Ironsworn pirates: naval combat...
https://solounmondodicarta.wordpress.com/2018/08/21/goldsworn-3-the-angry-boar/
https://solounmondodicarta.wordpress.com/2018/08/21/goldsworn-3-the-angry-boar/
Showing posts with label Lone Wolf Roleplaying: Actual Plays. Show all posts
Showing posts with label Lone Wolf Roleplaying: Actual Plays. Show all posts
Tuesday, August 21, 2018
Monday, August 20, 2018
I have gone back to the chronicles of Travjane the witch in my Das schwarze Auge (The Dark Eye) campaign. After her disastrous expedition to the ancient ruins, she retreats back to the city, where she has some unfinished business...
I have gone back to the chronicles of Travjane the witch in my Das schwarze Auge (The Dark Eye) campaign. After her disastrous expedition to the ancient ruins, she retreats back to the city, where she has some unfinished business...
Friday, August 17, 2018
Ironsworn: My Danish pirates meet a sneaky Englishman....
Ironsworn: My Danish pirates meet a sneaky Englishman....
https://solounmondodicarta.wordpress.com/2018/08/17/goldsworn-2-sir-kinrys-trick/
https://solounmondodicarta.wordpress.com/2018/08/17/goldsworn-2-sir-kinrys-trick/
https://solounmondodicarta.wordpress.com/2018/08/17/goldsworn-2-sir-kinrys-trick/
https://solounmondodicarta.wordpress.com/2018/08/17/goldsworn-2-sir-kinrys-trick/
Wednesday, August 15, 2018
Playtest of Dungeon Delving Undying Light (Swords & Wizardry)
Playtest of Dungeon Delving Undying Light (Swords & Wizardry)
First post here long time lurker. I tested out the system with Mythic and had some good results. I will post the pictures of the minis and tiles.
Dungeon Delving Undying Light (Simplified version of Swords & Wizardry)
Miniatures & Dungeon tiles from D&D Dungeons Reincarnated set
House Rules:
Natural 1 or 20 is a critical miss or hit.
Roll under for skill checks
Ascending AC
Characters:
· Ironwill, Fighter lvl 1 AC:15 HP:7
o Str: 13, Int: 13, Wiz: 12, Con: 13, Dex: 6,Cha: 12
o Weapon: Sword 1d6, Bow 1d6
o Armor: Chain Armor +4AC, Shield +1AC
· Dioz, Dwarf Thief lvl 1 AC:12 HP:6
o Str: 9, Int: 8, Wiz: 9, Con: 8, Dex: 11,Cha: 12
o Weapon: Sword 1d6, Dagger 1d6-1
o Armor: Leather Armor +2AC
· Edgar , Cleric lvl 1 AC:15 HP:6
o Str: 12, Int: 12, Wiz: 13, Con: 10, Dex: 8,Cha: 8
o Weapon: Hammer 1d6, Holy Symbol
o Armor: Chain Armor +5AC, Shield +1AC
o Turn Undead
· Lyrina , Mage lvl 1 AC:10 HP:6
o Str: 13, Int: 15+1, Wiz: 10, Con: 14, Dex: 9,Cha: 12
o Weapon: Staff 1d6, Dagger x2 1d6-1
o Armor: None
o Spells (Slots:1, known spells:2 )
§ Armor, Sleep
Setup: Mythic & Using Story Roller (http://www.lustigesrollenspiel.de/storyconstructor/story_roller.php)
Location: Cemetery
Goal: Destroy Evil Essence
Obstacle: Magic
Risk: Captured
Bam! Dungeon
`````````````````````````````````````````````````````````````````````````````
Scene 1: The party must go through the cemetery to locate where the evil is coming from
CF: 5
Is the party at the cemetery? Yes
Is it night? Yes
Is it raining? Yes
Are they in danger? No
· The party of adventurers is camped on a hill overlooking the cemetery. They extinguish their torches and look to see if they see any dangers
Do they see anything? No
Is it foggy? Yes, exceptionally
· Even with the torches out the fog is too thick to see anything more than 10ft in from of them. Dioz and Edgar creep to the gates.
Do they make it to the gates unseen? Yes
Are they able to see anything now? Yes
Are the monsters? Yes (Roll on encounter table 3 skeletons)
Are the skeletons alone? Yes
Do they spot the party? No
· As the two sneak up to the gate they spot 3 skeletons who seem motionless but vigilant
Is the gate locked? Yes
· The gate seems to be locked. Dioz will attempt to open the lock. (roll 5, success) They push the gate slowly open and plan their attack
· 3 Skeletons 4hp, AC 11 , Dmg 1: 1d6 sword
o Dioz attempts a sneak attack on the closest skeleton but is unable to judge how far he is from the enemy due to the fog. (roll 3, miss) The skeleton looks directly into his eyes and its teeth begin to chatter.
