Tools: rpgsolo.com solo engine; No Budget No Frills Dungeon Generator v4.1; r/BehindTheTables; other random generators
Setup:
Finally, a dungeon crawl. The core mechanic I am using to generate the tunnels is a tool from the Tabletop Diversions blog called the No Budget, No Frills Dungeon Generator v4.1 (modifying and adding to as necessary). This tool uses a standard deck of playing cards and some dice to create halls and rooms. To furnish the rooms, I will be using tables from r/BehindTheTables and OSRIC.
Encounters will be rolled on a table created specifically for this location.
Since Gaither escaped in the last chapter, he knows the PCs are probably exploring the tunnels, and it’s reasonable that he would get reinforcements and come back, around each corner or so the party will encounter him on a d6 roll of 1-3. He will be accompanied by 1d4 Huntsmen. Furthermore, if a room contains Huntsmen, Gaither will be with them on a d6 roll of 1-4.
Finally, I’ve marked a line on my map approximately 450 feet from the basement under the museum. Once they pass that line, they can find the exit into the castle.
[Scene 1]
Before continuing down the tunnels, Leira pulls out the wand she found on the Huntsman they defeated in the alleyway several chapters ago. She hands it to Harper and Bhart and explains how to use it.
[Both Bhart and Harper are back up to full END, however, it took all four remaining uses to do it, so the wand is now worthless.]
“I thought you came along to protect us?” Bhart accuses Harper, referring to the recent encounter with Gaither. “Seems to me you were pretty worthless.”
“If I wasn’t here, you’d probably be dead right now,” Harper responds.
“How do you figure that?”
“If I wasn’t distracting him, all his focus would have been on you.”
“So getting sliced, stabbed and beaten is now your contribution to this group?”
“Boys,” Leira interrupts. “This is not the time.”
“I’ve had it with you, Harper,” Bhart continues, ignoring his sister. “For years you’ve been bragging about how you’re such a great hunter and how you can provide for and protect Leira. But when it came right down to it, it was she and I who drove that guy off, saving your ass!”
“Without me, Rosie, you don’t even have a chance.”
Tired of the bickering, Leria walks over to retrieve the dagger she threw and then heads down the hall after Gaither. She’s about halfway to the intersection when Bhart and Harper finally notice her.
“Leira! Where are you going?” Bhart calls out after her.
“You guys can argue about who’s the strongest, best, or whatever all you want. I’m going to try to finish what we’ve started.”
Bhart gives Harper a “can you believe her” look. Harper rolls his eyes, letting him know that, at least on this point, they agree. “C’mon,” he says. “Let’s make sure she doesn’t get herself killed.”
They walk down the sconce-lit hall until they reach the intersection. The door to the right is still closed. In the opposite direction, the corridor extends an equal distance until it too ends in a door.
“So, do we try to follow Gaither, or do we try the other door?” Harper asks.
“We should at least see if the other door will open,” Leira suggests. With weapons out, Leira cautiously attempts to open the door.
Is the door locked?
(50/50 | 8[d10]) Yes
It doesn’t budge.
“Great,” she says. “Either way we have to bust through.”
After a brief discussion, the three decide to continue through the door which Gaither made his escape. [RG] Bhart attempts to bash it in. [6+3STR=9>7 Success]
They enter the small room [Room I] and prepare for an ambush. Someone is standing there, but it is not the Huntsman. It is a thin woman with long, straight brown hair out of which poke the tips of her ears, identifying her as an elf. She doesn’t attack, and in fact, seems a bit surprised by the party’s entrance. [Generated a 20’x30’ room, positive encounter roll, table generated a civilian (non-huntsman), NPC generated at donjon.bin.sh]
“Where did he go?” Bhart asks the elf.
Does she tell them?
(50/50 | 1[d10]) No, and…
The woman says nothing. Bhart threatens her, but she holds her silence in regards to which direction Gaither went. (and) “You’d be doing yourselves a favor if you left right now. You don’t stand a chance against these men.”
“Why are you protecting them?” Leira asks.
