Monday, October 7, 2019

Kage Gordain - Chapter 4: The Port of Sirisea

(Read the previous chapter here.)

Game System: Tunnels & Trolls
Tools: rpgsolo.com solo engine; r/BehindTheTables; d30 Sandbox Companion, other random generators
[The above tools contain affiliate links.]

Setup
Everyone received 25 AP for the journey to Sirisea.
The party spends one day to recover in a local inn. At some time during that time, Dalen buys 40’ rope. Each character spends 1 gp for room and board.
I made an encounter check for the day of rest. d6=2 no event.

[Scene 1]

Isabel Mistspillter is sitting at her large desk, penning a letter to [RPGSolo: Relentless musician] a minstrel group calling themselves “Attitude of the Stage.” “Attitude” has contacted the Governor's office multiple times asking to be the main performers for the upcoming Festival of Youth celebration. Mistsppillter’s carefully worded rejection letter is nearly complete when her assistant ushers a visitor into the office. She holds up a halting hand while finishing the last sentence. She signs the letter, hastily sprinkles the parchment with sand, and hands it to the assistant for delivery after folding and sealing it.

With that out of the way, the Governor now focuses her attention on the woman standing before her. She is of average height with broad shoulders and muscular arms and legs. Her auburn hair is cut short. She is wearing a full set of scale mail and holds a helmet under her arm. Hanging from her belt is a broad sword and strapped to her back is a crossbow and quiver of bolts.

“Greetings, Your Governorship,” the visitor says, standing at attention. “My name is Kelseen Havensorrow and I am here on behalf of Kage Gordain. Kage, myself and a couple of other associates are prepared for our mission.”

[From PlayEveryRole.com: The PC gives: an awed response]

“Four of you!” the Governor exclaims, impressed. “Wow, I didn’t think our concerns would warrant that much attention. I honestly expected just Mr. Gordain and possibly one hireling to do little more than assess the situation and offer some possible courses of action.”

“Ma’am, I can assure you Mr. Gordain takes your concerns seriously and considers it his personal responsibility to remedy any situation as best as he is able, to your satisfaction.”

[Does the Gov. question Kage's absence?
(50/50 | 4[d10]) No +Event: Cruelty / Possessions (to be addressed later)
Does the Gov. have a ship secured to take the party to the island?
(Likely | 10[d10]) Yes, and… (it’s the naval galley that was looking for the Horizon.)]

“I am glad to hear that,” Mistspillter says in response to Kelseen’s explanation. “The vessel that will be taking you to Crossbones Isle . . . yes, that is the official name of the island listed on the deed . . . the vessel is called the Skylark. It has actually just returned to port after searching for your own delayed vessel. The Skylark is on loan to us from Orthon, our allies to the south. It is a navy ship, so it does have some weaponry and trained men, should you encounter any trouble. Here is the information you will need. The Skylark’s Captain also has a copy. Good luck. I look forward to your return.”

She hands Kelseen a pack of documents. The warrior woman gives a slight bow of the head in salutation and leaves the office building. 

[Time for the event rolled above: Cruelty / Possessions]

Several blocks from the government building the finer business and establishments thin out until Kelseen finds herself walking past dilapidated homes and seedy inns. Such neighborhoods are typical near seaports and primarily support the dockworkers and sailors. Just about the time Kelseen is able to the masts of some of the taller ships poking up over the roofs,  (1d4) two rough-looking figures step out of an alleyway and block her progress. The taller of the two is a human male holding a club. His partner is a halfling armed with a short sword. Both are wearing leather jerkins.

[T&T Combat: In most tabletop RPG’s combat is handled as individual attacks against a specific opponent. In Tunnels & Trolls, projectile combat, magic, and stunts (officially referred to as “Unusual Combat” in the version 5 rules) are the only actions that are one-on-one. All other combat is handled as group-on-group.

Every combat round, each character or monster rolls a certain number of d6 dice and adds to the result their “combat adds” (points added to the dice roll). The number of dice and adds are determined by such factors as a weapon, character stats, and monster rating. After all of a party’s characters have rolled, their individual attack scores are added together to form a single score for the entire party. The opposing party does the same and both numbers are compared. The party with the highest number wins the round and the losing party takes damage equal to the difference between the two numbers. The damage is distributed among the various members of the losing party. While there are of course exceptions to the above, this describes about 80% of T&T combat.

