Guildless – Session 1

Exciting times here at AdventureMaterials! I’m starting a new campaign using a whole new rules system, Fifth Edition The Dark Eye. I recently posted session 0 outlining character creation for my young mage, Wilhelm Alflock, and have created a Companion Page to support the new campaign with Mythic thread/NPC lists, a character sheet, etc.

Scene 1

Setup: Remote Event – Decrease/The Public (people are disappearing in a village)
Chaos: 3 (no roll–first scene)

Has the government come for help? +0: no, it’s a mother

The woman in Magister Burkhardt’s study is frantic, but Wilhelm can’t blame her. She carries an errand of dark portent, and the villagers of Eldham have few options if the magister is unwilling or unable to aid them.

Is the Magister the kind who would help? +0: no, he has become a shut-in

“Please,” the magister says, patting the woman’s shoulder, “I know your errand is urgent, Hermine, but Adeptus Alflock was not here when you began, and he has traveled more than me of late, and so may have some insight into your situation. Wilhelm, this is Hermine Krueger of Eldham.”

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The Dark Eye: Guildless – Session 0

Inspired by Alea Iactanda Est’s outstanding (but too short) solo adventure using the fifth edition Das Schwarze Auge rules, I picked up the English translation of The Dark Eye and decided to use it for my next solo game. To get started, I grabbed hardcover copies of The Dark Eye – Core Rules and the Aventuria Almanac, the base game and setting book for the game’s canonical rules.

A quick apology–this post is 3,200 words long (there are jump links below). Character creation in TDE is involved. After this PC, though, I’ll be mostly winging NPC skills and abilities using Mythic or estimated ranges.

Dark Eye rules

What is The Dark Eye?

First impressions: this is a lot of information, and most of it strange.

The setting book describes the Middenrealm, apparently the game’s most popular setting, as essentially the late medieval version of Germany that can be found in folk tales. The idea is intriguing–this isn’t the Tolkienesque or D&D pastiche of high fantasy, but rather a magical folk-tale realm of occasional monsters and demons and powerful churches. It reminds me a lot of Darklands, which I’m thinking may well have been inspired by the game.

Rules-wise, this is definitely the “crunchiest” RPG I’ve attempted to solo so far. The core mechanic is intuitive, if hard to explain–it basically boils down to a series of roll-under-attribute tests on a d20–but the amount of minutia involved in character creation can be quite high. It’s taken me the better part of a few hours to create the character below (I probably should have decided on a non-magic-user for my first PC).

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