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  • giorgis 2:10 pm on September 24, 2021 Permalink | Reply
    Tags: Mythras,   

    A Call to Glory S02 – Mythras 

    Continuing at the same challenge in the Level 1 dungeon A Call to Glory from TSR’s Dragon Quest, introductory adventure game, this time using Mythras.
    Mythras was Runequest 6, a setting-agnostic version (non Glorantha) of the Runequest RPG systems series. Mainly aimed at Bronze Age/Sword and Sandal settings, it can run pretty much everything as it is a generic system.
    Unfortunately I don’t have Classic Fantasy supplement, which brings an OD&D feel to the table, that would be a perfect fit for this adventure, but I do have Mythras Companion that I will be using for it’s Tactical Combat section to run the turn & grid based combat.

    I’ll be using a diverse party of 3 characters. I’ll try to include as many different demihuman races and careers as possible to have a party that can deal with most tasks.

    I’ll be rolling normally for my characters, but if someone comes up too weak, I’ll reroll from the start. Since I don’t want to waste too much time on character backgrounds and such, I will be using the pyramid skill allocation method from Mythras Companion, to get faster chargen. Also I’ll be quite free when choosing magic spells and combat styles, as I don’t want to spend time in world design.

    For the enemies, I’ll be using Mythras Encounter Generator so if something comes up as too unbalanced, it might have to do with the author’s intent.

    The Party

    I went ahead and uploaded them to Roll20.

    • Khari, a Dwarf Warrior
    • Malgali, an Elf Sorcerer
    • Eanfric, a Human Ranger

    The Adventure

    The heroes have been called before Gustovan, the Burgomaster of Torlynn. Torlynn is a small village set in a quiet, hilly area near the mountains. The heroes have lived here for many years and think of Torlynn as home. Gustovan is known as a wise and kind mayor.
    He asks of the heroes to go explore the old, abandoned, dwarven, iron mine, because strange lights and sounds come from within. They’re to find out if there is something wrong there or if the reports are false.

    The heroes enter the dungeon. It’s entrance is a rough cavern, cut from the stone long ago by dwarves. They check their weapons and start down into the mine, with the wind blowing in their backs.

    Note: again I have to warn the reader that there are huge mechanics text blocks. Mythras 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.

    Some Notes on the Combat System: In Mythras each combatant has an Action Points (AP) pool, reset at the start of each Round, that they can spend to perform Proactive (e.g. Attacking) or Reactive (e.g. Parrying) Actions. Once these are spent, the combatant is at the mercy of the opponent who can attempt to attack unopposed (if they have any remaining APs). In general this is supposed to resolve both the multiple opponents and the multiple attacks mechanisms often found in RPGs. Because having more than 2 APs (the average) can be unbalancing, there’s an optional rule (that I won’t be using) to make APs fixed to 2 for everyone. Each combat Round is divided in Cycles, where each combatant takes Turns, spending their APs, until none remains. I’ll be writing the APs in (parentheses) next to each combatant name prior to them spending one).
    Combat resolution is similar to Hârnmaster, with opposed Differential Rolls (compare the Success Levels-SL of each combatant) with some differences. The major differences are the Special Effects-SE (for each SL difference, the combatant gains a Special Effect that they can use) and Hit Locations with their own Hit Points. There’s tons more rules for combat and I hope that I can work them all in the game slowly as I learn, playing both sides.
    Also according to Tactical Combat rules, it’s Action first, Move later, which has a very specific aspect in combat.

    A. Tunnel

    Wandering monster check: None

    The wind fades away as the heroes move into the mine. A long tunnel leads onward, to the next room.

    B. The First Lair

    Name Initiative
    Eanfric 17
    Malgali 17
    Khari 18
    Goblin 10
    Kobold 14

    Round 1 Cycle 1

    Khari (3) Moves closer to Kobold
    Malgali (2) Prepares to Cast Magic (Wrack)
    Eanfric (3) Loads his Shortbow
    Kobold (2) Moves to Khari to Engage
    Goblin (2) Moves to Eanfric to Engage

    Round 1 Cycle 2

    Khari (2) attacks Kobold: 68: Success: Kobold (1) Parries: 27: Success: Attack Parried
    Malgali (1) Casts Wrack on Kobold: (Intensity 8, Range 1): 16: Success: Hit: Left Arm: Damage: 2: HP: 1/3: Minor Wound (no effect)
    Eanfric (2) Shoots his Shortbow to Goblin: 87: Failure
    Kobold (0) Takes no action
    Goblin (1) attacks Eanfric: 5: Success: Eanfric (1): Parries: 25: Success: Attack Parried

