The Eisenmond Blade S02 – Classic Fantasy (Mythras)
Advancing to level 2 of the challenge, in The Eisenmond Blade from TSR’s Dragon Quest, going from Mythras will be Classic Fantasy. I might check some references from Classic Fantasy Imperative, but I’ll mostly rely on the two core books.
I went ahead and converted the Mythras party into Classic Fantasy. I rebalanced the attributes according to a Points Buy system, and the Class Requirements of Classic Fantasy. Also I committed the Skill Points according to Class, and making sure I hit the requirements for Rank 1 in the Class, otherwise the party would be too weak. While doing so, I realized how close and yet so much different Classic Fantasy is to Mythras. In Mythras you have so much more freedom to create the character you want. Minimal restrictions. Of course, this means that the character can end up being not so useful. In Class-ic Fantasy, you’re very much limited by your Class requirements.
I did all of the above within Roll20. The Character Sheet there is very useful, and I can make calculated Rolls within Roll20.
I won’t be warping the adventure at all, rather I’ll be using it as is.
Having learned my lesson from the previous session, and knowing that Mythras’ lethality is close to Harnmaster’s, after reading the Smilodon stats, I decided I’ll add a fourth party member to the mix. They’ll need a Cleric to heal their wounds, and perhaps it’s about time to use a race had overlooked over my long time of roleplaying. It will be a Gnome Cleric. I’ll be using a diverse party of 3+1 characters. I’ll try to include as many different demihuman races and professions as possible to have a party that can deal with most tasks.
The Party
I’ll be using pregens from https://www.lythia.com/game_aides/friends-foes-followers-volume-1/
- Eanfric, a male human ranger
- Malgali, a male elf magic-user
- Khari, a male dwarf fighter
- Donne, a female gnome cleric
I’ve added one member to the party, since the difficulty has increased.
The Adventure
For the last week, Torlynn has been shaken by earthquakes. The evil beneath the mountain is stirring and you have been unable to find any trace of the missing Eisenkern. Just as you are on the verge of giving up, a messenger arrives and asks you to meet with the Burgomaster at once. You travel quickly to his home and he greets you with a smile and warm handshakes all around.
Gustovan says “Good news, my friends! I have received word of the Eisenkern. It seems that the goblins sold it to a travelling group of orcs. The orcs were headed down into the valley, but they never completed their journey. Not far from their home, they were attacked and the Eisenkern was stolen.
My scouts have given me the location of the thief’s hideout. It is an old, ruined castle about two days ride from here. You must go there at once and recover the Eisenkern. If you fail, all of Torlynn may soon be destroyed!”After a rough trip, you have reached the ruined castle. It is nestled in a thick wood and difficult to get to. Whatever happened to destroy this keep must have been horrible. Most of it has fallen into towering piles of rock.
After a short search you found a break in one of the still-standing areas and entered.
You have stepped into what was once a kitchen. The broken remains of a large fireplace stand along the far wall. The floor is littered with dust and pieces of broken rock. A cracked doorway leads deeper into the ruin. It seems to be the only exit from this area.

Note: again I have to warn the reader that there are huge mechanics text blocks. Hârnmaster combat is very detailed, so I'm giving the reader an opportunity to read this as an example, or just skip it and jump to the narrative sections.
A. Dining Room
This area was once a beautiful dining room. Now the formerly grand decor has fallen into ruin. Bits of broken furniture are scattered about the floor and rotting old paintings hang crooked on the stone walls.
The air in here is thick and musty. Flies buzz about and little beetles scurry out from under your feet. In the center of the room is a pile of three bodies-perhaps the last group of adventurers to explore this place! They appear to have been stripped of all their weapons and valuables, tossed in a heap, and forgotten.

Supposedly the group must disturb the zombies in some manner. I can think only of one thing that make sense that could cause the party to disturb the zombies. Either the ranger notices the Dragon Fang blade in the belt of a corpse and attempts to grab it, or perhaps the cleric wants to cast a passage ritual to the corpses, unbeknownst to her about the existence of zombies.
Eanfric: Perception: 55/46: Failure. Eanfric doesn’t notice the Dagger.
Donne: Clerical Oath: 82/62: Failure. Donne won’t cast a passage ritual to the corpses.
The party moves on.