UNE: hostile bearing - death - power
“Because they have been a friend to me. If you haven’t noticed, elves are treated as second class in Duskcall. All I wanted was to run my business, but humans try to swindle me, steal from me, even vandalize my shop. These men, however, took care of the problem. Sure, some people had to die, but they deserved it and now they don’t bother me anymore.”
“And how much is it costing you?” Leira asks.
Does she answer?
(Unlikely (keeping a secret) | 1[d10]) No, and… (she tries to leave)
“I’m done. Let me go,” and she pushes her way past to leave out the door.
Leira grabs her arm, turning the elf so they are standing eye to eye. “Is it your dignity? Is that all it cost you?” She looks the elf up and down. “I have a feeling you’re getting the better end of the deal.”
The NPC gives: a hateful response
Recognizing the insult for what it is, the elf spits in Leira’s face. “At least I have enough sense to stay alive. That’s more than I can say for you.” She pulls free of Leira’s grip and continues out the door. Before heading for the exit, she turns back and takes one last stab. “By the way, I still have my dignity, but don’t be surprised if yours is taken from you real soon.” With that, she disappears around the corner. Harper starts after her but Leira holds him back.
“Let her go. We need to get moving.”
There are two more doors leading out of the room, one opposite the first, the other leading in the direction of the castle. In the fourth wall is an open passage. The only item in the room is a chest with several drawers.
Bhart check for traps with advantage due to being a trap maker (crafting skill): (5,1,1) 6+3MND=9 > 7 success
Just to be safe, Bhart checks the chest of drawers for traps. Being a trapmaker himself, the party feels he has the best chance of detecting anything. The caution pays off as he does find a small needle trap near the handle, however, there was nothing to be concerned about as it appears the trap was never reset after it was last disabled or triggered.
[Is the chest trapped?
(Unlikely | 6[d10]) Yes, but… (trap was not set)]
Rummaging through the drawers they find rather normal everyday items, some bowls, rags, small musical instruments, a length of rope (which they take). It appears to be some sort of catch-all drawer. In the bottom drawer, however, they find a small pouch stuffed in the back which contains 30 gold pieces. The group is overjoyed as they were running low on gold. [Contents generated both randomly and based on oracle questions, i.e. Are there any keys?]
After a quick check of the opening (which turned out to be an empty hallway), they decide to try the door that heads in the general direction of the castle. This door is also locked but Bhart has no trouble kicking it in. Behind the door is an empty corridor. Harper leads the group through the doorway with Leira right behind. Bhart brings up the rear. [Order RG]
Barely twenty feet down the hall Harper steps upon a loose stone. Without warning, a stone pillar shoots out of the wall like a battering ram, striking Harper square in the torso. He is thrown against the opposite wall but is able to squeeze out of the closing gap just before being completely crushed. (4 damage, AR fail, 2 END) Leira is able to react quickly, stepping back out of the way and bumping into Bhart who was trailing behind her.
[Is anyone looking for traps?
(Unlikely (Not expecting Huntsmen to trap their own tunnels) | 5[d10]) No
The [RG] trap had an ATT of 3. Projectile trap damage is calculated the same way as combat: attack roll, defense roll, higher wins. Since Harper was in front, I gave him the full 3 ATT. Since Leira may not be in the strike area or might have a little time to react, I adjusted the trap ATT to 0 for her. Bhart would have been outside the strike zone so he didn’t have to roll.
Now that they are aware of traps, future trapped areas will require only a 50/50 oracle check to determine if anyone was actively looking for traps.
Finally, Adventurers! allows characters to make a check against MND to recover END (1 point for a normal success, 2 for a critical). I guess this is supposed to represent a character’s mental and physical ability to fight through pain and injury. They can check STR+1 times a day. Harper uses both his available checks and succeeds on both, bringing him up to 4 END.]
Harper gets up slowly as Leira rushes to his side. “What was that? Why would the Huntsmen trap their own tunnels?”
“To keep people like us from wandering about freely, I suppose,” says Leira. She points to the floor. “You stepped on a trigger stone. I would assume the Huntsmen are aware of this and know to be careful.”
