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    giorgis 6:08 pm on January 2, 2024 Permalink | Reply
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    Savage Warhammer S02E01 

    Having finished the first season, in The Oldenhaller Contract, I’m preparing, to include updates to my homebrew rules, solo tools and conversions, according to lessons learned and new things I want to try. I’ll be also detailing downtime for the characters, and set the scene for the upcoming adventures.


    For Setting Rules I will be using the following, and updating the homebrew rules.

    • Hard Choices: As is
    • Dynamic Backlash: Replaced by Savage Warhammer Magic rules
    • Dynamic Melee Combat: Not to be used at all.
    • Grittier Damage: Revised for extra deadliness.
    • Henchmen and Right Hands: According to Beasts and Barbarians
    • Fate Bennies: Not to be used, since Grittier damage is much more dangerous.

    Grittier Damage Revised

    I spent way too much time here, because I didn’t like how Gritty Damage worked. I want something that is relevant to the weapon used, the injury level, and the location. So after, converting the entire WFRP1e Advanced Critical Effects, I scratched it off, and took what I learned, inspired from other sources as well, and came up with the following:

    1 Wound: Minor Injury, Effects are Temporary, last until the character makes a successful Vigor Roll to recover. This is a free action at the start of their action round.
    2 Wounds: Major Injury, Effects are Treatable, last until the injury is healed.
    3 Wounds: Severe Injury, Effects are Permanent, last forever unless cured by unnatural means.
    4 Wounds+: Grevious Injury. Instant death.

    Altered Injury Table

    as per SWADE Raw, but in addition/modified

    • Arm: Any item held is dropped.
    • Leg: Must make a successful Agility roll or fall prone.
    • Torso: Wound Penalty applies until healed.
    • Head: Stunned.
      • 1-2 Hideous Scar: Your hero now has the Ugly (Minor) Hindrance, or Major if already Ugly.
      • 3 Deafened: An ear is damaged. Gain the Hard of Hearing (Minor) Hindrance or Major if already Deafened.

    Additional Injury Effects Injury by Weapon Type

    • Sharp Hand Weapons: Major Injuries cause Bleeding, Severe Injuries cause Impale
    • Blunt Hand Weapons: Major Injuries cause Breaking, Severe Injuries cause Bleeding
    • Teeth and Claws: Major Injuries cause Bleeding, Severe Injuries cause Breaking
    • Arrows and Bolts: Major Injuries cause Impale, Severe Injuries cause Bleeding
    • Firearms: Major Injuries cause Impale, Severe Injuries cause Bleeding
    • Falling and Crushing (TBD)
    • Fire and Energy (TBD)
    • Bleeding: make a Vigor roll each round or suffer an additional Wound. A raise stabilizes the injury and bleeding stops.
    • Breaking: Treatable effects healed Naturally, become Permanent if there was a Failure in the Vigor roll.
    • Impale: The weapon is lodged into the enemy, and requires a Strength roll to remove. If removed without a successful Healing treatment roll, then suffer an additional Wound and Bleeding.
      The three effects are not equally balanced gamewise, but I can’t think of something to offset the balance at the moment.

    I was also pondering the following options:

    • Not use the Savage Worlds Wound Track at all – instead, characters perish according to the Critical Effects
    • Use Savage Worlds Wound Track, in addition to Critical Effects, but no Wound Penalties
    • Use Savage Worlds Wound Track, in addition to Critical Effects and Wound Penalties

    I decided to go with the second option, as I feel like it’s the best of both worlds. It will cause Extras to stop fighting at the first Wound, but it won’t combine Critical Effects and Wound Penalties into an impossible Death Spiral. I gave an exception to this by adding the Wound Penalty to any Torso (Guts) hits.
    This might give some different results, as some Critical Effects which relate to Wounds don’t have any lingering impact, but the Wound Track still will offset them if it goes down.
    Shaken condition still applies normally.

    I will be using the WFRP1e critical tables to help me with narrative descriptions if needed.


    Solo Engines

    The Oldenhaller Contract doesn’t connect directly to the other Prewritten Adventure Modules, so I kind of have to see what my party will do next. I do want them to play in prewritten modules, but I don’t want to use narrative freedom and place them there directly. I want the game to have a story to tell me, and have my protagonists partake in it.
    Unfortunately I can’t think of any reason to have my party leave Nuln at the moment. They just arrived here in search of adventure; of course if the adventure takes them elsewhere that’s another discussion. The solo engines I’ve been meaning to try a long time now, are the ones by Jeansen Vaars, GUM, PUM and SUM.

    Before putting them to the test, I want to see what happened with my protagonists in the meantime. For Downtimes, I will try to use BOLD Waylays.

    Abenzio: (fledgling power play overcome by faction intervention)
    this sounds straightforward and connected to the previous adventure

    With one gang eliminated, and another headless, there’s a power vacuum in the criminal underworld of Nuln. A new gang is in play, and while in an alleyway alone, Abenzio’s Tilean heritage makes him a target, mistaken for a Valantina gangster. Before having the chance to put his steel to the test, the Nuln City Watch has appeared and the thugs become scarce.

    Elhali: (apparent straying/lost overcome by avoidance)

    Elhali comes upon a scene of a young teen asking for directions to get her home. She begs for passersby to help her. Her streetwise nature tells her that there could be an ambush in the works. Despite her instincts proving her wrong with Grolsh van Eyke, she hasn’t change her manners. One can take the villager out of the village, but not the village out of the villager. She avoids the stray altogether, and heads back to The Reaver’s Return.

    Greta: (forbidden hamlet overcome by counteraction)
    is this about her past? forbidden hamlet being her homeplace? what is the counteraction?

    Greta is in Reiksplatz when she stumbles upon one of her husband’s cousins, Fritz, a merchant who travels a lot. The man recognizes her, and makes some remarks about how interested her husband will be to know of her whereabouts. Greta is taken aback at first, but then she notices that Fritz is accompanied by a woman of ill repute. She threatens him with sharing his interesting news with his family should he make any revelations. Taken aback from Greta’s newly founded boldness, Fritz mumbles something about him never wanting to cause any ruckus, and disappears quickly into the crowd.

    Wolmar: (foreign tavern overcome by favored ability)
    he wants to enter a new tavern but he can’t, they won’t let him in, but he talks his way in?

    Wolmar wants to learn about any ongoing news and rumours, and heads for the nearest tavern, “The Bull”. As he does so, he is stopped by the doorman, telling him that this establishment is not for men of his status. Wolmar, empowered by his recent adventures, displays the hilt of his short sword, replying that there’s always more than meets the eye, he wants no trouble, but he can handle himself. The doorman is convinced that he misjudged Wolmar, and allows him in.

    There are more tools for Downtimes, some including SWADE‘s own interludes. I really like BOLD waylays, as they provide enough traction to even create threads and adventure hooks. From the above examples I have, a new gang, a man from Greta’s past, Elhali being conflicted about her own convictions of trust, and Wolmar being in a position to find new adventuring opportunities.

    With the characters having earned a good amount of money, I want to equip them better.

    Wolmar will purchase a leather jack and a cap for 15 gc.
    Abenzio will purchase a pair of plate bracers for 60 gc.
    Greta will purchase heavy robes and trade tools (lab supplies) for 60 gc.
    Elhali will purchase heavy leather leggings and a bow for 20 gc.

    Note: I went down the rabbit hole of Old World prices, and it's a chaos, changed a lot between editions. It seems like the 1st edition WFRP had the gold crown as standard similar to D&D gold piece, and each version thereafter subsequently mitigated that to more realistic prices. So, I will use the Wealth System from SWADE. They each have a d6 in Wealth normally. The recent reward raised it to Wealth d8 for the upcoming month or so. This should save me the bookkeeping trouble for a while.

    I’m considering also that Greta spent some time preparing two Stun and two Healing potions (10 PP total). On purpose I will be making the Alchemy roll when the potion is used, as the meta knowledge of the success of the potion shouldn’t come in place before then.


    The Ritual

    The adventure I will be tackling is The Ritual.
    I went ahead and wrote down all the Plot Nodes.

    …and started the adventure.


    Claw Mark

    Q: Is the scene Modified?
    A: Yes
    Modified Proposal: Add anger or indignation.

    Paraphrasing from the adventure module:

    The heroes are walking back from a late night drink at The Bull.
    As they are strolling through a particularly dark and quiet street, a door suddenly bursts open from one of the expensive houses lining the road. A young man, dressed only in his night-clothes, rushes out yelling, “Help! Help us you degenerate lowlifes!”
    As he catches sight of the characters, he turns and races towards them. A large bruise covers one side of his face. As he races over, gasping for air, a dark shape appears, silhouetted in the doorway of the house. The man gasps out one last sentence, “They’ve got my father… He’s worth way more than you… Get him back and you’ll be rewarded…” before an audible twang comes from the doorway, followed by a much closer thud.
    The unfortunate young man collapses into the arms of one of the adventurers, choking and coughing up blood. A crossbow bolt is buried in his back. He is dead.

    I modified the young man to have bourgeois indignant behavior, as that’s the best interpretation I could think of considering the prompt of PUM.

    Q: Are the characters well equipped?
    A: Yes. Anything short of adventuring gear. They have one handed weapons, armor and shields.

    I decide for the party that they will run towards the house.

    The House

    Hallway

    Q: Is the scene Modified?
    A: Yes
    Modified Proposal: Add stress or worry: The PCs hear Klauss’s screams as they enter, while Tavelli goes upstairs as described. If a PC makes a difficult Notice roll, they can discern the direction of the scream.

    Wolmar: Notice: Difficult: (4,2)-2: Failure
    Elhali: Notice: Alertness, Difficult (5,3)+2-2: Success
    Greta: Notice: Difficult: (13,1)-2: Raise
    Abenzio: Notice: Difficult: (1,5)-2: Failure

    The group splits, Abenzio and Wolmar head upstairs towards the thief, while Elhali and Greta head downstairs towards the scream.

    Running inside the wealthy townhouse from the open door, they enter a hallway, opulently furnished with hunting trophies and tapestries which hang from the walls. A plush blue carpet covers the floor. An elaborate staircase in the south-western corner spirals upwards to a balcony that overlooks the hall. A lantern illuminates the hallway and another the balcony.
    A tall man with a wide-brimmed hat and a midnight blue cloak runs up the stairs as the adventurers enter. The scream of a man is heard echoing in the house, which the alert elf, and the big eared alchemist discern coming from the ground floor. Greta grabs the lantern, and follows Elhali who runs towards the scream, while Wolmar yelling “Stop!” to the stranger follows Abenzio who roars in the indiscernible pit fighter speech.

    Round 1

    Wolmar: Agility: (1,1): Critical Failure: He falls down the stairs and receives: 2+1=3 damage. He’s unharmed, but prone.
    Abenzio: Agility: (4,1)+1: Success
    Abenzio runs up the stairs and attacks the man with his fists, hoping to render him unconscious (Nonlethal damage): Fighting: (1,7): Hit: Right Leg: Damage: 24!: His leg is smashed, and he falls unconscious.
    Huh next time I should attempt grappling instead.

    Q: Was the scream heard from the direction of the Dining Room? (Likely)
    A: Yes

    Elhali and Greta run to the Dining room.

    Wolmar heads up the spiral staircase to get to the cloaked figure, who in turn pushes down a decorative wine barrel, tumbling down the stairs. Wolmar’s momentum puts him directly in the course of the barrel, and he’s hit, falling to the base of the stairwell, prone, but unhurt.
    Abenzio deftly avoids the barrel and charges up, his fist, armed with knuckledusters, connecting to the stranger’s right hip. The mass of the arm combined with Abe’s brawling technique send shivers up his foe’s spine. A cracking sound is heard, and if Abe hadn’t held back, the leg would be dangling in two pieces. The pain is excruciating, and the man drops down, unconscious due to shock.
    Elhali and Greta run to the next room from where they heard the faint scream.


    The Dining Room

    Q: Is the scene Modified?
    A: Yes
    Modified Proposal: Add anger or indignation.
    There is already a level of destruction here that cannot be increased or added to. I’ll just keep the scene as is.
    Reading into PUM’s modified proposals, seems like they work best with Scenes rather than locations. Whereas MUNE’s TWENE seems like a better fit for going room by room in a dungeon and seeing if everything is as expected.
    TWENE: Remove Simple Element There are no bodies, but a blood trail is evident. Perhaps the attackers took the corpses for whatever ritual they have in mind.

    Elhali and Greta enter the dining room which is currently a total mess. Two big blood pools are smothered across the floor, with a blood trail leading to another room. The table is upturned and shattered glass lies everywhere. What must have once been an expensive wooden cabinet has been smashed in along the front; the drawers and their contents have been scattered across the room.

    Back to the entrance hall.
    Q: Is there anything to tie up Tavelli?
    A: It depends (on skill)
    I can’t find any skill on my party roster that would help, or any edge, so this means that the answer is No.

    “Come on! Let’s go!” Greta shouts to the men, and Abenzio and Wolmar exchange looks.
    “He’s out, we have to find the rich dude while he’s still alive.” Abenzio tells Wolmar, referring to their unconscious foe. Wolmar nods. “I was hoping to tie him up, but there’s no time.”
    They run after their companions.


    The Kitchen

    Q: Is the room as expected?
    A: Yes

    The party enters the kitchen, following the blood trail. This large room has a flight of stone stairs leading down into the cellar. Two clubs rest in a puddle of blood, evident to anyone entering the room.

    Q: Do the heroes search the room? (Unlikely)
    A: No

    They quickly go down the stairs into the cellar.


    The Cellar

    Q: Is the room as expected?
    A: Yes

    The adventurers go down the cellar. This stone flagged room is filled with barrels and casks containing a wide variety of fine wines and ales. A flight of stairs leads up into the kitchen in one corner, whilst in another corner, a flagstone has been removed, revealing the entrance to a tunnel. This tunnel leads into the sewer system, the blood trail goes this way, and the adventurers rush in quickly.


    Into the Sewers

    Q: Is the scene modified?
    A: Yes
    Modified proposal: Bring someone unhelpful/inconvenient
    Rats! Swarms of rats scurrying all around. Considering the party’s last encounter with rats, they won’t like this at all.

    Also I need to give a chance to my party to bring more light with them.
    Q: Do they consider bringing more light into the dark tunnel?
    A: Weak yes, they bring another lantern as spare.

    The rock corridor in which the adventurers are standing is pitch black. Illuminated only by the dim light of one of the lanternts. The corridor is quite low (about 6’ high), so Abenzio has to duck to avoid hitting his head against the ceiling. He’s not so happy of this.
    The floor is covered with a shallow layer of mud, and footprints clearly mark the path taken by the assailers.

    The rats will make it difficult to discern the tracks at -2 penalty.
    Wolmar: (3,4)-2: Failure.
    Wolmar can’t tell how many the abductors were, or the abductees.

    Rats scurry all the way around, and although the footprints are clear, Wolmar cannot tell to how many people they belong.
    The corridor and branching passages are rather frightening, as the adventurers hear strange, far off noises, and grunts echoing in them. The walls glisten with moisture – a greenish slime being evident in some places – and the air is distinctly cool. There’s an atmosphere of foreboding here.

    Q: Does anyone from the party propose to branch off the passages? (Unlikely)
    A: No, definitely not

    The tracks eventually lead to a dead end: a wall of moist, smooth stonework.

    Elhali: Notice: (9,5): Raise

    Elhali notices a marked stone on the smooth wall. She pushes it without second thought, and this causes the wall to swing outwards, providing an entrance to the sewers.


    Entrance to the sewers

    Q: Is the room as expected?
    A: Yes

    The sewers, like the corridor leading in to them, are in pitch darkness. They are roughly 10 feet wide, including narrow stone walkways, 2 ½ feet wide to each side of the effluent channel, which is 5 feet deep, and half filled with slow flowing muck.
    The walkways are only wide enough to permit movement in single file, and, as they are also wet and slippery.
    The effluent, not surprisingly, emits a terrible stench.

    An unpleasant and unsettling atmosphere pervades the sewer systems, and all characters without a previous career which would inure them to such an environment (such as Rat Catcher or Sewer Jack), make Spirit Rolls (except those related to casting or resisting Magic) at a Difficult (-2) modifier.

    The walls are made of dull grey stone and glisten with moisture (although this time there is no slime).

    Wolmar: Survival (Tracking): (9,3): Raise
    Encounter roll: 62: No Encounter

    As the party enters the sewers, they see the clear footprint trail disappear.
    “Now what?” Elhali shrugs.
    “Allow me,” Wolmar steps forward, and can see the vague trail of blood drops, and mud footprints in the walkways. “Follow me” he points out and leads the way.


    Entrance to the Skaven Den

    Q: Is the room as expected?
    A: Yes, and.

    As the trail ends to another wall, the adventurers now are alert. Searching the wall, they find the secret door, and open it. It leads to a corridor, which is inclined upwards at a steep angle.

    Let’s see if Wolmar notices the trip wire.
    Wolmar: Notice (1,2): Failure.
    Let’s see if he trips it.
    Wolmar: Agility (2,2): Failure
    Q: Can they hear the bell ringing?
    A: Yes, for now
    Elhali: Notice: (2,10)+2: Raisex2

    A bell rings in the distance, and a small glass globe drops to the floor, releasing a yellowish gas which floods the area.

    Wolmar: Vigor: (1,3)-2: Failure: He falls unconscious for 7 minutes.

    Wolmar drops unconscious under the influence of the gas.
    “Get him!” Elhali tells Abenzio. “We, tripped an alarm.”
    She walks backs to step away from the gas.

    The poison gas will expand for 5 rounds.
    Abenzio enters the gas to try to grab Wolmar.
    Abenzio: Vigor: (3,11)-2: Raise: He holds his breath and won’t have to roll in the next round.
    Wolmar plus gear is at ~196 lbs. Abenzio has 59 lbs of gear, and can carry a maximum of 320 lbs, so he picks Wolmar up, and starts walking at the minimum pace of 2 yards. The gas will keep expanding each round so he’ll be in the radius constantly until it dissipates, and will have to make all the Vigor rolls…

    2nd Round: Abenzio holds his breath

    3rd Round: Abenzio: Vigor: (2,4)-2: Failure: Benny: (1,4)-2: Failure: Benny: (1,6)-2: Success

    4th Round: Abenzio: Vigor: (5,2)-2: Failure: Benny: (6,2)-2: Success

    5th Round: Abenzio: Vigor: (2,8)-2: Success!
    The poison dissipates
    Random Encounter: 57: No Random Encounter

    Abenzio takes a deep breath and enters the yellowish gas cloud. He kneels down, grabs the knocked out herdsman, and puts him over his shoulders, steps up at once, and with slow steps he starts walking back to where Elhali and Greta have run.
    The poisonous gas cloud spreads as he walks away, and he barely makes it out in time, before he manages to take a deep breath, and the gas cloud dissipates.
    Mere moments pass, as Abenzio places Wolmar gently down, and Greta checks his health, when the torchlight and footsteps of men approaching, warns them of the imminent danger.
    Abenzio arms his flail and shield and with Elhali by his side, they turn to face the 7 newcomers, coming from round the corner.

    Round 1

    Abenzio drew a Joker! Thankfully, he earned back one benny, as spent all while staying awake in the gas cloud.
    Abenzio vs Cultist: Fighting: (3,1)+2/5: Hit: Torso: Damage: 6/6: Shaken
    Greta tries to wake up Wolmar: Healing: (3,2): Failure
    Cultist: Spirit: 1: Failure: Remains shaken
    Cultist: Attacks Abenzio: Fighting: 3/: Miss
    Elhali attacks Cultist: Fighting: (3,1)/5: Miss
    The rest of the cultists gang up behind.

    Round 2

    Abenzio vs Cultist: Fighting: (1,4)/5: Miss
    Cultist: Spirit: 5: No longer Shaken: vs Abenzio: Fighting: 4/8: Miss
    Elhali vs Cultist: Fighting: (1,5)/5: Hit: 12: Head: Damage: 6/5: Shaken: The cultist ducks as her sword whistles past at head-height, cutting a piece of the cloak’s hood.
    Greta tries to wake up Wolmar: Healing: (3,1): Failure
    Cultist vs Elhali: 2/4: Miss

    Round 3

    Q: Do the cultists change tactics?
    A: No, but, they press on

    Abenzio vs Cultist: Fighting: (1,2)/5: Miss
    Cultist vs Elhali: 1/4: Miss
    Greta tries to wake up Wolmar: Healing: (3,2): Failure
    Cultist vs Abenzio: 4/8: Miss
    Elhali vs Cultist: Fighting: (2,2)/5: Miss

    Round 4

    Cultist vs Abenzio: 5/8: Miss
    Abenzio vs Cultist: Fighting: (1,4)/5: Miss
    Greta tries to wake up Wolmar: Healing: (3,4): Success!
    Cultist vs Elhali: 3/4: Miss

    Greta tries to wake up Wolmar: Healing: (3,2): Failure
    Cultist vs Abenzio: 4/8: Miss
    Greta tries to wake up Wolmar: Healing: (3,4): Success!
    Elhali vs Cultist: Fighting: (6,5)/5: Hit: Right Leg: Damage: 6/5: A glancing blow to the calf.

    Round 5

    Q: Do the cultists change tactics?
    A: It depends (on skill): so, no

    Abenzio vs Cultist: Fighting: (1,4)/5: Miss
    Wolmar, wakes up and switches places with Elhali: vs Cultist: (3,2)/5: Miss
    Cultist vs Abenzio: 8/8: Hit: Torso: Damage: 8/11: Unharmed
    Cultist: Spirit: 2/4: Failure: Remains Shaken

    Round 6

    Cultist vs Abenzio: 7/8: Miss
    Cultist: Spirit: 2/4: Failure: Remains Shaken
    Abenzio vs Cultist: Fighting: (11,4)/5: Raise: Right Arm: Damage: 10/6: 1 Wound (Minor): The blow smashes into the back of the cultist’s hand. Cultist suffers the One Arm Hindrance until recovery, drops his club and is Incapacitated.
    Wolmar vs Cultist: (8,4)/5: Hit: Left Arm: Damage: 9/6: Shaken -> 1 Wound: The blow opens a small cut on the cultist’s forearm. Cultist is hit again and incapacitated.

    Round 7

    Q: Do the cultists change tactics?
    A: Apparently, Not

    Cultist steps forward and attacks Wolmar: 10/5: Hit: Left Leg: 6/5: Shaken
    Wolmar: Spirit: (4,1): Success: No longer shaken: Fighting vs Cultist: (4,1)/5: Miss
    Cultist steps forward and attacks Abenzio: 5/8: Miss
    Abenzio vs Cultist: (6,2)/5: Hit: Right Leg: 3/5: Unharmed

    Round 8

    Cultist attacks Wolmar: 5/5: Hit: Left Leg: 11/5: Soak: (3,3): Fail: Reroll: (11,1): Raise: Soaked all damage (spent 2 bennies)
    Abenzio vs Cultist: (3,2)/5: Miss
    Cultist vs Abenzio: 4/8: Miss
    Wolmar vs Cultist: (10,2)/5: Raise: Torso: Damage: 7/6: Shaken: The blow makes a shallow cut in the cultists’s groin.

    Round 9

    Cultist vs Abenzio: 1/8: Miss
    Abenzio vs Cultist: (9,1)/5: Raise: Left Leg: Damage: 15/5: 2 Wounds (Major): The blow breaks the cultist’s femur. Cultist suffers the Slow Hindrance, falls incapacitated and prone and is Bleeding.
    Cultist: Spirit: 2/4: Failure: Remains Shaken
    Cultist moves and attacks Abenzio: 3/8: Miss
    Wolmar vs Cultist: (5,3)/5: Hit: Right Leg: Damage: 8/5: Shaken -> Wound: Cultist is hit again and incapacitated. The blow causes a flesh wound to the cultist’s calf.
    Cultist moves and attacks Wolmar: 3/5: Miss

    Round 10

    Q: Do the cultists change tactics? (Likely)
    A: Yes, for now: they will attempt to flee

    Abenzio vs Cultist: (9,4)+2/5: Raise: Left Leg: Damage: 17/5: 3 Wounds (Severe): The blow smashes the cultist’s knee. Cultist suffers the Slow Hindrance, falls incapacitated and prone and has a Broken and Bleeding leg.
    Wolmar vs Cultist: (15,3)/5: Raise: Left Arm: Damage: 7/5: Shaken: The blow skins the cultist’s knuckles.
    Cultist turns and runs to raise the alarm
    Cultist: Spirit: 2/4: Failure: Remains Shaken

    Round 11

    Elhali runs past Abe and Wolmar to go after the cultist: there’s some distance
    Wolmar runs past and draws his hand axe and throws it to the cultist: (11,1)-2/4: Raise: Torso: Damage: 11/6: 1 Wound (Minor): Incapacitated: The blow cuts the cultist deeply across the ribs
    Greta moves to attack the shaken Cultist: (6,2)/5: Hit: Right Leg: Damage: 5/5: Shaken -> 1 Wound: Cultist is incapacitated

    The heroes are victorious.

    Abenzio and Elhali hold the corridor against the gang of cultists who try to charge at them.
    They hold valiantly, their lines unwavering, fighting one-on-one the cultists. Greta tries to wake Wolmar up, first with some slaps, then lifting his feet off the ground, but it doesn’t seem to work. Then she remembers, and brings some salts right under Wolmar’s nose, who opens his eyes as if he was kicked to the unmentionables. The rush is imminent, and drawing his sword, he takes the place of the elf, who starts to feel pressured by the wave of enemies.
    Abenzio, now smiles with Wolmar by his side, reminiscing the last time the two of them fought side by side, the two men start making short work of their foes.
    One by one, the fanatics are brought down, and just when their fanaticism seems to betray them, a cultist from the far end turns tail and runs. Wolmar runs after him, abandoning his shaken foe. He can’t catch up with the coward, but aims his hand axe and throws it. The axe finds his foe in the back, and with a thud he’s down.
    Within a minute of fierce combat, seven foes have been vanquished, and the adventurers managed to stop them from raising the alarm. Catching their breath, they now have to decide what to do next.

    It’s curious now to see what the status of the extra who were incapacitated during the fight is.
    5 of them have survived the combat.

    Q: Is there any rope available?
    A: It depends (on skill), so no

    My characters are adventurers in a gritty grim world, but they’re not murderers. They take their defeated oppponents weapons, and tell them to leave. Abenzio will also try to intimidate them about what will happen should they return. He also wants to find out where did they take the rich man.
    I’ll give a +4 bonus as the adventurers are victorious.

    Abenzio: Intimidate: (3,2)+4 vs Cultist Spirit: (3,1,7,8,5)
    The enemies flee, but there’s a chance that a couple of them might return later. Due to the layout they can’t get past the heroes to raise the alarm, but they might attack them should the heroes fail and try to flee the sewers.
    As to the interrogation, to be fair, I’ll randomly have the party choose one of the surviving cultists.
    It will be the: 1st of the surviving cultists, who failed their Spirit vs Intimidation roll (3).

    Rolling on PUM’s Interaction Oracle.
    Q: Do they know where they took the merchant?
    A: Yes, of course.
    Rolling on SUM’s Truth or Dare.
    it sounds like…
    there is no reason for them to be lying; fully honest
    So, I’ll go with the knowledge we have right now from the prewritten module, but there’s always the off chance that the later scene (if the PCs make it to there) will be modified
    The cultist tells them that they got the merchant further inside to prepare for the ritual, but he remains adamant that the adventurers will never make it there in time.
    Q: Does he reveal information about the holding cells?
    A: Yes, but be careful.
    Yes, he tells them that right now the cells are empty, apart from the jailer.

    Taking a closer look at their defeated enemies, it seems that two of them will not breathe again the stale air of the sewers, but a handful are still alive, beaten, bruised, but alive.
    Abenzio grabs one by the throat and gestures for the rest to flee, without weapons, from the exit of the sewers.
    “You’ll either join your living friends, or your dead friends.” He tells the man he holds. “It all depends on what you’ll tell me. Do you understand?”
    The man nods, scared.
    “The rich merchant. Where did you take him?” Abenzio asks.
    “To, to the main corridor, as you head forward, keep left. You can’t miss it. He’s headed for the sacrifice. Don’t waste any time going to the cells. Through the heavy doors. They’re all empty.” He gasps.
    Abenzio looks closely. Grunts, and throws him back, releasing his grip, and letting him flee.


    Cultist’s Common Room and Guard Chamber

    Q: Is the room as expected?
    A: No, and: TWENE: Decrease Major Element: Illumination is normally provided by four tourches. But there is only one torch as the cultists took the rest when attacking the party.

    There are a couple of tables and some chairs in the north-eastern area of the room, two sets of bone dice, and a pack of cards lying on the tables. Illumination is provided by a single torch mounted on the wall.

    The party takes the torch.

    It makes sense for the party to look around, so what they see is a deep corridor heading north, a small corridor to a room to the east, and a sturdy oak door to the south.
    Wolmar will go to the east, Elhali will attempt to listen to any noise from the door, while Abenzio will stand guard for anyone coming from the north.

    Elhali: Notice: (7,2)+2: Raise.
    Q: Is there any sound coming from the room (Unlikely)
    A: No, definitely not.

    Armoury and Store Room

    Q: Is the room as expected?
    A: Yes, but.

    This small cave serves as a makeshift armoury. It contains five swords, six daggers, three hand axes, two flasks of oil, two tinderboxes, and eleven torches. The weapons are all arranged in wooden weapon racks set against the walls, and the torches, oil, and tinderboxes are stacked neatly in another corner.

    Wolmar tells Greta to come give a hand. They take the flasks of oil, tinderboxes and torches.

    Corridor and Cells

    Q: Is the room as expected?
    A: Yes.

    Elhali opens the door and sees a dismal corridor with nine cells, each, with a small barred window in them.

    Considering the information gathered previously from interrogating the cultists, the party won’t investigate the cells further, and instead will move North.

    “I can’t hear or see anything else, here.” Elhali reports, as Wolmar and Greta bring supplies. “I guess the man was telling the truth. Perhaps we should hurry.”
    The rest of the adventuring party agrees, and carefully, they tread onwards.


    Junction

    Q: Is the room as expected?
    A: Yes

    The north running passageway from the guard room splits into two at this point. Standing at the junction, in the positions indicated on the map, are two brown furred Skaven sentries.

    Since it’s the first time my adventurers meet Skaven, they must roll for insanity.

    Abenzio: Spirit: (1,4): Success
    Elhali: Spirit: (1,4): Success
    Greta: Spirit: (10,3): Raise
    Wolmar: Spirit: (4,4)+2: Success

    For a brief moment, the adventurers are startled as they see what seem to be creatures that are a mix of men and rats. Ratmen standing on two legs, wearing clothes and wielding weapons. Greta recalls having read an excerpt in the past about Skaven, but she thought it was a fairytale, until now.
    They all get a good grip of themselves, and remain in composure when one of the ratmen turns to them and in broken old world speech asks them what do they want.
    Elhali mouths “Follow my lead” to her companions, and steps forward.
    “We are to return the prisoner to his cell. Interrogation.” She tries to be as convincing as possible.

