(Read the previous chapter here.)
Game System: Tunnels & Trolls
Tools: Johnn Four’s 5 Room Dungeons; rpgsolo.com solo engine; other random generators
Setup
Now that the party has actually made it to the island, I can begin to use the published adventure on which this campaign is based. If you remember from chapters one and two, I chose an adventure from Johnn Four’s book “5 Room Dungeons”. While the term is “5 room,” a better description would be “5 stage dungeon” as the various areas may not be physical rooms. Instead, it is a dungeon or adventure that has five parts with each part playing a particular role. Room one is the entrance or guardian. Room 2 offers some puzzle or roleplaying challenge. Room 3 is a trick or a setback. Room 4 contains the final big battle or climax. Finally, room 5 holds the reward, revelation or another plot twist.
The scenarios in Johnn Four’s book aren’t meticulously detailed and populated like a formal RPG module. Instead, they offer general descriptions of the story and contents of each of the five areas, leaving it up to the GM to fill in the exact details. To avoid spoiling the adventure for myself, I used a method based on this article. First I zoomed out of the PDF till it was approximately 25% the normal size. Then I used the reader's magnification tool (such as Acrobat Reader’s Loupe Tool) to display only a small part of the text and read just enough to be able to move the story along.
[Scene 1]
The crew of the Skylark have lowered a tender and dropped a rope ladder over the side of the ship for boarding. Kelseen and Dalen are outfitted, as they have been for most of this journey, in their scale armor. only now they are fully armed. From Dalen’s belt hangs his broad axe and sax. Kelseen is equipped with her +1 broadsword and crossbow. Both have their target shields slung across their backs.
For the first time, Kristopher wears the simple suit of leather armor which he borrowed from Kage Gordain’s common stash. Also on loan are his scimitar and dirk.
Easily the most exquisitely dressed member of the group is the elf Sylralie. The wizard wears a custom-fitted suit of sapphire blue leather armor, highlighted with silver hemming that closely matches her short wave of hair. Draped across her back is a hooded cloak of the same blue and silver color, currently with the hood up. Finishing the ensemble is a leather belt and a pair of sleek boots that end just above the knee, both colored a darker royal blue. In addition to the Bich’wa Dagger that hangs from her belt, Syl is armed with a long ash staff, a snake’s head carved into the top.
“Your tender is ready,” Captain Pollard tells the party. “I will be sending two crew members to assist with the journey ashore and anything else you might need. This is Master Fernmaker and Midshipman Byrd.” The captain indicates two men standing by the ladder. To Kelseen’s disappointment, she recognizes Byrd as the red-headed sailor who challenged her at the mess hall door. She says nothing but gives the Midshipman a challenging glare that continues once they are seated aboard the tender.
ST DX IN LK CON SP WZ CH ADDS
FERNMAKER 10 13 8 10 8 13 10 11 +2
BYRD 10 16 12 11 9 8 12 9 +4
Each is wearing a leather jerkin and greaves (Blocks 3 points) and is armed with a sabre (3d6+4)
Midshipman Byrd mans the oars and begins rowing for Crossbones Island. Kristopher and Dalen engage Master Ferntaker in idle chat, swapping stories. Every now and they Sylralei interjects a word here or there but is much more interested in the staring match between Byrd and Kelseen. When the boat is about halfway to shore Sylralei’s curiosity gets the best of her.
“What’s up with the two of you?” she asks leaning forward. “Kel, you’re looking at him like he stood you up for a date.”
Without breaking her gaze, Kelseen answers. “He thinks you’re afraid of mice.”
Sylralei’s eyebrows rise as she nods slightly in some personal understanding before leaning back. “I’d be careful if I were you, sailor. Make her mad and I can’t help you. You’re on your own.”
“Like I would need a woman’s help,” Byrd snarls.
“Okay, Arlo. Take it easy,” The Master calls out from the back of the tender.
“Why should I?” Byrd asks.