    Round 1 Cycle 3

    Khari (1) attacks Kobold: 27: Success: SE: Maximize Damage: Hit: Right Leg: Damage: 9: HP: -4: Major Wound: Kobold is down

    Round 2 Cycle 1

    Eanfric (3) Readies Sword & Dagger
    Malgali (2) Prepares to Cast Magic (Wrack)
    Khari (3) Moves to flank Goblin
    Goblin (2) attacks Eanfric: 76: Failure

    Round 2 Cycle 2

    Khari (2) Delay
    Eanfric (2) attacks Goblin: 82: Failure
    Malgali (1) Casts Wrack on Goblin: (Intensity 8, Range 1): 18: Success: Hit: Chest: Damage: 6: HP: 0: Serious Wound: Endurance: 6: Success
    Khari (2) attacks Goblin: 7: Critical Success: Goblin (1) Parries: 92: Failure: SE: Maximize Damage & Choose Location (Chest): Damage: 9: HP: -8: Major Wound: Goblin is down

    As the heroes enter the room, they notice a couple of beds. Probably used to be the miners’, but now they have new occupants. A kobold and a goblin get up, pick their weapons and attack.
    Eanfric pulls his bowstring while aiming an arrow at the goblin that closes in on him, his shot misses and the goblin hacks at him, but he uses his bow to parry the attack.
    Khari brings his battleaxe towards the kobold, only to be blocked by the monster’s club, while Malgali, unopposed speaks some words in an unknown language, and tendrils of dark energy flash towards the kobold’s left arm, bruising him. Khari follows up on his previous attack, this time unopposed as the kobold isn’t fast enough to stop him. His battle axe strikes with such strength that the kobold’s right leg is hacked off. Blood speweing everywhere, the monster is down, soon to be dead.
    Eanfric drops his bow and draws his sword and dagger. Hoping to get a hit on the ranger while he’s still distracted, the goblin attempts to attack, but misses. Eanfric’s attack with the sword fails as well.
    Malgali starts chanting again in unknown words, as Khari closes in at the goblin. Malgali’s spell hits the goblin right on the chest. The creature screams in pain as black tendrils bounce along his body. Khari gets the opening he needed and in spite of his opponent’s futile attempt to fight him off, he aims and hacks his opponent’s ribcage. The goblin is dead in a gory display.
    The heroes search the room and find a long sword and a belt among the rubble.

    Okay a side note here. You’re supposed to draw randomly two equipment cards from the dragon quest equipment deck. This is my second play, and I drew exactly the same two cards as in the first play. Weird odds, just wanted to share.

    C. Jagged Cavern

    Wandering monster: None

    Nothing of interest in this narrow cut cavern in the stone. Only the occasional splashing of water driping from the ceiling.

    D. Orc Lair

    Name Initiative
    Eanfric 22
    Malgali 19
    Khari 11
    Orc 15

    Round 1 Cycle 1

    Eanfric (3) attacks Orc: 62: Success: Orc (2) parries: 62: Failure: SE: Flurry: Hit: Chest: Damage: 0: –
    Flurry Eanfric (2) attacks Orc: 3: Critical Success: Orc (1) parries: 41: Success: SE: Bleed: Hit: Chest: Damage: 0: –
    Malgali (2) Prepares to Cast Magic (Bypass armor)
    Orc (0): No action
    Khari (3): attacks Orc: 2: Critical Success: SE: Maximize Damage & Sunder: Hit: Left Arm: Damage: 9: HP: -4: Serious Wound

    Round 1 Cycle 2

    Eanfric (1) attacks Orc: 89: Failure
    Malgali (1) Casts Bypass armor on Khari: 3: Critical Success
    Khari (2) attacks Orc: 14: Success: SE: Bleed: Hit: Left Leg: Damage: 9: HP: -3: Serious Wound: Endurance: 19: Fail: Prone

    Round 1 Cycle 3

    Khari (1) attacks Orc: 47: Success: SE: Choose Location (Left Leg): Hit: Left Leg: Damage: 7: HP: -10: Major Wound: Orc is down

    As soon as the heroes enter this small room, the stench of rotten meat fills their nostrils. With their infravision they make out an orc figure as they close in to engage.
    Eanfric steps forward and with a flurry of strikes, sword and dagger, he tries to harm the creature, which parries both his attacks. Khari brings his axe to the left arm of his occupied opponent, seriously wounding it. Eanfric tries again to find an oppening, but he can’t.
    Malgali casts another spell and this time the magical energies weave themselves around the edge of Khari’s battle axe. Khari attacks again the orc, hacking his left leg, causing severe bleeding to the orc as it falls prone. He follows up with a finishing strike to the leg of his downed opponent, severing it completely, as the creature screams in pain and dies out.
    The dwarf notices a loose stone slab on the floor. Pushing it aside he finds a bag of gold, probably spoils belonging to the defeated orc.