This method of combat poses some particular narrative challenges for the solo-roleplayer. First, there is no description of unique actions taken by individual character to inspire the narrative. Second, if each roll is considered a real round of combat, that would mean that only one party lands any blows while all the other party totally misses. This is not representative of normal combat rounds where there is usually a give and take.

Therefore, this is how I plan on handling combat narration. I will typically conduct the entire combat first. Then, depending on the results of each round, I will construct a story that loosely follows the order of combat but arrives at the final results.

For this first encounter, I will present the final narrative first, then explain the mechanics at the end. As I have done in the past, I will go into great detail for this first encounter to help give the reader a feel for the mechanics, but only list significant or interesting rolls for future encounters.]

“That’s a fine looking sword you’ve got there,” says the human, eyeing the weapon hanging from Kelseen’s belt.

“That it is,” Kelseen agrees.

“And that money purse looks kinda nice, as well,” says the halfling, eyeing the pouch also hanging from her belt.

“Yes, I am kinda attached to it.” Kelseen replies.

The two rogues step closer to Kelseen in unison. “I think it’s about time you became unattached to it,” says the human, tapping his club against his palm.

Once they are in striking the red-haired warrior kicks out with her right leg, landing the flat of her foot square in the halfling’s chest. With an audible expulsion of breath, the thief is lifted off the ground as he flies back several feet, tumbling to the ground, and losing his grip on his sword. In the moment it takes the human to watch his friend fly, Kelseen draws her own broadsword from its sheath and rakes the point across his belly, slicing through the leather jerkin.

The wounded man puts one hand to the cut but doesn’t hesitate in his counterattack. Unfortunately for him, it isn’t fast enough and is struck down dead with a second swing of Kelseen’s sword.

Turning her attention to the second thief who is still trying to catch his breath, Kelseen waits patiently as he slowly gets to his feet and retrieves his weapon.

“Your partner’s dead. Run along now,” she suggests, giving the halfling every attempt to save his own skin.
“You think you are so tough,” he snarls and charges, weapon held high.

Kelseen lets out a mild sigh as she steps aside and stabs with her broadsword.  The halfling is unable to avoid the strike due to his own momentum. The blade slides in between his ribs, killing him instantly.

As the dead man slumps to the ground, Kelseen looks around at the people who have stopped to watch but are cautiously keeping their distance. 

“They tripped,” she explains, resheathing her broadsword and walking away toward the docks.


They tripped.

[I randomly rolled two thieves: a human and a halfling and randomly chose a weapon and armor (either shirt or leather jerkin) for each. Next, I rolled stats.
Weapon on 6d 1-3: Dirk  4-5: club  6: short sword    EVEN: Shirt ODD: Leather jerkin

     ST  DX  IN  LK  CON SP  WZ  CH  ADDS  WPN
HUM  11  10  10  13  16  12  8  12  +1   Club, Lthr Jerkin
HFL  8  11   7  14  12  12  13  9   +2  Sht Swd, Lthr Jerkin

The human, armed with a club, would roll 3d6 and +1 add. The halfling, armed with a short sword, would roll 3d6 and +2 adds. Together, their attack would be 6d6 + 3 adds.

Kelseen, armed with a +1 broad sword would attack with 3d6 +12 adds. 

I didn’t like these odds, so I wanted to even things up a bit by having Kelseen attempt a stunt, namely kicking the Halfling down. While stunts, or Unusual Combat, is discussed in the T&T rules, very little details are given and it is pretty much up to the GM’s discretion to assign an appropriate Saving Roll Level and Stat. 

I decided the SR would be against DEX. As for level, I compared both STR and DEX. . Kelseen has higher STR and they are even on DEX, which I felt put the roll teetering on L1 to L2. The kicker, however, (no pun intended) is Kelseen’s Brawling talent. While technically it only gives advantage to STR rolls, I felt it was applicable in determining SR Level, and therefore required only a L1 SR for success (Target: 20).

Kelseen rolled double 6’s, giving her an additional roll: 6,6,1,3=16 + 10 DEX = 26 total.

Turns out she would have succeeded on at L2 anyway! Had she failed she would have a penalty assessed to her next combat round, but I will discuss that if/when it happens in the future.

Halfling down for (1d4) 4 turns.

Does Kelseen have her shield? d6 1-4: yes 5-6: no  1=yes, which means she can absorb an additional 8 points of damage.

