Wednesday, 28 May 2025

ToA Crawler Screen & Event Screen

These two screens are collections of content from the Tales of Argosa book and are reorganised in a handy format (1 pager). 

The "Crawler" Screen is compiled to supplement the official GM screen, in particular for hexcrawling and dungeoncrawling. Contains: All the tables and rules summary for Hexploration and Dungeon generations (1 page each), plus a summary of the summary of the rules based on the official cheat sheet.


The Event Screen combines the tables for Travel Events, Random Encounters, and Dungeon Events (with rules summary). This  may be useful if you want to have a set of event tables at hand to save page flipping, or to prevent your (drivethru) POD hardcover from falling apart too soon.
This piece of equipment may require the player's successful Perc (Eagle Eye*) check to read the fine print.


Tuesday, 27 May 2025

ToA Dungeon Time Tracker, Wilderness Travel Tracker

Dungeon Time Tracker is a tool to help structure dungeon crawling sessions using the classic 10-minute dungeon turn (p. 133). One page is enough for recording 4 hours (1 watch) of delving. Space is provided for recording PC actions, dungeon events, dungeon tally, and other essential information. Torch warning is indicated at the end of the hour (every 6th dungeon turn). 

Wilderness Travel Tracker is a tool to help keep track of hex crawling following the Travel Procedure (p. 134). One page is enough for recording a whole day (2 shifts, 6 watches). Space is provided for recording travel information, actions, events, etc. 

Monday, 26 May 2025

ToA Unique Feature Cards

ToA Unique Feature Cards

Another set of cards. Like the Spell Cards there are both large and small versions.

Large (6 per page), Small (12 per page)


Sunday, 25 May 2025

ToA Chase Mat

This Chase Mat is designed to keep track of a chase situation in a physical form.
The sheet is ideal for using tokens or miniatures (even coins, beads, cubes, meeples, etc.) to represent the participants. Alternatively, you can simply write down the participants in the space provided.
The layout of the mat should be self-explanatory if you are already familiar with the chase rules (ToA, p. 72), or please read on.

How to use

  • Place the two parties in the white space of the respective (CHASERS, QUARRY) areas.,
  • Place the selected leaders of the current leg in both groups in the “Leader” boxes.,
  • After the opposed Con(Athletics) check, place the leaders of both groups in the shaded “Used” panel. After everyone in the group has led a leg, move all used (NOT “Out of Chase”) characters back to the white space and continue.,
  • Place any participants falling out of chase in the darker "Out of Chase" panel.,
  • Update the running total of gaps in the "Gaps" boxes.,
  • See the notes at the bottom of the mat for the rules summary.,
  • An example of using the mat can be found here.

There are two slightly different versions. One is plainer and has a bit more white space. The other has a "Used" panel to help facilitate leader rotation.

Download here (plainer version) and here (with "used" panel)



Some thoughts and ramblings about my solo experience with Tales of Argosa

After a few (short) solo sessions of  Tales of Argosa, I would like to offer my humble opinions of the experience and the game system. You may consider this an incomplete "review" of Tales of Argosa focusing the solo perspective of a newbie.

  1. There are surprise elements everywhere thanks to the tools, in particular the Bones dice, the Deck of Signs, and the plethora of random tables in the book. 
  2. The Oracle tools do a fantastic job to ease the burden of bookkeeping and juggling with the  likelihood of random events. The tactile feel of rolling dice and drawing cards is far smoother than crawling on a dense table of raw numbers. "The Bones" and "the Deck of Signs" are such apt names for a sword and sorcery game.
  3. The highly specific, thematic terrain-based and situation-based random tables in the ToA book (also the older LFG and The Midlands) work its magic in growing and shaping emergent stories in a sword and sorcery setting. Each entry presents a short scenario with a brief yet evocative description, and the details are often tied to the mechanics of the game system.
    I really, really love this treatment, compared with those countless (and run-of-the-mill) random tables that are not much more than random word lists for generic fantasy. Not saying that they are necessarily not useful. They may work, especially for relatively rules-light games, but it is oftentimes either a hit or miss, or may require additional effort to connect those extraneous materials with the more distinct vibe and cruchier mechanics of games like ToA. Plus I am still having a difficult time to embrace the equal and flat probability/equal distribution of the entries in many, if not most, of these random tables.  
  4. So to answer two important questions for new players who want to solo ToA is:
    - Do I need extra tools, like Mythic, to assist my solo games of ToA? My answer is, well, "very unlikely".
    - Are the tools included in the book enough to support my solo (sandbox) campaign? My answer is: three YES plus a FORTUNE, if you get the reference. 😎
    Perhaps one additional feature that is desirable is a dedicated wilderness generator (especially for the Midlands), which I have something to experiement with. I'm very much looking forward to seeing some exciting designs in this regard in the author's planned boxed set for the Midlands (expected in around Q4 2025).

    Game on!

Saturday, 24 May 2025

Solo Tales of Argosa Episode 4 "Cut to the Chase"

Previously, in Solo Tales of Argosa... 

Cut and his two teammates have joined in Grindle's pursuit of the fleeing gang consisted of a Doppelganger and the three criminal cultists.