    E. Trapped Room

    Khari: Evade: 19: Success

    A small empty room, with a funny smell. Black ash and soot cover the floors and walls. A steel door with an iron handle sits in the middle of the floor.
    As the dwarf tries to open the door he hears a clicking noise. He’s fast enough to avoid a jet of greek fire, that lets of to his head. Thanking his quick reflexes he opens the trapdoor, but it was just a trap as behind it is only rock.

    F. Gnoll Lair

    Name Initiative
    Eanfric 13
    Malgali 18
    Khari 14
    Gnoll 14

    Round 1 Cycle 1

    Malgali (2) Prepares to Cast Magic (Damage Resistance)
    Khari (3) attacks Gnoll: 79: Success: Gnoll (2) parries: 64: Failure: SE: Bleed: Hit: Right Leg: Damage: 3(3): HP: 4: Minor Wound
    Gnoll (1) attacks Khari: 60: Success: Khari (2) parries: 93: Failure: SE: Bleed: Hit: Head: Damage: 5(0): No damage
    Eanfric (3) attacks Gnoll: 8: Critical Success: SE: Impale & Maximize Damage: Hit: Head: Damage: 8(6): HP: 1: Minor Wound

    Round 1 Cycle 2

    Malgali (1) casts Damage Resistance on shelf
    Eanfric (2) tries to pull impaled weapon free: 66: Failure
    Khari (1) attacks Gnoll: 85: Failure

    Round 1 Cycle 3

    Eanfric (1) tries to pull impaled weapon free: 68: Failure

    Round 2 Cycle 1

    Malgali (2) Dither
    Khari (3) attacks Gnoll: 64: Success: Gnoll (2) parries: 67: Failure: SE: Choose location (Head): Damage: 5(5): HP: -4: Endurance: 5: Critical Success
    Gnoll (1) attacks Eanfric: 13: Success: Eanfric (3) parries: 44: Success: attack parried
    Eanfric (2) tries to pull impaled weapon free: 98: Failure

    Round 2 Cycle 2

    Malgali (1) Dither
    Khari (1) attacks Gnoll: 45: Success: SE: Choose location (Head): Damage: 8(8): HP: -12: Major wound: Gnoll is down

    The heroes enter a room and a dozen of small insects buzz past them. Biting flies are everywhere. A large furred gnoll is sharpening his Mangar, and as he sees them attacks.
    Malgali starts chanting his magic, in the rear, as Khari enters the fray and strikes the gnoll past his defense, scratching his right leg. The gnoll strikes back, hitting Khari at the head, but the helmet protects him. As the two of them are locked in combat, Eanfric thrusts his sword blade into the head of his opponent, and impales it into the side of his skull. The towering creature is still fighting.
    Malgali casts his protective magic, and a vague aura of darkness surrounds him.
    Eanfric tries to pull out the blade from this enemy, but it’s stuck, and he fails again and again.
    Khari takes a wild swing that misses, but follows up with a hit to his opponents head, as it is an easy target while being locked with Eanfric’s blade. The gnoll whimpers and curses in his language, but withstands the hit. It tries to harm Eanfric, to get him to let go, but he’s too restricted and in pain to be able to do it.
    Eanfric still can’t pull out his sword, as Khari puts the creature out of its misery with a decapitating hit on the neck. The gnoll’s head would have flied away if it weren’t still skewered by Eanfric’s blade.
    Putting his foot to the head, Eanfric finally frees up the sword.
    Searching the creature, they find an invigorating honey-like potion. Malgali recognizes it for a potion of healing. Kur’s Drink. They decide to keep it in case they need it later.

    G. Empty Room

    Wandering Monster Check: No monster

    I decide no to search the pile of dirt in the room.

    The heroes go through a rough room like a cave, a small pile of dirt is at one corner of the room. The party moves onward.

    H. Broken Room

    Khari evade: 11: Success
    Eanfric evade: 39: Success
    Malgali evade: 8: Success

    As the party goes through this large chamber cut from the stone, they notice the walls and ceiling are cracked, and huge chunks of stone have fallen on the floor. Their vibrations cause some more to fall as they pass through, but they avoid it without harm.

