Today I decided to pick up the Classic Fantasy solo game I began yesterday. I grabbed my dice, the character sheets, and the village map. Sitting down to play, I decided to shuffle my Games Master’s Apprentice card deck and then run things using the Hidden Cult scenario pack from “Beyond the Wall“. As I’m sure you’ll agree, things got off to an interesting and exciting start!
To make the report easier to follow, I’ve decided to italicize any game mechanical resolutions. Thus, you’ll find italicized paragraphs in between the narrative paragraphs. I hope this adds something to the report and doesn’t distract from the tale.
Strange Happenings
A series of strange happenings have befallen the heroes in recent weeks.
For each character, roll on the “What has happened lately?” table. I rolled for each hero and then organised the results into a narrative.
The Murder
Eardwulf’s mother was murdered about three weeks ago. Her body was found, mangled and hanging upside down from the Execution Tree. Eardwulf brought Ulfstan to the scene and asked for his help in investigating the matter. The two men only had a few minutes before the Earl’s men arrived, took over and removed the body.
Both characters get to test their Perception as they examine the body. Eardwulf scores 14 under his 53% Perception; Ulfstan scores 97 against his 46% Perception.
Eardwulf notices some strange marks cut into the skin of his mother, forming intricate patterns. Neither man has any knowledge of the markings, but Ulfstan decides to talk to Oswald about it.
I decide that Oswald has a Lore (History) skill of 50%. From Ulfstan’s descriptions, capped by his Perception skill of 46%, I allow the old priest a chance to know something: he rolls 54 and fails.
Despite describing what Eardwulf had found to the priest in some detail, Oswald has to confess that he has no idea about the markings.
The failure indicates that the heroes learn very little but the perpetrators become aware of who has tampered with their murder.
Strange Flowers
The fields to the west of the village are where some of the farmers grow crops. The fields are growing strange flowers of a sickly green colour, coming up between the stalks of wheat. The farmers have become frightened and confused, talking to Samir about the matter. Taking along Wistan to have a look, Samir is at a loss when he sees the strange flowers. Wistan plucks one of the flowers and takes it home for a closer look.
Wistan has Lore (Alchemy) and I decide he might attempt a Hard check to see if he can determine anything about the flowers. Hard difficulty reduces Wistan’s Lore (Alchemy) from 55% to 37% – rolls 78 for a failure.
After a couple of days of study, Wistan reluctantly decides that he has no clue as to the nature of the flowers. The crops begin to wither and the farmers decide to burn the crops in the fields to prevent the spread of the blight. Food is now scarce and prices are rising to as much as 10 times the price. It will be a long, cold winter.
Herbal Journey
Worried about the events unfolding the village, the priest Oswald asked Asger to take Eardwulf to a hidden spot in the woods to the south where a secret herb grows. The two men set out at dawn about two weeks ago and travelled through difficult terrain to reach the place that Oswald claimed to be home to the needed herb.
Both men must test their Endurance and Survival skills – I decide they each make one roll, the Endurance being capped by their Survival skill (if relevant) to represent the difficulty of the journey. Eardwulf has Endurance 56% and Survival 57%, so he simply rolls his Endurance – scores 19 to succeed. Asger has Endurance 66% but Survival at 35%, thus capping his Endurance roll to 35% – rolls 11 and succeeds too!
Reaching the vale in the forest Oswald told them about, the two men gathered many of the herbs that were described to them. Returning to Haven, the men take the herbs to Oswald and he brews two potions for the men to use. The priest tells them that “something evil is coming” and that the potions may make the difference in the struggle to come.
From the notes, I determine that one of the items is a Potion of Healing (taken by Asger) and the other a Potion of Heroism (taken by Eardwulf).
Visiting Priest
Last week, a wise priest from a faraway village visited Haven and told Ulfstan that he sensed a great evil. He spoke with the cleric at length and granted him a blessing.
Ulfstan must test his Influence with the visitor. He has Influence 51% – rolls 23 for a success!
Impressed by the young cleric, the wise priest said a long prayer and called upon the All-Father to bless Ulfstan. The cleric’s holy symbol shines with light and warm energy fills Ulfstan’s body.