Let the chase begin!



Since the overseer ranger comes into play, .it's time to flesh out his stats:

Grindle the Greedy. Overseer (outpost: Westguard), Lv6 Ranger (human, male, age 40)
S13 D13 C10 I10 P15 W10 Ch10 L8
AC 15 (specially reinforced leather armor & Lv4 bonus), 22 hp 
Short Bow (1d6+1, Shadeleaf Bow), Nat 19: Call to Arms: As weapon, plus 1d4 Guards coming to Grindle's aid 
Skills: Animal Lore, Wilderness Lore, Stealth, Watercraft, Deception, Acrobatics
Unique features (x2): Marksman (1: no penalty for excessive RNG, no reroll when fire into melee), Signature Weapon (Shadeleaf Bow: DMG die explodes.)
Abilities (Ranger): Steady Shot, Second Attack, Sharpshooter, Instinctive Rescue, Cover Fire, Nature's Venom
Oh I almost forgot about the ranger's trusted beast companion:
Robin Hoot. Owl. Beast companion of Grindle's.
S7 D16 C12 I6 P16 W15 Ch8 L8
AC 12 +1 (Grindle’s Perc), 18 hp
Rake 1d4+1 +4 (Lv6), Nat 19: Bloody eyes: target Blind until end of their next turn. Fly (Very Far). Advantage on sight based perception and sees with minimal light. 

These two NPCs should make a pretty competent duo. 


Chase Setup
Chasers: Grindle the Greedy (Lv6 Ranger/Overseer, with his beast companion), Guards #2, #8, #11 (Lv1 human, HD1), PCs: Cut (Lv1 Fighter), Bulfin (Lv1 Barbarian), Sulani (Lv1 Artificer)
Quarry: Doppelganger (HD4), Cultists x3 (HD1, one being a spellcaster)
Starting gap: 1d4(4) + 3 = 7        This doesn't look too good...
Terrain: Plain (right outside the outpost, 6-mile hexes)


[Chase rules summary: Choose a leader for the current Leg > Make an opposed Con(Athletics) check, bigger (success) margin wins > Adjust gap (+/-1, or +/-2 for great success (GS)) > PC Leader rolls for Chase Event. Chase ends when: i) end of the 6th Leg; ii) gap = 0 (Chasers win) or >10 (Quarry escapes); iii) no more valid chasers or quarry; OR vi) special result of a Chase Event.] 


[In what follows, I'd let Grindle (the Overseer) and the Doppelganger to lead the Chase first. Then the guards would compete with our PCs (through an opposed Con(Athletics) check) for taking the lead for in subsequent legs.]

Leg #1 (Length = 7)
- Leader: Chasers = Grindle    vs.    Quarry = Doppelganger
- Opposed Con(Athletics) check:
    Grindle: Con(10) - roll(10) = 0    vs.    Doppelganger: Con(12) - roll(9) = 3   
    Result: Quarry wins. 
Length +1 (now 8).
- Chase Event (1d20) = 5 "Random setback"

iii. Head Strike: The leader is struck on the head by an object; Con check or Stunned and drop out of the chase. 

Grindle makes a Con check and rolls 20(!!).
The Overseer ranger was hit hard on the head by a malicious flying rock. The world shuts down, dropping him out of the chase immediately. Robin Hoot, his loyal beast companion, stops flying to stay with his master. What a bummer! 


Leg #2 (Length = 8)
- Leader: Chasers = Cut    vs.    Quarry = Cultist #1
- Opposed Con(Athletics) check:
    Cut: Con(15)+Athletics(+1) - roll(18) = -2    vs.    Cultist #1: Con(10) - roll(9) = 1
    Result: Quarry wins. Length +1 (now 8).
- Chase Event (1d20) = 5 "Random setback    ...Again!?

v. Hostile Third Party: A random PC is beset by a hostile random encounter. The character must make a Luck (Dex) save or drop out of the chase and deal with the random encounter.

Random Encounter (Plains) = 12 (Wolf packs: 8 Wolves & 6 Dire Wolves)    ...What!?

Cut's Luck(Dex) save: 11(+2) vs. roll(17), Failure!    Reroll = 11, Success!  (burning 1 Luck)
Urged by a sense of dread, Cut fishes a few strips of beef jerky out of his pouch and tosses them in the opposite direction. No, the hungry wolf pack is apparently unimpressed and it stays on course. "Aw hell no." He grabs the whole stock of dried meat, spins the loose bag a few times, and hurls it out forcefully far and high above the beasts. The meaty shower right over their head give the predators pause, buying just enough time for the fighter to break away and continue the pursuit. 


