Friday, February 23, 2018

Back of House - Scene Three prep.

Ok another sneak peak into the background workings of the adventure. I updated the Adventure worksheet with the scene where John Morgan encounters the cultists.

Old John got very luck with his RNG, which is a good thing. You don't want these guys getting their evil mitts on you.

When I was setting up John's scene at the Manor house I rolled another random event modifying the adventure yet again. This is one of the really cool parts of the Mythic Emulator. The story could have followed a nice straight path, John meeting the group at the Manor, then all of them joining forces to find Deborah's farther. Due to the chaos factor and the result of the random scene modification John ended up in a flash back and a fight scene!

Way more fun that a "Hi, lets work together!" event.

Working on Scene three where Deb and her friends arrive at the police station and ask for help, I rolled a scene modification again, oh goody:) This time the results are "PC Positive" for the Focus of the event modification. So something goes their way, great!

Margaret Hill is the lucky PC, and the result for Event Meaning Action is "Move", Event Meaning Subject is "Enemies". The voices in my head at the moment are telling me this means that the group or groups working against the Protagonists of our story have done something that will help them. In particular it is something that Margaret Hill can exploit.

Lets have a look at Margaret's details;

Margaret Hill
Retired professor / Middle school history teacher Defining Trait / Narrow Trait [+3], Local history buff: Massachusetts Narrow Trait [+3], Good eye for detail Broad Trait [+1], Keen intuition Broad Trait [+1]

Margaret knows history. The history of this area in detail. She lives locally. Is very perceptive and not much gets past her. It seems very likely that she would pick up on any mistakes their 'enemies' would make. 

I take all of this and mull it around in my head for a bit. 

The result is...

The police have little choice but to allow them to return and enter the Manor house. They agree to help, very enthusiastically, in the search for more information on Charles's whereabouts. While they are in negotiations with the police Margaret notices a few things that stand out in the environment of city hall, and the manner of the police in general. This jogs her memory of historical events and certain urban legends of the area and she has a moment of insight.

Letting her surprise slip, she has a terrible poker face, one of the officers [Henry Jones] cottons on to their mistake, and as they leave, tails them to see what they get up to. The group notes Henry following them, and are unsettled by the towns general hostile and strange behaviour to them.

Here's how the Adventure tracking Sheet looks now...


So I end up with a new element in my adventure again as everything takes a sudden turn.

This is lots of fun :)


Saturday, February 17, 2018

A Rough and Tumble Business

Earlier that morning John Morgan, investigative reporter, is checking out Wood Manor. Learning from some more sympathetic souls in Rockport proper of the newly arrived owners disappearance, he sees the next link in the chain of weird events.

Observing dew on the grass evaporating in the sun of the new day, John could feel the oncoming heat. Another scorcher today, strange for this time of year. Yet another unusual thing about Rockport. His journalists instinct was itching at the back of his mind. There was definitely something odd, something big, going on here.

Slipping under the red rope that cordoned off the porch and the house within, he moved to the door, and windows looking for a way in. Sure enough one of the windows was not latched. Like so many small towns in rural America, even the ones on the coast, doors and windows were often not locked.

"Locks are for honest people anyway..." John whispered to no one in particular ans he carefully slid through the window into what looked like a dining room.

Within five minutes he new something was off. The house was too pristine. He saw none of the evidence of day to day living. Looking around a bit more he noted the freshly painted front door and the polish on the floor in the front room. Some one had very carefully cleaned this house a not too long ago. Noting the slight gaps between the boards on the porch and some of those inside the manor he went back out through the window.

"How careful were you I wonder"

Moving around the outside of the house he looked for a way under it. He saw a slanted double door for a storm cellar, and a small well hidden gate on the screening slats of the front porch. The Storm cellar doors were locked, the gate was not. Hoping they had a dry cleaner in Rockport he opened the gate and crawled into the space under the porch.

"Bingo!"

Reaching the area beneath the door step he saw something dark and thick had mingled with the loose dirt. John had seen too many crime scenes in his life to not recognise it, blood. A fair amount of it too.  Mr Wood had not been in a good way when he left this house.

Crawling back out of the gate he saw movement in the periphery of his vision. Springing forward, with as much strength his awkward position could afford, he rolled out on to the grass. The descending club glanced off his head making him see starts.

Two men, at least, were cursing and moving towards him, two very big, rough looking men.

"Fellas lets use our words." he said.

"We don't take kindly to nosy strangers here." one of the men growled.

Both jumped him with clubs in hand.

Still prone he kicked out and caught one of them in the shin making him stumble face first in front of his partner. The second tripped upon his fallen buddy and landed right on the reporter. John fought with all the viciousness of a gutter spawned city rat, taking his attacker by surprise. A few well placed knees and elbows had the man half senseless on the ground beside him.

