Monday, September 23, 2019

Kage Gordain - Chapter 3: Storms A Brewin'

(Read the previous chapter here.)

Game System: Tunnels & Trolls
Tools: rpgsolo.com solo engine; d30 Sandbox Companion

Setup:

One commenter on my last post mentioned that he was interested in a nautical adventure. Well, he’ll get his fair share in this chapter.

A great deal of the gameplay for this chapter involved a lot of dice rolls on various tables, saving throws, oracle questions, on-the-fly rules generation, and other statistical calculations. There was not a lot of story-telling in the bare-bones play. That being said, there is a story to be told and I will do my best to trim down the gameplay elements and find a good balance of rolls/table information vs. narrative. If, for any reason, you want more of the “behind-the-scenes” information, feel free to contact me privately and I’ll be happy to send you this chapter’s notes.

Finally, nearly all the rolls were done at the beginning of each day. For story purposes, I will spread out the information to correspond with the narrative.

[Scene 1]

Day 5 - At Sea
Encounter Roll: 2 None

With nearly two full days of travel left, Kristopher expected that life aboard the Horizon would fall into a routine and grow rather dull. However, with his experience as a slave aboard Frogbeard the Pirate’s personal galley fresh in his mind, he was content with simply sitting back and watching the sailors work. He also watched his companions, picking up as much information as he could about his new found friends.

Dalen spends much of the day sitting on the deck with Lachaidiga, listening to her tales. She speaks of her years learning her magic from the serpentfolk, murder investigations, desert caravans, haunted ruins, a battle with a shaman of deception, and confronting cultists. The dwarf listens with rapt attention, occasionally jotting notes in a worn leather-bound book.

Kelseen, not being one for laziness, eagerly pitches in where she can. While it isn’t expected of the passengers, she gladly assists the other sailors with the daily tasks. Kristopher notes one crewman who seems to take a particular interest in the husky warrior woman, complimenting her on her strength and endurance. While Kris suspects Kelseen would deny any mutual interest in her admirer, he does notice her blush once or twice when offered a kind word that addresses her more as a woman than as a worker.

Sylralei is her usual self, flirting with many of the sailors, yet doing no actual work. While Kris believes she has no real romantic interest in any of the sweaty and gritty seamen and is only playing with them, he does lose track of her a time or two, only to see her later emerge from below deck, closely followed by sailor cautiously looking around to see if he has been noticed. 

The day goes on like this until mid-afternoon when the sky darkens. Winds began to pick up and, just before dusk, the rain begins to fall. It is soon evident that this is not going to be a short squall, but a long drawn-out battle with the heavens. Several inches of rain falls every hour, with strong winds and heavy waves rocking the ship. The crew do their best to control the vessel and limit any damage while the few passengers stay below deck. None of the party venture out except for Dalen who occasionally has to empty a wooden bucket that had been filled by a seasick Lachaidiga. 

The Horizon is tossed about for most of the night until the storm settles down after nearly four hours of continuous rain and wind. When there is a slight break in the cloud cover, the ship’s navigator takes a reading and is surprised to discover that the ship is only a few degrees off-course. A survey of the damage reveals that, despite the terrible winds, the crew did a good job of securing the ship and it is expected that any repairs could be finished quickly, allowing them to on time in Sirisea.

[The d30 Sandbox companion weather roll indicated a severe multi-cell line of storms. The total number of cells was eight with no breaks. The total time of the storm was 3.48 hrs, with rain up to 3.5” every 30 minutes and winds reaching speeds of just under 25 mph.

The navigator automatically failed a L3SR with a roll of  “1” and “2”. Condition modifiers required an off-course roll on the “Heavily Impaired” table. Fortunately, the result was only 12 degrees to port off course.

Is the ship damaged?
(Likely | 7[d10]) Yes
Does the damage take more than one day to repair?
(Unlikely | 1[d10]) No, and… Repairs could be made fast enough that they will actually not lose any time.
Did any crew get washed overboard during the storm?
(Unlikely | 1[d10]) No, and.. Crew was able to keep damage to a minimum, saving repair time.]

Source: https://www.deviantart.com/malteaser88/art/Oceans-Revenge-253389626

It is soon evident that this is...a long, drawn-out battle with the heavens. 

