Post by martinw on May 10, 2022 18:49:24 GMT
I bought "Warrior Heroes: Adventures in Talomir" recently and am trying out the game. I'm hoping to play through a campaign, trying out various types of encounters.
Following is a write-up of my first session. I'd welcome any comments or suggestions!
Happy gaming!
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S | Scene description
M | Mechanics
D | Dialogue
C | Comments
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C | Warband
M | Creating a new warband. Starting with the Star and then recruiting the initial grunts. Following the guidance in the book and doing it step-by-step.
M | Type: Star. Name: Sam. Rep: 5. Race: Men. Nationality: Mirholme. Alignment: N/TW. Gender: M. Class: Warrior. AC: 4 (-1 to Rep when taking Physical Challenge). Weapon: 1S. Pep: 4. Sav: 5. Wary: Count Rep at 1 point higher when taking the Action Test. Dim: -1d6 when Interacting.
M | Now on to "forming your band": recruit up to 5 grunts for the first band. I'm going to start after row 3, since I'm considering my Star to be the leader. I'm not going to use random attributes for the grunts to start out with. Since I don't have a need for it yet, I am not defining Pep and Sav just yet.
M | Type: Grunt. Name: Alex. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Female. Class: Warrior. AC: 2. Weapon: 1S. Pep: ?. Sav: ?. Wary.
M | Type: Grunt. Name: Bob. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Male. Class: Shooter. AC: 2. Weapon: SB. Pep: ?. Sav: ?. Agile.
M | Type: Grunt. Name: Charlene. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Female. Class: Warrior. AC: 2. Weapon: 1S. Pep: ?. Sav: ?. Wary.
M | Type: Grunt. Name: David. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Male. Class: Warrior. AC: 2. Weapon: 1S. Pep: ?. Sav: ?. Wary.
M | Type: Grunt. Name: Egan. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Male. Class: Warrior. AC: 2. Weapon: 1S. Pep: ?. Sav: ?. Wary.
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M | For the campaign, I'm going to use the "down the road" bonus material. Thus: first Encounter is Carousing.
M | Which band members goes with Sam? 1d6 vs. member's rep: Alex: 1d6 = 6 → no. Bob: 1d6 = 1 → yes. Charlene: 1d6 = 1 → yes. David: 1d6 = 2 → yes. Egan: 1d6 = 4 → yes.
S | Sam and his merry band of adventurers (all except Alex) are in Mirholme. They're traveling along a road, coming up on an area where they know there is a small inn. Since it's coming up on the lunch hour, they're planning on stopping in for a snack – and for some entertainment.
M | Using the full table and playing through their arrival in the Settlement. Choosing noon as the time of day. I'm dividing the table into 9 sections. I'm going to pre-determine that there is an inn. Which section is the inn in? 1d6 = 6 → middle right. The warband will enter from the bottom, so 6+1/2d6 = 9 → bottom right. For the rest of the table, I'm going to populate it myself. Let's say that there is a road running from areas 7 to 9 (which the warband is on), with a T intersection at 8, with the road going up from 8 to 2. The inn in 6 is off to the side of that main road. There is another building in 2 (dead-ending the road). Another building in 3. There is a pretty dense forest in 1 and 4. There are smaller trees along the bottom road (7 to 9).
M | Encounter rating: Mirholme = C. We'll consider this a village in the interior → ER = 2
M | PEFs: I will place ER number of PEFs: PEF #1: 1d6 = 5. PEF #2: 1d6 = 1. One PEF in the deep forest. Another PEF right in the middle of the road in the middle of the village.
M | The warband is positioned along the road. There aren't any obstructions in the way. They can see the PEF. Let's use the PEF Resolution table: 2d6: 6 3 → Just a case of nerves. The PEF marker is removed.
D | Sam: "Oh man! There's a crow that just flew up from the middle of the street up ahead. I thought for a second it was a ghost or something. I guess I do need some relaxation!"
M | OK, let's go to the regular turn sequence. Roll off to see which side goes first: Us: 1d6 = 3. Them: 1d6 = 4. The enemy goes first.
M | PEFs have a Rep of 4. The PEF does activate. Let's see if it moves: 2d6: 1 3 → PEF moves 8" toward warband, staying in cover. Figure out what the PEF is according to the Carousing encounter. How many? 1/2d6: 5 → Same number = 5. Who? Let's use the pre-generated lists. 2d6: 11 → Mercenaries. Leader? 1/2d6: 3 → Soldier with Rep 4. Met before? 2d6: 6 → No. Alignment: same as nation, so N as well.
M | Same alignment → Interact. For this to make sense, I'll move the mercenaries out of the forest and into the road and the warband up to meet them.
D | Sam: "Hey! OK, but that is not a crow up ahead! Ho there! How goes it?"
