This was a basic Warhammer Quest / Quasi-Mordheim game.
Basically Warhammer Quest was set up as normal; event cards, dungeon cards, and the Power roll remained the same. The only difference was that I made a specialised Monster Table based solely on Undead. As for rules of combat, I surgically removed the Warhammer Quest rules and supplanted them with old Warhammer rules. So combat was rolling a D6 and adding your Weaponskill to see who won. Call me old school, but I prefer it that way. Tests for fear were done using Leadership rolls, Strength vs Toughness tests to wound… Darius my Witch Hunter had 3 wounds, whilst his 3 henchman had 2 wounds each. I assigned appropriate wounds for the monsters – though they all had more than 1 wound each.
Synopsis
Darius ventured to the outskirts of the Mistlands, where he entered the Tomb of Azeraak, rumoured to be recently cursed by evil. With him came three hired swords, fresh from the Citadel. The tomb was filled with reanimated Mummies and Zombies, (Game Mechanic: The very first power roll on turn 1 was a 1 for Unexpected Event. I rolled on my hand made monster table and encountered a single Mummy!) and not too far within he came across a mysterious room with magical symbols etched into the floor (The Circle of Power room). (MORE)
So how will this work?
Well, I’m not so sure. I’ve done a couple of play-tests. One was an hour long romp through a Warhammer Quest dungeon, using pseudo Mordheim rules (I think the Warhammer Quest rules are nice, but after about Battle-Level three everything gets far too messy) and asking the GME questions as I went along. The rules were all a bit vague but everything made sense at the time.I also lacked a setting, basing everything on a mix of my own world and Warhammer Fantasy Old World.
The second test was more of a four-hour read-up of Hellfrost and a twenty-minute session with not a great deal happening. I didn’t really test any of the Savage World rules (but I’m already 80% familiar with them from past games) but it still helped advance the plot. (MORE)
That’s right folks. After a little reading of other blogs, I’ve been inspired to write my own attempts at a truly solo campaign.
I’ve bought the GM Emulator, I’ve got my Fantasy Grounds II to store everything on, and I even bought a new world to explore – the Hellfrost setting for Savage Worlds. A harsh, cold – and from what I’ve read – very detailed environment to explore with my avatar; Darius Ap-Hamer, newly appointed Reliqus of the Citadel, charged with hunting out the forgotten artefacts and relics hidden in the deep places of the world.
I think this is a truly exciting moment. I’ve already play-tested a couple of scenes and tasted the power the Emulator can muster. I want more.
Session write-ups, thoughts and ruminations, and even maybe a few rules to come!
Hopefully this will be a semi-short write-up of the fourth session, as I’m cautious of this site just being one long monotony of session synopses. I like the idea of this site logging of our adventures together, but I also want it to be something more. The problem is that these write-ups can take so long to draft that I then feel drained when it comes to writing anything else.
Write Up
Jann started the session in trouble. She’d returned to the Jasmine Wind, mission abandoned – worse, she’d been caught out lying to Captain Asmir as she tried to tell him of her fake exploits in the Tower! It seemed that scoundrel Shatilan had followed her out of town, adding yet another reason to hate him. Asmir took the gold dust (including the coins from Jann’s own purse to make it up to three-hundred) and the ‘magical’ scroll, but seeing as her ingenuity had still amassed a small fortune, he fell short of throwing her overboard. With a sharp warning that that would be the first and last time she’d lie to him, he actually decided to offer her a proposition.
After the horrendous end to the third session, I spent a little over a week fleshing out the world that Jann could call home. Using Hexographer, I created the Karachan Isles, a series of fifteen to twenty small, semi-tropical islands spread around a small ocean the Jasmine Wind can sail around in. Using that as a template, I made Captain Asmir’s map, a prop that plotted out major settlements and trading posts with a small bit of inland detail. Major mountain ranges, deserts and a couple of huge forests was about as far as I went; the map was supposed to be a trading map, and it didn’t make sense to have the minutiae inland detail. It also helped me not get bogged down in making sure the map was perfect. I could add the little details over time.
With the map done, I added a little background to each of the cities, coming up with four distinct cultures (including defunct ones) to add a little spicy intrigue and hopefully a smattering of story hooks. I also made a couple of random dungeons and a few other unique landmarks, noting their co-ordinates on a master spreadsheet (gosh I love spreadsheets – is it possible to have a spreadsheet fetish?) I can refer to as I play. A separate spreadsheet details D66 random encounter tables (a great percentage of them being more about roleplay than just monster encounters), though so far I only have the Ocean Travel one actually finished.