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    giorgis 4:25 pm on January 24, 2024 Permalink | Reply
    Tags: rpg, , , ttrpg   

    Ranger of the North S01E01 

    Last year, I got The One Ring, and also it’s solo supplement Strider Mode. It was about time, and having a solo supplement to go along, supported my choice. I’ll get right into the meat of the session, and then summarize my experience.
    For character generation I rolled randomly for my character’s culture, but decided I’ll override any rolled choice I don’t like.
    So the hero is Targon, a Ranger of the North.
    Using the Character Lifepaths he’s a Watcher of the Border, and he grew up to be Slender
    For now I will not spend more time trying to figure out my character background or personality and will continue with the game.
    I chose Balin, son of Fundin as his Patron, and rolled up a mission to get the story started
    This broken artifact could be a potent weapon against the enemy. What is this item and who wileds the skill to reforge it?

    Targon is sitting in a far corner at the Prancing Pony, across, a dwarf raises his ale mug to him, gesturing to come over.
    It’s Balin, his old friend. They exchange a few pleasantries, and after Targon has quenched his thirst with an ale mug of his own, Balin gets to the point.

    Q: What is the item?
    A: Foreboding courage
    It could be… a banner or a horn?
    Q: Is it a banner?
    A: Yes

    From his bag, Balin pulls out a big piece of cloth and sets it on the table. It is torn and tattered, edges burned to a crisp, threads pulled apart, and not to mention a big hole in the middle.
    Under its washed out colours and dirt some vague shapes are discernible.
    “This is the Banner of Fornost. Woven by elves, it filled the hearts of men and elves with warm hope in the face of the shadow. Victorious troops brought it back after th Battle of Fornost, but it’s fate was lost over the centuries. I got it from a trader who had bought if from a treasure hunter. Should it be repaired it could help rekindle hope when darkness is approaching.”
    Balin puts it back in the bag.
    “I’d start with the elves at Rivendell, see if they still have a master weaver among them who could perhaps fix it. Would you, Targon, undertake this journey? I’m afraid my road is in the opposite direction.” Balin asks.
    “That, I shall do.” Targon answers and takes the bag with the tattered banner.

    Targon earns 1 Adventure Point for accepting a mission.
    He begins the Journey to Rivendell, by following the Great East Road.
    Travel: 16/13: Success
    An event occurs at 3 hexes eastwards.
    Event: 5: Mishap: Obstructed Path.
    Awareness: 6/11: Failure + Eye. 3 Fatigue Points.
    Eye Awareness rises to 3.
    Ill-Fortune: Unexpected Enemies emerge or are sighted.
    It’s: (Wolves/Robbers/Orcs/Troll): Robbers: 2 Highway Robbers

    Three days pass without anything of importance along the east road. Targon travels on foot, but lightly. As the great east road goes through some woods, a huge tree trunk blocks the way. Targon looks around, he concludes that the spring rains of the previous days have brought. He sees a small path to the side of the road and follows it to avoid the obstacle, when suddenly he’s ambushed by a couple of highway robbers hiding behind a boulder.
    Swift, and vengeful, they point their spears to Targon. “Your money or your life.”
    Your life…” Targon responds, and they engage in combat.

    Awareness: 7/11: Failure
    Targon is ambushed and surprised at the first round of combat

    1st Round

    Stance: Defensive
    Robber 1: Attack: 15/18: Failure
    Robber 2: Attack: 7/18: Miss

    2nd Round

    Stance: Open
    Draws his sword and attacks 1st Robber: 23: Hit with Special Success and Piercing Blow
    for the extra Success I choose: Heavy Blow: Damage: 4+7=11
    Piercing Blow: Robber Armor: 19/16: No Wound
    Robber 1: Attack: 23/18: Hit with Special Success and Piercing Blow
    for the Special Success adversaries do: Heavy Blow: Damage: 4+4=8. Targon is at 17/25 Endurance.
    Piercing Blow: Targon Protection: 15/14: No Wound
    Robber 2: Attack: 14/18: Miss

    3rd Round

    Stance: Open
    As a secondary action Targon will attempt to retreat back towards the road
    Atacks Robber 1: 17/11: Hit: Damage: 4. Robber is at 1/16 Endurance
    Robber 1: Attack: 17/18: Miss
    Robber 2: Attack: 13/18: Miss

    4th Round

    Stance: Open
    Q: Has he reached the road?
    A: No
    Targon Attacks Robber 1: 22/11: Hit with two Special Successes. Robber 1 is at 0 Endurance and out of the fight.
    Robber 2: Attack: 18/18: Hit with Special Success: Heavy Blow: Damage: 8. Targon is at 9/25 Endurance, and is Weary.

    5th Round

    Stance: Defensive
    Targon attacks Robber 2: 11/11: Hit with Special Success: Fend Off (to increase Parry). Damage 4.
    Robber 2: Attack: 20/20: Hit with Piercing Blow: Damage 4
    Piercing Blow: Targon Protection: 8/14: Wounded: 7: Severe Injury

    6th Round

    Stance: Defensive
    Main action: Jump/climb on the tree trunk
    Targon Athletics: 12/11: Success
    Robber 2: Attaccks: 13/18: Miss

    7th Round

    Stance: Defensive
    Targon attacks Robber 2: 12/11: Hit with Piercing Blow: Damage 4. Robber is down to 8/16 Endurance.
    Piercing Blow: Robber Armor: 15/16: Wounded: Eliminated.

    Targon barely dodges out of the way as the robbers thrust their spears towards him.
    He draws his blade which flashes in the sunlight, and turns the tide, by scoring a heavy blow at one of the robbers, his blade stopped by the robber’s armor before causing any harm.
    Furious by the strike, the robber counters, and his spear finds Targon’s chest, Targon only saved by his leather corslet.
    The other robber fails to score a hit, as Targon maneuvers out of the way.
    Targon starts to tactically retreat back to the road, and attacks back, hacking at the robbers, who fail to hit him back. He follows up with another hit, and one of his enemies collapses under his blade, but he has opened himsef to the second adversary who strikes a heavy blow at Targon. He starts feeling the exhausting of the fight kicking in.
    Targon hacks back and scores a hit to the remaining enemy, while trying to fend him off, but his foe is cunning, and the spear jabs at Targon under his ribs, piercing through the armor. He feels the pain, and steels himself, defending against his foe and climbs on the tree trunk on the road to get on the high ground.
    The robber tries to jab at Targon on top of the tree trunk, but he fails, with the advantage of the higher ground, Targon slashes at his foe, hittin him at the skull, and dropping him to the ground, senseless.

    Q: Are the robbers still alive?
    A: Yes, barely

    He jumps down from the tree trunk, and takes his foes spears and bows, and breaks them in two.
    “You better stop your thieving ways. Next time a ranger comes across your deeds, we might not be as forgiving.” He leaves them to tend to their wounds, but not before trying to track their footprints and find a possible stash.

    Targon: Hunting: 17/11: Special Success: Go quietly.
    He finds their stash. Lesser hoard: Treasure value: 3. Magical Treasure: No treasure.
    Before attempting to return to his journey, he will make a First Aid attempt for his wound.
    I’ll spend 1 hope.
    Healing: 29/13: 2 Special Successes. Injury reduced by 3. It will take 4 days to heal.