· Round 1 Initiative Skeletons - Party
o As Dioz is recovering from his miss the skeleton is able to strike him (-1hp). The skeleton who is furthest back is able to reach Dioz and also strikes with a sword (-1hp)
o Dioz readies his sword and swings into one of the skeletons that attacked him (-2hp) The strike knocks the lower jaw clear off the skeleton. Edgar moves closer to the unholy skeletons and brandishes he holy symbol. As the rain comes down harder nothing is able to hear his holy words. ( Turn undead: roll 4, miss) Ironwill the fighter rushes up to be besides the cleric and gives his sword a mighty swing. The skeleton drops to the ground in a heap of bones (-6hp) The mage moves closer but she keeps her distance from the danger.
· Round 2 Initiative Skeletons – Party
o The skeleton who has locked eyes with Dioz lunges and misses (roll:2) The other skeleton also misses (roll:9)
o Dioz tries to finish off the injured skeleton but he misses due to the fog (roll:7) The cleric then moves up to be toe to toe with the skeleton and swings his hammer sideways aiming for the spine. (roll:20 Critical Hit!, Dmg 5x2) The skeleton is brought down into two separate piles of bones on the ground.
· Round 3 Initiative Skeletons – Party
o The only surviving skeleton desperately swings at Dioz and slips on the stones due to the rain. (Roll:4)
o Seeing an opportunity the Ironwill barges past the thief and slices the last skeleton in half from head to toe. (Dmg:4)
· The party members catch their breath and stay quiet as now is not the time to celebrate. The cleric checks the tattered remains and finds 6 gold pieces which he pockets for the church. They all gather up together and prepare for what lies ahead in the foggy cemetery.
End of Scene 1
First post here long time lurker. I tested out the system with Mythic and had some good results. I will post the pictures of the minis and tiles.
Dungeon Delving Undying Light (Simplified version of Swords & Wizardry)
Miniatures & Dungeon tiles from D&D Dungeons Reincarnated set
House Rules:
Natural 1 or 20 is a critical miss or hit.
Roll under for skill checks
Ascending AC
Characters:
· Ironwill, Fighter lvl 1 AC:15 HP:7
o Str: 13, Int: 13, Wiz: 12, Con: 13, Dex: 6,Cha: 12
o Weapon: Sword 1d6, Bow 1d6
o Armor: Chain Armor +4AC, Shield +1AC
· Dioz, Dwarf Thief lvl 1 AC:12 HP:6
o Str: 9, Int: 8, Wiz: 9, Con: 8, Dex: 11,Cha: 12
o Weapon: Sword 1d6, Dagger 1d6-1
o Armor: Leather Armor +2AC
· Edgar , Cleric lvl 1 AC:15 HP:6
o Str: 12, Int: 12, Wiz: 13, Con: 10, Dex: 8,Cha: 8
o Weapon: Hammer 1d6, Holy Symbol
o Armor: Chain Armor +5AC, Shield +1AC
o Turn Undead
· Lyrina , Mage lvl 1 AC:10 HP:6
o Str: 13, Int: 15+1, Wiz: 10, Con: 14, Dex: 9,Cha: 12
o Weapon: Staff 1d6, Dagger x2 1d6-1
o Armor: None
o Spells (Slots:1, known spells:2 )
§ Armor, Sleep
Setup: Mythic & Using Story Roller (http://www.lustigesrollenspiel.de/storyconstructor/story_roller.php)
Location: Cemetery
Goal: Destroy Evil Essence
Obstacle: Magic
Risk: Captured
Bam! Dungeon
`````````````````````````````````````````````````````````````````````````````
Scene 1: The party must go through the cemetery to locate where the evil is coming from
CF: 5
Is the party at the cemetery? Yes
Is it night? Yes
Is it raining? Yes
Are they in danger? No
· The party of adventurers is camped on a hill overlooking the cemetery. They extinguish their torches and look to see if they see any dangers
Do they see anything? No
Is it foggy? Yes, exceptionally
· Even with the torches out the fog is too thick to see anything more than 10ft in from of them. Dioz and Edgar creep to the gates.
