Gnomepoleon Is Here - Ep 5: Mythic Bastionland Solo Campaign
In Which a Marriage is Arranged for Sir Tollix and Gnomepoleon Takes The Field
Welcome back for another vapulatory episode of Gnomestones. We’re telling an epic tale set in the Gnomestones universe, inspired by the French Revolution and the tragedy of human shortcomings. Here’s our list of tools:
Mythic Bastionland as the base game, contributing knights, myths, landmarks, spark tables, and authority and dominion rules
Gnomestones Hexwars, a Mythic Bastionland supplement for simulating regional warfare on a hexmap
Hex Kit as our map building program with modifications in Excalidraw
Four Seasons Hexflowers to simulate weather patterns
Narrative chapters for especially dramatic scenes
A custom Events Tables made for this campaign to weave together Mythic Bastionland events with the overarching escalation of war
Let’s get into it, here’s our map:
8th Big Day of Worwen, Ulf 638th Year
Weather: Seasonal fire
Morning Event Check: d4 → 1: Yes
Events Roll: d4,d4 → 2,1: Nature
I’m a huge fan of impromptu tables and this nature check calls for one, since there are multiple parties on the road that could encounter said nature. When I’m running a game with players I’ll often quickly design a table in my head, but today I’ll demonstrate the table for the audience.
Nature Table: d6 → 4: Loamwood
In the northeast corner of the map are Mulnarn rangers, an advance guard of riders sent to secure the Loamwood. Our result does not bode well for these rangers, especially with the uncontrolled fires burning in the region. Time for another impromptu table.
Here at Gnomestones we love meta-tables. This table has a chance to get a result from the ADND Encounter table, a d4Caltrops table (currently the best tablemaker out there IMO), or the Mythic Bastionland beast roster.
Just for this demonstration, I rolled on each of the tables ahead of time to predetermine the result were that table to be selected. Here’s what we get:
Nature Table 2: d6 → 6 : Burrowing otter
Excellent! Our result is from the Mythic Bastionland book and far from the most dire outcome. A quick luck check (d6 → 6: Great luck) lets us know that the burrowing otters are not attacking or running from fire. Instead, the rangers discover a network of burrows potentially useful as an advance base of operations, as long as they treat the otters right. Rushka would say that the animals are on their side.
Now that the encounter is taken care of, we can proceed to troop movement. Tollix leads a small contingent to Nebbit’s Heath on a recruiting mission. The Hydra crashes through the brush to the (d6 → 6: 1) northwest, while the Ulfans responsible for the hydra flee through the valley to the southwest. The Mulnarn rangers can maintain their otter burrow, and the rebel farmers enter Falberge.
Most importantly, the Ulfan troops chasing the farmers have overextended, and now they’re surrounded. They have (d6 → 2: Bad luck) meager leadership at this point, since The Talon Knight is imprisoned in Falberge, so they won’t be prepared to respond. One of the Ulfan warbands is marked with doom from an earlier battle, so this seems appropriate.
The Mulnarn army is inexperienced and the riverfolk militia to the south (d6 → 1: Bad luck) are not aware of the engagement. Looks like this fight will be 2 on 2 in terms of warbands. It’s a perfect time for the Hexwar rules. High roll wins, 1s are casualties.
Mulnarn: 2d6 → 6,3; Ulfans: 2d6 → 5,2
The Mulnarn are victorious! No casualties in this skirmish. The Ulfans must retreat, or they can lose one warband and stay in the hex. One of the warbands is doomed anyway, but the Ulfans are well-trained and usually fight with honor, so they’ll choose to retreat. The riverfolk are moving that way anyway, clearing the northern shore of vulnerable peasants. At this point they (d6 →4: Fair luck) notice the conflict to the north. Here’s what it looks like at the end of the phase:
Afternoon Event Check: d4 → 2: No
Since the Mulnarn were victorious, they can resume the attack. The Ulfans are fleeing now so we’ll roll opposed d6s. With a 4, the Mulnarn are unable to close on the Ulfans, who move to safety with a 6. Well, safety permitted by the hydra, who moves (d6 → 4: change direction; d6 → 5: Southwest), through the forest towards the lake. Attempting to become the Lach Nism Monster mayhaps?
The Ulfans make their retreat, but now the fisherfolk militia are all that stand between the hydra and the lake people. The original plan was for these warbands to move into the forest to the east, but now it’s inhabited by the Hydra. Luckily, whatever commonfolk live in these woods are (d6 → 6: Great luck) able to hide, so the potential to recruit troops for those hexes in the future remains (plus the people are ok).
Night Event Check: d4 → 3: No
Night falls over the Mulnarn plain, and the hydra (d6 → 6: stay) stays in place. At Nebbit’s Heath, it’s time for The Weaver Knight to spin another thread.
The Mulnarn general and Ogan Nebbit discuss matters over bowls of hedgewolf stew, much of Nebbit’s family in attendance. The Nebbits are descended from humans and gnomes, generally referred to as halflings. They would be fierce allies if they were to join Mulnar; though they lack prowess in combat, the farms in the area support a large peasantry for troops, and the Nebbits themselves have a massive larder. What might Sir Tollix be able to trade?
It comes down to a SPI Check in the end. Tollix’s is 12, and we’re going to give him a +2 for brandishing signed terms of independence.
Spirit Check: d20 → 9: Moderate success
The Nebbits agree to join their lands to Mulnar, but not without cost. Ogan Nebbit demands that he will be appointed to Chief Farmer of Mulnar, once it is a free state. In addition, the Nebbits will receive payment for all food offered during the war effort, plus additional costs of labor. Finally, Sir Tollix must marry one of Ogan’s daughters. It’s a high price, but it needs to be paid. The halfling troops are activated, but more work is needed to mobilize the full force of the western farms as dictated by the Hexwar recruitment rules.
8th Good Day of Worwen, Ulf 638th Year
Weather: Unseasonably warm
It’s the last day of the week, and hot! Looks the fires won’t be dying down yet. Tomorrow both sides will be receiving weekly reinforcements.
Morning Event Check: d4 → 1: Yes
Events Roll: d4,d4 → 1,4: Rise of the Gnomes
By the forge of Ulf it was bound to happen eventually. Our first Rise of the Gnomes roll. And with the Sky Boulder still unsecured too!
Rise of the Gnomes Roll: d10 → 1: Gnomepoleon takes the field
You really can’t make this stuff up. Looks like the game sans the tiny dictator is already over. It was fun running this humble faux-historical drama with you my friends, but now that’s all in the past. Gnomepoleon is here.
Until next time, on Gnomestones.
