    So, since it's my first time playing TOR, I made a few errors. They kinda balanced themselves out, so here they go: 1. I did not attempt to use the Robbers special ability using Resolve, to defend themselves more appropriately. This has to be declared prior to the attack, so I failed to do it as I was so eager to roll. They could have survived a few attacks.
    2. I did not apply the Dour Handed virtue of Targon which would have eliminated the robbers quicker as Targon landed a few Heavy Blows. 3. On my initial Travel roll, my (Favoured) Feat travel dice rolled both 1s, I mistakenly applied them as “Eye of Sauron”, which should have been an 11 on my non-customized dice.`

    Not a few paces further, under a rock next to a tree, he finds a small pouch with coins and jewelry. Probably stolen from folk along the road. Targon takes these, and then he spends some time to clean and dress his wound, applying some medical herbs to the area, before heading back on the road. Two fewer robbers to trouble them.

    Travel Roll: 21/13: 2 Special Successes, he travels 5 Hexes along the road before the next event.
    his injury has healed, and his endurance is back to 25.
    Event: Terrible Misfortune: Violent Weather. Eye of Sauron Awareness +1 to 4. Fatigue +3
    Targon: Explore: 22/15: 2 Special Successes.

    Five days later, he has went past weathertop and even further, when black clouds fill the horizon, and rain starts pouring down. Within minutes, a flash flood starts carrying along, trees and boulders. Targon is quick on his thinking. He looks around and finds a hill overlooking the rest of the area, and makes way towards it. He may be out in the open, and visible for miles, but he’s safe from the torrent running in the road below.

    Travel Roll: 8/13: Failure. He travels only a mere 2 hexes, and it’s day 10 of his journey from Bree to Rivendell before the next event.
    Event: Ill Choices: Disorienting Environs
    Targon: Explore: 6/13: Failure + Eye
    Targon gains a Shadow Point (Dread), and 2 more Fatigue Points. Shadow Test: 15/10: No Shadow Point gained.
    Eye of Sauron Awareness +1 to 5.
    Ill Fortune: Unexpected enemies emerge or are sighted.
    Lore Table roll: Gloomy Depths

    Q: Is it Undead? (Likely)
    A: Yes
    Q: Is it marshdwelers? (Certain)
    A: Yes

    An eerie morning a couple days later, a fog is covering the road. It feels unnatural and blocks out the sunlight much unlike the morning mist. Targon can’t see more than a few feet ahead.
    He feels a penetrating chill to the core, and grabs the hilt of his sword. The ranger attempts to wait the fog out, so that he can continue when it’s no longer clouded, but it grows thicker by the minute and Targon grows uneasy. He’s almost overcome with dread, but he still holds hope despite the circumstances.
    The sounds of the nature are now all muffled, and a thickening silence echoes all around.
    He decides to try and get out of this fog, but soon he loses all orientation, and feels like he doesn’t know where he’s going. He can’t find the road markings anywhere, but now is walking on plain dirt. Anxious, he attempts to get back to where he was previously, when relieved, he finds some stone tiles in the ground. Trusting he’s found his way, he lets his guard down, alas he’s mistaken. At the last moment he sees some crumbled walls, just before he takes a misstep and falls in a hole in the ground below him.
    He lands in a dark room a couple meters below, and, getting up in the darkness, hears uneasy sounds like growls or whispers. Dread overcomes the tall warden. Did he just see eyes glinting in the dark? Quickly, he draws his sword and his a torch, trying to light it up.

    Targon: Awareness: (-1 d, due to the darkness): 11/11: Success
    Q: How far away are the undead?
    A: Very Close
    Targon can only make one attempt to light the torch before the close in on him.
    Targon: Craft: (spends hope, inspired): 13/11: Success
    Q: How many are the undead?
    A: 3

    I’m not quite sure how to approach a dungeon delve in TOR. I found the Dungeon Crawling in Middle Earth homebrew resource, which is very nice looking (has some easy to catch typos though), and I’ll try to use it for some inspiration rolls, using all that make sense. Since we already have an encounter I will not roll an Encounter Die.
    Room Contents: Rubble from ceiling collapse
    Tone Setting: Chilly fog, rests across the ground
    Room Lighting: Wall mounted torches (unlit)
    Room Feature: Rotting old furniture
    Wall Details: Floor to ceiling dwarven runes in the wall
    Ambience: Faint running water

    The shambling humanoids with pale flesh, surround Targon, as in the last second he pulls out a tar-soaked torch, lights an oil soaked cloth with sparks he made with whetstone and quickly wraps it around the torch. Torch in the left hand, sword in the right, he waves the fire to keep them at bay, and it seems to work.

    1st Round

    As they’re things of Terror, Targon must make a Shadow Test (Dread): 6/13: Failure. He gains 3 Shadow Points.
    All the undead lose 1 point of hate as Targon holds a torch.
    Stance: Open
    Targon: Attacks a marsh-dweller: 17/11: Piercing Blow. Damage 4.
    Piercing Blow: Marshdweller Armor: 10/16: Failure. Marshdweller spends one Hate point as per Deathless to not be slain.
    Marshdweller 1: Attacks: Claws: 14/18: Miss
    Marshdweller 2: Attacks: Claws: 17/18: Miss
    Marshdweller 3: Attacks: Claws: 15/18: Miss

    2nd Round

    All the undead lose 1 more point of hate. Marshdweller 1 is now Weary.
    Stance: Open
    Targon: Attacks a marsh-dweller: 27/11: Piercing Blow and two Special Successes. Heavy Blow, Fend Off. Damage 12.
    Piercing Blow: Marshdweller Armor: 6/16: Failure. Marshdweller 1 is slain.
    Marshdweller 2: Attacks: Claws: 8/20: Miss
    Marshdweller 3: Attacks: Bite: 12/20: Miss

    3rd Round

    All the undead lose 1 more point of hate. They’re now Weary.
    Targon: Attacks a marsh-dweller: 18/11: Piercing Blow. Damage 4.
    Piercing Blow: Marshdweller Armor: 5/16: Failure. Marshdweller 1 is slain.
    Marshdweller 3: Attacks: Bite: 21/20: Piercing Blow and a Special Success. Damage: 6. Targon is down to 19 Endurance
    Targon: Protection: 3/14: Wounded: Severe Injury (4 Days)

    4th Round

    Stance: Open
    Targon: Attacks a marsh-dweller: 16/11: Special Success. Heavy Blow. Damage 12. The Marshdweller is slain.

    He swings his torch and keeps the creatures away, and with a swift thrust, his sword pierces one of them all the way through. He pulls his blade out, waiting for his foe to drop inanimate, but instead, driven by a deathless force, the creature tries to claw at Targon.
    The torchlight seems to sap their resolve, afraid of the fire, Targon swings his sword once more, and he hits the creature with a sharp slash at the neck, decapitating it, and dropping it for good.
    Maneuvering through the rotting furniture in the room, Targon finds an opportunity and hacks at the second undead’s head, splitting it in half.
    As he does so, the third one finds Targon’s back a ripe target, and get a good bite, piercing through the boiled leather armour. Targon screams in pain, and turns around with a heavy strike, cuts the creature in half.

    Targon: First Aid: Healing: 14/13: Success. Injury will take 3 days to heal.
    Targon earns one adventure point.
    I’d say there is a Lesser Treasure Hoard with: 3 Treasure points.