    Elhali: Persuasion: (9,9): Raise

    The ratmen look at each other. “Skretth didn’t tell us anything.”
    “Skretth?” Elhali responds quickly. “He’s the one that sent for us. Do you want me to explain to him that you’re the reason we’re delayed? See the big guy behind me? he’s the one that will knock the information out of the prisoner’s mouth”.

    Q: Do the Skaven allow all of them through? (Likely)
    A: Yes, and hurry up

    She plays her hand just right. She usually isn’t much of a talker, but for once, she isn’t met with the prejudice of humans against her heritage, and has some newfound confidence.
    The ratmen step aside. “Go. Just so you know. Skretth doesn’t want the ritual delayed. It will be your stinky hide then.” says the guard and laughs, his incisors revealed as the flaps of his mouth move.


    End of the Tunnel

    Q: Is the room as expected?
    A: Yes, but.

    The tunnel ends at this point, dropping away to the sewer some 7 yards below. A rope bridge spans the chasm, ending in another tunnel mouth which leads away into the darkness. A rough staircase has been carved into the rock on the southern side of the gap.

    Encounter roll: 98: No encounter


    The Sacrificial Chamber

    Q: Is the room as expected? (Unlikely)
    A: No, and. TWENE: Wild Negative.
    I’ll use the Random prompt from Prepless PUM.
    Lay out a skill challenge: Have to resist or withstand.

    So it seems that Skretth has been successful at creating warpstone from his victims (yes, I know the module states otherwise, and that it’s not possible, but the Oracle has decided), and is using the warpstone as catalyst to extract more.
    Exposing themselves to warpstone is dangerous, and perhaps Klauss (the prisoner) has mutated already.

    This huge natural cavern is dominated by a carving of the Horned Rat on the northern wall. At the north end of the cavern is a bloodstained granite block with an iron ring set into it The south end is bare, except for two pillars supporting the entrance to the tunnel. A torch in a wall bracket provide dim illumination.
    A prisoner is bound to the block by a piece of rope tied around his wrists at one end, and to the ring at the other. He is dressed only in a white, torn, bloodstained robe and seems too exhausted to cry for help. He is unguarded.
    Above him, set in the stone, is a blackish crystal emanating a greenish glow.

    Q: Has Klauss mutated already? (Likely)
    A: It depends (on skill)
    I’ll give him a Vigor roll to resist: 1: Failure
    Mutation: 96: Odd number of eyes: 2: three eyes.

    Seeing a mutation causes Fear. Let’s see how the party reacts.
    Abenzio: Spirit: (4,4): Success
    Elhali: Spirit: (1,5): Success
    Greta: Spirit: (9,3): Raise
    Wolmar: Spirit: (6,4)+2: Raise

    Let’s see if Greta knows anything about the warpstone.
    Greta: Science: (2,3): Failure

    Q: Does any character want to get the warpstone?
    A: Weak yes, only one of them, and the other’s won’t help
    It’s going to be: Greta
    Greta wants to remove the warpstone out of its slot: Strength: (6,10): Raise
    She successfully removes the warpstone.
    Q: Does anyone try to stop her?
    A: Yes, for now.
    Abenzio will attempt to stop her.

    As the adventurers close in, they notice…the vague outline of a third, shut eye on the prisoner’s forehead. They look at each other disgusted, but proceed.
    Wolmar and Elhali cut the ropes that hold the prisoner, while Greta grabs the crystal out of it’s slot.
    As she does so, Abenzio grabs her forearm. “If the ratmen see it missing, they’ll come for us. We’re deep in their den as it is…”

    Q: Does Greta abandon the warpstone? (Likely)
    A: Yes

    She puts the crystal back, and they rush back, Wolmar and Elhali supporting the prisoner.

    Greta however has to roll to resist the Chaos: Vigor: (1,2): Failure: Benny: (4,3): Success


    Escaping

    Q: Do the adventurers escape the tunnels without problem?
    A: Yes, but
    by the time they have returned to the house the cultist who attacked the house is already gone.

    Noone seems to bother them as they make their way back to the surface. The ratmen believed their bluff, and the cultists were dispersed by their fight.
    When they reach the house however, the man they had incapacitated is no longer there. They would like to have a nice conversation with him.


    Klauss’ House

    Q: Is the scene as expected?
    A: Yes
    I’ll use Let’s Talk for the final scene of the adventure.
    Wolmar will do the talking.

    The man they saved, washes himself in the basin, and asks for a moment to collect himself. He returns some time later, dressed in clean clothes.
    “Thank you, brave fellows. For saving my life.” He tells them. “My name is Klauss Dralst.”

    The topic is saving him from the skaven.
    Wolmar: Notice: (1,4): Success: He can see the Mood is: Self-absorbed
    Wolmar’s hand has Aggressive, Worried and Friendly
    He will use Friendly
    The NPC’s reaction is: Positive and he is Helpful

    “We’re here now. They won’t trouble you again.” Wolmar says, patting the man on the shoulder.
    “Thank you!” He answers. “80 Gold Crowns to each of you, should be a proper reward. Yes?” He brings out a pouch. “Ernest…my son…he starts looking around.”

    I will not attempt to haggle for a better price.

    “Your son?” Wolmar asks. “He’s the one that warned us to come after you. Unfortunately he didn’t make it.
    “You should block the entrance to your house from the sewers.” Elhali points out.
    “And..take a look at this.” Greta gestures at her forehead to make him understand, and he quickly turns the other way.
    “Yes… yes, thank you. Please, I would like to be alone now.” Klauss excuses himself, and the party heads out.


    Outside

    Q: Has the city watch arrived?
    A: Yes, for now.
    Q: Is it anyone the heroes know?
    A: Yes, absolutely
    It is the Sergeant who they met when they caught Bertoldo Vasari.
    Let’s give him a name: Reiner Schuster

    “Sergeant Reiner!” a city watch guard calls to their sergeant, as they are examining Klauss’ son’s body. The sergeant is the man they had encountered a few nights ago. “We have a few witnesses here.” continues the guard, and the sergeant’s attention is drawn to the adventurers.
    “Have I not seen you before…?” he wonders loudly. “You’re the ones who caught that thief…Vasari. Yes, I never forget the faces to whom I’ve given rewards from the city coffers.”
    He looks to the corpse, and then to the Dralst house from where the heroes emerged. “What do you know of this? And how are you involved in yet another crime?”

    Wolmar’s hand has Wildcard, Worried and Rude
    Wolmar: Notice: (3,10): Raise
    Sergeant Reiner: Mood: Charming
    Wolmar will use Worried
    Reiner’s reaction: Positive: Questioning

    “The young man got to use before spending his final breath. His father was kidnapped by cultists. We went quickly and saved him from their snatch. I’m worried there is great evil brewing, and they are involved.” Wolmar replies.
    “Why you?” the Sergeant asks. “And what kind of cultists? Where did you save his father from, and what is his name?”

    Wolmar will use Friendly – Wildcard
    Reiner’s reaction: Somewhat Positive: Satisfaction

    “We just happened to be returning from a drink at The Bull. Just pure luck that his son got to us.” Wolmar replies. “And of course, as you know about rewards, we’re always happy to assist. Ernest, the son mentioned something along those lines before collapsing. There was a tunnel complex below the house. We don’t know what kind of cult it was, and we didn’t sit around to find out. We got Klaus – the old man back to his house, got the reward and we’re out of there. You could ask him what else he knows. That’s his house over there.” Wolmar points to the Dralst house. He avoided pointing anything out about ratmen, as he didn’t want to be called a liar or taken in for further questioning.
    “Alright.” the sergeant gestures for a guard to follow him as he heads towards the house. “You’re free to go, but don’t venture too far. We might have further questions.” He tells Wolmar as he leaves.
    At long last, the party is free to go to a well deserved rest.


    Bookkeeping & Advancement

    Wealth die increased by another die temporarily as a Reward to a d10.
    I’ll give each Character an Advancement.
    Abenzio: New Edge: Improved Nerves of Steel
    Elhali: Raise two Skills: Stealth d6, Thievery d4
    Greta: Raise two Skills: Healing d6, Spellcasting (Alchemy) d6
    Wolmar: New Edge: Hard to Kill


    Adventure Summary

    The way the adventure evolved it was pretty straightforward. The twists of the oracle on the module did play their part so that things were kept interesting.
    For example, the screams and additional blood trail at the beginning which forced the characters to abandon their downed foe, and also not spend any time investigating the townhouse. This had three immediate effects: there was no chance for interrogating Tavelli or disguising as him, they didn’t take the bombs that could be used against Skaven, but on the other hand, they moved quickly, and reached Klaus in time to save him.
    The poison trap was interesting, but the fight against the cultists was boring (I’ll get to that later). A really lucky roll from Elhali let them get past the Skaven without trouble, and due to the way this happened, they got the man without facing Skretth or the Skaven. This was a bit undramatic, but, hey it worked.
    I loved the twist with the warpstone at the end, which allows for some interesting plot hooks for the future, as Klaus will become a mutant.

    The choices of solo tools worked well more or less. I enjoyed the use of PUM’s Oracle, and SUM was great for the interrogation and seeing if the NPC is lying part, something where Let’s Talk doesn’t apply. MUNE fit well also for using TWENE for Room twists in a dungeon.
    Though I’m currently thinking if I should add an extra layer of twists with regards to the map layout. Perhaps roll 1d6 and on 1 remove an exit, and on 6 add another one? Not sure yet. Will still keep this in mind.

    Finally, I’m back to the use of Savage Worlds. I still face the same issue I had in the previous adventure. The new Gritty Damage hack seems to work better this time however, Savage Worlds is too Pulpy for Warhammer, no matter how Grittier I make it.
    Abenzio is more or less impervious to most common mooks, as they need to get really high results in both attack and damage rolls to hurt him. Now that the rest of the party starts getting equipped properly, the risk of injury is too low, and with the use of Bennies it goes to near nil.
    The fight against the cultists in the tunnel was especially boring in the first few rounds, where nothing happened, and remained boring later on as well. Too many misses or attacks that didn’t harm anyone at all.
    The poison trap could have made sort work of my party, but the Bennies saved them. Bennies saved Greta from a mutation as well (I am not unhappy with this, as player might have not went for the green glowing blackish crystal after all, and let it be).
    Of course in a different environment the party might fare differently. Missile and magical attacks could potentially bring Abenzio down, and things could become dire.
    I’m left wondering if I should switch systems or give it another shot.

     
  • Unknown's avatar

    giorgis 8:54 pm on December 15, 2023 Permalink | Reply
    Tags: , SavageWorlds, ,   

    Savage Warhammer S01E04 

    Session Four – The Asylum Pt3

    The Sewers

    Rat’s Lair

    Q: Is the Scene as described in the module?
    A: Yes

    Since I didn’t establish this earlier,
    Q: Have the characters gotten more than one torch?
    A: No, and it will go out soon.

    Let’s see if the characters manage to follow the blood trail under the dim light of one torch.
    Elhali: Notice: (4,11)-4/4: Success

    According to the core book, the rat swarm is endless, and is meant to push the adventurers down the sewers. SWADE has it’s own Rat Swarm in the bestiary, which ranges in size from Large to Medium to Small. When wounded the Swarm splits in two smaller. Now, every round, the equivalent of a Small Rat swarm will always be there from rats pouring in.

    Round 1

    Greta flees forward to the sight of rats
    Wolmar swings his sword to the rats: Fighting: (1,4)-2/6: Miss
    The rats bite Wolmar, Abenzio, Elhali.
    Damage to Wolmar: 7/5: Shaken
    Damage to Abenzio: 4/8: Unharmed
    Damage to Elhali: 6/4: Shaken
    Elhali: Spirit: (3,4)-2/4: Shaken: She runs after Greta
    Abenzio: swings his flail to the rats: Fighting: (2,3)-2/6: Miss

    Elhali is in front with the torch, behind her Wolmar, Abenzio and Greta. Suddenly Greta feels tiny tingling feet, and an almost indiscernible bite to her leg. She looks down and she sees rats! Dozens of them. She screams “Rats!!!”, pushes Wolmar and Elhali out of the way and runs forward.
    Wolmar swings his sword, but in the dark narrow corridor, he can’t get a good hit.
    Rats start swarming all over them, shaking Wolmar’s and Elhali”s nerves.
    Elhali not wanting to stay among the furry rodents any longer sprints after Greta. Abenzio swings his flail at the pack, but the metal only finds the cave walls.

    Mine Cart

    Q: Is the Scene as described in the module?
    A: Yes

    Round 2

    Elhali: Spirit: (3,3)-2/4: Shaken: She jumps in the cart to escape the rats.
    Greta sees the corpse of a man, and beside him a severed head.
    Greta: Smarts: (7,2)/4: Success. She realizes this man must have raided the Valantina’s study, and killed the boss, whose head lies there. If that’s true then he could also have the gem, so she starts searching. She asks Elhali to shed some light, and searches.
    Greta: Notice: (4,5)-2/4: Failure
    Wolmar: Spirit: (3,3)/4: Shaken. He runs after the girls and enters the cart.
    With everyone fleeing, Abenzio won’t stay alone to fight in the dark, and follows suit.
    The rats follow and start swarming outside the cart.
    The rats need d3 rounds to flood in the cart: 1. They will flood in the next round.

    Greta and Elhali reach a small chamber where several sewers meet, with a manhole in the ceiling, 20 feet above floor level. A narrow railway track runs downwards out of the chamber from a steeply-sloping tunnel, and a mine cart stands at the end of the track.
    Elhali jumps in the cart, torch in hand, still shaken from her confrontation with the rats, and Greta jumps in behind her. As they catch their breath, Greta notices the corpse of a man inside. Besides him, a severed head. Both covered in dozens of small bite-marks.
    Despite the chaos, Greta realizes that this man must have been the one who ransacked the Valantina leader’s study, and most likely that’s the head of the leader.
    “Shed me some light here!” She asks Elhali, as the light from the manhole cover is very dim, and starts searching in the man’s pockets and pouches.
    Within moments, Wolmar and Abenzio follow, and jump in the cart too.

    Round 3

    Greta: Notice: (1,5)-2/4: Failure
    Wolmar: Spirit: (3,14)/4: Recovers from being Shaken. He attacks the rats: Fighting: (3,5)-2/6: Failure
    Elhali: Spirit: (1,5)-2/4: Shaken.
    Rat Swarm attacks all the characters.
    Damage to Greta: 3/5: Unharmed
    Damage to Abenzio: 2/8: Unharmed
    Damage to Elhali: 12/4: 2 Wounds: Incapacitated: Vigor: (2,2)-3/4: Failure: Bleeding Out, Battered Guts (Permanent Injury).
    Damage to Wolmar: 8/5: Shaken
    Abenzio: swings his flail to the rats: Fighting: (8,3)-2/6: Hit: Damage: 18/7: 2 Wounds. The rat swarm is destroyed, and will take 2 rounds to flood in again.

    Rats flooding in from all directions start to jump in the cart. Greta keeps searching the corpse, unfazed by the fact that this used to be a live person, while Wolmar’s instinct from flight turns to fight, he swings his blade at the rats, barely hitting any rodent.
    Elhali is curled up in a corner trying to kick and swat the rats away from her, but to no avail. The rats run all over her, and start biting and scratching and tearing, especially under her clothes and at her wounds she suffered earlier, sniffing the blood. Soon, she is overcome by the swarm, and falls unconscious, bleeding profusely.
    Some bite at Wolmar who tries to stomp them down.
    Abenzio swings his flail with might, the spiked balls crushing the rodents, sending them flying out of the cart, scattering all over the place.

    Round 4

    Wolmar: Spirit: (13,8)+2/4: Recovers from being Shaken. He picks up the torch and searches for the gem: Notice: (9,5)+2/4: Success*. He finds the gem. 5 Gold Crowns and 6 Silver Shillings.
    Q: Who Carries the box?
    A: Wolmar. He puts the gem in the box.
    Abenzio swings his flail to the rats out of the cart: Fighting: (5,1)-2/6: Miss
    Greta will attempt to stabilize Elhali: (1,8)-2/4: Success. Elhali is no longer Bleeding Out.
    Wolmar notices a big satchel tucked behind the dead man’s leg. He tugs it out, and inside he finds an opal and several coins. He leaves nothing to chance, and immediately stuffs it into the box Oldenhaller gave them.
    Abenzio swings his flail at the rat swarm that starts again to gather at the cart, while Greta uses her healing skills to bandage again the reopened wounds of her elven companion.
    “Get us out of here already!” she yells at Abenzio.

    They release the cart brakes.

    Note: I just realized I had forgotten to apply Elhali's Notice bonuses due to her edges. Retrospectively, I didn't find any significant clues the party might have missed, but I should be more careful in the future. As an offset, I also mostly forgot to apply her Persuasion penalties due to her Outsider status, but still the results of the roll wouldn't have changed much.

    Q: Does anyone jump from the cart before it hits the hopper?
    A: No, and they all stay in the cart, suffering a -2 to the Athletics roll.
    Wolmar: Athletics: (3,3)-2/4: Failure: Damage: 3/5: Unharmed. 1 Level of Fatigue.
    Abenzio: Athletics @-2 as he holds Elhali: (10,5)-2-2/4: Success. Nor he or Elhali are harmed.
    Greta: Athletics: (1,2)-2: Failure: Damage: 4/5: Unharmed. 1 Level of Fatigue.

    Abenzio immediately releases the brakes, and the cart tips towards the slope and starts running in speed downwards. As it has accelerated and the track reaches its ends, he tries to pull the brakes, but with a crack, the lever snaps.
    Like a fish looking at a lantern trap, they stand motionless looking at their imminent crash. The cart reaches the end, and tips over throwing them all to the ground. Luckily they are not hurt, and only Wolmar and Greta suffer some bruising, as Abenzio hugged Elhali, and rolled carefully outside.


    The Huyderman’s Base

    Loading Bay

    Q: Is the Scene as described in the module?
    A: Yes

    Paraphrasing from the adventure module:

    The chamber is hewn from solid rock, illuminated by four lanterns dangling from the ceiling. At the room’s core, there are a pair of tables accompanied by several chairs.

    Greta will attempt to heal the bumps and bruises.
    Greta heals herself: Healing: (7,1)-1/4: Success. She’s no longer fatigued.
    Greta heals Wolmar: Healing: (2,5)/4: Success. He’s no longer fatigued.

    Greta tends to the bruises she and Wolmar suffered, and makes sure that Elhali is okay. She has regained consciousness, but is no shape to fight or do anything very dramatic.
    As they try to see around them, and make sense of their surroundings, they hear a boom, followed by a long rumbling sound.
    “What was that?” Abenzio asks, but it seems no one has the answer.
    Carefully, they follow the tracks further.


    Main Chamber

    Q: Is the Scene as described in the module?
    A: Yes, but, TWENE: Remove Simple Element.
    There are no crates of wine, casks of brandy, and packing cases filled with spices, as they’ve all been used in the barricades.

    Paraphrasing from the adventure module:

    This expansive cavern, naturally formed with a gentle slope from west to east, is illuminated by wall-mounted torches. The cave’s walls seem notably vacant. A slender railway runs diagonally through the space, leading to a small wagon at the western end of the track. The rails vanish into a darkened tunnel on the eastern side, where faint silhouettes lurk within the shadows. Eerie and unsettling chants emanate from beyond. On the western side, two passages are obstructed by a barricade comprising furniture, chests, crates, casks, cases, and sacks.

    The way the module has played out so far, some options are not feasible, unless I lean heavily on the meta knowledge, which I will not. The characters have no reason to try to get past the heavily fortified barricades since they don’t know what’s behind, nor will they use the second set of tracks and cart to go down the loading bay, since they have no clue what lies beyond. Unfortunately this will play out to a classic old fight, as there’s no escape, and they’re severely outnumbered.
    Also note that since the heroes took so long to reach this part, as they spent a lot of time, bandaging their wounds, and working under the overseer previously, the ritual incantation by the cultists to summon a beast of Nurgle is complete.

    Round 1

    Wolmar attacks a Cultist with his short sword.
    Wolmar: Fighting: (1,5)/5: Hit: Damage: 7/5: Shaken
    Abenzio attacks the same cultist with his flail: Fighting: (15,1)/5: Hit*: Damage: 12/5: 1 Wound: Incapacitated: Battered Guts.
    Cultist attacks Wolmar with his Knife: Fighting: 1/5: Failure
    Beast of Nurgle approaches.
    Cultist attacks Abenzio with his short sword: Fighting: 3/8: Miss
    Cultist attacks Abenzio with his knife: Fighting: 7/8: Miss
    Greta dithers.
    Cultist moves behind the front line.

    The adventurers move towards the eastern side. Abenzio holding his flail and shield, with Wolmar by his side brandishing his short sword. Behind them at a safe distance Greta helps Elhali walk slowly, under her support.
    As soon as they approach the tunnel opening, the two silhouettes step forward to block their path. They are wearing filthy brown robes and holding short swords.
    “Give us the gem!” One of them shouts. But as an answer, Wolmar and Abenzio attack in unison. The sword grazes the man, who is stunned just enough for Abenzio’s flail to send him knocked down to the floor. Two more cultists close their path. The party will have to fight their way out. Behind the cultists a chaotic beast approaches, with tentacles, and no legs, oozing noxious slimes behind it as if brought by Nurgle himself.

    Round 2

    Cultist attacks Abenzio with his short sword: Fighting: 1/8: Miss
    Beast of Nurgle approaches behind the front line.
    Cultist attacks Abenzio with his knife: Fighting: 4/8: Miss
    Cultist attacks Wolmar with his Knife: Fighting: 3/5: Failure
    Jones moves closer to guard the rear.
    Abenzio attacks cultist with his flail: Fighting: (7,3)/5: Hit: Damage: 8/5: Shaken.
    Wolmar attacks cultist with his short sword: Fighting: (3,5)/5: Hit: Damage: 26/5: 5 Wounds. Killed. Cultist moves to attack Wolmar. Passes over Nurgle Beast Slime: Athletics: 2/4: Failure. Splis and falls on the noxious slime trail. Incapacitated.

    Abenzio holds the line against the cultists, and Wolmar’s blade strikes a foe, severing his ribcage in two.
    The beast of nurgle approaches, and as a cultist follows trying to get in position against the gap that Wolmar created, he passes over the slime trail. A misstep and he stumbles on the slithering ooze and falls. It sticks on him and burns like acid. The cultist screams and perishes a few feet further. The heroes are shocked at this revelation.
    “Give us the gem!” A man who looks like the leader of the cultists shouts from the rear.

    Round 3

    Greta dithers.
    Jonas casts Aura of Protection
    Beast of Nurgle moves and attacks Wolmar: Fighting: 1/5: Miss
    Cultist: Spirit: 2/4: Remains Shaken
    Wolmar hacks at the Beast of Nurgle: Fighting: (2,2)/5: Failure
    Cultist attacks Abenzio with his knife: Fighting: 1/8: Miss
    Abenzio attacks cultist with his flail: Fighting: (2,5)/5: Hit: Damage: 12/5: 1 Wound: Incapacitated: Broken Guts.

    The cultist leader chants in an unknown speech, that Greta understands as arcane, and mages gestures waving his staff with a foot carved on one end and hand on the other.
    The monstrosity lashes some tentacles at Wolmar, who expertly parries them with his sword, but this takes away all his effort, and he fails to strike back successfuly.
    Abenzio is locked in combat with a cultist. His pit fighting days give him the edge he needs, and his flail hit the man dead in the chest, bringing him down.

    Round 4

    Abenzio attacks beast of Nurgle with his flail: Fighting: (9,5)/5: Hit: Damage: 5/7: Unharmed.
    Wolmar hacks at the Beast of Nurgle: Fighting: (10,8)/5: Hit*: Damage: 25/7: 4 Wounds: Killed.
    Greta Dithers.
    Jonas moves and attacks Abenzio with his Staff: Fighting: (1,4)/8: Miss
    Cultist attacks Abenzio with his knife: Fighting: 2/8: Miss

    He turns his attention to the aberration, and attacks it alongside Wolmar. His flail bounces off, without scathing the beast, but Wolmar digs his blade deep. Pulling it out, unnatural blood oozes out, and with an unearthly scream, the beast dies out.
    Furious, the cultist leader supported by one of his men charge at Abenzio, who blocks their attacks with his shield.

    Round 5

    Abenzio: Vigor: (13,7)/4: Success**
    Abenzio attacks Jonas with his flail: Fighting: (6,5)+2-2/6: Hit: Damage: 9/6: Shaken
    Greta Dithers.
    Jonas: Spirit: (1,1)/4: Remains Shaken. Next turn will recover from Shaken only with a Raise.
    Wolmar: Vigor: (1,3)/4 Failure: 6 Turns, reduction of Strength, Reroll with Benny: (10,1)/4: Success
    Wolmar attacks Cultist with his short sword: Fighting: (1,2)/5: Miss
    Cultist attacks Abenzio with his knife: Fighting: 8/8: Hit: Left Arm: Damage: 7/8: Unharmed

    The cultist leader carries a stench with him, so foul, that the adventurers feel their strength being sapped away. Yet, they manage to prevail.
    Abenzio attacks his foe, through the distracting cloud of flies. He bruises him a little breaking his focus.
    Wolmar and the cultist minion battle it out, with Wolmar on the receiving end of a knife to his left arm, but thankfully, only his clothing is cut, and the flesh is missed.

    Round 6

    Wolmar attacks Cultist with his short sword: Fighting: (2,2)/5: Miss
    Greta Dithers.
    Jonas: Spirit: (2,9)/4: No longer Shaken: Attacks Abenzio: Fighting: (9,8)/8: Hit: Torso: Damage: 7/11: Unharmed
    Abenzio attacks Jonas with his flail: Fighting: (6,10)-2/6: Hit: Torso: Damage: 15/6: 2 Wounds: Busted Guts. Soak: (7,10) : Success*: Soaked all Wounds.
    Cultist attacks Abenzio with his knife: Fighting: 4/8: Miss.

    The leader recovers from his bruise, and swings his staff at Abenzio’s torso, finding his mark, but the Tilean hulk doesn’t bat an eye. He returns the favour accordingly, hitting his opponent, but as luck has it, the flails twist together for a moment and lose their momentum, not harming the cultist.
    Wolmar and his opponent fight it out with no side gaining an advantage.

    Round 7

    Wolmar attacks Cultist with his short sword: Fighting: (9,9)/5: Hit*: Location: Left Leg: Damage: 18: 3 Wounds: Incapacitated: Severed Leg.
    Abenzio attacks Jonas with his flail: Fighting: (25,2)-2/5: Hit*: Right Leg: Damage: 13/6: 1 Wound: Slow.
    Jonas: Spirit: (2,1)-2/4: Remains Shaken.
    Greta Dithers.

    Wolmar ducks, and thrusts and slashes at his foes legs. His sword cuts clean at the knee, severing the limb. The cultist screams, and falls on the ground, bleeding all over the place.
    Abenzio, follows his companion’s tactic and aims low as well. His flail crushing at the enemy leader’s right leg, wounding him, and making him walk with a limp. Shaken by the wound, he doesn’t attack back.

    Round 8

    Abenzio attacks Jonas with his flail: Fighting: (8,1)-2/5: Hit: Right Arm: Damage: 11/4: 1 Wound: Can’t use arm. Incapacitated. Bleeding Out. Battered Guts.
    Wolmar moves and hacks at Jonas with his short sword: Fighting: (1,3)-2/6: Miss
    Jonas: Spirit: (1,3)-3/4: Remains Shaken.

    Now both the adventures are locked on the cultist leader. Abenzio hits again, the swinging strike finds the right arm, causing him to drop his staff. He curses, and seeing the bloodbath all around him realizes that it is too late to change any course action.

    Round 9

    Abenzio attacks Jonas with his flail: Fighting: (2,1)+2/6: Miss
    Jonas: Spirit: (2,2)-3/4: Remains Shaken.
    Wolmar hacks at Jonas with his short sword: Fighting: (5,3)-2/5: Reroll with Benny: (8,2): Hit: Damage: 12/4: 2 Wounds: Battered Guts. Soak: (2,5)-2/4: Failure: Incapacitated. Bleeding Out.
    The heroes are victorious.

    The final blow comes from Wolmar, who splits the sorcerer’s guts open with his blade. He drops, in a pile of stinking filthy bodies, and clouds of flies digging in them. Wolmar wants to puke, but holds it inside.
    “Let’s go…” he says in low volume, trying to avoid taking a deep breath. “Don’t step on the slime. He notes.”


    Cove

    Q: Is the Scene as described in the module?
    A: Yes, and, it’s likely the next scene will be as described in the module.
    Intervention: Entity Positive: There’s only PCs here at the moment, let’s see who it is: Greta.
    She recognizes the fine craftsmanship of Jonas’ stave, and takes it, supporting her and Elhali to walk out of there.

    Two rowing boats are drawn onto the pebbly shore, while a third is tethered to the jetty at the terminus of the cart track. The adventures enter, and row their way away, out of the asylum.


    Ending the Adventure

    Q: Is the Scene as described in the module? (Likely)
    A: Yes, and, it’s likely the next scene will be as described in the module.

    The heroes return to Oldenhaller mansion, where the servant guides them to their meeting with Albrecht Oldenhaller. The thought of not returning the gem did cross their minds, but after all the trouble that seems to run amok around it, they wouldn’t consider it as a viable option.
    They present the box with the gem to Albrecht Oldenhaller, and he slides over a pouch of Gold Crowns.

    Time to use Let’s Talk for some final fluff before closure, Wolmar will do the talking.
    First I’ll choose the Greeting Attitude for Albrecht Oldenhaller, which will be Neutral.
    Then I’ll choose the Topic. This is clear. The gem and reward.
    I’ll read the room to see if he can discern the mood of the NPC.
    Wolmar: Notice: (3,9)/4: Success*
    NPC’s Mood is Suspicious
    Wolmar’s Let’s talk hand has Aggressive, Sad, Surprised.
    Wolmar will use Surprised
    NPC’s Reaction is Somewhat Positive, but will turn to Somewhat Negative as he’s Suscipicious and it’s the first exchange. He is Neutral.

    “We got it. It was chaos in there! The Schatzenheimers were killed by the Valantinas, who’s leader was killed by another assassin! We found the gem with him. We barely escaped from some cultists who wanted the gem.” Wolmar puts all his energy to try to reiterate the events.
    Their employer seems uninterested. Bothered one might say. He’s looking over their shoulders to see if anyone else could be listening in. “As you will see, the agreed upon amount is all there. Now, if you’ll excuse me, I have other matters to attend to”. He says, and rings a bell. A servant quickly appears to escort them out.

    I decide not to force the discussions further.

    Battered, bruised, but victorious, the adventurers return to the inn.


