Silent Takedowns with Surprise
I’ve been thinking on simultaneous combat resolution lately, and came across this great blog post by Underground Adventures discussing it, as well as surprise rules from Traveller which I like quite a lot (if you didn’t click through, the jist is you roll a d6 for both sides and if the difference is 3+ that side gains surprise. More importantly they keep surprise until something happens that would end it). This immediately evokes the trope of a squad sneaking through a camp, silently eliminating the enemy.
To that end I thought of some rules or guidelines for those silent takedowns for eliminating unaware enemies without relying on standard combat rolls (obviously, a lot of this is down to ref adjudication but here are some rules anyway):
Surprised enemies are generally found in one of two states—unconscious (sleeping, drugged, knocked out, bespelled, etc.) or aware (on guard duty, eating a meal, otherwise performing normal tasks).
Unconscious encounters:
- Coup-de-grace: If you encounter an unconscious enemy while you have surprise, you can silently and instantly kill them or knock them out. This assumes you have some sort of weapon to facilitate this, like a dagger or blackjack (movie rules apply where acute head trauma is no big deal). It also assumes human-equivalent enemies, or medium to small beasts. You cannot instantly kill a dragon, for example. For more powerful enemies, you can strike at them, automatically hitting and dealing the maximum damage for your weapon (or treat as a crit in your system).
- Sleeping neighbors: In the case there are many unconscious enemies near each other (like soldiers bunking in the same tent), there is a 1-in-6 chance they are roused for each enemy silently killed or bound. This obviously doesn’t apply if they have been drugged or are under magically induced sleep.
Aware encounters:
- Takedown: It is harder to silently eliminate someone who is awake. Doing so requires a check (against a DC, a contest vs. the NPC, or they get a save, depending on your system). On a success you kill or incapacitate them silently and immediately. On a failure they call out, raising the alarm and ending surprise. This applies to any human-like creature, even if they are a leader-type with better armor and stats than regular mooks. Against more powerful targets (like the aforementioned dragon), you can instead auto-hit and deal your weapon’s damage, rolling twice and using the better result.
Common sense applies: an unarmored thief stalking guards and taking them out one-by-one is doable, a party of 4 laden with gear sneaking behind each person not so much. But there is good opportunity for combo actions (gagging and tying up someone you want to carry off, distracting a guard looking at another so the second can be eliminated).
If surprise ends, start combat normally, which leads to the second part of the blog post, positing phased actions which are resolved simultaneously in each phase. I like this as it allow some tactical action while still being snappy and deadly, especially if paired with an auto-hit system like Into the Odd and it’s many derivatives.
As with my Mothership simultaneous initiative post, I really like the idea of giving the players opportunity to take priority, resolving their actions before enemies, but with a risk. To add this here, I’d say in each phase a player may make a check (probably dexterity, or a speed save, or similar) to take priority, but if they fail their action will resolve after the enemy’s.
Anyway, simultaneous resolution is really appealing to me, and I hope to try it out in various forms soon. Also the blog post above ends with a nifty little adventure, always a plus.
Mothership Mini - Boiling Point
I want to do more little freebie scenarios here on my blog. Here is one that can plug in anywhere.
PDF version
Setup
Set this scenario at a security checkpoint, customs inspection, or similar scenario of authorities inspecting passenger items.
Ahead of the players, officials inspect a nervous-looking man’s briefcase against his protests. He insists that he has an exemption for inspections, that he isn’t even supposed to be here if it weren’t for a mix-up from his employers, and that it is imperative he be allowed through quickly. He waves documents in front of the inspectors that are steadfastly ignored.
As this is going on, one of the inspectors forces open the case and holds up a glass vial, causing the nervous man to become extremely agitated and grab for the vial. In the tussle it drops, shattering, and a cloud of gas drifts over them and the player crew. The scientist, in shock, exclaims they are all doomed.
The Compound
The experimental compound in the vial is an attempt at weaponizing biological organisms by producing a highly explosive compound generated by stress hormones in their bodies. When the subject’s stress gets too high, they explode. It was developed by the nervous man, Thorsten Spellmeyer, now himself exposed.
As an exposed person’s Stress rises, consult the following effects:
- Stage 1 (Stress 5+): Become sweaty and feverish. Minimum Stress becomes 5 if not already higher.
- Stage 2 (Stress 10+): Large purple blemishes spread over skin. Gain double Stress.
- Stage 3 (Stress 15+): Body becomes searing hot, vision swims. [-] on Body saves and Panic checks.