[Scene 2]

Day 6: At sea, on schedule to arrive in port [Encounter Roll: 5 none]

The Horizon’s revelry is short-lived, however. Just before dawn, another series of storms wash over the ship. While this new series lasts for only about a quarter of the length of the first storm and there are some short breaks in the rain, the wind and savagery are just as strong and any preliminary repairs are undone and structures already weakened break completely. A mast and several of the booms are cracked and need repair. Rope and netting are thrown around and tangled. Even the rudder takes severe damage, making the ship difficult to steer. About the only good news is that, once again, no lives are lost.

[Weather Roll: Severe Multi-cell cluster. 3 clusters of approx. 25 min. each with short breaks between. Wind and rain similar to previous day’s storm.
Is the ship damaged?
(50/50 | 10[d10]) Yes, and… it undoes preliminary repairs and douses any hopes of arriving on time.
Did anyone get washed overboard?
(Unlikely | 2[d10]) No  +Event: Oppress / Travel (this is not so much an “event” as it is a confirmation of the current situation).
How severe is the damage? (d6 roll) 1-2: Light 3-4: moderate 5-6: heavy  1d6=4 Moderate
Each day the crew will need to make a SR against their LUCK ( rolled as 15) to complete repairs in time to make it to port the following day. The level is based on how severe the damages are: L1 for light, L2 for moderate, L3 for heavy. If they fail, they must roll again the next day, adjusting the SR down one level.
Repair Roll: (L2 - Target 25) 11+15=26 Success. They should be able to make repairs and reach Sirisea on Day 7.

The sun rises and the beaten and battered crew assess the damage. They are dismayed at what they find, realizing that it could take the better part of the day to get the ship in decent sailing condition. The party lends a hand wherever they can. Kristopher, Kelseen, and Dalen help the crew with the physical repairs while Syl and Lachiadiga use their magic to tend to any injuries suffered during the storms. [Syl heals 1d6=6 sailors, Lach heals 4, Syl gets Adventure Points (T&T’s XP) for each point of WIZ spent. I will assume she expends an average 4 points per sailor, giving her 24 AP.]

After the two had tended to a couple of sailors, Lachaidiga grows puzzled at Sylralei’s methods. To her, it seems like the elf is either overly concerned about the sailors’ well-being or is mothering them.

“Why do you address each sailor by saying ‘Poor baby”?” Lachaidiga finally asks.

Syl casts the sorceress an incredulous look. “It’s the name of the spell?”

“The name of the spell?” Lachaidiga repeats confused.

“Yes. ‘Poor Baby’ is the name of the healing spell, the same spell you are casting.”

“That’s not what we call it in Anzakàr. We just call it ‘Heal’.”

Syl rolls her eyes as she turns to another injured sailor, muttering, “You Anzakàrians are so dull!”

Elsewhere, the ship’s navigator takes a new reading once the cloud cover clears enough for him to see the sky. To his dismay, he realizes they have been sailing off course by about 90 degrees for the last several hours, thanks in part to the damaged rudder. As if the repairs weren’t enough, this would surely delay their arrival even more.

[Conditions required a L3SR for navigation. The navigator failed the roll. Modifiers dictated the use of the Moderate Impairment table to determine how much they were off-course. The ship was 90 starboard. This was already taken into account when I determined that the ship would be delayed by one day.]

[Scene 3]

Day 7: At sea, scheduled to arrive in port [Encounter Roll: 2 none]

Repairs go well through the remainder of day 6 and the morning of day 7. Spirits are high among passengers and crew when the lookout spots another string of storms heading in their direction. Quickly everyone secures what they can before the waves begin to roll and the winds begin to blow. For most of the afternoon the ship endures a pounding that undoes much of their previous work, as well as creates new damage. Unable to do much to fight the wind or steer with an impared rudder, the ship drifts aimlessly off course.  [Weather: 5 Severe cells with several inches of rain and winds in the mid 20 mphs. Navigator failed a L3SR and the ship was off course by 174 degrees to starboard. While the ship's ability to stay on course is rolled using the navigator’s abilities, I tend to attribute the current results to a combination of poor navigation and impared ability to physically control the vessel. 
An Oracle roll indicated additional damage. Repair SR rolls will begin on day 7, starting at L3.]