    Bookkeeping & Advancement

    From previous episodes the party had spent 2 Gold Crowns and 2 Shillings.
    They found 5 Gold Crowns and 6 Shillings, so it sums up to 3 Gold Crowns and 4 Shillings.
    This is 16 Shillings to each of them, plus the 100 Gold Crowns for successfully recovering the gem.
    I’ll give each Character an Advancement.
    Abenzio: New Edge: Nerves of Steel
    Elhali: Raise Attribute: Vigor d6, to return to the value it was prior to her injury
    Greta: Raise two Skills: Healing d6, Spellcasting (Alchemy) d6
    Wolmar: New Edge: Bolster

    I’ll be updating their rosters with this.


    Adventure Summary

    First of all, I must say that I liked this session as well.
    With this in mind, let me share what I liked and what not.

    Likes:

    • Speed of combat
    • Theme
    • Grittiness
    • Let’s talk

    Dislikes:

    • Pulpiness
    • Railroading
    • Conversion
    • Dynamic combat

    So, Savage Worlds was great for Fast, Furious, Fun combat (I never get tired of this slogan). It’s really enjoyable. Foundry really assisted in pulling this off, as I didn’t need to monitor all these small effects.
    The Gritty Damage mechanics played out okayish. Foundry first resolves damage and then the Injury roll, so the location mechanics for armor and damage modifiers don’t seem to be applicable. It was confusing at times and I had to do some manual rolls and calculations. The end result was fine though.
    On the other hand, the Pulpiness of Savage Worlds made some things really difficult to balance. By default Wild Cards are 60% more capable than an average skilled Mook opponent, and this is not accounted for in the prewritten adventure modules of a different system like WHFRP. This was evident when Wolmar and Abenzio took down by themselves the entire cultist band and their pet beast, without a single scratch. Yes, there would be the possibility that a lucky blow would take them out, but my protagonists had Bennies stored for that eventuality.
    This wouldn’t be such a problem with a free-form conversion, but when talking modules, it’s something that can tip the scales easily. On the conversion subject, some things had their own rules, which made it easy to convert (i.e. jumping and falling on the rooftop chase), while others where harder to eyeball, especially when considering mook skills.
    The careful reader will have noticed that I quickly abandoned dynamic combat. It really contradicted Savage Worlds style, and I found that it got in the way more than it helped. I’d rather do dynamic combat a la Warhammer style, where the defender, at the cost of a Multi-action Penalty, can opt to have a reactive defense instead of a passive defense. I’ll write it down on a future post.
    On the adventure front, I loved the Warhammer theme. As a fan of the Old World, I enjoyed facing the cult of Nurgle for the first time, however the adventure was more or less railroaded. Since I had to read the entire module, unfortunately I know about things that my party will never get to learn, for example the location of the Huyderman gang and what role they played in all of this, and the destruction of the passages. I did have the smartest party member make some assumptions, but that’s the furthest I could go with this. In a social table, the GM would either find a different way to present this information, or the players would be left wondering, which is a great suspense builder for an adventure.
    Last but not least, there’s the Let’s Talk. I’m keeping this. As a tool, to me it’s on the top places of solo tools, coming just right after the use of Oracles. There’s polishing and hacks to be had to bring it to another level of course, but it’s absolutely great as it is. So glad Dr. Gerald Ravenpie wrote it and shared it with the solo community, and so glad that I found it.

    I recently got Dungeon Fantasy GURPS, and there’s an itch to continue there, but I’ll probably be sticking with Savage Worlds a little bit further, least I fall onto the trap of changing several systems within one adventure as I did in the past. Perhaps I enjoy converting systems and trying them out, too much.

    However I’ll take the lessons learned, and try to adapt accordingly.

     
  • Unknown's avatar

    giorgis 12:05 am on December 13, 2023 Permalink | Reply
    Tags: SavageWorlds, ,   

    Savage Warhammer S01E03 

    Session Three – The Asylum Pt2

    The Valantina Base

    Guard Room

    Q: Is the Scene as described in the module?
    A: Yes, but, TWENE: Remove Simple Element
    The door leading to the Guard Room doesn’t have the Valantina fig leaf design.

    I’ll have Elhali try to listen from behind the door before they’ll open it.
    Elhali: Notice: (22,5)-1/4: Success*
    Elhali can listen through the door, clear as if in an amphitheater. She makes out the presence of three men, talking, drinking and playing games.
    Elhali: Common Knowledge: (3,11)-1/4: Success*
    She understands from their accents that they’re Tilean.

    “Three Tileans are on the other side.” She whispers. “Must be Valantinas. You have the password?” She asks Abenzio.
    The Tilean Pit Fighter nods. They have their hands at the ready to draw weapons, but try not to look hostile, and open the door.

    Paraphrasing from the adventure module:

    Torchlight emanates from wall-mounted sconces, casting illumination across the room. Positioned near the northeastern corner is a petite table where three individuals engage in a game of dice and partake in wine. The moment the adventurers enter, they swiftly grab their crossbows, loaded and ready, insisting on the password. Their Tilean accents unmistakably reveal their origin.

    “Malindi” Abenzio says in his deep hoarse voice.

    Q: Do the guards let them pass without trouble? (Likely)
    A: No, but they make a few snide remarks at the elf.

    Time to use Let’s Talk
    First I’ll choose the Greeting Attitude for the guard, which will be Unfriendly.
    Then I’ll choose the Topic. This is clear. He makes a sexist remark at the elf smuggler.
    I’ll read the room to see if she can discern the mood of the NPC.
    Elhali: Notice: (3,3)-1/4: Failure

    My Let’s talk hand has some interesting options, I can choose Romantic, Flirting, Aggressive.
    Wow, my hands are tied. I don’t want her to act Romantic or Flirting with any Tilean sexist swine, so I guess that only leaves us with the Aggressive option. It might ruin the party’s chances of going in the Valantina’s Base peacefully.
    Guard’s Mood is Grumpy.
    Guard’s reaction is Positive, and he is in Disagreement.

    “Nice, nice” one of the Tilean guards seems to fix his gaze on Elhali. “You don’ working the streets honey? Come here for some fun?”
    Elhali feels like she wants to puke from the inside. She clutches her short sword firmly. “You come any closer and I’ll cut your balls and feed them to you.” She responds, escalating quickly.
    The guard stands up quickly, shoving his stool behind. It falls down with a loud clatter. He looks at her firmly. His hands on the hilt of his weapon. Looking at the odds with Abenzio next to her, he decides that it’s not worth a fight. He grimaces, and waits for the adventurers to get going.

    Stockroom

    Q: Is the Scene as described in the module?
    A: Yes, and, it will be unlikely the next scene is modified.
    Intervention: Regress Plot

    Paraphrasing from the adventure module:

    Hanging lanterns cast light upon a bustling scenario of intense movement. Six Tileans feverishly fill chests and load small carts with crates and barrels. Upon the characters’ entrance, an overseer directs a shout in the Tilean dialect. Abenzio, understands, but the rest are still looking at him with blank stares, upon realizing the lack of understanding, he repeats himself in a Reikspiel dialect with a distinct accent, commanding them to assist in the packing.

    This scene is set up as a plot regression on its own. Normally, the characters would be able to bluff their way past the overseer, but to enhance the Intervention, I rule that this won’t be possible.
    As stated in the module, the overseer has mistaken the characters for hired labourers, and if they don’t follow his orders he will become suspicious. He won’t leave the stockroom for another thirty minutes.

    Having all this meta knowledge, I cannot decide for myself if the adventurers will sit tight and do the packing, or will attempt to slip away.
    I think Elhali will try slip away on the first opportunity.
    Wolmar and Abenzio will try to talk to the Tilean labourers about what is going on.

    Let’s Talk with Wolmar first.
    First I’ll choose the Greeting Attitude for the labourer, which will be Neutral.
    Then I’ll choose the Topic. This is clear. Latest gossip.
    I’ll read the room to see if he can discern the mood of the NPC.
    Wolmar: Notice: (2,1)/4: Failure
    Wolmar’s Let’s talk hand has some interesting options, I can choose Rude, Wildcard (Friendly), Sad.
    Wolmar will use Friendly
    NPC’s Mood is Harsh
    NPC’s Reaction is Somewhat Positive and he is Satisfied

    As Wolmar begins the packing, he begins small talk with the man next to him. “Lots of boxes. Lots of hands. We’re here to help you move quickly.” He smiles as he takes a box from the Tilean’s hands.
    “Yeah, certainly, it would take us forever to move all this stuff without help.” the Tilean replies in broken Reikspiel.

    Wolmar will use Persuasion now, at +1: Persuasion: (2,8)+1/4: Success*

    “So what is the deal, with all the crates?” Wolmar asks casually.
    “Our boys hit the Schatzenheimers. We got’em good.” The Tilean says giving another crate to Wolmar.
    “Huh, and this stuff is from the raid?” Wolmar continues the chat.

    I’ll continue with the Let’s Talk now.
    Wolmar will use Sad.
    NPC’s Reaction is Positive and he is Sad.

    The Tilean worker, sighs. Wolmar adds “We saw the massacre on the way here. Unfortunately some good Valantinas also where lost. Why didn’t they recover their remains?” his voice expressing real worry.
    The Tilean grits his teeth and his voice almost breaks. “They were my friends. But… see the Schatzenheimers, they had a large stone with them, one we took. It wasn’t any stone, one infected by chaos. Cultists are on the way here. We can’t risk death or infection. We pack, and we’re out of here.”

    Elhali will attempt to find an opportunity to slip away. Notice: (21,2)-1/4: Success*
    Q: Is there an opportunity?
    A: Yes, and, with everyone in a hurry, she can pass unnoticed. I’ll give her a +1 to Stealth.
    Elhali: Stealth: (1,4)-1+1/4: Success
    I’ll roll randomly to find which room she goes to. Eastern Guard Room.


    Eastern Guard Room

    Q: Is the Scene as described in the module? (Likely)
    A: Yes, and, it will be unlikely the next scene is modified.

    Paraphrasing from the adventure module:

    Illuminated by the glow of three torches affixed to the walls, three Valantinas work frantically to erect a barricade at the eastern door. The room, noticeably devoid of furniture, clearly shows that all available items have been utilized in the construction of the barricade.

    Elhali: Notice: (3,1)-1/4: Failure. She doesn’t notice the messenger’s corpse in the corner.
    Q: Does Elhali attempt to go past the barricade?
    A: Yes, but, she is warned by the Valantinas.

    Wanting to continue her scouting further, Elhali tries casually to get past the barricade.
    “Woah woah, lady.” A guard exclaims. “You go past this, you don’t come back. No cultist gets past us, but also no disease.”

    Elhali considers this for a moment. She’s wounded, and alone, and doesn’t want to be completely cut off from the rest of the group. She will return back to the storeroom.


    Once the overseer leaves, the adventurers have a chance to talk together and share information. They’re all up to speed, and I will randomly to which room they go next.
    They want to find the stone. They go to the Dormitory.

    Dormitory

    Q: Is the Scene as described in the module? (Likely)
    A: No, roll on TWENE: Add major element. The door is locked.

    So the question is, will the heroes attempt to unlock the door believing something important lies inside, risking discovery, or will they move to the next passage?

    I just read about this case in FlexTale Solo Adventuring Toolkit. It has rules for Intentional Astrays. Considering the situation, I’ll use Context D.
    I roll and get a Missed Opportunity.
    They try too hard and waste too much time trying to find an opportune moment to get inside, but without any lockpicking skills, they fail. Eventually the overseer returns, and they have to work further, before he leaves again.

    Elhali returns to her companions, and between a short break, they all discuss together what they have found out. They agree to start looking in the Valantina’s base for the gem. When the overseer leaves for a while, they head east, but find a locked door. They set Wolmar on watch, while Elhali waits for someone to get in, and maybe she can follow, but no one does. A long while later of time wasted, the overseer returns, and yells at them to get back to their posts. It’s another long half hour before he leaves the room again, and they decide to try the other room before going all brute force on the locked door.


    Ante-room

    Q: Is the Scene as described in the module? (Likely)
    A: No, roll on TWENE: Add simple element.
    A sword.

    Paraphrasing from the adventure module:

    The room is illuminated by a hanging lantern from the ceiling and another one positioned on the desk. Adorning the walls are hunting trophies, pilfered street signs, and framed wanted posters portraying different members of the Valantina gang.
    Seated behind the desk is a robust and finely attired Tilean, his impeccably-oiled hair and scarlet-faced countenance catching the light. He idly plays with a loaded pistol crossbow, while a sword rests atop the desk. Upon the characters’ entrance, he glances up, cautioning against disturbing the boss and inquiring about their purpose.

    I’ll use Let’s Talk, Wolmar will do the talking.
    First I’ll choose the Greeting Attitude for Sebastiano Sansovino, which will be Neutral.
    Then I’ll choose the Topic. This is clear. What do the PCs want.
    I’ll read the room to see if he can discern the mood of the NPC.
    Wolmar: Notice: (7,5)/4: Success
    NPC’s Mood is Overwhelmed
    Wolmar’s Let’s talk hand has Aggressive, Flirting, Surprised.
    Wolmar will use Aggressive
    NPC’s Reaction is Negative, but will turn to Somewhat Negative as he’s Overwhelmed and he is Hostile.

    “What do we want?” Wolmar replies back. “What do we want? – We want to see your boss is what we want.” He sais and kicks slams the desk. That’s… more like Abenzio’s approach to things, the group realizes… and it kind off doesn’t work.
    The guard points his loaded crossbow at the head of Wolmar. “What you’ll get is a third hole for another eye.” He stands up, looks at Wolmar angrily.
    “Didn’t know you had it in you kid.” Abenzio says from behind.

    Wolmar will use Surprised
    NPC’s Reaction is Somewhat Negative and he is Neutral.

    “Woah woah no need for that. Can’t take a joke, huh?” Wolmar puts his hands up and steps back in a scare. “We just need to talk to him about the latest events.”
    “Emiliano’s not to be disturbed.” the guard says and sits down again, yet his crossbow still aimed at Wolmar.

    I’ll roll for Persuasion, but won’t give them the bonus they’d have as the talk went kind of terrible.
    Wolmar: Persuasion: (2,4) vs Spirit: 5: Failure

    “You don’t look like you’re on official business, so scram.” He adds.

    Q: Will Elhali attempt to bribe him?
    A: Yes, but she’ll overcompensate at her bribe attempt, with 3 Gold Crowns.
    Elhali: Persuasion: (1,1)-1: Critical Failure
    This, doesn’t bode well.

    Elhali steps forward, she slams 3 Gold Crows on the table.
    “Will these do?” she asks. “We just want to have a talk with him.”
    The guard stands up. The crossbow still aimed at Wolmar, and brandishes his fist, the knuckle dusters shinning under the lantern light.
    “Who do you think you are?” He says, clearly offended, and aims a left hook at Elhali.

    Round 1

    Sebastiano drew a Joker…
    Sebastiano: Punches Elhali: Fighting: (8)/4: Hit*: Location: Guts: Damage: 13/4: Suffers 2 Wounds: Broken Guts.
    Wolmar: Draws his Short Sword and attacks Sebastiano: (5,1)-2/6: Miss
    Greta grabs Elhali to get her out of the way.
    Abenzio: Draws his Maul and attacks Sebastiano: Fighting: (11,3)-2/6: Hit: Damage: 4/8: Unharmed.

    Round 2

    Q: Are they heard? (Unlikely)
    A: No, and it’s Unlikely they’ll be heard next Round too.
    Sebastiano: Punches Wolmar: Fighting: 2/5: Miss
    Greta gives a healing potion to Elhali: Alchemy: (5,1)/4: Success: 1 Wound is removed.
    Abenzio: Attacks Sebastiano: Fighting: (9,3)/6: Hit: Damage: 12/8: Location: Guts: 1 Wound: Broken Guts.
    Wolmar: attacks Sebastiano: (4,1)/6: Miss
    Elhali gathers her senses, and goes to close the door just in case.

    Round 3

    Q: Are they heard? (Unlikely)
    A: No, and it’s Unlikely they’ll be heard next Round too.
    Abenzio: Attacks Sebastiano: Fighting: (8,9)/6: Hit: Damage: 5/8: Location: Right Leg: No Damage.
    Sebastiano: Spirit: 7-1/4: Success, no longer Shaken: Punches Abenzio: Fighting: 9-1/7: Hit: Damage: 5/11: Unharmed
    Wolmar: attacks Sebastiano: (11,1)/6: Hit*: Location: Torso: Damage: 11/8: Shaken
    Elhali bars the door.

    Round 4

    Q: Are they heard? (Unlikely)
    A: Yes, but, only one worker is on the other side now, and the door is barred.
    Greta goes to support the door.
    Wolmar: attacks Sebastiano: (10,5)/6: Hit*: Location: Head: Damage: 16/8: 2 Wounds.
    Sebastiano: Spirit: 1-3/4: Failure: Remains Shaken.
    The fight is over. Sebastiano yields.

    The thug’s fist finds the elf in the ribs, and she loses her breath in an instant, having broken a rib or two. Bruised she falls back as Greta catches her, and pulls her out of harms way. Wolmar and Abe draw their weapons and attack him, but he evades them, with the footwork of an experienced brawler. He aims a punch at Wolmar who deflects quickly.
    Greta pours the contents of an alchemical potion into Elhali’s mouth, who feels immediately invigorated. She is still bruised, but feels much better.
    Abenzio swings his maul hitting the thug right at the chest. Wolmar tries to support him, but he doesn’t time his attack right, and can’t get a hit.
    Elhali, feeling better, rushes off to close the door, just in case some more Valantinas come after them.
    Abe’s next swing, barely hits his foe at the leg, and suffers a quick counterattack, hitting him at the torso. Abenzio’s bulky physique under the chain shirt isn’t easily hurt, and he is unscathed by the brawler’s punch. Wolmar joins with a thrust of his short sword, and grazes the thug.
    Elhali realizing it’s a matter of time before someone hears the battle cries, puts a makeshift barrier to the door, to bar it. She calls at Greta to come help, and she follows suit.
    From the other side of the door someone shouts “Hey what’s going on in there?”, and Wolmar, just in time with a circular slashing motion cuts a deep gash into his foe’s face, to fit with the other scar. “I yield! I yield!” he cries.
    “Good” Abenzio replies. “Now go tell them it’s all fine.” He carries the wounded thug, who’s holding his face, over next to the door, grimacing in pain, as Elhali holds a knife to his throat.

    Q: Does Sebastiano comply? (Likely)
    A: No, but not because he doesn’t want, he just can’t.

    The thug passes out from bleeding.
    “Hey! open the door!” They hear the overseer shout.

    Abenzio bashes at the door to Emilio Valantina’s Study.
    Abenzio: Damage: 14/10: The door is broken.
    The heroes rush inside.
    Each turn onwards I’ll roll to see if the door to the ante room is broken into.


    Emilio Valantina’s Study

    Q: Is the Scene as described in the module?
    A: Yes.

    Paraphrasing from the adventure module:

    Illumination in the room is provided by a suspended chandelier from the ceiling. A variety of pictures adorns the walls, each hanging slightly crooked. Oriental rugs cover the floor, creating a distinct atmosphere. Positioned against the western wall is a bookcase, from which some books have been taken and are now scattered across the floor. At the heart of the room stands a desk, thoroughly rummaged through and left in disarray.

    Without any tools like axes and mauls, the Valantinas will take a while to break down the door to the Ante Room, so the heroes might manage to escape.
    It’s now a question of if they’ll try to open the door to Emiliano’s bedroom, or if they notice the trail of blood.

    Round 1

    Door Damage: 10/10: The door is broken.
    Elhali: Notice: (2,4)-2/4: Failure
    Wolmar: Notice: (4,4)/4: Success
    Wolmar notices the trail of blood as the door is broken down.
    Abenzio pushes the bookcase over to the entrance to block it.
    Abenzio: Strength (4,1)/4: Success.

    Q: Is the secret door, the bookcase itself?
    A: No, they’ll still need to find it.

    Seeing the trail of blood disappear through the wall, they start looking.
    Greta: Notice: (4,4)/4: Success

    As the adventurers enter the study, they hear they had barred behind them get smashed down.
    Rushing into the room, Wolmar notices a trail of blood to the west. “Look!” he exclaims, but Abenzio has other things in mind. He wishes to block the path behind them, and seeing a massive bookcase, he pulls it over, and pushes it in front of the door they just ruined.
    Greta, being the most cool-headed of the party notices the trail of blood disappearing into the wall behind the bookcase that Abenzio moved. She examines the wall carefully, and finds a very delicate gap, “A secret door!”.

    Round 2

    The Valantinas enter the Ante Room and find Sebastiano wounded.
    Abenzio braces the desk behind the bookcase.
    Greta tries to find the catch that opens the secret door.
    Greta: Notice: (1,1): Critical Failure. She fails, and can’t search any longer.
    Wolmar: Notice: (9,4)/4: Success*. He finds the hidden catch and opens the door.
    Elhali rushes into the passage.

    Abenzio pushes Emiliano’s desk onto the bookcase, to create a makeshift barricade. In the meantime Greta and Wolmar try to find how the door opens. Greta looks carefully, but can’t make any sense of where it could be, but Wolmar, being more practical, traces the outline of the door with his fingers, and like this, he finds a small string, that he pulls out and the door lock is released.
    Elhali enters quickly. “Come on! let’s go” she calls for the other to follow her.

    Round 3

    Greta disappears into the passage.
    Wolmar disappears into the passage.
    Valantinas: Damage: 4/8: The barricade holds.
    Abenzio disappears into the passage, and closes the secret door behind them.

    And follow her they do, first Greta, then Wolmar, and after a short while of hearing the Valantinas bashing at his barricade, making sure everything is in place, so does Abenzio. He takes the additional measure of pulling the string behind him, so that it isn’t reachable from the other side, and the door will remain locked.
    “The Gem!” Wolmar says under the flickering torchlight.
    “They were after us! I’ll be happy to get out of here alive.” Elhali replies.
    “I had them.” Abenzio says.
    “Yeah big guy, that’s why you made sure they won’t follow.” She answers, and Abenzio smirks. “You saw the mess in the study.” She continues. “I don’t know about Emiliano, but if I know one thing about robberies, is that the gem isn’t there to be found.”


    Session Summary

    When the twists failed to provide surprise, the ruleset and oracle did!
    First things first. Once more, Let’s Talk shined. I don’t know why I love this little gem so much, but it has taken my dialogues to another level, and thus my entire sessions. Every time I use it, I’m looking forward to seeing how the dialogue will evolve. I’m still getting used to it, and want to really understand the underlying mechanics before having a final opinion on a couple of hacks I have in mind. I’m wondering on how could or should a NPCs Mood or Attitude shift within the same dialogue. For example would the extremes of Negative or Positive results shift their Mood or Attitude? Something to think about for the future.
    Another note is that I am trying to write down only the things that the party becomes aware or is immediately affected by a meta perspective. This will allow me to twist the adventure if needed without sticking to preset facts, and also perhaps give a minor sense of surprise to the reader.
    Back to the session. I absolutely loved how despite the failures, the story moved forward, and a great example of how playing an RPG is more than running combat mechanics. Yes, combat is interesting, but what shined to me in this session was the events surrounding it. The snide remarks by the thugs, blending in with the workers, stealthily scouting the base, failing to open the locked doors, getting into a brawl, and ultimately, having to improvise with a barricade and fleeing in the sewers. At the end of the previous session, and beginning of this I was worried about running a railroad, but after this session ended, I’m put at ease. The story is not written, it must be played.

     
  • Unknown's avatar

    giorgis 10:55 am on December 9, 2023 Permalink | Reply
    Tags: , SavageWorlds, ,   

    Savage Warhammer S01E02 

    Warhammer Fantasy Roleplaying First Edition Old World Adventures in Savage Worlds Adventure Edition

    Session Two – The Asylum

    This is the dungeon-crawling part of the adventure. I won’t be using BOLD connections here.

    The Schatzenheimer Base

    Entrance

    Q: Is the Scene as described in the module?
    A: Yes

    Paraphrasing from the module:

    The entrance indicated by the guide reveals a steep set of stairs that descends to a slender corridor. Approximately ten feet along the corridor, it culminates in a door. Affixed to the door is a notice that states, ‘Observe the Laws of Asylum. Knock and Wait’

    So this door is trapped, of course the protagonists don’t know it.
    The module doesn’t describe if the trap is detectable, so I won’t give a passive Notice test.
    There are four possible options:

    • open the door without triggering the trap
    • open the door triggering the trap
    • break the door down
    • knock and wait

    I’ll roll randomly with equal chance:

    • open the door triggering the trap

    Elhali is in front, so it’s her who drops.
    On a successful Athletics test, she’ll react on time to avoid the trap.
    Elhali: Athletics (5,3)/4: Success

    Elhali turns the handle clockwise to open the door. In addition to the spring pushed out of the way, she hears a faint ‘click’. Her sense of danger kicks in and she grabs as hard as she can to the door. Just in time, as the ground beneath her feet gives way, and a trapdoor reveals a pit 4 yards deep. She’s hanging onto the door sheet above the pit, as the rest of the party is frozen by surprise. “That was close” she sighs as she jumps inside, and her companions follow along the sides of the entrance, avoiding the deep pit.


    Guard Room

    Q: Is the Scene as described in the module?
    A: No but, TWENE: Remove Simple element.
    There is no table in the centre of the room.

    Paraphrasing from the adventure module:

    The chamber is empty and devoid of light. Positioned along the northern wall are two sizable wooden cabinets that have been pried open, causing their contents to be strewn about the room. On the southern wall, situated to the left of the entrance, there is an iron lever measuring half a yard in length. This lever protrudes from the upper part of a vertical opening in the wall.

    Q: Do the adventurers interact with the lever?
    A: Yes, and they realize it operates the trapdoor. They will reset it to active, and close the door behind them.

    Q: Do the adventurers find the secret door? (Unlikely)
    A: Yes, and Elhali scouts it and they find that the secret entrance leads through a winding tunnel up some stairs to a back alley.
    Intervention: New Entity

    Q: Is it a Schatzenheimer coming through the secret entrance?
    A: Yes, and it’s two of them, and believe the adventurers to be the cause of the attack to their base.

    The elf smuggler’s attention catches a slight gap behind the left locker. She pushes it aside and finds a low opening, as she follows it, she runs back. Her companions startled at her quick return “Get ready!” she yells as she rushes back inside.
    Two footpads jump in behind her, clubs at the ready. “There they are! Git’em” one tells the other, and they charge.

    Round 1

    Abenzio steps forward and brings his flail down to the footpad.
    Abenzio: Fighting: (5,4)/5: Hit: Damage: 6/6: Shaken.

    Greta moves out of the way and readies a Stun bomb.

    Elhali attacks the footpad with her short sword.
    Elhali: Fighting: (1,4)/5: Blocked: Damage: 4/5: the club remains intact

    Wolmar steps in and attacks other footpad with his hand axe.
    Wolmar: Fighting: (7,2)/5: Hit: Damage: 12/6: Wound, Incapacitated: Broken Guts.

    Footpad Spirit: 1/4: Remains Shaken

    Round 2

    Abenzio: Fighting: (5,4)/5: Hit: Damage: 16/6: 2 Wounds, Incapacitated: Broken Guts.

    The adventurers make short work of the bandits. Elhali checks the secret passage to ensure there are no other surprises, and they continue onwards.


    Hall

    Q: Is the Scene as described in the module?
    A: No TWENE: Add Major element.

    Q: Is Kurt Holger’s body in this room?
    A: No
    I’ll roll for a Portent to help me identify the Major element in the scene.
    Portent: thronged servicing
    So…all the Schatzenheimers had contracted Nurgle’s Rot, and any handling of them, returns a 4% chance of the PCs suffering from the disease as well.

    Paraphrasing from the adventure module:

    Torches are affixed to the walls at intervals of 5 feet along all four sides. The majority of these torches have extinguished, and the ones that persist emit a fluctuating light that illuminates a scene of complete ruin. The doors are cluttered with overturned and shattered furniture, while every surface is marred with dried bloodstains. Scattered haphazardly throughout the room lie six lifeless bodies, each exhibiting numerous stab wounds or pierced by crossbow bolts.

    Q: Does Elhali search the bodies?
    A: No, and the adventurers are shocked by the destruction. Noone touches the bodies.

    They recognize the fig leaf motif, and they make the connection to the Valantina password.

    Two wear cheap pendants bearing a fig leaf motif. Abenzio makes the connection to the paper scrap they found at Vasari, and with the calling cards left on the other bodies, they are certain that these were members of the Valantina gang. Dropped on top of each of the Schatzenheimer bodies is a small card reading ‘Congratulatlons, you have just met the Valantlna Anti Personnel Crew’. They decide to leave the corpses alone.

    I’ll roll randomly to see to which room the PCs will go next.
    They go to room 4.

    Taking two of the still burning torches from the brackets, the adventurers head south through the destroyed door.


    Kurt Holger’s Room

    Q: Is the Scene as described in the module?
    A: Yes, and it’s unlikely that the next scene will be altered.

    Paraphrasing from the module:

    The room remains in darkness, its carpeted floor and upscale furnishings contributing to an air of opulence. Stretching along the western wall is an imposing bookcase, with the majority of its contents strewn across the floor. Wall hangings and pictures have been ruthlessly torn down, the drawers of the desk yanked out and emptied. Within the room lies a solitary corpse, that of a middle-aged man adorned in luxurious attire. His complexion is of a pallid brown hue, his countenance marked by three oozing sores, and one of his arms is conspicuously absent.

    Elhali: Notice: (4,4)/4: Success
    Elhali realizes this man is Kurt Holger.

    Q: Does Elhali search the corpse? (Likely)
    A: Yes
    Nurgle’s Rot: 96%/4%: No disease contracted.
    Elhali: Notice: (1,4)/4: Success

    Searching through the corpse of the man Elhali identifies as Kurt Holger, the elf smuggler doesn’t find anything of interest. Realizing they’ve arrived too late, the adventurers press on deeper into the asylum.


    Dormitory

    Q: Is the Scene as described in the module? (Likely)
    A: No, but, TWENE: Decrease Simple Element

    There are only two corpses piled here.

    Paraphrasing from the adventure module:

    Darkness envelops this room, revealing yet another tableau of demise and ruin. The southern wall is adorned with the remnants of numerous wooden bunks, accompanied by torn and bloodstained bedding. At one corner, two lifeless bodies are stacked in a heap.

    Elhali: Notice: (4,4)/4: Success

    Elhali notices the same ‘calling cards’ on the two corpses. The party moves onwards faster.


    Storeroom

    Q: Is the Scene as described in the module?
    A: Yes

    Paraphrasing from the adventure module:

    Torches brackets adorn both the northern and southern walls, but their flames have long extinguished, plunging the room into complete darkness. Within, you find a dozen sacks filled with grain, four sizable chests, three vacant barrels, a side of pork, and three lifeless bodies. The sacks bear slashes, spilling the majority of their contents across the floor. The chests, forcibly opened, have been emptied, and one of the barrels lies shattered into pieces.