- Stage 4 (Stress 20+): Detonate in a violent explosion. Anyone adjacent is killed. Those in Close range take 4d10 DMG. They may attempt a Body save to take half damage. Any other exposed individuals with Stress 10+ that die from this explosion also explode.
Anyone exposed who learns this gains +1 minimum Stress until they believe they are cured. Killing an exposed person before they reach the critical threshold neutralizes the effect, a fact the scientist shakily admits to everyone nearby.
NPCs under Stress: When an NPC would be stressed make an Instinct roll. On a failure increase symptoms one stage as above. On a critical failure they explode.
What’s next
Thorsten can develop an antidote, in theory anyway. Actually producing it was not a priority of R&D, so he would need to gather the reagents and create it. If there is a proper lab at this location, he can create the cure after 1d5 hours. If there is no lab, he can jury-rig a treatment from chemicals found across various locations (cleaning supplies, cooking ingredients, workshop chemicals, etc). The jury-rigged cure only has a 50% chance of working, and always deals 1d10 DMG.
The incident has been reported to local authorities, who do not want human bombs loose in the area. Security teams are deployed to take out the scientist and crew and they gain a Bounty Level of 3 (1d10x10kcr, kill on sight). If someone explodes the bounty is increased to BL4 (1d5x100kcr) and a squad of Special Security forces are deployed. If any of the inspectors or other bystanders were exposed, the players may witness them being executed by station security or exploding (triggering Fear saves).
Security Agent
C: 40 SMG 2d10 I:30 W:3 AP:4
Traveling in squads of 1d5+1. They don’t stop until everyone exposed is dead or can prove they are no longer a danger.
Special Security
C:65 Pulse Rifle 3d10 DMG I:40 AP:7
Work in squads of 5. Ruthless killers.
August 2, 2025 Mothership Mothership-Minis Adventures Scenarios mothership-mini
Mothership Simultaneous Combat Resolution
The assumed combat resolution in the current edition of Mothership is player facing rolls, that is, the Warden describes the opponent(s) actions and player react with their actions, rolling as necessary. Monsters and other enemies don’t roll—their stats are used more to inform their power level and capabilities.
My main issue with running this way is it feels a little “squishy” for lack of a better term, it lacks structure with enemies having a variable number of actions dependent on number of players and their actions. Many Wardens do fine with this but I struggle with it a little. On the other hand, a straight side-based initiative or similar can result in a lot of rolling (if you are re-rolling each round), ramping up player stress… not necessarily a bad thing as combat should be stressful, but it is a little clunkier in a streamlined system like Mothership.
Here’s what I’ve come up with I’m excited to try, a pseudo-simultaneous initiative order with a little more structure than player facing rolls but still pretty deadly (and it lets you make rolls for monsters using their stats). Here’s how it works:
- The Warden declares all opponent actions.
- Players declare player character actions.
- All actions are resolved simultaneously.
- Players may make a Speed check to take Priority, resolving their action before opponents’
By having the Warden always declare opponent reactions first it gives some agency to the players to respond. This still might not save them though, as the simultaneous resolution means that they might still get hit with an attack even as they attempt to flee or dive for cover.
Having the option to take Priority with a check gives players a chance here, with the risk of failure being they remain in the same position with some Stress added for the failed roll. Additionally, a critical failure could mean the opponent’s action resolves first, their action doesn’t resolve, or similar (a crit success may mean a bonus to their action roll, getting a second free action, etc).
Here is an example of play:
Alice and Bob have broken into a warehouse searching for a particular item. Alice is standing in the open, keeping lookout while Bob is behind a stack of crates searching for their loot. Suddenly they are ambushed by bounty hunters sent to stop them.
Warden: These bounty hunters are the same ones you gave the slip by ramming a trash barge into their ship and are pissed. They look like they are willing to kill you and take a penalty on the bounty. Bounty hunter A takes aim at you Alice, B is trying to find a shot on Bob.
Alice: I’m going to fire a shot back as I try and dive for cover with my movement.
Bob: I’m behind cover right? I’m going to keep searching for what we need, if we don’t find it we’re good as dead anyway.
Warden: Ok, let’s resolve all these actions. Alice, do you want to try and take Priority? Otherwise that bounty hunter will have a chance of hitting you before you get into cover.
Alice: Let’s go for it… Damn I rolled a 72, fail. I rolled 20 for my Combat check though. 3 damage from my revolver.