    I. Narrow Tunnel

    Name Initiative
    Eanfric 21
    Malgali 14
    Khari 11
    Orc 7

    Round 1 Cycle 1

    Eanfric (3) readies short bow
    Malgali (2) Prepares to Cast Magic (Wrack)
    Khari (3) delay & move
    Orc (2) attacks khari: 21: Success: Khari (3) parries: 24: Success: attack parried

    Round 1 Cycle 2

    Eanfric (2) readies short bow
    Malgali (1) Casts Magic (Wrack): Hit Location: Right Leg: Damage: 7: HP: -1: Serious wound: Endurance: 91: Failure: Orc Prone
    Khari (2) attacks Orc: 14: Success: Orc (1) parries: 77: Failure: SE: Bleed: Left Arm: Damage: 9: HP: -4: Serious Wound: Endurance: 40: Success: Left arm useless

    Round 1 Cycle 3

    Eanfric (1) shoots Orc: 15: Formidable Success: SE: Impale: Right Leg: Damage: 4(1): HP: -2
    Khari (2) attacks prone Orc: 1: Critical Success: SE: Maximize Damage & Bleed: Endurance: 73: Failure: Bleeds: Left Arm: Damage: 10: HP: -14: Major wound: Orc is down

    The heroes find another narrow tunnel. They go through in a single file, the dwarf in front, the elf in the middle, and the thief in the rear. Suddenly the door at the end of the hall swings open, and a foul orc, lifts its gleaming black axe and marches towards them.
    The heroes in single file, Khari in front, followed by Eanfric who readies his bow with an arrow, and Malgali who starts chanting a wracking spell. The orc and Khari meet, and the dwarf parries his enemy’s blow. The dark magic flies away from Malgali’s hands, and hit the orc in the right leg. The supernatural wound and pain is such, that the monster drops prone to the floor. Khari finds the opportunity to strike, and hits it’s left arm, wounding it severly.
    Eanfric finds the opening, and in spite of the fray, his arrow is impaled into the same leg. The orc screams in pain, but not for long. Khari follows up with another axe strike at his downed opponent, hacking off his left arm. The orc passes out due to shock, only to bleed out a while later.
    Khari takes the black axe of his opponent. The craftsmanship isn’t orcish, and he intends to put it to good use.

    J. The Story Room

    I’m not rolling a wandering monsters check since the next room has a major fight.

    The heroes enter a large chamber that has been polished smooth. Ancient dwarvish runes are carved into the walls. Khari reads them out aloud. They tell of the story of the digging of the mine and the work that the dwarves did there. Near the end, it mentions that the dwarves found a vein of glowing iron unlike anything they had seen before. They mined this strange ore, which they called eisenmond and found they could make weapons of great magic with it.
    As they mined for more eisenmond they discovered some dark and evil secret about the mountain, without saying anything more than that they packed up and left overnight.
    The story ends by saying that they left behind a large nugget of eisenmond which glowed brighter than the rest, in the care of someone called the Stone King.
    The heroes realize that this is the key to the secret of the mountain, and what Gustovan sent them there to find.

    K. The Iron Mine

    Name Initiative
    Eanfric 22
    Malgali 19
    Khari 19
    Goblin 9
    Gnoll 8
    Kobold 18
    Orc 14

    Round 1 Cycle 1

    Eanfric (3) Ready Sword & Dagger
    Malgali (2) Prepare Magic (Dullblade-Orc)
    Khari (3) Charge Gnoll: 79: Hard Failure
    Kobold (2) move to Khari
    Orc (2) move to Malgali
    Goblin (2) move to Eanfric
    Gnoll (2) attack Khari: 61: Success: Khari (2): Parry: 42: Success: Attack parried

    Round 1 Cycle 2

    Eanfric (2) attacks Goblin: 40: Success: Goblin (1) parries: 56: Failure: SE: Bleed: Hit Location: Right Arm: Damage: 1: HP: 2: Minor Wound: Endurance: 30: Failure, bleeds
    Malgali (1): Casts Magic (Dullblade-Orc): 21: Success
    Khari (1) wards location, attacks gnoll: 53: Success: Gnoll (1) parries: 23: Success: Attack parried
    Kobold (1) attacks Khari: 31: Success: SE: Choose location (Head): Damage 1(0): No damage
    Orc (1) attacks Malgali: 67: Failure

    Round 1 Cycle 3

    Eanfric (1) attacks Goblin: 31: Success: SE: Bleed: Hit Location: Right Leg: Damage: 8: HP: -4: Major Wound: Goblin is down

    Round 2 Cycle 1

    Eanfric (3) moves to Kobold
    Malgali (2) attacks Orc: 80: Failure
    Khari (3) attacks Gnoll: 80: Success: Gnoll (2) parries: 22: Success
    Kobold (2) attacks Khari: Khari doesn’t parry: Success: SE: Choose Location (Head): Damage: 2(0): No Damage
    Orc (2) attacks Malgali: 3: Critical Success: Malgali (1) parries: 68: Failure: Choose Location & Maximize Damage: Damage: 7(0): No Damage (Damage Resistance)
    Gnoll (1) attacks Khari: 3: Critical Success: Khari (2) parries: 83: Success: SE: Bypass armor: Hit Location: Right Leg: Damage: 6: HP: -1: Serious Wound: Endurance: 39: Falls Prone

