Dungeon Dialogue ― My Adventures in Solo TTRPGs!
Welcome to Dungeon Dialogue!
This is a lemmy community where I will share my exploits in the world of solo tabletop role playing games (TTRPGs) in blog-style posts. I will be playing multiple mini campaigns through various TTRPG systems―including those which are not inherently designed to be played solo.
I will also share thoughts, tips, and tricks on solo role play as my own knowledge and experience develops.
Community Rules
- Be respectful. No harassment, hate speech, violent words, or trolling will be tolerated.
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License
Dungeon Dialogue © 2024 by sh00g is licensed under CC BY 4.0.
Campaign 01 | Session 0B
Name to be determined!
- System: Ironsworn
- Setting: Amiel (Galrok)
- Protagonist: To be determined!
Overview
Welcome to Session 0B of Campaign 01 of Dungeon Dialogue! Last time I walked through the Ironsworn Rulebook to establish the truths about the continent of Galrok where the campaign will take place. In this session I will document the creation of the protagonist of the story, using various supplements to assist me along the way. Let's get into it!
A Note on Formatting
Anywhere you see an indented text block like this, I am quoting directly from either the Ironsworn rulebook or another supplement. Reference information, including page numbers, will be provided. For example:
"In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands." —Ironsworn Rules (p. 1).
Anywhere you see a code block, I am reporting the result of a dice roll. For example:
Roll +heart (1d6) = 3
Where appropriate, spoiler blocks will be used to prevent revealing information before you are ready to ready it. For example:
!spoiler Our Protagonist learns that they are awesome!!<
Building A Hero
Truths
To begin, I'd like to establish some truths about the protagonist.
- The protagonist is a human.
- The protagonist is not native to Galrok.
- The protagonist is a researcher (anthropologist, archaeologist, or similar).
Basic Details
Other than these few facts, I know nothing about who this person is. I'll use some supplements to assist with fleshing out the details.First, I'll use the UNE NPC Emulator to help randomly generate some background information about my character. I'm rolling on Table 1 for "NPC Modifier" and Table 2 for "NPC Noun," both of which are d100 rolls.
Roll NPC Modifier (1d100) = 81 → Jovial
Roll NPC Noun (1d100) = 31 → Officer
I take these results to mean that our hero is in the military and they have an optimistic, positive demeanor. To align this with the prior established truths, I am imagining the character is an Ensign who is in charge of leading a small research team exploring Galrok. Given we know from last time that Galrok is dotted with strange iron pillars with unknown purpose and properties, it makes sense to me that the military minds of the world would be interested in seeing if they can be exploited for warfighting purposes.
Motivations
Let's see what the character's motivations are using Table 4 for "NPC Motivation Verb" and Table 5 for "NPC Motivation Noun."
Roll NPC Motivation Verb = 7 → Create
Roll NPC Motivation Noun = 48 → Enlightenment
These results mesh nicely with my military researcher idea. But I think they also indicate something deeper about the character—they are doing their work not out of interest of serving their superiors, but out of genuine interest in learning more about the world around them. "Create Enlightenment" will be satisfied whether the iron pillars have a practical military use or not.
This begs the question of why such an individual, other than basic competence, would be trusted with a minor officer rank and given the responsibility of leading a team of their own. I believe the answer is that this character is exceptionally good at connecting with other people. Their jovial attitude goes hand-in-hand with a general eagerness that has made them a prime candidate for promotion. Being easy to work with goes a long way, after all.
I also think the inherent tension between this character's core motivation of enlightenment and their military service indicates they would not be enlisted in the military if they didn't have to be. If they had the means to explore and research the world without being in the military, they would. Therefore, I believe our hero came from nothing—a rough background that necessitated enlisting in the military to meet their basic needs.
Ironsworn Character Creation
With our character concept envisioned per the steps laid out in the Ironsworn Rulebook (p. 31), we can determine the nuts and bolts of our character.
Stats
The five stats in Ironsworn are: Edge, Heart, Iron, Shadow, and Wits. Per the Ironsworn Rules, I need to assign the bonuses 3, 2, 2, 1, and 1 to these five stats in any order I choose (p. 33).
Our character's core motivation is to "Create Enlightenment," but we also now know that they have earned their success up to this point through connecting to others. This indicates to me that their strongest stat should be heart, so I will assign a score of 3.
Their curiosity and desire to learn points to wits and their military service to either edge or iron. I will assign 2 points to wits and 2 points to iron (I'm imagining this character strikes with strength, rather than speed).