[Scene 4]

Day 8: Adrift at sea [Encounter Roll: 3 none]

The damages to the Horizon are much too numerous to fix in one day, and the crew does their best to at least repair the rudder and hoist some small sails in order to keep the ship from drifting too far off course. It would be at least another day before repairs will be sufficient to make any real progress toward shore. Luckily, the weather is much more accommodating with only a few small showers to cool them off and no severe storms to hinder their progress. [Failed an L3SR to repair the ship. Weather was a multi-cell non-severe cluster with a few mild showers.]

In the meantime, Kelseen lends the navigator her Master Crafted Compass. With the aid of the compass, his own tools, and clearer skies, he is able to keep the ship on course for Sirisea.

Meanwhile, in the small country of Sirisea, the Governor, Isabel Mistspillter, grows concerned that Kage Gordain and his associates have not arrived. She doesn’t fear that the hero has absconded with the payment, as she knows they were to arrive on the Horizon and so far the ship has not docked.  Her real concern is that they might be lost at sea. Several other ships that have arrived in the past couple of days spoke of rough seas and raging storms. And of course, there are always the pirates who travel on the ocean looking for easy plunder.

Luckily, Mistspillter knows there is an Orthonian naval ship currently docked at the port. (Orthon being the country that shares a southern border with Sirisea.) She sends word to the ship, requesting that they conduct a search for the missing merchant ship. The captain agrees to make a sweep a hundred miles or so off-shore from Sirisea over the next several days. 

[Is the ship missed at port?
(50/50 | 7[d10]) Yes
Is a search boat sent out?
(Likely | 9[d10]) Yes +Event: Overindulge / Weapons (Navy ship is sent out in case of Pirates.)

The search for the Horizon will be based on a L4SR on LUCK. This roll will start on Day 9. Every day after that will be a L3SR. The first day is harder because the search ship is still close to shore and they have no idea where to look. It is a little easier after the first day due to already having covered some of the area, but a search at sea is difficult, therefore the SR will never be easier than L3.]

[Scene 5]

Day 9: Ocean
Encounter: 6 none
Weather: Single cell, a half hour of less than 1” of rain and 4mph winds.
Navigation: With the Master Compass the navigator easily makes the L1SR with a roll of 35.
Repair Roll: (L2SR) 23=Fail! Try again on Day 10 to have a chance of arriving on Day 11.

Food is beginning to become an issue on the Horizon due to the extra days at sea. Thankfully, the rain has provided more than enough drinking water in the catch barrels, but the Captain decides to institute rationing. To offset this, some of the crew put together makeshift fishing nets and drag them alongside the craft. Everyone’s spirits are raised when they are able to catch several fish on their first day trying. 

[Is food becoming an issue?
(Somewhat Likely | 6[d10]) Yes  (Crew has enough water due to rain, but must start rationing food. Each day crew members will lose a certain amount of strength. They will lose 2 STR unless they catch fish, in which case they will only lose 1 STR. Each day they will fish using d30 Companion hunting tables for coastal areas. Basically, they have 15 out of 30 chance to catch fish. If this goes on long enough so that characters start nearing 0 STR, I’ll figure out what happens.)
Crew Size: d20+20=29 consisting of 1 Captain, 1 First Mate, 27 regular sailors. 
Captain STR (5d6): 16
1st Mate STR (4d6): 19
Sailors (3d6, 10 min.): 15

Fishing Roll: 7 Catch Fish  (STR Tally: Capt: 15, 1stM 18, Sailors 14, PCs Kris: 16, Syl 11, Kel 17, Dal 21, Lach: 9 (I started Lachaidiga at 10. Her original character was created under the Runequest 6 ruleset, which also uses 3d6. I kept her RQ stat, but added 1 STR point to simulate experience in the gap between her written adventures and this one.)
Search Party: LS4SR (Target 35) 7+15=22 No rescue.