    Round 2 Cycle 2

    Eanfric (2) attacks Kobold: 97: Failure
    Khari (1) attacks Gnoll: 39: Hard Success: SE: Choose Location (Head): Damage: 9(7): HP: 0: Serious Wound: Endurance: 78: Failure: Gnoll is down
    Kobold (1) attacks Khari: 24: Success: SE: Choose Location (Head): Damage: 4(2): HP: 3: Minor Wound
    Orc (1) attacks Malgali: 89: Failure

    Round 2 Cycle 3

    Eanfric (1) attacks Kobold: 78: Failure

    Round 3 Cycle 1

    Eanfric (3) attacks Kobold: 15: Success: Kobold (2) Parries: 42: Failure: SE: Flurry: Hit Location: Abdomen: Damage: 6: HP: -1: Serious Wound: Endurance: 29: Failure: Kobold is down
    Malgali (2) Delay
    Khari (3) readies crossbow
    Orc (2) attacks Malgali: 1: Critical Success: SE: Maximize Damage & Bypass armor: Hit Location: Left Arm: Damage: 10: HP -6: Major Wound: Luck Point Spend: Serious Wound: HP: -3

    Round 3 Cycle 2

    Eanfric (2) Moves to Orc
    Malgali (1) Delay
    Khari (2) loads crossbow
    Orc (1) attacks Eanfric: 10: Success: Eanfric (1) parries: Success: Attack parried

    Round 3 Cycle 3

    Khari (1) loads crossbow

    Round 4 Cycle 1

    Eanfric (3) attacks Orc: 70: Success: Orc (2) Parries: 94: Failure: SE: Flurry: Hit Location: Head: :Damage: 8(0): No Damage
    Flurry: Eanfric (2) attacks Orc: 70: Success: Orc (1) Parries: 46: Success: Attack Parried
    Malgali (2) attacks Orc: 81: Failure
    Khari (2) shoots crossbow: 76: Hard Failure: Hits Eanfric: Hit Location: Chest: Damage: 7(5): HP: 1: Minor Wound

    Round 4 Cycle 2

    Eanfric (1) attacks Orc: 4: Critical Success: SE: Bypass Armor & Maximize Damage: Hit Location: Right Leg: Damage: 8(8): HP: -2: Endurace: 74: Failure: Orc is prone
    Malgali (1) attacks Orc: 20: Success: SE: Choose Location: Right Leg: Damage: 7(4): HP: -6: Major Wound: Orc is down

    Khari: Kurs Drink: 2d4: 3: Head completely healed, Leg, minor wound
    Malgali: Kurs Drink: 2d4: 6: Left arm: minor wound
    Eanfric: Kurs Drink: 2d4: 4: Chest: minor wound