Leg #3 (Length = 9)
- Leader: Chasers = Bulfin    vs.    Quarry = Cultist #2
- Opposed Con(Athletics) check:
    Bulfin: Con(17)+Athletics(+1) - roll(7) = 11(GS)    vs.    Cultist #2: Con(10) - roll(15) = -5
    Result: Chasers win. Length -2 (thanks to GS)
- Chase Event (1d20) = 6 "Burst of Speed"    

Burst of Speed: If the party succeed on a Group Con (Athletics) check, they are inspired to dig deep and put on a burst of speed, changing the gap by one length.
    Guards #2, #8, #11: Con(10) vs. rolls(3, 1, 3), all three GS!!
    Cut: Con(15)+Athletics(+1) vs. roll(17) = -1, Failure
    Bulfin: Con(17)+Athletics(+1) vs. roll(12) = 6, Success
    Sulani: Con(11) vs. roll(1) = 10, GS
    i.e. Five Successes (with 4 GS) out of six, reduce Gap by 1


Leg #4 (Length = 6)
- Leader: Chasers = Sulani    vs.    Quarry = Cultist #3
- Opposed Con(Athletics) check:
    Sulani: Con(10) - roll(10) = 0    vs.    Cultist #3: Con(10) - roll(4) = 6
    Result: Quarry wins. Length +1
- Chase Event (1d20) = 10 "Hidey Hole"
Hidey Hole: The quarry locate a viable hiding place. If the PCs are the quarry they make a Group Dex (Stealth) check. If the PCs are the chasers they make a Group Perc (Detection) check. The GM may impose modifiers based on distances, terrain, lighting, senses, and other circumstances. If the quarry succeed they escape! If they fail they are caught. Either way the chase ends.

    The Chasers perform a Group Perc (Detection) check. Terrain is plains, time is shortly after noon, so no additional modifiers apply.
    Guards #2, #8, #11: Perc(12) vs. rolls(14, 4, 13), two Failures, one GS
    Cut: Perc(14)+Detection(+1) vs. roll(9) = 6, Success
    Bulfin: Perc(15) vs. roll(5) = 10, GS
    Sulani: Perc(10) vs. roll(7) = 3, Success
    i.e. Four Successes (2 GS) out of six, the chase ends!!

Being in the lead, the overconfident criminals believe they could outsmart the pursuers by disappearing through a concealed dugout inside a lone hut. However, the pursuers manage to pick up traces of cultist activities when searching through the hut. The adventurers and the guards decide to feign their retreat and set up an ambush. A watch has passed. The four criminals emerge from the small building, only to realise too late that they are surrounded by the same three guards and three strangers...


To be continued...


 



Friday, 23 May 2025

My new ToA journal is born today!

Another small addon today. Made a large ToA sticker and want to put it on a new dirt cheap notebook dedicated to my ToA games. I was struggling between two choices to stick it on. One is a black recycled fake leather with a more coarse surface, and the other one is blue and more rubber like plus a small pen holder on the side for my erasable black pen.


I finally decided on the blue one. 
By the way I like using those erasable pens. Darker and less effort than writing with pencils. No sharpener or a separate eraser needed.  The pen's cap is a special eraser without leaving crumbs. A 12 pen set costs 5 quid when I bought them. The notebook is 1 pound only. And I am happy.


And I just realise my notebook has a pocket built inside the back cover, and my mini character cards fit perfectly inside!!

Game on!

ToA Mini Character Sheets (bookmark & index card)

Two new sets of character sheets for Tales of Argosa in the size of bookmark and index card.

Download bookmark version here.
Download index card version here.







Wednesday, 21 May 2025

Giant sized Argosa hex mapboards (3' x 3')

A few weeks ago I made a big (about 3' by 3') physical mapboard version of the 6-mile hex map of Midlands using the file (4200 x 4500 PNG in 300 dpi) from the Community Content on the Pickpocket Press website. 

The image has been sharpened to bring out the hex grids more and sliced into 16 parts, then colour printed and laminated in matt pouches (the same goes for my Deck of Signs) to avoid sheen and make ink markings more durable. Finally, they are mounted on four A2 foam boards and trimmed along the edges.


You can get the (modified) map files here: full-sized, 2x2 (4 pieces), 4x4 (16 pieces suitable for A4/Letter).

ToA Card Sets (Monsters, Spells, Skills, Conditions)

Here are four sets of cards for Tales of Argosa to save the timing flipping back and forth and copying stats etc. during play. All the content comes from the ToA core rules. Thanks to Stephen Grodzicki for permission to use the material.

Monster Cards Link here

Spell Cards Link here (large) and here (small)


Skill Cards Link here

Condition Cards Link here





Monday, 19 May 2025

Wilderness Hexplore (Revised): A Gold Mine for Sandbox Gamers

Wilderness Hexplore (revised) is a collection of tables and materials based on the good old (totally UNrelated to the recent controversies) Judges Guild's series of supplements, such as the famous Wilderlands of High Fantasy, Ready Ref Sheets, and many others published in the 70s, almost half a century ago(!). The content stands the test of time and can still work smoothly with other hexcrawling gems like d30 Sandbox Companion and d30 DM Companion. This book is also a major source of inspiration for my own wilderness generator for Tales of Argosa (WIP). Do check it out!





OSR style tokens in capsule

An army of fantasy figure tokens in your hand!