Yet, the party’s presence remains undisturbed. Eanfric, the keen-eyed ranger, searches the surroundings with hopeful intent, but his efforts yield nothing as his gaze eludes the gleam of the Dragon Fang blade concealed in the corpse’s belt. Meanwhile, Donne, the devout gnome cleric, contemplates the solemn ritual of passage, unaware of the lurking horrors that might await.
With no disturbances to draw your attention, you carry on, delving deeper into the enigmatic ruin.
B. Wide Hallway
This is a short, wide hallway. This area seems to have been saved from the violence that destroyed the rest of the castle. The dusty old tapestries that hang on the walls are the only sign that time has passed since the castle was left behind.

In the corner there is a crystal ball. I doubt anyone would want to look into it, but I’ll roll randomly for one adventurer and then roll Morality to see if they withstand the temptation.
Donne: Clerical Oath: 82/62: Failure. She will look into the Crystal Ball: 6: The hero’s Wisdom Score (POW) permanently rises by 1.
Amidst the stillness of this forgotten corridor, an intriguing curiosity catches your eye. Nestled in a corner rests a crystal ball, its pristine surface shimmering with enigmatic possibilities. The very essence of temptation lingers in the air, and against her better judgment, Donne, the devoted cleric, succumbs to this alluring enchantment. Gently, she gazes into the crystal’s depths.
A subtle shift occurs, almost imperceptible, as the connection between Donne and the mystical orb transcends the boundaries of time and space. Her wisdom, her innate power, surges and deepens, forever altered by the cryptic insights the crystal imparts.
The dungeon splits here in two directions. There is nothing to guide the party right or left, so I'll randomly decide where they will go.
They will head West, to Room E.
E. Gate House
In the days before the castle fell into ruin, this was the main entrance, called the gate house. A twisted iron gate blocks the exit. It would be impossible to clear out the dirt blocking this doorway without a great deal of effort and time.
Now this room is used by the monster that lives here, to keep it’s pet wolves! Two of the largest meanest wolves you have ever seen snarl and growl at you. Bones that are obviously the remains of the wolves’s past meals are scattered all over the floor.
As they charge toward you, you can’t help but wonder if you will be their next dinner.

These beasts are actually dire wolves.
| Name | Initiative |
|---|---|
| Dire Wolf 2 | 21 |
| Khari | 19 |
| Eanfric | 18 |
| Malgali | 18 |
| Donne | 17 |
| Dire Wolf 1 | 16 |
Round 1
Cycle 1
Dire Wolf 2 attacks Eanfric with Bite: 67/67: Success. Eanfric Parries with Dagger: 11/50: Success. The attack is Parried.
Khari turns and attacks Dire Wolf 1 with Motopua Battle Axe: 34/59: Success. Special Effect: Choose Location: Head. Damage: 4-1=3. Dire Wolf 1 suffers a Minor Wound with 3 HP at Head remaining.
Eanfric attacks Dire Wolf 2 with Broadsword: 22/50: Success. Special Effect: Bleed: Location: 6: Hindquarters: Damage: 7-1=6. Dire Wolf 2 suffers a Minor Wound with 1 HP at Hindquarters remaining. Bleed Opposed Roll: 50/62 vs 22/50: Success. Dire Wolf 2 doesn’t Bleed.
Malgali casts Shield (Intensity 1): 22/56: Success.
Donne attacks Dire Wolf 1 with Mace: 2/51: Critical Success: Special Effects: Choose Location: Head, Maximize Damage: 8-1=7. Dire Wolf 1 suffers a Serious Wound with -4 HP at Head: Endurance: 1/62: Critical Success. Dire Wolf 1 remains standing.
Dire Wolf 1 attacks Donne with Bite: 84/45: Failure.
Cycle 2
Dire Wolf 2 attacks Eanfric with Bite: 12/67: Success. Eanfric Parries with Dagger: 30/50: Success. The attack is Parried.
Khari attacks Dire Wolf 1 with Motopua Battle Axe: 1/59: Critical Success. Special Effect: Choose Location: Head, Maximize Damage. Damage: 12-1=11. Dire Wolf 1 suffers a Major Wound with -15 HP and drops unconscious, totally Incapacitated. Endurance: 5/42 vs 1/59: Critical Success. Dire Wolf 1 doesn’t die instantly.