I determine that Ulfstan’s holy symbol is charged with the effects of a Bless spell, meaning that all Ulfstan’s skill checks for the remainder of the session gain a +5% bonus.
Wistan In The Woods
While walking in the woods, Wistan overheard a strange conversation and tried to remain hidden.
Wistan must test his Stealth against a nominal 40% Perception test from the conversing people he’s hiding from. Wistan’s Stealth is 33% but he rolls 21 for a success. The talking people score 57 and fail. I drew a card from the Game Master’s Apprentice Deck for a name of the cult.
Wistan got just into the right place to listen in and found out that the two people were talking about a meeting tonight outside of the village, up just north of the Execution Tree. They seemed to be members of a group that Wistan has never heard of – the “Seekers of Antenor”. Sneaking away, Wistan decides to talk to his friends about what he has heard…
Searching For The Cult
Late in the afternoon, a few hours after overhearing the conversation of the mysterious Seekers of Antenor up in the woods, Wistan calls together his friends and asks them to meet at Asger’s house.
Setting up the adventure using “Beyond the Wall”, I rolled several results from the table to set up the situation. I’ll apply those outcomes as they become relevant and use the ideas to answer questions arising from Cultist actions.
The heroes decide to sneak up into the forest and observe the meeting that Wistan has heard about. They want to see who is involved and try to get a sense of who these mysterious “Seekers” might be. Leaving at dusk, the party follows the track up towards the Execution Tree and then slips into the woods beyond.
The most appropriate resolution is a Team Test of Stealth against the Cultists’ Perception. We take the party’s lowest Stealth score and test it – that’s 33% for Ulfstan and Wistan. Score 13 and succeed!
Arriving at the small clearing Wistan heard about, the heroes lie in wait behind an outcrop of rock just to the south-west of the spot. Some time passes and then, one by one, figures wearing hooded cloaks arrive and form a circle in the clearing.
Testing the awareness of the cultists, we roll their Perception in an opposed test with the party’s Stealth result of 13. If the cultists succeed and roll equal to or higher than the hero’s Stealth, they’ll notice the characters. The cultists are human villagers with Perception 52% – rolls 66 for a fail.
“May the blessings of Antenor rest upon you, brethren,” says one of the cultists. The others murmur a response and then the circle sits upon the grass. One of the cultists brings forth a lantern which is set upon the ground in the middle, and this person begins to speak. He is standing with a spear in his right hand.
“The time has come, brethren. We have waited long and planned well. The time has come for us to act and bring about the Coming of Antenor.”
The cultists all nod and murmured blessings again wind around the circle. Watching from the side lines, the heroes stay quiet and listen.
I need a name for the cult leader so I draw one using the deck…
“We must go to the holy place and join Orvar for the ritual. All that is needed is the False God’s symbol so that we may stand unopposed by those heretics who will reject the truth of Antenor,” says the speaker.
“Already the plan is being put into action and the cleansing will begin. Lo,” says the speaker, pointing south through the trees towards the village.
“See the fires of cleansing ignite the coming of Antenor!”
Flickering light can be seen through the trees, a clear sign that something is on fire in Haven.
I suspect that seeing the fire in the village might be too much for Asger – he must test his Loyalty to Haven passion of 51%. Rolls 74 and fails… perhaps he is wiser than he seems.
“Behold,” says the speaker as he sweeps back his hood to reveal the face of Jeffrey the blacksmith, “the time has come even for the great sacrifice to be made!”
Into the circle from the east edge step three more figures, two robed cultists with a somewhat sleepy-looking figure of a young woman. Samir instantly recognises this as Megan, the blacksmith’s own daughter!
Samir must test his Loves Megan passion of 50% – rolls 58% and fails. Perhaps he doesn’t yet comprehend the meaning of Jeffrey’s words, or perhaps he is still reeling in shock from the revelations before him.
“Take her to the holy place and gift her to Orvar for the Coming of Antenor!”
Sounds of cheering from the cultists are muffled by the forest canopy and the distant shouts of alarm and the ringing of the bell at the Church.
