results in a table

    Round 1

    AttackerTargetRollOBDB(-)OtherTotalResultCritical/Fumble
    CamthalionOrc167025-70 due to previous activity-28No hit 
    Orc1Camthalion93525+23-30 due to unsheathing,-5,+10 using spear 2H-29No hit 
    Orc2Leòwyn823540+38-30 due to unsheathing, -10 Short Sword vs Chain-1No hit 
    Orc3Dwalin443530+51-30 due to unsheathing, -10 Short Sword vs Chain-42No hit 
    Orc4Camthalion623525-30 due to unsheathing, +10 Short Sword vs No armor52No hit 
    LeòwynOrc2231525-70 due to previous activity-57No hit 
    DwalinOrc310025-80 due to previous activity-95No hit 

    Round 2

    AttackerTargetRollOBDB(-)OtherTotalResultCritical/Fumble
    CamthalionOrc136232534No hit 
    Orc1Camthalion553525-5,+10 using spear 2H70No hit 
    Orc2Leòwyn053540-10 Short Sword vs Chain-10No hit 
    Orc3Dwalin373530-10 Short Sword vs Chain32No hit 
    Orc4Camthalion203525+10 Short Sword vs No armor40No hit 
    LeòwynOrc299+2838+152512730E52: minor forearm wound. +4 hits. 2 hits per round. Stunned 1 round.
    DwalinOrc3951+152552No hit 

    Round 3

    AttackerTargetRollOBDB(-)OtherTotalResultCritical/Fumble
    CamthalionOrc119232517No hit 
    Orc1Camthalion173525-5,+10 using spear 2H32No hit 
    Orc2Leòwyn 
    Orc3Dwalin463530-10 Short Sword vs Chain41No hit 
    Orc4Camthalion653525+10 Short Sword vs No armor859A-17: weak strike yields no extra damage. +0 hits.
    LeòwynOrc25638+1525849A57: minor forearm wound. +4 hits. 2 hits per round. Stunned 1 round. Orc2 is down.
    DwalinOrc32451+152565No hit 

    Round 4

    AttackerTargetRollOBDB(-)OtherTotalResultCritical/Fumble
    CamthalionOrc145232542No hit 
    Orc1Camthalion713525-5,+10 using spear 2H8613B42: Minor forearm wound. +2 hits. If no arm armour stunned 1 round.
    Orc3Dwalin353530-10 Short Sword vs Chain0No hit 
    Orc4Camthalion073525+10 Short Sword vs No armor27No hit. 
    LeòwynOrc42838+152556No hit 
    DwalinOrc34551+15259610B71: blow breaks bone in leg. +12 hits. -40 to activity. Stunned 2 rounds.

    Round 5

    AttackerTargetRollOBDB(-)OtherTotalResultCritical/Fumble
    Camthalion 
    Orc1Camthalion493525-5,+10 using spear 2H64No hit 
    Orc3 
    Orc4Leòwyn713540-10 Short Sword vs Chain56No hit. 
    LeòwynOrc46338+15259111B28: minor chest wound. +3 hits. 1 hit/round. -5 to activity.
    DwalinOrc37351+152511414D17: minor fracture of ribs. +5 hits. -5 to activity. Orc3 is down.

    Round 6

    AttackerTargetRollOBDB(-)OtherTotalResultCritical/Fumble
    CamthalionOrc16625Full OB to parry41No hit 
    Orc1Camthalion713525+23-5,+10 using spear 2H68No hit 
    Orc4Leòwyn433540-10 Short Sword vs Chain, -5 to activity23No hit. 
    LeòwynOrc45238+1525807 
    DwalinOrc30351+152544No hit 

    Round 7

    AttackerTargetRollOBDB(-)OtherTotalResultCritical/Fumble
    CamthalionOrc19523259311B79: medium thigh wound. +6 hits. 1 hit/round. -10 to activity. Stunned 2 rounds.
    Orc1 
    Orc4Leòwyn383540-10 Short Sword vs Chain, -5 to activity18No hit. 
    LeòwynOrc49538+152512321E43: minor chest wound. +3 hits. 1 hit per round. -5 to activity. Orc4 is down.
    DwalinOrc17451+152511514D11: minor fracture of ribs. +5 hits. -5 to activity. Orc1 is down.

    The fight is over.

    Having nowhere to run, the cornered orcs, growl curses in their orcish dialects, draw weapons and charge at the group. Two of them are locked in combat with Camthalion, who does his best to keep them at bay, but is wounded twice, while the two others facing off the dwarf and the rohirrim.
    These two are no match for the goblins, and soon Leòwyn kills one while Dwalin offs the other, breaking its thigh bones so much it can’t move. Then they turn their attention to the ones surrounding Camthalion, and dispatch them with ease.

    There are 12 torches, 13 cp and 2 spears as described in the Assault on Vespin Tower adventure.

    The party gathers up any provisions they find. They would like to bury the dead, but its going to be deep night soon. Instead they choose to return to Inhyrst keep to report.

    Camthalion casts a healing spell from Surface Ways.
    Roll on AT-9 Base Spells Attack Table: 84+30=114: -55, and a further -50 bonus to RRT Resistance Rolls Table, since the subject (himself) is willing to heal. I roll on the RRT: 6-105=-99, Success. He can heal 1d10 hit points. I roll, and get only 1 hit point healed.

    The party goes back to Inhyrst.
    I roll on the ST-10 Encounters Table. Activity Roll: 63 – Avoidance Roll: 80 + 30 Due to Roads – 50 Due to Night = 0. There is no encounter.
    They go to the constable to report what they found, and get a room at the inn for the night to rest.

    The party, tired and wounded returns to Inhyrst. The guards at the gates look at them. “Halt! Who goes there?”.
    “Evening! We have returned from Vespin tower.” Leòwyn replies. “We are to report to constable Anulf.”
    Some indiscernible speech between the guards is heard, and then the gates slowly open to allow the group to get through. The wounded Camthalion, and the orc blood on Leòwyn’s clothes make an impression on the guards, who quickly ditch their attitude, and step aside for the party. “I will get the constable.” One of them says, and runs off. The other offers them some water.
    A couple minutes later the guard returns. “Come, to the constable’s office. He is waiting for you.”

    Anulf watches them from top to bottom. “I don’t like being awoken in the middle of the night, but it’s best that you came now, so that noone sees you. I wouldn’t like panic and gossip to spread in the keep. Now tell me, what happened?”.
    “Orcs!” Dwalin says with a deep voice. “Bloody orcs. They had slaughtered the garrison and were eating their limbs.”
    Anulf’s face goes white for a second. “Orcs? Here? Did you..”
    “We made short work of the vile creatures.” Leòwyn cuts Anulf off. “Had no time in the middle of the night to tend to the dead though. You will have to send your men in the morning.”
    “Oh, my.” Anulf gasps. “I need to bring this to the commander. We are not ready for orcs.” He pulls open the drawer of his desk and gets a pouch out. “Here are your ten silver. Go rest. These are perilous times.”

    The party has gained 10 silver pieces more.
    Now for the experience points. MERP has a lot of tables for sharing experience. There is experience on hits received, kills performed, criticals scored (deducted from the kill experience), spells cast, static and moving maneuvers performed, traveling times, idea points and miscellaneous. Here goes.

    Hits points:
    Camthalion received 24 hits. He gains +24 experience points.

    Critical points scored. Table ET-1 Critical Point Table:
    Since Leòwyn and Dwalin scored criticals only on the orcs they killed, I won’t bother calculating those.
    Camthalion scored a critical on one of Dwalin’s kills. It’s a Critical B against a Level 1 opponent, which gives +10 EP.
    Also Camthalion received an A and a B critical, so he receives +100 and +200 EP respectively.

    Kill points. Table ET-2 Kill Point Table:
    Leòwyn killed two orcs. From the table, cross-referencing the level differences, its +200 EP for both.
    Dwalin also killed two orcs. From the table, cross-referencing the level differences, its +200 EP for both. But Camthalion assisted with an ‘A’ critical, so Dwalin gets -10 EP.

    Maneuver points. ET-3 Maneuver Point Table:
    The group performed no static maneuvers, only the climbing and jumping maneuvers. From the Table, I get the following. Only successfully accomplished maneuvers count. So these are 3×100% (10′) climbs. The jumps were not fully successful, so I won’t calculate those.
    Camthalion gets 3 Hard moving maneuvers at +100 EP each. Leòwyn and Dwalin made 3 Medium moving maneuvers at +50 EP each.

    Spell points. ET-4 Spell Point Table:
    Camthalion casted a successful healing spell, and gains +100 EP according to the table.

    Idea points. None given.

    Travel points:
    Since its a civilized area that they travel into, I will grant them 1/2 EP for each mile they traveled. They gain +10 EP each.

    Miscellaneous points:
    For successfully completing the adventure. I will reward them as per the Assault on Vespin Tower. +65 EP each. I know that there must have been a conversion or something, but I guess that will do.

    So total experience points awarded.