That leaves 1 point to be assigned to both edge and shadow. Our character's stats are thus as follows:
- 1 Edge
- 3 Heart
- 2 Iron
- 1 Shadow
- 2 Wits
Health, Spirit, Supply, and Momentum
In Ironsworn your character's vitality is measured by three scores: Health, Spirit, and Supply, representing your character's physical state, mental state, and equipment state, respectively. Per the Ironsworn Rules, all three of these scores begin at 5 (pp. 33–34).
Momentum is a special score which accumulates and drains during play based on results of rolls. As our character succeeds, they will usually build momentum. As they fail or suffer hardship, they will lose momentum. Momentum can be spent to replace a die roll to provide a better chance of success in a particularly important moment. Per the Ironsworn Rules, our starting momentum and momentum reset both begin at +2 while our max momentum begins as +10 (p. 34).
Assets
Our character's assets are special abilities that apply situationally during play. Three assets may be chosen among the list of Companions, Paths, Combat Talents, and Rituals. I don't think our character has a companion and I do not believe they know any rituals (for now), so I will narrow down my asset choices between paths and combat talents.
Since I already established this character is a military officer leading a small group, the asset Commander fits nicely.
Commander: "You lead a warband with +4 strength. Roll +strength when you command your warband to Face Danger, Secure an Advantage, Compel, or Battle. When you face the negative outcome of any move, you may suffer -1 strength as the cost. When you Make Camp or Sojourn and score a hit, take +1 strength. While at 0 strength, this asset counts as a debility." — Ironsworn Assets
For the purposes of the fiction, this is less of a "warband" and more of a "research team" consisting of only a few individuals, say three, in addition to our hero. They won't be taking on any enemy armies but they have enough numbers to defend themselves against groups of equal or lesser strength.
Next I'll go with Wayfinder, which should come in handy on many occasions during play.
Wayfinder: "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset." — Ironsworn Assets
Finally, to flesh out our character's martial prowess, I'll select Sunderer.
Sunderer: "If you wield an axe, when you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling)."
Bonds and Vows
The final steps for creating my character are to select up to three background Bonds and swear an Iron Vow that represents our character's overarching goal.
For bonds, I believe it makes sense for our hero to have a bond with both the nation they serve and the team they lead. This brings up an important question: what sovereign state does our character serve? What military are they a part of?
I'll dip a bit into my background knowledge on the world of Amiel and pick a nation that makes sense. The Taurian Empire is a majority human power that is on the rise and is currently the only remaining state with sovereign holdings on multiple continents. They are hungry for expansion and have the money and means to do so aggressively. This makes them an ideal candidate within the lore of the world to be sending out expeditionary forces to faraway places to harvest military secrets and technology.
Therefore, the protagonist will have bonds with:
- Taurian Empire (homeland)
- Expeditionary Team (allies)
I'll mark two ticks on the bond with the Taurian Empire and three ticks on the bond with the Expeditionary Team—I think my character is more attached to the people they work with than the country they come from.
Finally, I will Swear an Iron Vow. In the fiction of Ironsworn, your vow is your word, and your word is your honor. Rebuking a vow is the highest dishonor one can commit. The background vow for our hero (and for this campaign) is the following:
I swear to learn whether the Iron Pillars of Galrok have useful military applications.
What does that mean? I have no idea! We will discover the meaning together as I play.
Character Summary
As a final note, let's finally learn our hero's name! I'll use Oracle 13: Ironlander Names from the Ironsworn Rules (p. 184).
Roll Ironlander Names (1d100) = 27 → Kynan
Roll Ironlander Names (1d100) = 81 → Pendry
Kynan Pendry, Ensign, Galrok Expeditionary Force, Taurian Empire
Basic:
- Human
- Male
- Age 33
Stats:
- 1 Edge
- 3 Heart
- 2 Iron
- 1 Shadow
- 2 Wits
Assets:
- Commander
- Wayfinder
- Sunderer
If you made it this far, thank you for reading! Let me know your thoughts in the replies below. The next post will cover the events that occur during Session 01 of the campaign. Until next time on Dungeon Dialogue!
Campaign 01 | Session 0A
Name to be determined!
- System: Ironsworn
- Setting: Amiel (Galrok)
- Protagonist: To be determined!
Overview
Welcome to Session 0A of the first campaign documented on Dungeon Dialogue! In this session I will build the setting I will be playing in !
For this campaign I'll be using an excellent system designed from the ground-up for solo play: Ironsworn RPG. This is a Powered by the Apocalypse (PbtA) system. The digital version of this game is available for free from the creator's website or from other sources such as DriveThruRPG.
Formatting
Anywhere you see an indented text block like this, I am quoting directly from either the Ironsworn rulebook or another supplement. Reference information, including page numbers, will be provided. For example:
"In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands." —Ironsworn Rules (p. 1).