Eanfric attacks Dire Wolf 2 with Broadsword: 31/50: Success. Special Effect: Bleed: Location: 19: Head: Damage: 8-1=7. Dire Wolf 2 suffers a Serious Wound with -1 HP: Opposed Roll: 2/62 vs 31/50: Critical Success: Dire Wolf 1 remains standing. Bleed Opposed Roll: 3/62 vs 31/50: Critical Success. Dire Wolf 2 doesn’t Bleed.
Malgali Dithers.
Donne moves and attacks Dire Wolf 2 from the Rear with Mace: 55/51: Failure.
Cycle 3
Khari turns and attacks Dire Wolf 2 with Motopua Battle Axe: 86/59: Failure.
Eanfric attacks Dire Wolf 2 with Broadsword: 80/50: Failure.
Malgali Dithers.
Donne attacks Dire Wolf 2 from the Rear with Mace: 50/51: Success. Special Effect: Choose Location: Head: Damage: 6-1=5. Dire Wolf suffers a Major Wound with -6 HP and drops unconscious, totally Incapacitated. Endurance: 11/42 vs 50/51: Success. Dire Wolf 2 dies instantly.
Before the castle’s descent into ruin, this chamber bore the proud title of the gatehouse, a once-grand entrance to the fortress. Now, time has dealt it a cruel hand, sealing the passage with a twisted iron gate, cloaked in layers of stubborn earth and debris.
Within the gatehouse, shadows dance and form a dark tapestry of despair, for it has become the lair of the menacing beast that haunts this forsaken place. Two colossal and ferocious wolves, larger than any you’ve ever encountered, snarl and growl, their menacing presence filling the chamber. Bones, the macabre remnants of past feasts, litter the floor, bearing witness to the horrors that have unfolded here.
As the dire wolves charge forth, their feral eyes lock onto your group, and a chilling question lingers in the air – will you be their next unwitting prey?
In the start of this harrowing encounter, Eanfric’s dagger skillfully parries the snapping jaws of one dire wolf, while Khari’s battle axe strikes true, targeting the head of the other. The wolf’s yelp resounds, and blood flows as it sustains a grievous wound, but it remains standing, a fierce testament to its resilience. Donne, the valiant cleric, wields her mace with mastery, delivering a critical blow to the first wolf’s head, causing it to stagger but not yet fall.
As the battle unfolds, Eanfric’s dagger once more thwarts the dire wolf’s assault. Khari’s battle axe proves relentless, landing a catastrophic blow on the second wolf’s head, sending it into a state of unconsciousness, though it still clings to life. Meanwhile, the first wolf, weakened but not defeated, endures as it tries to bite Donne.
In the end, Khari’s attack falters, and Eanfric’s broadsword misses its mark. However, Donne, undeterred by the chaos, delivers a resolute strike to the second wolf’s head from behind, ultimately sealing its fate. The dire wolf succumbs, falling unconscious and lifeless, the battle’s chilling symphony coming to an end.
F. Overgrown Hallway
This is a long stretch of stone hallway that has many cracks in the walls and along the floors. Over the years, various grasses, weeds, and wildflowers have grown to cover the area. Splits in the ceiling allow bright streams of sunlight to shine in, brightly lighting the area. A crude path has been chopped through the middle of the vines, but the entire place reminds you of a green spider web.

As the heroes start down this hall, a smilodon jumps down through the cracks in the ceiling. With a roar, it springs at the heroes and attacks them.
I’ve rolled and found out that it will jump down at the rear of the party where our weaker support members are, between Malgali and Donne. Smilodons are tough, so let’s hope our party will survive this.
Since this is an ambush, I’ll roll Stealth for the Smilodon and make it opposed versus Perception for each of the heroes.
Smilodon: Stealth: 25/69: Success.
Donne: Perception: 54/47: Failure.
Malgali: Perception: 81/51: Failure.
Khari: Perception: 90/36: Failure.
Eanfric: Perception: 13/46: Success. Smilodon wins the Opposed Roll.
All of the party is surprised…
And it seems that surprise is as potent as in Harnmaster. Things don’t bode well for the party.
| Name | Initiative |
|---|---|
| Smilodon | 20 |
| Eanfric | 9 |
| Malgali | 8 |
| Donne | 2 |
| Khari | 0 |
Round 1
Cycle 1
Smilodon Leaps on Donne with Bite: 26/78: Success. Donne falls Prone. Special Effects: Impale: Location: 3: Right Leg: Damage: 19-4(Scale Armour)=15: Donne suffers a Major Wound to the Right Leg with -10 HP. She will spend a Luck Point to downgrade the injury to a Serious Wound with -4 HP. She’s also incapacitated due to the Huge Impale Size of the Bite against her 8 SIZ. Donne: Endurance: 29/36: Success. Donne’s Right Leg remains functional. She also can’t act for 2 turns.