I've been making tons of round (25mm) tokens using images from youseethis.blog and from Tales of Argosa and The Midlands using TokenTool.
Token is printed on 160gsm thick paper.
Numbering is handwritten (gotta find a white ink pen for dark background images).
The colour borders are made by using two round punches (22mm first, and then 25mm) on normal colour paper.
The case is some dirt cheap coin holder (search for coin holder 200pcs 25mm on amazon, just around 10 quids, have one set and may get more...).
Better tactile feel and more weight than thin paper tokens.
Waterproof, dustproof, moldproof (unlike wooden discs). No more worries about minis (no painting, no buying, no storage nightmare).
I can hold 200 of these capsules in a small box in one hand, and I can set up an encounter in a flash!




Monster Cards for Tales of Argosa

Just made a simple set of ToA Monster Cards to save time flipping the pages back and forth during encounters or copying the stats. 

Print and cut along the dotted lines, except for the few cards on the last few pages that have a dark solid line in the middle of the row (e.g. Dragon), which are meant to be folded up and glued together.

Best if laminated for dry-erase markers (in the blank space and the empty back), post-its, etc.

Download here.


Sunday, 18 May 2025

Solo Tales of Argosa: Episode 3 "Noonday Execution"

Previously, in Solo Tales of Argosa...
It's high noon. An execution suddenly turns into a battle.

Friends: The Overseer (Grindle the Greedy, Ranger Lv??), 12 Human Guards
Enemies: Doppelganger (HD4), Cultists x3 (HD1) [sword insted of knife, #3 being able to cast spells (Dark Slumber, Gabbling of the Jade Moon)]

[I'm using my custom range band battle mat to represent the battle situation. See here for further detail.]


Surprise round (Enemies)

Having surprised the guards around, the Doppelganger succeeded in freeing the three criminal cultists and arming each of them with a sword from the (supposedly dead) guards missing the night before. 

Amidst the commotion, Cultist #3 (Int16) casts Dark Slumber (range: far, duration: 1d6 x 10 minutes).
Int Check = 10 (success), DDM check = 6 (safe)
Effect: 4d4 HD worth of humanoids in a Close sized area to fall asleep (Helpless), vs Luck(Will)
Actual result: 4+2+3+3 = 12HD, 8 out of 10 Guards(L4) fail to resist (8,17,20,19,17,4 [#8],5,10,3 [#11],16).


The enemies quickly decide on the (easiest) escape route, which is to the right of the the execution site.
Cultist #1 moves to Guard #9 (helpless) and kills him automatically using a Melee action.
Cultist #2 does the same to Guard #10 (helpless).
A path is now cleared!




Round 1
Rolling for initiative. Doppelganger (Init16): roll=14 (success). Enemies act first.

Enemies' turn:
Since it's primarily a rescue operation, the enemies won't waste any effort on further bloodshed and choose to break through. Without being engaged in melee with any guards, all the enemies do double Moves to flee (into the Far range).



Friends' turn:
What will they do? Five obvious choices: i) Check out the fallen comrades, ii) Give chase, iii) Wake up the sleeping guards, iv) Summon more guards, v) Maintain order and safety of the public (now in panic)

Will the Overseer (Grindle) gives chase himself? Consult the Bones: YES-YES-NIL-BLANK
Grindle issues a quick order (one Action) to his captain (relayed by Guard #1) to manage the scene, and then moves out immediately with whoever available (Guards #2, #8, #11).

Should our party join the fray? 
Why not? It's worth a try.
Will the Overseer agree? Consult the Bones: YES-YES-NO (positive)
Cut cries out, "We have quick feet. Use us!" Grindle glances back with a quick nod. Now off we go!


To be continued
...



Range Band Battle Mat!

Here is my custom battle mat for range band combat suitable for systems such as Tales of Argosa (Pickpocket Press) and Forbidden Lands (Free League).
The motivation of this little tool is to minimise the burden and possible confusion of verbal descriptions in combat situations measured in range bands. 
At first blush it looks darn simple. But it's more than meets the eyes. 
  • Use any tokens or miniatures (25mm or smaller are ideal choices), or just beads/coins/cubes/meeples etc, to represent PCs and NPCs
  • The battle mat divides the battlefield into two major areas: the central box and the outer ring.
  • The central box represents what's "in focus", primarily where the PCs are and where melee combat takes place. Sorta like the centre stage in a performance.  The box can also function as the present dungeon room or things like that.
  • To represent characters in melee (range) (~5 feet), just connect the tokens/bases. Ex: The warrior (white) and the doppelganger (red).
  • Characters in close range (say <30 feet) but not in melee are placed somewhere within the box relative to the PCs. Ex: The corpse (blue) is in close range of the warrior (white).
  • Characters placed in the outer ring are in far range (say 30~60 feet). The four sectors (front, back, left, right) indicate relative positions from the PC. Ex: The skeleton (yellow) and the troll (grey) are about 40 and 60 feet away from, and at the front of, the warrior (white) respectively.
  • Characters placed outside the mat are considered to be very far away (60+ feet) from the PC. Ex: The feathered maw (green) is very far (60+ feet) away from the warrior (white), and the eye terror (sepia) is very, very far away.
There are some other uses of this mat, such as representing cardinal and ordinal bearing and clock positioning:
 


Not just that...

Once laminated, the battle mat is (dry/wet erase) marker-friendly. Place terrain models (trees, rocks, chests, etc.). Stick terrain markers with static clings (like those from Loke Battle Mats). And how about setting up a room/scene with index cards (like in ICRPG)? 