It’s clear that something large is happening and that the time has come to act. I feel that the heroes will want to try to stop whatever nefarious plan this group is enacting. They will attack the cultists and try to stop them!
Battle Begins!
Erupting from the undergrowth, the heroes have the advantage of surprise – this means that the Cultists suffer a -10 penalty to their Initiative rolls. I set up a small area of trees using some dungeon tiles, grab some miniatures for the heroes, and throw on some goblin models to represent the cultists (I really need to buy me some cultist models!). There are 8 cultists in the circle, plus Jeffrey (who is a warrior), and Megan with her two cultist guards. Eek!
Initiative rolls: Wistan 24, Samir 21, Ulfstan 13, Eardwulf 15, and Asger 14; the Cultists score 4 and Jeffrey gets -1. Looks like the heroes have a big advantage!
Wistan begins to cast Magic Missile, intending to hold it while he moves around the rock to get a clear shot at Jeffrey – the wizard feels betrayed by his old friend!
Wistan tests his Arcane Casting 55% – rolls 02 for a critical success! This means the spell works and only costs half the magic point cost – 3 points is reduced to 2 points! Hurrah!
Wistan summons the arcane power and unleashes the spell as he walks slowly 20 feet around the outcrop of rock, past his friend Asger.
The Cast Magic action states that, “the magic can be released at any moment up until the caster’s next turn”. I decide to allow Wistan to move and then unleash the spell.
A magical dart of blue energy leaps from his pointing finger directly towards the stunned-looking Jeffrey, striking him dead centre in his chest.
Magic Missiles hit a random location and ignore all mundane armour – so Jeffrey’s leather jacket makes no difference – for 1d6+1 damage. Roll a 6 to score 7 points of damage. Jeffrey receives a Serious Wound and must make an Endurance test against the original attack roll – he rolls 78 and fails, immediately rendering him unconscious for 7 minutes.
The cult leader collapses in a heap in the centre of the circle. The cultists watch, as horror crosses their faces, and Samir emerges from the other side of the outcrop with his broadsword in hand.
Samir takes the Ready Weapon action and moves at a walk to bring him around the side of the outcrop.
Eardwulf jumps up on to the outcrop of rock, sword and spear in hand.
I rule the outcrop is quite low and give Eardwulf an Athletics check to succeed – he rolls 39 under his 52% skill.
Moving with purpose forward, Eardwulf reaches the far side of the outcrop and grins wickedly at the cultists. As he does so, Asger readies his sword and shield while moving to stand at Wistan’s side at the edge of the clearing. Ulfstan also readies his hammer and shield, moving to get a clear view of the situation.
The cultists are surprised… but they also have a higher purpose, unknown to the heroes. They can see an opportunity to achieve a goal that they did not foresee. I decide to test their commitment to their cultic plan – a basic 60% test of their “Oath to Antenor” passion. The cultists score 13 and succeed!
“Brethren! It’s the evil servant of the All-Father! Take him!”
The cultists whirl into action, each drawing a knife from their belt and advancing towards where Wistan, Asger, and Ulfstan are moving. Four of them gang up to engage the wizard and the fighter. Meanwhile, the cultists with Megan grab her by the arms and begin walking her away – as she is drugged and in a stupor, they move at a walking pace.
End of the first cycle.
With two cultists in front of him, Wistan swings his staff and tries to strike the one on the left.
Amazingly, Wistan rolls 19 under his 36% Combat Style. The cultist tries a parry with his knife but rolls 88 to fail. Wistan gains a special effect and chooses Stun Location with the staff – rolls to strike the cultist in the abdomen for 8 points of damage! The cultist tests his Endurance against the original attack roll, scoring 94 to fail. He’ll be winded and able only to defend himself for 8 turns.
Wistan’s wooden staff whistles right towards the cultist’s abdomen and winds him with a brutal crunch. The fellow doubles over, clearly winded and unable to do much more than defend himself.
Samir advances towards the nearest cultist at a cautious walk. Eardwulf jumps down from the low outcrop of rock and engages the same guy.
Both characters used the Delay action before they moved, giving them a banked Reactive Action should they need it.
Seeking to protect the wizard, Asger slashes out with his longsword at the cultist to his left.