[Scene 6]

Day 10: Ocean
Encounter: 4 none
Weather: 1 No precipitation (Yay!)
Navigator easily makes his SR and didn’t even need the Master Compass.
The crew also makes their L1 repair SR, meaning ship will reach shore on Day 11, pending any additional delays.
Fishing Roll: 28 No fish (STR Tally:  Capt: 13, 1stM 16, Sailors 12, PCs Kris 14, Syl 9, Kel 15, Dal 19, Lach 7)
Search Party: L3SR (Target 30)=20 No rescue.

The crew finally finish repairs and the ship is back on course traveling towards Sirisea. The Captain informs the passengers that they should arrive in port on the following day. More at ease, the party takes time to relax. Kelseen retreats to the lower decks to sleep while Lachiadiga resumes telling Dalen of her adventures in Anzakàr. Syl lingers nearby, just within earshot. She attempts to appear uninterested, but Kristopher notices her continual glances in their direction and the turn of an ear towards them, as though she is straining to hear what they are saying.

[Scene 7]

Day 10: Arrive in port.
Encounter: 3 None
Weather: Single cell, insignificant
Navigation: Easy success
Fishing: 25 No fish (STR tally Capt. 11, 1st M 14, Sailors 10, PCs Kris 12, Syl 7, Kel 13, Dal 17, Lach 5)
Search Party: L3SR (Target 30)=1,2 automatic fail.

Four days late, the Horizon finally arrives in the Port of Sirisea. Dockworkers are overjoyed to see them, but not as much as the crew and passengers are to finally be back on land. Wasting no time, Sylralei flags down a messenger and tells (d6 Even M/Odd F=2) him to give a message to the Governor that Kage Gordain and his associates have arrived, but, due to the nature of their travels, will require at least one day of rest. Kage will be in touch when he is ready to continue the mission.

As the other three unload their equipment from the ship, Kristopher asks Dalen about his new found friend.

“I heard some of those stories the Anzakàrian sorceress was telling you,” Kris begins. “Do you think she might be of some help to us?”

“Shhhh!” Dalen hushes the dark-haired warrior and he casts a quick glance in Lachiadiga’s direction to see if she heard. “The treasure expectation for this mission is already pretty low. Do you want to short yourself by adding an extra cut? Besides,” the dwarf continues, motioning Kris’ gaze to where Lachiadiga is lying prone, kissing the ground, “We’re traveling to an island and I don’t believe that girl will be boarding another ship any time soon!”

Source: https://www.oldbookillustrations.com/illustrations/swallowed-her/

"I don’t believe that girl will be boarding another ship any time soon!"

Wrap Up:

In addition to Dalen’s reasoning, I’m also not interested in doing a full character conversion, nor hijacking another Solo RPGer’s character any more than I already have. Thanks G.N. for being a good sport!

(Read the next chapter here.)

Saturday, September 14, 2019

Kage Gordain - Chapter 2: The Horizon

(Read previous chapter here.)

Game System: Tunnels & Trolls
Tools: rpgsolo.com solo engine; d30 Sandbox Companion; UNE; r/Behind the Tables; other random generators

Setup: 

To determine which adventure to choose, I decided to let each character get a vote based on a random table. Since the “Island Adventure” received the most interest from readers, I weighted that choice heavier. Based on a d8 roll 1-4=Island Adventure, 5-6=Cathedral, 7-8=Lighthouse

I figured some of my characters might have personal preferences as to which task they would want to accept. In those cases I adjusted by one pip, adding or subtracting a point to the appropriate ranges. (i.e. Galen would lean toward the job that paid more, so I took a point from the Island Adventure and added it to the Lighthouse.)

Kris, Syl, and Nen had no preferences, so they rolled straight. Kris and Nen both chose the Island while Syl wanted to explore the Cathedral, as it seemed much more exciting and she was itching for some challenging combat. 

Dalen, being a dwarf, typically feels much more at home underground. Also, he is always looking for the most interesting stories to turn into tales to tell the town’s children. Therefore, I moved one point from the Island over to the Lighthouse. Surprisingly, he avoided both subterranean jobs and suggested they explore the island. Perhaps he thought “Mysterious Island” made for a better story after all.