Someone points out in a discord discussion that my diagram looks similar to Prof Dungeoncraft's "Ultimate Dungeon Terrain" (UDT). Frankly, I was making this without ever thinking of his lazy susan build at all. What I had in mind was only "What should I do to best represent a range-band combat situation on a piece of paper?"
Instead of being a diorama design to showcase cool miniatures, my battle mat is made for using anything (even coins, beads, cubes, etc., or simply draw your stickman or smilies). It is practically a visualised (tactical) theatre of the mind. Unlike UDT, my mat emphasizes directions and (relative) positions as things are projected from the perspective of the PC(s). I don't even need to set up any room like in UDT. If that wall no longer matters, simply remove the drawing/sticker/block immediately. Is it necessary to use a larger token/figure for the Dragon? It doesn't really matter (that much). Moreover, my mat costs almost nothing, except for a pen(cil) and a piece of paper, and requires ZERO crafting. And personally using square/block shapes feel more intuitive than circles in a radar-like pattern (I'm not playing final fantasy anyways).

Interested? Grab it here!

Saturday, 10 May 2025

Fistful of Lead FANTASY Full Set here!

I kept wanting this after watching Jon's actual play series. Until a few days ago I was thinking I won't have these books and play this game (pretty pricey given the page count on Wiley's website, couldn't find anywhere else carrying this title). 
But today the much expected full set of three volume (used copies on ebay) has just arrived at the door!


This is going to be very high on my list. Will definitely record my gameplays and experience here.
Cheers!

Probabilities of the Bones dice and alternatives to emulating likelihood

The discussion about Mythic on the Pickpocket Press discord server gets me thinking a little bit about the probabilities of rolling the Bones dice.

Pardon my poor ageing high school maths. Please help me learn the right way. I. The patterns The two Twin Fate dice:
  • When rolling alone, getting a Yes, No, Nil is 1/3 (2/6) chance, or 33%.
  • When rolling both, the chance of getting a YES on the first die is 1/3, and the chance of getting either a YES or a Nil on the other die is 2/3. So the chance of having a YES combo (YES+Nil or YES+YES) is 2/9 (1/3*2/3), or 22%.
  • The same applies to the other Fate die. So, the chance of rolling both dice at the same time for any YES combo is 4/9 (2/9+2/9), or 44%. The same for any NO combos.
  • In other words, the chance of getting a non-YES (either NO or Nil) when rolling both Fate dice is 5/9, or 56%. The same for non-NO combos.
  • The chance of getting a Nil+Nil combo is 1/9, or 11%.
  • The chance of getting any double patterns (YES+YES, NO+NO, Nil+Nil) is 33%.
The Judgment die:
  • Rolling this die alone has 50% chance of getting either YES or NO.
  • Interestingly, when rolling all three Bones (Judgment, Fate) dice together, the chance of getting either a YES or a NO combo is also 50%. But of course, the reason why rolling the Fate dice is to produce the different combos (single, double, triple).
  • The chance of rolling a triple YES (or a triple NO) is around 5.6% (1/2*1/3*1/3 = 1/18), very close to the chance of rolling a crit (or fumble) with a d20 (1/20, or 5%).
  • The only situation where the Judgment die fails to determine the outcome is when the Fate dice show a double (YES+YES or NO+NO) of the opposite value, which is only 1/18 (1/9*1/2), or 5.6% (2.8% when a Judgment YES fails to trump the Fate NO+NO; same for a Judgment NO...).
II. Towards a mythic-style scale of likelihood To emulate a mythic-style oracle (it's clunky i know ... just a thought experiment)
  • "Not sure" (50%): Just roll the Judgment die.
  • "Likely" (~66%): Roll the Twin Fate dice to get any combos of different faces.
  • "Unlikely" (~33%): Roll the Twin Fate dice to get any double patterns.
  • "Very likely" (~88%): Roll the Twin Fate dice to get anything but a double Nil.
  • "Very unlikely" (~11%): Roll the Twin Fate dice to get a double Nil.
  • "Extremely likely" (~95%): Roll all the Bones dice to look for the Judgment determining the result.
  • "Extremely unlikely" (~5%): Roll all the Bones diec to look for the Judgment failing to trump the Fate (YES vs. NO+NO, or NO vs. YES-YES)

III. A (better) alternative
A very interesting reply suggests that we can lock one of the Fate dice to YES for "likely" and lock the Judgement die to YES for "extremely likely". The same applies to (extremely) unlikely.