“It looks like we are going to have to be more careful,” Bhart adds.
The group continues down the hall, with Bhart and Leira in front, partly to provide a barrier in front of the injured hunter, but also because Leira is very perceptive and has the best chance of spotting any future traps.
Several feet later, the hall ends in a door. Drawing weapons (Harper notching an arrow in his bow), Bhart checks the door and finds it unlocked. [Room II] They are greeted by Gaither and two other Huntsmen. While it appears to the group that the Huntsmen were expecting them, one of the newcomers was in the process of handing Gaither a vial. He quickly sets the vial aside and prepares for battle.
Has Gaither had a chance to recover any END?
(Unlikely [not enough time]| 6[d10]) No, but… (he sent someone to fetch a healing potion.)
Is one of the Huntsmen with him the person he sent for the potion?
(50/50 | 8[d10]) Yes (I interpret this to mean he just returned, but Gaither has not had time to use it.)
Everyone passed their surprise roll. Initiative was determined and the battle began.
Gaither: ST2 AG3 MD 1 ATK: sword 3 DEF: 4 END 4 HER 0 Med. armor AR 4/5
H1: ST1 AG1 MD 0 ATK: dagger 1 DEF: 1 END 5 HER 0 Light armor AR 5/6
H2: ST1 AG1 MD 0 ATK: dagger 1/Sling 1 DEF: 1 END 5 HER 0 No armor, AR 0
[Round 1]
Gaither immediately charges Bhart, but has to readjust his sword grip as he was reaching for the vial when the party entered (Gaither Critical ATK fail, loses next turn). Leira takes a stab at the Huntsman nearest her, but he nimbly steps aside and slashes at her arm with his dagger, drawing blood. (Leira Crit Fail, H1 hits. Leira 2 END) Harper draws his bow and takes his time, aiming at the blond Gaither. (for +1 to ATK)
[Round 2]
Gaither secures his grip on his weapon while Bhart attacks with his sword. Gaither avoids the blade, also moving out of Harper’s sightline, allowing the arrow to pass by harmlessly. Leira and her opponent size each other up looking for an opening.
[Round 3]
Harper, barely feeling the stone that harmlessly grazes his shoulder, turns his aim on the Huntsman in the back with the sling. He fires another arrow that hits its mark, causing the returning sling shot to fly wild. (H1:3 END) Bhart and Gaither exchange cuts (Bhart to 2 END, Gaither to 1 END) while Leira and her opponent both swing harmlessly through the air.
[Round 4]
Leira’s opponent finds an opening gets a clear attack, but she twists at the last moment, barely avoiding a potentially fatal stab. (L uses a HER point to avoid a hit.) Harper’s arrow hits its target a second time, dropping the Huntsman to the floor (0 END). Gaither brings the pommel of his weapon down hard on Bhart’s head, driving him to the ground. Clutching his knee, Bhart cries out in pain before losing consciousness. [Bhart spends HER to reroll defense, but still takes 4 damage, dropping him to -2 END]
[Round 5]
Gaither climbs over the fallen Bhart to reach Harper, the extra time it takes him giving Harper an opportunity to drop his bow and draw his sword. [Gaither spends his HER point to avoid a hit] Leira is clearly outmatched and takes another 1 END damage. (1 END, used a HER)
[Rounds 6 and 7]
Feeling the shield is hindering her ability to fight, Leira drops it and lunges at her enemy. This turns out to be a mistake, as the Huntsman’s fighting experience allows him to avoid the wild swing and plant his own dagger into Leira’s side. [dropping the shield removed AGI penalty, she failed her attack. H1 hit. Leira used last HER to reroll but still failed, putting her at -1 END]
Meanwhile, Harper is able to use Gaither’s forward motion against him, finding a gap in the approaching man’s armor. [Harper hits Gaither for 1 damage, reducing his END to 0] Gaither’s own weapon connects before he drops to the floor, however Harper’s leather easily deflects the strike.
[Round 8]
Despite just besting Leira, the remaining Huntsman witnesses his leader going down and feels it might be best for him to flee [H1 fails a modified Morale check] He races for the door but Harper is right behind him. Before the door can be opened, Harper drives his sword into the man’s back, piercing the light leather armor and ending his life.