The second man now on his feet again aimed a steel capped kick at the reporters head. Rolling again he made a desperate grab for the other mans club. Hand closing on the cord wrapped handle he got to his feet.

"Listen friend, maybe we can..." 

The other words cut off with a rush of breath as the second mans club hit him full in the stomach. Not a stranger to violence it took more than a few good hits to knock John down for the count. Trapping the club, and it's owners arm, against his gut with his left hand he brought the club up with his right. It hit with a solid thud against the mans jaw. His eyes rolled up into his head and he crumpled.

"What's this, amateur hour?" said John.

He silenced the first man with a well aimed kick of his own to the head..

He supposed his trip to the Manor was a success. John now knew three more critical pieces of the puzzle of Rockport. One, something bad did happen to Charles Wood. Two, someone knew he was in town and sniffing around. Three, it was now time to lay low and observe the fall out from today.

He tried hard not to think about what may have happened to him if he had not got lucky coming out form under that porch.


Monday, February 12, 2018

There's Something Going On In Rockport


Deborah and her companions arrive at the Manor house of her farther. The trek was long, the air was hot, and the entire distance they were bothered by some kind of small stinging fly. The group had to walk as the only taxi in town was booked for the day and the locals did not seem inclined to help out strangers.

"Dear God, give me shade and a Long Ice Tea." begged Leonard as they approached the covered porch.

Margaret frowned and warned him not to speak like that in town as Rockport was one of the heartlands of the Prohibition movement. Leonard looked aghast and gave her a wink.

"What's going on here" said Deborah.

She dropped her luggage on the bleached wooden steps. The top of the stairs, and it seemed, the entire porch had been enclosed with a red rope. There was a large paper notice plastered to the front door.

"No admittance, by order of the Rockport Town Mayors office".

Frustrated the group sits on the stairs and debates their next course of action. Leonard is all for ignoring the notice and going inside.

"After all it is your fathers house!"

Deborah and Margaret are not sure it's the right thing to do. Both agreeing that getting on the wrong side of the police as soon as they arrive in town is not good idea. They may need their cooperation to have any chance of finding Charles. Steeling themselves for a walk back the two women pause as the young dilettante points to some nearby shrubbery.

"I wonder if those nice gentlemen over there can show us a shorter way back?"

Poorly hidden in the bushes are two men dressed in rough working clothes who were now aware that they had been noticed. Dithering for a few moments in what seemed panic, they then came towards the three friends.

Explaining, rather awkwardly, that they lived nearby and were on their way to town when they noticed the group of strangers outside the Wood house. They were watching to see what they were doing when they young man noticed them.

Deborah explained that the house belonged to her farther, who had only recently moved to Rockport after her uncle died. She asked the men if they had met her farther and if they might know of his whereabouts. She explained that she had not heard from him in weeks, and the police had not been able to find him.

The men unconvincingly said they had not met or seen her farther, and apologised for being so brusque but they had to hurry into town or they would be late for work at the cannery.

The whole meeting was very strange and left the trio suspicious as to the men's motives and the situation in Rockport regarding Deborah's farther.

They followed the men heading back to town, but were soon outpaced by the strange men who soon disappeared around a bend in the road.



When they returned to Rockport proper Deborah hoped the police would be more helpful in person than they had been over the phone...

Sunday, February 11, 2018

Mythic Adventure Tracking Sheet


I was thinking this time around I would show more of what is going on behind the scenes in my solo adventure. If other soloists like me are interested in giving this combination of systems a go it may help light the way :)

Also if more experienced soloists see me making errors then they can help me 'do it right' :P

This is how adventures using the Mythic GM Emulator are planned and tracked. This form keeps track of how chaotic the environment is, the players, NPC's involved in the adventure currently, and what is happening in the scene you are playing as well as what has gone before.

If anyone is interested I can post up the Finalised adventure tracking sheet for my Beowulf adventure for them to have a look at.

I had to make the form, provided on a page in the Mythic book, an actual fallible form so it would be pretty to look at here for you. I did this using the PDFEscape website. Very handy tool I am going to be using this a lot in the future.

In order to upload the PDF as a .png image, also for your viewing pleasure, I used PDF2PNG website to convert the document to the lovely image you see below.


Each time you begin a scene, and when certain numbers are rolled using the GM Emulator, there is a chance the scene will be modified or a random event will occur throwing your adventure into unknown territory, giving you a set back, or a bonus. There is a great deal that can happen with a few dice rolls to keep things interesting and prevent the scenario becoming a linear logical grind.

This as you can see happened in the very first scene. Instead of the group arriving at the manor house, setting up a base of operations, and beginning their investigations, something unexpected happened. This was unexpected for the Player characters, and for the player [Me]. The scene modification roll [I rolled 5 on a d10] was equal to or less than the current chaos factor [chaos factor: 5] this signifies that the scene is modified in some manner. 

