Wednesday, December 4, 2019

Kage Gordain - Chapter 6: Upscrat

(Read previous chapter here.)

Game System: Tunnels & Trolls (Affiliate link)
ToolsJohnn Four’s 5 Room Dungeonsrpgsolo.com solo engine; other random generators

Setup

Since it’s been a few weeks since my last post in this adventure I’ll offer a real brief recap. The group of four adventurers have arrived at Crossbones Island and were rowed ashore by two of the naval ship Skylark’s crew. They survived an initial attack from several large jungle cats and a trek through the jungle. Unfortunately, they also ran into a patch of quicksand and one of the crewmembers, Master Fernmaker, was lost. The group made camp at the base of the cliffs. Before retiring for the night, Sylralie cast Poor Baby on all the injured party members (total cost of 12 WIZ, which will restore before morning), bringing them up to full health.

[Scene 1: Room 3 - Trick or Setback]

The night passes uneventfully, for the most part. While some rustling and skittering could be heard in the trees and underbrush on each watch, the closest the camp ever came to being invaded was during Kelseen’s watch. About midway through, the warrior woman spotted a large, dark shape several feet beyond the treeline, firelight reflecting off its eyes. From its size, she was pretty sure it was not another jungle cat but might have been a large, husky man or other humanoid creature. Pulling out her sword, she moved closer to investigate, but the shape quickly retreated and fled rather noisily through the wood. [Rolled two encounter checks for the night. Both were negative.]

Before the sun is fully up, the group awakes and has a quick breakfast of bread and cheese before breaking camp. Throughout the meal, Midshipman Byrd mumbles but a word or two and keeps to himself. 

“So help me,” Kelseen declares, “He better not slow us up.”

“Take it easy on him, Kel,” Dalen says. “He’s probably still in shock over seeing someone die. He calls out to Byrd, “You gonna be okay?”

“No need worry about me,” Byrd grumbles back, then takes a sip of water from a tin cup.

Once everything is packed back up, the group discusses their next move. 
“First, course of action should be to get some height,” Sylralie suggests, taking the lead. “We need to find a way up these cliffs. It’ll give us a better view of the island and anything that might explain what happened to the other crews. Also, while we are up there we can signal the Skylark to let them know we are still alive.” She casts a glance at Byrd who is glaring back at her comment about being still alive. “Do you have the signal mirror?”

“Perhaps Fernmaker had it,” Byrd suggests. “Maybe you should have tried harder to save ‘im.”

Kelseen takes a threatening step toward him, her hand on the hilt of her sword. Byrd holds up his hands to ward her off.  “Calm down, lady. I’ve got one. Lucky, for you.”

Kel takes another step before Kristopher moves between them. “Okay. Let’s take it easy. We have a lot to do and quarreling is not going to help.”

[To find a way up the cliffs, the group will have to make a LUCK SR based on the best LCK stat in the group (Kris 17). The first check will be at L4, the next at L3, and so forth until L1, at which each successive check with be at L1. The group will eventually find a route, but for each check, they will also roll an encounter check. The more fails, the greater the risk of an encounter.]

Kristopher leads the group to the cliff base. The rock face is rather sheer at this location and there is clearly no way up. The way looks more promising to the left, so they head off in that direction. After a bit, the cliffs begin to slope more and the group attempts to climb up the mountain. Unfortunately, the highest they can reach is about twenty feet before they have to retreat. It continues like this for an hour or so until vegetation grows a bit thicker and the grade up the mountain becomes less severe.

Kris stops momentarily to scan the mountain slope for any possible paths and spots a cave opening about 30 feet up the mountainside.  He points it out to the group.

Kris spots a cave opening

“If there’s a cave there should be a way to get to it,” Dalen suggests.

“If anyone would know,” Syl says, “It would be the dwarf.”

“I’ll take that as a compliment,” Dalen says as he takes the lead to search for a path.

Hacking through the underbrush, the dwarf clears a path to a point below the cave. From there the trek is easy as a wide path leads up the slope to the opening. The path itself was mostly bare of vegetation and rather compact, leading Dalen to believe that it has been well-traveled in the past.

“This looks promising,” he calls back. “I suspect we are not the first people to visit this cave.”

“Just be careful,” Sylralie warns. “If this cave has been used by others they might be there now. Or they’ve left it trapped.”