    Targon stops for a moment, and removes his armour to dress his wound so that it stops bleeding. Then he looks around the room, and finds some valuables. Perhaps these have been hoarded by these foul beings, or they belonged to the initial inhabitants of this structure.

    Q: is the opening from the ceiling reachable?
    A: No
    So I may need to explore the dungeon further.
    Q: Are there many exits?
    A: Extreme no. There’s only one exit, and it’s not open it’s locked/blocked/barred somehow.
    I’ll make a Lore table roll to see what I have to do to open it.
    Surround, Stricken, Message.
    Moria’s riddle key comes to mind! There’s a riddle that I need to solve.
    It will be a Short Time (4 rounds) attempt of a Simple Complexity using Scan, Lore and Riddle skills to find the solution.

    1st Round

    Targon: Scan: 16/15: Success. He looks around the room, and finds the dwarven writing on the walls.

    2nd Round

    Targon: Lore: 18/15: Success, Fortune. Among the runes, he finds some Adunaic words.
    Fortune: You find a moment of comfort or safety: I’ll give two more rounds of time to solve this.

    3rd Round

    Targon: Riddle (I’ll spend a point of hope): 10/15: Failure, Eye of Sauron. Misfortune: Your actions catch the Eye of the enemy: +3 Eye Awareness.

    4th Round

    Targon: Riddle (I’ll spend another point of hope): 22/15: Special Success: Go quietly.

    The ranger looks up to the ceiling, see if he can reach the opening, but it’s too far away to jump or climb. He casts the torchlight across the room, and sees a single exit, blocked by a door with no handle. He tries to push it, but to no avail. It’s completely stuck. As his torch lights the stone frame of the door, he notices carvings.
    This reminds him of a story he’s heard about how dwarf stone masons could lock doors using passwords. And the door would only open when they were spoken. Since there is no other exit out of this room, he realizes this is the inner side of the door, so there’s a good chance that the very word that is used to open the door is sculpted there. He realizes that as long as the door is closed, he may be safe for the moment, and takes a deep breath to think.
    His knowledge of dwarf speech is limited to say the least, but the writing is in Adunaic.
    He looks at the door, and with a steady firm voice he says “Open”
    But a screeching boom is heard, emanating across the room, before the thunderous sound dissipates into nothingness. He can’t shake a dreadful foreboding feeling.
    He thinks again, and tries a different meaning for the same word he saw. Perhaps over he years, it has changed. He says “Ajar” and the door, slowly pushes itself open. Not wasting any time, Targon slides out.

    Q: Is this room the main exit?
    A: No
    Encounter Die: Trap
    Awareness: 16/11: Special Success: Gain Insight
    Trap Location: Flagstones on the floor
    Clues: The materials are foreign to the dungeon
    With the insight, he can see the trigger which is: thin, elven rope, tripped
    Carefully he avoids it.
    Overcome tricky obstacle: +1 Skill Point

    Q: Are there many exits?
    A: Extreme Yes. Twist: Empty Might
    It’s a throne room.
    There are two exits to the sides, and one to the centre, with a large gate.

    Targon will attempt to open the main gate.
    Q: Is it locked?
    A: No
    I should remember to always ask Telling questions in a positive phrasing.

    As Targon gets out, he notices a very thin trip wire right in front of him. The torch light casting a faint line shadow on the floor. Some flagstones are from a different stone, granite instead of marble. Concerned that this could be a trap, he carefully, lifts his legs high enough and makes a wide step without triggering it.
    He enters a bigger room than the previous one, with a large throne in the centre. Two passages head to opposite directions to the side, while a large gate at the other end seems to be the main entrance to the room.
    Wounded as he is, he decides not to waste any time, and opens the gate, hoping to get out of this structure.

    Encounter Die: Omen: Hoard Veiled Fire
    Q: Is the exit nearby? (Likely)
    A: Yes

    A long hallway leads to another gate at the far end. Targon’s sense is fixated on the smell of oil. He looks to the sides of the hallway, and sees two shallow canals, filled with a black substance. Probably some means to light the hall? A defensive measure against invaders?
    He can’t tell for sure what role did this oil play.

    Q: Is the door open?
    A: Yes

    Targon pushes the old wooden door open and gets out of this dreadful place. The fog seems to have cleared.

    Q: Is the road nearby?
    A: No
    Targon: Explore: 11/15: Failure
    Q: Is this a standard risk level?
    A: Yes
    I’ll trade the Simple Failure for Success with Woe.
    Lore table: Replenish
    Targon lost his supplies when he dropped from the hole in the ceiling, and he didn’t realize until just now. He’ll have to spend at least a day Hunting to replenish food, losing 1 day of time.

    He scans the area around him for any landmarks, and realizes he’s nowhere near the road. As he puts out his torch, and spends a moment to recollect himself, he sees that all his food must have fallen from his sack. Either in the drop, or during the fray. He’ll have to spend valuable time to find something to eat before continuing.

    Targon: Hunting: 11/11: Success
    Targon gathers the necessary supplies and continues after a day.

    Targon: Travel: 14/13: Success
    Event: Ill Choices: Mismanaged Provisions. Fatigue +2
    Targon: Hunting: 16/11: Success

    Three more days down the east road, Targon has went past the Last Bridge and is entering the Trollshaws, when he comes dangerously close to running out of rations. Since his last complication, the supplies he currently has, don’t last long, and he didn’t pay any notice to it. He takes his bow and heads off quickly to find some game. Without wasting any time, using his skills as a ranger, he returns with a few rabbits for dinner.

    Targon: Travel: 17/13: Success with Fortune: You Locate or learn of a useful item.
    Event: Mishap: Obstructed Path. Fatigue +2
    Targon: Awareness: 13/11: Special Success: Gain Insight: Potential danger

    Another obstructed path on the main road. Since we’re in the Trollshaws, I decide that it will be a troll somehow blocking the way.

    A big, man sized boulder, catches the attention of Targon. Despite being in the same colours as the land, there is no plausible explanation as to how it could have moved there, as there is no hill or cliffside from where it could have fallen on that side of the road. Cautiously, he examines the surroundings, and he notices remains under the boulder. An arm, and legs are visible on the sides from underneath it. He looks across the other side of the road, and on the hillside, he makes out the vague outline of a cave mouth.
    “Trolls” he considers, and crouches.

    Q: What is the useful item?
    A: Gentle haven. The traveller carries notes with directions of how to get to Rivendell. Perhaps he is a messenger.
    Q: What time is it?
    A: Early noon. Most likely the troll is sleeping
    I can’t risk it, and will attempt to reach the remains stealthily.
    Targon: Stealth: 13/15: Failure
    Q: Is the troll asleep? (Certain)
    A: Extreme No with a twist. The troll is waiting for another traveller to come across and throw another boulder to crush him. Eye of Sauron +1.

    Targon attempts to reach the crushed remains, taking precautions to move silently despite the daytime that turns trolls to stone according to legend. However, he takes a misstep and breaks a branch, with a loud cracking noise. He turns around as he hears a loud growl. To his ill fortune, the troll was awake!

    I decide to do a GM-ruling here, and have this troll throw boulders for a change. It can’t come out as it’s full daylight, so it will attempt to crush it’s victims by throwing boulders at them. Boulder 2 (6/12 Break Shield). Also it will only be able to make a single attack with boulders and not two in each round, despite having a Might of 2.