    Ulrich Vogel, a member of the Schatzenheimer gang is here, wounded, with a loaded crossbow aimed at the party. In the Dim Light he looks like one of the corpses. I’ll draw initiative normally, but the characters can react to Vogel only if one passes a Notice test, or Ulrich shoots.

    Round 1

    Wolmar: Notice: (1,3)-2/4: Failure
    Abenzio: Notice: (5,3)-2/4: Failure
    Elhali: Notice: (5,4)-2/4: Failure
    Greta: Notice: (7,4)-2/4: Success
    Greta notices Ulrich aiming his crossbow at them. “Take cover!” she shouts, and jumps behind a barrel.
    Vogel shoots at Wolmar: Shooting (2,11)-3/4: Hit*: Location: Guts: Damage: 10: Soak Roll (3,1): Failure: Wolmar takes 1 Wound, Busted Guts, Strength reduced to d4.

    Round 2

    Elhali thrusts her sword at Vogel: Fighting: (3,2)/4: Miss
    Greta remains in cover.
    Wolmar roll spirit: (1,4)-1/4: Failure: Wolmar remains shaken
    Vogel shoots at Elhali: Shooting (7,3)-3/4: Hit: Location: Guts: Damage: 18: Soak Roll (1,4): Success: Elhali takes 2 Wounds, Battered Guts, Vigor reduced to d4. Elhali is Bleeding Out.
    Abenzio bashes at Vogel with his Flail: Fighting: (19,5)/4: Hit*: Location: Left Arm: Damage: 17: Soak Roll (4,5)-1/4: Success: Vogel Takes 2 Wounds, Cannot use his Arm. Vogel is Bleeding Out.

    Round 3

    Elhali: Spirit Roll: (2,1)-2/4: Failure
    Elhali: Vigor Roll: (1,2)-2/4: Failure: Reroll with Benny: (2,5)-2/4: Failure: Reroll with Benny: (3,5)-2/4: Failure: Elhali is Incapacitated.
    `Note: I realized that the Bleeding Out homebrew rule, for 2 Wounds injuries doesn’t make sense – you’re fine one moment – dead the next due to bleeding. Instead, I’m giving it another level. If active, and failing the Vigor Roll, the character Bleeding Out becomes Incapacitated. And if again they fail the new Vigor Roll, they’ll die as per RAW. Elhali is still not out of it, and she has burned two benny points already.
    Vogel: Spirit Roll: (3,4)-3/4: Failure: Vogel Spends a Benny and is no longer Shaken.
    Vogel: Vigor Roll: (1,4)-3/4: Failure: Reroll with Benny: (4,10)-3/4: Success
    Vogel draws his dagger.
    Wolmar: Spirit Roll: (10,2)-1/4: Success*: Wolmar is no longer Shaken
    Wolmar hacks at Vogel with his handaxe: Fighting: (5,1)-3/4: Miss
    Greta runs to Elhali and attempts to stabilize her: Healing: (1,2)/4: Failure: Reroll with Benny: (3,3)/4: Failure
    Abenzio bashes at Vogel with his Flail: Fighting: (11,1)/4: Hit*: Location: Guts: Damage: 17: Soak Roll (5,1)-3/4: Failure: Vogel Takes 2 Wounds, Incapacitated, Busted Guts.

    Round 4

    Greta attempts to stabilize Elhali: Healing: (3,11)/4: Success: Elhali is Stabilized.

    As the party walks among the ruined storeroom and avoids the corpses, Greta picks up some movement at the centre. “Look out!” she yells, as she notices a crossbow brandished under the dim light. Too late. The crossbow bolt hits Wolmar in the gut, who screams in agony.
    Elhali thrusts her sword at her foe, but she’s too hasty, and misses her target. Their enemy, wounded and prone, loads up another bolt and shoots the elf. The bolt hitting her in the abdomen. She screams in agony as the bolt goes clean through.
    Wolmar is still clutching his wound, frozen, but Abenzio, the towering beast is quick to react. His pit fighting days still at work in the dim lighted environment, and he brings down his flail with menace on his foe, crushing his arm.
    Elhali drops unconscious by the blood loss, as their enemy tries to regain his composure and make a final stand. In the meantime Wolmar snaps out of it, and charges with his handaxe, but he too, still in pain, misses his target.
    Greta runs to Elhali, attempting to staunch her bleeding, but it doesn’t seem to work.
    Abenzio ends the fight with another hit of his flail, crushing the man with brute strength, as Greta finally manages to stabilize Elhali, who slowly regains her consciousness.

    Greta will attempt to do First Aid on her friends.
    Greta: Healing Elhali: (6,2)/4: 1 Wound Healed.
    Greta: Healing Wolmar: (11,2)/4: Wolmar is healed completely.

    Greta gets her healing herbs and pastes and starts applying her knowledge at her wounded companions. 20 minutes later, Elhali is much better, with a few stiches at her wound, while Wolmar is back in fighting shape. The adventurers pick up their gear, and without sharing many words, they continue down the path in the Asylum.
    “We could have gleaned some information from him.” Elhali frowns.
    “So after a crossbow bolt to the gut, you feel bad, I turned him into a pulp?” Abenzio asks.
    Elhali shakes her head negatively, “Just, saying, we’re here, right in the middle of a gang war, and I feel like we’re going in blind.”


    Eastern Guard Room

    Q: Is the Scene as described in the module?
    A: Yes

    Paraphrasing from the adventure module:

    The room mirrors the condition of those preceding it, filled with scattered wreckage, adorned with splatters of blood, and littered with lifeless bodies. Seven of them, all with the same Valantina calling cards.


    Session Summary

    One thing is for certain, combat is gritty!
    It’s amazing how just a few slight modifications to the rules can increase deadliness by so much.
    I like how the party had to waste their Bennies just to survive a simple combat. And how these Bennies when used, they translated directly to GM Bennies. Vogel used them. I guess next time they’ll be more careful.
    Applying the modifiers and bookkeeping the combat was much easiier in FoundryVTT than when doing it by hand. It really speeds up the play.
    I’m not entirely certain I like how the Adventure Twist Questions apply to a railroaded map that is this part of the adventure. It feels like each alteration is restricted to the room itself where it applies. I felt like I had much less control of my PCs during this session, and I was more like a GM, running a few bots into a dungeon. Of course it could just be a combination of the particular adventure and my particular Oracle rolls, but nevertheless I’m having some thoughts as to how this could be remediated for future attempts.
    Thought to myself: should I use Player Emulator with Tags?
    Apart from the Bleeding Out fix that I had to implement – sometimes you need to see in practice if something works or not – I’m not changing anything else.
    Some other issues I had while running the adventure, was converting the foes. Not so much with regards to the Traits, but when to use a Wild Card or not. I made Ulrich Vogel a Wild Card as he had a name and everything. Not sure if this should be a standard for all enemies.
    I’ll also be definitely using the Henchmen and Right Hands rule from Beasts and Barbarians. This allows for some NPCs to have the ability to take 3 Wounds, but not gain a Wild Die, and the opposite.

     
  • Unknown's avatar

    giorgis 5:25 pm on December 3, 2023 Permalink | Reply
    Tags: SavageWorlds, ,   

    Savage Warhammer S01E01 

    Warhammer Fantasy Roleplaying First Edition Old World Adventures in Savage Worlds Adventure Edition

    So… This is Nuln

    Some points I needed to have also clarified during Session Zero.
    I’ll define the Let’s Talk Tone Wildcards of the protagonists for the How you are (or rather Who you are).
    Abenzio is Rude
    Elhali is Charming
    Greta is Worried
    Wolmar is Friendly

    Also I want to add some motivations to my PCs, and will use UNE for this. To give some control (as PCs should have), I’ll roll 3 groups of 4 motivations and assign them to each PC depending on what makes sense.

    For Abenzio I have complete the poor, hinder lies, abduct greed.
    For Elhali I have produce harmony, indulge discretion, develop nature.
    For Greta I have advise academia, achieve technology, pursue expertise.
    For Wolmar I have guard servitude, determine spirits, learn industry.

    On purpose I won’t define now what they mean. I want them to be vague reminders to guide me on the feeling I get for each PC.

    Prior to the session, I’ll prepare the BOLD connections.

    actiongerundsubject
    commenddetailingpersonal qualities
    assurepreparingfriends or family
    ponderweakeninga like

    Starting, I ask MUNE an Adventure Twist Question:
    Q: Is the scene as described?
    A: Yes, and the next scene will be Likely on the ATQ.

    Paraphrasing from the adventure module:

    Grolsch Van Eyke

    The adventurers try the Inns along the waterfront, but they are all full. Tired and groggy, they begin to despair of ever finding a bed for the night. Things seem to be looking up when they meet a man in a tavern who introduces himself as Grolsch Van Eyke. He speaks with a distinctive Wastelander accent, and seems to take pity on them when he hears that they are newly arrived in Nuln. He warns them that it is extremely unwise to be wandering about the city at this hour, and says: ‘Giz’za couple of shillings and I’ll get you a nice warm room somewhere dry and clean’.

    A note here. I have asked the Adventure Twist Question beforehand, to set up the scene, but for major surprises, I will also be asking the Oracle if they are true. For example, in this particular case, Grolsch Van Eyke is an assumed name. The man the characters have met is a small-time Thief, a Pickpocket who is in league with a gang of Footpads, and he is trying to lead the players into an ambush. Therefore if my heroes decide to go along with his proposal, I will ask the Oracle prior to the ambush, a Adventure Twist Question. There’s always the chance that he is an honest man instead, and will take them to a nice inn (unlikely, but yeah).

    Now back to the adventure at hand, since I, as a player, have the meta knowledge of the ambush, I will ask the Oracle instead if my PCs are suspicious of Grolsch.
    The most streetwise member of the party, Elhali the smuggler will make a Notice roll, see if anything feels off to her.
    Elhali: Notice (6,4)/4: Success
    She feels something is off, but she can’t pinpoint it exactly, just a hunch.
    Let’s see if she convinces the party.
    Q: Does the party want to go with Grolsch? (Likely, they’re soaked, and spent too much time dealing with the customs agents)
    A: Yes, and, they look forward to it.
    Elhali: Persuasion: (3,3)-1/4: Failure

    “I don’t trust him!” Elhali whispers sharply, but her words fall on deaf ears. She has been heard, but the rest of the party is so cold, that they decide not to listen to her, even though deep inside they know they should have. She feels like she can’t make a greater deal out of it, as she’s not completely certain that Grolsch is a faux, and also she doesn’t want to make him aware of her alertness. She plays along, hoping that they’ll get a nice warm room soon.

    I’ll use assure, detailing, personal qualities from BOLD: Connections on Abenzio with Elhali, complementing it with Let’s Talk!
    So, the way I’m thinking these can be combined for intra-party banter, is that the PC who initiates the Connection (Abenzio in this case) and executes the exchange, sets the Greeting and Topic and Mood, and the PC who reacts to the Connection (Elhali in this case) sets the Mood.
    With this Connection, Elhali will have the Mood Suspicious.
    Abenzio’s hand has Friendly, Rude, Humorous cards, and he’ll use the Humorous card.
    I roll for Elhali’s reaction and get Positive, but since she is Suspicious that becomes Somewhat Positive which means she reacts Friendly.

    Abenzio seems to notice that Elhali is jumpy, he slows down his pace as the party follows Grolsch, in order to walk beside her, and when the moment is right, he opens his mouth, and in his hoarse voice he tells her “Worry not, for my skill with the flail has brought down more than one scoundrel in the pit fights of Grunburg. Just say the word and I’ll bash the skull of this Van Dyke dude.”
    Elhali laughs, and does a friendly jab at Abenzio. “Are you sure we can rely on your reflexes big man?”. She seems to have been put at easy for now.


    Q: Is the scene as described? (Likely)
    A: No. Roll on TWENE: Remove Major Element. So for some reason, the Footpads aren’t there. I’m thinking that this could be either because Grolsch is an honest man and gets them to an inn (unlikely – Elhali has already established that something doesn’t feel right), or because something happened that drew the footpads away, perhaps a Town Watch patrol at the right moment? (likely)
    Q: Is there a town watch patrol? (Likely)
    A: No.
    Q: Perhaps the ambush isn’t out in the streets, but inside the building, with Grolsch partaking int it?
    A: No, and, it’s “The Reaver’s Return”

    Okay, so this is a fine example of the Oracle (GM) wanting to take the story on it’s own way no matter what the Player (Solo) wants the story to be. I desperately wanted to have an ambush fight here, to see how the system fares, but instead the Oracle decided to not have the Episode 2: Ambush! altogether. I even had taken a screenshot from the PDF of the corebook small map, and Upscaled it via AI and had prepared Footpad Tokens. Now, to keep the story going as it should, I decided that this establishment where Grolsch took them is the “Reaver’s Return” from Episode 3: The Reaver’s Return, so that the story is not derailed at all. That’s another fine example of how in a social TTRPG, a GM would improvise and Railroad the players “the right way”, instead of forcing them through other ways to the proper inn to continue the story, the GM can just present this inn, as the first available establishment.
    Using Solipsism, I will keep in mind to use the Ambush as a Location in the Map list, but it hasn’t activated yet as per the Solipsism adventure Railroad rules.
    Back to my story, I don’t know why Grolsch actually led them to an inn, perhaps he saw that the adventurers are tougher than he initially thought, or he saw a patrol near the original ambush site, or he’s just plain honest and the secrets he hides are completely irrelevant from the adventurers and their story.
    Keeping Chekhov’s gun in mind, I can see that Grolsch played his part in the story, and I can continue without bothering myself more about him (at least until the Oracle dictates otherwise).

    Paraphrasing and combining parts from the two episodes of the adventure module:

    Grolsch leads the party down dark, winding alleys and through streets littered with rotting vegetables and stinking debris. At last, he reaches a door down a dark, dingy lane and the party sees a tattered sign swinging in the wind. It reads ‘The Reaver’s Return’. There is no sound from inside the inn, but a weak light shows through a grimy ground floor window. The place looks even grubbier than the others they have seen – if that’s possible – but they are desperate.
    ‘Here we are,’ he says.
    Wolmar gives him a couple of shillings and Grolsch disappears through the alleyways.
    Elhali tries to open the door, but it’s stuch fast and won’t budge.
    A voice calls from inside, ‘Shove it!’
    There is a pause of about a second, and then the voice calls again. ‘The door, dumdum, just give it a good hard shove!’

    Note: I’m trying to eye situations about what makes sense and assign difficulty modifiers. WHFRP average skill rolls have a lower chance of success than an average skill roll in Savage Worlds. In general if it’s an average WHFRP situation I’ll be assigning a -2 Difficulty modifier, subject to change depending on circumstances.

    Elhali: Strength: (2,4)-2/4: Failure
    Abenzio: Strength: (3,3)-2/4: Failure
    Wolmar: Strength (2,5)-2/4: Failure
    Greta: Strength (3,11)-2/4: Success*

    Huh, perhaps the -2 difficulty modifier was too much, or the dice gods wanted the weakest party member to open the stuck door.
    Come to think of it, I should have had one open the door and the other assist. I’ll keep this in mind for the next team effort opportunity that arises.

    Elhali tries to push the door open, and as she fails, Abenzio, the hulking Tilean brute shoves her aside and pushes. To his surprise, the door doesn’t budge. Wolmar pushes too but the door remains in place. ‘Shove it!’ the voice calls from inside. Greta steps forward, and pushes with all her weak little might. Was the door already unstuck from the previous efforts? For whatever reason, frail Greta the door suddenly gives way.
    Abenzio, scoffs. ‘We set it up for you’. His pride hurt.
    The party steps into the inn through the wreckage, and the white-haired, wrinkled, old publican looks up from the bar and frowns. ‘You’ll have to pay for that, you know,’ he says.

    Q: Is the scene as described?
    A: Yes, and the next ATQ will be Likely. Intervention: Entity Negative: Greta Kahl.
    I’ll give Greta a Fatigue Level from the effort.

    Greta grabs her bruised shoulder. She starts to feel a numbing pain, and realizes she shouldn’t have tried to so hard to get the door open.
    ‘Pay for what? it was a stuck door.’ the elf counters.
    ‘That will be 6 Gold Crows to repair it darling.’ the innkeeper replies.

    Wolmar will attempt to bargain a better price.
    I’ll use Let’s Talk! once more, using the Persuasion option.
    Quoting from Let’s Talk!:

    Make the Exchange to represent the petition, and then use the ‘persuasion’ system of the game you’re playing, giving it a bonus or a penalty depending on how well (or bad) the exchange went.

    Reading the ‘Social Conflict’ rules from SWADE, these also last three rounds of conversation, and you gather Influence Tokens. I think I can combine the two, and depending on the length of the conversation or the topic, use just 1 (as in this case) or 2 and 3 Exchanges and Conflict Rounds. I’m excited as to how these two seem to connect together.

    First I’ll choose the Greeting Attitude for the innkeeper, which will be Neutral.
    Then I’ll choose the Topic. This is clear. He wants 6 Gold Crowns from the characters.
    Rolling for the Mood, I get Chatty.

    My Let’s talk hand has some interesting options, I can choose Friendly, Humorous, Aggressive.
    I’ll start by using the Friendly card.
    I roll on the Reaction Roll, modify it with the mood and get a Negative result, which combined to the NPC’s tone, means they’re in Disagreement.
    So now, I’ll roll Persuasion at a -2. Against the Innkeeper’s Spirit.
    Wolmar: Persuasion (8,7)-2/1: Success*

    Rudolf Grasser

    Wolmar put on the best smiling face he can. They’ve been soaked wet, freezing cold, and walking through the dirtiest alleyways at night, scared for their lives in an unknown city. Yet he needs to muster whatever happy thoughts he can. Feeling the warm fire inside, he focuses on it, and turns to the innkeeper.
    “I’m certain you don’t treat all your customers this way. We will after all stay the night here, which should more than pay for the cost.” He pledges.
    “As I said before young one, it’s 6 Gold Crowns, if you want to stay the night, that’s 1 Gold Crown per head.” The innkeeper replies.
    “Then we will give you 6 Gold Crowns in total, and we’ll stay for the night.” Wolmar puts his trade skills to the test, having learned from this father.
    “Alright. Pay upfront, and sign your names in the book.”
    As the adventurers pay up and write down their names, the innkeeper turns to them. “My name’s Rudolf Grasser, in case you need to call me. I’ll lead you to your rooms now upstairs.”
    The adventurers finally sigh in relief. What a day!


    Q: Is the scene as described? (Likely)
    A: Yes.

    Paraphrasing from the adventure module:

    After the money is handed over, Rudolf shows them to their room. The ‘Return’ is a three-storey wooden building, and he takes them to a dingy attic room. The stairs creak under their weight and the bannister feels distinctly shaky. At last you get to the room. ‘You get a nice view of the canal,’ grins Grasser, showing the rotted stumps of his teeth. They can’t see anything through the filthy windows, but can certainly smell the canal.
    Elhali complains “what a dump, you price this for 1 Gold Crown? that’s one Shilling at most!”
    Pointless; Grasser touches an index finger to his forehead, muttering ‘Have a nice day,’ and leaves.

    Now the module here describes probable courses of action. I don’t think they will consider going out again in the dark of the night to find another inn, or spending the cold night in an alley, especially after having paid 6 Gold Crowns (and two shillings).

    Personally, to my own Player style, I wouldn’t look to fastening the bolts, or setting a guard when sleeping in our own room at night, so I will ask the Oracle if the players sleep taking precautions giving it an Unlikely probability. In the Event of any Yes result, I will make a Notice roll to see if they notice the unfastened bolts and they’ll take this course of action. Otherwise they’ll just take turns guarding.

    Note: I had absolutely forgotten to use Solipsism. I tried to retrace the necessary steps, and Railroad the adventure into Solipsism as described under the Instructions section of the Engine. I could not make it work properly. However I could see it working as an excellent tool to put the adventure back into it's Railroad if it goes astray, since you add Features and Elements that have already been established, and connect the Paths to them. I'll keep this in mind, but for now, I'll be regressing to the use of MUNE as my main Solo Engine.

    Back to the adventure:
    Q: Do the adventurers take any precautions sleeping? (Unlikely)
    A: No, and, they go to sleep directly, going to Episode 6: Sleeping Dogs.

    Back to using BOLD connections before going to sleep:

    actiongerundsubject
    commendpreparingfriends or family
    ponderweakeninga like

    I will use commend weakening a like from Greta to Wolmar.
    Wolmar’s mood is Fair.
    Greta’s hand has Friendly, Questioning, Worried.
    Greta uses Friendly.
    Wolmar’s reaction is Somewhat Positive so he is Happy.

    As they prepare their beds for the night, and set aside their gear, Greta turns to Wolmar, “It was nice how you bargained for a better price from the old scrooge. He sure would have liked to have fleeced us.”
    Wolmar blushes with pride. “Thank you! I’ve learned a thing or two from my father’s trade. Everyone will try to make a profit out of you if you let them.” A feeling of completeness and success overwhelms Wolmar as he turns back to preparing for the night.

    So this is a GM controlled section, as the players are all sleeping and a thief named Bertoldo Vasali tries to rob them.
    Q: Is the scene as described?
    A: Yes, but, TWENE: Decrease Simple Element. The freezing cold has reduced the terrible canal smell.

    Bertoldo enter room through window: Stealth: 4+2/4: Success
    First target: Greta Kahl: Thievery: 3/4: Failure
    Thievery: 4/4: Success.
    Second target: Wolmar of Schlafebild: Thievery: 1/4: Critical Failure. Wolmar wakes up.

    Paraphrasing from the adventure module:

    In the dead of night, Wolmar is disturbed by a hand in his clothing. He wakes with a start to see a hooded figure rushing towards the window.

    I draw initiative cards for all the party members, however Wolmar must act before Bertoldo to wake up the others.
    He draws… 3 of Clubs, while Bertoldo drew a 9 of Hearts.

    “Thief! Wake up!” Wolmar shouts, as the figure exits through the window. Wolmar bravely chases after him, as does Elhali. Greta and Abenzio, follow suit, albeit more carefully.


    We go to Episode 8: Rooftop Chase
    Q: Is the scene as described?
    A: No, and, TWENE: Increase Simple Element. The rain is steady and heavy. Athletics roll are required just to avoid slipping off the roofs.

    Paraphrasing from the adventure module:

    Outside it is cold and rainswept. Ahead, Wolmar can just make out a hooded figure disappearing over the rooftops.

    Round 1

    As luck would have it, Wolmar and Greta are the first to act.

    Wolmar walks carefully behind and jumps over the rooftop, across the 2 yard gap to follow the thief.
    Wolmar: Athletics: (4,3)/4: He makes the jump, and attacks Bertoldo.
    Q: Did Wolmar grab his handaxe?
    A: No, he just has his dagger.
    Wolmar: Fighting: (4,1)/5: Bertoldo dodges the attack. Bertoldo: Athletics: 7/4: Success. Bertoldo doesn’t fall.

    Greta goes to the other side of the roof and jumps to the next building, following.
    Greta: Athletics: (2,2): She falls. Damage: 5/5: She’s Shaken.

    Bertoldo jumps across the rooftops and over the canal.
    Bertoldo: Athletics: 1/4: Critical Failure. He falls into the canal. Damage: 1/5: No Damage.

    Elhali will attempt to jump down carefully: Athletics: (1,4)/4: Success
    Abenzio will attempt to jump down carefully: Athletics: (2,9)/4: Success* he rolls down with grace, and moves towards Bertoldo.

    Walking carefully on the slippery roof tiles, under the rain, Wolmar jumps behind the thief across the alley between the two buildings. His footing steady, the 2-yard gap is closed and with the momentum he has he swings his dagger at the figure. “Surrender thief!” he yells. The rogue evades the blow, at the same time maintaining his balance.
    Greta tries to follows suit, but she slips at the last moment, and she can’t reach the roof across safely. She loses her grip, stopping the momentum of the fall at the last moment, grabbing the ledge with her hand, and falling clumsily to the alley 5 yards below.
    The thief turns his back at Wolmar and tries to jump across the canal to the roof of the building on the other side, however he misjudges the distance, and falls face first into the shallow water with a big splash.
    Elhali slowly climbs down from the rooftop next to the canal, while Abenzio jumps down, and performs a majestic roll, which is unbecoming of a man his size.

    Round 2

    Greta acts first, Spirit Roll: (11,5)/4: Success*. Greta removes the Shaken status, she jumps into the canal and after the thief who took her purse, and attacks him with her knife. Greta: Fighting: (1,5)/5: Hit: Location: Head: Damage: 3+4=7/5: Shaken

    Bertoldo Spirit Roll 3/4: Failure. Bertoldo remains Shaken.

    Abenzio walks in the canal, and charges at Bertoldo.
    Q: Did Abenzio grab his handaxe?
    A: No, he just has his brass knuckles
    Abenzio: Fighting: (4,3)/5: Bertoldo dodges the attack. Bertoldo: Athletics: 4/4: Success. Bertoldo doesn’t fall prone.

    Elhali walks around, avoiding to get wet in the canal, and blocks Bertoldo’s way out.

    Wolmar will attempt to jump down carefully: (3,4)/4: Success.

    Greta quickly recovers from her condition, and pulling her dagger from her belt, she lashes at the thief. “Give me back my money you filthy swine!” she screams, and her dagger grazes the man’s neck, who looks back at her with horror. He doesn’t move, still shook from the fall in the cold dirty water, the relentless pursuit of his victims, and the mental assault of Greta.
    Abenzio presents his knuckledusters and jumps at the thief, who instinctively dodges out of the way, and splashes into the water at the side.
    Elhali carefully moves to the side to block any attempt to escape, while Wolmar carefully gets down from the roof, to join his companions.

    Round 3

    Abenzio draws a Joker and acts first, attacking Bertoldo: (7,11)+2/5: Hit*: Hit Location: Left Arm: Damage: 18/5: 3 Wounds. Bertoldo is down. He can’t use his left arm.

    With a right hook, Abenzio’s massive arm, crashes into the thief’s left side, shattering his shoulder. The man cries out in pain. “I surrender! Please stop.”

    The adventurers pick the thief up, and stand him next to the wall of a building out of the canal. Abenzio’s hand grabbing the man by the throat.
    “Search him. Get your money, and make sure we find no other surprises.”

    Elhali: Notice: (7,5)/4: Success.

    Bertoldo Vasari

    Elhali pats the thief down, retrieving Greta’s purse, who she returns to her companion, a dagger hidden in the boot, several silk handkerchiefs, and a scrap of paper with a fig leaf motif.
    Before they have the chance to talk to him further, they can hear the footsteps of armored men. The City Watch arrives.

    I’ll go to UNE to get some description of the City Watch sergeant as the module doesn’t describe the interaction with the City Watch.
    I get indifferent outcast with motivation aid cowardice.
    I have a few thoughts as to what this means, I’m not going to try to define them, since this would give me meta knowledge that I don’t want to have. I’ll consider this as to what the protagonists initial perception of the sergeant is.
    He seems to care about helping the weak as they can’t do so themselves, doesn’t like vigilantes, but in no case will he go above and beyond, as he gives the impression of a man of greater stature placed in a low station.

    I’ll use Let’s Talk, and Advanced Moods.
    The Sergeant’s Greeting is inquisitive “What has happened here?” the Topic is the capture of the thief, and we’ll have to roll to see who will talk with the Sergeant.

    Note: I just realized that Elhali is an outsider so she should have penalties to interaction rolls with the locals. Abenzio is an outsider too. I should have applied these penalties to my interactions with the Customs officer in Session Zero. Nevermind.

    Wolmar seems to be the face of the party, so he takes the opportunity to talk to the sergeant.
    Wolmar: Notice (3,2)/4: Failure. He fails to understand the Mood of the Sergeant, so I will only roll at the Mood Column, and get the Mood only after I’ve played the first card.
    Mood Column: 3-4
    Wolmar’s deck is: Wildcard, Questioning, Aggressive.
    Wolmar will go with his Friendly Wildcard.
    Sergeant’s Mood is Overwhelmed.
    Sergeant’s Reaction roll is Positive and he’s Happy.
    Nice, I’ll stop at only one Exchange.

    Sergeant

    Five men of the City Watch surround the party, swords at the ready, they flash their torches into the faces of the adventurers and their prisoner.
    One of them, that the party can only figure out he’s the Sergeant, steps forward, his hands on his waist, fingers close to his sword hilt. “Cease Fighting! What has happened here? Are there any others? Explain yourselves.”
    “Sire,” Wolmar begins, “What a great help! We’re so thankful for your timely appearance! My name’s Wolmar, Wolmar of Schlafebild. We were sleeping soundly in our accommodations over there” he points to the window of the Reaver’s Return, “when I was woken in the middle of the night, by this man’s hand in my pockets! He tried to make a run for it, jumping across the rooftops, but he fell in the canal, and we caught up to him. My friend Abe here must have roughed him real good, he won’t be any more trouble to you. He had already stolen Greta’s purse, but we made sure to return it to her.” He points to Greta. “Hope we’re not overstepping our bounds, we’re newcomers to Nuln, but we couldn’t let the thief get away with our belongings!”
    The Sergeant seems indecisive at first. “Yes, you should not go after thieving scum, that’s the City Watch’s job. Don’t want to find yourself with a dagger stabbed at your back, only because you thought you could handle danger and adventure.” He can’t hide a smile though, sighs, and turns to one of his men. “Isn’t that Bertoldo Vasari?” he asks him.
    The guard puts the torch closer. “Yes he is, and I doubt he’ll be using this arm again to steal from anyone anymore.”
    The sergeant turns back to Wolmar, “We’ll take it from here. Oh and so you know, there’s a reward for catching this particular man.” he counts 4 Gold Crowns and gives them to Wolmar. “Don’t become a bounty hunter, they don’t last long.”


    With that, I’ll use the last of my BOLD connections, ponder preparing friends or family from Elhali to Wolmar.
    Wolmar’s mood is Empathic.
    Elhali’s hand has Humorous, Romantic, Surprised. She’ll use the Surprised
    Wolmar’s reaction is Positive so he is Helpful.

    As soon as the adventurers return to their room in the Reaver’s Return, Elhali turns to Wolmar. “We were caught unaware! How did he get inside? Should we have been better prepared? I recall my father telling me stories of acrobats jumping across roofs to steal from folks in deep sleep, but I’d never believe it would happen to me.” She hits her forehead. “Stupid me, I should have been more careful. Bolting the windows or something.”
    “Hey, it’s not your fault alone. None of us thought about it. Nuln is more dangerous than we initially thought. Next time we bolt the doors and windows, and if that’s not possible, we’ll take watches through the night. We can do it.” His words soothe her as she fastens the bolts on the window.