Asger rolls 89 – a miss – but uses a Luck point to reroll. This time he scores 10 and gets a hit. The cultist tries a parry but rolls 82 to fail. Asger has a special effect and decides to Choose Location to strike the head. 1d8+1d4 is nasty, scoring 8 points of damage against the unarmoured cultist’s noggin. Taking a Serious Wound, the cultist passes his Endurance roll and remains conscious.
Ulfstan winds up to a strike against the nearest cultist as he closes on the man with deadly intent.
He takes a Delay action and moves to engage.
The cultist engaged by Eardwulf slashes out with his knife…
Rolls 19 to hit. Eardwulf has a banked Reactive Action, so he parries – rolls 56 to (narrowly) succeed! All the damage from the small knife is parried by the medium broadsword.
…while two more cultists move to engage the ranger. To the left, the fourth cultist moves to engage Samir.
Those three cultists used Delay, so they have banked a Reactive Action.
The two cultists near Asger and Ulfstan decide to strike!
Attack roll against Asger misses, as does the one against Ulfstan.
The cultists with Megan exit the map and escape. Looks like the heroes will have to come to her rescue in some other way.
End of the second cycle. Only the heroes have spare Action Points, giving them a further edge.
Wistan decides to brain the cultist that Asger just struck.
Rolled 43 for a miss, but spend an Action Point to reverse the digits on the d100 roll – scores 34 to hit. The cultist has no Action Points left, so Wistan gains a special effect. Decide to Choose Location for the head and rolls the 1d8 damage – 5 points gives the cultist a Major Wound. The guy fails his Endurance test and…
Wistan’s staff smashes into the skull of the cultist and a spray of blood and brain matter covers Asger and the other nearby cultists, as well as covering the wizard’s clothes. Wistan’s victim falls to the ground dead.
Samir strikes at the cultist in front of him, slashing out with his broadsword.
Rolls 26 to score a hit, but the cultist has a Parry reaction – scores 68 to fail. With one special effect, Samir opts to Choose Location and go for the man’s head. Rolls 1d8+1d2 for damage, netting 8 points. The cultist rolls 61 for his Endurance roll and goes down with a Serious Wound to the head, unconscious.
Eardwulf, worried that he is outnumbered, decides to use both weapons to hold off his attackers. Armed with sword and spear, he sizes up his opponents and attacks the fellow to the left first with his spear.
Eardwulf has an extra Action Point he can use to make an offhand strike. This means he’ll retain the third Action Point for another cycle. He rolls to hit with the spear, scoring 22. The cultist has a banked Reactive Action and parries, rolling 02 to crit! I decide to spend a Luck Point to allow Eardwulf to cheat fate and force the cultist to reroll – he scores 83 and fails. Nice! With the special effect, Eardwulf chooses to strike the man’s abdomen and roll 1d8+1+1d2 damage – bam for 6 damage, giving the man a Serious Wound. The cultist passes his Endurance roll but is badly hurt!
Asger grunts as the first cultist falls under Wistan’s staff, turns, and slashes out at the next fellow. Asger raises his shield high to ward his head, chest, arm, and abdomen.
Rolls to hit and gets 58 to hit. The cultist has no Action Points remaining. Asger chooses the head and rolls damage – 9 points! Failing his Endurance roll, the cultist drops unconscious with a nasty cut to his head.
Ulfstan strikes at the last cultist with his Warhammer, warding high with his shield in case things go wrong.
Roll 62 but decide to use a Luck Point to reverse the digits and score a hit with 26. The cultist can’t parry, so Ulfstan smashes the warhammer into the poor fellow’s head – 8 points of damage! The cultist passes his Endurance test and remains conscious.
End of the third cycle. Eardwulf has an Action Point to use.
Eardwulf slashes out to his right with the broadsword, attacking the cultist.
Rolls 90 but I decide to spend Luck and reverse the digits – a hit on 09! Using the special effect to slash at the man’s head, Eardwulf scores 6 points of damage to give him a Serious Wound. The cultist rolls 86 to fail his Endurance roll… and passes out!
