I just picked up a copy of the White Box: Fantasy Medieval Adventure Game, but I’ve been reading the PDF version while waiting for my paperback copy to arrive. The rules are so simple and appealing that I had to throw together a completely random party (3d6 in order, no swapping) and do a little exploring. That ragged band of misfits is above, and the adventure starts below.
Random Quest Generation
The party consists of six strangers, brought together by the opportunity for some easy money. Each was passing through the village when they saw the notice posted ~500 gold coins for anyone who can retrieve a flask of the ambrosiac water from a certain subterranean spring to break the curse strangling the town.
Ill-equipped but confident, the six head out into the wilderness and eventually arrive at a dark hillock set in the midst of a forest. No trail leads up the hill, but they head up until they find an entryway cut into the soft earth, shored up with stones. Within lies a staircase.
They light their torches and head into the darkness.
The Dungeon Rolling on the Scarlet Heroes tables, I’ve decided that this will be a cavern area with 9 rooms. My goal is to find a certain spring somewhere within the cave complex.
No! Disaster. I had a fair bit more of this post written, but something went wrong with Iron Journal (probably my fault) and my existing notes for this and another session were deleted. I’m really disappointed.
In the last session of my OSR/Dungeons & Dragons themed Ironsworn game, Sir Gethin Oyvind and his party made their way upriver from Longhill until they found a patch of diseased earth on the borders of the eastern forest. Descending into the dark, they found a twisted cave system that eventually led to an underground complex occupied by strange, mold-worshipping cultists. They defeated the cultists, but Bjarn and Sola were both wounded in the fighting. Gethin’s healing abilities kept the pair alive, but they are currently too weak to fight. The party has just emerged from the dungeon and is ready to return to Longhill and share the (good?) news of what they found.
This is part two of my Ironsworn campaign experiment meant to emulator an “Old School” D&D like experience–a party of vulnerable allies, location-based adventures, and strange monsters lurking just on the outskirts of human civilization.
In the last episode, the party gained a quest to figure out why the fishing has dried up for the town of Longhill, and they have followed what clues they could find into the woods east of town.
Beginning the story of Gethin Oyvind, a knight-errant, and his band as they seek treasure and fame in the land of Ederfast (the name came on the cool map I found online, so I’m rolling with it). It’s going to be a D&D-inspired, party-based dungeon crawl using Ironsworn and Starforge rules, mix-and-matched as I see fit, but tending toward Ironsworn.
This is part 2 of my first Ironsworn adventure with Osgaron, the ranger known as Cutter, in the wilds of Middle-Earth. In the last session, he accepted a vow to track down a missing trade caravan. Its tracks led north of the east road and into the swamp land known as the Ruin of Jorund, after an army that disappeared there earlier in the Age.
Hey all! It’s been a long time. I’ve played some solo RPGing but I often find myself abandoning new adventures in favor of other ideas. This time I tried something new–I am not posting until I finish an adventure. This one is complete and will be published over 2 posts, all of which are already finished. Thanks for reading!
Osgaron, from the Sindarin word “man who amputates”, is a ranger operating mostly in the Eriador region west of the Misty Mountains. Of late, he has become concerned by reports of orcs and men raiding the relatively stable Eriador lands from the north, and he has vowed (background vow) to investigate those northern realms and put a stop to the evil growing there.
He has close connections with few in the region, having a reputation even amongst the Rangers as a longer. He is close friends (bonded to) with Gandalf the Maia, Butterbur the Innkeeper in Bree, and Ilsion the Elf, called the Son of Silver for his masterful work at both smithy and on the harp.
Cutter, as he is known to men and hobbits, is a ranger’s ranger, spending most of his time alone, patrolling the roads and wilds. He returns to the scattered cities only when he has to.
Part 3 of my City of Spires D&D-style dungeon crawl using Ironsworn rules is now live on Youtube! I finally get my feet under me in this session and start to actually clear some rooms. I think this is the episode where we get our sea-legs. The ones after this keep getting better!
The second part of my hybrid Ironsworn game using the Ruins of the Undercity generator to emulate Dungeons and Dragons style adventuring is up on youtube now! Thanks for watching, if you’re interested! Hit the image below to navigate to my youtube channel.
This is part 2 of my Ironsworn: Starforged game featuring Alex ‘Mocker’ Kade, a far trader working in the outlands of the Forge. In the last session, he was asked by a connection to find a way to an insular planet to recover a rare material used to craft advanced medicines.
Alex ‘Mocker’ Kade E1 H3 I1 S2 W2 M5 HL5 SP5 SU5 Navigator 1, Trader 1, Scoundrel 1, Starship ‘Antigone’ 1 Inventory: brace of pistols, black iron key, one-credit chip, letter of credit, spacer kit Vows: Fetch medicine for Farpoint [2.0]. Pay off the Antigone [0.0].
Session Begin
Alex ‘Mocker’ Kade has just received directions to the insular community of Farpoint, where rural miners gather Dust for eventual use in medical manufacturing.
Does anything happen on the way to the ship (unlikely): 63, no.