I gave the Huntsman a -2 AGI penalty during the Chase Challenge due to having to deal with a closed door. Harper won the chase, earning him a free attack. H1 suffered a -2 defensive penalty for having his back to Harper. Harper wins 10 vs. 1 (3-2). After a failed AR roll, the result is 5 damage, dropping H1 to 0 END. I really needed that big hit to keep from drawing this encounter out longer than necessary.
PC’s who reach 0 END or less must roll on a homebrew table to determine their fate. (See “Thoughts” section for details) Bhart (-2 END) is still alive, but received a simple fracture on his right knee. He will suffer -2 AGI for the rest of the day, -1 after that for the rest of this adventure. Leira (-1 END) is simply unconscious.
Both use up their maximum healing checks for the day.
Current END: Bhart 4, Liera 2, Harper 4
Harper quickly checks on Leira, who is already sitting up. In the corner, Bhart groans as he regains consciousness. Harper helps him stand, but as soon as Bhart puts weight on his right leg it buckles under him. “I really hit my knee hard when I went down.”
“Do you think you can walk?” Harper asks.
“Just give me a minute and I’ll try again.”
While Bhart rests, Leira and Harper search the bodies, finding a total of 15 gp and a couple of gems. [1 quartz (2 gp), 1 Amber (3 gp)] Gaither was also carrying a tight fitting black cap, which they suspect he used to cover his light hair when sneaking around at night. Lastly, they examine the vial that was dropped before the battle. On the neck of the bottle is a rune that commonly is used to denote health. Because of that and the fact that Gatiher was about to drink its contents after being wounded during their earlier encounter, the party feels it is safe to assume they are holding a healing potion. Leira, being the least hearty of the three, is given the potion and she recovers to full health. [Healing potions restore 4 END raising her back to her full 4 points.]
Bhart is able to get to his feet and gingerly tests the knee. Putting a little more weight on it, he believes he can continue. “That’s one of them. Let’s go get Shylock.”
“No,” Harper disagrees. “You two were beaten up pretty bad. I think it’s best if we head back to the hostel and rest up.”
“I’m not letting him get away!”
“He’s probably not even here, Bhart. According to the instructions, Shylock’s waiting at the safehouse for information.”
“Whether he’s here or not, that’s not the point,” Leira chimes in. “We’re not going to have another shot at exploring this tunnel. We need to try to find details about their plot or gather enough proof to take to the King’s Guard so they can shut this operation down. It’s our duty, Harper. King Angelo’s life is at stake.”
“That might be,” Harper answers. “But, as far as I’m concerned, saving the King’s life is not worth you losing yours.”
Leira blushes. Harper glances at Bhart who is giving him a questioning look. “Yours either,” he adds.
“Thanks,” Bhart responds with thick sarcasm. “But Leira’s right. We’re not going to be able to just walk in here anytime we want. They will have the entrance guarded for sure, if we can even get past the front door of the museum. We need to move forward.”
Eventually, Harper gives in, warning them that another close call and they are leaving. Leira and Bhart agree and the three head for the door that continues in the direction of the castle.
“Aren’t you going to take the shield?” Bhart asks Leira.
“No, it’s too unwieldy.”
“But you told Barda you would return it.”
“If Barda believes it is so valuable, he can come down here and retrieve it himself.” [Did Leira pick up the shield? (50/50 | 2[d10]) No +Event: Dominate / Art]
The door opens onto a long corridor that runs for about 70’ before turning left. Harper keeps a lookout for anyone approaching from behind as the other two round the corner, weapons ready. Standing in the continuing corridor is a lone man dressed in leather armor. It takes bu a moment for brother and sister to identify him as a Huntsman and they attack, surprising the assassin. Despite this, he recovers quickly and is able to draw his dagger while backing away from his attackers. Pride gets the best of him, however, as he decides to stand his ground and fight. [Huntsman and Harper fail their surprise checks, but Leira and Bhart miss their free attacks anyway. Huntsman makes his morale check.]