Eanfric grapples Malgali to switch places with him: Brawn: 52/31: Failure.
Malgali is surprised and can’t act.
Donne is incapacitated.
Khari is suprised and can’t act.
Cycle 2
Smilodon yanks free from Donne: Brawn: 29/84: Success. Damage to Donne’s Right Leg: Damage: 7/2=4. Donne will spend another Luck Point to downgrade the injury to a Serious Wound with -4 HP. Endurance: 17/36: Success. Donne’s Right Leg remains functional. She also cant act for 1 turn.
Eanfric grapples Malgali to switch places with him: Brawn: 93/31: Failure.
Malgali is surprised and can’t act.
Donne is stunned.
Khari is suprised and can’t act.
Cycle 3
Smilodon attacks Donne with Bite: 66/78: Success. Donne Parry with Mace: 67/51: Failure. Special Effects: Choose Location: Hit Location: Head: Damage: 6: Donne suffers a Serious Wound to the Head with -1 Hit Points Remaining. Endurance: 58/36: Failure. Donne will spend her last Luck Point to re-roll the Endurance Roll: 43/36: Failure. She’s unconscious for 6 minutes.
Eanfric grapples Malgali to switch places with him: Brawn: 19/31: Success. He changes place with Malgali.
Malgali is surprised and can’t act.
Donne is unconscious.
Khari is suprised and can’t act.
Cycle 4
Eanfric attacks Smilodon with Dagger: 17/50: Success. Special Effect: Choose Location: Head: Damage: 4-2=2. Smilodon suffers a Minor Wound to the Head with 7 Hit Points Remaining.
It is in the midst of this verdant passageway that the tranquility shatters. With a savage roar, a smilodon pounces from above, descending through the fractures in the ceiling. It lands among your group, targeting the vulnerable rear where Malgali and Donne stand.
This ambush transpires with an almost supernatural stealth, as the smilodon’s presence eludes the perceptive senses of your party members. Surprise sweeps over you all.
In the opening moments of this perilous encounter, the smilodon’s predatory instincts come to life. It leaps at Donne, its massive jaws clamping onto her leg, delivering a grievous wound. Donne falls to the ground, incapacitated by both the severe injury and the shock of the sudden attack. Eanfric’s attempt to intervene and switch positions with Malgali proves futile in the chaos.
In the subsequent moments, the smilodon wrenches free from its hold on Donne, its savage power leaving her leg injured. She fights through the pain, preventing a complete collapse, but she remains stunned, unable to react. Khari and Malgali, caught off guard, stand momentarily bewildered by the swift and brutal assault.
As the confrontation unfolds, the smilodon relentlessly targets Donne once more, clamping its fearsome jaws around her head. Her mace is too slow to block the attack, and a serious wound is inflicted, causing her to lose consciousness. Eanfric, acting swiftly, makes a desperate effort, thrusting his dagger toward the smilodon’s head. The blade finds its mark, delivering a minor wound to the smilodon, marking the beginning of a fight for survival.Round 2
Cycle 1
Smilodon attacks Eanfric with Bite: 25/78: Success. Eanfric Parry with Dagger: 85/50: Failure. Special Effects: Impale: Hit Location: 13: Right Arm: Damage: 14-3(Studded Leather Armour)=11: Eanfric suffers a Major Wound to the Right Arm. He will spend a Luck Point to downgrade this to a Serious Wound at -3 Hit Points. Endurance: 83/59: Failure. He will spend another Luck Point to reverse the digits of his Endurance roll: 38/59: Success. He can still fight, but is stunned for 3 Turns, and is Incapacitated due to the Huge Impale Size of the Bite against his SIZ.
Eanfric is incapacitated.
Malgali casts Magic Missile to the Smilodon: 83/56: Failure: He will spend a Luck Point to reverse the digits: 38/56: Success: Hit Location: 1: Rear Right Leg: Damage: 6-2=4. Smilodon suffers a Minor Wound to the Rear Right Leg.
