Mythic Bastionland Solo with Juice. Bone Soldiers, Bone Knight
Rolling Solo Actual Play Solo Season 3 Solo RPGs

Mythic Bastionland Solo with Juice. Bone Soldiers, Bone Knight

Duncan Thomson

Following on from Starting Scenes. Ser Litwitte and Ser Floria try to overcome opponents of bone, to get to the source of a Myth.

Mythic Bastionland solo - intro | start | partway | finish | all season 3all rolling solo

Disclosure - I'm a DriveThru RPG affiliate

Thoughts on Mythic Bastionland

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Continuing on from last time's notes.

Mythic Bastionland is easy to run solo, with simple procedures and an array of random prompts and Spark Tables to help you out. You don't really need an emulator for it, beyond maybe a simple yes/no oracle.

The core simplicity also helps me run my preferred method of solo, with a small party of protagonists. In this case two Knights and their squires for four characters. Usually combat is the biggest hindrance for this kind of party solo, but Mythic Bastionland combat has been quick, varied and dramatic.

I've also recently found out about Ask the Stars, a free minimalist solo oracle by Chris MacDowall for Mythic Bastionland and Electric Bastionland.

I've also started listening to Luck Roll podcast doing a Mythic Bastionland solo actual play. With shortish episodes following the adventures of the Gilded Knight and squire.

With Mythic Bastionland I like how there's a default Realm and method of creating it, but several combinations of how you can play it. And the flexibility of the Knights, Seers and Myths means you can rework the setting easily to fit many other shapes.

Solo Tools - Juice Oracle

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Building on previous Solo Tools Notes.

I got to grips with the basic Juice oracle by making my own oracle dice using coloured stickers (Two Green for +, two red of - and two white for neutral). I don't need the Fate dice and can easily see the results. Usually I use the die that lands furthest away as the Primary one.

I'll take a photo when I'm back (currently away).

I quite like this oracle and having a neither good or bad result (double neutral) that triggers an event means that a surprise can interrupt the flow at any time.

The tables for Juice are compact and complete, and complement the Mythic Bastionland tables. They are also quicker to use than the 'prompts' of the physical MB book. The book has the prompts at the bottom of each page, requiring a flick through (or search on the pdf). But the Juice tables are on one (double-sided) page so are easy to locate.

Planning on taking a break (travelling without dice and oracle) from Juice Oracle to try using Tarot cards for my oracle. The art and feel of Mythic Bastionland is a good fit for the feel and interpretation of Tarot Cards.

Tales of Willow Knight and Questing Knight

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Continuing from Starting Scenes.

The viewpoint character is Ser Litwitte.

Scene 4 - Minstrel and Banner

The soldiers here call their simple compound 'Chider's Bastion'. They didn't say why they were here, out in the meadows. And Chider wouldn't say. Maybe they protect sacred cows or guard against raiders.

(Oracles indicate they meet someone, a Pristine Raider planning on killing someone)

The Company (of knights) leave Chider's Bastion and head south east to the banner (12H). Kerensa, a travelling minstrel, greets them there.

She is interested in them and asks many questions. Tells them a story of a carpenter to the west, who had signs of great destiny about him.

The banner is old and hangs from an ancient tree. The Harvest Banner has a scene of crops and livestock, that changes every harvest.

Kerensa accompanies the Company to Chider's Bastion, where she entertains the soldiers.

Scene 5 - Into the Hills

Kerensa is one of the most travelled folk I've met, if her stories are true. For a minstrel I'm surprised she doesn't dress better. Once I'd have offered advice, but my time as a tailor is behind me.

Chider accompanies the knights, inspired by one of Kerensa's tales the night before. Kerensa stays at Chider's Bastion.

The Company look at swaying bridge of vines, wood and rope (12J) and seek another way around. Go up into the hills (13J) and spot a flock of red crows, making the soldiers nervous.

Camp peacefully in the hills, Ser Litwitte talking long into the night with her. Next morning she returns to the Bastion, leaving four soldiers with the Company.

Scene 6 - Bones Down Deep

I talked long into the night with Chider, and she told me of her brother, the ruler of this realm. She does not seek glory, and expects to marry a powerful knight or ruler of another realm. I told her of my lost home, a castle lost to fire.

Press on into the crags, (into the hex of the Catacomb. 13K) and find a waterfall of bones, falling into a ravine to the south.

The soldiers are spooked, but the Company investigates the hills around. They find something, or something finds them. The ground opens up and bony hands pull them down into a cavern, leaving their steeds above.

Here they face three waves of figures made of bone, similar to those they encountered under the tree. It's a desperate fight, but Ser Floria and Ser Litwitte battle free in the end. They drag out an unconscious Dorza and the corpse of Ursell. The corpses of the soldiers, they are forced to leave behind. Both knights are bloodied, and Ser Floria has lost an ear.

(Ser Litwitte survives only by using his one-ever ability of Youthful Energy)

Scene 7 - Warleader

We had no time to bury Ursell well. A makeshift cairn of grey stones and no more. Ursell was a serious squire, sure and true, dying in service to his Knight. But we left his body in the hills, as we fled that night through the hills. Chased by mist and maybe other things, I remember nothing more than blood and darkness and the faces of the dead.

After travelling through the night, the Company reaches Chider's Bastion around dawn. Bloody and exhausted, they are dismayed when three warbands of the dead follow emerge after them from the mist.

The Bastion is in chaos, but for other reasons. The commander, Chider, was slain and the minstrel Kerensa disappeared. Scared and leaderless, they are happy to follow Ser Floria when she takes command. Ser Floria insists she lead them into battle and Ser Litwitte defers (both restoring Spirit).