Warden: Ok, gain a Stress Alice. Bounty hunter A rolls a 32 Combat and succeeds, dealing 6 damage with a burst from his pulse rifle as it grazes your side. He takes a wound as well from your shot. You are in cover now at least.
Bob, Bounty hunter B succeeds on his combat roll as well, but you are in cover so his low roll of 2 damage doesn’t get through to you. As you dig through the crate in front of you you find the macguffin you are looking for!Bob: Great, let’s get out of here.
Warden: Ok next round. The bounty hunters are going to fire at both of you again behind your cover. What are your actions?
And so on. My thoughts on the Warden always declaring actions first is to give the players a little bit of an edge and agency when actions are already difficult for them. You could also do a sort of side based initiative each round, where the winning side forces the other to declare their actions first, but actions still resolve simultaneously. Certain opponents like aliens or psychics might shake this up by making players declare actions first, representing their fast speed or precognition.
I’m excited to give this a try in real play, as personally I find the structed combat session works a little better for me, but this is still pretty dangerous and fast-paced.
Morale as Initiative
Inspired by this wasitlikely post to use morale as initiative for old school type games. It is less sloppy drippy and therefore more boring but I think it fits in fine with your standard b/x type game.
On starting combat roll 2d6 against enemy morale as usual. Exceeding their morale means the players go first, rolling lower they go second.
For what enemy morale to use:
- The value from the enemy if one type
- If groups of multiple enemy types, use the higher morale between them, particularly if they are working together. Alternatively, you can check morale against each group, and make a kind of sandwich initiative.
- If the enemy group has a leader, use their morale (until they die). Re-roll at the top of each round, with modifiers accounting for anything that happened in the previous round, usually a + or - 1. For example:
- Killing an enemy leader.
- Killing half or more of the enemy.
- Acting especially intimidating (taking the time to get trophies from kills, special war cries or drums, acting sub-optimally for the purposes of intimidation).
- Use of fear magic, scary illusions, etc.
- Maintaining superior tactics (holding the high ground or forcing opponents through a chokepoint).
- If the enemy downs a player character.
Adjudicate as makes sense of course, increase the bonus or penalties for especially effective tactics. Especially reward things like ambushes, war cries, or generally acting like maniacs. Sides should be using intimidation tactics mid battle to try and gain the initiative through fear.
This method means that mindless creatures like undead almost always act first outside of being surprised. Unburdened with fear, such creatures act decisively and without hesitation. An unnerving thought to rational beings with a sense of self preservation (which may even incur a penalty).
Sandwich Initiative Alternative
I love me a sandwich initiative. To make this work, each player rolls 2d6 individually against the enemy morale target, adding bonuses or subtracting penalties based on their individual actions. Those that beat the enemy morale go before enemies, those that fail go after.
Dolmenwood Ponderings - On the Soul
As I gear up for my Dolmenwood campaign I’m pondering little bits of lore as I want to run it. These may be considered as doctrine or true by characters in setting, but doesn’t mean it is the Absolute Truth.
On Souls
The immortal creatures of fairy (including fairy and demi-fey kindred) do not have souls. Their essential spirit or life force is inherently bound to their material form. When a fairy dies they do not go on to everlasting reward in the heavens of the One True God, or the torments of the hells, they simply cease to exist. This binding of spirit and flesh is what fends off the ravages of age and disease for eternity. Demi-fey are no different, but their long exposure to the mortal realm weakens their essence and causes their bodies to eventually fail.
It is thought that in death fairies still experience a kind of consciousness or dream-like state, a waking nightmare as their flesh-essence decays until it can no longer cohere and fades away.
This lack of a soul is why fairies find Liturgic and the pealing of church bells unpleasant. It is said these things pull at the mortal soul, bringing it closer to god. For fairy-folk this feels as if one was trying to tug at their flesh from the inside.
Mortals are those who have had their spirits cloven from their physical bodies so that the soul could live in reward for faith to the church (or for faithless pagans to be punished for failure to convert). Conflicting accounts of the afterlife from resurrected pagans and worshippers of foreign gods are conveniently swept under the rug.
It is possible for a fairy to gain a mortal soul by performing a holy ritual — often in the course of a marriage to a mortal, though there are other ceremonies for conversion. As a consequence, the fairy becomes mortal themselves, aging and dying like any other, their soul promised to the afterlife.
So, too, are there stories of fairy-folk tricking mortals into losing their soul. Mortals eating food in the lands of fairy, or bewitched by fairy-folk into pagan marriage, among other things. Whether their soul is re-bound to flesh or whisked off to the hells is unknown, but warned of in equally dire measure by the church.
