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[Solo adventure - no GM] Rescue the mayor

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  • marc c
    replied
    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.

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  • AdamK1095
    replied
    Congrats to the Adventurers!

    Did you run RAW for this?

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  • marc c
    replied
    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; 26th June 2019, 07:03 AM.

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  • marc c
    replied
    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.

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  • marc c
    replied
    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; 25th June 2019, 06:43 AM.

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  • marc c
    replied
    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; 25th June 2019, 04:51 AM.

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  • marc c
    replied
    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; 24th June 2019, 05:33 AM.

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  • marc c
    replied
    The mapping so far

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  • marc c
    replied
    ROOM 6
    The door at the North end of the T-shaped corridor is unlocked. The adventurers enter and find a square room with two recesses. There is a door on the North wall. At first it looks empty but Magda's vigilance pays off (perception 18). She sees a giant spider crawling on the East wall behind their backs. The spider shoot her web at Magda but she avoids it. The spider is dead after three round of combat. Pardriss was poisoned during the combat making his attacks less precise. After a 5-minute rest Pardriss regains the 6 Health he lost during combat.

    - The room doesn't contain a clue and the combat did not attract other creatures.






    The heroes decide it is time to take a long rest. They barricade themselves in room #5 because it only has one entrance and was not used by the Beastskins. They hope to avoid detection.
    Last edited by marc c; 23rd June 2019, 12:55 PM.

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  • marc c
    replied
    Behind the West door of the T-Shaped corridor the heroes find an empty and dusty S-shaped room. The room has no other doors. No Clue roll since there is no encounter.

    Last edited by marc c; 23rd June 2019, 06:35 AM.

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  • marc c
    replied
    It has been a grueling day. Do the heroes want to take a long rest? Roll = No. Pushing their luck the heroes decide to open the room’s North door. They discover a T-shaped corridor with door at each end. They are uncertain what to do. Should they continue on this path? Roll = Yes. They agree that they can always go back and look at what is behind the room’s West door later.

    Last edited by marc c; 23rd June 2019, 05:47 AM.

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  • marc c
    replied
    ROOM 4
    The door at the end of the right branch of the Y-shaped corridor is not locked. Pardriss opens it and discovers an L=shaped room with two doors. One on the North wall and other on the West wall. A Beastkin holding the leash of two wolves is near the North wall door. Is the Beastkin hostile? Yes. He releases the leashes and yells something that sounds like an order. Roll for initiative. The wolves go first. Followed by Faardim, Pardirss and Magada. The Beastkin actives last. The combat last for an epic seven rounds. Pardriss barely survived the combined attacks of the beast kin and a wolf. He finished the encounter with only 1 Health left. Magda was mauled by the second wolf and lost half her Health.






    Faardim uses Heal three times spending all his remaining Magic Points. Pardriss regains 15 points for a total of 16 on a maximum of 32. Magda regains 9 points for a total of 27 on a maximum of 29.

    - Did the combat attract other creatures ? No.
    - Clue roll : The room does not contain a clue.

    The party decides to rest for an hour once again. Pardriss regains 8 Health. he is now at 24. Faardim does a Heal Action on him and the warrior regains another 6 health for a total of 30. Magda is at full Health. Faardim regains 6 magic points. He is at 6 on a maximum of 14.

    Time keeping : At the beginning of the adventure I rolled 1d6 to determine how many hours the heroes had spend searching for the entrance to the Beastkin lair. The result was 3 hours. If I add two one-hour rest periods and another hour for exploring the lair, the heroes have spend 6 hours on this adventure.
    Last edited by marc c; 25th June 2019, 05:52 AM.

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  • marc c
    replied
    Originally posted by Lazeryth03 View Post

    Agreed! Subbing and bookmarked



    Could you elaborate or post a pic of this part of the process? I assume you made a list of say -20- room/corridor shapes, then rolled a -d20- to provide the random generation as you did with deciding encounter/disturbance happenstance?
    Thank you!

    You are correct. I made two d20 lists. One for rooms and one for corridors. These are the designs I came up with within the constrains of using D&D tiles. I also decided not the create rooms larger than 3 tiles by 3 tiles. I could make another list for larger rooms that could be used for Boss encounters to make them more dramatic.

    Last edited by marc c; 21st June 2019, 01:15 PM.

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  • Lazeryth03
    replied
    Originally posted by AdamK1095 View Post
    This is fantastic.
    Agreed! Subbing and bookmarked

    Originally posted by marc c View Post
    The dungeon is generated randomly using predetermined room and corridor shapes.
    Could you elaborate or post a pic of this part of the process? I assume you made a list of say -20- room/corridor shapes, then rolled a -d20- to provide the random generation as you did with deciding encounter/disturbance happenstance?

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  • marc c
    replied
    Its good practice to make a map just like for a regular game. My gaming table is only 4'x4' and I have a finite number of tiles to work with. Here is the mapping so far :

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