Rolling 1d100 to determine how that scene is modified. I roll 58 and find that it is modified in a way that is negative to a PC. I determine that Deborah Wood is the unfortunate. Next I roll 1d100 twice to find the Action and Subject modifiers for the PC negative incident.  

The Action modifier is Judge, this gets me thinking of legal things and organisations. The Subject modifier is Hope. I feel that Deborah's Hopes of finding her farther have suffered a set back. Taking the Action modifier into account it seems logical to me that the police have tapped up the house and sealed it to entry as they 'investigate' the disappearance of her farther. 

This means that entering the house would have legal ramifications and in order to avoid them, they now need to visit the local authorities and get permission to enter the house. This is chewing up valuable time Deb could be using to find clues as to where her farther is.

Heaven knows what she will do if they don't let her in...

Missing in Rockport - Adventure Prep.

Time for a new adventure!

I first need to get my group on the same page and sitting at the table at the same time...Well, I'm playing solo so that's done :P

(The upside of solo gaming, if you have time then now is the time.)

Next, decide what to play.

I have a hankering for eldritch horrors, small towns in the middle of nowhere, and padded cells. Call of Cthulhu it is then.



I will be using the Mythic GM Emulator again coupled with the Swords of Strange Aeons RPG rules set. I am having fun learning both systems and would like to have their workings firmly cemented in my mind before I try something else.

I do have few systems in mind to try next, FATE Accelerated being one of them.

Solo RP'ing an investigation horror game will be an interesting challenge. Definitely will be important to remember the player, character divide. I hope that I can use Mythic and it's RNG to keep me guessing and unaware of a few things as I play this adventure.

It will mean that some of the plot and details will just be progressively generated. The trick will be the balance point, be tween planned elements and random chance.


The Setting

The mystery / investigation will take place in Rockport, Massachusetts. A remote seaside community known for its fishing, tourism, and distinctive granite. It is also a strictly dry town with many residents believing strongly in the tenants of good society. The period will be around the end of the 1920's.



The Protagonists


John Morgan
Dogged Fringe Reporter Defining Trait / Narrow Trait [+3], Gift of the Gab Broad Trait [+1], Knows a guy who knows a guy Broad Trait [+1], Seen a thing or two in his time Broad Trait [+1]

Margaret Hill
Retired professor / Middle school history teacher Defining Trait / Narrow Trait [+3], Local history buff: Massachusetts Narrow Trait [+3], Good eye for detail Broad Trait [+1], Keen intuition Broad Trait [+1].

Leonard Wixom
Idle Rich Dilettante Broad Trait [+1], Thrill Seeker Defining Trait / Broad Trait [+1], Family Owns Half of Massachusetts Broad Trait [+1], Worldly Broad Trait [+1]

Deborah Wood
College Student: History Broad Trait [+1], Unknown but Talented Artist Narrow Trait [+3], Socialite Broad Trait [+1],  Yachtswomen Narrow Trait [+3]

The Hook:


Deborah Wood's farther, Mr Charles Wood, moved to Rockport a few months ago after an uncle left him a sizeable property and manor house situated on the coastal outskirts of the small town. Deborah was looking forward to spending her summer break with her farther and helping him settle into the new house.

For the last week she has been trying to get in contact with him to organise her visit, but all attempts have failed. Greatly concerned, as this is not like her ever reliable farther, Deborah contacted the local police in the Rockport area. They have been unable to find him. They also have not found anything in their opinion that would constitute a crime or foul play of some kind, and have written him off as a missing person.

Not satisfied with the local authorities cursory handling of the disappearance of her farther Deborah has contacted a friend and mentor who lives in the area, Professor Hill to accompany her to Rockport in an effort to find her farther. 

A good friend of Deb's from college, Leonard Wixom has invited himself along, under the pretence of being a good friend, to help in her search. Leonard is actually looking forward to the mystery and intrigue as, hopefully, a distraction from the unending idle party set he was born into.

At the same time a reporter, Mr John Morgan, who specialises in strange and unusual rumours or circumstances has come to Rockport following other leads that also have him looking into the disappearance of Charles Wood.

Next time we Join Deborah, her friends, and Mr Morgan in Rockport...



Friday, February 9, 2018

The Big Bad



For the final fight in this short Beowulf style adventure I used a mash up between a Displacer Beast and a Blink Dog from the Dungeons and Dragons Universe.


The Beast
Monstrous abomination Narrow Trait [+3], All teeth and claws Narrow Trait [+3], Fearsome Broad Trait [+1], Cunning Broad Trait [+3], Tough Broad Trait [+1] Lashing Tail x 3 Narrow Trait [+3]


This gave me Lovecraft / Grimm's Tales kind of feel that seemed right. I wanted it to be a boss fight kind of encounter so I made it tough and gave it a few extra attacks. This was to give the creature a good chance in a fight with many opponents. After the dust has settled I think I made it a bit too tough, and my Hero just got lucky with his RNG and lived.