    CharacterExperience Points
    Camthalion809 EP
    Leòwyn625 EP
    Dwalin615 EP

    Briefing Summary: Overall I liked the system and I had fun. Yes, there is a lot of back and forth between tables. What I enjoyed is the fact that going crunch-heavy, frees you from the shackles of playing GM and player at the same time. The wargamey nature of the old-school games has rules so strict that you can’t arbitrate freely as in other games.
    One small combat took long (in real time) to resolve, but I liked every second of it. I still have a lot to learn, as there are rules that I can forget easily and have to go back and apply some modifier. Also I will need to print out several copies of the tables in the book so that I don’t go running back and forth all the time. The bookkeeping sheets are important as well. Nevertheless, even without any of those, just the book and some A4 sheets, it all worked out fine.
    There was a discussion recently regarding “Writing with dice.” I’ve noticed that in this particular case, this was severely limited. There was no character development either though, or any nice story scenes.

     
  • Unknown's avatar

    giorgis 10:58 pm on October 4, 2019 Permalink | Reply  

    The ruins of Syriholm – S1E03 

    Hexflower dungeon crawling

    As Atiel returns, I will be rolling for alarms for every hex that she passes through.
    Alarm roll: 1: She encounters an orc patrol!
    Her sneak skill is successful and she passes past undetected.

    Atiel reaches the part of Syriholm where the rats killed Erias. Her sharp ear, catches the sound of footsteps. She quickly hides in a dark alleyway as 5 orcs armed to the teeth pass through. They look as if they are searching for something. Maybe they got whiff of the party killing their kind.


    Furi hex roll: 4 (doubles): goto 14: alarm
    Due to the doubles there is a second pass here, and also the alarm level is decreased by one to 1.
    The story clock is at 40/100.
    Q: Is it an orc of dwarven alarm?
    A: Orc
    It’s a simple contraption. A tripwire connected to a weight that is released and rings bells.
    I will roll Wit to see if Furi detects the tripwire, and then Agility to get past it (Easy Difficulty if detected).

    Furi walks through a tight stone corridor that is forking down the path.
    He notices that it is not very much walked. The stone floor seems to have gathered a thick film of dust. This makes Furi worried and then he realizes why. He notices a barely visible tripwire near the floor. With a careful step, he passes over it without triggering it.


    Atiel has passed through the tower gate where they defeated the big orc and his archer companions without any encounter. The exit is closer!


    Furi hex roll: 5 (alarm level increases by 1): goto 12: TRAP
    Story clock: 52
    Again, I will roll to see if he detects the trap and then if he avoids it.
    He detects it but fails to avoid it. Since I have the ancient Dragon Quest by TSR, I decided to draw a card from the traps deck, and I get a trap of Greek Fire!
    I decide it will do 5D damage for 3 rounds. Furi got an Incapacitated wound, but he succeeds his stamina roll and doesn’t fall unconscious.
    Also I ask if there is anything of interest in the room. Let’s not forget Furi has his axe destroyed, and fights with a hatchet!
    Q: Are there weapons in the room?
    A: Yes
    Q: Are there axes?
    A: No

    Furi comes upon what looks like a dwarven armory. It’s in ruins though and has been plundered by the orcs, only a few clubs remain in the weapon racks.
    As he looks around, he hears a ‘click’ he has stepped on a tile that moved just slightly but Furi knows dwarven craftsmanship. This is a trap.
    He tries to jump away but he fails to do so in time. A flaming liquid bursts from the floor upwards and he catches on fire. He starts rolling on the floor to extinguish it, but in the end he is scathed from the flames. Syriholm has been unforgiving to him as to his ancestors.


    Atiel is at the bottom of the chasm. Alarm roll: 1: She encounters another orc patrol!
    Her sneak skill is again successful and she passes again undetected.

    Atiel moves on, and at the bottom of the chasm she hears shouts. She quickly jumps into a ditch and soon sees orc boots passing in front of her. Another close call, but she is so much closer to the exit now!


    Furi doubles back to take the other fork in the path.

    Furi: Alarm roll: 3: No encounter


    Atiel reaches the entrance with the pillars. Alarm roll: 2: No encounter

    Atiel finally reaches the pillared entrance to Syriholm. She’s just a few steps away from leaving the ruins.


    Furi: Hex roll: 8: goto 19: BBEG!
    Story clock: 71, but doesn’t matter anymore.

    Q: Are there orc guards?
    A: Yes, and there is also an orc shaman.
    Intervention: Entity positive
    Q: Is it Furi?
    A: No
    Q: Is it Gorkil?
    A: Yes, the shaman has brought him a cart of gifts.
    Q: How many orcs? (1D)
    A: 8++!
    Q: Can Furi jump down to grab the great axe?
    A: No it requires at least one move?
    Q: Can Furi jump down on the cart of gifts?
    A: Yes, and, it’s so filled up he can climb on its top and get down undetected.

    Furi follows the second fork in the path through a dark unused corridor.
    As he reaches the end he hears sound of brute merriment. Drums banging and orcish laughter.
    Slowly he creeps on, and finds himself in a balcony overlooking the Syriholm throne room.
    Sitting on the throne is a black skinned orc with curved tusks. He watches in joy the festivities. This must be Gorkil.
    Entering the throne room is an orc with a bag of potions hanging from a net on his belt and various small feathers and bones tied to its garments. ‘An orc shaman’ Furi thinks.
    The shaman has brought with him a cart full of potions, mushrooms and trinkets that has been parked right under Furi’s balcony.
    To appease Gorkil, the shaman has also brought a pair of goblin dancers. The sound of the drums by a goblin musician give the rhythm and they dance to it in what the orcs must think is a sexual dance, as they seem entranced by it.

    Since Furi is so severely outnumbered and wounded, he will climb down to the cart and drink a potion. Again I turn to the dragon quest deck of cards and draw a Dragon’s Blood potion which increases strength. I roll and find that it will increase strength by 3D!
    So Furi’s Might is as good as if he wasn’t wounded.
    He gets down spends his Fate Point and charges at Gorkil!

    Furi slowly climbs down into the shaman’s cart. The orcs are captivated by the goblin dancers and don’t seem to notice Furi descending from the shadows. Once inside he picks up a weird blue vial and gulps down the content. ‘If it’s good for Gorkil it can’t hurt me’ he thinks.
    Within seconds he feels an inner fire, a rush, and invigorating strength. He draws his hatchet and with a loud roar that sounded like a dragon awoke, he charges to the throne. The orcs looking at him in disbelief.
    A disfigured burned up dwarf, his beard flailing wildly, bloody wounds still evident on his body, letting of an inhuman warcry as he furiously charges towards them.
    Gorkil manages to grab the great axe in the time it takes Furi to cover the distance between them. He swings the axe horizontally, but the berserk dwarf jump high and avoids the blow while simultaneously he brings down his hatchet to Gorkil’s head, severing it at the base of the neck.

    Considering what just transpired (their chieftain slaughtered in an instant by a mysterious berserk dwarf) I think that the orcs may flee, may attack Furi, or even each other to become the new chieftain (orc animosity rules from warhammer).
    So I ask.
    Q: Do the orcs fight Furi?
    A: No, and they fight each other for the chieftains spot.

    With Gorkil dead the orcs pause for a moment, as Furi lifts his grandfathers great axe from the headless body.
    Then they start snarling and growling. Within seconds each orc has started attacking the orc next to him.
    Furi has heard about how the toughest orcs became guards to chieftains and warbosses waiting for their chance to rise to the spot. Now they fight for the spot. They won’t bother with the dwarf.

    There is still the matter of the shaman. Sometimes shamans don’t care about power, so I will ask again.
    Q: Does the shaman attack Furi?
    A: Yes, and he won’t roll to see if he is intimidated by the bloody display. He is committed.

    The shaman does not seem affected by the squabbling of the orc big ones. He turns his attention to Furi. He pulls a curved serrated blade that drips with a red liquid and slashes at him.

    So Furi needs to kill the Shaman before the orc big ones kill each other and a new boss emerges who will hunt him down. If Furi is out of the throne room before this then the new orc boss will use its resources to establish rule. Otherwise it will try to eliminate the dwarf who killed the previous boss as a sign of dominance.

    Furi hacks the shaman badly who barely scratches him. But it’s enough for the poison to establish and cause him discomfort as it numbs him down. The potion of dragons blood he imbibed earlier seems to counter the effects of the poisoned blade.
    In the meantime orcish swords clash. Three orcs our of eight are down dead or mortally wounded.

    The fighting continues among all parties without much of a result apart from some scratches.

    But in the next few seconds Furi brings down the frenzied shaman as two more orcs are downed by their competition.

    I roll for Furi to climb up so that he can return from the way he came. Success.

    Not losing a chance, Furi climbs up the cart and back into the balcony as the three remaining orcs spill blood further…


    Out in the woods a wounded dwarf can barely keep his footing. Furi stumbles towards a small campfire in the distance. A figure approaches, and as he falls down from wounds and exhaustion he can almost discern the face of Atiel. The elf didn’t abandon him completely.
    The next day, a bandaged dwarf and
    his elf companion ride out. A relic great axe in possession, an oath fulfilled, and the memories of friends gone forever.

    Wow didn’t see that coming. The dwarf managed to get his family heirloom back, against all odds.

    Debriefing:
    I think my endeavor wasn’t completely successful, it was interesting though and I learned a lot from my mistakes.
    After 6 hexes, the party was decimated and I thought that the fun was over. Despite that, the story part of the hexflower kicked in. A side passage allowed Furi to reach the throne room after having to pass only alarms and traps! What a turn of fate!