“‘Cause,” Dalen answers, “There’s four of us and only two of you.”
Byrd blows off the comment with a laugh. “And strand yourselves on the island? I don’t think so.”
“Trust me, Arlo” Kristopher cuts in, using the Midshipman’s first name, “We know how to row a boat just fine.”
The sailor offers no reply, but just keeps rowing in silence the rest of the way to shore.
[Scene 2 - Room 1: Entrance & Guardian]
After about thirty minutes the small craft makes it to shore. After the party climbs out the two crewmen pull the boat up onto the beach.
While Sylralie and Dalen discuss the best course of action, Kristopher steps away to scan the beach, looking for any signs that the previous scouting parties made it this far. He saw no boats, debris, or bodies. Turning back to the others, he takes a step and feels something under his boot. Kicking away the sand he sees a small leather pouch tied off with a strap.
“Hey,” he calls to the others. “I found something!”
[Are there any signs of the other two expeditions on the beach? (50/50 | 7[d10]) Yes
Is it a boat? (50/50 | 5[d10]) No, but… it’s something else
Is it bones? (50/50 | 1[d10]) No, and… It is something belonging to a previous crew member, but it’s small and requires an L3SR on Luck to spot.
Luck Rolls: Kris is the only one to succeed with a 38 (6,6,6,3+17LK=38)]
Kris opens the pouch and examines the contents. Inside he finds 20 gold coins, a tooth, and a needle and thread. [RG except for coins] He shows the coins to Master Ferntaker.
“That’s Sirisea currency, all right,” he confirms.
“It’s a good guess that at least one of the first crews made it to the island,” Dalen says. “This must be one of the men’s money pouch. He must have dropped it.”
“Or he could have been killed by some animal and eaten,” suggests Kelseen, “And this is all that is left of him, the rest being dragged off, washed out to sea or blown away.”
[Each character makes an L2 perception roll against Luck. This is to see if they notice something. I’m only awarding AP for successful rolls since it is not an active attempt by the character to see something. Kris and Byrd succeed.]
While Dalen is speaking, Kristopher catches a glimpse of something further inland at the edge of the jungle. He turns to tell the others when he sees Byrd also scanning the jungle.
“Did you see that?” Kristopher asks.
“Yeah, something’s watching us.”
“Hey,” Kris calls out, getting everyone’s attention. “We think there’s something in the jungle.”
Each person prepares their weapon. Kelseen loads a bolt in her crossbow and aims in the direction of an anticipated attack. Syl mulls through two different spells, waiting to see which one will be best for this situation.
“So, do we wait for them to come to us,” Kris asks, “Or do we . . . “
Before he can finish his sentence [1d6] 2 jaguars and [1d6] 3 panthers rush out of the jungle toward the group.
[Each cat has a Monster Rating, or MR of 34. MR represents both the attack strength end health of a monster. To determine how many dice a monster, or group of monsters, will roll, you divide their combined MR by 10, then add 1. In addition, monsters get half their MR in combat adds. So in this case, the five cats have a combined MR of 170, so they attack with 170/10 = 17+1 = 18 dice and 170/2 = 85 combat adds. The combined MR is also their CON. As they take damage their MR is reduced. When MR hits 0 the monsters are dead. As MR drops, so does a monster’s attack strength. For the most part, I will assess damage to the monster’s total MR. However, should there be an instance where it is necessary to track an individual monster’s heath (such as a missile attack that damages a specific opponent), I will take note of that. ]
Kelseen aims her crossbow at one of the jaguars, waiting for it to close the distance. Syl stays steps behind the line of fighters and mutters the words that will cast Vorpal Blade on the party’s weapons. [All swords and daggers’ attacks scores are doubled for one round.] The rest steel themselves to meet the oncoming rush.