On Resurrection
Resurrection as granted by divine magic calls the soul back from whatever plane it resides in and binds it to regenerated flesh.
Elfs and other fairy characters (including player characters) cannot benefit from holy miracles of resurrection; there is no soul to re-bind to mortal flesh (for this reason there are no “naturally” occurring fairy ghosts. However, phantasmal undead of fairies can still be formed by magic, and the animation of their bodies is as trivial as any other).
The Great Fairy Rune of Unravel Death does work on the fey: it’s magic is more akin to time manipulation than the re-binding of souls, reverting the body and essence to a state before death. This work on mortals too — without recalling their soul. A mortal resurrected in this way is soul-less: their souls still residing in a plane of the afterlife, with all the consequences this implies.
Dolmenwood Campaign Session 1 Report
This is my second Dolmenwood session report. We picked up where we left off, midway through the Winter’s Daughter adventure, now switched to the Dolmenwood system (plus some house rules like roll-to-cast magic).
The party moved to investigate the central chamber of the first floor, a crypt of Sir Chyde’s family, discovering two floating skeletons dancing to distant music, a strange rift, and a dripping vaporous slime. They attempted to bottle some of this, only to find their vial floating away toward the ceiling.
After introductions and inquiries as to who they are (his parents) and being told in no uncertain terms that it was hoped they were tomb robbing, the party made a deal: they would reunite the parents with the rest of the family buried in the room which would surely be worthy of some reward. They pushed the skeletal remains in the undisturbed coffers into the slime, reanimating them, and the skeletal parents offered their jewelry in return, overjoyed at reuniting with their children in dance. In the process, Basil got coated in slime and began to float as well, he started steering himself around the room with a staff found in one of the coffers.
Moving on, they found a room full of statues bearing weapons and a mural covered in mold. They cautiously tried removing a weapon, then seeing no reaction removed the rest to stack outside the tomb. Hollace carefully removed the mold wearing a make shift mask, and avoided breathing in spores. They discovered a mural of Sir Chyde and the second dog companion’s name.
With those pieces of the puzzle, they returned to the guardian chamber and called out the names. The stone dogs bowed to allow passage, and they pushed through to the burial chamber of Sir Chyde. They found his ghost manifest, sadly pining after a portrait of an elven princess. Upon entering he challenged them to their purpose. The party convinced him they meant no disrespect and came seeking only an artifact: a ring. He said he could not part with it for anything, as it connected him to his betrothed: a frost elf princess. He begged them to bring the ring to her, that she could be reached by descending to the lower parts of the barrow and would surely reward them well to which they agreed.
At first they were wary, worried the elf princess was imprisoned here in the tomb and some great danger awaited below. Descending carefully they found a barrier of candles with hints of snow and frost beyond. Eventually Stira just stepped through. After swimming visions of angelic light she found herself outdoors in a frozen wood, a white tower upon an island in a lake in the distance.
After some initial testing to ensure they could return through the passage, they ventured into the wood, noting moss-covered bodies in the trees. In the distance they saw three elf knights approach and enter the tower. Worried these were some of the princess’ jailors and not wanting to face heavily armed knights, they snuck around back to look for another way in. Basil, still floating, worked with Stira to scale they outside of the tower and tie off a rope to the top. On the way they peered in the windows, seeing kitchens, then a banquet hall, and finally the princess’ rooms at the top.
After seeing the windows were set firmly in their frames, Stira knocked, showing Sir Chyde’s ring, prompting the princess to swiftly through a pot through shattering the glass. After discovering they meant to bring Sir Chyde to her, she gratefully helped them in the room, and sent word the rest of the party was welcome.
Overjoyed at being reunited, the Princess Snow-Falls-at-Dusk and Sir Chyde heaped the party with rewards, and invited them as guests of honor to their wedding. After nightfall when this ended, they noticed the passages through the wood closing up and hurried home, discovering from their companion outside (one player who could not make the session and was left behind) that five days had passed.
With lots of loot and lucky encounter rolls they had much to carry but were unscathed, not even needing to fight this entire session. They made camp as it was night, then in the morning decided to head to the closer town, Lankshorn, to unload some loot before heading back home to High-Hankle to see after their NPC companion. As they were basically fully encumbered they could only travel one hex a day, fortunately Lankshorn was in the adjacent hex. Safely securing their loot (again without encounters on the road or during the night), they each gained XP enough to reach level 2. Actually turning their treasure into coin will be a more difficult matter.