Three or four times out of five I think I would have ended up with a total party wipe.

I will also put this down to my novice status with the Mythic GM Emulator and the Swords of Strange Aeons [SOSA] RPG system. Having finished my first play through, and enjoyed it immensely, I have a greater understanding of both systems and am looking forward to my next adventure.

I really enjoyed the random events generation built into the Mythic system. They really do interfere / interrupt the logical linear progression of a solo play through. The wolf ambush just before the fight with the Beast is a direct result of a random event generated by the Mythic rules at the beginning of a new scene.



Wolf
Fear crazed vicious predator Broad Trait [+1]


These random events are not a given, but they do throw a delightful spanner in the works when you least expect it. Creating, new plot threads, NPC's, divergent paths, obstructions to the goals of the characters, and sudden aid form nowhere. It's a very clever mechanic and really makes solo play using the Mythic System awesome.

As for my experience using the SOSA rules...Wow.

I mentioned before how brutal I though they could be, and that final fight proved my suspicions. My inexperience and enthusiastic monster design problems aside, I seriously could have lost almost the entire group of characters and their NPC retinue in the first round!

In SOSA degree of success is important. When you attack if you roll well, you hurt your opponent, a lot. If you roll bad, you don't just miss, your opponent hurts you, a lot! So in a round of combat you can have your ass handed to you on a plate two times.

By giving my Big Bad three attacks, I actually gave it a chance to attack, 3 + [#PC's] + [#NPC's] per round. In this fight with one guardsman NPC and three Characters the creature had 7 chances to ruin their day. Yes it also means that each of its attacks are a chance for the Group to hurt the Big Bad as well :)

Giving it too many synergistic traits, and tough ones at that, proved a real problem for my group of heroes. The guardsman was expendable of course, no surprise there, but I was sad to lose Olrun the Shieldmaiden, and Lugh the Rogue. Heck I very nearly lost Hagendar!

Oh and thank you GM Emulator for the random event that allowed the ghosts of the villagers to carry my Wizard off before the big fight. [Grumble grumble]

I also have to mention how happy I was with the way magic is handled in SOSA. It is a bit to get your head around in the beginning, being so free form and rules light. Though once you "get it", magic becomes the thing I have always wanted it to be in any game I play, or story I read.

Dangerous, powerful, and unpredictable.

Poor old Blacktongue cast only two spells in the entire adventure. The first spell caused a psychotic break, the second allowed a village full of ghosts to possess him and carry him off into the deep dark wood.

I wonder if we will ever see him again? He's still out there somewhere.

The shaman did get unlucky with his rolls. In the beginning of your adventures as a wizard you have a reasonable chance of nothing bad happening, reasonable mind you, not small :P As time goes by and your sanity crumbles this changes. Madness, possession, mutation, and death are inevitable. You just have to make each spell count.

The danger is worth it in my opinion as magic is very powerful. How powerful is up to your imagination, and the GM of course :)


To anyone that has been reading this following me along on my solo RP adventure, thank you. I hope you had some fun, I sure did!

I also hope that if you are finding it hard to game in a group that you may be inspired to have a go at solo adventuring yourself.

I think I will let brave Hagendar recover for a while, maybe even give him time to find his friend Blacktongue in the woods.

Adventure still calls, though now through time and space. I hope you will consider joining me in the future in a seaside town. A town haunted by strange sights, disappearances, and diabolical goings on in the darkest hours of the night.



A time of gumshoes, telegraphs, and Elder Gods...



Cheers,

Don.








Wednesday, February 7, 2018

The Beast!

Tendrils of mist snaked around the buttresses of the ancient trees. The air became heavy with a thick musty odour. All sounds of the forest around them seemed muted. Hagendar's senses felt the sudden tingling pressure he knew all too well.



"Ready. It comes!"

From the heart of the Green Wood came a crashing and snapping of  twigs and branches. The mist now thick and heavy in the air hid the advancing creature.  The guardsmen readied their spears. The companions scanned the perimeter stepping into deep fighting stances.

Then out of the mist, wolves!





A large pack, frothing, snarling, their eyes showing near all white. Terrified beyond all reason, they sought to tear their way through the company.

Two of the guardsmen were torn to pieces, the others fought bravely and skewered near half the pack. Lugh caught one large she wolf and rolled with it to the ground his knives flashing silver then red. It lay still as he rose again. Olrun pinned one of the creatures to the ground with her shield and them ran it through with the short wide blade that she favoured.

Birghtshaft spun in Hagendar's hands, and he dove into the pack. Howls of pain followed his path through them, two more wolves lay dying.