    Mistakes:
    Low fantasy and dungeon crawling don’t mix unless you take it into account. So I didn’t want to have healing potions, clerics casting blessings and wizards casting fireballs. That’s a problem when you go into a dungeon. You need resources. The party strength is drained and needs recovery and healing one wound level at each camping, just ain’t gonna cut it.

    MiniSix and OpenD6, StarWarsD6 are not suited for party soloing even when streamlined with the success counts system that I homebrewed. MiniSix especially has a really high dice count. Furi and Cane for example had 7 and 6 dice respectively on their attacks and 8 dice on their damage. Add to that rhe other two part members, the opposed rolls and the enemy attacks, I was drowning in dice rolls. I won’t be using this game system again for dungeon crawls or for large combats.

    I don’t know the balance of MiniSix. I found it hard to balance the encounters, and sometimes my party felt either overpowered or nerfed.
    I had a feeling of 2D attributes, 3D skills for mooks and about 1D-2D higher for PCs and NPCs. At least that’s how Star Wars D6 is set up. But in MiniSix the numbers are way off in a higher range. I had the feeling many times that the combat was wrong.

    Being both story hexcrawl GM and player party at the same time is very taxing. There were just too many things to take into account. Since I was missing the tables that a traditional dungeon generator uses,
    I had to tap into my creativity and the Oracle as well as make PC decisions. That was tough. Bookkeeping was a mess (did I point out I’m lazy?), and I’m sure I failed to take into account some wound disadvantage at one time or two.

    Things I enjoyed:
    I found that the concept was fun and easy to run. I had traps, encounters, a story, and a dungeon not restricted by normal boundaries, while at the same time the randomness allowed for surprises. Patching with doubles allows for some tactics on the player part, and I was lucky to use this mechanic and find the BBEG when all seemed lost!
    The alarm clock mechanic seems okay as well as the story resolution clock mechanic. They may need fine tuning in the future.

    Overall experience: At times I was bored, at times I was frustrated, and at times I really wanted to see what would happen next. The Fate point mechanic saved the day, as in the Night of the Blood adventure I played. It’s quite strong but it gives a nice cinematic effect, and that’s really what it’s about. If I switch systems I’m going to miss it.

    If you think it’s interesting I can upload a second version with all the game system roll mechanics included.

     
  • Unknown's avatar

    giorgis 11:59 pm on October 3, 2019 Permalink | Reply  

    The ruins of Syriholm – S1E02 

    Hexflower dungeon crawling

    Hex Roll: 9: Goto 1: CREATURE
    Alarm +1

    The party moves on, Erias scouting ahead, with Furi following behind. Atiel and Cane act as rearguard.
    The path they follow leads them away from the large segregation of orcs in an effort to find somewhere to camp.
    They open the doors to a still standing dwarven building and set camp inside.
    Cane tends to Ariel’s wound, using healing herbs he carries with him. He removes the arrow and cleans the wound. Cane then boils some of the leaves of the healing herbs and puts the bandages in them, with which he covers the wound. He manages to help fix some of the damage done, though Atiel is still hurt.
    “Thank you young one.” Atiel says in gratitude.
    Cane just smiles.

    Now here is evident the advantage of using an event generated dungeon crawl. Instead of having a room with creatures, I decided that the scene will be empty, the team will have a chance to camp and rest, but they will be ambushed by creatures!
    I think that this gives a nice story like progression in the dungeon.

    I look up at the MiniSix fantasy bestiary and choose the giant rat as the most likely creature. I thought it would be easy to counter…
    I remove one ration from the party and roll to see at whose shift the rats will appear. It’s at Erias, that’s good, as a thief he has good perception.
    I roll 1D rats and get 6! I also roll to see if Erias notices the rats approach, and he fails! Woe to him.
    Also I made an on the fly call and decided that the rats would be able to attack him all at once. Have you noticed how they create a swarm and you can’t discern one from the other? They can fit their bodies in the tiniest spaces. That would be true for the gigantic variety. So here goes the description of the combat without game mechanics.

    The party is sleeping and the halfling is bored, counting his sling bullets. Unbeknownst to him, six giant rats crawl behind him and jump right on him biting and slashing with their claws.
    One rat has bit his neck, while another scratched his face. Under the gashing blood, he manages to let of a cry. “Help!”.
    The party is on their feet at once, drawing weapons and charging at the monstrous animals.

    The elf ranger quickly gets to her senses. Elves are light sleepers after all, and shoots an arrow into one of the creatures.

    Q: Do the rats keep attacking Erias? (Likely)
    A: Yes

    They haven’t managed to move an inch, and the rats keep gnawing at the poor halfling, who loses consciousness, as they keep eating him.

    Furi, still dizzy from his sleep, charges at the rats, and swings his great axe, but he misses by a mile and hit the hard stone dwarven table instead, bending his axe blade beyond use.

    Cane follows up with a hard swing at a rat, hacking it at the abdomen.

    Atiel keeps shooting arrows into the rats, but they seem to only sting the giant beasts.
    Some rats keep chewing at the dead halfling while others turn to their attackers, barely managing to scratch the furious dwarf.
    Furi draws his hatchet and incapacitates one of the rats, sending it into oblivion. Cane hacks at another one, wounding it so much that it turns and flees.
    Atiel stings another rat with her arrows which turns and jumps at her even if she is in the back beyond Furi and Cane. It slashed at her arm, wounding her further.
    One of the rats keeps eating at the halfling body.
    The remaining 2 rats fail to harm the warriors, who parry their blows with their weapons.
    Furi kills the rat that charged at Atiel with a hit to the neck, while Cane thrusts his bastard sword into the ribs of another rat, putting it down.
    Atiel sends another arrow to the rat that chews their dead companion, but it keeps at its task.
    Furi, locked in combat with one of the rats, finds an opening and slashes open its belly, as Cane brings down his sword to the rat Atiel targeted. She finally kills it with a well placed arrow to the ear.

    Cane rushes to Erias to see if he can be treated, but soon realizes he is dead. He closes his eyes and covers him with his cloak.
    “Noo!” Furi cries out as Atiel lets of a whimp and sheds a tear.
    No one speaks, as they dig a makeshift grave and put a large stone slab on top to protect the body from scavengers.
    Finally they compose themselves and Furi says a few words. “I shall forever carry your name with honor Erias Chily. You perished true to your oath, true to your ancestors. Unfortunately your debt was relayed in blood. May your last journey be without peril.”

    Maybe I miscalculated the giant rats strength. Maybe it was Erias unlucky Perception roll. In any way I had my first party death, and I will have to see how there will be progress without a thief to disarm traps and pick locks in the party.

    Here I decided to introduce a story clock mechanic. Add up the hexflower numbers rolled. If it’s greater than or equal to 100, then the story concludes and the next hex is the BBEG no matter what.

    Roll: 7: Goto x,
    Reroll: 9: Goto 6: PRISONER
    Alarm level +1: 2

    So I decide that the prisoner is going to be an NPC.
    I roll on UNE Confident tradesman who seeks academia.
    I roll a race and get halfling (Ruled out elves and dwarves due to enmity with orcs) and a name generated is Sonard Tunnel.
    Sonard is a halfling tradesman who seeks the lost tomes of Syriholm smithing. He is so confident in his abilities to trade that he tried to trade with the orcs, who found the entire concept funny and kept him alive as prisoner.

    The party, with heavy hearts and one less member, moves on. As they walk through the abandoned streets and pathways they detect brutish orc laughter.
    They draw weapons and close stealthily towards the noise. Furi and Cane go in front, while Atiel follows up, a dozen meters behind.
    Around a large fire four orcs are relaxing. In the middle of the group is a short person, a halfling, wearing fancy clothing and a hat with a feather. One of the orcs stands, towering above the halfling.
    “Tell me again Sonard! What did you expect from us in return? Bank notes from Gorkil?” The orcs burst in laughter, but the halfling is unafraid.
    “As I said before, Gashak, the stones you relinquished from my possession are a mere portion of what I intend to pay if you bring me the Tomes of Steel by Bari Turison.” He replies and the orcs burst in laughter again.

    Clouded by his hatred, Furi charges at the ambushed orcs, without a signal to Cane who, startled, follows up right after.
    Furi’s hatchet sinks deep into Gashak’s arm, splitting the bones and getting stuck. Gashak tries to remove the hatchet but the pain doesn’t let him and he cries out.
    Cane, startled fumbles as he charges and drops his sword a mere meter in front of him with a loud clanging noise.
    Atiel lets off an arrow which strikes the air.
    The three other orcs gang up on Cane. Two swords thrust through his torso and shoulder, and he drops down, spitting blood from his mouth.

    I roll to see what Sonard will do, giving (1: help orcs, 2-5: do nothing, 6: help the party) and roll a 6.

    Sonard pulls out a hidden stiletto from his hat and stabs an orc, wounding it’s left arm.

    Furi puts his foot on Gashak and pulls his hatchet. Then he rebounds with a second hit on the arm, spewing black blood everywhere, as Gashak falls.
    Atiel sinks an arrow into one of the orcs, who, with his fellow, turns and attacks the halfling. Sonard sucks from one sword slash, but a thrust from the other orc, pierces his abdomen through and through. The halfling clutches his belly and drops.
    The last orc, seeing Gashak down, growls and strikes at Furi from behind, hacking at his chest, severely wounding the dwarf.