S | The warband spots a group of soldiers up ahead. They're just coming out of the deep forest. The two groups meet in the middle of the road, at the height of the inn, facing each other.
M | Let's go to the NPC interacting chart. Sam's Pep is 4, but he's dim, so it'll be at 3. It's reasonable to assume that the Soldier's Pep is the lower of the attributes, so at 3 as well. Warband: 2d6: 2 3 → 2 passed. Soldiers: 2d6: 5 6 → 0 passed. Favorable to warband.
D | Soldier: "Well met! We've just come from a mission. Tried to find a runaway dog. No luck though. Maybe you'll have better luck. Come, we'll take you to the guy who gave us the job. You can see if you want to take it."
M | Could also try to barter with them, but will take a bonus to the next interaction on getting the job offer instead.
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S | Having made new friends, Sam and his warband and the group of soldiers go into the inn together.
M | There are ER = 2 more PEFs inside of the building. Per the encounter instructions, I can choose to resolve them whenever. Based on my narrative so far, I will turn one of those PEFs into a "scripted" interaction of a Job Offer. Since that doesn't seem to be dependent on the location, I will not set up the tabletop for the inside of the inn.
D | Soldier: "Ah! My dear merchant. We have good news and we have bad news. The bad news is that we have not found your doggie yet. The good news is that we found these fine gentlemen here who can help you find your dog!" Turning to Sam and his warband: "Gentlemen, I give you our master diamond trader."
M | Mechanically, I am choosing to resolve this PEF as a friendly interaction. Just to try out the mechanics, I will use the NPC Interaction table and will have this count as the "further interact" step. Let's say the merchant has a Pep of 5. Sam is normally at Pep 4, but he's Dim – but we'll give a bonus from the introduction by the soldiers; so stay at 4. Let's roll for it: Merchant: 2d6: 6 1 → pass 1. Warband: 2d6: 3 3 → pass 2. Favorable!
M | Let's see if the merchant wants to give Sam the job (Job Offer table): 2d6: 5 5 → pass 2 = Yes!
S | The merchant grunts, clearly unhappy that the soldiers weren't able to find his pooch. But he is indeed happy that the warband might be able to help him. He buys everyone a round of ale and then describes his problem. Sam listens attentively, clearly interested in the job.
M | I think the closest job offer is the Quest. However, I'll cut out the dungeon portion of the quest, since that seems overkill just to find the dog. So, next are Wandering encounters until the dog is found!
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Following is a write-up of my first session. I'd welcome any comments or suggestions!
Happy gaming!
-----
S | Scene description
M | Mechanics
D | Dialogue
C | Comments
-----
C | Warband
M | Creating a new warband. Starting with the Star and then recruiting the initial grunts. Following the guidance in the book and doing it step-by-step.
M | Type: Star. Name: Sam. Rep: 5. Race: Men. Nationality: Mirholme. Alignment: N/TW. Gender: M. Class: Warrior. AC: 4 (-1 to Rep when taking Physical Challenge). Weapon: 1S. Pep: 4. Sav: 5. Wary: Count Rep at 1 point higher when taking the Action Test. Dim: -1d6 when Interacting.
M | Now on to "forming your band": recruit up to 5 grunts for the first band. I'm going to start after row 3, since I'm considering my Star to be the leader. I'm not going to use random attributes for the grunts to start out with. Since I don't have a need for it yet, I am not defining Pep and Sav just yet.
M | Type: Grunt. Name: Alex. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Female. Class: Warrior. AC: 2. Weapon: 1S. Pep: ?. Sav: ?. Wary.
M | Type: Grunt. Name: Bob. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Male. Class: Shooter. AC: 2. Weapon: SB. Pep: ?. Sav: ?. Agile.
M | Type: Grunt. Name: Charlene. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Female. Class: Warrior. AC: 2. Weapon: 1S. Pep: ?. Sav: ?. Wary.
M | Type: Grunt. Name: David. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Male. Class: Warrior. AC: 2. Weapon: 1S. Pep: ?. Sav: ?. Wary.
M | Type: Grunt. Name: Egan. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Male. Class: Warrior. AC: 2. Weapon: 1S. Pep: ?. Sav: ?. Wary.
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M | For the campaign, I'm going to use the "down the road" bonus material. Thus: first Encounter is Carousing.
M | Which band members goes with Sam? 1d6 vs. member's rep: Alex: 1d6 = 6 → no. Bob: 1d6 = 1 → yes. Charlene: 1d6 = 1 → yes. David: 1d6 = 2 → yes. Egan: 1d6 = 4 → yes.
S | Sam and his merry band of adventurers (all except Alex) are in Mirholme. They're traveling along a road, coming up on an area where they know there is a small inn. Since it's coming up on the lunch hour, they're planning on stopping in for a snack – and for some entertainment.