The remaining wolves continued to tear madly into the guardsmen. Hagendar and his companions pushed into the fray. When the last wolf lay still all but one of the Thane's men were dead.

As they gathered their wits a low "WHOOMPF" was heard beyond the perimeter in the mist, and then a moment later "BOOMPF!" . 

The air rushed out form the middle of the cleared space and around them. Where nothing stood seconds before now a huge shaggy fur covered thing, all muscle and claws snarled at them. Its face something between a great cat and a bear mewled with red eyed hatred. Three long spine tipped tails lashed from its rear.



It rushed at them, leaping, its six legs spread wide and grappled at Hagendar.

As it did so three lashing tails hit out at Orlun, Lugh and the Guardsman.The tails tore across the face and chest of each man. Blood sprayed from ragged wounds. Olrun caught the blow on her shield and then hacked viciously. One half of one tail writhed on the forest flaw.

The Beast hit Hagendar front on in a massive body slam, biting and clawing. The mighty warrior managed to shove the haft of his spear in the things mouth, preventing it tearing his throat out. Its rear legs planted into the litter of leaves and blood, steadied the creature, as its remaining four limbs tore into Hagendar again and again.

Though terribly wounded he manged to step to the side and force the thing off him. It rolled and readied for another attack.

The guardsman bravely rushed at it, seeking to drive his long spear into its side. A barbed tail lashed out and another body joined those on the ground. Olrun and Lugh moved together, filling the gap between the Monster slayer and the beast. The Thing leaped at Olrun its tails lashing out at Lugh.

Lugh was knocked off of his feet and spun away to the edge of the fighting ground. The Beast engulfed Olrun in its massive grey-green shaggy furred form. They rolled away to the other side of the clearing. The beast rose, and Olrun did not. The Sheildmaiden lay on her face, a river of blood running from her side. The creature now also bled from several deep wounds to its belly and flanks.

Hagendar changed, the beast's tails lashed him, drawing more blood. His winged spear severed one, its stump wildly flicking back and forth. He drove Brightshaft deep into its body, screaming in pain-fuelled rage. The creature roared in frustration.

Lugh got to his feet and rushed in. The last of the Things tails lashed out, it struck him full on the temple, he too now lay immobile on the forest floor.

Hagendar pulled his magic spear from the thing, and struck again. The spear descended towards the monstrous form, then "WHOOMPF"  it was gone and Brightshaft thudded deep into the ground.

"BOOMPF!" the air pushed down on him from above. Quickly Hagendar pulled Brightshaft from the loamy soil and spun it point up planting the butt on the ground. The thing dropped out of the sky and fell on him furiously, clawing, biting, and lashing.

Brightshaft had done its job. Near mortally wounded, and crushed beneath its aberrant form  Hagendar still lived.

He lay there for some time, bleeding into the leaves the weight of the dead beast an his circumstances bearing down upon him. With great effort Hagendar heaved the corpse off himself and rose unsteadily using his spear for balance. It was obvious that only he now lived. The Shieldmaiden and the Rogue had now begun their next journey, leaving their friend alone in the dark wood.

It was also Hagendar's doom, and that of many great heroes, to remain long after friendship and happiness depart, and only grim determination and duty remain.

The Gods had use for him still.




Tuesday, February 6, 2018

Into the Great Green Wood

The company followed Blacktongue into the wood. The forest loomed over them, tree trunks thick and gnarled, covered in grey green moss and lichen. Wet, fertile under growth and leaf litter filling their nostrils with a musty bouquet of flower, sap, and decay.

There was a life force here, the air was thick with it. Older than man, older even then the men before man. It had seen men climb down from its branches and grub in caves, then watched as they had moved into the open and built thatched dwellings from its very bones.

Though usually indifferent, today it seemed hostile. The weight of its anger bore down on Hagendar and his companions as they ventured further towards its dark green heart.

Each step was hard going. There were none of the usual game trails one might expect, or the rough paths that woodsmen often hacked when they were about their work. The forest resisted with the weight of leaf, twig, and branch. Men were not welcome here.

Blacktongue still moving ever onward, his head and arms twitching in strange ways, the cold haunted voices of the dead slipping thorough his cracked lips, became a vague figure ahead. The company pushed hard to keep up, but it seemed as if the forest just let him in. By the time the group realised what transpired it was too late. Blacktongue slowly disappeared into the gloom and all they could do was struggle in vein and watch their friend be carried off by the ghosts.

"Now what", 

Muttered Lugh the rogue.

"We are without our wizard. How shall we find the beast?"

Hagendar stopped. All eyes in the group turned to him. He thought briefly and smiled.

"The creature is no friend of men, an neither is this wood. I think they conspire. All we need do now is wait."

Olrun frowned looking ahead into the trees.

"What of Blacktongue?"

Hagendar made a good effort to hide his concern.

"What of wizards? Who can say what the gods have in mind for him? I have known him long and he has returned from greater danger and mystery than this."