Finally, it’s time for combat.

Turn 1: Human (3d6+1): 12 vs.   Kelseen (3d6+12): 27  
             Kelseen wins by 15 points. The Human’s leather absorbs 1. Total Dmg: 14  Hum: 2 CON

Turn 2: Human: 10   Kelseen: 25  Kelseen wins. Dmg: 15-1  Hum: -12 CON  Dead.

Halfling is technically down for 2 more turns, but Kelseen is gracious enough not to attack when he is down. He does need to make a morale check, however. I use my own personal reaction table and modifiers that are based on OSRICs rules. Halfling would need to make a 50% or less roll. He rolls 16 and stupidly stays to fight.

Turn 3: Halfling (3d6+2): 13     Kelseen (3d6+12): 27 
           Kelseen wins. Dmg.: 14-1 (for leather)=13   Halfling: -1 CON

Not the best example to demonstrate the group combat dynamic, but I think you have an idea of how T&T combat works.]

[Scene 2]

The next morning, Dalen sits on the edge of a crate down at the docks. Grouped around in front of him are about ten boys and girls. They listen intently as the dwarf, dressed in full scale mail and broad axe hanging at his side, tells them a story about a seaside village much like their own. This village was protected by a large, green dragon named El’Ott who had befriended a young boy who lived there. 

“One night,” Dalen tells the rapt children, “A violent storm blew in, covering the coast with rain and wind. It was so bad, the flame in the lighthouse was blown out. Now, El’Ott was flying just off-shore when he spotted a ship struggling to get to the port. It was having a hard time due to all the waves, but worse, because the lighthouse was out, the ship was in danger of running ashore. The dragon knew he had to help.”

The children’s eyes widen with excitement. 

“Flying swiftly, El’Ott reached the lighthouse in mere seconds. The lighthouse owner flew the widows open wide around the doused beacon so the beast could blast it with his fiery breath. El’Ott made several attempts but to no avail. The wick was soaked. Looking back at sea, the dragon saw the ship getting closer and knew he had one last chance. Taking a deep breath, El’Ott let out one last, long stream of flames. The constant heat dried the wick as it finally caught fire, lighting up the sky. The ship, just feet away from the jagged rocks, saw the warning and was able to change course. 

“And that, kids, is how El’Ott the dragon saved all the sailors on the ship that night!”

The kids cheer and ask for another story, however, Dalen notices that Kristopher had approached moments before to let the dwarf know they were ready to sail. “I’m sorry, kids, but I have to go on more adventures. Maybe when I’m back ashore I will tell you another.”

The children scatter while Dalen joins Kristopher and the two walk down the dock to the Skylark.

“You really get a kick out of telling your stories to those children, don’t you,” the former outlaw asks.

“Of course!” Dalen answers emphatically. “That’s the main reason I go on these missions. To have real-life experiences that I can turn into children’s tales. The gold is nice, but the expression on their little faces is the real treasure!”

“So that’s why you write everything down in that leather book of yours.”

“A story-teller can never have enough tales.”

Kristopher thinks about the story Dalen just finished moments ago. “So, are all the stories you tell based on real adventures?”

“They sure are,” Dalen confirms.

“So, a dragon really saved a ship by lighting a beacon?”

“Giants, no!” the dwarf exclaims. “The dragon was actually frying the lighthouse’s owner because he stole some of the beast’s treasure. The fact that the ship saw the flame and was able to avoid the rocks was just a coincidence. But that version is a bit too horrific for the boys and girls. Mine is a bit more palatable.”

[Crossbones Island is (2d10) 140 miles off-shore, or about 3 days travel per Basic Fantasy RPG rules for a sailing ship similar to the Skylark.

I will be following the same sailing rules as the previous trip on the Horizon. The Skylark’s navigator has an INT of 17.

After Kelseen returned the previous afternoon, the party easily located the Skylark and met with the naval ship’s captain. He was told to expect them and explained that they will be sailing in the morning and the four should rest up for the journey. 

The night passed uneventfully and no one came searching for Kelseen to ask why she left two corpses in the middle of the road. She figured that either the bystanders saw she was being attacked or the two bandits had a reputation and the villagers were glad to see them dead. Of course, Governor Mistspillter could have heard about it and used her influence to protect the Kelseen from questioning. Regardless, it appeared there would be no consequences.

