Tuesday, April 8, 2025

Iron Eagle – Session II: Echoes of Preparation




Iron Eagle – Session II: Echoes of Preparation

The Chronicle of a Solo Tabletop Campaign


Introduction

With the council's appointment still echoing in the halls of memory, Iron Eagle began the long, meticulous work of forming his expeditionary force. This session focused on provisioning, negotiation, spiritual reflection, and the gathering of a company worthy of stepping beyond the Queen’s Gate into the forgotten realm of Leifhelm.


Elar’s Rest: The River Remembers

Iron Eagle’s journey began with a solemn ride to Elar’s Rest, a small hilltop village and temple complex where lore of the Old Kingdom still lingers. There, he received a Blessed Token of the Sun from the High Dawnkeeper—a relic said to shield the bearer from fear and minor chaos spirits. He also accepted a Draught of River Memory, a vision-giving elixir said to carry echoes of what once was.

While there, he encountered Aelana, a calm and insightful Sun-Acolyte. After a brief but meaningful exchange, she pledged herself to the expedition. Her healing hands and quiet visions will surely prove vital on the road ahead.


Visions of Gorndale

That night, Iron Eagle drank the Draught of River Memory in solemn meditation. He was shown a vision of a mirrored vault beneath Gorndale Fortress, and of a figure wearing a silver ring identical to the one he now carries—a soldier of the past, speaking in echoes. The vault contains more than relics; it holds memory and perhaps, the Sunshard itself—a fragment of the Eternal Flame.


Return to Moorwatch: The Army Forms

Returning to Moorwatch, Iron Eagle began assembling his ranks. He issued a rallying cry at the Red Barrel Tavern, where four core companions pledged themselves to the cause:

  • Tharnin Ironsplitter – Veteran dwarf and siege builder

  • Serena Thorncloak – Wildland ranger and hunter

  • Kaeso – Strong but silent brute

  • Lioran Vale – A scholar of Leifhelm’s old roads

Later, with the addition of Aelana, the party took on the shape of a true fellowship.

After assessing supplies with Quartermaster Brina, Iron Eagle turned to the barracks. There, he interviewed sergeants to lead his future troops. He selected:

  • Sister Anika – Former Temple Guard, now infantry commander

  • Talven Quickeye – Reclusive elven marksman, to lead the archers

He approved armor for five of his ten spearmen, delaying full provisioning until the expedition uncovers its first treasure.


Finances and Command

With a limited treasury of 275 silver, Iron Eagle made tactical choices:

  • Paid both sergeants in full

  • Purchased 5 gambesons for the spearmen

  • Postponed pay for Kaeso and Lioran

  • Kept 65 silver in reserve for emergencies




Final Eve: The Fellowship Feasts

The session concluded in the firelit heart of Moorwatch—the Red Barrel Tavern—where Iron Eagle and his companions shared food, wine, and stories before their march west. A scene of warmth before the cold journey ahead.


Next Time:

The expedition will march toward Gorndale, known to the world only as ruins and to Iron Eagle as something far deeper. A legend sleeps beneath its broken stones—and Iron Eagle intends to wake it.


Follow the Toy Soldier Campaigns blog for future entries and solo RPG chronicles from the world of the Overworld.


[play report generated by AI]

Monday, April 7, 2025




Iron Eagle – Prelude: The Oath and the Road

Session I – A Solo Tabletop Campaign Chronicle


Introduction

In this first session of Iron Eagle, the campaign officially begins. Our protagonist—Iron Eagle, a half-elf hedge knight born under the sign of Water—has been appointed by the Riverland Lords to lead a historic expedition beyond the Queen’s Gate into the lost realm of the Heavenly Kingdom of Leifhelm. With seven days to prepare, Eagle wastes no time setting the foundation for what will become a legendary journey.


A Visit to the Eternal Flame

Iron Eagle's first act as commander was to seek spiritual guidance at the Emberlight Basilica, the great temple of the Eternal Sun in Moorwatch. There, High Dawnkeeper Ilren granted him a rare and sacred relic—a Blessed Token of the Sun—an amulet said to ward off fear and shield the bearer from lesser spirits of Chaos. She offered words of prophecy and warning, reminding Eagle that though the Sun guards the waking world, the rivers keep the dreams.