Olrun and Lugh could hear the worry in his voice, but the pantomime was good enough to bolster the guardsmens' crumbling morale.

"Here is as good a place as any to make our stand. We prepare and wait. Olrun and Lugh, you know your duties."

Hagendar's companions nodded wordlessly and went about their preparations. The Monster slayer fixed his gaze upon the Thane's men, who had now clustered together.

"You men, I want a look out in the trees, the rest of you clear a space for the fighting from the brush and lay snares, thick ones mind you, at the perimeter."

He began to move about the site, marking the earth for the placement of outward facing stakes.

"We know not what we face, but we will be ready. We are not villagers surprised in the night. Follow my lead, keep a cool head, and we may yet live and have a mighty tale to tell."

Hagendar's thoughts extended into the wood. His senses sung with the presence of the thing, it was near. Raising Brightshaft and planting it firmly in the rich loam of the forest floor he waited.

I am ready damn you. 

Come.



Monday, February 5, 2018

A new dawn, a new horror.

After a long tense night of talking Hagendar finally gets Thane Gudran to release Lugh, though Thane Gudran set harsh terms.

Hagendar's company must pay the blood price of the dead mercenaries to Greymantle and his men, and Hagendar and Lugh would now owe a personal favour to Gudran for his leniency. Hagendar grudgingly agrees and has a few harsh words to Lugh later that morning.

Hagendar and Lugh return to the rest of the company in the Thane's great hall, Lugh now sporting a freshly broken nose. Blacktongue mutters under his breath, cursing Hagendar for undoing his hard work keeping the rogue in one piece.

Whilst they are preparing their gear to venture out that morning in search of the beast, a raving half dead farmer staggers through the town towards Gudran's hall screaming "Bloody murder!"

The Thane's men grab him and quickly drag him to the hall to stand before Gudran and Hagendar's assembled company. Whilst Blacktounge soothes his wounds and calms his wits the farmer tells a tale of horrendous slaughter in the far north quarter, one of the most remote hamlets in Gudran's kingdom. A small community of 5 families near the edge of the Great Old Forest. A huge mass of trees that covers most of the Northern part of Gudran's kingdom.

The farmer woke to the screams of people and livestock. Living nearest the town road, and not having a family, he threw on a rough shirt and fled. The beast caught him on the road and knocked him into a stream. He was carried away by the fast flowing, freezing water, which was probably what saved his life.

The last things he heard as the water carried him away form the hamlet were yet more blood curdling screams and crackling flames leaping from the roof tops of some of the buildings.

Gudran is angry and shames the man for leaving his fellow farmers to die. Blacktongue interrupts and suggests that perhaps the gods made this man run and spared him so he could bring the news of the beast's location.

Blacktongue's words cool Gudran's temper. The farmer is helped off to  the healers hut and Gudran orders a few of his men to show Hagendar and his companions the way to the far north quarter and to help them find and slay the beast.

The road is peaceful and ensures the company and their escort are ill prepared for the scene of carnage that waits for them in the hamlet. Not a single person found is living or whole, the livestock are nothing but ripped up pieces of red flesh lying about the buildings and fields. A group of women, children, the last men standing must have made a stand in a barn.

The building was well made and in Hagendar's opinion would be a good place for such a thing. The Thane's men are quiet and say little, visibly shaken, they dumbly take orders form Hagendar and his fellows.

There are tracks of a large beast are all over the hamlet. They make little sense and are not of any type of animal that the Company have ever faced or even heard about. The tracks are not continuous as one would hope when trying to find a trail to track. The creature seems to have been in one place and then another. Walls or doors seemed little trouble for it.

The barn where the last of the killing took place had to be hacked open. None could discern how the beast got inside.

Hagendar, his company, and the Thane's men scour the hamlet for hours trying to piece the night together in hopes of determing which direction the creature had finally left. With no hope of any clear trail being found Hagendar asks Blacktongue to use his magic to track the creature. Ashen faced the Shaman agrees. Magic is a dangerous and uncertain thing, it always has its price and its working to save Lugh the night before had demanded a heavy one.

Preparing a magic circle on the blood soaked dirt of the barn he casts some bones and pleads with the spirits of the dead farmers to come and lead them to their killer.

"...no...no, not that" Blacktongue begged some unseen apparition before him, his body began to writhe and bend, moving in seemingly impossible ways, his eyes rolled back into his head. Gudran's men part drew their swords, knuckles white on the grips.

A hollow voice from some impossibly far a way cold place in a mind piercing whisper said,

"I will show thee, the beast that took my life and spilt the blood and gore of mine family. Tis in yonder wood."

Blacktongue's arm raises slowly and points toward the verge of the ancient green wood. The shaman walks off with a staggering gate as if drunk or asleep, each slow purposeful step taking him closer to the creature responsible for the terrible scene around them.