M | Using the full table and playing through their arrival in the Settlement. Choosing noon as the time of day. I'm dividing the table into 9 sections. I'm going to pre-determine that there is an inn. Which section is the inn in? 1d6 = 6 → middle right. The warband will enter from the bottom, so 6+1/2d6 = 9 → bottom right. For the rest of the table, I'm going to populate it myself. Let's say that there is a road running from areas 7 to 9 (which the warband is on), with a T intersection at 8, with the road going up from 8 to 2. The inn in 6 is off to the side of that main road. There is another building in 2 (dead-ending the road). Another building in 3. There is a pretty dense forest in 1 and 4. There are smaller trees along the bottom road (7 to 9).
M | Encounter rating: Mirholme = C. We'll consider this a village in the interior → ER = 2
M | PEFs: I will place ER number of PEFs: PEF #1: 1d6 = 5. PEF #2: 1d6 = 1. One PEF in the deep forest. Another PEF right in the middle of the road in the middle of the village.
M | The warband is positioned along the road. There aren't any obstructions in the way. They can see the PEF. Let's use the PEF Resolution table: 2d6: 6 3 → Just a case of nerves. The PEF marker is removed.
D | Sam: "Oh man! There's a crow that just flew up from the middle of the street up ahead. I thought for a second it was a ghost or something. I guess I do need some relaxation!"
M | OK, let's go to the regular turn sequence. Roll off to see which side goes first: Us: 1d6 = 3. Them: 1d6 = 4. The enemy goes first.
M | PEFs have a Rep of 4. The PEF does activate. Let's see if it moves: 2d6: 1 3 → PEF moves 8" toward warband, staying in cover. Figure out what the PEF is according to the Carousing encounter. How many? 1/2d6: 5 → Same number = 5. Who? Let's use the pre-generated lists. 2d6: 11 → Mercenaries. Leader? 1/2d6: 3 → Soldier with Rep 4. Met before? 2d6: 6 → No. Alignment: same as nation, so N as well.
M | Same alignment → Interact. For this to make sense, I'll move the mercenaries out of the forest and into the road and the warband up to meet them.
D | Sam: "Hey! OK, but that is not a crow up ahead! Ho there! How goes it?"
S | The warband spots a group of soldiers up ahead. They're just coming out of the deep forest. The two groups meet in the middle of the road, at the height of the inn, facing each other.
M | Let's go to the NPC interacting chart. Sam's Pep is 4, but he's dim, so it'll be at 3. It's reasonable to assume that the Soldier's Pep is the lower of the attributes, so at 3 as well. Warband: 2d6: 2 3 → 2 passed. Soldiers: 2d6: 5 6 → 0 passed. Favorable to warband.
D | Soldier: "Well met! We've just come from a mission. Tried to find a runaway dog. No luck though. Maybe you'll have better luck. Come, we'll take you to the guy who gave us the job. You can see if you want to take it."
M | Could also try to barter with them, but will take a bonus to the next interaction on getting the job offer instead.
-----
S | Having made new friends, Sam and his warband and the group of soldiers go into the inn together.
M | There are ER = 2 more PEFs inside of the building. Per the encounter instructions, I can choose to resolve them whenever. Based on my narrative so far, I will turn one of those PEFs into a "scripted" interaction of a Job Offer. Since that doesn't seem to be dependent on the location, I will not set up the tabletop for the inside of the inn.
D | Soldier: "Ah! My dear merchant. We have good news and we have bad news. The bad news is that we have not found your doggie yet. The good news is that we found these fine gentlemen here who can help you find your dog!" Turning to Sam and his warband: "Gentlemen, I give you our master diamond trader."
M | Mechanically, I am choosing to resolve this PEF as a friendly interaction. Just to try out the mechanics, I will use the NPC Interaction table and will have this count as the "further interact" step. Let's say the merchant has a Pep of 5. Sam is normally at Pep 4, but he's Dim – but we'll give a bonus from the introduction by the soldiers; so stay at 4. Let's roll for it: Merchant: 2d6: 6 1 → pass 1. Warband: 2d6: 3 3 → pass 2. Favorable!
M | Let's see if the merchant wants to give Sam the job (Job Offer table): 2d6: 5 5 → pass 2 = Yes!
S | The merchant grunts, clearly unhappy that the soldiers weren't able to find his pooch. But he is indeed happy that the warband might be able to help him. He buys everyone a round of ale and then describes his problem. Sam listens attentively, clearly interested in the job.
M | I think the closest job offer is the Quest. However, I'll cut out the dungeon portion of the quest, since that seems overkill just to find the dog. So, next are Wandering encounters until the dog is found!
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