Seals, Silver, and Authority

Next, Iron Eagle visited the Riverland Trust to gain access to his expedition funds. He requested a Sun-Ledger checkbook, allowing him to write and authorize payments on the road. He also commissioned a personal seal stamp—a sword wrapped in leaves—to authenticate his letters and orders. His finances now secure, Eagle stepped into the streets with authority.




The Red Barrel Declaration

At the Red Barrel Tavern, Iron Eagle called upon the brave and the willing to stand with him. His commanding presence drew the attention of several potential recruits. Four worthy candidates stepped forward and pledged their names in his expedition journal:

  • Tharnin Ironsplitter – A gruff dwarven builder and veteran warrior

  • Serena Thorncloak – A cunning ranger and master tracker

  • Kaeso – A silent but loyal brute from the southern coast

  • Lioran Vale – A scholar and cartographer with knowledge of Leifhelm's old roads

The fellowship begins to take shape.


Rider of Roads

Wasting no time, Iron Eagle mounted his steed Old Rook and rode east toward the quiet settlement of Elar’s Rest, seeking ancient records at the temple ruins before venturing west. Riding swiftly across autumn hills, he encountered a strange woman robed in white at a place called the Weeping Crossroads. She gifted him a Draught of River Memory, a shimmering vial said to show the path when all others are lost. Her cryptic words—“The river remembers… the gate never forgets”—echoed long after she vanished into the trees.

By sunset, Iron Eagle arrived at the gates of Elar’s Rest.


Session Summary

  • Location Reached: Elar’s Rest

  • Allies Recruited: Tharnin, Serena, Kaeso, Lioran

  • Relics Gained: Blessed Token of the Sun, Draught of River Memory

  • Resources Secured: Expedition funds, Sun-Ledger checkbook, custom seal

  • Next Objective: Investigate temple records for lost knowledge of Leifhelm and Gorndale


Thank you for reading the first session recap of Iron Eagle. The journey has only just begun—join us next time as Iron Eagle uncovers ancient truths, meets strange wanderers, and prepares for the long road west.

Follow the Toy Soldier Campaigns blog to continue the story.


[Gameplay summary recorded with AI]

Friday, April 4, 2025

IRON EAGLE: Introduction

 IRON EAGLE


A Solitaire Tabletop Campaign



    The Chronicle of a Single-player Tabletop RPG Campaign

    I absolutely adore exploring new worlds through the medium of tabletop roleplaying games. Most of my experience with these games comes from playing alone—serving as both referee and player—within settings of my own design. I typically play without the use of modern technology, instead relying on notebooks, board game components, cards, and miniature figures to fuel my imagination.

This series of blog posts will tell the story of one such solo campaign using the Mythras ruleset, modified to better fit my personal playstyle. Welcome to the story of Iron Eagle.

I. The Overworld


    The Overworld is the mortal realm—the setting of this campaign. It leans into the familiar aesthetic of high fantasy, akin to Tolkien’s Middle-earth or classic Dungeons & Dragons. Elves, dwarves, goblins, sorcerers, dragons, monsters, and demons all have a place here, behaving largely as genre tradition would expect. There's no need to reinvent the wheel for solo RPG play.

    This world is low in magic, but high in the supernatural. While magic does exist in legendary capacities, the arcane arts are esoteric and tightly guarded, kept from 90% of society. The central cosmic conflict is defined by the opposing forces of Law and Chaos.

    Law is aligned with the Eternal Sun, creator of all life and the source of divine order. Those who worship the Eternal Sun—particularly clerics—invoke its power for healing, guidance, and to smite the forces of Chaos. Lawful creatures include dwarves, elves, halflings, and men, all shaped by the divine will of the Sun.

    Chaos, by contrast, is a corruptive force that defies natural law. It manifests through plague, famine, blood mists, cults, and twisted monsters. Sorcery, while not always evil, is often seen as a tainted form of Chaos. Those fully consumed by Chaos lose their humanity and become monsters bound to the hive-mind of destruction.