When the jungle cats are within 25 feet of reaching them Kelseen lets her bolt fly. The projectile flies high and misses the jaguar, but Sylralie follows up with a magic attack of her own. Uttering the words Take That You Fiend, the elf sends a blast of energy from her outstretched hand toward one of the jaguars. It hits squarely, sending the animal tumbling. The other cats are momentarily startled by the blast, causing them to veer their path a bit. [TTYF inflicts damage to a single target equal to the spellcaster’s INT, in this case 15. Per the spell's description, the blast also has a shock effect on the rest of the enemy. This doesn’t cause damage, per se, but could result in them being distracted and hit by the rest of the party. Mechanically, this means the spellcaster’s INT is added to the total attack score.] The group takes advantage of this and press the attack while the animals are momentarily distracted.
Kristopher feels a rush of adrenaline as he swings his scimitar. This is the first time he has battled with a group since his squad was captured by the border patrol and he was separated from them. Of course, this is also the first time he has engaged in battle as a member of Kage Gordain . . . and he is enjoying the fight. The lone warrior hadn’t realized how much he missed being part of a team until this very moment.
Around him Kelseen and Dalen swing fiercely with their sword and axe, cutting through the animal’s hides. Syl has also joined the melee, jabbing jaguars with her quarterstaff and kicking panthers with the heel of her boot. Even the naval men are holding their own against the creatures. Every now and then a cat gets claw or bite in past the group’s defenses, but for the most part, their armor protects them.
The jaguar that took the brunt of Syl’s spell falls first, followed closely by one of the panthers. Ferntaker finds himself overpowered by the feline he had engaged and receives a bite on the leg before Dalen drives his axe into the back of the jaguar’s skull. Byrd is doing a fair job of fending off the remaining panther when he trips and falls on his back. Immediately the beast pounces and the Midshipman is just able to get his hands up and grab it by the throat. They struggle and the cat’s jaws inch closer to the man’s face. Byrd cries out as drool drips from the panther’s fangs into his eyes. At the exact moment Byrd’s strength gives out, he is drenched with a spray of blood as the animal collapses on top of him. He opens his eyes to see Kelseen standing over him, her sword driven through the panther’s neck. She pulls the blade from the carcass, wipes it clean on the animal’s hide and turns away, leaving the naval man to wiggle his way out from under the panther himself.
[Combat:
Round 1:
Kelseen needs to make a L4SR on DEX to hit with her crossbow. The SR level is based on distance and size of opponent (with some personal adjustments to the Version 5 rules because I feel their difficulty is too high.). She rolled a 17 and failed.
Syl casts Vorpal Blade.
Round 2:
Kelseen switched to her +1 Broadsword for the remainder of the battle and Syl casts TTYF for 15 damage.
Cats (MR 170, 18 dice + 85) = 161 (5 Spite damage) Party: (17 dice+48) = 198 (6 Spite)
Party wins by 37 points. Since the rest of the battle is all melee, I will not be tracking individual MR for each cat.
Spite damage occurs when a “6” is rolled on the attack dice. Each “6” equals one point of damage assessed against the opponent. This damage is not blocked by armor. I rolled to randomly determine who in the party received any spite damage dealt by the cats.
Round 3:
Syl battles with her quarterstaff for the remainder of the fight.
Cats (MR 113, 12 dice + 57) = 96 Party (19 dice+51) = 116 (1 Spite)
Party wins by 20
Round 4:
Cats (MR 93, 10 dice + 47) = 90 (1 Spite) Party (19 dice+51) = 106 (1 Spite)
Party wins by 16.
Round 5
Cats (MR 73, 8 dice + 37) = 76 (1 Spite) Party (19 dice+51) = 125 (4 Spite)
Party wins by 49.
Round 6
Cats (MR 21, 3 dice + 11) = 21 Party (19 dice+51) = Adds alone are enough to end battle.
The only damage taken by the party was spite damage. Remaining CON is as follows:
Kr 17 Syl 16 Kel 10 Dal 18 Fer 6 Byrd 7
Syl spent 7 WIZ points during the battle.
The main party members are each awarded 43 AP (Total MR divided equally).]