So the probabilities are slightly different than what's laid out in part II above. According to the suggestion, in the "extremely likely" case, locking the Judgment die to YES, there is a 11% of getting a (single) success when both Fate dice show NO, so the probability of success is 89%. Remember the Judgement YES always "trumps" a lone Fate NO. (The final result is a double success when the other Fate die is YES, or still a single success when the other Fate is Nil.) For the "likely" case, locking a Fate die to YES, there is a 50% (Judgment YES, the other Fate doesn't matter) + 50%*33% (Judgment NO + the other Fate YES) = 66% chance of (any sort of) success. I actually like this solution much more than my own approximation. However, considering the probabilities stated above, I would make a slight adjustment and adopt the following scheme:
Very unlikely (11%): Lock the Judgment die to NO Unlikely (33%): Lock one Fate die to NO Uncertain (50%): Roll all three dice as normal Likely (66%): Lock one Fate die to YES Very likely (89%): Lock the Judgement die to YES

Having a 5-degree scale feels much more manageable and less taxing (and more intuitive, or "user-friendly") than a 7 one, let alone the original Mythic which has 9 degrees!
After all, why bother to go through this painstaking process instead of following the official rules? The ToA core rules has this (ToA, p. 212), with the crucial line highlighted:
More or Less Likely There will often be times when based on the circumstances you consider that either a yes or no answer is substantially more likely than its counterpart. In these cases, after you cast the Bones, if any of the dice show the result you felt was unlikely, you must reroll one of those dice (only one). If the Judgment die is one of the potential dice to be rerolled, you must reroll it (not a Fate die).

My first impression is this method is less straightforward because the process can be broken down into four steps: (1) A situation arises > (2) Roll the Bones > (3) Compare the roll with my conjecture about the outcome > (4) Reroll either a Fate die (unlikely?) or the Judgment die (very unlikely?) [On what basis can the player determine which die to reroll? The text doesn't seem to make it obvious enough to me though...] Using my solution in III, there are only three steps: (1) A situation arises > (2) Assess the likelihood (very unlikely, unlikely, uncertain, likely, very likely) > (3) Roll the Bones Isn't that quicker and easier? Any thoughts?

Friday, 9 May 2025

Solo Tales of Argosa: Episode 03 (Preview)

Coming up in SSSTOA-03 "Noonday Execution" (episode preview)


A big bloody battle is about to break out! 12 Guards (+ The Overseer: Greedy Grindle the Ranger) vs. 1 Doppelganger & 3 Criminal Cultists

Participants: 12 human guards [1HD] (+ The overseer ranger [??HD]) VS. 1 Doppelganger [4HD] & 3 Criminals (Our party choose to stay put and sit through the combat for the time being...)

Just finished working out the details of the enemies using random rolls and the Bones:

  • The three criminals are human cultists [1HD].
  • How many of these cultists know spellcasting?  Consulting the Bones (Y = x1, YY = x2, YYY = x3). Result: Y (x1)
  • How many and which spell(s) does that cultist knows (d2 for number, d4 for spell selection, ToA p. 188)? Result: 2 spells (Gabbling of the Jade Moon, Dark Slumber)   
  • Instead of knife, the Doppelganger managed to procure three swords from the victims (those MIA guards) and has just passed the weapons to its three comrades in the surprise round.
  • The cultist spellcaster is about to cast a spell in this surprise round.  Which one? We'll see ...

Special feature: A test run of my custom range band battle mat.

Update: Episode 3 is out!

Thursday, 8 May 2025

Solo Tales of Argosa 02: The Execution Site

Previously, in Solo Tales of Argosa ...

Hook #2: On the spot (upon the party's arrival, generated by the "City, Town, Village" random encounter table in ToA, p. 141)

[48] Execution A magistrate (= the overseer "Greedy Grindle" in our case) is presiding over an execution in the square. Three middle aged criminals are to be hanged. A small crowd has gathered. 3d6 guards are in attendance, along with the burly, hooded executioner.  Consult the Bones to determine if there is a rescue attempt by related ne’er do wells.

Questions: Who are these criminals? What have they done? Are they trying to break free, or are there accomplices somewhere in the shadow? How about that hooded executioner? If the criminals manage to escape, shall we ask the overseer to commission us to pursue the runaways?   

The execution scene feels a bit surreal, the atmosphere is confusing (using the Deck of Signs) and our party feels compelled to witness how things develop. 

Number of guards = 12

Well... one fifth of the guards are here. Doesn't look like a commonplace thievery or tussle. 

Is the crime serious? 
["likely", 1 Fate die locked to YES]: +NO +YES = YES (Fortune die = nothing) These criminals are somewhat dangerous.

Sulani asks one of the locals why so many guards are here. 
[Deck of Signs: "Ambush"]: The night before a few prison guards went missing. 

Is there any rescue attempt?
["not sure", roll normally]: YES + YES + YES + Sun = Extremely positive, and with direct assistace! 
Cut notices something off when setting his eyes upon the hooded executioner.
 But what is that exactly? He just can't tell ...  

Is the executioner a normal human? 
["not sure", roll normally]: NO + NO + NO + Skull = Extremely negative, and actually it turns out to be a monster...

Skimming the bestiary section, I gather this creature can be either a doppelganger or a lycanthrope. (Who cares about balanced encounters? 😎 )
Let the Bones decides again...
Doppelganger: YES, YES, Nil    vs.    Lycanthrope: YES, NO, Nil
Doppelganger it is!

To everyone's surprise, the executioner breaks the shackles on the three criminals barehanded. 
In addition, the doppelganger stuns the guards and the overseer by revealing its abhorrent appearance. Amidst the shock, it swiftly tosses some weapons (from those prison guards "lost" last night) to the trio...
"Guards!!" In a cold sweat Greedy Grindle waves his left arm and the guards are ready to battle at once. 