    Furi exchanges blows with two orcs, but no one manages to get an opening. In the meantime, the orc that killed Sonard turns his attention to the downed barbarian, finishing off Cane with a thrust through the lungs.

    Atiel keeps sinking arrows into the orcs, one of which drops after having three arrows stuck on his torso.
    Frustrated, the two orcs and Furi keep fighting, but in the end, the stout dwarf emerges victorious, slaying one orc after the other.

    Furi kneels before his fallen comrade. Cane was killed in such a cowardly manner. Atiel breaks down in tears.
    “Let’s give him a ceremony worthy of a warrior.” Furi says and proceeds to build a bonfire for Cane’s funeral.
    They lay the barbarian on top, with his sword held between his hands. At the side they set the halfling who fell by his side, and light the fire.
    As the flames engulf them, Atiel speaks final words. “Few fought so bravely against such odds. May you find peace amongst your ancestors Cane!”.
    They stand in silence until the flames have devoured the bodies.
    Atiel looks at their wounds and turns to Furi. “Shall we abandon quest, Furi Grinarson?”.
    “Then they will have died for naught.” Furi replies.
    “As will we, unless we tend to our wounds. Let us leave and return anew another day.” She counters.

    I roll opposed persuasion and I get a failure on her part with a complication on Furi so I decided they will part ways.

    “I release you from your oath Atiel Nerdalye. Leave. I will find honor or die trying.” Furi says.
    She leans down and kisses him on the forehead. “As you wish. Farewell. May you find what you seek.”

    Two dead party members and the party split!
    Furi will press on, seemingly to his death, while Atiel will try to escape.
    But she is too deep in the dungeon and the alarm level has risen to 2. There is a 15% chance for each hex that she passes through that she may encounter orc hunting parties. The chance may further increase based on Furi’s actions deeper in the dungeon.
    In the meantime I am gathering pros and cons of the experience with the dungeon crawl I tried and will present all of them in the next (and probably final) episode.

     
  • Unknown's avatar

    giorgis 9:59 am on October 1, 2019 Permalink
    Tags:   

    The ruins of Syriholm – S1E01 

    Hexflower dungeon crawling

    Hex roll: 8: Goto 7: ENCOUNTER
    Q: Is it orcs? (Likely)
    A: Yes, and they are boar riders
    Q: How many? (1D)
    A: 2
    I will roll Wit for both groups. Whoever succeeds has noticed the other group first.
    Party: 1-
    Orcs: 2
    So I decide that since the orcs noticed the party first, they will attack first automatically gaining initiative.

    The party goes through the ruined entrance to Syriholm. Huge columns of dwarven craftsmanship once marked the pathway, but now they lie in ruins, their sharp edges chipped, their blocks overturned and the statues and engravings crushed to pieces.
    Furi touches the stones as sadness and hatred overcomes him. “This used to be the home of my people. Oh what fate befell them!”
    Atiel puts her hand on his shoulder. “What is no more of flesh needn’t worry you child of the mountains. They are with the rest of your ancestors in spirit and in memory now.”
    The dwarf calms for a moment.
    Suddenly they hear a loud gallop, snorting and a scream “Waaaagh!” and Cane sees for the first time in his life orcs!
    Hideous humanoids with green skins and an ape like face. Tusks protrude from their jaws, and they are riding boars, charging towards the party!

    Since this is heavy on combat, to facilitate easier reading (and less transcribing from paper to electronic notes on my part) I will not be writing down the combat rolls, and only describing the combat instead.

    One of the orcs charges at Furi, but the skilled dwarf uses his great axe to parry the spear and the boar tusks. He follows up with an overhead swing, finding the orc straight at the chest, severely wounding him.
    The other orc has encircled the group from the other side and charges at Atiel. Lacking the sword skill, she jumps out of the way, unable to counteract.
    The Halfling tries to hack at the boar, but his dagger barely makes a scratch on the thick furry hide.
    Cane is at a loss, but recovers. He draws his bastard sword and hacks at the orc who missed Atiel, but the strike just nicks the humanoid.

    The orc rider now switches target and tries to ram his spear into Erias. He hits the Halfling, but it seems the orc miscalculated and the cloak took the brunt of the hit, leaving him unscathed. The boar tries to bite a chunk off the Halfling, but he evaded the attack.
    Furi makes another attack at the wounded orc, this time bringing it down.
    The other orc now turns his attention to the human who hit him, thrusting his spear with enormous speed. Cane through an incredible feat, turns around, and the spear just scratches his right leg.
    Atiel, out of the fray, carefully draws her bow, and shoots an arrow to the remaining orc. It pierced through its spear arm, causing a serious bleeding.
    As the creature screams, Cane loses no moment and slashes at its right leg with such strength, that he chops it off.

    Now the board without riders are frustrated, and the party gains initiative.
    Furi hacks at the boar in front of him, almost cutting it in half.
    The rest of the party try to bring the other boar down, but it’s stronger than they expected, lashing back at them unsuccessfully.
    Cane finally thrusts his bastard sword between its lungs, delivering a mortal blow.

    “What are these green skinned devils?” Cane asks as he clears his blade.
    “Orcs” Furi says as he looks around to see if there are more of them.
    “They thought we would be easy game. They will learn the name of Furi Grinarson.”

    Hex roll: 11: Goto 9: prisoner
    Q: Are there guards? (Likely)
    A: Yes
    Q: Are the prisoners slaves?
    A: Yes, and they’re miners
    Q: Are the prisoners dwarves?
    A: No, but they are from all the races

    The party moves trough the ruins silently watching for any sign of orcs. Then, the path they were following with the pillars comes to an abrupt end in front of a gaping chasm. Once there was a bridge here, as the few remaining stones dictate, but it has collapsed since.
    Erias lifts his hand, gesturing for silence. Now they can all discern the clanging sound of metal upon stone.
    They follow a stairway going down to the bottom of the chasm. Before coming too close, they see the root cause of the noise.
    Several demihumans chained are mining the rocks. Their sorry state barely reminds of what race they belong to. Their bones almost protruding from their skin. These men and women look like living skeletons.
    Furi clenches his hands on his axe handle and steps forward, but Erias grabs him. “Wait a moment master dwarf.” He says and points at the guards.

    Q: Are the guards orcs?
    A: No, but they are goblins
    Q: Are they alert?
    A: No
    Q: How many slaves? (3D)
    A: 5
    Q: How many guards? (1D)
    A: 3

    Short green skinned humanoids with pointy ears, red eyes and sharp teeth, holding spears and shields are guarding the prisoners.
    “I will try to free the prisoners.” Erias whispers. “If the guards get a whiff of me, take them out.”

    Again I won’t be describing all the game mechanics, only Oracle rolls.

    The halfling goes past the goblins unnoticed and with his lock picks manages to set a slave free from his manacles.

    Q: Does the slave make noise?
    A: No, but he tries to escape at once when free

    With his feet free, the slave doesn’t waste a moment and starts running. Before the goblins realize what occurred, the party is read for action.
    Erias backstabs one goblin with his dagger and it screams in pain.
    Atiel shoots a carefully aimed arrow right through its right arm, gashing it open.
    Then from cover, Cane and Furi charge at the humanoids. Cane severs a goblins leg at its base while Furi does the same at its friend.
    Within seconds the goblin guards were decimated.

    “These small orcs didn’t stand a chance!” Cane points out smiling as he observes the dismembered corpse in front of him.
    “They’re called goblins.” Erias corrects Cane who doesn’t seem to pay any heed.
    The party liberated the slaves who can’t believe their luck, and points them to the way out.
    “Tell the dwarves of Khizdumunz that Furi Grinarson sent you! They will take good care of you.” Furi instructs then.

    Q: Do the slaves have any important information to share?
    A: Yes, but obstacles need to be overcome first.
    I decide it’s going to be a path leading from hex 17 directly to 19 without rolling.

    A downtrodden slave approaches Furi as they leave. “Are you heading further in?” He asks.
    “Aye, I am after Gorkil.” Furi responds and the slave’s eyes widen.
    “Then be careful. If you get past the troll, look for a small side passageway to your right. It leads directly to Gorkil’s quarters. It is said he wants to monitor his troll friend closely.” The slave adds.

    Hex roll: 10: Goto 3: guardian
    Q: Is the guardian humanoid or monster?
    A: Humanoid

    The party moves onward in the bottom of the chasm, and they reach the other side, and start climbing the stairs up.
    Once on top they face tall walls with towers and gatehouses.
    “Syriholm keep starts here.” Furi says. “I suggest we keep low and try to enter through the third gatehouse. Our engineers often criticized its weak spots.”
    The party nods and does as Furi proposed. Slowly the enter the gate tower, only to come facing one of the largest orcs they have ever seen. The orcs first sees Furi and growls, but as it sees Atiel, it’s eyes glisten with rage and it lets off a loud roar.
    As it rises, orc archers appear in the balconies inside of the gatehouse.