Khari switches to Hatchet and Shield.Cycle 2
Smilodon attacks Eanfric with Claws while he’s Incapacitated: 63/78: Success. Special Effects: Bleed: Hit Location: 6: Left Leg: Damage: 9-3(Studded Leather Armour)=6: Eanfric suffers a Serious Wound to the Left Leg Endurance: 8/59: Success. He can still fight, but is stunned for 1 Turns, and is still Incapacitated due to the Huge Impale Size of the Bite against his SIZ. Bleed Endurance: 55/59: Success. Eanfric doesn’t bleed.
Eanfric is incapacitated.
Malgali casts Magic Missile to the Smilodon: 90/56: Failure: He will spend a Luck Point to reverse the digits: 09/56: Success: Hit Location: 12: Front Right Leg: Damage: 4-2=2. Smilodon suffers a Minor Wound to the Front Right Leg.
Khari dithers.Cycle 3
Smilodon yanks free from Eanfric: Brawn: 4/84: Critical Success. Damage to Eanfric’s Right Arm: Damage: 9/2=5. Eanfric will spend another Luck Point to downgrade the injury to a Serious Wound with -3 HP. Endurance: 79/59: Failure. He will spend his last Luck Point to reroll: 32/59: Success. He can still fight, but is stunned for 1 Turn.
Eanfric is stunned.
Malgali casts Magic Missile to the Smilodon: 96/56: Failure: He will spend a Luck Point to reroll: 36/56: Success: Hit Location: 20: Head: Damage: 4-2=2. Smilodon suffers a Minor Wound to the Head.
Khari dithers.Cycle 4
Eanfric throws his dagger at the Smilodon: 97/50: Failure.
In the ongoing struggle, the smilodon, undeterred by the chaos, turns its attention to Eanfric, who remains incapacitated, his right arm bearing the burden of a severe wound. With swiftness and precision, the smilodon lunges, clamping its jaws onto Eanfric’s arm. The hero, however, manages to rally, utilizing his luck to downgrade the grievous injury to a serious wound. Although the wound remains debilitating, Eanfric’s resolve keeps him conscious, though he’s left stunned and unable to respond for several turns.
Malgali, ever the resilient mage, hurls his magical assault at the smilodon. After an initial mishap, he recalibrates his spell and directs it at the creature’s rear right leg, causing a minor wound.
Meanwhile, Khari, facing a difficult decision, switches to his hatchet and shield, his role shifting in response to the crisis. The weight of the moment leads to a momentary hesitation.
As the confrontation continues into the following cycle, the smilodon once more focuses its brutal assault on Eanfric, who remains in a vulnerable state. This time, its razor-sharp claws inflict a serious wound to Eanfric’s left leg. Despite the intense pain, he manages to stave off further complications and potential bleeding, though he remains stunned and incapacitated.
Malgali again employs his magical skills, this time targeting the front right leg of the smilodon, causing yet another minor wound.
Eanfric, in a desperate attempt to contribute, hurls his dagger at the menacing creature, but the weapon goes astray, missing its mark. The odds remain dire as the confrontation rages on.Round 3
Cycle 1
Smilodon attacks Eanfric with Bite: 47/78: Success. Eanfric Parry with Broadsword: 38/50: Success. No Special Effects: Hit Location: 6: Left Leg: Damage is not reduced by parrying due to the Huge bite Size against Medium Broadsword Size: 17-3 (Studded Leather Armour)=14: Eanfric suffers a Major Wound to the Left Leg at -15 Hit Points. Eanfric is incapacitated, with the Left Leg chewed off. Endurance Roll: 44/59: Success: He remains conscious, but incapacitated and prone.
Eanfric is incapacitated. He is also knocked back 5 meters by the attack.
Malgali moves back and switches spots with Khari.
Donne is unconscious.
Khari throws his hatchet at the Smilodon: 85/59: Failure. He will spend a Luck Point to reverse the digits: 58/59: Success: Special Effect: Choose Location: Head: Damage: 6-2=4. Smilodon suffers a Minor Wound to the Head.Cycle 2
Smilodon engages Khari with Claws: 6/78: Critical Success. Khari Parry with Round Shield: 85/59: Failure. He will spend his last Luck Point to reverse the digits: 58/59: Success: Attack is Parried: Special Effects: Bleed: Hit Location: 7: Abdomen: Damage is halved by parrying due to the Huge bite Size against Large Shield Size: 9/2=5-4 (Scale Armour)=1: Khari suffers a Minor Wound to the Abdomen. Bleed Endurance: 99/67: Failure. Khari is Bleeding profusely.