Do they make it to the gates unseen? Yes
Are they able to see anything now? Yes
Are the monsters? Yes (Roll on encounter table 3 skeletons)
Are the skeletons alone? Yes
Do they spot the party? No
· As the two sneak up to the gate they spot 3 skeletons who seem motionless but vigilant
Is the gate locked? Yes
· The gate seems to be locked. Dioz will attempt to open the lock. (roll 5, success) They push the gate slowly open and plan their attack
· 3 Skeletons 4hp, AC 11 , Dmg 1: 1d6 sword
o Dioz attempts a sneak attack on the closest skeleton but is unable to judge how far he is from the enemy due to the fog. (roll 3, miss) The skeleton looks directly into his eyes and its teeth begin to chatter.
· Round 1 Initiative Skeletons - Party
o As Dioz is recovering from his miss the skeleton is able to strike him (-1hp). The skeleton who is furthest back is able to reach Dioz and also strikes with a sword (-1hp)
o Dioz readies his sword and swings into one of the skeletons that attacked him (-2hp) The strike knocks the lower jaw clear off the skeleton. Edgar moves closer to the unholy skeletons and brandishes he holy symbol. As the rain comes down harder nothing is able to hear his holy words. ( Turn undead: roll 4, miss) Ironwill the fighter rushes up to be besides the cleric and gives his sword a mighty swing. The skeleton drops to the ground in a heap of bones (-6hp) The mage moves closer but she keeps her distance from the danger.
· Round 2 Initiative Skeletons – Party
o The skeleton who has locked eyes with Dioz lunges and misses (roll:2) The other skeleton also misses (roll:9)
o Dioz tries to finish off the injured skeleton but he misses due to the fog (roll:7) The cleric then moves up to be toe to toe with the skeleton and swings his hammer sideways aiming for the spine. (roll:20 Critical Hit!, Dmg 5x2) The skeleton is brought down into two separate piles of bones on the ground.
· Round 3 Initiative Skeletons – Party
o The only surviving skeleton desperately swings at Dioz and slips on the stones due to the rain. (Roll:4)
o Seeing an opportunity the Ironwill barges past the thief and slices the last skeleton in half from head to toe. (Dmg:4)
· The party members catch their breath and stay quiet as now is not the time to celebrate. The cleric checks the tattered remains and finds 6 gold pieces which he pockets for the church. They all gather up together and prepare for what lies ahead in the foggy cemetery.
End of Scene 1
Tuesday, August 14, 2018
Monday, August 13, 2018
Partly inspired by lino pang's Blackscales, I thought I'd start a pirate adventure too...
Partly inspired by lino pang's Blackscales, I thought I'd start a pirate adventure too...
Originally shared by Evandro Novel
It was a long time I wanted to try a pirate-themed game: here are a few oracle-generated characters. I hope I will manage to find out more about their story...
https://solounmondodicarta.wordpress.com/2018/08/13/goldsworn-1_captain-moriensen/
https://solounmondodicarta.wordpress.com/2018/08/13/goldsworn-1_captain-moriensen/
Originally shared by Evandro Novel
It was a long time I wanted to try a pirate-themed game: here are a few oracle-generated characters. I hope I will manage to find out more about their story...
https://solounmondodicarta.wordpress.com/2018/08/13/goldsworn-1_captain-moriensen/
https://solounmondodicarta.wordpress.com/2018/08/13/goldsworn-1_captain-moriensen/
Sunday, August 12, 2018
Some actual play at the end. I was inspired by https://plus.google.com/u/1/115403384177985086025/posts/7Xxh1UXQiof
Some actual play at the end. I was inspired by https://plus.google.com/u/1/115403384177985086025/posts/7Xxh1UXQiof
Made a little Wrath and Glory / Quill mashup and played it. Probably not grimdark enough in terms of the system, might take inspiration from Dark Heresy / Zweihander and Dark Astral and give it another go.
Made a little Wrath and Glory / Quill mashup and played it. Probably not grimdark enough in terms of the system, might take inspiration from Dark Heresy / Zweihander and Dark Astral and give it another go.
Saturday, August 11, 2018
My 4 person adventure party has set out to recover a gem stolen by a thief. Their first encounter is an encampment of Dwarves. They turned out to be friendly. I’m playing Two Hour Wargames latest solo adventure fantasy game, Talomir Tales. It’s designed to quickly get the player into a story and complete a campaign within a couple hours. So far I like it, not a lot of crunch to get bogged down in so the your story keeps advancing.

My 4 person adventure party has set out to recover a gem stolen by a thief. Their first encounter is an encampment of Dwarves. They turned out to be friendly. I’m playing Two Hour Wargames latest solo adventure fantasy game, Talomir Tales. It’s designed to quickly get the player into a story and complete a campaign within a couple hours. So far I like it, not a lot of crunch to get bogged down in so the your story keeps advancing.
Wednesday, August 8, 2018
Beyond the Wall: Gruinwalt. Session 3-Part 1.