    Opening Volley Phase

    Targon: Bow: 12/11: Special Success: Heavy Blow: Damage 11. Troll has 49 Endurance Remaining.
    Troll: Boulder 10/18: Miss

    1st Round

    Stance: Skirmish
    Main action: take the message case
    Troll: Boulder: 21/18: Special Success, Piercing Blow: Heavy Blow: Damage 14. Targon is Weary. The troll will Spend 1 Hate for Horrible Strength and make Targon’s Protection roll Ill Favoured.
    Targon: Protection: 18/12: No Wound

    2nd Round

    Stance: Skirmish
    Main action: escape. I will spend 1 Fellowship point and 1 Hope point to make the roll Favoured, and have an extra 1d.
    Escape: 18/11: Special Success: Gain Insight: who was the traveller

    I will award Targon 1 Adventure Point for Surviving the combat.

    Q: Who was the traveller
    A: Ominous Defence. Okay that doesn’t seem to work, I’ll go to UNE: Curious Serf. That’s a man of bree, a scout or explorer.

    Targon draws his bow and shoots an arrow to the troll that has appeared at the edge of the cave. The arrow lodging itself in the thick troll hide. It growls and picks up a big boulder, and slings it with all its might towards Targon, who jumps out of the way. Targon is in the open and doesn’t like how he’s exposed to the troll’s rock-throwing skills. He doesn’t know if he can face such a foe alone, so he wants at least to get the letter case. He tries to keep his distance, and jumps to his target, picking up the case, when a second boulder hits him square in the chest. Targon reels back, weary, but thankfully not injured. He feels like he can’t take this foe. As long as the troll is restricted by the daylight, if he manages to get out of it’s line of sight, he should be able to escape with his life. He calculates the right moment, and makes a quick dash in a zig-zag pattern, running as fast as he can. The troll screams in rage as his prey escaped.
    Targon takes a look at the case. Inside is a map to rivendell, and a sealed letter, by “Alcolm of Bree”.


    Ruleset Summary & Solo Experience

    As a first foray into TOR, I absolutely love it. It has very interesting mechanics, and the more I think about them, the more I like it.
    TOR in particular has a Target Number which is derived from the core Attributes (Strength, Heart, Wits), so what your character is natural makes a task easier or more difficult.
    Skills allow you to roll a number of d6s equal to your d6 level, so the more skilled you are at something, you’re more likely to succeed.
    I love how these two work together for the same end result, but are separate from each other. Also only by having a higher skill can you get a higher chance of getting a special success, as the attribute only effects the TN.
    Furthermore you always roll a Feat Die (a d12 essentially), numbered from 1-10 and having a face with the Eye of Sauron and a face with Gandalf’s Rune, which give a Misfortune or Fortune respectively. So different situations can increase or decrease the number of Skill dice, and they can also make the Feat Die be rolled at advantage or disadvantage, and the great thing about it is, that they will impact different things in the game!

    Heading to the next part which is combat. I loved it. A skill roll modified by opponents Parry is made. Each character has an Endurance rating which one could think of as Hit Points, as they can take you out of combat. Each hit you receive will reduce your Endurance. Damage to Endurance is fixed, modified by any special successes rolled, and you only drop unconscious at zero. Only Wounds have the opportunity of killing a character, and that’s where armor has it’s place, as it can prevent this. There are many special successes that can be utilized by the heroes or their adversaries, and the heroes also have four (five in solo) stance to choose when fighting. There is no significant Death Spiral, with the major penalty is the risk of becoming weary if your Endurance drops below your Fatigue and Load rating. I won’t go into any more details, I just found that combat may look complex, but actually is very streamlined, with as few rolls as possible, but at the same time providing a great varied experience.

    TOR has several bookkeeping stats, which all play a major role in the game. You need to keep track of your Fellowship, Endurance, Load, Fatigue, Hope and Shadow. Sounds like a lot, but they all provide a different result. Your character may start going down the shadow path, or lose hope, or become tired and need to rest, etc. These all provide an experience as close as one can get to the Tolkien books. The authors also chose terms whose name rings familiar to the LOTR trope.

    The next part I adored was the Journey system, which is greatly expanded by the Solo Supplement (more on that later). Another smart way to run hex based journeys. An event will always happen, the question is when, and what event. So depending on how good you’re at travelling, you may make the journey with fewer events or as many as 1 per hex, making you earn each hex with hard adventuring. I love how this system could also work with a hex crawl generator (like the hex power flowers), and with any success based RPG ruleset. It’s something I’ll keep on my toolset for the future, as it works great for solo, and is much better than asking the Oracle or rolling on random encounter tables.

    As I don’t want to make a review of TOR, I’m going now to give my impressions on the solo supplement. The experience of Shawn Tomkin in this is evident. Utilizing the Strider Mode doesn’t feel like you take an Oracle and put it on top of the game. Instead it connects to TOR so seamlessly, it feels like TOR was meant to be solo played. It has a Fortune and an Ill-Fortune table which you can use when you roll something good or bad on the Feat die (during regular ruleset rolls), so you can always get an Intervention of sorts while playing. It has a Telling Table (a Yes/No with Extremes, Oracle), and a Lore Table which has 72 each of Action, Focus, Aspect words. These words fit a lot in the theme without being explicit (for example it has Fell, Gloomy, Fellowship, which all bring out the Tolkien vibe), and then it also has a Revelation table for when the Eye of Sauron is fixed on you (another great mechanic!). Finally it has 7 Journey Event tables (6 entries each) which really create opportunities to adventure, essentially expanding on top of the existing Journey system and making it solo. I think it shines here.

    So, it doesn’t work with Scenes or Actors. This may be an issue in the long run, if you want a more arching adventure and meaningful encounters. On the other hand, this brings a more gamey vibe out, where things happen on your way to your quest (the initial mission, but they need not be relevant). This follows up a lot the Hobbit vibe, where the party faced a multitude of dangers that were mostly random, before arriving at their quest at the lonely mountain.

    I haven’t finished my first Journey yet, and have only accumulated several disjointed journey events, making my trip look like a book or journal. Having a defined enemy (Sauron), clarifies things a lot in solo. Because as I foresee now, the missions will be relevant mostly to the enemy, and depending on the location and the Eye Awareness, you may get extra enemy events. On the other hand there are ample situations for random events.

    Overall the experience so far reminds me a lot of Five Leagues from the Borderlands, alas in RPG. I love it, and it can play very fast. Actually it plays a lot faster than most of the other solo adventures I’ve run in the past, and a great advantage is that I rarely had to pause for a long time and think how to interpret a situation. The rolls and results were straightforward, and the process streamlined, I really felt like playing the game, than having to write my story. I can’t tell how it will progress. It’s very deadly, but gives you the opportunity to get out of a bad situation if you need to. This was a good start, and I’m looking forward to how the adventure will proceed.

     
    • Mick's avatar

      Mick 5:05 pm on September 12, 2024 Permalink | Reply

      Hi, I posted this on the Mythic Discord but will ask here too just in case you don’t see it there.

      Is there any chance of a link to the Dungeon Crawling in Middle Earth homebrew resource mentioned?

      Also I have a question regarding the 3rd Round:
      “Targon: Riddle (I’ll spend a point of hope): 10/15: Failure, Eye of Sauron. Misfortune: Your actions catch the Eye of the enemy: +3 Eye Awareness.”