Malgali casts Magic Missile to the Smilodon: 46/56: Success: Hit Location: 5: Hindquarters: Damage: 3-2=1. Smilodon suffers a Minor Wound to the Hindquarters.
Donne is unconscious.
Khari draws his Motopua battleaxe.Cycle 3
Smilodon attacks Khari with Bite: 52/78: Success. Special Effects: Impale: Hit Location: 17: Left: Damage is halved by being warded by the Shield Size: 14/2=7-4 (Scale Armour)=3: Khari suffers a Minor Wound to the Left Arm. Khari is Incapacitated due to the Huge Impale Size of the Bite against his SIZ.
Malgali casts Magic Missile to the Smilodon: 41/56: Success: Hit Location: 15: Front Left Leg: Damage: 2-2=0. Smilodon isn’t harmed.
Donne is unconscious.Cycle 4
Malgali casts Shield: 83/56: Failure: He will spend a Luck Point to reverse the digits: 38/56: Success
Amid the relentless struggle, the smilodon, relentless and ferocious, remains focused on Eanfric. This time, Eanfric tries to parry the beast’s bite with his broadsword, but the smilodon’s immense power prevails, leaving Eanfric with a grievous wound on his left leg. The injury is so severe that Eanfric’s leg is ripped from him, leaving him incapacitated and prone. He clings to consciousness despite the excruciating pain, even as the bite sends him tumbling backward.
Malgali, seeing the dire state of affairs, quickly takes a step back, swapping places with Khari. Donne, unfortunately, remains unconscious, her absence keenly felt.
Khari, undeterred by the overwhelming odds, takes a chance and hurls his hatchet at the smilodon. His throw proves accurate, striking the beast in the head and inflicting a minor wound.
In the following cycle, the smilodon shifts its focus to Khari, lunging with its claws. Khari parries with his round shield, an act of desperation, but it proves effective, warding off the savage assault. However, Khari sustains a minor wound on his abdomen, and the attack leaves him incapacitated due to the smilodon’s overwhelming strength.
Malgali once again channels his magical energies, launching a spell at the smilodon. The bolt strikes the creature’s hindquarters, causing a minor wound, though it does little to deter the relentless predator.
Donne remains unconscious, the party teetering on the precipice of catastrophe.
As the confrontation unfolds, Malgali makes an effort to cast a protective shield spell, attempting to bolster the party’s defense in the face of impending peril.Round 4
Cycle 1
Khari is Winded from Blood loss.
Smilodon yanks free from Khari: Brawn: 66/84: Success. Damage to Khari’s Left Arm: Damage: 7/2=4. Khari suffers a Serious Wound to the Left Arm. Endurance: 40/45: Success. Khari is stunned for 3 Turns.
Malgali casts Magic Missile at the Smilodon: 30/56: Success: Hit Location: 4: Rear Left Leg: Damage: 6-2=4. Smilodon suffers a Minor Wound to the Rear Left Leg.
Khari is stunned.Cycle 2
Smilodon attacks Khari with Claws: 100/78: Fumble.
Malgali casts Magic Missile at the Smilodon: 73/56: Failure: He will push the spell, expunging it from his memory and casting it: Hit Location: 14: Front Left Leg: Damage: 2-2=0: Smilodon is unharmed.
Khari is stunned.Cycle 3
Smilodon attacks Khari with Claws: 48/78: Success. Khari Parries with Shield: 88/40: Failure. Special Effect: Choose Location: Abdomen: Damage is halved by being warded by the Shield Size: Damage: 8/2=4-4 (Scale Armour)=0: Khari is unharmed.
Malgali dithers.
Khari is stunned.In the ongoing confrontation, Khari, weakened by his injuries and blood loss, finds himself increasingly winded, struggling to maintain his composure in the face of the relentless smilodon.
The smilodon, having successfully disengaged from Khari, now turns its predatory focus back to the battle. With a powerful surge of force, it attempts to strike at Khari’s arm again. However, Khari’s determination prevails, and he parries the attack with his shield, leaving him unscathed.
