Wednesday, 11 April 2018

Sellswords and Spellslingers: First Solo Game, Turn 1

In between coughing fits (I saw my GP this afternoon, and he advised me to go for an x-ray of my lungs tomorrow), I finally got a game of SS&SS played this afternoon.

I am going to report the game in minutiae, to show the mechanics of the game - AND help myself memorize as much of the rules as possible. Next AAR will be less detailed, but for now you will have to bear with me.

My starting party consisted of the following Player Characters:

Character's Name:
Shaggram the Terrible
Beginning XP:
25
Earned XP:
Current XP:
HP

3
Speed:

4
Group:
Indiv:
Total:
25
Spent:
25


Ranged Combat Traits:






Melee Combat Traits:






Other Traits:
Spellcaster (20 xp)



Silver Pieces:


Other Treasure:




Weapons:
Dagger (DMG 1, Blade, No Power Blow)
Staff (Club) (DMG 1, Crushing, No Power Blow)


Spells:
Fireball (5 xp)



Scrolls:






Potions:






Holy Water Vials: Oil Flasks:
Notes:













Character's Name:
Rhagador the Righteous
Beginning XP:
17
Earned XP:
Current XP:
HP

3
Speed:

4
Group
Indiv.
Total:
17
Spent:
17


Ranged Combat Traits:






Melee Combat Traits:
Armour 1 (6xp) Shield 1 (4xp)

Other Traits:
Cleric (5xp) Healer 1 (2xp)

Silver Pieces:


Other Treasure:




Weapons:
Mace (DMG 1, Crushing)




Spells:






Scrolls:






Potions:






Holy Water Vials: Oil Flasks:
Notes:













Character's Name:
Finghal the Sober
Beginning XP:
8
Earned XP:
Current XP:
HP

3
Speed:

4
Group
Indiv.:
Total:
8
Spent:
8


Ranged Combat Traits:






Melee Combat Traits:
Fighter, Sword 1 (5xp) Safe Retreat (2xp) Shield 1 (4xp)
Other Traits:




Heavy Drinker (-3xp)
Silver Pieces:


Other Treasure:




Weapons:
Sword (DMG 1, Cutting)
Spear (DMG 1, Impaling)


Spells:






Scrolls:






Potions:






Holy Water Vials: Oil Flasks:
Notes:













Character's Name:
Argesïl the Cunning
Beginning XP:
10
Earned XP:
Current XP:
HP

3
Speed:

4
Group:
Indiv.:
Total:
10
Spent:
10


Ranged Combat Traits:






Melee Combat Traits:






Other Traits:
Acrobat 1 (3 xp) (N)
Pickpockets 1 (3xp)
Keen Senses 1 (1 xp) Lockpicking 1 (3xp)
Silver Pieces:


Other Treasure:




Weapons:
Dagger (DMG 1, Blade, No Power Blow)




Spells:






Scrolls:






Potions:






Holy Water Vials: Oil Flasks:
Notes:













In retrospect. creating a Rogue character like Argesïl probably was not the most clever thing to do, as there is no indoor/dungeon scenario in the main rulebook, but I got carried away by the Dungeons & Dragons vibe of SS&SS, so here we are...

I decided to play the Basic Scenario 'Through the Badlands', as it seems the most simple one.

Finghal passed his Heavy Drinker Roll, and after random deployment of the Monsters, the initial setup looked like this:

That Orc Brute is damn close!
Shaggram, being the formal leader of the party, obviously startled by the appearance of the Orc brute just in front of our heroes, made a nervous grasp for the initiative.

Rolling two Activation Dice (needing '8' for success), only one resulted in him being able to act. One failure triggers the first Event Card.

Preoccupied by the proximity of the Orc Brute, Shaggram stepped on a poisonous bramble, and needed to pass a DL 10 Constitution Roll.

Ouch! Shaggram has no Traits bringing that result up to 10, and he lost 1 HP. Not the best start...

With only one action available, Shaggram decided to run for a central position with a lot of clear LOS for casting spells.


Finghal wanted to show his quality, but he only managed one success on three dice, triggering another two Event Cards.

The first one was Trap!, but as the scenario dictates that there ire no traps on the southern half of the table, the card was ignored and reshuffled back into the Event Deck.

"Guys, they are behind us!" Finghal yelled.
Four orcs had obviously been tracking the party for a while, and now decided that the presence of some Bosses was a good reason getting seen.

Random deployment placed the Horde just on the heels of our heroes, and things were beginning to look a bit tight.


Finghal decided thet cation was the better part of valour, and joined Shaggram.


Argesïl the Cunning composed himself, deciding that things were heating up too much for his liking.

With three successful Activation Dice, he was able to sprint past the Orc Brute away from the newly arrived Orcish Horde.

Rhagador felt some pressure, now, his companion leaving him the only target of a potential Orcish attack.




Muttering a prayer to the Dice Gods, Rhagador activated, and behold, the Gods favour the pious!

Rhagador the Righteous seizes the moment and attacks the Orc Brute, landing two mighty blows with his heavy mace!


This concluded Turn 1.

Will the adventurers brave the perils of the Badlands? Stay tuned for Part 2 of this - somewhat detailed - game report!








4 comments:

  1. I might enjoying the detailed AAR. I'm trying to pick between this and solo Pulp Alley to run some fantasy adventures, so it's nice to see the mechanics in detail.

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    Replies
    1. Glad to hear you are enjoying the AAR!
      I like Pulp Alley, but you need either the Solo Deck or a 'Game Master'/Evil Player if you want to do co-op. It is two very different games, both very well suited for fantasy adventures, though.
      I expect to continue the SS&SS AAR later today.

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    2. I have the solo deck - hoping to give it a run with the kids tomorrow (all taking a character in the main league). But I'm only hearing good reports about SSSS, so it's pretty enticing.

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    3. Nice, I haven't got the Solo Deck, yet, but it is on my bucket list.
      I am certainly going to play SS&SS quite a bit - it is SO nice to be able to pull out a game on a day off, without having to make appointments in advance. I really should dig my Strange Aeons stuff out and try out the Solo Deck I have for that...

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