He passes few civilians as he heads for the elevator and rides back up to the docks. The few he sees are wearing masks or rebreathers.
He gets back to the Antigone and starts up the drives. “Antigone, requesting departure pattern.”
A moment later, a voice comes back over the radio. “That you, *cough*, Mocker? Think you’re the only one flying out today.”
Reminder: You can find links to every one of my solo session game reports on my Campaign Logs page.
“I believe it,” Kade says.
“Well, the pattern’s on its way. Safe flying.”
The Antigone‘s computers sync to the AI flight controller and guide him out of the station. A moment later, Alex is floating in free space, under his own power. He punches the engines and lets the ship fly for a few minutes.
After a quarter of an hour, he’s far enough out to engage the eidolon drives. He plugs in the calculations that Rover gave him [+1 Add for Secure an Advantage] and slots his black iron key into the drive circuits.
Space warps around him as Apogee station falls far away.
New Progress Tracker: Find a driftway to Farpoint (troublesome)
Undertake an Expedition (Farpoint): 1+2w+1add vs 4|9. Miss. Burn momentum to become a weak hit (now 2). Suffer two -1 moves.
[Mark Progress: Find a driftway to Farpoint. :3 boxes]
Once he’s in the drift, Alex unbelts himself from the pilot’s chair and floats back toward his cabin. Just as he’s falling asleep, a loud crack shatters the monotonous drone of the drift.
Smoke is pouring out of the life support closet. Alex grabs his rebreather and tool kit and pulls open the door. Flames burst out, singeing the hair from his arms and threatening to drive him back. He grabs an extinguisher and blasts the flames down.
When the smoke has died back, he’s able to get everything connected again. Just an electrical short, and he was lucky to get to it before it caused any damage to the systems themselves.
Sacrifice Resources -1 (now 4).
Unfortunately, a fair amount of oxygen seems to have been burnt in the initial blast. Plenty left for the trip, but not an auspicious start. He does what he can to ensure that the life support system is back up and running and then tries to get what rest he can before the eidolons drop him back into real space.
What’s at the waypoint? Dense Nebula Clouds
The drives drop the Antigone near a dense nebula. Alex stares up at the brilliant splotches of light as the ship idles through space, recharging its drives.
Undertake an Expedition (Farpoint): 6+2w vs 7|1. Strong hit. Make progress with no cost.
[Mark Progress: Find a driftway to Farpoint. :6 boxes]
When the engines are charged, the Antigone jumps again.
Space Sighting: Comet with a tail of ionized gas
The Antigone‘s e-drive slows as it runs out of charge. Kade emerges into realspace. A comet streaks through the void nearby.
Is there anything of value in the comet (Gather Info)? 3+2w v 2|6. Weak. +1m (now 3). Is there (unlikely)? No.
The sensors return readouts–only ice and trace minerals. Alex kicks back and lets the ship glide until the e-drives recharge.
Undertake an Expedition: 4+2w v 5|8. Weak. Progress on Trip to Farpoint: 9. Is there a peril (50/50)? Yes.
Alex is in his pilot’s couch as the ship drops into the Desolation anchorage.
What’s the peril? 59, others obstruct or blockade. Is it the planet that’s besieged (likely)? 76, yes.
Alerts ring through the cabin–ships not running standard ID signals! Pirates? Alex curses and kills the ship’s active sensors. Even with the passives he can see that Desolation space is swarming. Small ships, fighters mostly. No wonder the shipment didn’t arrive.
Is the Antigone far enough out that he has not been detected yet (likely)? 55, yes.
Gather Info: 2+2w v 6|1. Weak. +1m (now 4).
Better to wait and see than charge in half-cocked. Kade watches as the pirates fly coverage patterns over the world. Most are clustered over Farpoint. No ship lifts off from the surface. None go to land.
Secure an Advantage: 2+2s v 3|9. Weak. +2m (now 6).
When there is a break in the pattern, Alex ignites the Antigone‘s engines for just a brief second. He then shuts off the burn and lets the ship slide through space toward the planet, running silently.
Finish Expedition (Trip to Farpoint): 9 v 7|2. Strong. +1 Discovery tick.
What does Desolation look like? Vast plateaus, massive canyons, engulfing sandstorms.
The ships slips through the blockade and sinks into the dry atmosphere. The world is barren. Sandy and rocky, split by great rents that look to sink so deeply that the bottoms are lost in darkness. Eventually the shifting sands give way to a wide expanse of bare, reddish stone. A few dozen buildings are clustered around a landing pad. The startown, as it were. Humble.
Alex sets the ship down in the middle of the plain.
Milestone (Get medicine): 4.0.
Are there any other ships (50)? Yes.
A single other ship rests near the pad. It is a freighter, well-maintained save for great scorch marks that mar its sides.
Is there anyone else (50)? 68, yes. Who? Safe/Energy.
A moment after the ship touches down, the doors on a nearby hanger raise up. A fuel truck rumbles out into the sunlight and drives toward the Antigone. The driver honks twice and then Alex’s radio crackles to life.
What does he say? Move/Culture. Resist/Enemy (!). Charge/Creation.