    We go to Episode 9: Rise and Shine
    Q: Is the scene as described?
    A: No, and, TWENE: Add Major Element.
    I get a Portent: Dazzled Incumbent. Huh, I’ve learned a new word.

    Normally, the party would be at a loss now, trying to figure out what to do next and earn money, as they’re going to go broke soon otherwise. Which according to the module would hint them to go to Reiks Platz and look at the notice boards (including one notice for the Oldenhaller contract). However, since we have TWENE altering the scene, I’m going to interpret it as follows. An employee (official?) of Councillor Oldenhaller has heard of their exploits and on his way to put the notice on Reiks Platz, he stopped by to see the heroes themselves.

    As the adventurers climb down the steep creaking wooden stairs to the groundfloor of the Reaver’s Return, their eyes fall upon Grasser behind the bar, talking to a man in fine clothing. “There they are!” Grasser gestures for the man to see the adventurers descending into the main hall.

    His name is Wolf Schreiber. Getting some information from UNE.
    Schreiber’s Bearing is Knowing/Account.
    Going with Let’s Talk.
    We’ll have the Greeting with the Topic being the NPC brings an opportunity.
    His Mood is Self Absorbed.
    Wolmar will do the talking on the party’s behalf.
    Wolmar’s hand is Aggressive, Surprised and Charming.
    He’ll play Surprised.

    Wolf Schreiber

    The well dressed man introduces himself. “My name is Wolf Schreiber, and I come with an opportunity for daring men and women like you. Your exploits last nights exploits have reached my ears.”
    Wolmar is taken aback. “They have?” Wolmar sounds surprised and changes his tone immediately. “I mean for certain they have, it’s about time our name starts being heard in Nuln.”

    Schreiber’s reaction is Somewhat Positive, and he is Questioning.
    Wolmar will use Charming.

    “And what are your names? What can you do?” Schreiber asks.
    “Oh what, can’t we do.” Wolmar answers. “My big Tilean friend Abe here,” he pats Abenzio’s shoulder “took down a wanted man last night with a single punch. Elhali,” he gestures towards the elf rogue “can walk the rooftops with the agility of a cat, and Greta, will make a balm that all your bruises are gone. We are good.”

    Schreiber’s reaction is Somewhat Positive, and he is Surprised.

    Schreiber seems taken aback by Wolmar’s presentation, “You sure seem so!”. He pauses for a second and continues. “Look, I was on my way to Reiks Platz to put up this notice for my employer, Councillor Oldenhaller. He’s looking for specialists for a repossession job. One’s night work, legal, some danger, good money. You’ll find him at Oldenhaller Mansion, Oldenhallerstrasse. I thought I’d give you a head start since I believe you fit the criteria… what does it say… ah ‘Military background helpful'” he looks at Abenzio. “No timewasters.” he looks at Wolmar. “I’ll be on my way. You, have a nice day.”
    “Good day to you too Mr Schreiber!” Wolmar replies, and before he has a chance to ask any more questions, Schreiber has already left the cesspool of an inn that the Reaver’s Return is, and is on his way to Reiks Platz.

    I won’t ask the Oracle as to how the protagonists react. This sounds like a good opportunity, so they’ll take it.

    After some gruel for breakfast, the adventurers prepare, and head off towards Oldenhaller mansion.


    We go to Episode 13: The Oldenhaller Contract
    Q: Is the scene as described?
    A: Yes, but, TWENE: Remove Simple Element. The oriental rugs have been removed from the hallways to not be ruined from the heavy boots of any visitor adventurers.

    Paraphrasing from the adventure module:

    The party finds the mansion easily, and the doorkeeper clearly expects to see people in heavy boots tramping into his master’s hallway, no rugs are in the hallway. A messenger is sent to the Councillor, and after a half-hour wait they are led through winding, opulently decorated corridors to a huge study. The floors are covered with oriental rugs and the walls are hung with family portraits, hunting trophies and framed contracts and bonds.
    Albrecht Oldenhaller sits behind a vast mahogany desk, toying with a jeweled paper knife. He looks them up and down, and then speaks.
    “As you may be aware,” he says, “The house of Oldenhaller is engaged in trading and other activities at a number of levels, and we would be most unhappy – if our dealings with certain of our agents and contacts were to be made public. Accordingly, I must insist that this business must be conducted in the utmost secrecy.” He pauses significantly while this sinks in.
    “A certain gem has appeared in the city,” he continues. “I won’t bore you with the details, except to say that it was acquired on behalf of the House of Oldenhaller by a group of people vulgarly known as the Schatzenheimer gang, who have so far failed to make delivery. You are to recover the stone from them and deliver it here by dawn tomorrow. Like many great stones, there are several legends and superstitions attached to the gem. It is said to have come from a ring worn by Nurgle, the Chaos God, and to carry a highly infectious rotting disease which afflicts all those who handle it. I set no store by these superstitions, but in case there is some substance behind them, you will take this” – he pushes an elaborately carved wooden box across the desk – ”and use it to carry the stone. It bas been enchanted to suppress the magic of anything inside for precisely six hours. That should give you adequate time to deliver the stone here. You will set out at nightfall, and I will have you guided to one of the entrances to the area known as the Asylum, which is where I believe the stone to be. Are there any questions?”

    Albrech Oldenhaller

    “The most important thing you’ve left our. How much is the pay?” Elhali asks.
    “100 Crowns for the each of you, but how do I know you are suited for the job?”
    “Your man Mr. Schreiber sought us out himself and sent us here.” She counters.

    Now it’s time to use Let’s talk. Each exchange will allow for one question, and of course there’s the matter of bartering for a better price.

    Elhali will do the talking this time. Her hand is Worried, Flirting, Wildcard.
    Let’s see if we can Read the Room.
    Elhali Notice: (5,2)/4: Success
    Oldenhaller’s Mood is Diplomatic.
    She will use Worried. Oldenhaller’s Reaction is Somewhat Positive and he is Worried as well.

    “You hire us for a really dangerous job. You want us to bring you this gem? You’d better tell us exactly what we’re dealing with, and not the superstitious mumbo jumbo. You don’t want your hired hands fail just because you didn’t brief us properly.” Elhali shares her concerns, building up the stage for her next sales pitch.
    Oldenhaller looks down for a moment. “Yes, but yes, you are right. I’ll tell you all you need to know. I wouldn’t have it any other way.” Her pitch worked.

    Elhali will use Wildcard, Charming now.
    Oldernhaller’s Reaction is Negative and he is Neutral.

    She takes a chill posture, “And as I said, we will get the job done. Mr. Schreiber will vouch for us. You want to get the job done? We’d better have some extra coin, you know for motivation.” She tries to sell the pitch.
    But Oldenhaller is unimpressed. “I’ll see it when it happens.”

    The overall dialogue went somewhat poorly, so I’ll give a -1 to Elhali’s Persuasion attempt again’st Oldenhaller’s Spirit, and another -2 for her Outsider status. I should have had Wolmar do the talking…
    Elhali: Persuasion: (2,2)-3/3: Failure

    He looks at the elf. “100 Crows each. Mr. Schreiber sent you here, and you did take advantage of the opportunity to come first. I’m certain there are other adventurers willing to take the contract. Quite as capable as you.” He pauses. “So what will it be?”
    “We’ll take it” Elhali replies. A bit bummed she didn’t get a better deal.

    Paraphrasing from the adventure module:

    Albrecht begins to explain the terms of his offer.
    “As I’ve already explained, secrecy is essential. You cannot involve anyone else in this mission nor recruit any hired help. You will be taken to the edge of the _Asylum, and after that you are on your own. The entrance leads into the portion of the complex: controlled by the Schatzenheimer gang. They are mainiy Nulners; they forge currency and trade in contraband and stolen goods. We think that Kurt Bolger the gang’s leader, has the stone. From the Schatzenheimer area, the Asylum runs towards the river. The central area is run by the Valantinas, who are mainiy Tilean immigrants. They are the most powerful gang in Nuln, involved in every imaginable form of illicit activity. On the easternmost edge of the Asylum is the base of the Huydermans gang, with access to the river. The Huydermans are Wastelanders, and are mainly smugglers and cutthroats”
    “You shouldn’t have too much trouble moving about in the complex although you may need to know the gang’s passwords. The Schatzenheimer password for today is ‘Sweet Hanna’. I don’t know either of the other gangs’ passwords. That is all I can tell you.’

    Oldenhaller has nothing more to add. A servant appears, and the adventurers are lead out of the study, down more winding corridors and into a small private study. The servant offers to have any goods fetched from the ‘Heaver’s Return’, and will present the adventurers with a hearty meal. The characters will are not left unescorted at any time. A half hour later; the guide arrives, along with any equipment the adventurers requested from the ‘Return’.

    I’ll make a Smarts roll for Abenzio, to see if he realizes that the word ‘Malindi’ alongside with the dates, is the Tilean gang’s password.
    Abenzio: Smarts: (9,5)/4: Success*

    While still at the study, Abenzio asks for Wolmar to see the fig leaf marked paper they got from Vasari. He pauses for a moment. “That’s Tilean”, could it be the password for the Valantina gang?” he shares with the rest of the part. “Wouldn’t hurt to try.”
    And with this, night is beginning to fail as the characters set out for the Asylum.

    Bookkeeping

    I need to start having some minor bookkeeping. My party has spent 6 Gold Crowns and 2 Shillings, and earned 4 Gold Crowns so far.
    So each party member has spent 10 Shillings and 6 Brass Pennies, or 10/- 6d in short.


    Session Summary

    It’s been a long while since I had so much fun during a solo gaming session.
    Using the right tools played a major hand in this, so I’ll break it down for analysis.

    I’ll start with the star of the story: Let’s Talk.
    It’s the social mechanics tool I’ve been waiting for so long. I’ve tried other systems, engines, but none ever came close to how much fun and interesting Let’s Talk made the dialogues.
    Yes, there’s a slight minigame approach to it, but that’s where the fun comes. Afterall, aren’t social interactions reliant on how we act during a discussion? Haven’t people ever snapped at someone and then come to regret it? Or frozen at someone’s advances, and then wondered why they did nothing?
    The core concept of the tool and the Moods, Tones, Attitudes and Reactions interactions tie all together so nicely. Couple this with Advanced Moods and Persuasion and Lying mechanics, it’s an absolute little gem.
    It’s a bit rough around the edges, and you absolutely need to try it out, as it plays much better than it reads. I wonder how different social mechanics, such as Intimidation would work with it, and if it can work with RAW or it needs a different approach, but that’s a thought for another day.
    A slight note, is that per RAW, you draw a new hand (without restocking the main deck with the first three drawn cards), whereas I went Hardcore mode, and had to use just the three cards I had drawn at first for the entirety of the three exchanges, which is a tougher approach, because as the duration of the discussion increases, your options decrease as well, and with a bad hand, you might decide to cut it early altogether (as I did with Oldenhaller, avoiding to go Flirting).
    With Let’s Talk, my Dialogues had way more immersion than combat! It’s about time that Social Mechanics get the place they deserve in RPGs. Kudos to the author.

    My combination of BOLD’s Connections with Let’s Talk seems to have worked well, and I had the perfect opportunities to add some filler on otherwise empty adventuring periods. I need to keep this up and not forget to use it.

    UNE works well too, but there’s some overlap with Let’s Talk,

    With regards to the use of Solipsism, I had to cut my losses, and abandon my effort. I spent like an hour trying to make it work with Railroading the adventure, but it just didn’t fit. I’m keeping Solipsism in my solo toolbox for future use.
    MUNE took the burden on it’s shoulders like a champ. My adventures got modified to the right extent. Some major twists occurred too, with the footpad ambush never happening, and the adventurers heading directly to the Oldenhaller mansion without stopping by at Reiks Platz and wasting time with the side quests of the notice board. On the other hand, some more fun would have been had should these events have the opportunity to occur.

    I didn’t get a good chance to try out my combat hacks in Savage Worlds as much as I would have liked, but a first taste seems to have worked well. If things go as expected there should be plenty of fighting in the next Session.

    I’m going to add another hack, as proposed by midgetmanifesto, bennies used for rerolls refresh every gaming session. However bennies used to save one from death – a Soak Roll when otherwise the PC would be incapacitated, are permanently burned, and reduce the maximum number of the PC per session.

    I’ve started using FoundryVTT, and it sped up my solo gaming experience like twice. The SWADE modules 1 2 have all the necessary information, and there’s also a MUNE module that I’ve used extensively. I spent some time preparing the VTT cards of Let’s Talk, and using it with my characters. More or less it works smoothly. There’s a learning curve, and I still have ways to go.

    On the AI front, again I’ve decided to not use any generative text AI like ChatGPT, and I’m narrating the scenes, combat and dialogues. On the other hand, I’m using generative AI for evocative images, and especially portraits.

    Overall I enjoyed the adventures, and getting to know my party and how the characters evolve. Looking forward to the next session into the Asylum!

     
    • midgetmanifesto's avatar

      midgetmanifesto 3:18 am on December 15, 2023 Permalink | Reply

      Vogel is probably just a Mook. Wildcards are truly notable enemies. As you said, Vogel was a simple combat. Another though is Vogel is pretty messed up in the scenario so is probably working under wound penalties.
      Wild cards should be chapter bosses and reoccuring enemies.

      Liked by 1 person

      • giorgis's avatar

        giorgis 2:44 pm on December 15, 2023 Permalink | Reply

        Oh that would make sense. It never occurred to me to just apply Wound Penalties, while retaining the Mook status. Insofar the most difficult conversion issue, balance wise, is this. Especially considering prewritten modules.
        Thanks

        Like

        • midgetmanifesto's avatar

          midgetmanifesto 5:40 pm on December 15, 2023 Permalink

          Conversion can always be a bit tricky. If you realize most normal folks are d4s in savage worlds with an upgrade to a d6 if it’s ‘their job’ it gets pretty easy. Soldiers for instance are shooting d6. A notable would have d8. So that bare knuckle fighter at the carnivale is probably a d8 strength, vigor and fight BC he’s above what a regular trained person would be. A gutter dreg would be d4s all around

          Liked by 1 person

        • giorgis's avatar

          giorgis 5:45 pm on December 15, 2023 Permalink

          Yes! I’m using a conversion I found somewhere online that starts with 20-29% being a d4, and increasing a die step for each 10% upwards. With that, the module conversion pretty much aligns with what you say above.
          The Wild Card concept breaks this balance though on the conversion level.

          Like

        • midgetmanifesto's avatar

          midgetmanifesto 6:37 pm on December 15, 2023 Permalink

          The wild card thing gives some appropriate gravitas and heft to villains. It is a pulpy ruleset. We played it a lot and single baddies are prone to being one shotted by lucky damage rolls that explode. Mobs are way more scary for most characters. One friend caps exploding damage to max damage (of the weapon/are) plus a bonus d6 bennies allow the villains to soak some hits, not fall on their face, not be shaken ever single round.
          Wild cards are a story mechanic more so than a conversion challenge. If you want a returning villain/rival give them some bennies so they can twirl their mustache and escape while their henchmen get in the way of the PCs attempts to down them.

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  • Unknown's avatar

    giorgis 11:36 pm on November 29, 2023 Permalink | Reply
    Tags: , SavageWorlds, ,   

    Savage Warhammer S01E00 

    Session Zero

    Working on a new project of mine. It’s something that has been done plenty of times before, playing in the Old World of Warhammer using a different system.

    I’m a big fan of the Old World setting and the Warhammer Fantasy Roleplay theme. Grim and dark, with a tone of phlegmatic humour. However I’m partial to the ruleset. The first edition is a bit too chaotic, not only in terms of combat results, but also of rules. This isn’t solved entirely in the next editions with the 2nd being too crunchy for my tastes. I have no problem with crunchiness, but for solo, I’m looking into streamlined crunchiness, similar to how Harnmaster and BRP does it.

    Therefore I considered many times a conversion, and playing, using a different ruleset. I decided against Harnmaster, because separating the ruleset from its own lore and putting it into the Old World, sounds like too much of an effort (magic, races, locations, technology). I decided against Mythras due to the difficulty of running an adventuring party, and decided against BRP, because I want a wounds threshold system.

    In the end, I decided to go into Savage Worlds. There’s many fan-made conversions of WHFRP to Savage Worlds in the wild, and the one I will be mostly following, is the Savage Warhammer.
    I will be using the SWADE core, and drawing additional information from the previous edition of Savage Worlds Fantasy Companion. I’ll also take more information from the other fan-made conversions if I like them, as I see fit, for example I used the ‘Apprentice’ Hindrance from another conversion.

    Apprentice (Major)
    This Hindrance can be taken by a starting character with an Arcane Background with a linked Skill Trait no greater than d4. The character starts with one less Power than normal and can gain no more Powers until at least one Rank is gained.

    I recall preferring some of the SWDE rules better than SWADE, but if memory serves me right, these were related mostly to modern firearms, so hopefully, SWADE will be the right choice.

    For Setting Rules I will be using some existing ones as-is, a few modified, and a few of my own.

    • Hard Choices: As is
    • Dynamic Backlash: Replaced by Savage Warhammer Magic rules
    • Dynamic Melee Combat: Inspired from my favorite d100 systems, see notes below
    • Grittier Damage: Some extra deadliness.

    Dynamic Melee Combat

    Defender chooses to block, counterattack or dodge the incoming attack. An unarmed defender can only dodge as a defensive action. This must be declared prior to the attack roll.

    Attack RollBlockCounterattackDodge
    ≥Parry+RaiseA*2A*2A*2
    ≥Parry†A*1A*1A*1
    ≥4Blocked AB*1Dodged
    2-3Blocked BD*1Missed
    1FumbleD*2Stumble

    A*2: Attacker hits with raise.
    A*1: Attacker hits.
    B*1: Both hit.
    D*1: Defender hits.
    D*2: Defender hits, with raise.
    Blocked A: Attack blocked. Roll damage against defender’s weapon‡. On success, it’s broken.
    Blocked B: Attack blocked. Roll damage against own weapon‡. On success, it’s broken.
    Fumble: Attacker Agility check or drop weapon.
    Stumble: Attacker Agility check or fall prone.
    Dodged: Defender Agility check or fall prone.
    Missed: No effect.
    † Only if Parry>4
    ‡ Weapons & Shields Toughness equals to Damage + Weight.
    Note: on a block, residual damage can carry over to the defender

    On a raise the combatant can choose one of the following options.

    • +1d6 Damage as per RAW
    • Weapon Special Effect:
      Edged weapons cause Lacerations: The slashing attack hits another location at one weapon (only) damage.
      Piercing weapons cause Impaling: double weapon (only) damage, weapon remains stuck in opponent until removed. Penalty -2 until removed. Any significant activities or removal causes weapon (only) damage, not reduced by armor. Successful Strength check to remove by target or successful Fighting attack to retrieve by attacker. (If the attacker has no other weapon; they’re considered to be an Unarmed Defender until weapon retrieval.)
      Bludgeoning weapons cause Crushing: Increase Strength damage by one step. Target is Stunned.

    Grittier Damage

    As per Gritty Damage rules, but also:

    • A single attack which causes 2 Wounds or more, also causes Bleeding Out. For Bludgeoning weapons this is internal bleeding. For piercing weapons, if impaled, Bleeding Out happens only if the weapon is removed.
    • A single attack which causes 4 Wounds or more, also destroys the location. A limb is severed, a head decapitated, etc. In contrast to Gritty Damage RAW, this damage is permanent unless recovered through magical means (i.e. regeneration).
    • Healing a Gruesome injury requires healing the Wound level that caused it. For example if a Hideous Scar was received by a 2 Wound hit to the head, then, 2 Wounds need to be healed to remove the effect.

    Solo Engines

    The few times I’ve solo played a pre-written adventure module, I’ve come to enjoy the process immensely, so that’s what I’m going to do again. I intend to try out the use of the following solo tools and engines.

    Solipsism

    I think the gamebook style of Solipsism will fit well to structure the travelling between scenes and locations in a prewritten module. I have both versions of the solo engine, so I might try them both out.

    MUNE

    I will use the core MUNE as Oracle and engine, with TWENE table to alter the adventure as required.

    Expectations

    • A quick and dirty way to play in the Old World, maintaining the theme of the setting.
      Savage Worlds will provide the pulp survival mode, but the setting rules will make it more deadly and more interesting, staying true to the Warhammer vibe.
    • Solipsism will provide a framework to run the pre-written adventure modules, while MUNE will provide Oracle answers and alterations, without getting bogged down in charts.
    • Playing the pre-written adventure modules from the First Edition of WHFRP will provide a good experience without needing to rely on AI tools and generators to help describe an adventure.

    Concerns

    • The deadliness of the system might be too high and the party could be killed or TPK.
    • Solipsism might just not work. It is a very unique solo tool, and I haven’t tried running a prewritten adventure module in it.
    • The different adventure modules might not be easily tied together.

    Fallback

    • Tone down deadliness by using Gritty Damage as per SWADE RAW.
    • Use of another system, like Mythic (Variations 2), or Motif Story Engine to run the adventure framework.
    • Run sandbox solo until the opportunity appears to pick up the next adventure module.

    Format

    I’ve recently gotten Foundry VTT, and I intend to run the various scenes within this.

    The Oldenhaller Contract

    This is the adventure module included in the Warhammer First Edition Core Rulebook, and I will begin with this. Since it’s meant for four characters, I will create four characters. Apart from the SWADE chargen, I generated randomly all the background information. I decided to choose one different Class for each adventurer, but rolled on the professions normally.
    In short the characters are:

    • Abenzio Monteverde, 24M, 6’0″ 232 lbs, black curly hair, green eye, a massive Tilean pit fighter from Luccini, with only one working eye and scarred skin. He’s a foreigner a long way from home.
    • Greta Kahl, 27F, 5’8″ 130 lbs, bald, blue eyes,big ears, an alchemist’s apprentice from Barfsheim, Dunkelburg. Perhaps an experiment gone wrong? She has three children and a husband, what could have forced her to abandon them?
    • Elhali Silba, 77F, a wood elf smuggler from the Great Forest, with a stunning smile of very white teeth. Her family is all rogues and scoundrels, and the apple didn’t fall too far from the tree.
    • Wolmar of Schlafebild, 19M, the typical herdsman from Schlafebild of rural Altdorf, but with a very clear voice. Was pastoral life not meant for him?
      The adventure begins in Nuln, but the rulebook gives the GM the option to begin with the river journey and get the party to know each other, and that’s what I’ll do, albeit in a solo player’s manner.

    I’ll get started with the Book of Legends and Deeds to create interesting backstories for each of my characters using the Waylays mechanic, and then use Connections for some dialogues. It’s really interesting how just rolling the family and place of birth can provide you with like half the material you need for an interesting character.
    I have a concern here that I’ll spend too much time creating my protagonists, and they’ll die quickly in a ditch or gutter, but since the process is fun on it’s own I decided to go along with it.

    Abenzio Monteverde

    Abenzio is the third of four siblings. All his siblings are sisters. His father is a servant, and his mother was a thief.
    (Waning/relative/overcome by close friend)

    Abenzio’s mother fell ill when he was just a kid. Abenzio couldn’t help her, and if it wasn’t for his close friend’s father, a local healer, she might have not made it.

    (Unforeseen/misunderstanding/overcome by/favored skill)

    As a teenager Abenzio got in trouble for something he didn’t do. His sister had stolen an expensive necklace, and he was blamed. He entered into a brawl with the town guard and escaped.

    (Impassioned/weather/overcome on accident)

    It wasn’t long after that Abenzio attempted to flee Tilea on a boat as a crewman. The ship met harsh weather to the North, and crashed on the rocks. By luck he was the sole survivor, but he injured his left eye, and he can’t see with it. His body, flailed against the rocks, still bears the marks of a scarred skin. Since then, he tries to make a living in Reiksland as a pit fighter, quite successfully. His hulking size, intimidates most foes.

    Greta Kahl

    Greta is the youngest of four siblings. One of her brothers is a noble, perhaps a bastard half-brother whose father is nobility?
    (Grim/invader/overcome by fate)
    Greta was only a child when goblin raiders attacked their home at Barfsheim. It was only by chance that she survived, as she and her older siblings were sent on an errand at Dunkelsburg.

    (perceiving/hermit/overcome by favored ability)

    As orphans, the siblings split in Dunkelburg. Greta was taken in by an alchemist called Dietrich and his wife Anna. She helped in the lab and kitchen chores, and was given an education. Teenage Greta had taken on the surname of her new family, when an old man from Barsheim, called Gustav who had survived, was in the city for business. He saw Greta and almost recognized her, and wanted to take her back as a farmhand on his remote homestead, but the young Greta outsmarted him. She spoke eloquently in the classical tongue, and the man was confused. When she called out to a city guard that the man is harassing her, she made a scamp exit, while he was trying to explain himself.

    (ordinary/holdings/overcome by favored skill)

    The old man persisted, and he eventually found her adoptive family. For a decent bride price, she was married off to the man’s son, Wolf, in Barfsheim. Being a servant to a loveless marriage was not for Greta, and she planned her escape from this life. Having stolen some recipes from the laboratory, she prepared a potion to change her appearance, and leave in disguise, taking her three children with her. However, the potion didn’t work as expected, and Greta’s face was disfigured and she went bald. Her children screamed in horror when they saw her, and she fled in the night. Noone recognized her. Eventually, her face went back to normal, but for some bigger than normal ears, and the hair that never returned. Wearing a scarf to cover her head, she can’t return back to her demanding family, and dares not face her children and their just accusations that she abandoned them.

    Note: Retrospectively, it makes sense as the backstory evolved that her brother was adopted by a noble family that couldn’t sire children instead of a bastard.

    Elhali Silba

    Elhali is the youngest of three wood elf sisters, their father Calandilas is the only one in the picture.
    (barbaric/rebels/overcome by fate)

    Another tragic tale of the old world. When Elhali was just a kid, she was in the woods of the Great Forest with her mother, when a warband of chaos beastmen charged at them full might. Her mother was killed in an instant, and Elhali was hit by a blow that sent her flying back several feet. She dropped down in a bear’s cave and fell unconscious. Having lost her tracks, the beastmen didn’t chase further. At first light, she returned back to her camp. Her father, now the sole provider for three girls.

    (brusque/social environ/overcome by strong attribute)

    Being the daughters of a gambler, the girls quickly had to put up with the riff-raff of his peers. Elhali proved her mettle by smuggling contraband to the nearest imperial settlement. Once she started paying off her father’s debts due to her stealth and smarts, noone dared even say another word about her again, or they’d risk facing her father’s wrath.

    (pleasant/festival/overcome by personal resources)

    It was Hexenstag, at Liadrel’s festival when Elhali was smuggling unregulated elf wine into Diesdorf. She was betrayed by a competitor, and had to flee using her trusted rowboat, along the river Reik.

    Wolmar of Schlafebild

    Wolmar is the third out of four siblings, his father Berthold is a trader and his mother a boatswoman. Perhaps they work together?
    (drowsy/occult/overcome by favored ability)

    Wolmar’s willpower was evident from his childhood. A stranger appeared in his hometown of Schlafenbild, and as he passed through the streets at dusk, he mesmerized the children to follow him in the woods, never to be seen again. Only Wolmar stood there and just looked at the uneasy parade. He felt a slight tingling inside forcing him to follow, but he grasped the coat of a sheep next to him, and didn’t flinch.

    (fixated/rival/overcome by faction intervention)

    This meeting didn’t leave Wolmar unscathed, and he was a bit of weird and secluded as a teenager, which caused another kid to bully him all the time. His bully was fixated to making his life a hell, until Wolmar’s family had enough. His brother gave a good beating to the bully, and his father told a handful to the kid’s parents. Wolmar wasn’t teased again.

    (revered/relative/overcome by close friend)

    Since then, the mundane never stuck with Wolmar. He can’t go about tending the goats when he feels like there’s chaos lurking around every corner. His father wanted him to follow on his mercantile footsteps, but Wolmar disagreed. He didn’t want to upset his father and felt trapped. This all changed, when Wolmar’s herd of sheep was attacked by wolves, and he stood bravely against them to protect the sheep. Right on time, an adventurer appeared, and killed two of the wolves, scaring the rest away. The man was Hals Narbe, an adventurer who had saved his father’s life and was coming to visit. He spoke highly of Wolmar’s bravery to Berthold, and how the boy would make a fortune with his boldness out there in the world. Berthold, pressured by Hals, finally gave in to Wolmar’s request, and gave his blessing to the young man to leave home and start adventuring.

    This more or less sums up our group of adventurers, and their reasons for adventuring. For the next part of session zero, I will generate some BOLD connections and have some dialogues, perhaps they’ve already exchanged more than a few words together as part of their river journey, perhaps, they’re just about to do so. Normally you’re supposed to spread these connections along a game session, but in this particular case, I’ll be using them back-to-back.

    actiongerundsubject
    addressconcludingallies
    scrutinizeavoidingparty member
    impartenjoyinga skill

    The river boat goes downward the river towards Nuln. The passengers are a misfit band.

    (address/avoiding/party member)

    Wolmar, a young man with red hair contrasted by green eyes, looks at them. ‘Are they adventurers like him?’ he wonders. ‘Well, adventurer wannabe to be exact.’ He grips the hilt of his short sword tightly and speaks loudly to get their attention, but as the hulking scarred man sitting on the schooner’s floor turns towards him, Wolmar, intimidated averts his gaze, his voice trembles, and softly continues without looking at him. “So, fellow travelers, are you new to Nuln? I… I heard there is good coin to be made in Nuln, if one know where to look. I’m Wolmar, and I’m looking for some company to share the spoils together.”

    (scrutinize/concluding/a skill)

    The woman, that Wolmar believes is an elf – he can’t be sure as only strands of silver hair escape from her hood, answers. “And what skills do you have so that we will place our faith in you… Wolmar? You look as if you’ve left your mom’s busom but yesterday. Can I trust you to protect me when it all goes shitwide?” She challenges him.
    Her light voice certainly carries the weight of an elf’s words. “You’re way older than me, and I’m more than certain that you don’t need me to protect you. But if you place your trust in me, be certain, that the foe – be it man, goblin or troll, will get past me first, before it reaches my companions, should they come my way!”
    Elhali chuckled. “Placing trust in others is something I haven’t done in a long, time, but there’s a first for everything. You can call me Elhali young man. Let’s visit Nuln together.”
    Wolmar sighed, and his gaze went to the third passenger, a woman with a scarf covering her head, his eyes still avoiding the brute.
    The woman looked down, trying to escape the unwanted attention, and Wolmar realized that not everyone might be so eager to adventure, but as he was about to turn the discussion to something else, because he felt very uncomfortable, the bulking man stood up, and spoke in a hoarse voice.

    (impart/enjoying/allies)

    “You have my flail!” he gives a shoulder hug to the two ladies next to him. “I think Nuln is a great place to get rich, I like you Wolmar. Straight to the point. I am Abenzio, you can call me Abe. This here is Greta, she’s shy but she’s good with potions, she settled my uneasy stomach.” he nodded to the scarfed woman who smiled. “I have a feeling that you’re all a fine bunch, and we’ll have exciting times together. Let’s carve our own path here in Nuln, a path paved in gold crowns.”

