After a summer break we are back with more Solum playtests. This time we started out in Razor's Edge, a rural small village on the border of civilisation. The adventurers crawled back after their ordeals in the Razor Hill mines, only to discover that all was not well in the little village...
Showing posts with label playtest. Show all posts
Showing posts with label playtest. Show all posts
Friday, 25 September 2015
Wednesday, 15 July 2015
The thing in the deeps
We finally managed to conclude the Treasury in Razor Hills! This session the adventurers started out in a tricky situation which had an abrupt ending, and then delved deeper, discovering The thing in the deeps, before crawling to the surface, and back to civilisation.
Wednesday, 10 June 2015
Rats, they got in!!!
As the characters were exploring the now abandoned eastern wing of the Razor hill mines they came upon a locked ironclad oak door...
Thursday, 28 May 2015
Spiders...
After last week's big fight the characters were hoping for a calm evening... Instead they were facing their gravest threat yet.
Wednesday, 20 May 2015
The end of the Skullcrushers, part 2
The situation is dire. The characters have just climbed down from the roof of the treasury, after having held it for about ten minutes against an onslaught of goblins. They now have their sights set on the chief of the Skullcrushers, a broad shouldered hulking gobling looming at the entrance to their territory.
Around the characters, fighting between the two goblin tribes continue as the advance...
This is part 2 of The end of the Skullcrushers playtest report, in which the combat comes to an end, and I discuss the good, bad and ugly of it all.
Around the characters, fighting between the two goblin tribes continue as the advance...
This is part 2 of The end of the Skullcrushers playtest report, in which the combat comes to an end, and I discuss the good, bad and ugly of it all.
The end of the Skullcrushers, part 1
Things looked grim when we last left our heroes. Goblins were aware of their position, the characters were standing right in the middle of said goblin's territory, and the rogue was quite badly injured.
Did they escape or die? Find out after this reminder about some of Solum's rules:
Wednesday, 29 April 2015
Playtest 5: Right in the face!
After last week's bravado, the characters found themselves in the former jail, discussing how to proceed while adapting the goblin armour to fit the barbarian. Little did they know the evening would end with distant shouts of alarm, drums in the dark...
Wednesday, 22 April 2015
Playtest 4: The thing in the pool
We've had several weeks worth of breaks due to real life issues but we finally managed to continue! Our characters kept exploring the dwarven mines, the rogue leading and the barbarian and cleric following suit.
Its clear that having good explorer skills is a great advantage, especially in a place where random encounters are quite rare.
Friday, 20 February 2015
Playtest 3: The evening of the giant critters
As we started our dwarven explorer had scouted ahead, while the cleric, Viggo and his new found barbarian elf friend Savannah stood about in the dark chatting.
The rogue found a tunnel up ahead from whence he heard strange animal sounds. The barbarian got worried after a while and ran after the rogue, and suddenly the rogue heard noises from behind as well!
A classic stand off moment, with the barbarian and rogue was the result.
The rogue found a tunnel up ahead from whence he heard strange animal sounds. The barbarian got worried after a while and ran after the rogue, and suddenly the rogue heard noises from behind as well!
A classic stand off moment, with the barbarian and rogue was the result.
Thursday, 8 January 2015
Playtest 1: Razor Hills treasury
Last night we had our very first play session ever! This is a short report on how it went.
The main point of concern was the fact that characters have a die type in their basic abilities rather than a fixed value. The way this is presented in the rules may have to be refined.
The characters are: Elven warrior with 5 hp, dwarven rogue with 3 hp.
Character creation
Character creation turned out to be swift, as is the goal. Because no one had really read the player's handbook a fair bit of rule explanation was needed, but that is minor.The main point of concern was the fact that characters have a die type in their basic abilities rather than a fixed value. The way this is presented in the rules may have to be refined.
The characters are: Elven warrior with 5 hp, dwarven rogue with 3 hp.
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