Ser Floria swears an oath to the soldiers and they to her. The bones-at-arms warbands don't assault the bastion, giving a chance for the Company to catch their breath. They take sustenance and pause a little as the soldiers get ready for battle (all restore vigour).

In early afternoon one bone warband heads away, West. The other two come to meet the soldiers emerging from Chider's Bastion. Ser Floria leads a warband or riders and Ser Litwitte one of skirmishers.

Ser Litwitte and the skirmishers occupy one bone warband, while the riders and Ser Floria charge and crush the other. The skirmishers then engage in melee and the riders smash the second warband from the rear.

(Juice Event - fame). Ser Floria then leads the riders west after the last band. They return at dusk, victorious. The soldiers swear allegiance to Ser Floria, acclaiming her and spread the tale of "the Bone Charge". (Floria gains 1 Glory).

Scene 8 - The Season Turns

I've left Ser Floria in charge of Chider's Bastion as I travel to the capital. Chider's sibling must know of her death, and Ser Floria is in her element with the soldiers. Indeed, they would be lost without her. Now I have to consider if the minstrel slew Chider, or there was something else to the tale.

The season turns to autumn / harvest.

Ser Floria takes the action of Service to the Realm, reading the soldiers and putting things in order. Wants to destroy the catacombs, but waits to hear from the Ruler of the Realm.

Ser Litwitte goes on Pilgrimage to the seat of power, along with Squire Dorza . Returns after meeting the ruler and commanded to find the killer of Chider. The ruler and Chider's brother is Duke Wodwale, the Iron Knight.

Scene 9 - Harvest Duel

The riders and scouts of Chider's Bastion have gone into the meadows around. It is time to help Ser Floria finish her quest to end the threat behind these "Bone-born".

Ser Floria, Ser Litwitte and Squire Dorza head to confront the source of the bone creatures. As they enter the hills (Hex 13J), they hear rustling branches in the trees, sounding almost like music (Omen 1 of the Harp).

Near to where they were dragged underground (Hex 13K), mounds of earth and rubble mark a mine entrance. A huge knight of clad in boneplate with a fearsom blade issues them a challenge.

Ser Floria answers it, charging forward on her steed and trampling her foe. The Bone Slayer strikes back, unhorsing her. The Questing Knight cracks the creature's armour but er weapon is torn away. She faces it with dagger and shield but is struck down in turn, dragged into the catacomb below.

Ser Litwitte follows his companion with a charge, but stays ahorse and keeps a distance after striking his blow. The Willow Knight circles the Bone Slayer and puts everything into his second charge, cutting through boneplate at the shoulder and felling the creature.

Ser Floria is released and Dorza binds her wounds as the earth around them starts to crumble inwards. Fleeing the area, they know that the Catacomb is at rest again, for now... (Ser Litwitte +1 Glory for winning a duel)

On their return, at the edge of the hills (Event - Reappearance), they come across a fresh tombstone with no sigh of who made it. It is dedicated to Squire Ursell, grim and unadorned. Unsettled by it, they return to

Next Expected Scene - Season Turns into the Feast of the Moon.

Character and Notes

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Updated from previous Character Notes.

Ser Litwitte, Willow Knight

male knight-errant, Memories of Home (Castle, Fire), Knighted by The Carved Seer. No-nonsense, wiry and lean, melodic voice with passionate manner. Cautious demeanour and interest in fashion.

VIGOUR 12, CLARITY 17, SPIRIT 16, GUARD 5, GLORY 2

  • Youthful Energy (Used)
  • Bend with the Wind (when use Gambit to Move, Armour 4 until next turn, doesn't stack)
  • Passion: Doubt (restore SPI when defer to someone more senior, even tho disagree)

Equipment - old sword (d8 hefty), shield (A1, d4), gambeson (A1), dagger (d6), torches, rope, dry rations, camping gear, cautious steed (VIG 10, CLA 15, SPI 5, 2GD)

Ser Floria, Questing Knight

female knight errant, Knighted by The Buried Seer. Overly familiar, zealous, from somewhere cold. Delicate physique, decorated dress. Prying demeanour, ambition for knowledge. Missing right ear

VIGOUR 13, CLARITY 2, SPIRIT 15, GUARD 7, GLORY 2

  • Cold Stone (can absorb ailment from wielder, vanishing in a burning light, restock each Season)
  • Pledge Quest (swear quest, until complete it cannot restore GD, but +d12 on attacks vs those stand in way. Lose d12 SPI if abandon quest.
  • Passion: Impetuosity (restore SPI when first to fight)

Equipment - massive ancient sword (d8 long, from a tomb), kite shield (d4, A1), 3 javelins (d6), dagger (d6), torches, rope, dry rations, camping gear, reckless charger (VIG 14, CLA 6, SPI 6, 1GD, d8 trample)

2 Squires -

  • Dorza, knows everyone, motivated by fear, VIG 7, CLA 4, SPI 3, GD 1, pony (VIG 7, CLA 7, SPI 2, 2 GD), shield (d4, A1), dagger (d6)

NPCs

  • Earl Wodwale. Ruler of realm. Iron Knight. Knows everyone, never forgets and face or fact.
  • Kerensa - Vagabond, storyteller, minstrel, possible killer of Chider (the sister of Earl Wodwale)
  • Soldiers of Bastion. Riders and skirmishers. Lead by Ogan.
  • Veiled Seer - Sent Ser Litwitte to face the Catacomb myth. In Vale of the Seers

Finishing Up

Ser Floria needs a new quest and maybe a new squire...

Happy Gaming!