    Before going into the meat of the adventure, I’ll also use the opportunity as proposed by the adventure, to get into a good argument with the customs officials.

    I’m paraphrasing the text from the adventure:

    After what seems like months, the boat reaches Nuln. The adventurers are all frozen and soaked through. It is probably true to say that they all bitterly regret buying a cheap deck-class passage on an aging riverboat; it doesn’t seem a particularly heroic way to start their lives as adventurers. During the course of the journey, they have got to know each other, and become friends of a sort, united by the common desire to escape the grinding tedium of everyday life. The pilot brings the boat alongside a jetty. Crewmen throw ropes to waiting dockers, the ropes are lashed round massive wooden uprights and the boat is pulled onto the jetty with a slight bump. The gangplank is lowered, and timber cranes swing across the decks to unload the cargo.

    The customs formalities drag on and on, with the captain of the boat, and it’s almost night when the time comes, when the officer calls motions for the adventurers to present anything to declare.

    For this I will use Let’s Talk.
    First I’ll choose the Greeting Attitude for the customs officials, which will be Neutral. (I was leaning into Unfriendly as well)
    Then I’ll choose the Topic. This is clear. Where do the adventurer’s come from, what do they want in the city of Nuln, and if they bring in any contraband.
    Rolling for the Mood, I get Startled. Perhaps they were not expecting passengers at this river boat?

    The officer, a fat man in his mid forties, dressed in fine clothing is looking at the four adventurers in disbelief. “Name and occupation. State your belongings and business in Nuln. Weird bunch… how come you’re all together?” he says and shakes his head.

    My Let’s talk hand doesn’t have the best options available, I can choose Flirting, Surprised, Wildcard.
    I’ll start by using the Surprised card.
    I roll on the Reaction Roll, modify it with the mood and get a Somewhat Negative result, which combined to the NPC’s tone, means they’re Neutral.

    Wolmar steps forward. “Why… did we do anything wrong?”
    The officer seems unimpressed. “Name, occupation, belongings and business.”

    I will use Flirting.
    I roll on the Reaction Roll, and get a Negative result, which combined to the NPC’s tone, means they’re Rejecting.

    Elhali smiles and touches the officer’s shoulder softly. She uses the softer voice she can muster “Please mister officer, we’re so tired and cold” she bats her eyelashes, “all we want is a warm bath and a bed“.
    The man starts to show his discomfort. “What is your name miss?” he says in a cold, blunt manner.

    On the third and final exchange I will use the Wildcard. Something to do with the PC personality. I’ll pick Wolmar, and Rude.
    I roll on the Reaction Roll and get a Somewhat Negative result, which combined with the NPC’s tone, means they’re Rude as well.

    “Here’s my belongings!”, and with a clutter, Abenzio throws down his great hammer at the feet of the officer. “Can we get on now with this stupid farce? Night is falling and it’s freezing cold out here. Is that the Nuln welcome to all the visitors?”
    “Just the ones that don’t have smarts for brains.” The officer says unfazed by the brutish display of Abenzio. “Will you comply, or do I have to call the guards?”

    So I consider that the PCs will comply now. If they had a favorable outcome, perhaps they’d get an earlier entry into Nuln, but now this will go as described in the module.
    I don’t want to derail the adventure at this point (it’s a starter adventure after all), so I will not entertain myself with the possibilities of Elhali being wanted as a smuggler or Greta as a fugitive. Perhaps these are threads to be tied in the future.

    Paraphrasing from the adventure module:

    The customs formalities drag on and on, and it is nearly midnight by the time the adventurers are allowed ashore.

    Now, I’ll stop here, and summarize, as from the next session, the adventure starts normally.

    Session Summary

    It took me quite a great while to complete this session zerio. Converting WFHRP into SWADE, hacking SWADE to my liking, creating characters, backstories, getting started to learn Foundry, and I have this fear that they’ll die in the first encounter.
    Which is good if I stop to think about it. This way, I’m attached to the characters, and also the most important part, I had fun!
    Prepping for a game is as much fun as playing the game itself. Sure, there’s more details that can be filled out, generate names for the siblings, and detailed backstories, but we have to stop somewhere and get the story started, right?
    On the choice of systems, I haven’t had the chance to use them yet, so the entire structure might crumble, but I have only the best words for both BOLD and Let’s Talk. For BOLD I will not repeat myself, it’s really marvelous at what it does. In this session I decided against using AI-generated text, to better immerse myself in the story, and I must say I enjoyed it immensely. There’s some rewarding feeling in this self-challenge to get a proper narrative from keywords.
    As for Let’s Talk, it’s the first time I’m using it, and I was very happy. The concept is quite intuitive. I like how it forces you to use three approaches from a hand, which means there’s no repetition, and you might have to step out of the box to roleplay the situation. It’s also clever as to how the entire social encounter is limited to 3 exchanges. I can see it working alongside with UNE with the latter serving the initial Greeting perhaps. I’ll try it out again, but it has the potential to be the social dialogue engine for solo I’ve been looking for so long.

     
    • midgetmanifesto's avatar

      midgetmanifesto 1:46 am on November 30, 2023 Permalink | Reply

      For more resilience you could treat bennies like fate/fortune points in stock WFRP (2e). You can use them for rerolls (as bennies) and they refresh each adventure/gaming session. You can burn them permanently (refresh number goes down) in order to stave off death.
      It’s fun b/c it results in a swirling down the toilet experience. Less rerolls means more likely death with means more likely to burn your rerolls down. *Flush*

      Liked by 1 person

  • Unknown's avatar

    giorgis 11:38 am on June 17, 2023 Permalink | Reply
    Tags: SavageWorlds, , Zland   

    The Fall – Ep01 

    Amongst the RPGs that piqued my interest was Z-Land. As you can deduce from the title, it has to do with zombies. I liked what I read from the ruleset. It’s d100 skill based, but quite less crunchy than the BRP family. The different theme compared to what I’ve played so far will also allow me to tap into unused inspiration reserves.
    Z-Land has three different periods you can play in, depending on the number of years after The Fall. The future is bleak, and the further from The Fall, the worse humanity has it.
    The setting is dark, horror, and with concepts that are unnerving, and there are no punches pulled as I quickly discovered even during character creation.

    Character creation can be completely randomized, something that I enjoy for solo gaming, so I went along with it, every single thing that you read below for my character has been randomly rolled. Most of the results have an effect on the character’s skill set.

    Marten Markell
    39 years old, Male, Right handed
    Ivory skin, Blonde hair, Hazel eyes, Average build

    Childhood

    Q: Do you remember your parents?
    A: Something happenend to mum
    Q: What happened to mum?
    A: Killed by the character
    Q: How large was your family?
    A: Small family
    Q: What is your relationship with God?
    A: I leave him alone and he leaves me alone
    Q: How strict were your caregivers?
    A: I got smaked when I needed it
    Q: Where did you grow up?
    A: On the run from enemies
    Q: Who was the greatest influence on your childhood?
    A: A fictional character from my favourite book/tv show/movie
    Q: How do you feel about your childhood?
    A: Angry

    Teen Years

    Q: Who was your best friend?
    A: A bookworm
    Q: What was your favourite subject in school?
    A: Gym class
    Q: How did it go with your first crush?
    A: Cheap, and by the hour
    Q: Did you lose anyone?
    A: Fate spared me
    Q: How do you feel about your teen years?
    A: Angry
    Q: The turning point in your young life was when you…?
    A: Got an addiction. I don’t know what is worse, the substance I take or the withdrawal pains if I don’t

    Adulthood

    5 terms (15 years) in Hospitality services
    1 term as a Street Cop
    1 term as a Private Security

    Q: Found your soulmate?
    A: No
    Q: Did you lose someone?
    A: A parent
    Q: How many of your loved ones have stuck by you throughout your life?
    A: Only half remain
    Q: How do you like to spend your free time?
    A: Learning new things and bettering myself
    Q: What is most important to you?
    A: Power and the will to use it

    Skills

    • Athletics 35
    • Broad craft 32
    • Burglary 44
    • Constitution 38
    • Deceive 36
    • Diplomacy 52
    • Drive 30
    • Fight 37
    • Fine craft 30
    • Intimidate 31
    • Intuition 31
    • Investigate 38
    • Logic 32
    • Luck 42
    • Might 42
    • Perception 30
    • Shoot 36
    • Stealth 31
    • Wealth 35
    • Will 38

    As I explained above the game is dark, and this is reflected by the results I got. As is the concept of many living dead tv shows, a lot of characters don’t talk about their past before The Fall, and this is the route I’ll follow with my protagonist – I don’t want to delve in there unless the story will require it. Marten is 39, his childhood was broken with a lot of trauma, and the teen years weren’t any better. He carries a lot of anger, not suppressed, but managed to survive somehow. After 15 years working in hospitality, he made a carreer change to enforcement. He tries to make himself better, better skilled, more powerful, so that he doesn’t have to rely on anyone.

    To start the game randomly rolled on one of the 10 scenariors provided in the rulebook for this era, and I got ALONE IN THE WOODS.

    You have had enough of the world and decided to take a break. You and your party went for a short camping trip; just you few and the great outdoors. No people, no civilisation, no phones, no tablets or computers. Just the wilderness and your camping supplies.
    You tramped, you hiked, you fished; all in all you enjoyed yourselves that day and your campsite for the night was already set up and the food was already cooking. When you went to bed you couldn’t be happier with your decision to get away from it all.
    Until you were awoken by a scream that didn’t sound like any animal you knew. It couldn’t possibly be a person as you were so far out and hadn’t see anyone all day, but what else could it be? And why were they screaming so horrifically…

    Q: Are there more people than Marten camping together?
    A: Yes, but they’re missing. Marten had gone on the camping trip with two friends, Roy and Micah.
    Q: Does the sound come from far away?
    A: No
    Darn, I was hoping I’d have more time available.

    A shiver runs down Marten’s spine as he hears the screams once more and realises that whatever let out that unnatural scream must be close by, as the sound reverberates on the tents. He fiddles around his tent to find his gear in the darkness. He quickly puts on his shoes – he feels like there’s no time to tie shoe laces – grabs his camping hatchet and flashlight, and carefully pries open the tent zipper to look outside.

    So I made a call here that Marten would have typical camping gear. A hatchet isn’t out of the question, a survival knife either. They’d have fishing gear, bedrolls, tents, backpacks, flashlights, lanterns. A hunting rifle isn’t out of the question either – but I’ll have to ask the Oracle for this. I felt like the quickest option to draw something to feel safe would be the hatchet or the knife.

    Q: Is there a Plagued in sight?
    A: Yes
    Q: Is it someone Marten knows?
    A: Yes. It’s Micah.
    Marten: Perception (Normal): 41/50: Success
    Q: Is there signs of struggle? (Likely)
    A: Yes. There’s blood all over Micah’s mouth, hands and shirt.

    Marten looks at his friend. All covered in blood. Something terrible must have happened. He even has blood all over his mouth. Marten’s mind races 1000 miles per hour as he struggles not to let off a scream.

    Marten: Willpower (Challenging): 73/38: Failure.
    Marten lets off a scream and received a Minor Mental Wound.

    Marten screams, and trying to compose himself he yells “Oh shit! Micah! You scared the shit out of me! Are you alright mate? What happened to you? Where’s Roy?”, and he peeks out, standing tall out of the tent, but Marten’s hand is still stiff, holding onto his hatchet with all his strength as if his life depends on it.
    Micah lets off an unearthly scream and lunges at Marten. Adrenaline kicks in, and from fight, freeze or flee, Marten, in this split second decides to fight.

    Round 1
    Initiative: Marten has Athletics 35, Micah has Athletics 60 (As Plagued) and goes first.
    Micah vs Marten: 23/60 vs 55/35: Marten receives a Grievous Wound to the Torso.
    Marten: Constitution (+0): 26/38: Success
    Marten vs Micah: 49/37(-5): Failure

    Micah jumps on Marten, and with speed and agility Marten hadn’t seen before, it slashes and bites at him. Marten avoids the shock of his wounds, and tries to hack back at Micah with his hatchet, but misses.

    Round 2
    Micah vs Marten: 43/60 vs 78/35: Marten receives a Location Destroyed hit to the Torso.

    Micah, controlled by the plague chews and tears at Marten’s guts. For a few split seconds of disbelief Marten looks at his own life being eaten away from him. He never stood a chance.


    Summary

    That was – intense. Okay I can see this working in a group game, because this is deadly, but for solo you need to be extra careful. I also wanted to be extra fair, and didn’t try to give any meta knowledge to my protagonist, which, in combination to the scenario, led to his demise.
    So my line of thought was, that since the three of them were the only ones around there, it’s most likely that one of the friends turned during their REM sleep, and attacked the other friend before they could make a sound. Unfortunately the Oracle verified this, which means that it all was close Marten both in terms of distance but also of relationship. Disbelief kicked in, and the distance was too short to run or hide before being detected. As soon as I saw the different combatant stats, Marten stood no chance. Perhaps if he had a rifle or a gun, there could be an opportunity. If the scenario played otherwise so that Marten would witness a Plagued attacking another hapless human first before himself, then he might have the knowledge to avoid them.
    I want to give this game another chance, so I’ll create another character and roll another random scenatio. Perhaps I’ll end up in a Funnel style game like DCC.


    Kedric Cedeno
    30 years old, Male, Left handed
    Black skin, Brown hair, Hazel eyes, Average build

    Childhood

    Q: Do you remember your parents?
    A: Both were alive
    Q: How large was your family?
    A: Small family
    Q: What is your relationship with God?
    A: As long as it doesn’t affect my day-to-day life
    Q: How strict were your caregivers?
    A: Best friends with the “naughty corner”
    Q: Where did you grow up?
    A: In a boarding school
    Q: Who was the greatest influence on your childhood?
    A: A celebrity
    Q: How do you feel about your childhood?
    A: Peaceful

    Teen Years

    Q: Who was your best friend?
    A: I didn’t have a best friend
    Q: What was your favourite subject in school?
    A: Mathematics
    Q: How did it go with your first crush?
    A: I fought with my best friend over them
    Q: Did you lose anyone?
    A: My crush
    Q: If you lost someone, what happened?
    A: An ill-fated journey was their end
    Q: How do you feel about your teen years?
    A: Indifferent
    Q: The turning point in your young life was when you…?
    A: Found a starving, dying animal and nursed it back to health. It became your my companion

    Adulthood

    4 terms (12 years) as a Private Investigator

    Q: Found your soulmate?
    Q: How many children did you have?
    A: Two
    Q: Did you lose someone?
    A: Your spouse/lover
    Q: How many of your loved ones have stuck by you throughout your life?
    A: I have more loved ones around me than I can count
    Q: How do you like to spend your free time?
    A: Creating beautiful things that will outlast me
    Q: What is most important to you?
    A: Power and the will to use it

    Skills

    • Athletics 38
    • Broad craft 42
    • Burglary 36
    • Constitution 30
    • Deceive 33
    • Diplomacy 35
    • Drive 43
    • Fight 30
    • Fine craft 33
    • Intimidate 36
    • Intuition 33
    • Investigate 37
    • Logic 36
    • Luck 32
    • Might 35
    • Perception 30
    • Shoot 32
    • Stealth 31
    • Wealth 43
    • Will 33

    This time the results are not so dark, but traumatic none the less. Marten is 30, his childhood was good, but during his teen years he lost his crush during an ill fated journey. As an adult, he found his calling as a PI and married and had two children. His wife died, being the second person so close to him that he lost, and he had to raise his two kids by himself, thankfully the grandparents were there to help. He’s social and believes strongly in family, but even more he knows that the world changes by those in power, and these are the values he goes by.

    To start the game randomly rolled on one of the 10 scenariors provided in the rulebook for this era, and I got LONGEST ELEVATOR RIDE.

    People get stuck in elevators all the time, and this time it happened to you and your party. Maybe you were in a hotel or staying late at the office, but just before dusk you few got into an elevator and it stopped working between floors.
    The hatch at the top won’t open and you can’t get through the doors, all you can do is wait. The voice at the other end of the emergency line said they’ll be a few hours, but you’ll be staying until dawn and there’s no cell reception inside the elevator.
    When morning comes, you awake as the elevator moves down one floor and opens. It won’t work anymore and you are still several stories up, so it’s the stairs for you.
    Out through the windows you can see smoke and fire coming from buildings and you can hear… noises… coming from the floors below you. It sounds like someone left a hungry dog or something here overnight…

    Since it’s a very generic scenario (more like a plot hook) I need to set up the scene, so I’ll ask several questions before my PC acts.

    Q: Are there more people than Kedric in the elevator?
    A: Yes, but it’s only two strangers.
    Donjon: Drake Leath: Male Parapsychologist. Str 13, Con 7, Siz 14, Int 13, Pow 14, Dex 8, App 8, Edu 8, San 70. Drake is tall and slender, with red hair and brown eyes. He wears a dark suit and a flat cap. Drake compulsively insults others.
    Donjon: Felicia Locke: Female Minister. Str 12, Con 12, Siz 12, Int 11, Pow 6, Dex 9, App 9, Edu 15, San 30. Felicia has an angular face, with brown hair and dark amber eyes. She wears a designer skirt and blouse and green scarf. Felicia believes that mankind will inevitably destroy itself.
    Q: What do they do? (Detail Check)
    A: Disfavors NPC: Felicia. She runs out of the elevator, clearly panicked.
    Q: What floor are they on? (2d6 pick highest, 6 explodes)
    A: 5th floor
    Q: Is it a hotel (or an office)?
    A: Yes
    Q: Was Kedric staying at this hotel?
    A: No, the person he investigates is
    Q: Is it Drake or Felicia?
    A: No, it’s someone else
    Donjon: Harlan Castiglione: Male Police Detective. Str 11, Con 7, Siz 13, Int 15, Pow 4, Dex 12, App 10, Edu 13, San 20. Harlan has trimmed black hair and hazel eyes. He wears a dark suit and carries an automatic pistol. Harlan seeks to discover why he cannot remember anything from yesterday.
    Q: Is the hotel in Kedric’s home town/city?
    A: Yes
    Q: What is the hotel like? (Detail Check)
    A: Disfavors thread. The hotel is an old hotel is an old building with only one elevator and one set of stairs.

    Gear: I think it’s most likely that Kedric as a PI on the job has a cellphone, a 9-mil pistol, a lockpick kit, and other tools of the trade.

    A small note here about the Donjon results. I use the results for Call of Cthulu Modern, so there are things like BRP stats, which I won’t use, but might serve as good pointers to use in the future if I need to populate some Z-LAND stats.

    “The Ark Vacation Inn” is not the best hotel in town, but that’s where Kedric’s mark, a Police Detective named Harlan met his lover. Harlan’s wife had hired Kedric to gather information about her husband’s cheating to gather enough evidence as she planned to file for divorce. He had just planted the bugs in Harlan’s room and was on his way down the elevetor when the power was cut. Trapped inside with him is a man and a woman.
    The hatch at the top won’t open and they can’t get through the doors, all they can do is wait. The voice at the other end of the emergency line said they’ll be a few hours, but they’ll be staying until dawn and there’s no cell reception inside the elevator.
    Kedric’s mind went to his kids. They would be staying with his parents for the night, but he was supposed to be back before morning.
    During the night the strangers get to know each other by name and a few more general chit-chat to help everyone relieve of the stress of being trapped inside.
    When morning comes, they awake as the elevator moves down one floor and opens. It won’t work anymore and they are still 5 stories up, so it’s the stairs for them.
    Out through the windows they can see smoke and fire coming from buildings and they can hear… noises… coming from the floors below. It sounds like someone left a hungry dog or something here overnight…
    Felicia exclaims “it’s about time” and just runs out, before Kedric has a chance to call out to her.
    Drake looks at Kedric. “For a wise clergy person, she sure has no patience.”
    “Something is off, for certain.” Kedric replies. As they’re out of the elevator, he tries his cellphone to see if he can get a signal. His mind is at his family. But the line is dead. Kedric composes himself.
    “We should take the stairs.” Drake says. “Let’s be careful about it.”
    Kedric nods, and they walk down the corridor.

    Q: Do they hear screams?
    A: False presupposition. Screaming is the least of their worries. They see Felicia running back to them.
    Q: Is she wounded?
    A: Yes
    Q: Where?
    Hit Location: Left Leg

    “Help me please, help!” she says as she gasps for air. There’s blood coming from a wound on the top of her left thigh. Kedric instictively put his hand on his pistol, as Drake runs to her.
    “What happened?” Kedric asks, as Drake grabs Felicia to assist her.

    Q: Is the stairwell closed?
    A: Yes

    They hear loud pounding on the door to the stairwell.
    Drake takes her scarf to bandage her wound.

    Q: Is there a bite mark evident? (Likely)
    A: No
    Q: Does Felicia say she was bitten?
    A: Yes, but she doesn’t emphasize it.

    “Some crazy dude in the stairwell, he assaulted me, bit me! I barely escaped from his grasp and closed the door behind me! He’s freaking crazy still pounding at the door.” Felicia says as she whinces in pain.
    Kedric pulls out his 9-mil.
    “Woah, woah dude!” Drake says. “Where did you get this?”
    “A man needs to protect himself.” Kedric replies.

    Q: Is the stairwell door transparent?
    A: No
    Q: Is the stairwell as expected?
    A: Yes

    “Come, I need your help.” Kedric says to Drake. “You get the door open, and I’ll warn the guy to stand down. These doors open outwards as it’s a safety standard.”

    Q: Does Drake agree?
    A: No, and he’s not even discussing it.

    “Fuck no! People don’t go assaulting and grabing straners for no reason. There’s a dark entity taking over them I tell you. Didn’t you hear the demonic sounds overnight? I am not putting myself in harms way.” Drake responds.
    “There’s no other way out, and we’re on the 5th floor!” Kedric explains.
    “So let’s stay on the 5th floor! We’ll wait it out.” Drake says.
    “Felicia needs a hospital, and I’m worried about my family. I’m getting out of this door. I’d appreciate it if you helped, but if you don’t just stay out of my way.” Kedric is stern.
    “You’re the man with the gun.” Drake says. “Just don’t get us all killed with your heroics.”

    Q: Is there any improvised weapon Drake can find in the corridor?
    A: Yes. A fire extinguisher.

    Felicia is sitting on the floor, resting her back against the wall, while Kedric approaches the stairwell exit.
    Drake grabs a fire extinguisher and stands back a reasonable distance as Kedric opens the door carefully. The banging on the door hasn’t stopped for a single moment, and what unnerves Kedric is the growling and hissing.
    Kedric knows from his training and his work experience that if he has any advantage with a firearm, it’s nullified unless he has the range, so he gives a nudge to the handle bar to open, and quickly steps back, aiming with his pistol at the same time. “Stand down man! I’m gonna shoot you if you advance!” He shouts.
    A pair of hands grab the door from the opening, and an enraged man opens the door wide open, at the same time letting an unearthly scream. His mouth is covered in blood and his gaze is lost, but focused on the very first thing he sees. Kedric.

    Q: What is the distance between Kedric and the Plagued?
    A: Near. The layout of the corridor doesn’t allow for much room, and Kedric didn’t have much time to step back.
    Q: Is it more than 6 meters? (the distance the Plagued can walk in one turn)
    A: Yes, and, it’s 15 meters

    The crazed man runs towards Kedric, and Kedric opens fire without a second thought.

    Round 1:
    Kedric shoots (Aimed): 29/(32+16): Hit: Hit Location 92: Right Leg: 29+20=49 Damage: Significant Wound.
    The Plagued moves (60-10 due to the Significant Wound) 5 meters towards Kedric.

    Q: Does Drake assist? (unlikely)
    A: No

    Kedric shoots a round at the crazed man’s leg, but he is unfazed and moves closer to Kedric. ‘This is unreal’ Kedric thinks. Drake stands back with the fire extinuisher in his hands, frozen.

    Round 2:
    Kedric shoots (Aimed): 58/(32+16): Miss
    The Plagued moves (60-10 due to the Significant Wound) 5 meters towards Kedric.

    Q: Does Drake assist?
    A: No, but he’s close and may draw the attention of the Plagued.
    Q: Does Drake scream? (unlikely)
    A: Yes, and he’s lost it.

    Kedric shoots again, but misses, and the man despite being shot at, closes the distance more. Drake seems to have lost it. He lets of a scream at the man, shouting “Stop!!!”.

    Round 3:
    Q: Does the Plagued change targets? (likely)
    A: No

    Kedric shoots (Aimed): 01/(32+16): Hit: Hit Location 10: Head: 1+20=21 Damage: Significant Wound.
    The Plagued moves (60-20 due to the Significant Wound) 4 meters towards Kedric.

    Q: Does Drake assist?
    A: Yes
    He’s charging (+20) and flanking (+5)

    Drake vs the Plagued: 26/(35-15+20+5): Hit: Hit Location: Right Arm: 26+30=56: Grievous Wound: Constitution: 46/(70-10): Success.

    Kedric shoots a bullet that hits the man in the head, the blow just flinching his skull. Drake screams and hits the man with the fire extinguisher landing a blow that would break the arm of a normal person.

    Round 4:
    Kedric shoots (Aimed): 94/(32+16): Miss
    the Plagued vs Drake: 66/(60-10-15): Miss
    Drake vs the Plagued: 62/(35-15): Miss

    Kedric shoots and misses, while the two men in melee avoid hurting each other.

    Round 5:
    Kedric shoots (Aimed): 62/(32+16): Miss
    the Plagued vs Drake: 66/(60-10-15): Miss
    Drake vs the Plagued: 05/(35-15): Hit: Hit Location: Left Arm: 05+30=35: Significant Wound

    Kedric misses another shot, as the melee makes it hard to find a clear target. Drake hits the other arm of the man with a return blow of his fire extinguisher.

    Round 6:
    Kedric shoots (Aimed): 95/(32+16): Miss
    the Plagued vs Drake: 76/(60-10-15): Miss
    Drake vs the Plagued: 25/(35-15): Miss

    Kedric shoots and misses, while the two men in melee avoid hurting each other.

    Round 7:
    Kedric shoots (Aimed): 40/(32+16): Hit: Hit Location: Head: 40+20=60 Damage: Grievous Wound: Constitution: 94/(70-10-10): Failure, the Plagued falls in shock.

    Kedric puts another bullet in the mans head, and he falls.
    Adrenaline is high. His heart is pumping blood, he feels every single throb. He looks at Drake, who in a moment of rage keeps hitting the man with the fire extinguisher to the head, until only a pulp remains.
    “Wha- what just happened?” Kedric asks, “why… didn’t he stop, I shot him so many times…”
    “Rabbies? I’ve heard it can make you paranoid and aggressive.” Drake answers. “Which means… she’s got it too.” He points at Felicia.
    “None of your parapsychologist opinions?” Kedric tries to give a humorous tone.
    Drake scoffs. “This is as real as it gets… right?”
    “If it’s rabbies, she should get to a hospital, get a shot, but first we must get out.” Kedric says.
    They walk to the stairwell.


    Now, it’s certain that they’ve been heard, but I need to stop here and pause, for one simple reason. The ruleset. It has some cool (borrowed) concepts, but it’s too complicated at places where it should be simpler, and too simple at places where it should be more complex.
    I will choose another ruleset to run it, but using the same theme and story.

    Possible ruleset options are:

    • Mythras (excellent ruleset but too crunchy at times, and not focused on Modern themes)
    • Basic RolePlaying (too generic but I have no experience in it and will need to read and modify to my tastes)
    • Savage Worlds (great all rounder but too pulpy, though can be modified to be more gritty) – NOTE: The link is to the previous SW edition which I’ll use.

    So between Mythras and BRP, I decided that BRP is the better option because:

    • it has zombies and maniacs which can work as the lifeless and the plagued respectively
    • it can use the CoC stats from donjon as is
    • it has features like Sanity, and a good degree of verisimilitude
    • it has Modern Character Creation which I can use as is
    • it has Optional Rules which can modify the game to my liking

    Between BRP and Savage Worlds, I finally decided to go with Savage Worlds because:

    • it also has Setting Rules, and it’s very easy to create a few more to fit this setting
    • it allows a single character to survive (which is very important in solo games)
    • it’s very easy to run a modern setting

    So, I’ll be using SWEE, with the following Setting Rules that I will apply.

    Location counts

    Unless it was a Called Shot, for every Wound inflicted roll on the Injury table to see what the Hit Location was. This is very important for the Infection spreads and for killing zombies. (See below).

    Infection

    For every Wound received when fighting the Infected, you must make a modified Vigor roll to see if you were infected. If you were infected, the infection location is important, as a Limb can be amputated to stop the spread. Infection spread time period is 4 hours minus one hour per infected wound, to see if the infection spreads to a nearby location. After the head is infected, once another infection spread time period passes, the victim turns and becomes Plagued.

    the Plagued

    Living humans who have completely gone through the infection
    Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
    Skills: Fighting d6, Intimidation d6, Notice d6
    Pace: 6; Parry: 5; Toughness: 6
    Special Abilities

    • Feels no pain: the Plagued receive a +4 bonus to recover from being Shaken
    • Fearless: the Plagued are immune to Fear and Intimidation
    • Why won’t they die?: the Plagued can receive two Wounds before becoming Incapacitated

    the Lifeless

    Those Plagued and infected (but not turned) humans that have died and risen back to life
    Attributes: Agility d4, Smarts d4-2, Spirit d4, Strength d6, Vigor d6
    Skills: Fighting d6, Intimidation d6, Notice d4
    Pace: 4; Parry: 3; Toughness: 5
    Special Abilities

    • Feels no pain: the Lifeless receive a +2 bonus recover from being Shaken
    • Fearless: the Lifeless are immune to Fear and Intimidation
    • Running wild: the Lifeless always perform Wild Attacks for +2 to Fighting
    • Why won’t they die?: the Lifeless can receive two Wounds before becoming Incapacitated
    • Headshots: a single Wound to the Head will take out a Lifeless

    Converting Kedric

    Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
    Skills: Driving d6, Fighting d4, Intimidation d4, Investigation d6, Knowledge d4, Lockpicking d6, Notice d6, Shooting d6, Stealth d4, Streetwise d4
    Pace: 8; Parry: 4; Toughness: 6
    Edges: Brawny, Fleet-footed
    Hindrances: Overconfident
    Gear: Lockpicks, Cellphone, Glock 9mm


    It’s certain that the shots have been heard throughout the hotel. The question is if there are more Plagued coming their way.
    Kedric: Notice: 2: Failure

    Q: Does Drake search for a better weapon? (likely)
    A: Yes
    Q: Is there any fire axe?
    A: Intervention. Advance Plot.