    Q: How many archers? (1D)
    A: 2

    Atiel and Erias shoot arrows and sling bullets at the archers, but even though they hit, they bounce of their leather armour.
    Cane looks at the big guy, but he doesn’t flinch. He lets of a roar as well and charges at it. He swing the sword high, hitting the orc at the head. Cutting of a chunk and sending the huge body to the ground.
    Furi looks to the stairs to the balconies.

    Q: Are there stairs inside of the gatehouse leading to the balconies?
    A: Yes
    I decide it takes one round to go up.

    Furi climbs up the stairs while the two orc archers shoot at the elf. Their arrows find their target true. And Atiel, severely injured, falls back to cover.

    Furi charges at the orc archer in the balcony, hacking at its left arm, as it screams in pain.
    Cane climbs the stairs up as well to the other orc.
    Erias tried to hit with his sling but the level difference doesn’t help him and he misses.
    The orc fighting Furi tries to flee down the stairs, but it stumbles and falls.
    The other orc shoots a third arrow into Atiel, who tries to keep standing, but she falls down.

    Q: Do the balconies connect?
    A: No

    Furi, brings down his axe on the head of the downed orc, killing it instantly.
    Cane has reached the other balcony, slashing at the leg of the orc who wounded Atiel.
    Erias tried to shoot from below but his shots keep missing.

    The orc tries to counterattack Cane, but it’s skill is no match. Cane headbutts it, and in until it recovers, swings his sword down on its head, splitting it in half.

    As they recover from the battle, Cane diagnoses successfully the wound and the arrow.

    Q: Is it poisoned?
    A: No

    “We must rest and tend to her wound!” Cane expresses his concerns.
    “We must press on while we still have the element of surprise!” Furi counters.
    “You’re both right. We need to rest, but we can’t do it here. This is an orc pass. We must press on until we find a better spot, to tend to Atiel.” Erias mediates between the party.

    Currently the hexflower can draw forever. To make things more interesting I will introduce new alarm mechanics. When I roll 2d6 for the hex flower, I will roll a black and a white die.
    If the black die is greater than the white die, increase alarm level by one. If it’s doubles, decrease it by one.
    Events like alarms, fleeing enemies, etc can ofc increase or decrease the alarm levels accordingly.

    How do the alarms come into play? If the alarm level is

    I am ending the first part here.
    What I liked: The quick and graphic combat resolution. The wound levels on the D6 system are easy to monitor, semi realistic and deadly.
    What I didn’t like: The mini-six assignment of combat skills. The melee combat skills are under Might (Strength, Physique, Toughness). Which means there is an imbalance there, as the same attribute is used for to hit, to parry, to damage and to resist damage. The dwarf with Might 5D (and a bit less the barbarian with might 4D) are severely overpowered compared to other foes and their agile teammates. Add to this the +3D of a 2H weapon, they are war machines. I could of course homebrew this, but then I would have to rework the stock characters that I use from the book, so I stuck with it.
    What needs improvement: The hexflower mechanics. That’s the reason I’m doing this after all. I don’t want it to drag forever, so I need to add mechanics to drive the game forward. I will be testing more rules in the future.
    Overall mixed results. I like the setting, the choice of characters and the dungeon, but I feel like it’s bland at times. I won’t give it up yet since it’s an experiment that I want to see to an end. I feel that there is a lack of story that is to be expected with dungeon crawls and I’m not certain it’s to my liking.

     
  • Unknown's avatar

    giorgis 12:29 pm on September 29, 2019 Permalink
    Tags:   

    The ruins of Syriholm – S1E00 

    Hexflower Dungeon Crawling

    It is late night at the Black Cask, a poor inn at the crossroads between Blyne Vale and Slate Hills.
    Most townsfolk have retired for the night and the servant girl has begun sweeping the floor. The fireplace is lit, but the innkeeper hasn’t fed it another log, in the hopes of casting away the odd looking trio sitting at one of his tables in the corner.
    The door opens and a gust of wind sweeps in. Cane enters the silent bar room. He is a muscular towering young man with a stern look on his face. His black hair falls long upon the thick wolves hide covering his shoulders. He takes a quick look around, and without a pause, walks steadily to the party.
    He eyes them all one by one. What a weird company he thinks. Two short people and a blond woman, all cloaked as if they are hiding something.
    He towers upon the table, pulls out a broken part of an amulet from his pouch and puts it on the table with a loud thump.
    “I was summoned” He says. “Now which one of you is Furi Grinarson?”
    One of the two short figures, the more stoutly built one, and Cane can clearly see his red long braided beard.
    “I am” he responds in a bass voice, and joins the broken part with three other similar ones, completing an amulet. Furi introduces the company.
    “These are Atiel Nerdalye and Erias Chily, summoned like you. And your name is?” He asks.
    “Cane” the barbarian replies and pulls a chair and joins them. “Innkeeper!” He shouts. “A pint of ale!”
    The trio looks worried. “We try to keep a low profile you brute!” Atiel whispers scolding him.
    “A low profile? You must be joking. There isn’t anyone in 10 leagues who won’t be talking about you lot tomorrow, and no, low height doesn’t mean low profile.”
    “Don’t be insolent! You have been summoned to pay a debt” Furi snarls, but pauses as the innkeeper brings the ale.
    Cane nods. As the innkeeper leaves, Furi continues. “My grandfather helped your ancestors. As gratitude they swore an oath for their line to help him or his descendants when called upon. Now is the time to fulfill the oath.” Furi takes a breath, then continues with a tone of sadness in his voice.
    “My ancestors used to live in Syriholm, from where we were driven away 100 years ago when the orcs broke through our defenses. My mother left with the refugees to Khizdumunz but my grandfather stayed behind to cover the retreat and perished.
    About a month ago I learned that his great axe was sighted in the hands of Gorkil the Bleak, an orc warlord with a den in the ruins of Syriholm. This is a family relic. My grandfather slew a troll with it. It is a desecration and must be stopped. I ask you to help me recover it. Then you are free from your oath.”

    “Orcs? Trolls? Khiz… you speak of things I do not know of” Cane responds.
    “Did you have to summon the human as well?” Atiel asks with a tone of superiority as if speaking about a child.
    “Human? why what are…?” Cane pauses as he finally sees clearly under the hoods and realizes why the party is cloaked. Fairy people, dwarves, elves and halflings. He had heard fairy tales before but he thought they were stories to keep children in bed at night. He downs the ale in a big gulp and wipes the foam from his mouth. Atiel smiles at how the haughty barbarian is at a loss.

    “I will do as asked!” Erias says.
    “The favor must be repaid. I will join you on your quest Furi Grinarson!” Atiel adds in a soft voice.
    An awkward long pause passes as Cane tries to get a grip of what just transpired.
    “Cane?” Furi asks.
    Quickly Cane gets his wits. “I may not know what is asked, but I am no oathbreaker. By Baran, I will join you!”

    The party rests for the night at the Black Cask, and in the morning, to the innkeepers relief, they ride away to their quest.
    Two weeks later they reach the entrance to the ruins of Syriholm.

    This is the storyline setting for my Hexflower dungeon crawling adventure.
    After a couple terribly failed attempts to run it with only one character, I switched gears and introduced a party.
    In order to test my system I will be using a completely stereotypical fantasy party.
    Dwarf warrior.
    Elf ranger.
    Halfling thief.
    Human barbarian.
    The setting will be mid-low fantasy.

    I will be using this hexflower with the following results.

    1. CREATURE
    2. ALARM
    3. guardian
    4. creature
    5. encounter
    6. PRISONER
    7. ENCOUNTER
    8. ENCOUNTER
    9. prisoner
    10. CAMP
    11. creature
    12. TRAP
    13. alarm
    14. alarm
    15. OBJECTIVE
    16. objective
    17. GUARDIAN
    18. trap
    19. BBEG

    For now I will be asking Oracle questions in order to populate each room, but maybe in the future I will set up tables and use them as I go.

    Navigation:
    a. 12
    b. 2-3
    c. 4-5
    d. 6-7
    e. 8-9
    f. 10-11

    Rules:
    Room for room I will be rolling 2d6 to get the next room main concept according to the hexflower.
    One can double back to a previous room but there is a chance for a random encounter. You roll 1d6 and if it’s under the alarm level of the dungeon, then there is an encounter.
    A roll of doubles means there is a fork to the path, so one can double back and follow (new roll) this path instead. Another doubles on the same hex, means there is a third fork… etc

    Rations.
    Each character has enough rations, medicines and other consumables, according to their skills, equal to 3 times their Wit dice plus pips.

    For the game system I will be using MiniSix barebones, homebrew with a Success pool count system.
    Wild dies will explode on 6, and have a mishap on 1. On mishap you reroll. If it’s a 6 you get a complication, otherwise it’s a penalty (-1 success).
    Regular and wild die succeed on a roll of 3+.
    +1 pip die succeeds on a roll of 6, and +2 pip die succeeds on a roll of 5+. When added to a +3, the pip die succeeds on a roll of 4+.

     
  • Unknown's avatar

    giorgis 11:24 am on September 26, 2019 Permalink
    Tags: ,   

    Solo Metagaming and how to avoid it 

    Secret doors, trapped chests, cursed magic items, enemies patrolling around the corner, betrayal from a close friend.