      Can I ask why it was a +3 to eye awareness and not just +1? I’m learning the game so I want to make sure I understand everything.

      And another question, “Encounter Die: Trap” what table are you using for this encounter?

      Liked by 1 person

      • giorgis's avatar

        giorgis 7:42 pm on September 12, 2024 Permalink | Reply

        Hello! So I’m copying my response here as well:
        So, the Dungeon Crawling in Middle Earth is from the dedicated TOR discord channel, at tor-resources. There’s tons of resources there. You can find the respective link below:

        https://discord.com/channels/348254014598545408/866673287316635658/969792741657702460

        To the eye awareness value, I just added up both the +1 for rolling the initial Eye in my 10/15 roll, and the +2 for the subsequent roll in the Ill Fortune table as described in Strider mode, and it sums up to +3. Pretty unlucky for Targon. Sorry if that was unclear.

        As to the last question, it’s part of the Dungeon Crawling in Middle Earth resource.

        Hope this helps!

        Like

  • Unknown's avatar

    giorgis 6:10 pm on December 19, 2023 Permalink | Reply
    Tags: AD&D, dnd, dungeons-and-dragons, , , ttrpg   

    Alone Against a Call to Glory S01 – AD&D2e 

    As the interlude to my Savage Warhammer advenure, I’m going to start a short spinoff of my Dragon Quest series, using different systems, but this time with a Single PC, and not a party.
    This is mainly just for fun, but it will also most likely show if any systems are capable of having a single PC run through an entire dungeon.
    I am expecting glorious deaths, and I will push the character creation to its limits by exploiting any optional rules I can find.
    So to start with, I’ll go back to my roots. Advanced Dungeons & Dragons 2nd Edition Player’s Handbook and Advanced Dungeons & Dragons 2nd Edition Dungeon Master’s Guide, coupled with Player’s Option: Combat and Tactics as well as Player’s Option: Skills and Powers.

    I will be creating a Fighter, in order to have a fighting chance (pun intended).
    Rolling with the 4d6 method, I have the following attributes.

    • STR 16
    • DEX 15
    • CON 14
    • INT 14
    • WIS 9
    • CHA 12

    And I split them with the subabilities to:

    • Stamina 12
    • Muscle 18/27
    • Aim 13
    • Balance 17
    • Health 12
    • Fitness 16
    • Reason 12
    • Knowledge 16
    • Intuition 9
    • Willpower 9
    • Leadership 10
    • Appearance 14

    He’ll be a classic Sword & Board warrior.
    I’ll give him a 1d12 for hit points, and also Multiple Weapon specialization, but he has a Limited Armor restriction of Chain Mail or lighter.
    So I’m giving him the following Weapon Proficiencies:
    Weapon & Shield Specialization (for a +1 to Attack or +1 to AC, or use one of the Shield Special Attacks without losing the Shield AC bonus), Medium Shield Proficiency (for a +3 to AC shield bonus), Long Sword Proficiency & Specialization (for a +1 to Attack and +2 to damage), Ambidexterity (for -2 instead of -4 to off-hand weapon), Chain mail Proficiency, Scale Mail Proficiency, Battle axe Proficiency (as a backup weapon), Short Sword Proficiency.
    And he’ll also have the following Non-Weapon Proficiencies:
    Blind Fighting, Endurance.
    I rolled 100 Gold Pieces, which he’ll spend on the following:
    Longsword (15 gp), Medium Shield (7gp), Scale armor (60gp), Open-faced helmet (12gp), Battle axe (5 gp).
    The weight of all his equipment is at 68 lbs, but with Scale armour proficiency, this drops to 48 lbs, and he’s Unencumbered.

    So, he has the following combat stats.

    THAC0: 20
    Attack Bonus: +2
    Attacks/round: 3/2.
    Damage Bonus: +5
    Armor Class: 0
    Hit Points: 14 (max hit points of course)

    I’ll be using Combat and Tactics at it’s fullest, with Critical Hits, special Attacks, everything.

    So, for some background, he’s a human, 71 inches tall, weighing at 173 lbs, and named Arryn.
    That’s good enough, he’s a killing machine, let’s throw him into the dungeon.

    Slight disclaimer, since AI is such a controversial topic nowadays. It is my opinion that for solo roleplaying generative AI is a good solo tool. Solo roleplaying is very mentally taxing, and it is very important to be able to maintain a good flow of the game, otherwise you can easily lose momentum and stop playing. However as with all tools, you have to know when and how to use them. But I digress. In this blog post I am using narrative outputs or AI generated images for immersion.

    In the peaceful hamlet of Torlynn, Arryn, a stalwart young man of 18, bears the aura of a seasoned adventurer. Towering at 71 inches with a robust frame, his rugged appearance conceals a balance of strength and agility. His deep-set eyes reveal a blend of determination and wisdom, the kind nurtured in the quiet hills near the mountains.

    Clad in scale armor adorned with a cloak billowing like a shadowy mantle, Arryn wields a long sword and kite shield with practiced precision. A backup battleaxe, a nod to prudence, hangs by his side. His journey unfolds, a tale etched in the tranquil hills of Torlynn, awaiting further chapters of bravery and destiny.


    The Adventure

    Arryn stands before Gustovan, the venerable Burgomaster of Torlynn. The quiet village, nestled amid hills near the mountains, has long been the hero’s haven. Gustovan, known for his sagacity and benevolence, implores Arryn to investigate an ancient dwarven iron mine. Whispers of eerie lights and mysterious sounds stir the air, prompting the hero to embark on this quest.

    Entering the subterranean realm, Arryn treads the rough-hewn cavern, a testament to dwarven craftsmanship. His weapons at the ready, he descends into the abyss, the wind whispering tales of forgotten echoes and untold secrets. The mine awaits, a shadowed tapestry waiting to unfold before the intrepid adventurer.


    A. Tunnel

    Wandering Monster Check: Orc

    Round 1

    CombatantInitiative
    Arryn8
    Orc9

    They are both man-sized and armed with swords, so they act at the Average Phase. They move closer to each other

    Round 2

    CombatantInitiative
    Arryn5
    Orc9

    Arryn makes a half move and attacks the Orc.
    15+2+6>20: Hit: Damage: 7+5=12. The Orc is dead.

    In the dimly lit tunnel, the wind’s whispers fall silent as Arryn ventures deeper into the forsaken mine. Abruptly, a menacing orc emerges from the shadows, its cruel visage met by the hero’s resolute war cry.
    In the ensuing clash, both combatants, man-sized and wielding swords, dance to the rhythm of conflict. Their blades clash in a symphony of steel as they close the distance.
    In a swift move, Arryn strikes with precision, his blade finding its mark. The orc, no match for the seasoned adventurer, succumbs to the onslaught, its demise echoing through the desolate tunnels.


    B. The First Lair

    Surprise

    SideSurprise
    Arryn5
    Monsters6

    No one is surprised.

    Round 1

    CombatantInitiative
    Arryn1
    Kobold4
    Goblin5

    Arryn gets to acts one phase earlier. He navigates so that he has both opponents at reach, and attacks the Goblin.
    7+2+6=15<20: Miss.

    The Kobold approaches and attacks Arryn with its dagger in the fast phase.
    12<20: Miss.