Blacktongue's head jerks at odd angles and in  intervals as he speaks, his voice changing each time.

"Daddy, daddy what happened?"
"Hush child of mine, worry not, vengeance is coming and soon we shall be at peace."
"Children where are you!"
"The doors! the doors were barred, how did it get in?"
"Farther I am sorry..."

The company followed, each trying hard not to listen to the voices or see the strange suggestions of other faces rippling beneath the shamans own.




Sunday, February 4, 2018

Rogues Gallery

Swords of Strange Aeons Character Creation

Making a character in SOSA is a quick and simple affair. It may seem a bit challenging the first few time, as many free form style games can be.

Each player character has 4 traits that describe them and define their abilities. These traits are either broad in scope or narrow. A broad trait will give you a +1 to the die roll, a narrow will give +3.

Each character has a defining trait, this trait can be broad or narrow, but it sums up the essence of the character in the players eyes. All rolls using this trait and bonus may be re-rolled, but the second roll must be kept.

Skill use and task resolution is achieved by rolling two dice, one being the skill roll and the other setting the difficulty.  If the number on the skill die is equal to or higher than that on the difficulty die you have a success. Degrees of success or failure may also be important on how much under or over the die result is.

There actual rolling mechanics are more complex than this, but not a lot more mind you!, but I don't want to give the whole game away. Mystic Bread games has put blood, sweat, and tears into this system so if you like what you see consider purchasing a copy.

Swords of Strange Aeons is a remarkable, flexible system, perfect for Low fantasy type settings, im my opinion, and is available in either a free pdf [Version 2] of a more fully fleshed out [version 3] available for peanuts from Drive Through RPG.

Well worth adding to your collection.

Be warned though, combat in SOSA is fast and brutal, magic is powerful, unpredictable, and dangerous.

Now you have a basic idea of how the system works, here are the fully defined characters in this drama...


The Heroes

Hagendar Finehair
Warrior of renown Broad Trait [+1], Weilder of Brightshaft the magic spear Narrow Trait [+3], Inspiring leader Broad trait [+1], Monster bane Defining Trait/Narrow Trait [+3]


Olrun Shieldbearer
Shield Maiden Defining Trait/Broad Trait [+1], Nerves of iron Broad Trait [+1], Fleet footed Broad Trait [+1], Worthy Bard Narrow Trait [+3]


Blacktongue
Wise Broad Trait [+1], Shaman Broad Trait [+1], Healer Narrow Trait [+3], Touched by the Gods Defining Trait/Broad Trait [+1]


Lugh The Rogue
Sneaky Broad Trait [+1], Trickster Defining Trait/Broad Trait [+1], Sharp eyed Broad Trait [+1], Dirty Fighter Narrow Trait [+3]



NPC's

Laugarbrekkers

Thane Gudran
Cunning Broad Trait [+1], Rich Broad Trait [+1], Powerful Broad Trait [+1], Resourceful Broad Trait [+1]

Thane Gudran's Men
Loyal Warriors of the Thane Broad Trait [+1]

The Mercenaries

Thagard Greymantle
Grizzled Veteran Broad Trait [+1], Respected captain Broad Trait [+1], Hard to kill Defining Trait/Narrow Trait [+3]

Mercenaries
Battle hardened Scum Broad Trait [+1], Many Brothers Narrow Trait [+3]


The Beast

...you'll have to wait for this one :) Mwahahahahahahah!

Saturday, February 3, 2018

Hard words and sharp blades.



Hagendar and his companions arrive in Laugarbrek and are greeted with cheers and much commotion.

Thane Gudran is most pleased to see the Famous band of four and his prospects and mood improve greatly. He welcomes them with much flattery and shows of affection and demands to feast them with honour for their first night in Laugarbrek.

Watching from the edges of the crowd gathered are a small band of mercenaries lead by Thagard Greymantle, he and his men are know well locally for deeds both good and ill. The Laugarbrekers were happy to see them arrive, but this exuberant greeting for outlanders has them grumbling in their beards and casting hard looks at the Heroes and townspeople alike.

Later that evening Hagendar's company and the mercenaries sit in Gudran's hall eating and drinking to excess. Olrun is entreated by Thane Gudran to sing some sagas and warchants. Her skill as a bard is known in many kingdoms and the gathered crowd listen and watch in awe.

During Olrun's performance Lugh the rogue notes the angry jealous stares and snide remarks of the other company of warriors. He rises from his bench and trades cutting remarks of his own, tension grows to boiling point and finally two of the mercenaries rise from their seats and rush Lugh.

His wits addled by drink, Lugh is quickly cut down by them, blood spilling on the straw. Lugh's friends rise and rush to his aid, the other mercenaries and their captain rush towards them. Fighting in earnest between the two companies begins. Olrun and Blacktongue drop Lughs attackers, Greymantle and Hagendar storm towards each other, Hagendar cutting his way through two of the mercenaries to reach him.