Kelseen, being a staunch follower of Ilmis, the Goddess of Light, would prefer the mission with religious implications. Tozhug, only being understood by Kelseen, his friend, tends to mainly go on missions with the female warrior. For both I shifted one point from the island and added it to the Cathederal. Once again, the rolls surprised me as Kelseen voted for the lighthouse (for who knows why) and Tozhug opted for the island. His reason, as interpreted by Kel, was that he’d never been on a ship before.

As mentioned in my example, I adjusted Garlen’s roll in the direction of the Lighthouse, but I guess he felt that Kolvarod the Arcanist was a bit too pompous and his task too self-serving, for he too opted to help Sirisea find out what is going on with their island.

Five votes for the island adventure seals the deal. Our team is going sailing. Now for our team. I chose to send Kristopher, Sylralei, Kelseen and Dalen. Kristopher because I expect he’ll be my primary POV for this campaign; Sylralei and Dalen because they already have a relationship with Kristopher (not to mention I feel I can have some fun writing Sylralei); and Kelseen, partly by default (I’ll explain in a moment) and partly because I like the interaction between her and the elf. Since we already have a wizard, I felt Nen would be redundant. Which left the two warriors. I planned on a team of four which meant I only had room for one: Kelseen or Tozhug. Since Tozhug would have difficulty communicating without Kelseen, it seemed obvious that he would stay home and spend some time visiting with his clan.

The team:

Kristopher Miglward - Lvl 1 Male Human Rogue (Outlaw)
STR: 17   CON: 18
DEX: 14   SPD: 12
INT: 10   WIZ: 10
LCK: 17   CHA: 14  Total Personal Adds: 12

WEAPONS: Scimitar (4 dice); Dirk (2 dice + 1)
ARMOR: Leather (6 Hits)
TALENTS*: Roguery (+4 LCK); Endurance (+4 CON)
LANGUAGES: Common
SPELLS: (LVL 1)Oh There It Is


Sylralei Lumnum - Lvl 2 Female Elven Wizard
STR: 12   CON: 17
DEX: 11   SPD: 8
INT: 15   WIZ: 26
LCK: 15   CHA: 20  Total Personal Adds: 3

WEAPONS: Magic Quarterstaff (2 dice, reduces WIZ cost for spells); Bich’wa Dagger (2 dice + 3)
ARMOR: Blue Leather w/Silver highlights, custom fitting (6 Hits); +1 Cloak 
       (1 Hit)
TALENTS*: Balance (+1 DEX); Marksmanship (3 pt. bonus to missile attacks); 
          Well-Connected(Might know someone who can help in certain situations.)
LANGUAGES: Elven, Common, Serpentine, Simian
SPELLS: (LVL 1)Detect Magic, Lock Tight, Will-O-Wisp, Knock Knock, Oh There 
         It Is, Take That You Fiend, Vorpal Blade, Oh go Away, Teacher, 
         Hocus Pocus (LVL 2) Poor Baby, Magic Fangs, My Wish Your Command**


Kelseen Havensorrow - Lvl 1 Human Warrior
STR: 18   CON: 10
DEX: 10   SPD: 8
INT: 10   WIZ: 5
LCK: 8    CHA: 8  Total Personal Adds: 6

WEAPONS: +1 Broad Sword (3 dice + 4 + 1[magic]); Crossbow (5 dice)
ARMOR: Scale Mail (16 [8x2 for Warrior Class]); Target Shield (8 [4x2 
       for class])
TALENTS*: Brawling (+5 STR)
LANGUAGES: Common, Urook
INVENTORY: Master Crafted Compass (+10 to direction SR)


Dalen Dimflayer - Lvl 2 Male Dwarven Rogue
STR: 22   CON: 20
DEX: 13   SPD: 7
INT: 14   WIZ: 6
LCK: 16   CHA: 8  Total Personal Adds: 15

WEAPONS: Broad Axe (4 dice); +1 Sax Dagger (2 dice + 5 + 1[magic])
ARMOR: Scale Mail (8 Hits); Target Shield (4 Hit)
TALENTS*: Roguery (+4 INT); Literary Knowledge (+4 INT);   
          Well-Connected (Might know someone who can help.)
LANGUAGES: Dwarven, Common, Trollish
SPELLS: (LVL 1)Oh go Away

* Talents apply to their skill SR bonus only when the task is related to the talent.