The crowd [6d6 = 20 people] begin to rush away from the gibbet frantically, many screaming and cursing in shock, fear, and disbelief.

Our party is but newcomers, so they'd better stay put for now to see how things settle. Who knows who will attack us if we draw arms at this very moment?

TO BE CONTINUED ...

Wednesday, 7 May 2025

Solo Tales of Argosa 01: My first adventure party & the starting point of my sandbox campaign

I. The Adventure Party 
Here is my very first party, consisting of three PCs:

PC #1
CUT, human male fighter (Argosan, hunter, sassy), age 20.   
STR 17  DEX 15  CON 15  INT 11  PER 14  WIL 12  CHA 11  INIT 13   
Skills & Abilities: leadership, athletics, stealth, detection, wilderness lore, traps & locks, adaptable, ranged, protector, expert guard, deadly strike

PC #2
BULFIN, half-skorn male barbarian (organlegger, withdrawn), age 21.
STR 13  DEX 12  CON 17  INT 9  PER 12  WIL 11  CHA 8  INIT 10   
Skills & Abilities: leadership, athletics, acrobatics, wilderness lore, watercraft, ferocious rage, wild born, apothecary

PC #3
SULANI, human female artificer (Argosan, street acrobat, sly), age 26.
STR 13  DEX 15  CON 11  INT 16  PER 10  WIL 10  CHA 12  INIT 15   
Skills & Abilities: acrobatics, apothecary, general lore, deception, stealth, divine lore, alchemy & machanica

Party bonds:
"Saved people from fire" (Sulani & Cut)
One day Sulani's workshop bursted into flame during a dangerous experiment. The fire quickly spread to the houses and shops nearby in the small town. Cut, a sword for hire, went by and helped Sulani save the residents there. Now without her workshop and being hard pressed to compensate the locals, Sulani decided to escape the town and joined Cut to look for new means of livelihood, not excluding adventures.

"Sailing" (Cut & Bulfin)
Travelling around Lake Argosa looking for jobs, Cut came across the lone, quiet half-skorn Bulfin at a roadstead. Cut was impressed by Bulfin's knowledge of watercraft and healing skills and thus invited the barbarian to join him to look for adventures.


II. The Starting Location
(using the outpost generator in The Midlands, p.112):
My campaign began in Westguard, a recently established outpost around 40 miles (6 hexes) upstream of Throbbing Rill (the major river to the south of the Low Plains). 

Outpost: Westguard
Size: 300 people
Age: 6 years
Primary objective: A temporary "neutral ground" of trading opportunity with otherwise hostile thuel. [iv]
Overseer: "Greedy" Grindle (ranger, very scruffy [1] [4])
Patron: A wealthy private researcher [5]
Guards: 60 (20%)
Buildings: meeting hall, general store, barracks, blacksmith, rations store, hunters & growers market , domiciles, buildings & employees for trading
Additional goods/services: weaver, texiles [6], apothecary, herbalist [19], bard [20]
Gear availability: generally one rarity category higher than normal (M, p. 42)


III. Three Initial Adventure Hooks
Note: I come up with three starting adventure hooks. Instead of generating the notice board ad type of rumours, I want the hooks to be more engaging and contain certain temporal elements (recent, on the spot, latent).

Hook #1: Recent (a complication in the outpost, from M, p. 114):

[16] The overseer mercifully agreed to house remnants of a local thuel clan, the Stone Jaws, after they were recently massacred by hostiles (other thuel, skorn, etc). The survivors, mostly women and children, are living in a tent encampment in one corner. The whole outpost is distrustful, on edge, and uncertain as to what will happen next.

Thoughts: The Stone Jaws clan used to be a major trading partner with the outpost. After the massacre,  the refugees had no choice but fleed downstream to Westguard as the last resort. Greedy Grindle was willing to host them temporarily, but demanded a (steep) price in return. 
Questions: Who were behind the massacre, and why? Do we want to help out the Stone Jaws? Are there any (important) hostages? Can we strike a deal with Greedy Grindle to subsidize our expedition?


Hook #2: On the spot (upon the party's arrival, generated by the "City, Town, Village" random encounter table in ToA, p. 141)

[48] Execution A magistrate (= the overseer "Greedy Grindle" in our case) is presiding over an execution in the square. Three middle aged criminals are to be hanged. A small crowd has gathered. 3d6 guards are in attendance, along with the burly, hooded executioner.  Consult the Bones to determine if there is a rescue attempt by related ne’er do wells.

Questions: Who are these criminals? What have they done? Are they trying to break free, or are there accomplices somewhere in the shadow? How about that hooded executioner? If the criminals manage to escape, shall we ask the overseer to commission us to pursue the runaways?  


Hook #3: Latent 
(created by the Dungeon Generator in ToA, p. 218) 
The dungeon is rumoured to be a lost buried city dominated by an Eye Terror (HD11-12!!).
Using a d12 scatter diagram, the dungeon is said to be located 6 hexes (~36 miles) away and 4 o'clock to the outpost (see the annotated map below).
The party heard the bard singing out loud a poem when walking to the central square:

Beneath the prairie, a city sleeps,
In tombs where ancient silence keeps.
Buried deep, its secret lies,
Guarded by an unseen eye.