With the initial threat taken care of, the party discusses their next move and decide the best course of action would be to head toward the cliffs. If there is anything to find on Crossbones Island, there is as good a place as any to look. At the very least, it will give them an overhead view of the island. Ferntaker and Byrd, concerned that they would be outnumbered if there were any more creatures around, feel it’s best if they stick with the party.
“You are a terrible shot,” Byrd says to Kelseen as he walks past her. “But you handle that sword mighty well. Thanks.”
A subtle smile crosses Kel’s face upon hearing the equally subtle compliment.
[Do the sailors travel with the party?
(Likely [due to chance of another cat attack] | 10[d10]) Yes, and… Byrd gives Kelseen a compliment]
Dalen agrees to take the lead and Kelseen hands him her compass. Master Ferntaker follows behind the dwarf with Kristopher, Sylralie, and Byrd behind him. Kelseen is last, guarding the rear flank. There are enough breaks in the foliage that Dalen has a reasonably easy time keeping the cliffs in sight and, whenever the trees grew exceptionally thick, the compass keeps the party on course. Skittering sounds and snapping branches can be heard all around, but no more beasts dare challenge the party. After a couple of hours the group senses they are nearing the base of the cliffs.
[The party had to make 3 INT Saving Rolls out of 10 attempts to navigate the jungle, adding an extra save for every 3 failures. The roll was based on the highest INT stat of the group (15) and the level of each SR was randomly determined to simulate environmental changes. Along with each attempt, an encounter check was made. The use of the compass, which added 10 to SRs, made this challenge rather easy. The party succeeded after only three rolls and there were no encounters. Enough time passed that Syl regained all her WIZ. SR points were split among the group for AP.]
[Scene 3 - Room 2: Puzzle Challenge]
As they near the base of the cliffs the ground grows spongier underfoot. Dalen dismisses the change as due to rainwater running off the slopes and saturating the ground in the immediate area. After a few more steps, however, the dwarf suddenly sinks to his waist and can no longer feel the ground under his feet. Ferntaker, acting out of instinct, moves forward to assist. The sinking dwarf tries to warn him but isn’t fast enough as the Master also finds himself sinking in quicksand. Kristopher immediately stops and keeps the rest of the troop from advancing.
[The party had to make four successful saves against their Luck to avoid the quicksand.
Step One: Dalen failed a L3 SR. Ferntaker’s save was a L2 (time to react to Dalen’s predicament), but he also failed. Kris only needed a L1, being third in line. He succeeded. No one else would have been required to make a SR as they would have had sufficient time to stop.
To be rescued, a rescuer must first have some item for the victim to grab onto. Then each must simultaneously succeed a SR, the victim against DEX and the rescuer against STR. After 3 fails the victim starts taking 1d6 damage.]
Kelseen rushes from the back of the line to assist, grabbing the staff Syl holds out to her as she passes. She reaches the end with the snake’s head out to Dalen who grabs hold of it. While Kel pulls Dalen to safety, Kristopher and Byrd search frantically for a branch or vine. [Both fail L2 Luck checks.]
Kel quickly checks to make sure Dalen is on solid ground before going to assist Ferntaker. Byrd is able to find a sturdy branch and reaches it out to his crewmate who tries but cannot grab hold of the end. Beginning to sink faster, the Master panics. By now Kelseen has also extended the quarterstaff to the man desperately trying to stay afloat.
“Stop flailing!” Kel calls out. “It’ll only make you sink faster. Grab the staff.”
Ferntaken reaches for both the branch and staff as the quicksand meets his chin. He is able to take hold of Kelseen’s staff, but his grip slips off on the first tug. His head goes under as the warrior thrusts the staff into the quicksand hoping the man can make one final grab.
“Wesley,” Byrd calls out. “Grab the staff!”
Kelseen pokes around waiting for a tug to let her know that Ferntaken has a hold . . . a tug that never comes. Though she knows it is over, Kel waits several moments before finally pulling the end of the staff out of the bog and handing it back to Syl.