Beyond the Wall: Gruinwalt. Session 3-Part 1.
1. I've been fond of using Necropraxis Hazard System (http://www.necropraxis.com/2017/11/22/hazard-system-v0-3/) to make dungeon/wilderness/combat turns a bit more interesting. Putting it to good use here, though the turns should be measured in days or half-days I'll be making Hazard rolls for the different segments of their trip back to the village. Which SHOULD take the party two wilderness "turns".
2. I'm also trying out a Dungeon World style resolution for non-combat stuff (i.e. skills, ability checks that don't fit the Save vs. model)
3. I'm also emulating Charles Swann's style of laying out story and mechanics in his session logs.
No Wits, No Light, No Hope
Sunnhilde and Turri return to the standing stones with the goal of escorting the cultists they held captive, back to the village and seek assistance from the grizzled mercenary, Kendra, who taught Sunnhilde how to fight.
Have the captives escaped? The party didn't get rid of the weapons so they left some sharp objects like daggers and a longsword that could be used to escape. Very Likely. Yes.
Atop the small knoll of the standing stones, the adventurers find sections of rope frayed and cut. No immediate sign of the cultists. The corpse of the farmer by day/cultist by night, nowhere to be found. Berating themselves on their short-sightedness, the party heads back to the village.
Wilderness Turn 1. Hazard die: [5] Percept Spoor or clue regarding next encounter. Is the next encounter far away? 50/50. Yes.
Discern Realities: 2d6+2: 11.
Despite stumbling about in the dark forest, Sunnhilde comes across some tracks, not animal tracks, likely humanoid, and vegetation that's been brushed aside by passing travellers. Caught in the brambles is a piece of torn cloth, the fabric and pattern of which match those of the cultists.
"It looks like the cultists came this way, searching for something," Sunnhilde says.
Does it look like the cultists are heading towards the village? Somewhat Likely. Yes.
"Or someone," Turri replies, his expression grim. "Likely trying to track us down. Or racing to get back to the village to spread lies about us no doubt."
Turri scouts ahead. At least he can give a warning to allow the fleet-footed Sunnhilde to escape and have a chance of alerting the village leaders of the threat of cultists and angry fae.
Turri undertakes a perilous journey: 6+1 = 7.
Remembering the Wych's lessons, Turri keeps his senses attuned to the forest around him and while he feels confident that he'll be able to keep an eye out for the cultists he feels less confident about evading any encounters.
Wilderness Turn 2. Hazard die: [4] Locality Shift weather (or other local change)
Does the party get lost? Somewhat likely. Yes.
Do they get separated? Somewhat likely. No.
Do they end up back in the Farwood? 50/50. No.
The party bumbles through the woods, making no further progress getting back to Gruinwalt.
Wilderness Turn 3. Hazard die: [4] Locality Shift weather (or other local change). Consulting the Mythic oracle for the nature of the event. _
_PC Negative. Care Hope. It's a morale issue then.
Defy Danger modified by Charisma (strength of personality and leadership capability). Sunnhilde: 4+1=5. Turri: 5+3: 8
Sunnhilde starts to despair, hacking at the foliage with her axe, carving a path to nowhere. The noise she is making is probably going to attract unwanted attention and her haphazard effort makes getting even more lost very likely. Turri keeps it together but has a hard choice, abandon his scouting and return to steady Sunnhilde's nerves but making noise as he rushes back, making it even more likely that they'll get into trouble with the forest denizens or the cultist search party.
Turri sprints back to try and get Sunnhilde back on track.
Wilderness Turn 4. Lower of two Hazard dice: [6,5] Percept Spoor or clue regarding next encounter
In the distance, amidst the flickering of torches and the probing beams of lanternlight, the adventurers see horned and robed figures cast in shadows of flickering torches…
http://www.necropraxis.com/2017/11/22/hazard-system-v0-3/
1. I've been fond of using Necropraxis Hazard System (http://www.necropraxis.com/2017/11/22/hazard-system-v0-3/) to make dungeon/wilderness/combat turns a bit more interesting. Putting it to good use here, though the turns should be measured in days or half-days I'll be making Hazard rolls for the different segments of their trip back to the village. Which SHOULD take the party two wilderness "turns".
2. I'm also trying out a Dungeon World style resolution for non-combat stuff (i.e. skills, ability checks that don't fit the Save vs. model)
3. I'm also emulating Charles Swann's style of laying out story and mechanics in his session logs.
No Wits, No Light, No Hope
Sunnhilde and Turri return to the standing stones with the goal of escorting the cultists they held captive, back to the village and seek assistance from the grizzled mercenary, Kendra, who taught Sunnhilde how to fight.