Eye terror waits in shadowed halls,
Its gaze a curse that never falls.
Watching ruins cracked and old,
Where tales of death and gold are told.

Treasures gleam in chambers dark,
Jewels that spark a siren's spark.
But none who dare disturb the rest,
Escape the terrors deadly quest.

(Further details such as the size [possibly quite large], the objective, and the reward, are to be determined upon embarking on the quest.)

Questions: How much is what the bard sings about true? Is the bard singing this simply to inspire foolhardy heroes, or is it possible that Greedy Grindle (the overseer) pays him to do so (to recruit treasure hunters)? What does the location of the dungeon (a buried city sitting right at the mouth of the forest) tell us? 


Continue on to Episode 2! 






Monday, 21 April 2025

Option 3: Start in a random spot in the wilderness facing an immediate crisis [Updated 20250425]

This is a WIP and I will keep finetuning and updating the content. Please stay tuned.

Two flavours:

A. The Midlands style

Step 1: Roll on the Party Bonds table (M, p. 81) -- These bonds provide the PCs with various roles in the Midlands. Use these in place of, or in addition to, the ones in ToA during character creation. 

Step 2: Focus on the key location/people/faction/foes/action depicted in the Bond, roll for a random encounter on the most fitting table by regions (M, pp. 115-127). Draw a connection between the Party Bonds and this current situation (one sentence is enough). Swap the monsters with the (closest) ones from ToA if appropriate.

Example: For Party Bonds, I roll an 8, which says "Ex-prisoners of Dol-Karok, working the mines under the whips of House Tergoza, or failed prospectors of the Lost Roads." Since Dol-Karok is a stronghold in Ironhull Mountains, I proceed to the random encounters table for Ironhull Mountains or Sunstone Ranges" (M, p. 119) and roll a 9, which says "1d3 Grey Ooze lurk in shallow depressions, mimicking small, polluted pools." Even without the shackles, it's fight or flight time!

Step 3.  Start hexploration (ToA, p. 134) and dungeon crawling (ToA, pp. 132, 218).


B. The open style

Step1: Commence the campaign with an intriguing yet simple idea (a vivid sentence is enough) to explain why the PCs show up here and now, such as:

  • Escaping from a captor (e.g. prison break, collapsed dungeon, wrecked slave convoy)
  • Running away from some pursurer(s) (e.g. bandits, wild beasts, monstrosities)
  • Recovering from a knockout, wandering around without previous memory
... Or anything that drops the PCs right in the middle of an action. If needed, use the Deck of Signs and the Bones dice for inspiration.

Step 2: Determine the starting weather (see below, or ToA, p. 136). Use the following Initial Wilderness Terrain table to determine the terrain of the current hex (preferably on a 6-mile scale as suggested on p. 134 in ToA):


Then, roll on the corresponding Random Encounters table (ToA, pp. 143-155) to set up the very first scene/challenge/plot point. Determine the Starting Distances (ToA, p.139) of NPCs if appropriate. Also use the Deck of Signs for time, direction/orientation, and/or more sparks.

Step 3: After resolving the first event, start Hexploration as per the rules (ToA, p.134), using the following tables to determine the terrain when entering a new hex.




Step 4: Cartography
Initial knowledge: Since the world setting is the Midlands, assume that your party has somehow obtained a simple world map (like the one in the Midlands book), or some of the PCs possess certain knowledge of the geography. However,  as the party begins their adventure in an unidentified location, the PCs will have to make some effort to find out where they actually are on the map.

Until the party succeeds in locating themselves on the map, track the journey on a blank (6-mile hex) map.

During Hexploration, a Guide (ToA, p. 135) can make one attempt (free action) to deduce their current location in the Midlands. Make an Int (General Lore*/Wilderness Lore*) check, adding +1 for every 7 hexes explored (including the starting one) and for any relevant character background/feature. Two successes or one great success is required for the party to point out their location on the world map. Then compare the explored area with the Midlands map to locate the most likely hex(es) on the map. If there are multiple probable candidates, either roll to decide or choose at will. From this point onwards, use the (modified) world hex map to travel.

An alternative method is consulting the Bones (if, for example, the PCs have rather low Int scores and do not have General Lore or Wilderness Lore). To obtain the correct position in the world map, a PC needs to spend a Watch in order to accrue a set of three incremental positive results (1st = single YES, 2nd = double YES,  3rd = triple YES) at multiple attempts (only one attempt per day). Note that even if the result is a triple YES at the first attempt, it is still counted as a single YES. Negative (NO) results only indicate failure and do not cause any additional consequences.

A potential effect of prolonged exploration in this open style is that the terrain discovered may turn out to be different from what the map represents. And this is perfectly fine! This way the world map serves just as an old rough record and its details may not be entirely accurate. Ask the Oracle to seek an explanation for serious inconsistencies.

ToA Crawler Screen & Event Screen

These two screens are collections of content from the Tales of Argosa book and are reorganised in a handy format (1 pager).  The "Craw...