    Goblin attacks Arryn with its sword.
    16<19: Miss.

    Round 2

    CombatantInitiative
    Arryn9
    Kobold5
    Goblin10

    The Kobold acts first, and the Goblin acts one phase slower.
    Kobold attacks Arryn with dagger: 20/20: Hit: Damage: 2. Arryn is at 12 Hit Points remaining.

    Arryn attacks the Goblin, he will add the +1 of the Weapon & Shield Style to AC.
    7+2+6=15<20: Miss.
    5+2+6=13<20: Miss.

    Goblin attacks Arryn with its sword.
    12-1<19: Miss.

    Round 3

    CombatantInitiative
    Arryn10
    Kobold5
    Goblin3

    The Kobold acts first, and Arryn acts one phase slower.
    Kobold attacks Arryn with dagger: 8-1<20: Miss.

    Goblin attacks Arryn with its sword.
    6-1<19: Miss.

    Arryn attacks the Goblin, he will add the +1 of the Weapon & Shield Style to AC.
    1+2+6=8<20: Miss.

    Round 4

    CombatantInitiative
    Arryn4
    Kobold10
    Goblin6

    The Kobold acts one phase slower, so Arry acts first.

    Arryn attacks the Goblin, he will add the +1 of the Weapon & Shield Style to AC.
    15+2+6=23>20: Hit: Damage: 3+5=8: The Goblin is dead.
    Arryn attacks the Kobold: 4+2+7=13<20: Miss

    Kobold attacks Arryn with dagger: 17-1<20: Miss.

    Round 5

    Arryn will use his Shield to block if needed.

    CombatantInitiative
    Arryn5
    Kobold6

    The Kobold acts first.

    Kobold attacks Arryn with dagger: 5<20: Miss.

    Arryn attacks the Kobold, 7+2+7=16<20: Miss.

    Round 6

    Arryn will use his Shield to block if needed.

    CombatantInitiative
    Arryn10
    Kobold1

    The Kobold acts first at Very Fast, and Arryn at Slow.

    Kobold attacks Arryn with dagger: 14<20: Miss.

    Arryn attacks the Kobold, 11+2+7=20: Hit: Damage: 8+3=11: The Kobold is dead.

    Arryn finds a Warhammer and a Battleaxe. He won’t take either.

    In the room’s dim light, Arryn confronts the remnants of the mine’s past. Beds, once occupied by diligent miners, now house a kobold and a goblin, awakening to hostility.
    Swiftly, the dance of blades begins. Arryn, anticipating their assault, maneuvers strategically, his sword seeking the goblin. Yet, the first strike misses, setting the stage for a skirmish in the underground lair.
    As the kobold and goblin retaliate, their strikes fall amiss against Arryn’s stalwart defense. The clash continues, a flurry of steel in the subterranean chamber. Despite the skirmish, Arryn emerges victorious, the goblin meeting its end in a symphony of finality.
    The final foe, a lone kobold, meets its demise in the ensuing rounds, leaving Arryn to discover discarded weapons—a warhammer and a battleaxe. However, the seasoned adventurer opts to press forward, the shadows of the mine concealing both peril and promise.


    C. Jagged Cavern

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


    D. Orc Lair

    Surprise

    SideSurprise
    Arryn5
    Monsters6

    No one is surprised

    Round 1

    CombatantInitiativeInitiative
    Arryn67
    Orc63

    Critical Event: Lucky Break: Arryn: Gains +4 to AC and Saving throws

    Orc attacks Arryn: 13-4<20: Miss Arryn attacks Orc: 14+3+6>20: Hit: Damage: 4+3=7: The Orc is dead.

    Arryn gets the hidden bag of gold.

    As Arryn steps into the oppressive chamber, the pungent odor of decay invades his senses. In the dimness, a lurking figure emerges from the shadows, a harbinger of impending conflict.
    Yet, fortune favors the hero as a stroke of luck befalls him, granting an unforeseen advantage. The orc, driven by aggression, swings its weapon, but Arryn, fortified by this fortuitous twist, deftly avoids the blow. Seizing the opportune moment, Arryn retaliates, his blade finding its mark with lethal precision.
    The orc, vanquished, collapses into the shadows, leaving behind a concealed bag of gold—a hidden reward for the vigilant adventurer.


    E. Trapped Room

    Arryn: Balance: 2/17: Success: He is not hit by the flame.

    In this diminutive chamber, an unusual aroma lingers amid blackened walls and floor, cloaked in the residue of soot and ash. At the room’s center, a steel door, adorned with an iron handle, beckons the hero’s attention.
    With cautious curiosity, Arryn attempts to open the door, only to be met with an ominous clicking sound. A delayed realization sets in as a jet of Greek fire erupts toward him. Miraculously, his open-faced helmet proves its worth, shielding him from the fiery assault.
    However, a greater deception unfolds—the door, a mere illusion concealing a treacherous trap. Behind it, solid rock now stands, leaving Arryn to ponder the intricate riddles of this forsaken mine.


    F. Gnoll Lair

    The hero enters a room and a dozen of small insects buzz past them. Biting flies are everywhere. A large furred gnoll is sharpening his sword, and as he sees them attacks.

    Surprise

    SideSurprise
    Arryn5
    Monsters5

    No one is surprised

    Round 1

    CombatantInitiative
    Arryn5
    Gnoll9

    Arryn attacks Gnoll: 18+2+5>20: Critical Hit: Save vs Death: 13/14: Fail: Location: 4: Left Leg: Effect: 4: Leg Grazed, victim knocked down: Damage: 13+3=16: The Gnoll is dead.

    Arryn finds the healing potion known as Kur’s Drink.

    Upon entering the chamber, a swarm of biting flies fills the air, buzzing relentlessly. Amidst this disarray, a large-furred gnoll sharpens its sword, eyes narrowing as it spots the intruder.
    However, Arryn, undeterred, swiftly engages the gnoll. With a masterful strike, his blade finds its mark in a critical hit. The gnoll, overwhelmed by the unexpected assault, succumbs to the blow. In its demise, Arryn discovers a vial of healing potion known as Kur’s Drink—a fortuitous reward amidst the oppressive swarm.
    The room, once a lair of danger, now echoes with the buzzing of insects and the triumphant resolve of the adventurer.


    G. Empty Room

    Wandering Monster Check: No monster.

    In this cavernous expanse, Arryn traverses a rugged chamber reminiscent of a natural cave. A small pile of dirt occupies one corner, its origins shrouded in mystery. Choosing not to investigate, the hero presses forward, the uneven terrain beneath his boots guiding him through the subterranean labyrinth.


    H. Broken Room

    Arryn: Balance: 13/17: Success

    Navigating through the expansive chamber, Arryn discovers a vast space hewn from the living stone. Yet, the once sturdy walls now bear the scars of time, marred by ominous cracks that trace their way across the ceiling. Formidable chunks of stone litter the floor, a testament to the chamber’s gradual deterioration.
    As Arryn treads carefully, his every step sends vibrations through the weakened structure. Some stones, stirred by his presence, cascade downward. However, with deft agility, the adventurer maneuvers through the falling debris unscathed.


    I. Narrow Tunnel

    Surprise

    SideSurprise
    Arryn6
    Monsters3

    The Orc is surprised

    Round 0

    Arryn attacks the Orc: 6+3+6=15<20: Miss.