II. The Old Kingdom & The Exodus

   The Heavenly Kingdom of Leifhelm was once the crown jewel of mortal civilization—a realm where mankind thrived in harmony with the Sun for over a thousand years. But that golden age ended when the Hero King's own court wizard betrayed the realm, forming a pact with a Baalroch, a demon lord of the Nether Realm.

    A gate to the hellish Nether was torn open, and Chaos spilled into Leifhelm like a flood. For five centuries, the forces of Law resisted the spread of Chaos, holding fast at great cost. Walls were raised, bastions fell. Eventually, the Hero King led one final charge into the heart of Chaos. Reaching the King's Tower within the defiled capital, he sealed the portal at the cost of his life and those of his knights.

    Though the gateway was closed, Chaos still wandered the land—directionless, but deadly. The surviving men chose to seal off the Old Kingdom with the last great bastion, the Queen's Gate, and wait for the Eternal Sun to purify the land. East of this final wall, the survivors settled the frontier—the River-Lands—where city-states of men allied with dwarves and elves and tried to rebuild.

    Over time, the true history of Leifhelm faded into legend. Only a few scribes and priests retained the deeper truths. Now, after many generations, the priests of the Eternal Sun have begun to receive signs: the vibrations of Chaos have weakened. The time of return draws near.




III.  The Expedition

    The weakening of Chaos stirs ambition. Lords and ladies of the River-Lands convene a great council to discuss an expedition west, back into the lost realm of Leifhelm. The goal: to prepare the land for purification and eventual resettlement.

    A leader must be chosen.

    The council’s choice is swift and unanimous. No one is more suited to guide the expedition than a man who embodies both warrior and scholar—a half-elf hedge knight known only in the chronicles as Iron Eagle.

IV. The Avatar

Iron Eagle

    To fully immerse myself in this campaign, I’ve created Iron Eagle as my avatar within the world. While I will also assume the roles of other characters throughout the campaign, Iron Eagle is my “link” to the narrative. He represents my eyes and ears within the story. Though I will control the world and its systems, Iron Eagle is no god—he is as mortal and vulnerable as any other soul, subject to the same dangers and consequences of the simulation.

    This campaign will blend storytelling, tactical miniature wargaming, and character-driven exploration. Before diving into Act I, I had a lite roleplay session with ChatGPT to shape Iron Eagle’s backstory. Below is a summary of his journey so far:




    Iron Eagle was born under the sign of Water, a half-elf child of two worlds—his father, a man of the Riverlands, and his mother, a quiet elven exile who carried secrets of a forgotten sun. Though raised near the eastern bay, his earliest memories were not of the Riverlands, but of misty forests and broken towers beyond the sealed Wall of the Old Kingdom. At the age of twelve, he took up the practice sword in solitude, training beneath the boughs with a purpose he couldn’t yet name—driven not by glory, but by the rhythm of the wind and the silence between the trees.

    When he discovered an ancient map hidden on the body of a dying ranger, his fate changed. The map bore the sigil of the Heavenly Kingdom of Leifhelm—its locations marked with cryptic runes, its paths long since reclaimed by earth and memory. When village elders seized the artifact and forbade him from pursuing it, Iron Eagle defied them, stealing it back and vanishing into the wild. Over the years, he became a warrior, guide, and scholar in equal measure, earning his name through reputation, not lineage. Some say the owl that followed him in youth still watches from the trees, a symbol of a destiny long set in motion.

    Now, Iron Eagle stands before the River-Land Lords as a man of deeds. The council, divided and desperate to reclaim the lost Kingdom, has chosen him to lead the first sanctioned expedition beyond the Wall in over a century. With only fragments of a broken empire to guide him, and a band of loyal explorers behind him, Iron Eagle will walk the forgotten paths of Leifhelm once more—not to conquer, but to remember, uncover, and restore what was lost.


Prelude: Gathering of the Fellowship

   Before the campaign begins in full, I’ll be continuing my roleplays with ChatGPT as Iron Eagle journeys across the River-Lands in search of allies. He will need to muster supplies, forge alliances, and prepare for the long march west.