The two great warriors battle fiercely, long years of violence leaving no room for mercy or quarter in their hearts. Olrun drops the two remaining mercenaries meanwhile and Blacktongue begins a chant in a voice too low for a normal man to speak. His hands moving over the still form of Lugh, dark energies mingle with golden flecks snaking out and wrapping Lugh's wounds and limbs.

Hagendar and Greymantle make a wreck of the hall. Hagendar is the victor, though Greymantle is a grizzled veteran he is no match for the hero and his magic spear.

All the while Gudran is yelling for the warriors to stop the carnage and calling for his reluctant Guards to intervene.

As the Grey haired mercenary captain falls the guards rush in and stay Hagendar's hand. A fearful quiet falls over the hall and only Blacktongues weird ululations can be heard. Blacktongue clutches his temples as Lugh spasms with a sudden deep intake of breath.

Lugh rises from near death with only a few scratches on him and Blacktongue begins to scream and rave, madness shining from his eyes. Having travelled to deaths door to rescue his friend has taken a heavy toll on his mind.

Gudran his face a deep smouldering red orders his men to bind Lugh's arms and take him to the stocks.

The still living mercenaries, including their captain are carried from the hall to the healers hut, the others are removed from sight.

Blacktongue continues to rave until both Hagendar and Olrun begin to talk to him and sooth his shattered wits.

For the rest of the night Olrun watches Blacktongue sit silently, and Hagendar exchange careful words with Gudran in a dark corner.

Thinking to herself on Lughs friendship, his expertise, and whether it is worth the price of his big mouth and mischievous nature.


Grow Old Gaming - Solo?

So like some decaying noxious thing that stalks you from afar in the darkness I have risen again.

This time I have fixed my ever shifting gaze upon Solo roleplaying, of the table top / mobile variety.

It's been a bit hard for me to make it to games lately, so I thought I would give solo role playing a go.

My weapon of choice The Mythic RPG System !

I have not decided yet whether I will go all the way with the Mythic system until I read more of it. I like what I have read thus far.

At first I considered using just the Mythic GM emulator and using the Swords of Strange Aeons V3. [SOSA] rules set. It's a very nice simple set of rules that in my opinion lend themselves to a low fantasy style of play.

For my first play through in a solo game I am leaning heavily towards this set up. As I read more of the actual Mythic RPG I may change my mind and play using only the Mythic rules.

I have made one change to the SOSA rules, for convenience. I am using d10 instead of d12, as the Mythic GM emulator uses d100, so I will only have to worry about one set of dice to roll. Lazy perhaps on my part but I think it will increase speed of play and immersion if I don't have to switch sets of dice every minute or so.

The setting is inspired by a good friend of mine who has been tempting me with talk of dark age warriors hunting monsters that lurk in dark forests and cold frozen bogs.

It will be Beowulf-esque, grim, dark, and very low magic.

Mortality will be high.

I will frankly be surprised if any of my characters make it all the way through the adventure alive.

I will try to play the adventure in multiple locations, across multiple platforms. I really want to push myself and the type of play as far as I can. Because I am really keen to play something, and if I succeed or fail at it I want to know why, and that I gave it a good try.

So I will employ, pen and paper, mobile phone apps, PC web based apps, and good old imagination. Which ever best suits myself and the venue at the time.

I suspect that a combination of Mobile app and good old fashioned note book [the pen and paper kind mind you!] will be the best way forward.

Taking all that in mind...



Gudran's Doom or The Thing In the Wood.

Something dark and terrible has been stalking the dwellers of Laugarbrek over the last few months. Livestock torn to bloody ribbons, the people mauled, murdered, and maimed.

Glimpses of a great hairy thing that could be a bear, or a wolf, or some type of giant cat. The shaken whispered words give the doom a shape to fit the tongue speaking them.

The wise old man who lives nearby swears that it comes for the Thane Gudran and the beast will tear its way through all of Laugarbrek to get to him.

Thane Gudran is an old man and clings to life jealously, he is vein and proud. Many agree with the wise old man, and say that he has brought this Doom on himself and all of Laugarbrek.

The Thane sends word out across his lands. It reaches far beyond his borders, "Heroes a worthy challenge awaits, come slay this doom that stalks my lands. Rich reward and glory wait for the brave and victorious."

Hagendar Finehair sits with his companions Olrun Shield-bearer,  Blacktongue, and Lugh the rogue, in a warm feasting hall in the south. They hear the message and the much garbled tale that
accompanies it.

Without speaking each look at the other and nod.

This will be the last evening for a while that they will spend together in comfort.

It is Hagendar's doom that he must seek all the great beasts of the world or they will in time seek those that he loves most.