    Round 1

    CombatantInitiative
    Arryn3
    Orc6

    Arryn attacks the Orc: 12+3+6=21>20: Hit: Damage: 8+5=13: The Orc is Dead.

    Arryn gets the black axe known as Motopua.

    In the narrow confines of yet another tunnel, the hero encounters a sudden intrusion. The door at the tunnel’s end swings open, revealing a foul orc wielding a gleaming black axe, its malevolent intent unmistakable.
    Seizing the moment, Arryn strikes first. However, in the initial clash, his blade narrowly misses its mark. Undeterred, the seasoned adventurer presses on, retaliating with a decisive blow in the ensuing round. The orc, vanquished, collapses, leaving behind its sinister weapon—Motopua, a black axe, now in Arryn’s possession.


    J. The Story Room

    Intelligence: 3/14: Success

    In the vast, smoothly polished chamber, Arryn beholds a tapestry of history etched into the walls through ancient Dwarvish runes. With a resonant voice, he reads aloud the saga of the mine, chronicling the tireless toil of dwarves and the discovery of a unique ore—eisenmond. This extraordinary substance bore the promise of crafting enchanted weapons, imbued with mystical power.
    Yet, the narrative takes a chilling turn. The dwarves, driven by an unspoken revelation, abruptly departed, leaving behind a singular, radiant nugget of eisenmond entrusted to the enigmatic Stone King.
    As the echoes of the tale linger in the chamber, Arryn discerns that this luminous nugget holds the key to the mountain’s concealed secrets—the very quest set forth by Gustovan. The mine, a repository of forgotten lore, invites Arryn to unravel the enigma that lies dormant within its depths, promising both peril and revelation in equal measure.


    K. The Iron Mine

    The hero enters a vast chamber that is roughly carved and still being worked. Small veins of iron ore still line the walls. Four monsters work the mine, and as they see Arryn they howl and attack.

    Surprise

    SideSurprise
    Arryn2
    Monsters3

    All are surprised; We go directly to Round 1.

    Round 1

    CombatantInitiativeInitiative
    Arryn98
    Kobold1
    Goblin92
    Orc10
    Gnoll4

    Event: Knockdown: Kobold

    The Kobold gets back up.

    The Gnoll moves and attacks Arryn: 15<18: Miss

    The Goblin moves and attacks Arryn: 6<19: Miss

    Arryn attacks the Gnoll: 11+3+5=19<20: Miss

    The Orc moves and attacks Arryn on his right flank (no shield bonus): 9+3=12<19: Miss

    Round 2

    CombatantInitiative
    Arryn10
    Kobold5
    Goblin1
    Orc3
    Gnoll3

    The Goblin attacks Arryn: 11<19: Miss

    The Kobold moves and attacks Arryn: 7<20: Miss

    The Orc attacks Arryn on his right flank (no shield bonus): 2+3=5<19: Miss

    The Gnoll attacks Arryn: 12<18: Miss

    Arryn attacks the Gnoll: 10+3+5=18<20: Miss Arryn attacks the Gnoll: 14+3+5=22>20: Hit: Damage: 6+5=11: The Gnoll is dead.

    Round 3

    CombatantInitiative
    Arryn2
    Kobold10
    Goblin7
    Orc8

    Arryn attacks the Kobold: 12+3+7=22>20: Hit: Damage: 9: The Kobold is dead.

    The Goblin attacks Arryn: 2<19: Miss

    The Orc attacks Arryn on his right flank (no shield bonus): 8+3=11<19: Miss

    Round 4

    CombatantInitiative
    Arryn10
    Goblin5
    Orc8

    The Goblin attacks Arryn: 20>19: Hit: Damage: 4. Arryn has 8 hit points remaining.

    The Orc attacks Arryn on his right flank (no shield bonus): 19+3=22>19: Hit: Damage: 4. Arryn has 4 hit points left.

    Arryn turns and attacks the Goblin: 17+3+6=26>20: Hit: Damage: 2+5=7: The Goblin is dead.
    Arryn attacks the Orc: 16+3+6=25>20: Hit: Damage: 3+5=8: The Orc is dead.

    Arryn drinks Kur’s Drink: Heals: 5: Arryn has 9 hit points left.

    Arryn takes the Coil of Rope and the Ring +1 AC.

    In the heart of the iron mine, a vast chamber unfolds—a work in progress, veins of iron ore adorning the roughly carved walls. Four menacing figures, caught off guard by Arryn’s presence, unleash a collective howl before launching into a frenzied assault.
    The clash begins, each swing of steel reverberating through the cavernous expanse. The hero, outnumbered, fends off the onslaught. The battle reaches its peak in a flurry of strikes and evasions. The Gnoll falls first, its demise heralding a turning tide.
    Arryn, resolute, dispatches the Kobold and Goblin with strategic precision, the echoes of their demise resonating through the mine. Yet, the Orc and a Goblin prove formidable, landing blows that test the hero’s mettle.
    With a surge of resilience, Arryn strikes down the last adversaries, claiming victory in the iron mine.


    L. Tunnel of Death

    Arryn: Dexterity: 9/15: Success

    Through the smooth confines of a straight tunnel, Arryn treads cautiously, the unsettling sight of dried blood staining the floor beneath his feet. As he nears the door at the tunnel’s end, a harbinger of danger awaits.
    Upon opening the door, a malevolent trap springs to life—several rocks hurtling toward him. Quick reflexes guide Arryn as he leaps aside, narrowly avoiding the cascade of stones that crash down. The mine, rife with treacherous surprises, tests the adventurer’s vigilance and agility at every turn.


    M. Mysterious Fountain

    Arryn Drinks from the fountain and heals.

    Wandering Monster Check: Kobold

    Surprise

    SideSurprise
    Arryn5
    Monsters5

    Noone is surprised

    Round 1

    CombatantInitiative
    Arryn4
    Kobold10

    Arryn attacks the Kobold: 6+3+7=16<20: Miss

    Kobold attacks Arryn with dagger: 10<20: Miss

    Round 2

    CombatantInitiative
    Arryn10
    Kobold2

    Kobold attacks Arryn with dagger: 18<20: Miss

    Arryn attacks the Kobold: 1+3+7=11<20: Miss
    Arryn attacks the Kobold: 3+3+7=13<20: Miss

    Round 3

    CombatantInitiative
    Arryn8
    Kobold4

    Kobold attacks Arryn with dagger: 18<20: Miss

    Arryn attacks the Kobold: 12+3+7=22>20: Hit: Damage: 11: The Kobold is dead.

    Arryn: Wisdom: 20/9: Failure
    Read Strange Writing: Spell: Fireball: Damage: 8: Arryn has 6 hit points remaining.

    A Fireball spell is cast at Arryn, charring him.

    Drinks Kur’s Drink: 4: Arryn has 10 hit points remaining.