Have the captives escaped? The party didn't get rid of the weapons so they left some sharp objects like daggers and a longsword that could be used to escape. Very Likely. Yes.
Atop the small knoll of the standing stones, the adventurers find sections of rope frayed and cut. No immediate sign of the cultists. The corpse of the farmer by day/cultist by night, nowhere to be found. Berating themselves on their short-sightedness, the party heads back to the village.
Wilderness Turn 1. Hazard die: [5] Percept Spoor or clue regarding next encounter. Is the next encounter far away? 50/50. Yes.
Discern Realities: 2d6+2: 11.
Despite stumbling about in the dark forest, Sunnhilde comes across some tracks, not animal tracks, likely humanoid, and vegetation that's been brushed aside by passing travellers. Caught in the brambles is a piece of torn cloth, the fabric and pattern of which match those of the cultists.
"It looks like the cultists came this way, searching for something," Sunnhilde says.
Does it look like the cultists are heading towards the village? Somewhat Likely. Yes.
"Or someone," Turri replies, his expression grim. "Likely trying to track us down. Or racing to get back to the village to spread lies about us no doubt."
Turri scouts ahead. At least he can give a warning to allow the fleet-footed Sunnhilde to escape and have a chance of alerting the village leaders of the threat of cultists and angry fae.
Turri undertakes a perilous journey: 6+1 = 7.
Remembering the Wych's lessons, Turri keeps his senses attuned to the forest around him and while he feels confident that he'll be able to keep an eye out for the cultists he feels less confident about evading any encounters.
Wilderness Turn 2. Hazard die: [4] Locality Shift weather (or other local change)
Does the party get lost? Somewhat likely. Yes.
Do they get separated? Somewhat likely. No.
Do they end up back in the Farwood? 50/50. No.
The party bumbles through the woods, making no further progress getting back to Gruinwalt.
Wilderness Turn 3. Hazard die: [4] Locality Shift weather (or other local change). Consulting the Mythic oracle for the nature of the event. _
_PC Negative. Care Hope. It's a morale issue then.
Defy Danger modified by Charisma (strength of personality and leadership capability). Sunnhilde: 4+1=5. Turri: 5+3: 8
Sunnhilde starts to despair, hacking at the foliage with her axe, carving a path to nowhere. The noise she is making is probably going to attract unwanted attention and her haphazard effort makes getting even more lost very likely. Turri keeps it together but has a hard choice, abandon his scouting and return to steady Sunnhilde's nerves but making noise as he rushes back, making it even more likely that they'll get into trouble with the forest denizens or the cultist search party.
Turri sprints back to try and get Sunnhilde back on track.
Wilderness Turn 4. Lower of two Hazard dice: [6,5] Percept Spoor or clue regarding next encounter
In the distance, amidst the flickering of torches and the probing beams of lanternlight, the adventurers see horned and robed figures cast in shadows of flickering torches…
http://www.necropraxis.com/2017/11/22/hazard-system-v0-3/
Tuesday, August 7, 2018
DSA 1 - Gideon's Game - Session 2. The pair of adventurers begins their delve into Vandercal's Tomb to recover the dark druid's amulet.
DSA 1 - Gideon's Game - Session 2. The pair of adventurers begins their delve into Vandercal's Tomb to recover the dark druid's amulet.
https://adventurematerials.wordpress.com/2018/08/07/dsa-1-gideons-game-session-2/
https://adventurematerials.wordpress.com/2018/08/07/dsa-1-gideons-game-session-2/
This is a narratized version of my 2nd session of a Dolmenwood-inspired setting using Beyond the Wall for character creation, supplemented by Scarlet Heroes for solo RP-mods and additional reference material. The D&D Rules Cyclopedia to fill in some gaps.
This is a narratized version of my 2nd session of a Dolmenwood-inspired setting using Beyond the Wall for character creation, supplemented by Scarlet Heroes for solo RP-mods and additional reference material. The D&D Rules Cyclopedia to fill in some gaps.
Trespassers and Defilers
Sunnhilde Beararm, the local hero of the village of Gruinwalt, and Turri Greeneye, the Wych's Prentice, trek deep into the Farwode looking to clear the Old Watchtower of cultists who have made the crumbling ruin a base of operations. They stumble along animal trails in the shadow of a moonless sky. Being ill-prepared for an assault, the two are delighted to stumble upon a cache of weapons at the edge of a clearing with a few weapons (a battle axe, spear, at least a half-dozen daggers and a quiver of steel-tipped arrows), a couple of chain shirts and a few trinkets made of metal. The pair hastily re-equip themselves before marching on. Sunnhilde dons the chain shirt, keeps the battle axe as a back up to her trusty axe and keeps the spear ready to hurl at her enemies. Turri takes the dagger but has no use for the chain armor. Besotted by their good fortune and the urgency to move on, the pair do not search for signs of battle, trails or clues.