    Rather than invent all of this by myself, I’m using AI to help build the world dynamically and keep things fresh. From there, I can add, subtract, and shape the material to best fit the story I want to tell. Once Iron Eagle is properly equipped and backed by a worthy party, Act I will begin.

    I’ll also be creating a character record sheet for Iron Eagle to use throughout the campaign.

    That’s a session for another day. Thank you for reading this introduction to the Iron Eagle campaign. If you’d like to follow the journey further, be sure to subscribe to the Toy Soldier Campaigns blog for future updates!




Monday, April 22, 2024

Dwarves! Goblins! Bandits! Advanced Campaigning in the King's Field

 The West King's Field



    Over the week I've played several sessions of my fantasy campaign. Due to the events of the RPG and wargames I've ran there are now many different moving pieces in my game world. I'm going to give an update in what's going on in the West King's Field in this posting. Thank you for reading! 

Schwarzstein Keep [6/12/100 - 6/18/100]

    While the party of RPG characters I run out of the village of Backwood to the south are on down time I decided to create another part of characters based out of the keep named Schwarzstein to the north of the Hessar. I used the module B2: Keep on the Borderlands, written by the legendary Gary Gygax as a base for this location. It's a module I'm fairly familiar with so integrating it into my campaign world was easy. I decided to model this party as a guild of adventurers named the Schwarzstein Hounds. I started to feel that the scope of the campaign was starting to exceed what is offered in White Box S&W so I chose to convert my campaign to Advanced Dungeons and Dragons [with the use of the Old School Rules Reference and Compendium edited by Matt Finch]. As per the guidelines given in the Dungeon Master's Guide, I took notations on this guild concerning the employees, the adventurers affiliated, upkeep costs, and a yearly tax owed on the guild hall they operate from. 
    The patron/guild master of the Hounds is a retired 9th level fighter named Siegbert. He hires would-be adventurers under a contract providing lodging, training, and jobs in exchange of 50% of treasure earned on said adventures. Other than the patron the guild hall is ran by two clerks, a scribe, and two guards. I rolled up three characters (fighter, cleric, and thief) to start out with. 
    Their contract was to deal with a group of raiders who had been terrorizing merchants on the road to the keep. I used Scarlet Heroes to run through an urban adventure about investigating the whereabouts of the raiders. It turns out that some of the raiders were turncoat guards who were plotting a prison breakout. My characters uncovered the plot and were able to find out where the raiders' camp was located and with reinforcements from the castellan's men, they assaulted the camp and took raiders prisoner. The guild got a share of the treasure recovered as payment and got in good favor with the castellan. 


The Moat House Raid [7/31/100]

    At the raiders' camp the Swazian soldiers discovered a map which pointed to an abandoned moat house in the nearby swamp as a base of operations for the bandits. Due to their excellent performance in the last adventure, the Hounds were hired to investigate this. With an addition four men-at-arms they stormed the gate and was attacked by a giant frog monster. The thief Ludwig von Mausborg slew the monster and they rushed past the moat house's broken gate to catch the fleeing bandits by surprise. Sigusmund the fighter led the charge against the bandits but was taken out by a bullet fired by one of the bandit's flintlock pistols. The bandits who chose to fend off the party then took our Khurasan the cleric and the remaining men-at-arms, leaving Ludwig to fight off the bandits who had not barricaded themselves in the next chamber. 
    Curiously, one of the bandits was betrayed by his brothers-in-arms. They barricaded the bandit out of the chamber- effectively leaving him for dead while the rest gathered their treasure and escaped on boats. Ludwig was able to make a sneak attack on this bandit and knocked him out for further questioning. 
    The raid was a loss for the party. The bandits were able to flee by boat up stream before Ludwig could bust into the next chamber. Ludwig took the bandit to the keep for questioning. The bandit had no issue giving out the information he had. In return, the castellan showed mercy, and allowed him to join the Hounds as a mercenary. Thus, Alexander the fighter joined the campaign. 