In the morning they loaded their stuff on the ship and Dalen, seeing they had some time before departure, went off to pass the time entertain the locals until Kristopher came to fetch him.

Sylralei and Kelseen are waiting at the end of the Skylark’s gangplank when the human and dwarf arrive. Sly and Kristopher are dressed in comfortable clothes, while Dalen and Kelseen are both wearing their full armor: Dalen because he thinks it adds to the storytelling he just finished with the children; Kelseen because . . . well, just because. The four board the ship together. 

At the top of the plank, they pass a group of sailors. Kelseen clearly hears one, a young man with dark-red sideburns that meet his moustache, complaining to his fellow crew.

“Can you believe this? Women have no business on a naval ship. And look at that one, wearing armor. What a joke. I bet she’s scared of mice.”

A couple of his friends chuckle, but most keep silent. One or two even walk away.

The naval craft sets sail under an overcast sky. An hour into the voyage rain begins to fall. While it is nothing as strong as what they encountered during their journey to Sirisea, is does continue for several hours.

[Day 1: Weather per d30 Sandbox companion: 7 Non-Severe Cells, lasting several hours with a few inches of rain and mild to moderate winds. Enough to require a L2 navigation SR (Target 25). The roll of 26 is a success.

Encounter: d6=1, encounter. From r/BehindTheTables: “A sleepy [sailor] pushes the party to one side and says "outta ma way cur. Yer blocking the way to the mess hall."]

Later that afternoon, Kelseen and Dalen are standing on deck, deep in conversation when a group of three sailors approaches. Kelseen recognizes the lead sailor as the young man who seemed to take issue with women boarding the ship. The group stops in front of Kelseen and Dalen.

“Outta the way, wench,” the red-haired sailor demands, indicating the door behind Kelseen. “You’re blockin’ our way to the mess hall.”

Instead of moving, Kelseen straightens up and challenges the sailor’s progress. Both their eyes narrow as they face off.

After several moments, Kelseen is the first to speak. “I’m not the one who’s afraid of mice!” she hisses.

The sailor says nothing, confused at Kelseen’s meaning.

Eventually, Kelseen steps aside just enough for the sailors to pass, but not enough for them to pass unhindered. As each man brushes against the her, she’s sure to give them a healthy nudge with a stiff shoulder.

[Scene 3]

[Day 2:  Encounter: 4 None
Weather: 2 Clear skies
Navigation: L1SR (Target 20) = 3,2,17=22 Success!

Day 3: Encounter: 2 None
Weather: 3 Non-severe cells with a couple of inches of rain and moderate winds
Navigation: L2SR (Target 25) 4,4,2,3,17=30 Success!]

The next couple of days are uneventful as the skies are clear and sunny, for the most part. The Skylark does encounter a little rain and wind near the end of the third day of the journey, but the navigator and crew are well skilled and the ship easily stays it’s course. The captain tells the party that he expects to reach Crossbones Island by morning.

Sylralie awakens early the next morning and can feel that the ship has come to a standstill. Throwing on some clothes, she leaves her cabin heads above deck where she finds Kris, Dalen, and Kel already there, staring across the water. Following their gaze, Syl spots Crossbones Island sitting about half a mile off the port bow. The island is a lush green, covered with jungle and rolling hills. Several cliffs rise up out of the jungle on the far side of the island.

“Well, boys,” Sylralie says, ignoring a side-glance from Kelseen, “It looks like this is as far as this ship can take us. I guess we’ll need to hitch a ride to shore.”



Crossbones Island

End of Chapter 4

Wrap up:

I am intentionally overlooking important surveillance for the benefit of the solo experience. If this were a traditional tabletop game, or perhaps a real-life mission, it would be reasonable to expect that the Skylark would make a quick journey around the island to “scout it out” before going ashore. Since this adventure is based on a published five-room-dungeon and, in an effort to keep myself surprised, I have not read ahead, I have no idea what I might find on this island. If I were to have the ship circle the island I either have to read the entire adventure to find out if there is anything I might see and, as a result, spoil the fun of the surprise, or claim to not see anything and then risk having a continuity problem when there is actually a Pirate Ship off-shore or a large temple that could easily be spotted from a distance. My solution is to 1) not perform basic reconnaissance, and 2) include a large cliff in the geography of the island to block the far side from view, thus hiding any objects that might be seen.

(Read the next chapter here.)

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