    The heroes enter a vast chamber that is roughly carved and still being worked. Small veins of iron ore still line the walls. Four monsters work the mine, and as they see the party they howl and attack.
    Considering the close quarters, Eanfric drops his bow and draws his sword and dagger, while Malgali aims at the orc and prepares to cast some spell. Khari charges, and tries to hit a gnoll, letting off a war cry, but the momentum is too high, and not having calculated the steps correctly, he misses.
    The kobold, orc and goblin each close up to the dwarf, elf and the human respectively, while the gnoll attacks the charging dwarf, his attempt parried.
    Eanfric, the ranger slashes at the goblin, who fails to stop his attack. The strike finds the goblin’s right arm, which starts bleeding profusely.
    Malgali’s spell goes off and the orc’s axehead edge becomes duller than normal, this doesn’t stop the orc from attacking the sorcerer, but the elf avoids the hit.
    Khari, against two foes, locks his shield in place to ward his left side, and attacks the gnoll, who parries his attack. The kobold strikes the dwarf, aiming high, above the shield, and hits the dwarf’s head. But doesn’t do any harm.
    Eanfric slashes at the goblin again, hits the leg, and the broadsword hacks off the entire limb. Bleeding out, the goblin falls. Having no opponent, Eanfric moves in to assist the dwarf who is against double odds.
    The elf tries to hit the orc with his stuff, and fails. The orc, laughs and attacks the sorcerer, but the dark protective aura, block the strike, and the orc startled, causes no harm.
    Khari keeps on fighting against the kobold and the gnoll. His attack against the hyena-man is blocked and the kobold delivers another weak hit to his head. This is enough to get him off his guard, the gnoll attacks him once more with a swift blow. He parries, but his enemy has found the opening he needs, and strikes his leg, in an unarmored joint. The wound is serious, and the dwarf cries out and falls prone.
    The ranger frantically tries to help his downed friend, by taking the attention away, and attacks the kobold, but doesn’t score a hit.
    The dwarf doesn’t seem to need any help. From his prone state, he lashes out with all his strength, and delivers his black axe to the gnoll’s head. The hit is so strong, that the gnoll, falls down, unconcsious.
    The kobold hits again the dwarf, this time, the club, manages to bruise his thick skull a little. Fazed the ranger misses again the little humanoid.
    The orc swings his axe again at the sorcerer, but Malgali evades the attack.
    Now Eanfric has the kobold’s attention, he thrusts his sword, but the little creature can’t avoid it. He hits it right in the belly, and it drops in pain with a serious wound.
    Khari, with his leg wounded, can’t move to help Malgali. Instead he pulls out his crossbow strapped in his back, and begins to load it with a bolt.
    The orc attacks the elf, and this time he notices the dark protective aura and avoids it. His axe, hacks at the elf’s left arm, and only by sheer luck, it’s not completely cut off. The elf screams for help, and the ranger is quick to oblige. He attacks the orc, who parries his blow.
    He attacks again, and this time he hits the tough steel helmet on the orc’s head. He follows up with another strike from his dagger, but the orc is quick to intercept it. Malgali tries to hit the orc with his staff from the flank, but the whole chaos in melee, makes him dither and he fails to land a hit.
    Khari has finally cocked his crossbow, and he shoot. Alas he misses, and as the three combatants are in melee, he hits Eanfric right in the chest. Thankfully the padded armor reduced some of the impact, and Eanfric can keep fighting. He attacks again, the orc unable to defend so quickly, and finds an unarmored spot on his right leg, mangling it. His leg useless, the orc falls to the floor.
    His opponent down, Malgali brings his staff with full strength on the same wounded leg, and the orc passes out in pain.
    They each take a turn of drinking a sip from the healing potion, and soon they’re back in proper fighting shape. Malgali can use his arm again and Khari can walk. Unfortunately the potion is now empty.
    Searching through their opponents belongings, they find a cool silver ring, and a coil of rope. The ranger takes them both.

    L. Tunnel of Death

    Khari: Perception: 90: Failure
    Khari: Evade: 3: Critical Success
    Malgali: Evade: 62: Failure
    Eanfric: Evade: 29: Success
    Trap: 20: Success: Hit Location: Chest: Damage: 7(5): HP: 2: Minor Wound

    The heroes enter a smooth and straight tunnel. The floor is marked with the dark stains of dried blood. As they reach the door to the other side, Khari fails to detect a mechanism, that upon opening the door, releases several rocks to their heads. The dwarf and the human avoid them, but the elf is hit on the shoulders, and is bruised.

    M. Mysterious Fountain

    In the center of the room is a stone fountain, carved in the image of a large dragon that coils around itself and sprays water out of its mouth. The water lands in a polished stone pool that has been cut into the floor around the statue. The air is sweet with the smell of fresh water. The heroes drink from the water to quench their thirst, and in a magical way, all their wounds and fatigue disappear.
    They look around the room and see that there are no more doors, and it appears to be the end of the mine. But knowing that they haven’t found either the Stone Kind or the large lump of eisenmond, they start searching for a secret door.

    Wandering Monster check: No monster

    Khari: Perception: 62: Failure
    Malgali: Perception: 21: Success

    They find the secret door.

    N. Sloping Passage

    The tunnel has been cut downards at a sharp angle. Walking down is very dangerous, but with the rope, the heroes descend it with great care.

    O. The Eisenmond Mine

    The heroes finally enter a rough stone chamber, with flakes of a mysterious glowing ore flickering in the walls, floor and ceiling, making the dark walls shimmer like a starry night.
    In the center, sitting on a small stone pedestal, is a short statue carved from a single granite block. It depicts a dwarf with a pick and other mining gear, missing it’s head which is tossed in the corner. The head sports a rusty crown, fashioned from iron, The statue’s hands are open and held out as if it was holding something.

    Okay, so here’s a puzzle concerning players and not characters, but it can be resolved with Int checks, which I will test.

    Khari: Insight: 63: Failure
    Eanfric: Insight: 21: Success: He finds a secret compartment with two nuggets of eisenmond, that fit perfectly on the eye sockets of the statue’s head.
    Malgali: Insight: 76: Failure

    Khari: Insight: 82: Failure: Luck Point: 68: Failure
    Eanfric: Insight: 28: Failure: Luck Point: 44: Failure
    Malgali: Insight: 77: Failure: Luck Point: 4: Critical Success: He considers placing the head back on the statue.