“What are you doing?” Byrd protests. “Don’t stop! You can still save him!”
“He’s gone,” Kelseen says.
“No. Does anyone have a rope? I’ll go in after him.”
“Don’t be foolish,” Kristopher admonishes. “You’ll get yourself killed.”
“But . . . but . . . “
“You got to let it go,” Dalen advises.
Byrd gives Kelseen a long accusing glare before turning and storming away.
“Watch out for more quicksand,” Syl casually warns with an air of indifference.
[The entire incident took 5 rounds. Dalen and Kel both passed their saves on turn 1. Ferntaker didn’t have anything to grab onto until round 2. He failed the next two attempts and started taking damage. He finally succeeded on round 5 and randomly grabbed Kel’s staff. Unfortunately, Kel failed her STR check. Ferntaker was down to 0 CON but I gave him one last chance, which he failed.]
[Scene 4]
After giving Byrd some time to himself away from the group, the party retrieves the mourning sailor and constructs a plan to move forward. Kristopher agrees to take the lead, as he is a bit more dexterous than the dwarf. [He has both higher LK and DEX.] He will tie one end of Dalen’s rope around his waist and Kelseen, one of the strongest party members, will follow, holding the other end. Dalen will take Kelseen’s position at the rear of the line and the others will be in the middle.
[Kris needs to pass 3 more SRs, however, the difficulty is lowered to L2 since they are aware of the danger.]
They walk for several minutes without incident before Kris feels the ground slip out underneath him. Kelseen is quick to react and, once Kris is able to get a good grip on the rope, she pulls him out easily.
A few steps later they see a break in the trees and the base of the cliffs just beyond. Eager to get out of the bog, Kris picks up the pass only to realize he is not out of danger yet. He falls into yet another patch of quicksand and needs Kel to pull him out.
[Kris fails 2 of the 3 remaining checks, but is rescued within two turns both times.]
Safely out of the woods, the party decides to make camp and rest for the evening before going any further.
[Scene 5]
The group has built a small fire and have recently finished eating some of the rations they have brought with them. Midshipman Byrd settles down about 30 feet away from the rest to be alone while Kel tries to catch some sleep before her watch later that evening. Dalen, Kris and Syl sit around the fire discussing the days events.
“It felt good to battle alongside a group again,” Kris admits to his new friends. “It was like when I was sent on missions with my Squad.”
“You mean raids?” Dalen corrects.
“We preferred the term missions. Until you rescued me from that pirate Frogbeard I didn’t know if I would ever experience that again. I owe you two for that.” Turning toward Sylralie, he continues, “Thank you for recommending me to Garlen. It’s good to have purpose. You can always count on me to have your back.”
“Don’t say that,” Sly responds.
“But . . . I just . . . “
“No!” She firmly cuts him off and stands. “The best advice I can give you is this: take care of yourself first. You remember that and you’ll do fine.” Before Kris can respond the elf spins and leaves him and Dalen sitting at the fire.
“What’s her story?” Kris asks.
“Oh, she certainly has one,” Dalen confirms, “But it’s hers to tell, not mine.” The dwarf lets that sink in for a moment before adding, “But something tells me she trusts you. Just give her some time.”
End of Chapter 5
Author’s note:
Thanks for reading Kage Gordain. I hope you are enjoying the story and the gameplay. I just wanted to take a moment to let you know that I will be on a family vacation for the next couple of weeks and I doubt I will be progressing this story during that time. As is, it usually takes me a couple of weeks to play and post a chapter. Unfortunately, for this story’s sake, I expect this break to push Chapter 6 out to three weeks or more. I mention this primarily to assure you I haven’t abandoned this campaign and it will pick up again in November. In the meantime, I am hoping to experiment with some short solo roleplay ideas while I am on vacation. If anything comes out of that I will be sure to post it.
(Read the next chapter here.)
(Read the next chapter here.)
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