    In the heart of the mine, Arryn stumbles upon a chamber adorned with a stone fountain, a majestic dragon coiled around its form, spraying water into a polished stone pool. The air is infused with the sweet scent of fresh water, tempting the adventurer to drink. As Arryn partakes in the magical waters, wounds and fatigue dissolve, leaving him revitalized.
    Surveying the chamber, he discerns no apparent exits. However, fueled by determination, Arryn begins a meticulous search for hidden doors, intent on unraveling the mine’s lingering secrets. Yet, his pursuit is interrupted by the unexpected appearance of a lone kobold.
    In a swift exchange, Arryn and the kobold clash, the narrow confines of the chamber echoing with the sounds of combat. Though the kobold falls, victory is not without cost. Intrigued by strange writings, Arryn triggers a magical trap—a fiery blast engulfs him, leaving him charred.
    Undeterred, Arryn fortifies himself with Kur’s Drink, the healing elixir replenishing his strength.


    N. Sloping Passage

    Reason: 19/12: Failure
    Dexterity: 12/15: Success: No Damage

    In the depths of the mine, Arryn encounters a formidable challenge—a sloping passage cut downward at a sharp angle. The perils of navigating such treacherous terrain are evident, and yet, with a calculated risk, Arryn embarks on the descent.
    His keen reasoning initially falters against the intricacies of the passage, but his dexterous agility proves to be the saving grace. The hero maneuvers down the slope with finesse, avoiding the imminent danger that the steep descent poses.


    O. The Eisenmond Mine

    In the ethereal glow of the stone chamber, Arryn discovers a mesmerizing sight—the walls adorned with flickering flakes of a mysterious glowing ore, turning the rough stone into a celestial tapestry reminiscent of a starry night. At the chamber’s center, a pedestal cradles a dwarf statue, headless and adorned with a rusty crown.
    Searching the surroundings, Arryn uncovers a concealed compartment within the pedestal, revealing two nuggets of eisenmond. His intuition guides him, and he instinctively places the nuggets in the statue’s head, embarking on the task of reassembling the fragmented figure.
    As the last piece falls into place, an otherworldly radiance envelops the room. The stone statue, now complete, stirs to life. In a voice resonating with the ancient essence of the mountain, the dwarf-shaped monument speaks of the mine’s history, proclaiming the theft of the Eisenkern—a magical stone vital for containing a beast lurking at the heart of the mountain.
    The gravity of the situation becomes apparent as the statue implores Arryn, the hero, to retrieve the stolen Eisenkern. Failure to do so would unleash a terrible evil upon the lands. The mine, once a realm of dwarven industry, now stands at the crossroads of peril and destiny, urging Arryn to embark on a quest to save the realm from impending doom.


    Ending the Adventure

    Upon returning to Torlynn, Arryn recounts his harrowing journey through the forsaken mine to Gustovan, the wise Burgomaster. The tale of the stolen Eisenkern and the looming threat weighs heavily on the leader’s shoulders, his countenance reflecting deep concern.
    In acknowledgment of Arryn’s bravery and the grave task ahead, Gustovan rewards the hero for his efforts. However, the troubled atmosphere in the room lingers, as the fate of Torlynn and its inhabitants now hinges on the recovery of the stolen magical stone.


    The System

    I don’t know what I was expecting. More than 25 years ago that I had purchased Player’s Option Combat and Tactics, I was amazed at the possibilities, of how it would upgrade our game. Unfortunately soon after, my group turned to 3e, and I had never had the chance to put it to the test. It was always reading material. Great reading material, but just that.
    Now that I put it to the test, I find that a lot of it is bloat, and while it does take a few jabs at the core problem that is D&D mechanics, it doesn’t solve them. It’s more like salad dressing.
    I’ll start with the critical hits. So many nice tables, but what is the actual chance they’ll actually appear on the table? close to nil. For opponents that are hit on a margin of 5 or more on a natural 18 or more, the base chance is 15%. But then these dudes will suffer double damage dice, which means they have to survive this for the critical effect to appear, and then then, they must also fail a save versus death. So we must rule out any weak foes that will die in one hit or two, and also any powerful enemies that will resist the save vs death easily. In other words, this max 15% chance has to do with foes that are around 6th level, and that haven’t been beaten to a pulp already. And then, going to read these effects, one can see that they have a nice granularity, but what’s the point, if at the rare cases where you’ll get a critical effect, you usually get a graze wound, that you won’t bother with, since eventually all you care about is bludgeoning the enemy to 0 hit points. It just doesn’t work.
    The combat options also, sound like too much work, or things you’d do only under extreme circumstances, say you want to disarm the sorcerer before using her staff to conjure a demon, or grapple the rogue before throwing a smoke bomb and disappearing. Under classic dungeon crawl combat, against minions, all you want to do is hack and slash, until they’re gone. And this is, well, boring.
    Overall Combat and Tactics looks like it has some excellent ideas, but when trying to apply them to AD&D, it cannot reign the beast that it has become, and gets trampled by it.
    Skills and Powers on the other hand, gives another level of modularity to the game. Again, it draws inspiration from other RPGs, and tries to bring mechanics that are missing, while at the same time it avoids touching the core, which is the Class based system. People can move silently, but even the most dexterous elf will probably fail, unless they’re a Rogue class. Heroes can get weapon proficiencies, but they’ll never be as good as a Warrior. Healing non-weapon proficiencies are locked to the Cleric class, because no one else can learn those secrets. The subabilities allows for great customization of the player characters, and it can be exploited, but also it can help doing this like the experiment I just played.

    Alone?

    Which brings me to this part. The experiment was successful. By using the options provided by these books, I made a 1st Level warrior that soloed an entire dungeon level. I doubt this can be done with different classes, as the main reason Arryn survived, was that he was not getting hit easily, and every successful hit was a kill. More specifically:

    • Armor Class was brought to 0 or lower with the use of Subabilities, Shield Proficiency, Weapon and Shield style, and Scale Armour.
    • Damage was increased to +5 with the use of Subabilities and weapon Specialization.
    • To Hit Chance was increased to +2 or more with the use of Subabilities, Weapon Specialization and Weapon and Shield Style.
    • Hit Points were more than enough with the use of the d12 Class option, and Subabilities.
      I never had the need to perform one of the extra Shield Actions, like Shield Punch, Block, Trap or Shield Rush.
      I also just realized that with Ambidexterity and the Reaction bonus of +2 due to Dexterity (Balance), I can make an extra Shield Punch attack each round at no attack penalties at all. This might come in handy for the future.

    What about the Dungeon Crawl?

    D&D is meant for dungeon crawling, and this adventure is an entry level to D&D, so I guess this question is redundant, but yes, it worked fine.

    Summary

    This was fun, not in a narrative immersive way, but in an experiment success way. Really curious if Level 2 Arryn will be able to solo the next level of the dungeon all alone. Will he do it, when 4 full party attempts have resulted in TPK?

     
    • midgetmanifesto's avatar

      midgetmanifesto 6:30 am on December 20, 2023 Permalink | Reply

      Kevin Crawford, author of stars without number, is a bit of a genius as far as I’m concerned. You might want to try out his solo conversion rules (targetted towards labyrinth lord but probably easy to move to ad&d). It’s even got a free try out pdf. I’m a fan of his red tides setting as well. https://preview.drivethrurpg.com/en/product/127458/scarlet-heroes-quickstart

      Liked by 1 person

      • giorgis's avatar

        giorgis 8:58 am on December 20, 2023 Permalink | Reply

        I have the full Scarlet Heroes book and yes, Kevin Crawford’s solo rules (and the Oracle and mini-games) are magnificent. I did try to use them to solo Dark Sun.
        For this particular experiment however I didn’t want to use a 3rd party hack.
        Cheers!

        Like

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