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[Solo adventure - no GM] Rescue the mayor

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  • #16
    The mapping so far

    marc c (also know as shesheyan on other forums)

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    • #17
      NIGHT #1
      During the night the heroes can hear some movement in the corridor. Roll encounter = No. They are undetected. The next morning they leave room #5. Unsure in which direction they should go they hold a vote. Roll 1-3 continue with the door in room 6 or 4-6 return to room 4 and explore beyond the East door. Roll = Room #4.

      ROOM 7
      Behind the East door of room #4 the find an L-shaped corridor. They take the south direction, open a door and find a small empty room (#7). A door is located in the East wall. Behind that door is a Y-shaped corridor with a door at each end. The heroes decide to retrace their steps to the L-shaped corridor and go to the East end door.

      Last edited by marc c; 06-24-2019, 05:33 AM.
      marc c (also know as shesheyan on other forums)

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      • #18
        As they return to the L-shaped corridor the heroes see a Beastkin turn the corner. The Beastlin halts when he sees them. The creature has the initiative. His reaction is to flee in the opposite direction. The heroes can hear the door at the other end of the corridor open and shut with a loud bang.

        Last edited by marc c; 06-25-2019, 04:51 AM.
        marc c (also know as shesheyan on other forums)

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        • #19
          ROOM 8
          The heroes pursue the fleeing Beastkin. In haste they open the unlocked door and enter a rectangular room with a recess. The cowardly Beastkin is standing next to a larger specimen of his race. An Alpha Beastkin. Weapons are drawn.

          Pardriss moves and attacks the Alpha Beatkin. Faardim and Madga launch missile attacks at the Beastkin. Both creatures are injured. The Alpha attacks Pardriss but misses. The cowardly beastkin finds his courage, moves and attacks what looks like the weakest human - Faardim takes damage.

          Pardriss strikes again but misses. The Alpha attacks and injures (stunt) Pardriss. Faardim hit the beastkin but Madga misses. The beast kin hits Faardim again! The mage has lost two thirds of his Health. Pardriss inflicts severe damage (stunt) to the Alpha. The Alpha manages to hit Pardrisss. Both Magda and the Faardim miss the Beastkin. The Beastkin strike back and Faardim falls to the ground unconscious.

          Pardriss kills the Alpha Beastkin and moves towards the other beastkin. Magda manages to injure the beastkin. The beast kin hits Magda.

          Pardriss swings his two-handed sword and chops off the head of the cowardly beastkin. Magda secours Faardim (Heal TH 11. Roll = 11) and manages to bring him back at 1 Health.







          The heroes retreat to room #5. It was a good haven before. After taking a 5 minute Breather, using the Heal action and Magical Healing by Faardim they are in good health again. It was a close call. A vote is held. Should they get more help or continue? Roll = Continue. The heroes return to room #8. In their haste to survive they forgot to search the room. Roll for clue #3 = Yes. The heroes have found the third clue. This means the next room contains the Boss, goons and the captive Mayor.
          Last edited by marc c; 06-25-2019, 06:43 AM.
          marc c (also know as shesheyan on other forums)

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          • #20
            The heroes walk back to room #8. They open the door on the other side of the room. It leads to a T-shaped corridor. Should they go East or South? Roll = East.

            marc c (also know as shesheyan on other forums)

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            • #21
              ROOM 9

              The door leading to room 9 is unlocked. Pardriss open it. The heroes can see a vast chamber with columns. The Beastkin chieftain is standing in front of his throne. Two bearskin archers are standing on each side. The adventurers avance in the rooms vestibule.



              Round 1 : Faardim attempts a parley. «There is no need for more blood shed. Surrender the mayor and we will leave quietly.» [Communication roll = 12] The Chieftain [Intelligence roll = 14] is unimpressed by Farrdim. He remains hostile. Does the chieftain attack? Roll = Yes. « You are invaders and murderers. You will die today!» and with that he shoots an arrow that injures Pardriss. The two archers move closer to the chieftain. One archer injures Magda and the other Faardim. Magda shoot an arrow at the archer that hit her. Faardim sends an arcane blast at the other archer. Pardriss charges and severely injures an archer. Four beastkin guards that where sitting at table at each end of the hall rise and throw javelins. Two against Magda but they miss. Two against Faardim but only one hits.