    All these -and even more, when presented in a game by the GM provide a surprise element which can be exhilarating for the players. They are crucial for certain game types such as horror and mystery.

    All is good then for a table full of players and a good GM, but what happens when you play alone?

    Metagaming cannot be avoided at all cases, but it can be minimized.

    Of course, if you don’t care about the player experience and just want a good narrative, this is not for you, because this comes at the cost of a good narrative.

    Rule #1: The Oracle should answer the bare minimum.

    Imagine real Oracles. Pythia was asked How can the Greeks defeat the Persians? and her answer was The wooden walls will save you!.

    Of course you don’t have to be cryptic, but don’t turn the answer into You will defeat the Persians in naval battle in Salamis straits.

    Rule #2: Whenever condition you want to ask can be resolved by the game ruleset, use that, instead of asking The Oracle.

    If there is a perception skill, use it to find out if your character can see anything. If there are only classes and levels, ask The Oracle.

    Rule #3: Mix Rules #1 and #2. Once you know that your character could have seen something because he is perceptive (successful roll), then ask The Oracle. The fact that your elven scout is eagle-eyed doesn’t mean there is something to see.

    Rule #4: When you can’t avoid metagaming, use it. So you asked a question you shouldn’t and you learned that the bandit who blocks your way is in fact hired by the local sheriff. Then you must deliver this information to your character as soon as possible (preferably in the same scene) and try to do it without acting on it before knowing it. Maybe the bandits are haughty “Sheriff Smith surely delivered when he told us about the four strangers carrying gold in their caskets! At them boys!”.

    The switch between ruleset and oracle resolutions should happen according to the event type, see below.

    Action Events

    These are events driven by the player.

    In those, you roll first the game mechanic. If there is a success then you also ask The Oracle. The actions must be defined specifically. If you search for traps, you can’t ask The Oracle if there is hidden treasure.

    Examples:

    The dwarf scout searches for secret doors. Roll Success! Q: Is there a secret door?

    The halfling thief pickpockets the merchant. Roll Success! Q: What does the merchant carry?

    The elf wizard casts a premonition spell. Roll Failure! Can’t ask the Oracle.

    Reaction Events

    These are events that are triggered as a reaction to the player. If there is a chance for something to happen you ask The Oracle.

    Examples:

    The warrior opens the chest hidden below the goblin throne. Q: Is it trapped? A: Yes!, Roll Perception to notice it or Dexterity to avoid it, whichever is higher.

    Transition Events

    These are events that occur while transitioning from one scene to the next. This all plays out before any player actions or reactions.

    Something that the characters see which is clearly evident, common knowledge, or a chance to trigger a passive character skill.

    Examples:

    The players’ starship emerged from hyperspace to a new system. Make a Passive Sensors roll to see if the ship detects anything without actively searching for it. Whether the sensors roll succeeds or fails, continue with Oracle questions. If the sensors roll was successful, then the characters may have a chance to act first (roll if the other side detects them as well). If the sensors roll fails, then the event supposed that the other side has detected them already (if no one had detected each other there would be no event).

    Passive Events

    These are events occurring at downtime or behind the scenes.

    The player has no say in them, and usually they are not known.

    As a generic rule these are handled through Oracles, as Interventions (MUNE), Exceptional Yes/No (CRGE) or whatever the Oracle calls them.

    Examples:

    The heroes killed a wanted thief. Unbeknownst to them he was part of the thieves guild, and now they have a bounty to their head. There will be assassins hunting them down, but all this information will become known as the intervention unfolds.

    Where to stop

    Don’t overdo it. These rules are supposed to help avoid metagaming, not bog down the game with strict guidelines and questions. In the end, it’s your game. Do what you want as long as you have fun!

     
  • Unknown's avatar

    giorgis 10:36 pm on September 22, 2019 Permalink | Reply
    Tags: ,   

    D6 Night of the Blood game session 

    Scene #1: The Hunt

    Q: Is the scene stable?
    A: Yes, but the next scene question will be unlikely

    The thunderstorm is raging, and the party has stopped. Audible between the thunder is the sound of a strangled baying.

    Q: Are the horses uneasy?
    A: Yes, they will require an easy Animal Handling or Riding skill to keep in check.
    Evie tries to keep a hold of her horse.
    Evie: Riding: 2/2: Success.
    Gustav tries to calm down the mule.
    Gustav: Animal handling (-1D): 2/2: Success.

    Since I know the party will be surrounded by the beastmen anytime, I have to ask if the characters have the common sense to move on before it’s too late.
    It’s going to be a Moderate Perception roll for each of them. If any of the characters succeeds, he may or may not have to convince the rest to continue the journey.
    Bianka: (Savvy +1D) Perception: 2/3: Fail.
    Evie: 3/3: Success.
    Gustav: 3+/3: Success.
    Rudiger: 3/3: Success.
    Wow, seems the uneasy horses and the baying sound tipped them off that something’s not right. Only Bianka thinks of staying, but I don’t suppose it will be hard to convince her otherwise.

    “We need to press on. Something’s not right!” Evie says as she pulls the horses reins forward to make her move.
    “I’m glad you said so m’lady” Gustav adds. “The rain is hard but these woods scare me.”
    “Of course you’re scared you weakling!” Rudiger’s bass voice rumbles. “You should be. Who knows who hides in the shadows. Press on!”
    “Where are you going you fools?” Bianka shouts from the rear. “We will be swept aside by the torrents that will form in the rain.”
    “We’re moving on. If you chose to stay, you’re on your own.” Evie snaps at her. She never liked her dirty appearance anyway.

    Evie: Persuasion: 2/2: Success. Complication! Evie’s relationship with Bianka is damaged, and she will automatically fail any further persuasion attempts in the rest of the adventure.

    “Right… thanks” Bianka mumbles as she falls in and follows the group forward.

    Q: Does the party manage to avoid the beastmen? (Likely)
    A: Yes, And they avoid them altogether.

    Scene #2:Moving On

    Q: Is the scene stable? (Unlikely)
    A: No
    I will roll 1d8 on TWENE: 8! Remove major element
    I draw a portent, and I get, Inflict Pain. Wow.
    I don’t want to remove the bad weather as major element, or the waterlogged road. Instead, to align with the portent, I want to remove the horses, without giving a chance to roll on riding or animal handling. For fairness I will ask the Oracle.
    Q: Are the horses (1-3) or the weather removed?
    A: Horses

    As the party moves slowly, a huge torrent cracks from a ravine to the side of the road, carrying along trees and debris. The horse and the mule do not budge, and the party barely moves aside as they are swept away.
    “My horse!” Evie cries out trying to reach her.
    Rudiger stops her. “You can’t save her my lady!”
    Bianka is filled with a weird feeling of accomplishment, being proven correct about her fear of moving on.

    Scene #3:The Hooded Man

    Q: Is the scene stable?
    A: No, and
    I will roll 1d10 on TWENE: 7: Add major element
    I draw a portent, and I get, Discuss Time, another card, Distant. Doesn’t make any sense. I will ask decktet. Nothing here either. I will ask the Oracle then.
    Q: Did the beastmen arrive at the Hooded Man?
    A: No
    I draw another portent from GMA. I get Detect Tool. I decide that in addition to the Ferry entrance, the main gate key, has been lost in the rain, and is in the mud in front of the gate. A Moderate Search roll will reveal it.

    As the party arrives at the hooded man, the start banging at the doors, but noone opens, and the doors won’t budge.
    Bianka starts to search for a way in.

    Bianka: Search: 4+/3: Success!

    Looking around in the heavy rain, Bianka locates a big bronze key. She puts it in the main gate and unlocks it. But the door doesn’t budge as it seems barred from the inside.
    The rain keeps pouring down on them and they want to find shelter desperately.

    Gustav: Perception: 2-/2: Success

    “There is another path going to the side of the inn. Maybe we should follow it.” Gustav announces and the party nods and follows.

    Scene#3: The Ferry

    As they come upon the ferry house, Bianka enters it first, followed by the rest of the party.
    They are all thankful for even a few moments of dryness.

    Q: Is the scene stable?
    A: Yes, but the likelihood will decrease in the next scene.

    Rudiger checks the ferry, but the ropes have been cut, and the raft is on the other side.

    As they take a moment to pause in the ferry house, they notice signs of struggle.
    Rudiger puts his hand on his sword and covers Evie. “My lady, something happened here. Stay besides me at all times.” Evie stays close and doesn’t say a word.

    Bianka: Search: 2/2: Success

    Bianka searches through the overturned stuff and finds a bag with 12 shillings and 42 pennies.
    She brings it to the party. “There is cash here.”
    Rudiger grabs it and gives it back to her. “Then it wasn’t brigands who did this.” He wonders out loudly.
    “Look! There’s blood here!” Gustav notices at the door.

    Gustav: Perception: 2-/3: Failure
    Bianka: Perception: 1-/3: Failure
    Noone notices that a body was dragged out.

    “We shouldn’t stay here for long. Whoever did this may return. We need to get in the inn. The walls will protect us.” Gustav points out.
    It doesn’t take much to convince the rest of the party, and they all head out.

    Bianka: Perception: 1/2: Failure.
    Gustav: Perception: 3/2: Success

    “There mylady! There is another path heading to the inn. It’s good that my eyes are sharp and are well in the rain.” Gustav says and Evie smiles.
    Bianka goes in front, while Rudiger with Evie are right behind, with Gustav staying in the rest.