    As they head down the stairwell, Drake scans with his eyes to see if there’s any other makeshift weapon to carry. The fire extinguisher was too heavy to be carried around. He notices the fire cabinet, but before he has a chance to open it and look for a fire axe, they hear shooting and a lot of screams similar to what the ones the crazed maniac made.
    Carefully they run down the stairs , and once they’re in the lobby they can see through the glass windows outside. A handful of people armed with firearms are shooting at a mob of crazed maniacs running at them. Some of the maniacs have just run out of the hotel. The rest of the scenery doesn’t look any better. Overturned cars with broken windows, or burning, blood pools everywhere. Shattered glass panes and an overall mess. It looks like a riot.
    The three of them look at each other terrified.

    Kedric as overconfident wants to go help the group of fighters.
    Q: Does Drake try to stop him? (Likely)
    A: Random Event. NPC Negative.
    Descriptors: Starting Ambush
    NPC (Drake/Felicia/Outsiders): Felicia

    Their backs to the wall. Questions running abound in their heads, with the guns blazing outside, Kedric’s overconfident nature kicks in. He believes that if they group together with the other armed people they stand a chance against the crazed maniacs. He steps off to move towards them, Drake tries to intercept him, but then, their attention turns elsewhere. Another crazed person jumps from behind the counter. She’s a receptionist, with a huge wound on her neck, the bite mark is evident. She screams and jumps at Felicia who was leaning next to the counter.

    Round 1:
    Initiative: Drake Joker, Kedric Ace, Plagued 9, Felicia 3
    Drake looks around for an improvised weapon: Notice: 1+2=3: Failure
    Kedric shoots (Double Tap) at the Plagued: (6,1)+3+1=10: Hit with a Raise: Location: 8: Guts: Damage: 5+4+2+1=12-6:Wound
    Plagued Spirit Roll: 6+4-1=Raise.
    Plagued attacks Felicia: 1+2/Hit: Location: 5: Guts: Damage: 3/5: No damage
    Felicia tries to run away: 6+2-1=7 meters.

    Drake looks around the room for anything useful to defend himself, as Kedric fires two shots at the crazed maniac, both hitting the chest. Despite the hits, she is still standing, and claws at Felicia, scratching at her clothes, as Felicia runs back towards the other end of the room.

    Round 2:
    Initiative: Kedric 10, Plagued 5, Drake 4, Felicia 2
    Kedric shoots (Double Tap) at the Plagued: (6,4)+4+1=11: Hit with a Raise: Location: 5: Guts: Damage: 5+5+4+1=15-6:Two Wounds: Dead

    Kedric shoots another couple of rounds, right at the chest and with blood spewing from her mouth, the maniac drops.
    Kedric counts his bullets, he’s spent 11 already. At this rate, he won’t make it home. He searches his pockets for a second clip.

    Q: Does Kedric have a second clip on him (unlikely)
    A: Yes, Intervention. Entity Negative.
    Entity (Kedric, Drake, Felicia, Ousiders, Mob): Kedric. He loses his second clip.

    Kedric draws a second clip, but with the adrenaline rush and the stress, he drops it, and fumbles it somewhere in the mess of the reception hall. He needs to find it!
    Drake looks around for a makeshift weapon.

    Okay, so it doesn’t make sense for plain failure, aka Nothing happens here. Each roll must have an associated cost, otherwise we can roll forever until we find what we need. So the question is not if Drake will find a weapon or Kedric his clip, but if they manage to do so before another Plagued enters the lobby.

    Kedric: Notice: (6,1)+2=8: Success with a raise. He finds the clip.
    Drake: Notice: 5: Success. He finds a papercutter. Not the sharpest tool, but it will do.

    In the meantime, the fight outside continues. What does it look like?
    A: Fear

    The group of strangers outside blasts off several of the crazed maniacs, but their enemy seems unstoppable. Soon they’re overrun, and no further shots are being heard. Only the wicked screams.
    “It’s the end of the world I tell you!” Felicia tells them.
    “First HKEV, then this, do you think they’re connected?”
    “Hell, it was an encephalitis virus. Why shouldn’t they be connected?” Drake says.
    “There should be some emergency services on a hospital or police station nearby. We should head there.” he proposes.
    “I need to find my kids. I’m worried about them.” Kedric disagrees.
    “They could have gone there too, right?” Says Drake. “Is there a chance the local police station is on our way? you said you live in this town right? we should make a plan.”

    Q: Is the police station on their way to his home?
    A: Yes, and it’s close to the hotel.

    “Alright, yeah. The Ark Town PD is just two streets north and one west. It’s no deviation to my route. Perhaps we’ll find some help there.” Kedric nods. “But we can’t go out this way.” He points his head to the crazed mob.
    “We’ll use the service staff exit.” Drake proposes. “There must be an emergency layout somewhere close to the stairwell. Also this-” he points at the Glock “-should be a last resort only. Let’s move silently, because the shots seem to draw them close.”
    Kedric nods, and tries to be less itchy with his trigger finger.


    Session Summary

    I really love how this theme played out. The Scenarios are more than enough to get you started because it takes only a short amount of time (or oracle questions).
    I am still not 100% sure that Savage Worlds is the best choice to run this theme with the main worry being that balance is in favour of the PCs, but I’ll wait to see how this plays out in the next session(s) as well.
    Now Kedric needs to find his family. Perhaps I’ll use my Secret Oracles deck rules or just ask an Oracle question if he manages to arrive at his home. This adventure is dark, but befitting to the theme. Z-Land really gives the character background enough for proper modern objectives in case of an apocalypse.

     
    • Benjamin J Marra's avatar

      Benjamin J Marra 4:09 am on June 18, 2023 Permalink | Reply

      What oracle were you using for this session?

      Liked by 1 person

      • giorgis's avatar

        giorgis 9:20 am on June 18, 2023 Permalink | Reply

        It’s a homemade hack based on Recluse. I love the False Presuppositions mechanic of Recluse but I find it happens too often, and I miss the Interventions from MUNE and Random Events from Mythic. So I plugged these in in certain probabilities. Hope that makes sense.

        Like

        • Benjamin J Marra's avatar

          Benjamin J Marra 11:27 pm on June 18, 2023 Permalink

          I love Recluse as well. I also dig Mythic and use it on Foundry VTT quite a bit. How did you incorporate the MUNE and Mythic aspects into Recluse? Have you written a post about it already?

          Like

  • Unknown's avatar

    giorgis 3:54 pm on December 4, 2021 Permalink | Reply
    Tags: SavageWorlds,   

    Fringe Bounty Hunting – Ep01 

    A solo RPG adventure in the Unified Space setting using the Savage Worlds Deluxe Explorer’s Edition ruleset (this is the older SW version, but I have it on print and prefer it in several rules). I’ll be adding gear and information as required by both Five Parsecs from Home and the Savage Worlds Science Fiction Companion.

    First of all I decided to help a bit with the background and motivation and roll on the Five Parsecs From Home tables in Crew Genaration. So I get:
    Background: Orphan Utility Program
    Motivation: Loyalty

    I used BOLD waylays to write down a backstory:

    • Stale Power Play solved by The People
    • Eccentric The Wild solved by Strong Attribute
    • Unlikely Trap solved by Strong Attribute

    Unity Subject Short Record 9571483XD45-5.
    Assigned Name: Randy Barnes
    Species Classification: Human
    Estimated age: 23 TSY
    Registered Location: 6814 Hasta V; 8648 Anuradha System
    Outstanding Warrants: None
    Registered Infractions: 324X; 45D-1; 923
    Outstanding Infractions: None
    Height: 177 CM
    Mass: 82 KG
    Parent Records: Not Relevant; Orphan Utility Program Record 9934614123DFXa
    Licenses: 221 Basic Education; D2-Speeder License; 021 Sidearm Class II; 53F PPGear; 11-8 Enforcement

    Strength: d6, Agility: d6, Vigor: d6, Smarts: d6, Spirit: d6
    Skills: Driving d6, Fighting d6, Intimidation d6, Healing d4, Notice d4, Shooting d8, Streetwise d6, Survival d4
    Edges: Brawny, Quick
    Hindrances: Loyal, Phobia (Minor-Rodents)
    Gear: Body Armor, Blaster Pistol, Hover motorcycle (still on debt)

    Randy looked at the officer’s datapad display as the Unity law enforcer scanned his ID. All his life in just a few lines. Could these lines represent his story? No more than the lines on the palm of his hand could predict his future, like some pseudo-psykers try to con credits out of the pockets of unsuspecting passerbys.
    He could not remember his parents. All he knew is that he was taken in by a Unity Orphanage. The closest thing he had to a loving hug was a DR-B9 Upbringing Utility Droid. At least they had given the darn thing a teddy bear look and it was fluffy.
    As soon as he was of working age, he boarded a Class 9 Long Haul Freighter and jumped to the first Fringe world with breathable atmosphere. Hasta V was the first place that felt like home. He found work chasing some moon rats away from the fry-corn farms using a speeder. It was only his perseverance that helped him survive when the speeder brakes broke down and he was left stranded 5 days walk away from ‘civilization’.
    Life on the farms was not idyllic but it felt safe. Until Unity decided Hasta V was of no importance. They disbanded the Naval base and disappeared overnight. Soon after the first raiders appeared, who got what they wanted. Then again, and again. In the end the people of Hasta V decided to make a stand against the pirates. Blood. Chaos. Carnage. Unity was nowhere. The mercenaries they had hired to face off the raiders betrayed them. They trapped Randy and some other Fringe colonists in a warehouse, and he had to bend a durasteel lock with his hands to escape.
    That’s how he tore two muscles in his right arm. He had to replace the entire muscle and tendons with cybernetics. It still feels weird, but he’s stronger now.
    He could no longer live with the indifference. He registered for receiving Enforcement warrants and started bounty hunting. The fringe may be unlawful. But the wicked will fear.

    “…you’re a long way from Hasta V, Mr Barnes.” The officer said.
    “What?” Randy was lost in his thoughts.
    “You must update your records. Hasta V is no longer habitated.” He said annoyed.
    “Hasta V is home. Is that all officer?”

    [Likely] (2d10 => (8,6) => 8) does the officer let Randy go?
    Yes.

    “Move along, move along.” The officer closes the datapad and along with his partner continue their stroll down roads of the City World of Leko.

    [Either Way] (1d10 => 6) does Randy have a mark?
    Yes, but…
    he’s not near the mark, but to meet an informant

    [Likely] (2d10 => (8,9) => 9) is the informant in a cantina?
    Yes.
    [Either Way] (1d10 => 3) is everything as expected?
    No.
    TWENE: Decrease Simple Element
    [Either Way] (1d10 => 9) is the informant there?
    Yes.
    [Either Way] (1d10 => 10) is the informant an alien?
    Yes, and…
    She’s a Feral

    He enters the Half-full Bottle cantina, and it seems to be less than half-full. Probably half-empty. He looks around and sees the only the bartender and one wolf-lady sporting her canines, sitting by the end of the bar. She snorts as she sees Randy.

    Reaction: Neutral

    Let’s see who the mark is, before establishing anything further.

    Donjon: Lipaul Riffin: Male Explorer. Lipaul has cropped copper hair and light blue eyes, and small ears. He wears a silver jumpsuit and carries a tablet computer. Lipaul is wrongly sought by the law for murder.

    Haha awesome. We’ll still have to establish if this is true or not though.

    Randy sits by her and motions to the bartender. “I’ll have what she has.” The bartender smiles and Randy wonders what kind of piss he’ll drink.
    He turns to the feral. “So how does this work? do I give you something to sniff and you follow the trail?”
    “You talk big words. I take big bites. You insult me again. You find him on your own.” she replies.
    Randy nods.
    “50 Unity Credits. Upfront.” she adds.
    Randy puts some coin on the table. “Your info better be worth it.”

    [Somewhat Likely] (1d10 => 6) is the information good?
    Yes.
    [Either Way] (1d10 => 4) does he lay low?
    No.

    So he runs.

    “Your guy, Lipaul is a scout. He has a ship.” She says.
    “Tell me something I don’t know. Been there. It’s impounded. He must have killed someone important to get Unity on his ass, and a bounty on his head.” Randy cuts her off.
    “Let me finish you impatient bipedal piece of pork. He has another way off world. He used to be part of the omegaCorp Scouts. From what I hear one of his friends should be taking off as soon as the vessel is refueled.” She adds.
    “The name. Save me the time to find it on my own.” Randy asks as the bartender serves him a black-colored drink. Randy looks at the drink in disgust, as the Feral smiles, enjoying his reaction.

    donjon: Brinia Sones: Female Explorer. Brinia has a long face, with curly green hair and sharp hazel eyes. She wears a gray jumpsuit and carries a tablet computer. Brinia wants to be left alone.

    Since I’ve got the opening scene kicking off the adventure, it’s time to decide on my solo gaming tools.
    I used the discord GM emulator bot for the oracle questions so far, but I am finding it lacking since it has no option for out-of-the box surprises. No chaos factor, interventions, false presuppositions, random events, or altered scenes. Therefore I’ll be switching to Mythic Variations II as a core. I think Mythic will fit best in this game style, as it’s scene-based.
    I’ll be adding the “…but” answers to the oracle for when the numbers are both ODD and the Chaos Die is above the Chaos Factor.
    If I find a nice way to integrate False Presuppositions I’ll add it too. I’m thinking that if the Chaos Die equals the Chaos Factor, then you get a False Presupposition. But I’ll have a side rule that if I cannot come up with something in the next few seconds, I’ll disregard it.

    So, I’m setting the Chaos Factor to 5 and go ahead.

    Q: Does the Feral provide the name? (Very Likely)
    A: False Presupposition. Nothing comes to mind. It’s an Exceptional No, and a Random Event.
    Exceptional No: The Feral doesn’t know the name.
    Random Event: PC Positive: Proceedings Goals. Maybe some news on the holo-tv about his target’s location.
    Descriptor: Loyally Mighty

    “I don’t have the name…” the feral starts but Randy cuts her off, and motions for the bartender to raise the volume on the holo-screen.
    “…with the Unity warrant approved by the Leko administration, a City-wide arrest warrant was issued and approved by the court. Leko enforcement officers have started a manhunt as Lipaul Riffin was last seen in the naval base district.”
    Randy is angry. “Your information is no good! No name, only rumours for 50 credits.”
    The feral sports her canines. “You payed for information, you got information.”

    Intimidation (4,1)/Spirit (3): Success

    Randy grabs her throat. “Listen to me you dog-face. You think I’m afraid of you? I have the likes of you for breakfast.”
    She whimpers and puts some coin back on the counter. “Here take half.”
    Randy takes the coin, leaves some for the bartender and jumps of to his hover motorcycle and heads off to find his mark.


    Mid-scene: Using streetwise to find the location of the omegaCorp landing pad.
    Streewise (5,4): Success

    For the next scene I imagine that Randy will have arrived at the landing pad and wait for Riffin to arrive.

    Is the Scene Modified?: Yes: Interrupt Scene: PC Positive: Arrive Plans

    Okay so, Randy has gotten the schematics of the landing pad and knows exactly where Lipaul will come from, so he can lie in wait.

    Randy takes position behind some fuel crates at the landing pad. The Dali Gupsy is a TTR-5 Mark 1 Scout Class Shuttle for short range exploration. It has an aerodyne hull and inefficient sublight engines. Randy can see the antenna of the planetary sensor system and a defensive laser cannon.

    Q: Does Lipaul arrive? (Likely)
    A: Yes
    Lipaul: Notice (3): Failure

    Q: Is there anyone else around there? (I wanted to ask this before Lipaul arrives, but whatever)
    A: Yes`
    Detail Check: Combatively Aromatic

    Someone has arrived and they throw gas grenades.

    Notice (5,4): Success

    Q: Does he know if it’s lethal?
    A: Yes, it is.

    As Randy is ready to make his move on the unsuspecting Lipaul, he smells something odd. A weird sweet almond smell covers the room. He tries to remember basic chemistry… sweet almond… cyanide!
    He attempts to grab Lipaul and get out of there. “Come!” He puts his blaster on his ribs and drags him out.

    Intimidation (5,3)/ Spirit (1): Success

    Q: Do they make it out in time?
    A: Yes, no harm roll will be made

    Under gunpoint, the mark moves out of the landing pad willingly.
    Randy cuffs him and locks the cuffs to the rear of the hover motorcycle, and then sets off to ride away to the precinct.

    Q: Does anyone chase them?
    A: Yes

    Q: Is it law enforcement?
    A: No, but it’s another bounty hunter

    Looking at the mirrors, Randy notices another hovercycle after him. ‘Another bounty hunter’, he thinks to himself. Not all hunters abide by the rules. When you’re in the Fringe long enough, it’s easy to break a few of them, here and there, if that means making a payday and a full meal in your stomach.

    I’m going to be using the Chase rules. They’re not my favorite, but they’ll have to do. This is a standard chase of Five Rounds.

    Round 1

    Randy: Driving (3,2): Failure
    Bounty Hunter: Driving (4): Success: 9S: Long Range
    Bounty Hunter: Shooting (1-4:-3): Miss

    Round 2

    Randy: Driving (2,10): Raise: 10H, 5S: Long Range
    Bounty Hunter: Driving (4): Success: 5H: Long Range
    Randy: Shooting (5-4,1-4: 1,-3): Miss
    Bounty Hunter: Shooting (11-4:7): Hit: 11/8: Randy is Shaken: Out of Control roll: Skid 4″

    Q: Does it collide with something (Very Likely)
    A: Yes
    Q: Is the vehicle moving at top speed?
    A: Yes

    Okay so damage is.. 9D6: 19: Randy receives 2 Wounds, the hovercycle is ruined, and Lipaul is down. The chase ends.
    Soak Roll: Vigor (2,5): Success. Received 1 Wound instead.

    Randy tries to go as fast as possible in the tight strees and alleys, while staying in cover. This works for a while as he keeps his distance from his pursuer and any shots go stray. He makes a quick left turn, and again another and finds an opening to shoot back at their hunter, but the pursuer ducks out of the way of the fire. They continue the high speed chase, and the bounty hunter puts his rifle at an aiming position, he locks on to his target and hits randy with his blaster. The accelerated particles are absorbed by Randy’s armor, but the hit is strong enough to make him lose control. They skid onto a street light, crashing the hovercycle.
    Randy flies off the vehicle, but Lipaul is still chained to the wreck of the vehicle. The collision was too much for him. He doesn’t seem to react at all.

    Round 3

    Initiative: Randy 8D, Bounty Hunter KH

    Q: Has the bounty hunter closed in on them?
    A: Yes, random event: PC Negative: Release Normal
    I interpret that it means that the bounty hunter has eliminated the mark.

    I need some inspiration with regards to the bounty hunter.
    Donjon: Heley Johnson: Female Mercenary. Heley has black hair and red eyes. She wears classical fashion and carries a laser pistol. Heley is hunting the aliens who murdered her family.

    With Randy still trying to recover from the bruises, the bounty hunter parks next to the crash. She steps off her hover cycle, aims with his blaster rifle right at the head of the mark, and shoots. Then she turns her attention to Randy. Randy knows what this means. No witnesses.

    Bounty Hunter: Shooting (15): Hit with a raise: 15/8: 1 Wound
    Soak Roll: Vigor (2,2): Failure
    Randy: spends Benny to recover from Shaken. Shooting (3-2,2-2:1,0): Miss

    She blasts of her rifle at him. Randy scimpers next to a crate, but a shot got him at his leg. He shoots back but misses.

    Round 4

    Initiative: Randy JD, Bounty Hunter 4S

    Q: Is there any cover around there?
    A: Yes
    Randy move behind cover and shoot: Double Tap: Shooting (4-2, 4-2: 2,2): Miss

    Bounty Hunter: Shooting (2-2): Miss

    Round 5

    Initiative: Randy 8S, Bounty Hunter 2D

    “I give the warrant to you! The mark is yours! You don’t want the cops after you as well for my murder!” Randy shouts in an attempt to save himself.

    Q: Does the hunter agree? (Unlikely)
    A: Yes

    Randy waits for an answer but hears none. He listens to a hover cycle skid away, and then peeks out of cover. She’s gone. So is Lipaul’s body.
    He coughs some blood. “Crap.” He swears. He looks at his ride in pieces. “Shit.” He adds. He hadn’t even finished paying for the darn thing. No money, no ride. Things aren’t going his way.

    Healing (5-4,5-4:1,1): Failure

    Randy tries to bandage himself and recover his pieces, but it’s all a mess. His head still dizzy when the local officers arrive at the scene.

    Q: Do they take him downtown for questioning?
    A: No, but they note down reckless driving infractions.

    Randy explains to them as best as he can the sequence of events. Provides them with the necessary documents and the warrant. They still don’t care about who caused it all. In true Unity bureaucracy, they write him down for Infraction DRF-212, reckless driving. 100 credits fine. Doubled if not payed in 15 days.
    He owes already 3000 credits for the destroyed hover cycle. And now he has to visit the local hospital, which will set him back another 200 credits. This wasn’t a good day.


    Session Summary

    A fun, short one-shot. It could have evolved into a full-fledged adventure, if the mark wasn’t killed by the bounty hunter lady. Alas, things turned sour for Randy, and it all ended pretty quickly.
    I was eager to run a sci-fi RPG solo again, but this was short and left me hungry for more. The good news is that even though the adventure is on a stale point, I can easily pick it up with a new warrant. Just hoping it won’t grow old. Maybe a different class of character would be more adventure friendly. It’s easier for action to come at your way if you play a smuggler.
    Also I’m kinda becoming bored of the same tough guy trope that I run in 90% of my solo adventures. Maybe I should look into some more intellectual fellas, or non-human stereotypes.
    The curious thing is that what I enjoyed the most was the chase scene. I had found that the chase rules were a bit boring, but so far the chases I run were on foot. Vehicle combat is much more interesting (even though I had to house rule some issues, like the Out-of-control effects on the abstract chase rules), and a crash was almost lethal.
    The Unified Space is interesting, and I find that it can be a fun way to get me more acquainted with the setting, which will in turn help me define the scenes in my Five Parsecs from Home campaigns, as I’ll be more experienced with it.

     
  • Unknown's avatar

    giorgis 9:11 pm on September 1, 2021 Permalink | Reply
    Tags: , SavageWorlds,   

    A monster’s bounty – A weird cyberpunk fantasy adventure – S1E07 

    Brief summary: Lt. Athen Smarte is a Hunter. Solitary warriors who hunt down and dispatch warp monsters. In the last session she was shut down from investigating certain leads and hit a few dead ends.

    Note: I had messed up the numbering of my sessions, and had to rectify it.

    I was eager to add a combat advancement after last session, but since she didn’t see any action I decided to up her Persuasion and Healing skills instead.


    Now for the next scene Athen will go to the base R&D team and talk with them and search the database, with regards to occult warp rituals.

    Before this all starts we gotta check if the scene is modified in any way.

    Is Scene Modified? : 5 against 6: Altered Scene.

    I’m quite at a loss of how this scene is altered. Maybe something has happened to the database. I’ll ask the oracle.

    Q: Is the database damaged?
    A: Yes

    Athen heads over to the library. She turns on the computer, and it flashes before her eyes, then the screen dies out.
    “Who’s in charge here?” She yells.

    Q: Does someone answer?
    A: Yes
    Q: Is it someone she already knows?
    A: Yes

    Cpt. Jaenke walks in from behind a desk. “I’m on active duty Smarte. What’s wrong?”
    “The computer it died out. We need to call the service.” She responds.

    Now, I’m gonna use UNE to set the conversation mood: cautious.

    “What do you want to look for? Maybe I can help.” He asks.
    Athen is still forthcoming, so she answers “I wanted to take a look for the occult rituals I saw over at Ocano Point. Mao Hsai…”
    “Mao Hsai has taken over the base and it’s over now. No politics. Remember?” He answers.

    Let’s see his bearing and focus: suspicion, and fame.

    “Why are you so bent on this case Smarte? Mao Hsai got to you? are you on their payroll. Wanna take the quick road to fame? You know it ends in death.” He caps up his sermon.
    Athen is quite speechless. “No, no sir.” she says.
    The Captain seems to think if he’s going to let off another warning, but Athen gets out before he does.

    She feels pissed off. First Taro, now the Captain seem to have their sights on her. Maybe she should go rogue and abandon the guild altogether. “Shit!” she yells, when she’s behind the barracks.

    Q: Does anyone listen?
    A: Yes, and it’s the worst possible person. Taro.

    She hears laughter from the corner, and voila, Taro emerges. “What happened Smarte? life treating you well?” he snarks.
    “Shut your trap Taro. You wanna put your money where your mouth is? now’s the time. Just you and me.” Athen taunts him.

    Q: Does Taro engage?
    A: Yes, and, he pulls a knife.

    “Oooh the little brat wants to get her ass kicked? I’m gonna leave you another mark on the face.” Taro says, raising his fist, and unseathing his combat knife.
    “The wyvern was pretier than you, asshole.” Athen replies as she runs her finger down her scar. She pulls her knife too, and the two of them begin their combat dance.

    Last time I had introduced Taro, he had the following results from UNE:

    Himeya “Assassin” Taro: Male Mercenary. Taro is thin, with blonde hair and bright amber eyes. He has a military cybernetic arm and carries an assault rifle. Taro is addicted to the street drug PBZ-3.
    UNE: NPC Power Level: Much stronger
    UNE: delightful conscript, offend poverty
    UNE: NPC Bearing: fear, NPC Conversation Focus: weapons
    I also recall he has a cybernetic left arm.

    So reading these I need to ask.
    Q: Is Taro currently high?
    A: Yes, extremely.

    I will roll on the Event descriptors to see if I can get some insight on the effects of the drug.
    I get Carelessness Energy. Okay, so he will get a -1 penalty to anything Agility and Smarts related, and a +1 bonus to anything Strength and Vigor related.

    Round 1:
    Initiative: Athen KC, Taro 9H

    Athen: Fighting (d6): 4,7: Success: 12: Success with a Raise: Wounded.

    As Taro closes in, and tries to lunge, Athen steps on the side, evades his trajectory, and stabs his weapon arm right between the fingers. He screams, drops his knife and clutches his wounded hand.
    Athen steps behind him, her knife at his throat.
    “Do as much as look at me next time, and it won’t be just your hand I’ll stab.” She punches him and walks away.
    ‘That felt good.’ She thinks as she leaves the base. ‘That felt really good.’ She knows Taro won’t tell anyone. He’s too proud and haughty to admit he’s been beaten.

    I consider that Chaos Factor remains at 6.


    Her sources at Vertden FOB burned, and with the increasing hostility, Athen will attempt to find Mr Kennet. See what he wanted to talk about. The next scene will play out in Morikai Bread Factory. There she might find Kennet’s employment’s records to find his home address.

    Is the scene modified? 10 against 6: No

    Athen arrives at Morikai Bread Factory. The receptionist is surprised to see her again.
    “Mr Morikai’s life might be in danger.” She explains. “Has Mr Kennet been here?” She asks.

    Persuasion (d6): 4,2: Success.

    Q: Has Mr Kennet been there?
    A: Yes
    Q: Is he still there?
    A: No
    Q: Was Mr Morikai with him?
    A: No

    “Yes Ms Smarte. Mr Kennet passed by earlier today, alone.” The lady answers.
    “Could you provide me his home address? It’s a matter of urgency.” Athen presses on.

    Persuasion (d6): 1,2: Failure: Benny: 2,2: Failure.

    “Sorry. I cannot give any private information to a third party. Especially one concerning Mr Morikai’s security detail.” The receptionist is adamant.
    “Can you call him then? Connect me to him? I must talk to him.” she counters.

    Persuasion (d6+1): 6, 12: Success with two raises.

    “I’ll be happy to.” The receptionist smiles.

    Q: Does Mr Kennet answer?
    A: No

    Let’s see if Athen saw the dialed in number.

    Notice (d6): 3,9: Success with a raise.

    As the receptionist dials in the numbers, Athen notes down mentally. 774-372-813.
    A minute later. The receptionist shakes her head. “He’s not answering madam. You’ll have to drop by later.”
    Athen smiles, and steps out. She heads to the nearest public terminal and plugs in the information, see if she can find the home address.

    Q: Is the address belonging to the number available?
    A: Extreme No.

    Athen tries to find the home address belonging to the phone address, but not only she can’t find anything, the number returns back as invalid. Did the receptionist just con her into believing she had called?
    Athen pretends she forgot something to get past security, storms back into the bread factory, and pulls her gun at the receptionist.

    Intimidation (d4-2): 1,5 vs 4: Success.

    The receptionist is startled, and raises her hands up.
    “You lying bitch. What are you hiding? Why did you lie to me?” Athen demands.

    Q: Did Kennet tell her so? (Likely)
    A: Yes

    “He told me to! Please don’t hurt me! He told me if anyone came asking to drive them away.”
    “Where is he? Is he inside?” Athen continues.

    Q: Is Kennet inside? (Likely)
    A: Yes

    The receptionist nods. Athen motions her with the pistol to move on.
    “Lead the way and open the door so that he doesn’t expect me. Signal him and you die.” She adds.
    They head upstairs and she opens the doors to Mr Morikai’s office.

    Q: Is Mr Morikai there as well? (Likely)
    A: Extreme yes.

    As the receptionist enters first, Athen pushes her to the side, to reveal herself. She comes upon the sight of a gagged and bound Mr Morikai. German next to the desk searching the files.
    Morikai tries to talk, his eyes begging for Athen to save him.
    German is taken by surprise.

    Q: Does German have his weapon on him?
    A: Yes
    Q: Does he try to reach for it? (Unlikely)
    A: No

    “You!” She says at the reception. “Go to the corner and don’t make a sound.”
    “You!” She says at Mr Morikai. “You’ll have your chance to explain yourself.”
    “You!” She says at Mr Kennet. “Tell me what the fuck is going on.”

    I’ll use UNE for the conversation mood: Forthcoming
    NPC Bearing: Investigation
    NPC Focus: Current Story

    Let’s see also for how long is German working for Morikai (d100): average amount of time

    “That’s what I’m trying to find out! I’ve been working for the big guy for five years now. He’s always been a little weird, but those last couple months he’s been too weird.” German explains and Athen gestures to him with the pistol to go on.
    “He never cared much for the workers, I know this much. I don’t care either. But when they started disappearing it was as if it was work as usual.” He sighs. “The he had some more meetings, some folks I had never heard of before. Late at night, with none of the usual folks.”

    Q: Does German have some evidence? Something that sparked off his behavior? (Likely)
    A: Yes

    “For security reasons it is I that take of the paper trash from his office to the shredder. One day I found this piece of paper.” He puts his hand in his pocket.
    “Slowly.” Athen says to him.
    “This writing ain’t human.” He continues as he removes a crumbled paper from his pocket and lays it open on the desk.
    Athen closes in and sees the evidence.

    Q: Is it similar to the writing in Ocano Point?
    A: Yes

    “That’s orcwrit. That’s for sure.” She says. “Alright. I’m gonna trust you now. I’ll stop pointing this at you. You gotta trust me too and don’t try anything stupid. I don’t care what the guild says. I wanna get to the bottom of this. Humans are dying, grossly.”