Malborg Castle [8/5/100]

    I got heavily invested with learning the Chainmail Medieval Miniatures rules and played several battles concerning the [human] army from the kingdom of Ogre, who had been stationed to protect Backwood village against whatever chaotic force was springing out of Malborg's dungeon. By playing out 3-5 unchronicled battles with just the vanilla rules [even though fantasy figures were used], I feel like now I have a really good grasp of that rules system and how it can be incorporated to fit hand-in-hand with my RPG system which is not an easy thing to balance out. Part of the reason I switched to AD&D is because AD&D allows you to do just that- scale your RPG stuff to wargaming stuff with little work or conversion [just a change of mindset really]. 
    Eventually the wizard of Backwood had enough of the sorcerer's army and sent my party back to Malborg to vanquish the sorcerer. So, they did just that. They marched throughout the first floor of the dungeon until they reached the lair of Malbus the Terrible. Malbus was a 4th level magic-user who was backed up by several goblin henchmen who held the party back at the door to his lair as he enganged in a duel with our magic-user Paladis. Geoffry the knight fought through the goblin resistance which gave Marbin the cleric the opportunity to breach into the lair and melee Malbus right before he could pop off an invisibility spell and escape. They then took the sorcerer's treasure and began their exfil from the dungeon. They were attacked by a group of dark elves who had waited in the shadows for the adventurers to walk out with the treasure. Paladis would be assassinated by a dark elf's crossbow bolt before the other party members could avenge him. With their hit points low they decided to grab Paladis's map of the dungeon and bolt out dungeon before they ran into any more trouble. 
    The treasure and exp gained from the adventure bumped the two characters up to around level 5 which is a great thing, but time needs to pass in order for them to be playable agian as per AD&D doctrine. So, with the money they got from the raid they bought a plot of land and are now overseeing the construction of a homestead within Backwood's territory, which will set the characters back until 4/7/101.  

The Dwarf Fortress of Hrardven

    It was at this point that I decided to design another dungeon that my Hounds could delve into. There's mountains 3 miles north of the keep so I decided to created a long-abandoned dwarf fortress [or so the humans thought] with treasure to uncover inside. Instead, the fortress was a battleground between the resident Blue-Teeth goblin tribe and the dwarves who sought to reclaim their long lost home. Similarly to how I came up with the record for the Hounds, I created a record for the goblins and dwarves. To start, the goblins were 236 in number who were led by their chief named Sharp-booger. Sharp-booger has 7 worgs he keeps as pets and five goblin guards [who fight as gnolls]. They settled into Hrardven in the year 20 and have lived there ever since. Besides a giant cave lizard that Sharp-booger had to slay in the year 66, they realtively thrived here. That was until the rightful dwarven heir Thaim Lord-dwarf [fighter 6] and his retainers consisting of his brother Gatsu Prince-dwarf [fighter 4], Marvn Loud-dwarf [fighter 5], Orin Ruby-dwarf [fighter 5], Thatelch Beer-dwarf [fighter 3], and Urkal Sad-dwarf [fighter 5] came to the dungeon in the year 40 along with a warband of 163 dwarf warriors. Ever since the two factions have been warring in the mountains for control. 
    8/14/100 would mark the day of the Battle of Skinny Bridge. The battle got its name because of its location, a rickety-slim bridge which connected the two halves of the dungeon together. Sharp-booger led his bodyguards, 18 goblins, and 3 worgs over the bridge in an attempt to capture a few chambers of the other side. Thaim Lord-dwarf would take 9 of his warriors to defend the bridge. This is the commotion the Hounds heard as they entered the dungeon that day. They chose to west instead of east where the battle was happening and ran into a dwarf guard. The guard mistook them for mercenaries Thaim had hired and the party decided to play along. The dwarf led them down a secret corridor and to the office of Urkal Sad-dwarf, who offered them a gemmed silver amulet [worth 2,400gp] and a silver-gold braclet [worth 900gp] as a reward for helping push back the goblins. The Hounds were low on money so they did not hesitate to accept the offer and joined Urkal to reinforce his king. 
    A few dwarves and goblins would die in the battle, but what was more key is that Ludwig got a backstab off on Sharp-booger and assassinated him. This caused the goblins to break morale and flee back to their side of the dungeon. Thaim took the commandeered the bridge and took it back to his side, ensuring that goblins could not easily cross the threshold. 
    