As they re-enter the woods, they are disconcerted as the illumination fluctuates from the near dark of the new moon to an all-pervading dimly lit aura of purple and gold, the eternal gloaming of the Fae realms. Remembering her Da's and Ma's stories, Sunnhilde remembers how faeries abhor iron and cold steel. She grumbles and refuses to discard the arms and armor that are sorely needed for the upcoming fight against the cultists and the demons they summon.
An angry forest spirit, a semi-incorporeal giant owl with green and silver feathers and nasty raptor claws, disrupts the adventurers plan to clear out the cultist base of operations and accuses the villagers of trespassing on and, worse, defiling the land. The adventurers decide to hold their ground and mount a full defense as they are not likely to escape. The forest spirit is swift and weaves through the forest like the wind.
Sunnhilde's stout shield takes a beating, staving off the first round of the forest spirits attacks while Turri explains why they are in the deep woods and that they are villagers from Gruinwalt. Upon hearing of that they came from the village south of the deep wood, the spirit appears angrier and presses its attack, raking Sunnhilde with its giant owl claws as animated vines to slash and pierce the village hero. Sunnhilde falls. Turri is about is about to take a fatal blow but manages to connect with a glancing hit with his charred staff. Not enough to wound the forest spirit but the touch of the staff startles the forest spirit.
The forest spirit suspends its attack long enough to interrogate Turri.
"Tower's Heart! It can't be. Your staff is black and ashen. Yet it still thrums with the enchanted might of the Towering Tree".
"The village Wych, Lora, gave this to me," Turri whimpers.
"And where is Lora now?"
"Passed on from this world. She fought a demon. She gave her life to save me." Turri is in tears.
For the moment, the forest spirit appears willing to accept Turri's story. The forest spirit ceases raging and transforms into a handsome raven-haired young man introducing himself as He-Who-Watches.
The Wych nor anyone else in the village ever referred to the Wych's staff as "Tower's Heart". There is more to the staff than just a charred length of wood and a sentimental reminder of Turri's tutelage under the Wych.
He-Who-Watches forces the adventurers to discard their metal weapons and gear but allows them to keep the Wych's staff, Sunnhilde's shield and their healing herbs. He-Who-Watches also allows the adventurers to bind their wounds and asks about the Wych's demise and the recent events in and around Gruinwalt. Turri applies the healing paste and ragged bandages to revive Sunnhilde. After the short rest, He-Who-Watches commands the vines to wrap around the adventurers' necks and bind their arms and hands.
He-Who-Watches remains convinced that the villagers have broken an agreement to stay south of the standing stones. The spirit calls upon creatures of the forest to put the adventurers' testimony to the test. Many of the animals have seen robed humans with goat-horned-helmets and masks encroaching on the forbidden woods and inhabiting a crumbling watchtower along the old wall. An adder attests to a battle at the standing stones between the robed-masked-men and the adventurers. A songbird titters about voles seeing the adventurers harvesting the bounty of the woods in the Wych's Yard earlier in the day.
He-Who-Watches presses Turri and Sunnhilde for more details about the herbs, flowers and other wild crops they collected and comes to the conclusion that the adventurers are trying to cure the crop blight. He-Who-Watches called upon his allies to bring a blight on the villagers' crops to serve as a warning. Lora, the village Wych, was supposed to have known that the eldritch green flowers were a sign of Faerie displeasure and ought to have alerted the leaders of the village that humans have trespassed north of the standing stones.
He-Who-Watches reluctantly agrees that the adventurer's reason for trespassing are different than those of the robed, masked humans but their people are nevertheless guilty of trespassing. He-Who-Watches is further displeased that the adventurers are undoing his work of warning and punishing the village for crossing the agreed-upon border. The forest keeper will continue to harass the village and should the incursions continue, He-Who-Watches will muster a force to wipe out the village.
After some more negotiation, Turri and Sunnhilde save their necks but must convince the other trespassing humans to retreat or otherwise remove the human presence north of the standing stones. The forest keeper provides tolerant consent, giving them until sunset of the 2nd day hence to resolve the matter with their fellow humans before the forest fae resolves the matter for them.