** The spell “My Wish Your Command” is a charm person spell that exists in the Version 5 rulebook. The only difference is that I changed the name of the spell because . . . well . . . simply put, the original name, while possibly acceptable back in the 70s/80s, comes across as a bit racist in today’s culture.

In addition to their individual goods, the party leaves with 1d4=4 healing potions from the Kage Gordain common stash. (I modeled the healing potions after D&D potions. Each heals 2d4+2 CON points.)

[Scene 1]

The fastest route to Sirisea is by ocean, requiring the party to travel down the Raven’s River to the port at the river’s mouth. After gathering their armor and equipment, the four board a barge moored at the docks on the outskirts of town.  The uneventful journey down the river takes nearly a full day.

Once they arrive, Kelseen and Dalen make several inquiries along the wharf until they find a merchant ship making the journey to Sirisea, a fine carrack named The Horizon. The four book passage, then look for a room at a nearby inn for the night, as they set sail early the next morning for the five-day journey.

[Scene 2]

(Encounter Roll: 1d6=1 From r/behind the tables Sailing Ship Encounters: At the next stop in port the sailors sing a batch of work songs the bards have never heard before.)

Most of the first day’s journey is along the Egronian coast, as the Horizon is scheduled to pick up additional cargo at the port in Fayhand before heading out to sea. They reach dock around dusk and Syralei, Kristopher and Dalen decide to go ashore with some of the other sailors to find some drink and grub. Kelseen, not one to frequent seedy establishments, chooses to stay aboard and keep an eye on their supplies. Dalen considers it a smart move, as the group is not familiar with this crew and their honesty. Sylralei considers it wise, as she is sure Kelseen would be a bore.

Source: http://fav.me/d5wt3l8

"The Horizon" in port

The trio soon comes upon a windowless two-story building with a sign mounted near the door identifying it as the Baron’s Flail Tavern. [From d30 Sandbox Companion] Entering, they find a typical bar and serving room alive with the conversation and singing of sailors and ruffians alike. In each of the four corners of the room stands a stone statue of some breed of wild cat: panther, leopard, tiger, and lion. Perhaps the most surprising thing in the room were the professional women, as they were uncharacteristically attractive for an establishment of this sort.

“Don’t stare too long,” Syl warns Kris. “You might find yourself being charged for the privilege.” 

“Interesting statues,” Kris notes.

“My guess is they’re symbolic for the type of game the Baron likes to hunt,” suggests Dalen.

“With his flail?” Syl asks, referencing the tavern’s name.

Dalen is about to respond when he simply bursts out in hearty laughter at the joke.

The three find space at the bar while the rest of the Horizon’s crewmen filla couple of tables. Just beyond them, a crew from another ship join together in a drunken shanty. When they finish, the Horizon’s crew ask them to sing it again, as they had never heard the tune before. Kris, Syl, and Dalen listen more closely as the song speaks of dangerous islands to the east. Their curiosity is piqued, as there is a possibility that the song might hold some clues to their own destination, but in the end, the details were simply too vague to identify any specific location.

[Does the song sound like it holds any importance to the group?
(50/50 | 8[d10]) Yes
Is it about their destination?
(Somewhat Unlikely | 6[d10]) No, but… It does talk about island dangers in the east, which is where the group is heading.]

The night goes on and the human, elf, and dwarf relax and drink a few tankards of ale. After a while, a sailor wearing patched breeches sidles up next to Sylralei. As he puts his elbows up on the bar, she notices a tattoo of a large black snake wrapped around his upper arm. Written amongst the creature's scales is a date, which typically means it commemorates some significant event in the life of the one who wears it. [RG from r/behind the tables Sailor generator]

[Do any of the patrons give Syl any trouble?
(50/50 | 5[d10]) No, but… One does mistake her for one of the prostitutes.
UNE for NPC: friendly-support-campaign = Thinking Syl’s a prostitute looking for a client, the sailor is willing to help in any way he can (wink, wink).]

“Can’t say we get many elves here in the Flail,” the tattooed sailor opens the conversation. 