    A large feast was held at the dwarven mead hall to celebrate the victory of the Skinny Bridge and the death of the goblin chief. Impressed with their performance at war, and at Alexander's ability to beat him a mead chugging competition. Thaim opened an account with the Scharzstein Hounds, and sent Banain Thoughtful-dwarf [ a 1st level dwarf cleric with 18 wisdom] as his representative to the guild. And thus, I gained a new party member. 

A Rising Threat

    One last major event would be chronicled on 8/11/100. With the evil sorcerer vanquished, room for a greater evil was made to flourish. Within the deeper depths of Malborg Castle rested a demon lord named Baalroch. With the seal of Malborg broken, Baalroch unelashed an army of orcs from the dungeon and throughou the surrounding Black Forest. Feeling bold, he launched an attack on the fields of Backwood where his orcs faced the soldiers from Ogre, and nearly destroyed them before being pushed back into the Black Forest. Baalroch is satisfied with controlling the Black Forest for now but time will tell when his next assault will be. 

Tuesday, April 16, 2024

Chaos Reigns in the King's Field!

 War in the King's Field?



    Chaos has begun to reign throughout my campaign setting. For the first time in a while the peace in the Western King's Field has been broken as a consequence of certain events which transpired in my last few game sessions. The events which brought about this will be described in this campaign report: 

The wyvern is dead! Malborg's seal is broken! 

    Ser Geoffry the fighter acquired some new allies on his journey. One of them being a new party member- a cleric named Marbin. Together they assembled a small force of crossbowmen to claim the bounty on the wyvern of Malborg. They mounted a successful sneak attack on the beast while it rest atop a ruined tower. By scaling the walls and jumping on its back, Geoffry was able to slay the monster as Marbin led the crossbows to hit their targets true. They brought the severed head of the wyvern to the tavern in Backwood for all to see.
 
News of the wyvern's defeat travelled to the taverns and guild halls located within the King's Field. The rumor piqued the interest of none-other than the inheritor of the long-forgotten keep- Paladis Malborg, a novice wizard. He came to the village of Backwood to meet with those who had slain the wyvern and presented them a map of the dungeon beneath Malborg Castle [the first floor of it]. Record of what is inside the dungeon and how far deep it goes was lost to time over a century ago, but if they were to band forces then they could uncover the mystery of the castle and recover its lost treasures. The adventure would be risky for the fledling adventurers but the potential gold and glory with achieving such a task would plant their names into history eternally. The fighter, magic-user, and cleric formed the Malborg Marauders, a league of adventurers with the prime goal of spelunking beneath the ruins. 

Swazian Incursion

    Patrols hurriedly stormed on horseback to the office of the worshipful mage of Backwood with a frightening report. An army from the kingdom of Swazia was spotted marching north of the Hessar river. Although the mage was granted autonomy of the West King's Field, the accords agreed upon still placed the region under the protection of the king of Ogre. Thus, the mage of Backwood took command of the Ogth soldiers stationed in the region and met the Swazaians at the crossing of the Hessar, where after a short round of futile parlay a battle would take place. 

Missile file would mostly be exchanged by the two sides from across the river while calvalry counter attacks would be contested on either side of the Hessar. Although Swazian infantry would make an attempt to cross the river, they would be taken out by Ogth archers. With the core of their forces defeated, the Swazaians retreated back north to gather their strength while the mage of Backwood took the opportunity to reinforce his position south of the Hessar and prepare for another offensive. The Swazians had not yet made their intentions clear, but all now know that war has come to the King's Field. 

Monsters of Malborg

The Marauders were on their way to Malborg when they had been ambushed by the walking dead! Suddenly, several bodies had risen from the ground. They were the bodies on long dead soldiers of Malborg Castle. Marbin used his cleric abilities to keep the zombies at bay- but a clear observation had been made. With the wyvern no longer holding back the horrors beneath the castle ruins, chaos was allowed to leak onto the surface and cause havoc across the King's Field. 