Trespassers and Defilers
Sunnhilde Beararm, the local hero of the village of Gruinwalt, and Turri Greeneye, the Wych's Prentice, trek deep into the Farwode looking to clear the Old Watchtower of cultists who have made the crumbling ruin a base of operations. They stumble along animal trails in the shadow of a moonless sky. Being ill-prepared for an assault, the two are delighted to stumble upon a cache of weapons at the edge of a clearing with a few weapons (a battle axe, spear, at least a half-dozen daggers and a quiver of steel-tipped arrows), a couple of chain shirts and a few trinkets made of metal. The pair hastily re-equip themselves before marching on. Sunnhilde dons the chain shirt, keeps the battle axe as a back up to her trusty axe and keeps the spear ready to hurl at her enemies. Turri takes the dagger but has no use for the chain armor. Besotted by their good fortune and the urgency to move on, the pair do not search for signs of battle, trails or clues.
As they re-enter the woods, they are disconcerted as the illumination fluctuates from the near dark of the new moon to an all-pervading dimly lit aura of purple and gold, the eternal gloaming of the Fae realms. Remembering her Da's and Ma's stories, Sunnhilde remembers how faeries abhor iron and cold steel. She grumbles and refuses to discard the arms and armor that are sorely needed for the upcoming fight against the cultists and the demons they summon.
An angry forest spirit, a semi-incorporeal giant owl with green and silver feathers and nasty raptor claws, disrupts the adventurers plan to clear out the cultist base of operations and accuses the villagers of trespassing on and, worse, defiling the land. The adventurers decide to hold their ground and mount a full defense as they are not likely to escape. The forest spirit is swift and weaves through the forest like the wind.
Sunnhilde's stout shield takes a beating, staving off the first round of the forest spirits attacks while Turri explains why they are in the deep woods and that they are villagers from Gruinwalt. Upon hearing of that they came from the village south of the deep wood, the spirit appears angrier and presses its attack, raking Sunnhilde with its giant owl claws as animated vines to slash and pierce the village hero. Sunnhilde falls. Turri is about is about to take a fatal blow but manages to connect with a glancing hit with his charred staff. Not enough to wound the forest spirit but the touch of the staff startles the forest spirit.
The forest spirit suspends its attack long enough to interrogate Turri.
"Tower's Heart! It can't be. Your staff is black and ashen. Yet it still thrums with the enchanted might of the Towering Tree".
"The village Wych, Lora, gave this to me," Turri whimpers.
"And where is Lora now?"
"Passed on from this world. She fought a demon. She gave her life to save me." Turri is in tears.
For the moment, the forest spirit appears willing to accept Turri's story. The forest spirit ceases raging and transforms into a handsome raven-haired young man introducing himself as He-Who-Watches.
The Wych nor anyone else in the village ever referred to the Wych's staff as "Tower's Heart". There is more to the staff than just a charred length of wood and a sentimental reminder of Turri's tutelage under the Wych.
He-Who-Watches forces the adventurers to discard their metal weapons and gear but allows them to keep the Wych's staff, Sunnhilde's shield and their healing herbs. He-Who-Watches also allows the adventurers to bind their wounds and asks about the Wych's demise and the recent events in and around Gruinwalt. Turri applies the healing paste and ragged bandages to revive Sunnhilde. After the short rest, He-Who-Watches commands the vines to wrap around the adventurers' necks and bind their arms and hands.
He-Who-Watches remains convinced that the villagers have broken an agreement to stay south of the standing stones. The spirit calls upon creatures of the forest to put the adventurers' testimony to the test. Many of the animals have seen robed humans with goat-horned-helmets and masks encroaching on the forbidden woods and inhabiting a crumbling watchtower along the old wall. An adder attests to a battle at the standing stones between the robed-masked-men and the adventurers. A songbird titters about voles seeing the adventurers harvesting the bounty of the woods in the Wych's Yard earlier in the day.
He-Who-Watches presses Turri and Sunnhilde for more details about the herbs, flowers and other wild crops they collected and comes to the conclusion that the adventurers are trying to cure the crop blight. He-Who-Watches called upon his allies to bring a blight on the villagers' crops to serve as a warning. Lora, the village Wych, was supposed to have known that the eldritch green flowers were a sign of Faerie displeasure and ought to have alerted the leaders of the village that humans have trespassed north of the standing stones.
He-Who-Watches reluctantly agrees that the adventurer's reason for trespassing are different than those of the robed, masked humans but their people are nevertheless guilty of trespassing. He-Who-Watches is further displeased that the adventurers are undoing his work of warning and punishing the village for crossing the agreed-upon border. The forest keeper will continue to harass the village and should the incursions continue, He-Who-Watches will muster a force to wipe out the village.
After some more negotiation, Turri and Sunnhilde save their necks but must convince the other trespassing humans to retreat or otherwise remove the human presence north of the standing stones. The forest keeper provides tolerant consent, giving them until sunset of the 2nd day hence to resolve the matter with their fellow humans before the forest fae resolves the matter for them.