“Is that so?” Sylralei replies. She nods toward the man’s arm. “Your snake’s dated. What’s the story?”

“When I was a bit younger my crew was hired to transport our cargo to the client's storehouses, a two days journey through the jungle. Along the way, our captain was set upon by a giant black constrictor. Without hesitation or any concern for my own well-being, I leaped upon the beast and sliced it open with my dirk.” He makes a swiping gesture in front of him as if slashing something with an imaginary dagger. “Saved my captain’s life that day. Earned me a promotion and this momento.” He nods towards the tattoo.

Syl smiles in approval.

Sailor Snake looks around at the other patrons, then turns back to the silver-haired elf. “I hate to see you here all alone.”

“Oh?”

“Like I said, we don’t see many elves of your profession. Unfortunately for you, most men are wary of what they don’t know. Tend to stick with humans. But I hate to see you go home without a fair even’ns wage. Let me buy you a drink, then I’ll . . . uh . . . show you around town?”

“Thanks for the offer,” Syl says, getting up off the stool. “But I’m afraid you are a bit...large for my tastes. I prefer my men small.” She drops her hand to rest behind Dalen’s head before gently nudging him toward the door. The dwarf blushes while simultaneously stifling a snicker at the absurdity of Sylralei’s suggestion. As she walks out the door, Sylralei playfully waves her fingers at the sailor. Kristopher pays their tab and discreetly follows behind.

[Scene 3]

[I am charging each character 10 gp to cover drinks, lodging, food and passage fees for the entire journey.

Navigation: Once a day I will make a navigation check to see if the ship stays on course. First I determined the INT of the navigation using 3d6 + 1d6 for experience. INT=15. Next, using column III of the d30 Sandbox Companion weather event table, I determine the sailing conditions. Based on those conditions, I determine the level of INT SR needed to stay on course: L1 for clear or single-cell event, L2 for multi-cell non-severe events, L3 for multi-cell severe events and supercell. If the navigator fails his roll, the Off-course Determination tables will be consulted. If the ship veers off-course by more than 12 degrees twice, an extra day is added to the journey.

System Inf: Saving Rolls (SR) are based on 2d + stat. The target score for L1 is 20, L2 is 25, etc. adding 5 for each level. Doubles allow you to roll again and a “1” and “2” is an automatic fail.

Day 3 - leave port. Weather: 8=No precipitation  Nav Roll: L1SR=7+15=22 Success 
Encounter Roll: 1 (Instead of consulting Behind the Tables, I am opting for an event of my own creation.)

The Horizon sets sail in the morning for the four-day journey to Sirisea. After the first hour or so, the sailors fall into a normal routine and there is little for the party of adventurers to do except rest, roam around the deck, or gaze out over the water. All is fine until, just before the sun goes down, a shrill shriek pierces the air. All on the deck, including Kris, Dalen, and Kelseen, turn to see a tense Sylralei staring in white-faced horror at a coil of rope. Speaking the words of a Take That You Fiend spell, the elven wizard reaches out her hand and sends a directed burst of energy at the coil. The group barely catches sight of the small, grey mouse poking out its head before the rodent is blasted into oblivion, bits of hair, tail, and blood spraying across the freshly swabbed deck.

“She can fight off 10 goblins and a Warg,” Dalen explains to Kris, “But a mouse crosses her path and she just falls to pieces.”

With a wide, mirthy smile, Kelseen walks up to the shaken elf and puts a consoling arm around her shoulders. “It’s okay, Syl. The bad, bad mouse is gone now.”

Syl shudders, oblivious to Kelseen’s patronizing tone. “Ugh! Those things are evil! Pure evil!”

[Scene 4]

Day 4 - at sea. Weather: Single Cell event, 27 min., 1” rain 4 mph wind     Nav Roll: 1LV SR= 9+15=24 Success!   
Encounter Roll: 1 (My we are having an eventful journey. d20 on Behind the Tables - A woman stares mournfully at the sea. She seems an unlikely passenger.  I began rolling on the d30 Companion’s NPC tables for inspiration until I got Motivation = Avoiding Responsibility. At that moment I knew after whom this NPC would be modeled.)