Meanwhile, Malgali, striving to aid the party, unleashes another magical assault upon the smilodon. This time, the spell impacts the creature’s rear left leg, causing a minor wound. The smilodon growls, but it remains a formidable and unwavering adversary.
In the next cycle, the smilodon again directs its savage claws toward Khari, but this time, fate smiles upon the beleaguered warrior. Khari’s shield wards off the attack effectively, preventing further injury.
Malgali, his mind strained by the intensity of the battle, momentarily dithers, wrestling with the profound challenges that confront the party. The clash continues, a grueling struggle for survival.Round 5
Cycle 1
Khari is Tired from Blood loss.
Smilodon attacks Khari with Bite: 60/78: Success. Khari Parries with Shield: 9/40: Success. No Special Effect: Damage is halved by parrying due to the Huge bite Size against Large Shield Size: Hit Location: 16: Left Arm: Damage: 19/2=10-4(Scale Armour)=6: Khari suffers a Major Wound to the Left Arm at -9 Hit Points. Khari is incapacitated, with the Left Arm chewed off. Endurance Roll: 93/45: Failure: He is also unconscious. He is also knocked back 5 meters by the attack.
Malgali casts Flaming Hands at the Smilodon: 49/56: Success: Hit Location: 3: Rear Left Leg: Damage: 2-1=1. Smilodon suffers a Minor Wound to the Rear Left Leg.
Khari is bleeding, unconscious, prone and incapacitated.Cycle 2
Smilodon engages Malgali with Claws: 30/78: Success. Malgali Parry with Quarterstaff: 8/32: Success. Attack is Parried: No Special Effects: Hit Location: 9: Abdomen: Damage is not reduced by parrying due to the Huge bite Size against Medium Quarterstaff size: Damage: 7-4 (Shield Spell)=3: Malgali suffers a Minor Wound to the Abdomen.
Malgali attacks smilodon with Quarterstaff: 36/32: Failure.Cycle 3
Smilodon attacks Malgali with Bite: 6/78: Critical Success. Special Effects: Choose Location, Maximize Damage: Hit Location: Head: Damage: 10+6=16: Malgali suffers a Major Wound to the Head. Malgali Endurance: 71/28: Failure. Malgali is decapitated.
In the final, fateful cycle, the weary Khari, battered and exhausted from the blood loss that has weakened him, faces a dire confrontation with the relentless smilodon. The monstrous predator lunges with its deadly bite, aiming for Khari’s arm. Despite the odds, Khari summons the last of his strength, raising his shield just in time to fend off the savage attack. However, the exertion takes a toll, and the impact sends him tumbling backward.
Malgali, undeterred, channels the last of his magical power into a fiery assault against the smilodon. The spell strikes true, targeting the creature’s rear left leg and inflicting a minor wound. Yet, the smilodon, while injured, remains a formidable foe.
As the smilodon seeks its next victim, it turns its attention to Malgali, who stands with his quarterstaff at the ready. The smilodon lunges with its claws, but Malgali parries the attack with his quarterstaff, successfully warding off the savage predator. The relentless assault leaves Malgali with a minor wound to his abdomen, but he stands undeterred, poised to strike back.
Malgali, summoning his remaining strength, makes an attempt to strike the smilodon with his quarterstaff. However, his weariness and the intensity of the battle cause his blow to miss its mark.
In the closing moments of this perilous confrontation, the smilodon strikes with ruthless precision. It lunges at Malgali with a ferocious bite, aiming for the mage’s head. The impact is devastating, inflicting a major wound. Malgali’s endurance falters, and he is fatally injured, the creature’s bite ultimately leading to his decapitation.
As Malgali’s lifeless form falls, the scene becomes one of bleak despair, with Khari incapacitated and unconscious, and Donne’s life hanging in the balance. The smilodon, though wounded, remains a menacing presence in the corridor. The party’s survival now rests in the hands of fate.
TPK
The System
First of all, I need to state, that I had to re-do the entire session from the Smilodon fight onwards (including three more fights, which in the re-do never happened due to the TPK.)