    Searching around for secret doors, Eanfric finds a small compartment in the pedestal that contains two nuggets of eisenmond. His keen senses tell him that they fit perfectly to the head, and he proceeds to place them there.
    The party looks at the head. Then Malgali decides to re-assemble the statue.
    As soon as the statue is assembled, a strange light fills the room. The stone body of the statue glows and the mouth moves slowly. In a voice deep and old as the mountain around, the statue speaks.
    It says about how the mine belongs to the dwarves, and how good it is that the heroes have arrived because a great evil has tainted the spirit of the place. The priceless magical stone called the Eisenkern was stolen, and along with it, the power to trap the beast that lives at the heart of the mountain. If the Eisenkern is not returned, that terrible beast will be freed, and a horrible evil will come upon all who dwell in these lands.

    Ending the Adventure

    The heroes return and report their story to Gustovan, who seems troubled by it. He rewards them and takes thought of the matter.

    The System

    When I played Hârnmaster last session, I made a false statement. That Mythras was less detailed. That was incorrect. Mythras is the most detailed tactical rpg combat system I’ve played.
    It includes mechanics to cover almost any possibility, and takes all the factors into account.
    There are even more layers to detail in combat which I could not bring myself to monitor and since they were optional I decided not to use, namely the Weapon Reach rules, which are very interesting, but I don’t think it would be possible for me to run in solo party combat.
    To manage to run everything I used Roll20, and even so there were times I did mistakes and had to double back to a previous point. I’m certain I made mistakes that I still am not aware of. One major mistake I did was regarding opposed non-differential rolls, where I was under the impression (as is in Hârnmaster) that the lower successful number wins at ties, but in Mythras the opposite is true (which also makes more sense).

    Some major points regarding the system:
    The Action Points, Round and Cycles mechanic is brilliant. That was very hard for me to bookkeep as a solo player, but I imagine that in group play, that won’t be an issue, especially with the use of tokens and such. I really liked how you have to consider if you’re gonna parry, ward location, delay or anything similar, and how it will affect the flow of the entire battle. For example when the fast ranger, Eanfric, who also had a high initiative, managed to score a hit, his flurry trait really helped to do a follow up attack, forcing his enemy to spend his entire action points pool at the start of the round, and rendering him defenseless to follow up attacks from other party members during the round.
    The deadliness of the combat is even higher than in Hârnmaster. If the attacker chooses their special effects carefully, they can overcome any possible defense. I loved how when the orc realized the magical armor of the sorcerer, he could bypass it. Going through the possible special effects was time consuming as a solo player, and it can also be unbalancing (though I did not have that issue), but it’s the most profound trait of Mythras, and one it does best.
    Finally the hit locations with hit points. This all can be very hard to keep track of as solo. It’s great, because you get to try to protect your own wounded parts, and aim for the enemy’s wounded parts as well, to end combat faster, but I was finding hard to do even with Roll20.
    I found the pyramid skill build option very fast compared to previous chargens I had made where I was slowly choosing skills. Also it helped a lot in fleshing out the characters I had in mind.
    Magic is absolutely great. There are Five types of magic in the core rules, and despite not having a High magic equivalent (which is in Classic Fantasy I presume, but in core rules I had to use Sorcery), I really enjoyed it. Just when I was afraid Sorcery is overpowered, with the Damage Resistance spell, I read that Bypass Armor special effects works on magical protection as well. That was great!

    Overall I loved Mythras, but unfortunately it’s on the really hard part to do solo. I doubt it would be possible to maintain a solo adventure with multiple party combats, before it becomes tiring. It can be done, but it’s not the best solution. Mythras is aimed to group play where the tactical options are played out like mixing chess with RPGs.

    What about the Dungeon Crawl?

    The Luck Point meta economy and magical healing options, help the party recover quickly. Also some good tactical options, can help the heroes defeat waves of foes in the closed quarters that is a dungeon.
    Ganging up and flanking oppoents is very strong, so the tactical positioning is even more important than in other game systems. Combat with multiple opponents does not entail a bonus or penalty to attack rolls, but instead, the accumulated Actions, can expend the outnumbered combatant’s Action Points quickly, and leave him unable to respond to all the attacks. I found that whenever my heroes had the numbers advantage, the battle ended very quickly, whereas in the last battle which was one to one, it came close to a dangerous end.
    Mythras lends itself nicely to dungeon crawling, and I’m curious to try out Classic Fantasy in the future, in another attempt to solo it.


    Mythras remains on my list of favorite RPGs, but it’s very hard to solo, due to the immense amount of details included. There are several parts of it that can fit well with Hârnmaster, and I could see myself mixing the two systems in the future.
    Combat felt fast, and there were very few occasions where nothing happened, which is important to me, as it keeps things interesting.
    Due to the strong and mind taxing amount of details, bookkeeping and rules, I decided to abandon any RPGfication of the adventure, and focused on the tactical board game elements instead.