Hntsmn: ST1 AG1 MD 0 ATK: dagger 1 DEF: 1 END 5 HER 0 Light armor AR 5/6
[Round 1]
Having drawn his bow while the others engaged in combat, Harper now takes a shot. However, in his caution to avoid hitting his friends, he aims a bit too high. In the close quarters neither Leira or Bhart can make any headway, but the Huntsman takes a swipe and catches Leira in the arm [dropping L to 2 END].
[Round 2]
Harper tells Leira to fall back as he drops the bow and pulls out his sword. Before she can react, however, the Huntsman turns on Bhart and barrels into him, driving his dagger into Bhart’s side. [dropping B to 0 END]. Seeing Bhart go down a second time, Harper charges the foe and slices through his armor. [5 damage, AR stops 1, Huntsman down to 1 END]
[Round 3-5]
The Huntsman makes successful morale rolls for the rest of the encounter.
The Huntsman focuses his attacks mainly at Harper, controlling his opponent in a way that effectively blocks Leira from getting at him [L misses all three rounds]. However, he is unable to land a blow himself, as Harper’s longer sword keeps the dagger-wielding assassin at bay. Harper strikes a blow that glances harmlessly off the Huntsman’s armor, but it then swings back, taking off his opponent’s dagger hand. Already severely wounded, the Huntsman drops to the ground as blood sprays from the severed arm. [-1 END]
Leira is immediately at her brother’s side, fearing her insistence that they proceed further may have cost him his life. Fortunately, he’s still breathing and after a couple of minutes comes to. [Death check (0 END)=unconscious] This time they all agree to head back. Before they do, they make a quick search of the bloody body and find 4 gp, a garnet (1gp, who knew Huntsmen liked precious stones?), and a tan cloth or kerchief with a gold diamond pattern.
End of Chapter 8
Wrap up:
Since this chapter was already rather long and nothing of any significance happened, I decided to quickly run through the events of their exit from the tunnels and return home and briefly mention them here.
There were no further encounters on the way out of the tunnels.
Did the elf merchant untie the museum curator?
Yes, but... (she took the money from the cash box as “payment” for her freeing him)
+Event: Proceedings / Magic (Barda has a scroll with an invisibility spell. In light of current goings-on, he casts it on himself in case the PCs return.)
Does the curator attack one of the PCs?
(Unlikely (knows he’s outnumbered)| 3[d10]) No
Based on the above results, the party exits the tunnels into the museum and, finding the cash box empty and no one around, leave. On the way back to the hostel I did make a successful encounter roll. Using Johnn Four’s “650 City encounters” I randomly came up with people getting sick and vomiting from drinking the water. The encounter is intended to draw the PCs into an investigation of what is wrong with the water, but, in light of their current mission, it made sense that they wouldn't concern themselves with someone throwing up in the street.
EXP: Rules suggest that PCs are awarded 1 XP at the end of a session and additional XP as appropriate for achieving goals. At this time I will award each 1 XP for the dungeon crawl and 1 XP for killing Gaither. The PCs now have 6 EXP each. I will start spending those points at the beginning of the next chapter. HER will reset at the start of the next chapter.
Thoughts of Chapter 8:
On Death and Dying: Adventurers! leaves the fate of the PC’s in the hands of the GM, meaning 0 or sub-zero END points does not mean instant death. Instead, GM’s should judge each situation and determine how bad the damage it. To address this, I’ve created a table to determine whether or not a PC who has been reduced to 0 or less END is either unconscious, wounded, or dead. The chances range from unconscious with a slight chance to be wounded at END 0 and gets increasingly worse until the character is simply dead at END -5. If a PC receives a wound, I consult an extensive injury table I found on rpggeek.com to determine where, what and how severe the wound is. NPC opponents are not awarded this luxury. Once they hit 0 they are dead, unless for narrative purposes it’s more interesting that they remain alive, or at least have a chance to live.
I’ve made a google spreadsheet with my homebrew tables available for anyone who is interested in using them. You make access them via the link below:
Tev's Solo Tables for Adventurers!
Read the next chapter here.