The Sorcerer's Apprentice, a Deep Sleep

The Marauders traversed the first level of Malborg Castle. Fortunately, they found most of the ruins beneath to be empty with a few scraps of treasure left behind. What caught them off-guard however was the emergence of a level 2 magic-user. The sorcerer was accompanied by six goblin body guards. He claimed to be an apprentice of the sorcerer who lives beneath the castle and that he had just awoke from a deep sleep. He then gave no further details. After deducing that the adventurers were here to steal the lost treasure, the apprentice beckoned his goblin minions to attack. The sorcerer used a charm spell to place the cleric under his command and had him attack Paladis while the fighter was distracted with the goblins. Paladis was able to get the better hand over the sorcerer this time, which forced him to flee deeper into the castle, leaving his goblins for dead. The charm spell had lifted from the cleric, and he regained his senses. The party was left weak after the attack and they began their extract from the dungeon. They ran into a group of elves who attacked them, which forced them to flee even faster. Thankfully, the dice allowed them to escape with their lives and treasure this time...








Wednesday, April 10, 2024

West King's Field Campaign Report #3

 

World Building and Dungeon Delving

    What you're looking at is a draft of the campaign map I made last night. I tried not to go super detailed but I wanted to give myself enough of an idea of the area so I can begin planning war games primarily. A week ago I made up a wargame army using the Chainmail Medieval Miniatures rules but I've yet to design a scenario for them. Nevertheless I have an idea of the world I'm playing in now. 

    I decided to play something fairly lite and fun today. I broke out my dungeon tiles and used those to quickly generate a dungeon for my fighter to explore in. Note that the dungeon generated is not the main dungeon of Malborg Castle as that is still under threat by the Wyvern. Instead of going after the Wyvern initially as I did with my last character, I want this character to level up at least one level and find a few ally NPCs along the way before trying to storm the castle. 


Encounter #1- The Dwarf Fighter

The first being my fighter encountered was a dwarf fighter walking my direction from a long corridor. On the reaction table I rolled a positive reaction so I knew that the dwarf would not attack me. He warned me of a giant spider who is waiting for its next meal down the hallway and that going down that way would be suicide. He was a treasure hunter like me. He tried to take this route further into the dungeon but towards the north he encountered a few unfriendly skeletons which would have been a challenge by his lonesome. Now that he had found me, he wanted to join together to clear the way of the undead so that we both could venture past the giant spider. To this, I agreed. Although he had good armor on, he didn't have many hit points (that being a roll of 2hp). With an agreement to split the treasure gained 50/50 we pressed to the north to face the undead. 




Encounter #2- The Undead


The bodies of long-ago slain warriors littered the chamber to the north. As the dwarf and I entered we saw the bones begin to swirl around violently until they began to join together to form three skeletal warriors who armed themselves with battered, rusty weapons. This encounter looked scary but with some strategy it wasn't so much to handle. We pulled back to the narrow hallway so that we couldn't be easily overwhelmed by the skeletons who outnumbered us by one man. Having lined them up we hacked and slashed at them until they all crumbled into dust. I took a pretty bad would which brought me down to 2hp. Thankfully, my dwarf friend had some healing supplies on him and was able to restore most of my lost wounds.


Encounter #3- Ghouls

This encounter was really scary to come across. I've always struggled against ghouls in these OSR games because they are extremely powerful against low level characters. In some systems, ghouls can straight up murder your character with one failed saving throw. In White Box, however, they can paralyze you for 3d6 rounds if you fail a saving throw against them. It also doesn't help that they are 2HD monsters so they can be quite meaty. There were three ghouls to slay. Thankfully, I rolled low on their hit points so we were able to take care of them and I passed the saving throws needed to ensure that my character would not fall to paralysis. I could see why it would be so dangerous for a solo adventurer to traverse this dungeon. It was wise to team up with that dwarf. I don't know if I would have survived without that magic armor I won in the jousting tournament. 