              Round 2 : The chieftain takes his two-handed sword and hits Pardriss. Both archer take their sword and attack Pardriss. Only one hits. Magda shoots an arrow at a guard and it dies. Faardim casts another Arcane Blast at a guard and it dies. The guards throw javelins at Magda and Faardim but miss.

              Round 3 : The chieftain misses Pardriss. The warrior strikes the chieftain. The two archers strike at Pardriss once again but only one hits. Faardim moves and stands behind Pardriss. He cast a Healing spell. The warrior regains 9 Health. Magda shoots an arrow at a guard and kills it. The las guard throws a javelin but misses.




              Round 4 : The chieftain hits Pardriss and the warrior responds in kind. Both fighters are severely injured. Both archers hit Pardriss with their swords. Faardim sends an arcane blast at an archer and kill it. Magda injures the other archer. The last guard injures Faardim. Magda and Faardim have now lost one third of their Health.

              Round 5 : The chieftain thinking he has the better of Pardriss swings his sword but misses. Pardriss does not miss. The Chieftain is grievously injured but he is still standing. The last archer hits Magda. Magda hits the archer. Pardriss only has 6 Health left on 36. Faardim uses his last two magic points to heal Pardriss. He regains +6 Health for a total of 12. The guard hits Faardim.

              Round 6 : The chieftain strikes Pardriss and inflicts 14 points of damage but Pardriss’ armor blocks 4 points. Pardriss is at death’s door with only 2 Health left. Pardriss strike the chieftain and slices him in two. The archer hits Magda. Magda hits the archer. Faardim kills the last guard.



              Round 7 : Pardriss kills the last archer. The fight is over…! Pardriss is at 2 Health. Faardim is at 9 on 24. Magda is at 17 on 29.

              The heroes find the mayor tied on an evil looking altar. Is he alive? [Clock : At the beginning of this mission I secretly rolled 1d3+1 in a bowl. The result is the number of days the mayor had left to live. I look at the result 2 on the dice + 1 = 3 days. The mayor is still alive but unconscious. If at the end of the third day the heroes had not found him he would have been killed by the Beastkin.]



              After a Heal action the mayor regains consciousness. He is overjoyed to see them. Magda notices four chest on the back wall of the room. She opens them. [Rolls : none are trapped]. The heroes are now 150 silver pieces richer.

              The mapping. Parts of the Beastkin lair remains unexplored.



              The mayor wants to leave immediately. The heroes agree with him even if they did not explore all the caverns of the lair. Magda unlocks the door on the back wall. Is it an escape route for the beastkin? Roll = Yes. The heroes follow the tunnel and soon emerge in the forest after crossing a water fall. Magda claims the village is located in the North-East direction [Intelligence test = yes]. The heroes return to the village safely with the mayor. That night a banquet is held and the adventurers are guests of honor [+2 reputation in the immediate region of Daggenberg]. The beastkin threat has been greatly diminished, for now…

              THE END

              [The characters earn a total of 1800 XPs for this adventure. 600 each]
              Last edited by marc c; 06-26-2019, 07:03 AM.
              marc c (also know as shesheyan on other forums)

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              • #22
                Congrats to the Adventurers!

                Did you run RAW for this?

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                • #23
                  Originally posted by AdamK1095 View Post
                  Congrats to the Adventurers!

                  Did you run RAW for this?
                  Thank you!

                  Almost 100% RAW. Because this was solo play I decided to use fixed damage values instead of rolling damage. I gave half the die + bonuses. Ex.: 2d6+3 became 7+3 = 10 fixed damage for every attack that hits. Turns out it is a very good solution to counter-balance armor ratings. Combats went much faster and was more dramatic - scarier for characters too. I want to import that in a regular game.
                  marc c (also know as shesheyan on other forums)

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