Monday, August 6, 2018
For my first foray into solo gaming, I decided I should go with a system that would be more intuitive for me, so I could focus on getting a feel for GMing for myself. Looking down my most recent list of games I wanted to play, I chose Swords & Wizardry...
For my first foray into solo gaming, I decided I should go with a system that would be more intuitive for me, so I could focus on getting a feel for GMing for myself. Looking down my most recent list of games I wanted to play, I chose Swords & Wizardry...
https://mysterycycle.wordpress.com/2018/08/06/swords-wizardry-midgard-session-0/
https://mysterycycle.wordpress.com/2018/08/06/swords-wizardry-midgard-session-0/
Friday, August 3, 2018
DSA 1 - Gideon's Game - Session 1. A long post for the start of a first-edition The Dark Eye game. This is intended to be a short adventure; I think there will be one more session after this (just a brief interlude between my other sessions--trying to get a quick adventure totally wrapped up).
DSA 1 - Gideon's Game - Session 1. A long post for the start of a first-edition The Dark Eye game. This is intended to be a short adventure; I think there will be one more session after this (just a brief interlude between my other sessions--trying to get a quick adventure totally wrapped up).
https://adventurematerials.wordpress.com/2018/08/03/dsa-1-gideons-game-session-1/
https://adventurematerials.wordpress.com/2018/08/03/dsa-1-gideons-game-session-1/
Tuesday, July 31, 2018
Monday, July 30, 2018
Another Scarlet Heroes urban adventure in which Yao Meihui attempts to deal with the Heat that she acquired in her previous adventure.
Another Scarlet Heroes urban adventure in which Yao Meihui attempts to deal with the Heat that she acquired in her previous adventure.
https://dansgamingblog.wordpress.com/2018/07/31/the-scroll-of-wen-tengfei
https://dansgamingblog.wordpress.com/2018/07/31/the-scroll-of-wen-tengfei
Saturday, July 28, 2018
The Undercity - Session 10. The next leg of the party's journey to the ruins called the Bridge of Light. A labyrinth lord + AEC solo campaign.
The Undercity - Session 10. The next leg of the party's journey to the ruins called the Bridge of Light. A labyrinth lord + AEC solo campaign.
https://adventurematerials.wordpress.com/2018/07/28/the-undercity-session-10/
https://adventurematerials.wordpress.com/2018/07/28/the-undercity-session-10/
I check out every solo dungeon crawl I find. I feel like I'm on a journey to find the perfect one or, having g studied the crafts and procedures, design my own.

I check out every solo dungeon crawl I find. I feel like I'm on a journey to find the perfect one or, having g studied the crafts and procedures, design my own.
I got Tables of Doom a couple days ago, a Fifth Edition solo crawl. Like Four Against Darkness and Ruins of the Undercity (and it's variants) you roll for the room, determine if it has traps, monsters, traps, and treasures. I like the way it does this.
There is a whole additional book of map tiles. You roll a d10 and get random results based on the direction of your exit. Ten results for north, ten results for east, ten west and south. And each room has it's own likelihood of having traps, monsters, and randomness.
I like the random effects. Many of them are of two parts.
So you smell a bad smell. The next time you roll a random, you discover the source of that smell. Or you hear a scream. The next time you see who is screaming.
It has clues which could make secret rooms easier to find or enemies easier to beat, like in FAD.
I haven't played it yet. I spent some time reading it today. I kept thinking about how I could improve it. 🤔
In the first quest, there's only one NPC and he will join your One Guy. Monsters are just attack sprites. I would fill dungeons with exotic randomized enemies (roll for skin color, roll for fur, feathers, flesh, scales, or exotic anatomy) with reaction rolls. Do they have an enemy? An objective? Are they afraid? Curious? Furious?
I don't want spiders goblins and skeletons. I want Cyborgs and energy beings. Insectoids and Octopoids. And traps to do more than damage. They could draw attention (shrieking fungus, laughing gas) or freak characters out (bad trip magic) or just do weird stuff (eyes shoot beams of light, sounds characters make become colored smoke)
Friday, July 27, 2018
Barodan the Ranger - Session 1. A little solo role playing in Middle Earth using Labyrinth Lord and the AEC.
Barodan the Ranger - Session 1. A little solo role playing in Middle Earth using Labyrinth Lord and the AEC.
https://adventurematerials.wordpress.com/2018/07/27/barodan-the-ranger-session-1/
https://adventurematerials.wordpress.com/2018/07/27/barodan-the-ranger-session-1/
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