Encounter #4- Dark Elves


Once again, another TPK waiting to happen. The two dark elves can surprise their enemies on a 1-4 result of a d6 roll. Their swords and crossbows are also coated with poison which could surely kill a level 1 character in just one hit. However, these elves had bigger fish to fry. I rolled a positive reaction on the reaction and worked out that they had come to this dungeon to slay an abomination to their race- a drider who had taken up a lair here. They hired the dwarf and I as extra muscle for their assault on the monster and promised us the drider's treasure. It was either be their meat shields or die by their hand right then and there, so the dwarf and I agreed to join them. 









Encounter #5- Drider

    We walked south down a hallway and reached a door that led to the drider's lair. The dark elves came up with a plan to sneak through the shadows into the lair and rain paralysis arrows on the drider- immobilizing it so that the dwarf and I could rush in with melee weapons and drain its 24 hit points with free attacks. The plan kind of worked. With the drider paralyzed the dwarf and I rushed in and chipped away a lot of hit points from it in the surprise round and the round that followed. However, the drider's paralysis faded and with one attack it killed my dwarf ally (I wanted to make him into a player character but that was the fate of the dice). The dwarf would be the only casualty of this fight, and my character would walk away with 30 gold coins paid to him and a bunch of exp for slaying a high-level monster. I thought maybe there could be much treasure and exp earned by working with these dark elves and I offered my services further. However they wished to part ways with my character after the battle. Therefore my character Geoffry returned home to the village of Backwood to rest and meditate on his most recent adventure. 








Tuesday, April 2, 2024

West King's Field Campaign Report #2

 Knights Tournament 

   


    For this game session I decided to play around with the jousting rules from Whitebox with the outcome of a tournament determining who shall be my next player character. I don't have much scenery to create a tournament yard in miniature form so I decided to do the whole thing with pen and paper minus the last two bouts of the tournament. Those last two bouts are a two versus two "sudden death" [they only knocked each other out] elimination fight and a final duel against the black knight of Ogre [an animated suit of plate armor +1]. 

The Prize

    The prize for this tournament was the black knight's magical armor. The armor is made of a dark steel. The runes within it allow it to fit like a glove to whoever binds to it by defeating it in single combat. The armor feels weightless to the one who wears it. The helmet is inscribed with a haunting face. Statistically, it counts as plate mail +1 and provides an AC of 17. It's last owner was a famous knight by the name of Grainwald who donated it to the lord regent of Ogre after he retired from the adventuring life. Before that there is a legend that the armor was forged by one of the sorcerer warlords who gifted it to his personal bodyguard. For seventy years the armor took on a life of its own and dared any knight to try to claim its power.






The Lists

    Two teams of knights were created for this tournament. The first few matches were elimination bouts of jousting atop light war horses. Each combatant's AC was 16 and their lances dealt 1d6 damage. When a knight's hp was reduced to 0 they were considered knocked out and unable to continue. Otherwise, a point would be scored if a hit was landed. After three bouts the one with the most points scored won. You can see the results of this stage of the tournament below.




The Team Fight

From team 1 Tidfe and Sige faced off against Geoffry and Hardu from team 2 in an arena-styled battle. Once again, no one was fatally wounded in the battle but it was fierce nonetheless. Hardu was knocked out very early on in the match which left Geoffry to fight off both knights for many rounds. By the grace of the gods he was able to overcome both knights and score a victory for his team. His real challenge was about to begin. 












Dueling the Black Knight



    Geoffry had one last challenge, and that was the tournament's prize itself- the armor of the black knight. The animated armor had 2HD and an AC of 17- which proved to be quite the challenge for a level 0 character, but Geoffry had courage. The two battled for little over a dozen rounds with neither wanting to give any ground to the other but at the end of the day Geoffry would prevail over the armor and bind to it. As the victor of the tournament, Geoffry claimed his prize of plate mail+1 and after a night of drinks and celebration he found himself at the strength of a level 1 fighter. As the sun broke over the horizon of the West King's Field- Sir Geoffry rode off towards adventure. 










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