    At first I decided to ask the Oracle and roll, but the I realized it makes NO sense for German to go against her at this point. So I used my GM-Muscles and took over.

    German nods. “I believe he’s in league with some orcs or collaborators. It must be part of a bigger plan, because of all the meetings. I took him here to see if there’s anything else in his desk that could help my investigation, and then you arrived. He ain’t speaking though, and believe me I tried.”
    “They never do speak. Even back in the war. I think they fear their masters more than us. Heck I would too.” Athen explains.
    “What should we do with him?” German asks.
    “Bring the worker’s rep here. Tell him who’s to blame for the missing workers. Then deliver Mr Morikai to them. Let them work it out.” Athen proposes and Morikai’s eyes widen with anxiety.

    Q: Does German agree to that?
    A: Extreme yes

    German turns to the recepionist. “You heard Ms Smarte, call the worker’s rep.”
    A short while later, the factory boss is delivered to the workers, and Athen and German don’t look back.
    They have more important things to do, like find more evidence.

    Q: Is the desk locked?
    A: No
    Q: Do they find anything of interest?
    A: Yes
    Q: Is it a document?
    A: Yes, Random Event: PC Positive: Carry Adversities.
    Q: Is the document in orcwrit?
    A: Yes

    Searching through the desk drawers they find another piece of paper, sporting the same writing in unknown language. “We’ll need to take this to an expert.” Athen says.
    “Alright.” German replies. “Hey, look. I just want you to know we’re in this together, wherever this goes. I hate the darn creatures. Lost some of my own people to them, and I will never rest knowning they’re out there still hurting us. Whatever we face will doing this job. I have your back.” He confesses.

    I interpreted the Carry Adversities result, in that she has now someone to help see this through.

    Athen smiles in a ‘thank you’ manner. “Let’s take the datacomp with us as well. We can get this to a hacker to get us in. Maybe we’ll find a contact there to follow.” She says, changing the topic. She had never been big on words.

    I’m adding German’s stats at the bottom of the post for reference purposes.

    I’m removing Mr Morikai from the Characters List.
    I just realized that Chaos must always move up or down. Okay, so in this case the PCs where in control of the scene, therefore Chaos Factor is now at 5.
    I’m renaming a Thread to investigate the orc collaborator conspiracy.


    After a discussion in the mythic gme discord, it was brought to my attention that I can ask the Oracle if a specific situation warrants a scene, or just happens in downtime (Thanks @Thessius!)

    Q: Should I run a scene concerning finding an orcwrit expert to translate the documents?
    A: Extreme Yes

    So this should be an important scene, which should move the story forward.

    The scene will have to do with Athen and German hanging around in some sleazy bar, waiting for German’s contact to show up.

    Is the scene modified? 9 vs 5: No.

    German: Streetwise (d6): 8: Success with a raise.

    The Ace of Spades, not the most safe spot to get your drink in Morieva at night. Nevertheless that’s where German brought her, claiming he knows people there.
    They grab a seat at a small round table in the rear, order a couble of cold ones, and German goes to the bar. He exchanges a few words with the barman, and returns.
    “We got lucky.” Seems my friend knows the right person, they’re gonna meet us here.

    Q: Does the contact show up alone?
    A: Yes

    Let’s hit donjon to get some information about this NPC.
    Jasper Catlow: Male Doctor. Jasper is willowy, with short golden hair and hazel eyes. He wears a casual suit and glasses with dark rims. Jasper speaks with a strange accent.

    UNE: pragmatic recluse
    Motivation: blight industry (?)
    Mood: neutral
    Bearing: secrets
    Focus: future action

    Introductions are made, and Dr. Catlow gets to the point.
    “I’m told you have some non-human scripts.” He eyes the two carefully. His accent is snobbish.
    “Well then show me.” He adds.
    Athen carefully pulls out the two documents.

    Q: Does he ask to be paid?
    A: Yes. 80 silver dollars.

    Now I did some reading of my previous posts to see if I had any reference to a unit of wealth and in a quick skim I didn’t find any. I decide that having a silver dollar coin would be a nice thematic addition to the setting.

    Athen has the necessary funds to not require a wealth die roll. Nevertheless she will try to barter a little.

    Persuasion (d6): 2,3: Failure

    “It will be 80 silver. For my time.” He says.
    “Hey you don’t get to look at these all the time, how about 60?” Athen says.
    “You know anyone else who can read these? Don’t waste my time and you won’t waste your money.” He counters. Athen gives him the coin, and waits eagerly for the translation.

    I’ll take a step further and decide that the NPC motivation which was blight industry, doesn’t refer to Catlow, but to the documents.

    Q: Do both documents refer to the same matter?
    A: Extreme No. They’re completely unrelated, maybe different author as well.
    Q: Does the second document refer to the occult rituals?
    A: Yes
    Q: Does the first document (blight) industry have any drug reference?
    A: No
    Q: Does the second?
    A: Extreme yes
    Q: How well does Catlow translate?
    A: a bit below average.

    Dr. Catlow reads the first document again and again. “Okay, this one is quite generic. It refers to some of the most important industries of Morieva and how they’re a target. Something about ‘under, attack’ can’t understand much more.”
    “This one” he says as he reads through the second, “seems to be written with a different paint. The size of the letters is also different. It’s talking about performing rituals… and that the subjects must be prepared with substances for a long period of time. Something about a third eye. I can’t make much sense. That’s the main problem with orcwrit. The words are there, but their concepts are so much different than ours.”
    Suddenly it all made sense to Athen. The puzzle pieces fit in one by one. Collaborators are working with orcs to prepare the human subjects for warp magic rituals. The new drug on the streets is all part of their plan. At the same time they’re trying to undermine the infrastructure of Morieva. Maybe they’re using the sewers? Like in the bread factory. She still fails to see to what end all this is happening. One thing is for certain. The people of Morieva are in danger and they must investigate further.
    She thanks Dr. Catlow for his services and once he’s gone, she shares her concerns with German.

    Q: Does the bodyguard agree with her? (Likely)
    A: Extreme Yes

    German Kennet listens carefully. “You’re absolutely right Athen! We must find out more, you say you have a hacker we can take this datacomp to? Maybe we should take a look before jumping into the sewers.”
    Athen nods, and goes outside to call Quinn.

    Q: Does she find Quinn?
    A: Yes
    Q: Is he available to work on the datacomp?
    A: No.

    Persuasion (d6): 5,4: Success

    She calls Quinn from a payphone. He ain’t happy to hear her voice. “I don’t want to work with you. Can we just forget we met?” He says over the phone.
    “Nothing like last time. I just have a datacomp for you to hack into. Find me a few contacts. Routine boring hacking stuff.” She tries to calm him.
    “Alright alright, but it will cost you silver.” Quinn agrees.

    So, both threads are progressing, none is resolved yet. I’m adding Dr. Jasper Catlow to the Character List, and increasing Chaos Factor to 6, as things seem to be moving out of control.


    Q: Does the meeting with Quinn warrant a separate scene?
    A: Yes

    Athen and German will be going to Quinn with the datacomp to look into it.

    Is the Scene modified? 3 vs 6: Altered Scene.

    Q: Does the meeting take place at the Ace of Spades instead?
    A: Extreme No

    Okay so I interpret this as meaning that Quinn is a very careful fella and doesn’t want to be in a public place or his own (otherwise it wouldn’t be an altered scene).

    So the meeting will take place over at Athen’s apartment.

    Athen and German are waiting at the hall, when there’s a knock at the door.
    “Who’s there?” Athen asks, by the side of the door.
    “It’s me, Quinn.” He answers.
    Athen lets him in and he sets up at the kitchen table, failing to find another proper surface.
    “Where’s the data comp?” He asks, and German gives him the device.

    Q: Is the cost high?
    A: No

    Quinn connects his personal datacomp to Morikai’s. “It’s gonna set you back 70 silver.” He tells Athen, who puta her hand deep in the pocket to pay him.
    “Get on with it.” She responds.

    Q: Does Quinn manage to hack the device? (Likely)
    A: Yes

    With ample time at his disposal and all the tools available, Quinn soon bypasses the security protocols of the personal datacomp.

    Q: Are there any contacts that stand out?
    A: Extreme Yes.
    Let’s turn to UNE: Cultured Magister
    So it’s a government official in a position of power, who’s involved. Since this was an Extreme Yes, I take it that there’s undeniable information regarding their involvement.

    “So, we’ve got several messages here, back and forth with a fella called Holbrook Alcantar…wasn’t he running for city council?” Quinn lets his words trail off. “What you do with this information is up to you. Anyway, the messages were encrypted, but I’ve managed to decipher them. Take a look and decide. My work here is done. I don’t want to know what happens further.”
    German looks at Athen with a ‘can we trust him?’ face. Athen nods, even though she knows not to trust anyone. She’d hate if Quinn ended up in a ditch on her accord. The hacker packs up and leaves.

    Q: Does it have to do with the third eye drug?
    A: Extreme No. Crap, I was leaning heavily towards this scenario.

    I roll on the Events & UNE tables to see if I can get an insight on the content of the messages. I get dominate illness and abduct valor.

    So here I am contemplating if should disregard the Extreme No answer above. I mean it fits perfectly. On one hand I want to give leeway to the GM side, on the other I don’t want to write huge blocks of story text arbitrarily without any mechanical input from the game or GME.
    After careful thinking I decide to go with it. I’ve considered a way to make it fit, and maybe all the puzzle pieces will click in the end.

    One by one they read the messages between Morikai and Alcantar.
    It’s evident that Morikai used the factory to deliver tainted wheat products around the city. The messages don’t describe what substances are used to taint the products or what will happen to the consumers, but Alcantar has played his part in delivering said packages to armed forces around Morieva.
    “How deep does this go? They have spread their tentacles all over the city!” German sighs.
    “We need some contingency. I don’t trust the guild or Mao Hsai. Not anymore.” Athen says.
    “We can’t trust the cops or the city either. We don’t know who’s involved. And if we go to the media, the enemy will be alarmed.” He adds.
    He mulls it over, but Athen seems not to care. “We’ll copy the files and get a lawyer to release it in the event of our death. I want to follow that Alcantar fella. See where he leads us. I’m gonna call my fixer. Something tells me we’re gonna need to pack more before this thing is over.”

    Chaos Factor goes up to 7.
    Character List updated with Holbrook Alcantar.
    Threads remain the same.


    With this scene over I decide to pause the session here.
    I’m giving Athen another advancement per Savage Worlds rules. This one will be Quick Draw.


    Characters

    • Hunters
    • Mao Hsai
    • Goblins
    • Merlin
    • Dirty Official
    • Quinn
    • ~~Michal Morikai~~
    • German Kennet
    • Dr. Jasper Catlow
    • Holbrook Alcantar

    Hunters

    • Taro
    • Col. Leif Faulknen
    • Cpt Jaenke
    • Konicek
    • Girbach
    • Quartermaster

    Locations

    • Vertden FOB
    • Home
    • Ocano Point
    • Gustav’s
    • New Gorky
    • Old Pictorial
    • Morikai Bread Factory

    Threads

    • Investigate orc collaborators conspiracy (main thread)
    • Investigate occult rituals in Ocano Point
    • Investigate third-eye-drug exchange

    German Kennet: Male Soldier. German is muscular, with short black hair and gray eyes. He wears a grey suit and glasses with gold rims. German is quick-witted and pessimistic.
    Race Human
    Agility d6, Smarts d8, Spirit d4, Strength d8, Vigor d6
    Athletics d6, Common Knowledge d6, Driving d4, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Streetwise d6
    Hindrances Curious
    Edges Brawler
    Pace 6″
    Parry 5
    Toughness 5
    Wealth d6


    Session Summary

    Maybe the session of this adventure that I enjoyed the most so far. It had mystery, action and suspense.
    I absolutely loved the part where an extreme No answer turned the tables to my trail of thought and provided a way for the plot to progress I hadn’t imagined before!
    That’s a nice example of how solo play can surprise you.
    What I struggled most was my GM side pushing to take the story to one direction and Mythic pulling towards another. This issue existed even in my previous Player Driven gamestyle, but it’s even more pronounced with Mythic, because of the different approach. Mythic requires that you think of the story foremost, so having focused there, you feel the impact more when you have to disregard your imagined scenario.
    I’m still going to take the story to wherever Mythic takes me. I’m really curious.

     
  • Unknown's avatar

    giorgis 5:17 pm on August 30, 2021 Permalink | Reply
    Tags: , SavageWorlds,   

    A monster’s bounty – A weird cyberpunk fantasy adventure – S1E06 

    Brief summary: Lt. Athen Smarte is a Hunter. Solitary warriors who hunt down and dispatch warp monsters. In the last session, she had left an abandoned military base in a hurry after residual warp magic and corporate goons made her presence too hot.

    I thought, what better way to return back to my blog posts, than with a campaign I had abandoned.
    After complete lockdown burnout and almost a month of vacations, I’m getting back in the saddle with Athen’s story. This time I’ll take the lessons I’ve learned regarding story drivers and apply them, but also I will try out one of the most popular solo engines out there, Mythic GME. Since I want to understand how it’s supposed to work, I’m not gonna hack it at all, and only resort to additional solo tools (such as UNE or BOLD) if required.

    I think Mythic, which is Scene based, will fit perfectly with the vague distances of a cyberpunk city. No more trying to decide how many hours it takes to get from one place to the next. This isn’t some fantasy hex crawl adventure.

    I took the time and created a Characters List. I had to make a subtable for the Hunter’s guild, since there’s just too many of them. Even though Taro could reserve special mention.

    Characters

    • Hunters
    • Mao Hsai
    • Goblins
    • Merlin
    • Dirty Official
    • Quinn
    • Michal Morikai
    • German Kennet

    Hunters

    • Taro
    • Col. Leif Faulknen
    • Cpt Jaenke
    • Konicek
    • Girbach
    • Quartermaster

    I’ve also made a list of locations and threads

    Locations

    • Vertden FOB
    • Home
    • Ocano Point
    • Gustav’s
    • New Gorky
    • Old Pictorial
    • Morikai Bread Factory

    Threads

    • Investigate occult rituals in Ocano Point (main thread)
    • Investigate third-eye-drug exchange

    Also, considering how the party had to turn tail and run, abandoning the scene in the last episode, I deem that the Chaos is high, with Chaos Factor starting at 6.


    Now it’s time to set up the first Scene.
    I’m considering that Athen will return to Vertden FOB to report back the failure in recovering the data, and also to investigate on the occult ritual remains they discovered on site. She knows that Mao Hsai has gotten to Ocano Point, but that doesn’t mean the potential danger can’t be overlooked.

    Is Scene Modified? : 6 against 6: Interrupt Scene.
    Event Focus: Ambiguous Event, Attract Animals

    Athen has walked a sizeable distance away from Ocano Point. She recalls she has to walk four hours to get to the nearest road to get a cab back. The war has destroyed the entire infrastructure around the base. With her flashlight showing the way, she treads among the ruins back to her destination.
    What catches her attention is sounds flickering in the darkness. She is alone, and a pack of beasts, mutated, warped or natural ones, would not be scared off easily.
    Alarmed, she draws her sidearm, releases the safety and continues, avoiding closed spaces.

    Athen will try to get a glimpse of what kind of creatures are following her.
    Notice (d6): 8,4: Success with a raise. I’ll ask two questions.

    Q: Is it avians? (50/50)
    A: Yes
    Q: Are they unnatural? (50/50)
    A: No

    So it’s either bats or owls. Experience dictates that owls are dead silent in the night, so I’ll go with the bats. With Mythic what is story interesting dictates what follows. There would be no point adding a scene where nothing happens, so I think that even if it’s a natural swarm of bats they could still behave unnaturally, and swoop in on Athen (not harming, but maybe bruises, a fatigue level) if she fails to avoid them. She might even lose her temper and fire off a blast with her pistol, possibly alerting other, more nefarious creatures.

    Winds flapping about, Athen realizes its a swarm of bats. Filthy flying rodents she thinks.
    Suddenly, the swarm changes direction, and flies directly on to her, and she tries to jump out of the way.

    Agility (d8): 6,5: Success.

    Athen dodges the swarm, as the bats turn again for another swoop. What the…

    Agility (d8): 17, 1: Success with three raises.

    Athen jumps out of the way, does a barrel roll, and gets in a shallow concrete ditch. The bats seem to be unable to detect her in the night. They do a couple more passes, and fly away.
    Shocked, Athen can’t seem to get out of her head, why would creatures so low in the food chain try to hurt her.
    Did it have to do with what happened in Ocano Point? Did she get hit by warp magics, or are the animals agitated by something else? intentionally? In any case she keeps her pistol at the ready and walks back in stealth.

    Stealth (d6): 9,1: Success with a raise. She leaves the scene safely.

    Time to close up the scene. On one hand Athen seemed to handle herself properly, but the whole animals attacking thing seemed chaotic. I deem Chaos Factor remains at 6. No modifications to characters or threads (I deem this bizarre behavior is in the main thread.


    Again, next scene will be the return & brief at Vertden FOB.

    Is the Scene Modified? 4 against 6: Yes: Interrupt Scene.
    Event Focus: NPC Positive: Mao Hsai: Truce Outside.

    It’s early morning when Athen finally gets back to where the cab had left them the night ago. The road is empty and deserted as it should be, but the sound of cars approaching gets her attention.
    She hasn’t slept for so many hours, and tiredeness starts to kick in.

    Q: Is it many cars? (50/50)
    A: Yes

    As they draw closer, she can see it’s a convoy. 3 armored SUVs rolling in. She tries to hide, but it seems they’re after her, as they brake quickly and do surround her position. She reaches for her sidearm, as the window of the middle SUV slides down.
    The red haired man inside takes off his glasses. His silver eyes gaze at Athen.
    “That won’t be necessary Ms. Smarte.” He says. “We’ve already talked with your boss. We’ve come to an… agreement. Pity we missed you last night. Would have saved you all the trouble.”
    It takes Athen a moment to understand what is going on.

    I’m going to use UNE for this conversation, as it seems to be the main focus of the scene.
    Conversation Mood: Sociable
    NPC bearing: idiocy
    NPC focus: relics

    “It seems both sides got what they wanted then. You got a nice fancy goblin blade, and in return you won’t try to restore the drives – which were fried any way. Win-win for you.” Athen replies.
    “So you did your research after all.” The man says. “You’re stupid if you think all we wanted was one trinket. There’s… more. But rest assured, Mao Hsai has Ocano Point now. You got in, but now, you have got to stay out.”
    Athen brandishes a card with her contact information and throws it to the window. “You’re gonna need this. When that sicko warp shaman comes knocking back. Because something tells me that evil, is still live and kicking around Ocano Point.”

    Persuasion: 4,3: Success.

    The red haired man takes the card. “We already have your contact info Ms Smarte. Mao Hsai is connected. You’d know this if you did your research.” He pauses for a moment. “You’ve seen these… mutilations before?”
    “No.” She snaps.
    “No?” He asks.
    “No, I’m not telling you anything unless you let me help you. Listen you, I don’t give a fuck what you find to make more money. But if you stir up some old-war warp shit, that’s my queue. You want to find out who did this and if they’re gonna do it again? Let me back in, or get out of my way.” Athen replies.

    Persuasion: 4, 6: Success. He agrees.

    Q: Does he take Athen with him to the base right now?
    A: Yes

    The window slides back up, and as Athen believes they’re gonna storm off, the door opens. She enters the SUV.
    “I thought there were no roads in shape to be driven to Ocano Point.” She says.
    “Oh there are none, but we’re going to the helipad. We’re not gonna walk there.” The man smiles. He points to his crew. “I’m Chuo Kai-Hoa. My assistant will prep an agreement that you need to sign on. The place seems to drag you back in Ms Smarte. You can’t escape it.”

    Characters: +Chuo Kai-Hoa
    Chaos Factor: drops to 5.


    I’m thinking the next scene will have to do with Athen doing research back in Ocano Point. With no obstacles, she will have the opportunity to investigate what happened there and if the threat is still active.

    Is the Scene Modified? 8 against 5: No.

    Athen took a short nap in the helicopter, but still she ain’t close to being rested. She was afraid she’d have lost the opportunity to investigate the base if she asked for a delay. Also it’s best to look at things while they’re fresh, unlike her.

    Q: Where there any other macabre findings?
    A: Yes

    I realize here that in my previous session I should have made a Fear roll. I’ll take the opportunity and make the test now, since Athen revisits the spot, and there are more things to see.

    Athen disembarked from the chopper with Chuo and two Mao-Hsai goons. She saw corporate suits everywhere. Some uniformed with guns, others in science robes, running about frantically. The heavily armored troops she saw last night weren’t to be seen anywhere. As soon as the rotor died, and they could make proper conversation, they guided her to the gross piles.
    She braces herself for what she is about to relive. As soon as they enter inside the stench overcomes her nostrils.

    Q: Does Chuo join in? (Likely)
    A: Yes

    Chuo puts a napkin over his nose and enters, seemingly unfazed by the visage.
    “Ms Beyett here” he says referring to the suit next to him, “will be capturing the scene audiovisually. If you need focus somewhere, tell her.”

    Something else I read in the Mythic GME is that you can ask questions regarding world truths. I find that this will help immensely with setting up the world.

    Q: Have there been developed warp detection devices?
    A: Yes

    Athen nods. “Any chance we can get a warp detector? I have this gut feeling that dark magic was at work here.”
    Chuo tells the other suit next to him, and he sets off to find it, as Athen starts investigating the site.
    She tried to tell herself that seeing these in the light of day would make it less macabre. How wrong she was. She can’t shake the feeling that these people in there where flayed, skinned alive to provide for this experiment. But what causes her nausea, is that she can see that some of the experiments seem to have partially succeeded. She can see that some of the flesh constructs are seamless.

    Fear: Spirit (d6): 3,2: Failure: Shaken. Vigor (d8): 5,4: Success.

    Athen wants to get out. But she gets a hold of herself. Her hair is standing up. She’s on edge, but she holds her stomach contents together, and gets to the job at hand.

    Notice (d6): 5,5: Success.

    Q: Is the experiment a recent one?
    A: No

    At first she thought that whatever happened here was recent, since the flesh constructs seem to be fresh, to the contrary to the mummified rotten piles in the corner of the room.
    Then she notices a huge circle marking the floor, under the flesh constructs, made with what else? dried blood. Occult symbols cover it end to end.
    She notices a patch of skin that is lying half in the circle and half outside. The part that is inside the circle, is still fresh and preserved, while the part that is outside is dried and gray.
    Athen points that out to the corporate suits. “Definitely warp magic at work here. I believe it’s old.”
    “Doesn’t warp magic dissipate with the passage of time?” Chuo asks.

    I’ll make a common Knowledge roll and if successful I’ll ask for a world truth.
    Common Knowledge (d4): 2,3: Failure

    “I don’t know how it works. I hunt them down and kill them. Will need to check out the database back in Vertden.” Athen replies.
    “Have you vetted the entire base? Is the place secured?” She adds, while at the same time trying to avoid gazing at the corpses, something hard to do as the entire room is covered with it.

    Q: Have they secured the place?
    A: Yes

    “It’s clear. Something else you want to take a look at, or are you done?” Chuo asks.
    “Magic has pooled here. I wouldn’t put my guard down… even when uncontrolled by the enemy, it’s known to affect things and people…” Athen counters. “Can we take a look with the warp detector see if there’s anything we might have missed around the base?”
    Some time later, a corporate employee with scientist robe arrives with a device on a two wheeled cart, and they start scouring the remains of the camp.

    I’ll do a Notice test to see if they get a bonus in finding anything more.
    Notice (d6): 5,5: Success
    Q: Is there any other pooling of warp magic?
    A: Yes
    Q: Do they find the pooling of warp magic? (Likely)
    A: No

    They search the base around with the detector. The contraption blips a couple more times, but nothing serious. Overall it seems that apart from the occult site, the entire place seems warp free.
    “I’d like a copy of the footage in that room.” Athen requests to Chuo as she gets back to the helicopter. “Maybe some research in the records will reveal something new.”

    Persuasion (d4): 2,5: Success.

    “We’ll review it and send you the relevant parts Ms Smarte. Thank you for your cooperation on this matter.” The corporate agent replies.
    Athen smiles softly. “Thanks for the ride, and hey, if the shit hits the fan, give me a call.”

    I’m not closing up the investigation thread just yet. Athen needs to make sure that everything’s inactive. There’s this gut feeling she has that all is not complete. Maybe it has to do with the bat swarm attack of last night.

    I’m keeping the Chaos Factor stable.


    Athen will head to Vertden, take a short nap in the barracks, and do the debriefing and research.

    Is the Scene Modified? 4 against 5: Interrupt Scene.
    NPC Action: German Kennet: Event: Persecute Fears

    Q: Is Mr Kennet the subject of persecution?
    A: No, therefore he is the object of persecution.

    For the subject I’m gonna use UNE for inspiration: titled master. Heck I did not see this coming.

    Athen arrives at the gate of Vertden FOB to come upon muscular Mr Kennet holding a man by the rear of his neck, pushing him around in front of the guards. The man is none other than Mr Morikai himself.
    “…there was this hunter lady, Ms Smarte. She knows, she will understand!” she hears Kennet saying as she approaches from behind.
    “Know what Mr Kennet?” Athen asks in a dominating voice.
    German turns around, still holding Morikai who has been bruised quite heavily, most likely assaulted by his bodyguard.
    “Ms Smarte! At least I know you aren’t in league with those filthy orcs.” He spits down to the ground in resent. “I was watching him, oh yeah I was watching him… human traitor!” He snaps and punches down Mr Morikai who bends his knees and drops.
    “Calm down man. What’s going on?” She asks.
    “He… he’s in league with them. That’s why they attacked the factory. When he couldn’t hide their presence any longer he called you, to cover his tracks. ” Kennet answers.
    ‘A gorkie?.’ Athen thinks. That’s what the orcs called their human collaborators during the war. When the humans had started winning the war, they even faced battalions of them in the battle. They were mostly saboteurs. Few if ever had been taken alive. They always perished one way or another.
    The war ended, but the distrust had taken its toll. Witch hunts were set in villages, and many times people were accused and murdered in the name of some cleansing of traitors. More often than not they had nothing to do with it.
    “We’ll take him inside Mr Kennet. If the allegations stand true, he sent to be tried. Just bear in mind, we hunt monsters not humans. Not anymore at least.” Athen tells Mr Kennet.

    Q: Does Mr Kennet deliver Mr Morikai to Athen? (Likely)
    A: No

    Haha, okay, he may need some persuading first.

    Persuasion: 15,5: Success with two raises.

    It seems the diplomatic answer of Athen didn’t convince Mr Kennet.
    “He ain’t going anywhere where I can’t see him.” German responds and grabs Mr Morikai by the neck, who tries to mumble something like “please”.
    “You’ll come in to give a briefing as well, but you understand that we need to interrogate him alone. There are tests…” Athen lets her voice trail off, to make German’s imagination fill in the gaps.
    The bodyguard lets his old boss loose in front of the guards.
    “Let’s get them inside, different rooms, guarded. Notify Cpt. Jaenke” She tells them, and they follow.

    Q: Does Cpt. Jaenke agree with the questioning process?
    A: Extreme No

    The Captain enters the holding room, and yells at Athen for good. “We do NOT interfere with human relations unless we’re attacked by a subject. Get them both out of here!”
    “They could be…” she tries to say.
    “I don’t care! We’re called to hunt a beast. We hunt it. We kill it. We get payed. Politics is what gets guilds closed down, and I as sure won’t go down this road. Get them out. If the muscle wants to kill his boss, let him have at it, I couldn’t care less.” The Captain continues.
    Athen hangs her head as the guards escort the two men outside.
    Once they’re outside the Captain asks for her briefing regarding Ocano Point, and Athen provides it.

    I want to see if the Captain is aware of the Mao Hsai truce.

    Notice (d6): 17,1: Success with three raises.

    Q: Is the Captain in the loop?
    A: Yes

    As Athen recollects her memories and provides the briefing to Cpt. Jaenke, she can’t help but notice that he doesn’t seem to pay any attention to her story. As if he already knows.
    Not involved in politics captain, right? she thinks to herself. Just the ones that you're not payed for.
    When the briefing is over, she hits the bunk for some well deserved rest. Trying to piece all of it together. Questions, questions all over. Too many coincidences involving goblins and their work in the region. If there’s one thing she has learned is that there are no coincidences.
    She’s definite that there are goblins working with humans, and there’s warp magic involved in all of this, but they’re all in the hiding and she can’t do anything about it unless she finds hard evidence. She still finds it hard to trust anyone, and the guild doesn’t give her that sense of home. They haven’t embraced her at all. Is it the truth, or is she just depressed? she wonders, as she finally falls asleep.

    I’m increasing the Chaos Factor to 6 and adding a thread uncover local orc collaborators. She’s been told not to, but day by day it seems that her relations with the guild worsen.

    Also, I’m giving Athen an advancement, per the SW rules.


    Session Summary

    A breath of fresh air! Mythic seemed to shine in this game style.
    First of all, I did some thorough reading of the blue book, and realized that my own personal Player-Driven style wouldn’t play with Mythic well. So I tried to stick as much as possible to the guidelines by the author, and run it completely, Story-first. I was hesitant at first, but it worked perfectly!

    What I really enjoyed though was the Scene-based game style of Mythic. This wouldn’t work well in a dungeon crawl or hex crawl or similar game were the timeline is full and there are no gaps, even if the filling is nothing happening and noone encountered. On the other hand it fits perfectly in modern, post modern and urban adventures games. Time to perform tasks is so relevant it doesn’t make sense anymore. It’s like movie time.
    So what helped me was imagine the whole session as a movie or tv show episode. (Don’t confuse this with the cinematic style the author states in the book). We go from one scene to the next, where each scene has at least some story-telling importance, and if we need to know what happened in-between scenes, it’s just described within the scene that is playing. Perfect.

    Now this isn’t to say that it all worked without a single hitch. I’ve had a few “how to interpret the results” times, but nothing I hadn’t encountered before while solo playing.
    Also I can’t help but shake the feeling that some of my scenes are too short. I think dice results play a big role in this matter, and it could be just plain probabilities.

    I’m still finding some gaps here and then in my story… who’s on my protagonists’ side, what does she feel about following orders vs helping the fellow man. I find that there are some situations where her character isn’t as defined as I would like to, in order to help me better decide what she does. Maybe she hasn’t decided for herself right now, and she’s just playing along, until it becomes crystal clear to her what destiny (the oracle) has in line for her. She only has to hope it won’t be too late by then.

    I like how I’m adding more stuff to the world, and the world-building possibilities of Mythic. As I play more I find that the setting is more post-apoc and less cyberpunk to me, but it could be just the region the events take place.

    I’m curious now to find out if the story will evolve as I envision it, or if Mythic will throw me another curveball and take it all in another direction, but overall I really enjoyed the game and Mythic GME.

     
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