Anywhere you see a code block, I am reporting the result of a dice roll. For example:
Roll +heart (1d6) = 3
Where appropriate, spoiler blocks will be used to prevent revealing information before you are ready to ready it. For example:
!spoiler Our Protagonist discovers that they are awesome!!<
Concept
This campaign will take place within my homebrew campaign setting, the planet Amiel. Amiel is a high fantasy setting I have been working on for the past four years and in which I have run two long-form campaigns for a group of friends. It began closely tied to the existing fiction of the "ampersand game," but has since blossomed into something more system-agnostic.
On Amiel you can find all manner of typical fantasy peoples: humans, elves, dwarves, orcs, goblins, and others can be found scattered throughout the lands. 53 nation-states cover the continents of Traco, Galrok, Zemes, and Abaddon. Southern Zemes was the region of interest for my first long-form campaign which took place on Amiel and a zine-style overview of that area of the world is available here!
For my first documented solo campaign, we will be shifting focus to the continent of Galrok. This large but isolated continent is the ancestral homeland of the orcs, goliath, and other rarer peoples such as the turtle-folk. It is a natural fit for the Ironsworn RPG because of the various Norse and viking influences that inspired the region.
Galrok is also a land ravaged by war and post-colonial influences. The humans who live here came as "liberators" fighting off a different invading army during a prior global-scale war waged by the Dragonborn of the Uldraiss Empire. But these liberators never left, taking the lands and their spoils as reward for their efforts, much to the chagrin who have called the continent home for millennia.
But the best part about Galrok is, other than its basic history, it is a blank slate―I know next to nothing about it! I'll be using Ironsworn and this adventure to create and learn about Galrok as I play. Let's get started!
Building Galrok
"The Ironlands are a harsh, dangerous place. The winters are long and brutal. Harvests are uncertain. Depending on the choices you make as you create your version of the Ironlands, monstrous beasts and dreaded horrors may be a constant threat." — Ironsworn Rules (p. 111)
The Ironsworn RPG provides an excellent default setting in the Ironlands. I'll be adapting this default setting for Galrok by taking inspiration from the existing regions and creating my own truths. The truths of the world are major elements that define the setting and shape the people who inhabit it. I will follow along in the Ironsworn rulebook to determine truths about the following:
- Iron, how the locals swear Iron Vows.
- Communities, what civilization is like here.
- Leaders, who guides the people here.
- Defense, how the people of Galrok defend themselves.
- Mysticism, how the locals view magic―divine, arcane, or otherwise.
- Religion, the gods of Galrok.
- Firstborn, those who came before.
- Beasts, the fauna who wander the land.
- Horrors, the unspeakable things.
Note that I will be omitting truths about The Old World and Legacies since they are not applicable for Amiel. The ancient history of this part of the world is already established. Perhaps one day I'll share those details too!
Iron
"Inscrutable metal pillars are found throughout the land. They are iron gray, and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them." — Ironsworn Rules (p. 124).
Communities
"We have forged Galrok into a home. Villages within the most populous regions are connected by well-trod roads. Trade caravans travel between settlements. Even so, much of this land is untamed." Ironsworn Rules (p. 125).
Emphasis mine to distinguish where I have altered the quoted text.
Leaders
"Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide." — Ironsworn Rules (p. 125).
Defense
"Our warbands are rallied to strike at our enemies or defend our holdings. Though not nearly as impressive as the armies that once marched across Galrok, these forces are as well-trained and equipped as their communities can manage. The banners of the warbands are adorned with depictions of their history and victories." — Ironsworn Rules (p. 126).
Emphasis mine to distinguish where I have altered the quoted text.
Mysticism
"Magic courses through this land as the rivers flow through the hills. The power is there for those who choose to harness it, and even the common folk often know a helpful ritual or two." — Ironsworn Rules (p. 127).
Religion
"A few locals still make signs or mumble prayers out of habit or tradition, but most believe the gods long ago abandoned us." — Ironsworn Rules (p. 127).
Emphasis mine to distinguish where I have altered the quoted text.
Firstborn
"The firstborn hold sway on Galrok. The orcs of the deep forests and the goliath of the hills tolerate us and even trade with us―for now. Locals fear the day they decide we are no longer welcome here." — Ironsworn Rules (p. 128).
Emphasis mine to distinguish where I have altered the quoted text.
Beasts
"Monstrous beasts stalk the wild areas of Galrok." — Ironsworn Rules (p. 129).
Emphasis mine to distinguish where I have altered the quoted text.
Horrors
"We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes." — Ironsworn Rules (p. 129).
With the truths of Galrok established, I can progress onto character creation. Those details will be documented in the action report for Session 0B, coming your way soon!
If you made it this far, thank you for reading! Let me know your thoughts in the replies below. Until next time on Dungeon Dialogue!