    Q: Is the door open, as in the story? (Likely)
    A: No
    Q: Is it locked?
    A: Yes
    So here I have a change in the story. I didn’t want to roll for the scene stability just for a door, so I just asked the relevant question.
    Now the only way in is by climbing over the walls.

    “It’s locked as well! Argh!” Bianca says disappointed. “I will try to climb over and open it from the inside.”
    She looks at Rudiger. “Hey, big man, care to give me a lift up?”.

    I decide for a Moderate climbing difficulty adjusted by +1 due to the rain and -1 due to Rudiger’s assist.
    Bianka: Climbing: 4+/3 Success

    Rudiger lifts Bianka on his shoulders and she finds footing on the wall and climbs it quickly.

    Once on the other side, she opens the door, and the party finally enters.

    The most likely, the party heads for the Inn directly and avoids the stables and the coach house altogether, especially since they lost their horses.

    They head to the inn, and try to open the doors to the bar room.

    Scene#4: The Bar Room

    Q: Is the scene stable? (Unlikely)
    A: No, but I will be rolling 1d4 on TWENE.
    I get a 2: Decrease simple element.
    Q: Is it the sound of merriment and laughter (1-4) or the fire in the fireplace (5-6)?
    A: 1, the noise of the inhabitants is not so loud and is covered by the sound of rain and thunder. A Moderate Perception must be performed to hear it.
    Gustav: Perception (+1D due to acute hearing): 4+/3: Success

    The party reaches the bar room but the door is bolted and the curtains are drawn.
    “It’s locked as well. Should we look around for anyone?”. Bianka asks.
    “Wait! I think I hear someone inside. Let’s knock!” Gustav intervenes.

    Since Bianka has the Savvy characteristic I will give her a chance to be wary.
    Bianka: (Savvy +1D) Perception: 4/3: Success

    “Stop you fool!” Bianka grabs him as he heads to the door. “Why do they have the curtains drawn and the door locked? Maybe whoever caused the struggle in the Ferry house, is in there.”
    “I just want to get my clothes clean, dry and rest. How am I going to appear before the prince in such a terrible visage?” Evie counters.

    Bianka: Persuasion vs Evie: 2+/3
    Even though Bianka failed, the party is weary nevertheless.

    Bianka sighs, as Gustav continues to the door with Evie’s support, and knocks.

    A minute or so later, they hear the sound of the door unbolting, and they see one of the fattest men they have ever met.

    Gustav: Perception: 1-/2: Failure
    Bianka: Perception: 1/2: Failure
    Evie: Perception: 2/2: Success
    Rudiger: Perception: 2/2: Success

    Evie and Rudiger share a look as the fat man seems surprised to see them.
    “I am la-” Evie begins to say but Rudiger cuts her off. “We are weary travelers in need of shelter from the weather. Our horses got swept in the rain.”
    The fat man stays silent for more than a few uncomfortable moments, until he finally says. “Yes. Come in if you must.” He steps aside to make room for the party to enter.
    A small fire burns in the fireplace, and a man is sitting next to it.
    Evie notices he is wearing a road warden’s uniform, and she feels a bit relieved.
    The man stands up. “Otto!” He says out loud to the fat man. “Who are these strangers who just arrived?”
    “Just travellers thrown off course sir.” Gustav says as he approaches. “My name is Gustav, this is Evie Vogel, Rudiger and Bianka. How should we address you?” Gustav has already started to show off, putting emphasis on the Vogel name.
    “I am Hans. What-” He is interrupted by a loud thump. A man with overly protruding eyes starts mopping something at the end of the room.

    Bianka: (Savvy +1D) Perception: 3+/3: Success

    Bianka decides to go check what is this man doing. Otto steps in the way.
    “The kitchen is open to clients only.” He snaps.
    “About that!” Evie intervenes. “We want a room for the night.”
    “It is full!” Otto snaps at her.

    Evie: Perception: 1/2: Failure

    Bianka looks around. “Where are your clients then? The bar is empty.” She asks.
    “The coach party has just retired for the night. I have nowhere to put your ‘kind'” he scoffs.
    Hans moves forward and interferes as he notices the tension building up. “Where are you coming from?” He asks Evie.
    “Ingenfels” she says. “And my father won’t be happy at all to hear of our treatment in this establishment!” She adds in an authoritative manner.
    Otto sneers. “I may find some room upstairs. But it won’t be cleaned, the staff has retired for the night.”
    As he says that the man with the mop leaves the room.
    Bianka wonders about Otto’s contradictions.
    Gustav sits on a table. “Bring us something to drink, ale and wine please.”
    Otto mutters something and heads to serve the party.
    As Rudiger and Evie join Gustav on the table, Bianka, stands alone in the corner. She never liked the company of people anyhow.
    Hans peeks at her for a moment and then grabs a chair and sits near the party’s table.

    Rudiger then addresses the road warden. “You do a lousy job. The ferry is damaged and the ferry house looks like it was attacked!”
    “Yes we were attacked. It was bandits. They did this. That’s why we’re locked for the night.” Hans replies.
    Otto brings ale and wine in the dirtiest tankards Evie has seen. There are flies stuck on the side of the wares.
    “Why didn’t he say something then?” Rudiger asks as Otto leaves the table.
    “The bandits left after the attack, after all how do we know it wasn’t You who attacked the ferry?” Hans counters.

    “I suppose you want something to eat as well?” Otto shouts from the bar.
    The party agrees in unison and Otto goes into the kitchen.

    “I am no bandit!” Evie protests. “I am a lady, the daughter of baron Vogel, and my business is my own sir.”
    Hans nods. “I will leave you to it then.” He says and heads to the kitchen.

    Gustav: Perception: 4:2: Success

    Gustav notices a bloodstain in the back of Hans’ shirt.

    As the party is left alone, Bianka goes to see what the man was mopping.

    Bianka: Search: 1-/2: Failure

    Whatever it was, it was cleaned thoroughly.

    Bianka: Perception: 4+/2: Success

    Bianka overhears Hans telling about Tzeentch and about the Kurts to Otto.

    Does Bianka know what Kurts is?
    Bianka: Intellect: 2/4: Failure
    Does Bianka know what Tzeentch is?
    Bianka: Intellect: 4++/2: Success!!!
    She knows it’s a chaos god.
    Bianka attempts to sneak into the kitchen.
    Bianka: Sneak: 4+/4: Success

    Scene#5: The kitchen

    Q: Is the scene stable?
    A: Yes, but the next scene will be less likely to be

    Bianka manages to slip in, and sees a bucket full of blood and the blood red mop. She hears Hans walk in, and leaves at once. Hans closes the door loudly with an air of finality.

    Q: Does Bianka have a chance to tell the group what she heard before Otto appears?
    A: No, but she can get a warning.

    She sits on the table and says “Something’s wrong here!” mere seconds before Otto joins them with the hot stew.

    Since the characters are wary, I will reduce the difficulty of detecting kurts by 1 from VD to D.
    Bianka won’t eat. She has seen a lot to worry.
    Evie: Perception: 4++/4: Success!
    Gustav: Perception: 4/4: Success!
    Rudiger: 0-/4: Failure, Complication!
    Rudiger falls victim to his alcohol addiction and drinks a lot. The alcohol covers up the Kurts taste and he eats two bowls.

    Bianka stands in the corner alone and doesn’t eat a single spoon. Evie and Gustav notice the odd taste and stop eating soon.
    Rudiger not only fails to detect the Kurts, but he likes the stew so much that he also eats Bianka’s portion before Evie and Gustav have a chance to stop him.

    Bianka: 0 doses
    Evie: 1 dose
    Gustav: 1 dose
    Rudiger: 4 doses
    I will ask the Oracle on what the effect of the extra Kurts will be. I will roll once for: faster set period, longer duration and for additional effects.
    Q: Is there a faster set period?
    A: Yes but, only by a small margin
    Q: Is there a longer duration?
    A: No, and for some reason the duration may shorten if the person vomits (roll Moderate Strength)
    Q: Is there an additional effect?
    A: Yes, but it’s only the Fatigued effect in addition.
    Does Rudiger vomit?
    Rudiger: Vomit: 3/3: Success
    Q: Since Rudiger vomited will he be fatigued (1-2) or unconscious (3-6)?
    A: Fatigued

    Otto arrives as the party has finished eating. “I will show you to your room.”
    “All in one room?” Evie exclaims. Otto doesn’t bother to answer, and the party stands up to follow him.
    Rudiger clenches his stomach, he feels really uneasy, reaches for the stew bowl and pukes inside.
    Otto snorts. “Some men can’t handle their liquor.”

    Scene#6: The Common room

    Q: Is the scene stable? (Unlikely)
    A: No, but I will roll 1d4 on TWENE
    1: Increase simple element. The room is dirtier than usual.

    They are led to the common room. It’s dirty and the beddings are soiled. A rat scurries away in the corner. There’s no carpet on the floor, and it seems to be dirty wet with mud.
    “You expect me to sleep in this hovel?” Evie protests again.
    “‘Tis the best I can do.” Otto shrugs and leaves the room. He closes the door and as the party can easily hear, locks it.