“Thanks be to God, stranger! Good to see a face that doesn’t want to shoot us down. Who are you?”
“Mocker, and this is the Antigone. Got to say, I wasn’t expecting a warm welcome. Who is this?”
“My name’s [oracle=] Althea. Sorry we can’t give you a better welcome party. Most of the miners are gone–mountain redoubts or family compounds. Times are bad right about now. I’m sure you noticed. But a few of us stuck around in case we had a chance to get a shipment lifted.”
Alex stands up and opens the ship’s rear hatch. Althea drives the truck around and steps out to shake his hand.
“Why didn’t you run, too?” he asks.
Althea pulls a medallion from her neck and kisses it. “It’s our duty to mine the Dust and spread it throughout the galaxy. God’s mercy on the ill.”
Make a connection with a miner: 2+3h vs 1|2. Strong. Landry Wade, Dust Miner (troublesome) is well-equipped/energetic.
“Funny you should mention that. It’s just what I’m here for. Any miners around I can talk to?”
Althea starts pumping fuel into the Antigone and then takes him across the landing platform and into a sand-battered old warehouse. She shifts a pile of cleverly-piled junk and reveals a heavy metal door. She knocks twice and the door swings open.
A man in thick glasses and denim overalls stands before them. He’s got a rifle in his hands, but when he sees Althea he just smiles. He reaches out and shakes Kade’s hand. “Name’s Landry. You must be our new arrival.” He steps aside and waves Kade into the room. “Come in, come in.”
“Mocker.” Kade pauses. “It’s nice to meet you.” He looks around. The room is filled with radio and scanner equipment, sensors, and humming electronics. A fully-stocked weapons cabinet stands against the far wall.
“You sound surprised.”
“Not quite the welcome I was expecting,” Kade admits. “Above or below.”
Landry clucks. “Ah. Our reputation.”
“Thought I’d have an easier time flying in and a harder time landing.”
Althea shuts the door as Landry waves Kade over to a bank of computers. “I suppose folks have to think something. We’ve heard the talk when we fly out to Apogee ourselves. But we aren’t out here because we hate people, or because we want to monopolize the Dust. In fact, far from it.”
Althea nods. “A gift from God,” she interjects.
“Indeed. The first of our order discovered the Dust, found what it could do for people. How it could help. He knew that it was from God, for the succor of his people. We couldn’t let it fall into the wrong hands, so our fathers closed off the planet, bought a ship, and vowed to sell it to as many people as we could, as cheaply as we could. And we couldn’t let anyone else get in the way of that.”
Kade shakes his head. “I… had no idea. And these pirates are here for it?”
Have they met with the pirates already (50)? 90, yes. Because they’re sick (50)? 64, yes.
“They came a few weeks ago, demanding the Dust. We told them it had to be distributed, but they didn’t listen. Told them it does no good unrefined, but they didn’t listen. We tried to fly out our shipment, but they fired on our pilot.”
He gestures toward the screens and pulls up a map of the planet surface. “Most of us are small holders, mining plots of Dust and then coming together here to pool it for shipment. When the pirates came, most of the locals scattered to their freeholds or compounds.”
Compel him to sell to Kade: 4+3h v 3|4. Strong. +1m (7).
“But you know why I’m here?” Kade asks.
Landry nods. “And we’re grateful. We just want it out there, helping people. We watched you on our scopes coming in. We know you aren’t with them.” He sees the look on Kade’s face. “Don’t worry. I don’t think they know you’re here. We’ve got much better sensors down here than they are likely to have above those interceptors.”
“Things have gotten bad on Apogee. Everyone’s sick. Something in the air. The stocks they’ve got are running out already.” Kade pulls Zephyr’s letter of credit and offers it over. “Will that be enough?”
The man barely looks at it, just slips the letter into his pocket. “You’re welcome to it. Especially if things are as bad as you say.”
Milestone (Get medicine): 6.0
Kade sighs. “Thank you both. Do you have the Dust here? Can we load it tonight?”
Secure Advantage: 2+2s+2 (scoundrel asset for sneaking) v 6|9. Miss! The pirates will find them anyway.Are the pirates already on the ground (50)? 4, no.
Landry grins. “We’ve got a hold full of it aboard the Devotion. I’ll get a lift out here and we’ll get it shifted as soon as night falls.”
Kade spends an easy day with the miners. Landry puts out a call and a few other men sneak into the bunker. Landry introduces them–other faithful, willing to risk what they have to to stand against the pirates and get the Dust off world. Eventually, Althea leaves to finish fueling the Antigone.
Not fifteen minutes later, she runs back inside, shouting. They follow her out.
A trail of nuclear fire burns through the atmosphere. A ship is landing.
Character Sheet
Alex ‘Mocker’ Kade E1 H3 I1 S2 W2 M7 HL5 SP5 SU5 Navigator 1, Trader 1, Scoundrel 1, Starship ‘Antigone’ 1 Inventory: brace of pistols, black iron key, one-credit chip, letter of credit, spacer kit Vows: Fetch medicine for Farpoint [6.0]. Pay off the Antigone [0.0].