The next morning the passengers and crew awake to an overcast sky. Dark clouds form around the ship and the skies open in a downpour. Though the storm drops a fair amount of rain, it only lasts about half an hour and the sun’s rays soon break through the clouds.

Later that afternoon, while Dalen is taking a walk on the deck, he spots a young woman standing at the rail staring out to sea with a forlorn look across her face. While she was not originally on the vessel when Dalen and the others began their journey on the Horizon, he recalls her boarding right before the ship cast off from Fayhand. She is pretty with a round face framed by dark brown, nearly black, hair that falls just below her shoulders in relaxed curls. Her long garments are akin to those worn by the caravan merchants who travel to Egron from the west. Dalen finds little else remarkable about her appearance, save for the long, jagged scar that runs down her right arm. 

The Dwarf takes a place next to her by the rail just as two marine creatures arch out of the sea and dive back into the waves in unison. 

“Those dolphins are beautiful creatures,” he begins. “Wouldn’t you say?” 

“Dolphins,” the young woman repeats as though she is hearing the name for the first time. “Yes, I suppose they are. We don’t have oceans or dolphins back home.”

“And where might that be?”

“Anzakàr.”

Ahh, the desert. that would explain the dress, Dalen thinks.

Turning to face his new acquaintance, Dalen sticks out his hand in greeting. “Dalen Dimflayer. Adventurer and Hunter of Tales.”

A smile breaks through her doleful countenance as she accepts the offered hand. “Lachaidiga. And what tales are you hunting today?”

“Yours, I hope.”

Source: http://aleaiactandaest.blogspot.com/2014/09/runequest-solo-part-vi-plots-and.html
A smile breaks through her doleful countenance...

“And what makes you think I have a tale worth hunting?” Lachaidiga asks, turning back to the sea.

“A young girl traveling alone, an unlikely passenger on a merchant ship, stares out over the horizon with a look of sorrow. There must be a story in there somewhere.”

She lets out a quiet sigh. “It’s really not that exciting a tale. I come from an influential family back in Anzakàr. My parents are both deceased, which makes my older brother Enzzal the count and head of the family. He is one for order and appearance and he feels strongly that it is nigh time I am wed. Even went so far as to pick a suitor and offer him my dowry. Needless to say, I was furious. Oh, Alkinu … the soldier I am to wed … is nice enough, I suppose, but married life is not for me. I want my independence. I want to see the world and go on adventures, like you. Not stay at home and entertain the guests. But Enzzal was insistent, so I had to flee. Leave my home and friends. My brother has much influence in Anzakàr and sent soldiers to find me and drag me back home. I was able to avoid them, but unfortunately, my only hope to be free is to keep traveling further away, despite never see my home again.” Lachaidiga's eyes water at the thought. “So, as you can see, it’s not much of a tale.” 

“But you, you’re all alone,” Dalen says with concern. “Are you not afraid?”

“A bit,” she agrees. “But I’m far from helpless. Like your friend, the mouse-killer, I am versed in the magical arts.”

“So you are a wizard then?”

“I prefer Sorceress. At least that’s what they called me back home.”

The pair turn their gaze back to the water where the playful dolphins still follow alongside the vessel. For several moments the silence hangs thick in the air. Lachaidiga’s forlorn expression returned with greater heaviness as she watches the graceful sea mammals leap and play, free and seemingly without care. Dalen, noting the longing in her eyes, rests a comforting hand on the small of her back.

“I’ll make you a deal,” she says, breaking the silence. “Should our journey turn out to be a bit too boring . . . no run-ins with pirates nor encounters with fearsome sea monsters . . . I do have some stories from my life in Anzakàr and my flight from home that might thrill even an adventuresome dwarf like you. I’d be willing to share, provided you agree to keep me company. What do you say, Dalen, Hunter of Tales?”

“I’d say you have a deal, Lachaidiga the Sorceress!”

He reaches out his hand once again to seal the agreement with a handshake. Ignoring the extended hand, Lachaidiga leans in to give the dwarf a gentle kiss on the cheek.

Wrap up:

To learn more about the real Lachaidiga (or should I say, the real character), you can read about her adventures here.

(Read next chapter here.)