End of round 1. Given the situation, it’s unlikely the unconscious cultists will come round before the end of the fight so I remove the models to tidy up the scene.
Wistan, seeing Eardwulf in full battle with three cultists, points his finger and speaks the words of power to summon a Magic Missile spell…
Roll 07 to succeed with the Arcane Casting, striking the man’s left arm with the Magic Missile for 4 points of damage (using 3 Magic Points). This is a Serious Wound. Is the cultist left-handed? Even odds – draws “No”. He’s not holding anything, so there is no side-effect other than the cultist loses use of the arm.
Wistan walks towards the injured cultist, staff at the ready. Meanwhile, Samir stalks up to the cultist Eardwulf stabbed with the spear. The ranger takes the momentary distraction from the cultist as a moment to attack, thrusting the spear at the fellow once again.
Rolls 24 for a hit. The cultist attempts a parry but fails. Chooses the abdomen again and thrust in for 11 points of damage! The cultist fails his Endurance roll against the Major Wound and dies.
Eardwulf’s spear runs the fellow through, a spurt of blood gushing from the man’s back as the blade penetrates his body. The cultist gasps for air as he dies quickly on the ranger’s blade.
With only one cultist between them, Asger decides to strike to protect Ulfstan from the evil fellow and swings his longsword.
Asger rolls 04 for a critical hit! The cultist tries to Evade but rolls 51 against his 42% skill. Asger gains two special effects – choose location for the head and maximise damage to utilise the crit. The d8 automatically counts as an 8, while the d4 rolls 3 – a total of 11 damage to the cultist’s head. Although the fellow makes his Endurance roll, he is incapacitated and will bleed out in 4 rounds.
The cultist falls beneath the deadly slash into his forehead, crumpling to the ground in a heap of moans and blood. Asger smiles grimly, but then winces as he sees the cultist’s hood fall back to reveal a woman’s face. The fighter walks away, towards the last cultist standing. Ulfstan, looking down at the dying and unconscious cultists, hefts his warhammer and walks over to join the fighter.
The cultist, outnumbered, decides to attack Eardwulf in a desperate last stand. The fellow slashes out with the knife…
Rolled 100 for a fumble. I had to laugh. Eardwulf uses his Dual-Weapon Specialisation bonus point to parry with the sword – rolls 27. Eardwulf parries the attack but also gains two special effects. Chooses trip opponent and compel surrender – the cultist rolls Brawn to avoid the trip, scores 96 to fail and goes prone. With Eardwulf’s blade at his throat, the cultist must test is Willpower against the original parry roll – rolls 32 to succeed.
“Surrender,” yells Eardwulf at the cultist. The man glares back from inside his hood and then, deliberately, spits up at the ranger.
“May Antenor take you,” he wheezes in defiance.
End of first cycle.
Wistan, now engaged with the defiant cultist, decides to end this. Swinging his staff, he strikes…
Rolls 26 to hit against the cultist. The man tries to roll away, a Formidable Evade check while he’s prone – rolls 38 to fail. Wistan chooses the man’s left arm and rolls for damage – scores 4 points of damage. This is enough to force a Major Wound and the cultist is incapacitated, failing his Endurance roll to fall unconscious as his arm shatters.
As the combat ends, and all the cultist lie dead or unconscious, shouts of alarm once again penetrate the hero’s consciousness as the villagers to the south work to tackle the fire.
“Let’s finish this lot and get down there. See what we can do,” says Asger.
The only hero who might object to slitting the cultist’s throats is Ulfstan – he tests his Good (Merciful) passion at 62%. The roll is 52 but I decide to use a Luck Point to reverse the roll and allow him to pass it. In a moment of weakness, Ulfstan reasons that the cultists must be evil and recognises that they wanted to do something horrible to him.
Taking just moments to finish the dying cultists with daggers, the party gathers on the faint trail and rushes back through the forest towards the village. As they come clear of the tree canopy, they can smell smoke. Looking down from the pathway that runs past the Execution Tree, the heroes see that it is the tavern that is on fire – huge flames lick around the wooden building as panicked villagers struggle to bring the flames under control.
With fear in their hearts, the party runs towards the north gate to see how they might help…