It’s been already several sessions-parts past in this, and playing Mythras/Classic Fantasy solo with such a large party was NOT easy. I made TONS of mistakes. I was confident that I was familiar with the rules, and that was my downfall. Despite my bookkeeping being correct, and using Roll20 which has an excellent Character Sheet for Mythras, I failed to follow up on Situational Rules, Monster Abilities, Special Effects, and Wounds Effects. At one point I had two options. Either finish a broken, gameplay, or use the knowledge I had already acquired, and do it all over again. I decided to go with the later option, as the concept of this challenge is to evaluate the systems and how the behave in dungeon crawl situations.
However the first lesson has been taught. Mythras is a LOT crunchier than Harnmaster when running combat, and no, the issue is not bookeeping Hit Locations Hit Points, Action Points and Luck Points. For a tabletop party, where the effort is spread among several people, it’s perfectly fine. For a solo player, it’s over the limit when dealing with such big party sizes. I did however pushed through, even if it took me twice as long to finish this challenge.
Some explanations also which became evident while I was running the coupling of the three rulesets.
Mythras is the core set of rules. It has a lighter free version called Mythras Imperative.
Classic Fantasy is an expansion book that changes Mythras from sword and sandal to traditional fantasy. It has an elegant way of using the Cults system to create Classes, so while there are Class and Levels, it makes sense on the d100 verisimilitude perspective. You can’t run Classic Fantasy without the Mythras book, and you need both books to run it. However recently an ORC-licenced free version of Classic Fantasy was released, Classic Fantasy Imperative. This is a complete ruleset, containing all the required Mythras rules, so you don’t need two books to run it. Though, it does NOT contain the bestiary (only sample monsters), and only has the four core Classes from Classic Fantasy. There are also some changes to the Classes, Alignments, and other concepts. In general it is more streamlined than the Core Classic Fantasy. I think that having to use all three books together may have caused some confusion on my part which added to the root cause of why I did the aforementioned mistakes.
Classic Fantasy deviates from the core Mythras in several places. The playable races have different stats, and some select monsters that exist in both books have different stats as well, which means that you have to keep this in mind if using these books. Classic Fantasy also focuses more on Map Grid and Miniatures playing rather than Theatre of the Mind. Some rules have changed as well, like Charging. It’s not always easy to find which rules are different, so using Classic Fantasy Imperative as the core, and expanding it with Classes, Spells, and Beasts from Classic Fantasy and Mythras is the best way to use it.
Mythras, like Harnmaster, makes combat really vivid. Knockback, Passive Blocking, Parrying all create another level of detail. I didn’t have a chance to try out the Weapon Reach rules, but this also gives more depth. On top of that there are a lot of tactical decisions to be made compared to other RPGs, which can turn the tide of combat. As I have said in previous posts, while this is great in a social TTRPG table, when playing solo, you’re met with analysis paralysis. Do I Impale? Choose Location or Maximize Damage?. When this happens quite so often, it can be a burden. In BRP, the Special Effects are tied to the weapon, and you have no choice, but they’re so fewer in comparison.
What about the Dungeon Crawl?
Despite the TPK, the Mythras system coupled with Classic Fantasy does work for dungeon crawling. The TPK happened (as in the Harnmaster session as well), because the Smilodon in D&D is not as powerful as in the d100 RPGs which focus more on verisimilitude.
Also Surprise is very detrimental in the d100 family, as Death Spiral is a thing, and Surprise can get the clock ticking. The Smilodon ambushed the party successfully in both sessions, and that set the deal for them.
I don’t know if I had increased the party to more experienced heroes, if it would have made a difference. If it plays similar to Harnmaster I guess not, since the Harnmaster party was already more experienced than new adventurers.
I can only assume that higher Ranks of the spellcasting classes can really turn the tide and give the party a fighting chance against the stronger bosses, otherwise it really evades me as to how they’d face a dragon for example (this goes to Harnmaster as well). Unfortunately I won’t get to find out in this session. Perhaps it would be fun to try this out in the future as a standalone fight.
Summary
Running this session was tiresome; so many back and forth with rules, correcting errors I made, looking into character sheets. I think three is the limit of the party I can run in this ruleset family. I can’t imagine running it without the Roll20 assistance. With two TPKs in a row, I am honestly wondering if there will be a ruleset in my challenge that can handle stronger than human foes.
However I did enjoy the visualization of the combat, and the variety of effects that occur in combat, something that is lacking from Harnmaster. Perhaps a hack of adding some special effects would be appropriate? Something I’ll keep in mind.
Overall I found the session interesting, albeit difficult to run. I will keep






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