    • giannidowns 4:35 pm on September 24, 2021 Permalink | Reply

      Fantastic read, and really sells the Mythras system. I am thoroughly enjoying your research into the games, styles, solo mechanics, and play tests.

      Liked by 1 person

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

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




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

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


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

    Round 1:

    Theseus Turn 1:

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

    Cercyon Turn 1:

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

    Turn 1 resolution.

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

    Theseus Turn 2:

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

    Cercyon Turn 2:

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

    Theseus Turn 3:

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

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

    Round 2:

    Theseus Turn 1:

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

    Cercyon Turn 1:

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

    Theseus Turn 2:

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

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

    Round 3:

    Theseus Turn 1:

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

    Cercyon Turn 1:

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

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

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



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

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

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

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

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


    Theseus: 16
    Procrustes: 12

    Round 1:

    Theseus Turn 1:

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

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

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

    Campaign Summary

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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


    Theseus: 20
    Sciron: 9

    Round 1:

    Theseus Turn 1:

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

    Sciron Turn 1:

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

    Theseus Turn 2:

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

    Sciron Turn 2:

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

    Theseus Turn 3:

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

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

    Q: Is Sciron dead?
    A: Yes

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

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

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

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

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

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


    Theseus: 22
    Turtle: 15

    Round 1:

    Theseus Turn 1:

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

    Turtle Turn 1:

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

    Theseus Turn 2:

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

    Theseus Turn 3:

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

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

    Round 2:

    Theseus Turn 1:

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

    Turtle Turn 1:

    The turtle will delay using its AP for a parry.

    Theseus Turn 2:

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

    Theseus Turn 3:

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

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

    Round 3:

    Theseus Turn 1:

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

    Turtle Turn 1:

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

    Theseus Turn 2:

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

    Turtle Turn 2:

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

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

    Round 4:

    Theseus Turn 1:

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

    Turtle Turn 1:

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

    Theseus Turn 2:

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

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

    Round 5:

    Theseus Turn 1:

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

    Theseus kills the turtle.

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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


    Theseus: 20
    Phaea: 21

    Round 1:

    Phaea Turn1:

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

    Theseus Turn 1:

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

    Phaea Turn2:

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

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

    Round 2:

    Phaea Turn 1:

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

    Theseus Turn 1:

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

    Phaea Turn 2:

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

    Theseus Turn 2:

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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


    Theseus: 17
    Sinis: 18

    Round 1:

    Sinis Turn 1:

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

    Theseus Turn 1:

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

    Sinis Turn 2:

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

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

    Round 2:

    Sinis Turn 1:

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

    Theseus Turn 1:

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

    Sinis Turn 2:

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

    Theseus Turn 2:

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

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

    Round 3:

    Sinis Turn 1:

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

    Theseus Turn 1:

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

    Sinis Turn 2:

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

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

    Round 4:

    Sinis Turn 1:

    Sinis cannot attack this turn since he’s overextended.

    Theseus Turn 1:

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

    Sinis Turn 2:

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

    Theseus Turn 2:

    Theseus will delay, keeping his 1 AP for Parry.

    Sinis Turn 3:

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

    Sinis Turn 4:

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

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

    Round 5:

    Sinis Turn 1:

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

    Theseus Turn 1:

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

    Sinis Turn 2:

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

    Theseus Turn 2:

    Theseus can’t attack this Turn.

    Theseus Turn 3:

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

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

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

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

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

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


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

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

    Theseus: Influence (64): 63: Success.

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

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

  • giorgis 9:20 pm on December 22, 2019 Permalink | Reply
    Tags: Mythras   

    Theseus Deeds – A Mythras Adventure in Bronze Age Greece (pt1) 

    Prologue – A hero in the making


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

    Character Stats

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

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

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

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

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

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

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

    Sword and sandal

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

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

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

    By sea or by land

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

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

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

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

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

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

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

    The king’s knowledge

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

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

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

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

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

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

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


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

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


    Theseus: Perception (58): 37: Success.

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

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

    Distance: 2d10 meters: 15 meters.

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


    Theseus: 18
    Periphetes: 15

    Round 1:

    Theseus Turn 1:

    Theseus Readies his weapon and Moves 6 meters.

    Periphetes Turn1:

    Periphetes Moves 6 meters closer.

    Theseus Turn 2:

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

    Periphetes Turn2:

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

    Theseus Turn 3:

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

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

    Round 2:

    Theseus Turn 1:

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

    Theseus Turn 2:

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

    Theseus Turn 3:

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

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

    Round 3:

    Theseus Turn 1:

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

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

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

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

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

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

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