    Bianka updates them on what she heard about the chaos god.
    “I’m thinking we should find a way to leave.” She says.
    Rudiger is no condition to walk. He is inebriated and fatigued and falls like a log on the bed.
    Evie and Gustav feel so tired.
    “I’m sure that what you say is true. Unfortunately we’re in no condition to go anywhere. Maybe once Rudiger gets back on his feet we can try it.”

    Evie: 1 hour fatigued effect
    Gustav: 9 hours fatigued effect. Strength: 2/3: Failure.
    Rudiger: 4 hours fatigued, inebriated effect. Strength: 3/3: Success, reduced by 1 hour to 3 hours.

    Gustav: Perception: 1/2: Failure
    Bianka: Search: 1-/2: Failure
    Nor Gustav or Bianka notice the carpet tacks.

    For a long time the party tries to recover. Only Bianka is feeling well. Rudiger is holding his head. Kurts and alcohol does not mix well. In all this period they listen to the uneasy sound of horses in the stable.

    Q: Does Bianka see Otto go to the stables?
    A: No
    Q: Does Bianka see Otto return from the stables?
    A: No
    Fagor approaches the characters room. Bianka: Perception: 2+/2: Success

    Bianka puts her finger to her mouth gesturing for silence as she hears movement outside the room.
    A while later they start to hear discordant chanting.

    “We must get out!” She says. “Something wicked is happening here. I will try to climb out the window.” The party worried, nods.

    Bianka: Climbing: 2/2: Success

    Evie sees the task and instead of following she orders Rudiger to break down the door.
    Rudiger grabs the hatchet and starts hacking at the door.

    Rudiger: Strength(Hatchet) vs Toughness: 2/0-: Success. 2 SL are required to break it. I rule that the critical failure means that it breaks without much noise.

    Rudiger, inspite of his fatigue and inebriation, brings his massive strength to bear and the hatchet cracks the door open with a single strike. He goes in front, with Evie in the middle and Gustav at the rear.
    Rudiger draws his sword and equips his shield. Gustav spends a moment to signal Bianka that they will meet downstairs.
    The party joins back together in the kitchen, as Bianka enters through the unlocked door.
    They hear the chanting louder and louder, coming from nearby, but unable to pinpoint the exact direction.

    Q: Does he ceremony end now?
    A: No, but it will end soon.
    Q: Is there any screaming audible?
    A: Yes, and they all near the screams without the need for a perception check.

    “We should check the stables for horses-” Bianka begins to whisper, when they hear a loud scream that sends shivers down everyone’s spine.

    Scene#7: The stables

    Q: Is the scene stable?
    A: No
    I will roll 1d8 on TWENE
    8: Remove major element.

    The party runs to the stables and as soon as they open the doors, they see something macabre. The horses have been slaughtered and their limbs have been cut off and and spread around the stable.
    A second scream is heard.
    “We should help whoever it is!” Evie says.
    “Are you crazy? Didn’t you hear what I said about the chaos god?!” Bianka shouts at her.

    Evie: Persuasion vs Bianka: 2/0: Success

    “At least let us find what is going on and if we can’t help then we can inform the authorities.” Evie says.
    Bianka nods grumbling.

    Bianka: Search: 5+/2: Success

    They search the Inn and Bianka quickly finds the cellar opening.

    Q: Has the ritual ended?
    A: Yes

    Scene#8

    Q: Is the scene stable?
    A: No, and
    I will roll 1d10 on TWENE.
    2: Decrease simple element. There are no bloodstains on the floor.

    The chanting has ended as the party enters the cellar. Wines, beers and spirits are in bottles in the cellar. But what draws the party’s attention is the opening in the center of the room, that seemed to be uncovered by a stone slab.

    As they descend the stairs they hear the sounds of struggle and screams.

    Scene#9

    Q: Is the scene stable?
    A: No
    I will roll 1d8 on TWENE
    7: Add major element
    I draw a portent from Decktet: The Window. There is a portal to the chaos realm that needs to be closed, and that will happen only if the demon dies. The portal is visual only, you can’t enter it, but it will cause corruption to anyone looking at it, unless they succeed a Moderate mettle/willpower roll.
    Q: Has anyone survived from the demon?
    A: No

    The party comes upon a horrifying visage. There is magical blob of screaming faces and claws in the center of the room. Right below it is an ever changing image of flesh, blood, bones, teeth and an octagon.

    Bianka: Mettle: 0/3: Bianka gains 3! Corruption points. Bianka rolls a 2! She succumbs to corruption. She gains Egotistical, Obsessive, Deceitful.
    Evie: (Resistance to Magic +1D) Mettle: 4/3: Success
    Gustav: Mettle: 3/3: Success
    Rudiger: 1/3: Rudiger gains 2! Corruption points! Rudiger rolls a 2! He gains Miserly and Impatient.

    Initiative:
    Demon: 5
    Party: 2

    Round 1:

    The demon attacks (Roll 1d4): Evie.
    He’s at reach 0 vs reach 1 of Evie. The reach difference doesn’t change initiative order.
    Evie parries.
    Demon: Claws: 1-/0: Hit!: 3/1: Severely Wounded. Also closes to 0 reach.

    Bianka: must succeed Fear VD test…right. She spends 2CP and gets: 3/5: Failure.
    Gustav: Against Fear: Coolheaded (+1D) will also spend a Fate Point: 5/5: Success!
    Gustav attacks the demon with his hatchet. He gains +1D due to reach and also doubles due to the Fate point.
    Gustav: Attack: 6/2: Success: Damage: 7++/1: Dead! It splits in half!

    The demonic creature lashes a claw at Evie, severely wounding her right arm. Bianka gathers her strength but she cannot overcome the unnatural fear she feels, and stands motionless in front of it. Then Gustav, the faithful servant, seeing his lady wounded, gathers whatever sense of courage and determination he has and hacks at it with all his being. His fury is such, that the hatchet comes down at the demon with such strength that it splits in half. Two blue horrors take form from its body.

    Round 2:

    Initiative again.
    Horrors: 3
    Party: 2+1 due to reach.
    The horrors attack first.
    The first horror attacks (1d4): Bianka: 3+/5: Miss
    The second horror attacks (1d4): Bianka: 4+/4: Hit: 3+/1: Severely Wounded, Left Arm.

    Bianka needs to overcome her fear. The Splits are at a Difficult TN. Bianka: Fear: 2/4: Failure.
    Evie moves behind Rudiger and Gustav.
    Since Gustav overcame his Fear over the horror and slaughtered it, I will give him an automatic success over the splits Fear.
    Gustav attacks the first split: 4/2: Success: Increase Damage: 3/2: Wounded.
    Rudiger fries to overcome his Fear. He spends 2CPs: 5+/4: Success
    Rudiger attacks with his sword: 6+/2: Hit: Increase Damage: 5/2: Incapacitated.

    The split horrors take a claw at Bianka, one attack connects slashing Bianka at her left arm, severely wounding her.
    Bianka stands motionless in fear while Evie hides behind her companions.
    Gustav and Rudiger slash at the same horror, wounding it and bringing it down, blue and red blood splashing everywhere.

    Round 3:

    Since the demon is of Tzeentch, chaos god of change, I decide that they may attack anyone at range randomly and change targets each round.
    The horror attacks (1d3): Bianka: 1/1: Hit: Torso: Damage: 1/1: Stunned
    Bianka retreats in the back.
    Gustav attacks: 3/2: Success: Increase Damage: 3+/3: Stunned
    Rudiger attacks: 6/2: Increase Damage: 8/2: Dead.

    The blue horror slashes again at Bianka but the wound is superficial.
    Gustav hacks at it again, but only scratches the thick skin surface.
    Then Rudiger thrusts, his sword piercing the demon through to the other side. It leaves out a screech and dies out.
    Rudiger then finishes off the downed horror.

    The magical portal on the floor disappears as the remains of the demon evaporate into nothingness.

    The party looks at each other trying to grasp in their minds what just transpired.

    They look around and see a pile of bodies in the room.

    “We should bury the dead.” Evie says.
    “Burning them would be safer my lady.” Rudiger adds. “But first we must tend to your wounds. Let’s go upstairs and we can do it first thing in the morning.”

    Rudiger: Healing Evie: 2++/3: Failure.
    Rudiger: Healing Bianka: 2/3: Failure

    Scene#10: The Road Wardens

    Q: Is the scene stable?
    A: No
    I will roll 1d8 on TWENE
    5: Increase major element
    There will be 8 Road Wardens instead of four.

    As the first light dawned upon the inn, the party is in the main room of the inn, tending to their wounds.
    They hear the sound of horses approaching. Rudiger goes to the window, to find eight Road Wardens in the yard.
    They unsaddle and one of them heads to the stables while two others to the inn entrance and knock.

    Rudiger invites them inn. At the same time, they see the massacre at the stables and unsheathe their swords.

    “Who are you? What happened to the horses?” Their leader asks. Fear and caution in his voice.

    Evie explains the events of last night.

    Evie: Persuasion: 2/3: Failure

    Not even her noble status is enough to convince the Road Wardens. Without any sign of the demon or the mutant, they are suspicious of the party and insist that they accompany them to the nearest city, where an inquisitor will take their statements.

     
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