Stopping several feet from the opening, Kelseen and Dalen decide to lead the group in first, as they are the most armored. Swords drawn, they step into the cave. The sunlight only illuminates the cave for a short distance and all they can see is a pile of twigs and dry leaves.  Kel pokes at it with the tip of her sword and immediately regrets her actions as several squirrels with long fangs emerge from the mound and pounce at the party. 

“Scrats!” Dalen cries out.

Scrats!

[The party finds the cave after three turns, but also rolls an encounter. 9 Scrats (MR 15 each)]

Dalen, Kris, and Byrd’s armor protect them from the critters’ initial barrage, but they are unable to effectively fight back as the animals are too fast and easily dodge their blows. Syl drops her quarterstaff and draws her B’chwa, believing the dagger will do more damage. Unfortunately, in the process, one Scrat bites her on the hand. Kelseen suffers the worst of the group, as another scrat wiggles up under her armor and bites and scratches her from underneath. She cries out as she beats at the animal that is stuck near her waist.

Every now and then a scrat is able to drive a tusk into someone’s arm or leg. Kel doubles over as she is bitten a bit too close to her groin. Syl sees the futility of the battle and finally decides it’s time to turn things around. The elf wizard casts Vorpal Blade on the group, but it is still up to the other members of the party to strike the scrats. Thanks to the spell, however, many of the weapons will now slice through the critters much easily on the next swing. Her efforts are rewarded as one of the scrats is knocked away bleeding by Byrd and Kristopher cuts another in half.

[Round 1: Scrats: 128 (5 Spite dmg)   Party: 112 (4 Spite dmg)  Scrats win by 16 which is spread evenly and absorbed by armor.  Spite to the party is assigned randomly, with a majority going to Kelseen over the next several rounds.
Round 2: Scrats: 118 (4 spite)  Party: 110 (3 spite)  Scrats win by 8, damage absorbed. 
Round 3: Scrats: 116 (4 spite) Party w/Vorpal Blade: 143 (0 spite)   Party wins by 27]

With renewed vigor, Syl stabs her b’chwa down and pins one of the prehistoric squirrels to the ground. Kelseen finally just reaches up under her tasset, grabs the scrat by the tail, yanks it out, and bashes it against the wall of the cave. The attacking animals begin to tire from their initial assault and the men are able to wound or kill them more easily using both their weapons (which are now back to normal) and the heels of their feet. Within a few more minutes the fight is over and all the scrats lie dead or dying.

[Round 4: Scrats: 90 (3 Spite)  Party: 114 (5 Spite)  Party wins by 24
Round: 5 Scrats: 63 (2 Spite)   Party: 115 (4 Spite)  Party wins by 52
Round: 6 Scrats: 15 (0 Spite)   Party: Combat Adds alone are enough to win.
Final CON for party: Kris:13   Syl:14  Kel:5    Dal:17    Byrd:7]

Several eyes turn toward Kelseen and she quickly throws them a warning glance before anyone can make any snide comments about her “close encounter.” Satisfied that everyone has been sufficiently silenced, she heads further into the cave.

“Sylralie, some light please.” Kel orders. 

Syl complies and casts Will-o-Wisp. [1 WIZ per 10 min.] Kris and Dalen follow the women inside, while Byrd takes his time bringing up the rear. The light from the spell illuminates the inside of the cave. The chamber is the size of an average-sized room and has no exiting tunnels. The cave is empty, save for the scrat nest. On one wall there appears to be some writing.

[I made some oracle and dice checks to see if there were any bodies or containers in the cave. Both came up negative.
[Is there any treasure in the nest?
(50/50 | 7[d10]) Yes +Event: Fight / Joy  
Unclear what the event might be I use solorpg to generate a focus = “Move away from goal” 
I will pocket the event for later]

The party starts by rummaging through the nest to see if there are any coins or trinkets. They are rewarded with four silver coins and an aquamarine jewel (110 gp). Kelseen adds the coins to the common collection and Kristopher holds on to the jewel. 

In the meantime, Dalen examines the walls of the cave. “This cave is not natural,” he tells the others. “It’s definitely been here a while, but there are faint indications that tools were used to carve it out of the mountain.” [Based on a successful L2 INT roll.] 

“So this was used as either a hideout or storeroom?” Kristopher asks.

“Perhaps,” the Dwarf responds. “But obviously it hasn’t been used for a while and anything that had been stored here is long gone.”

“Hmmm. Maybe. Maybe not,” Sylralie wonders, eyeing the writing on the wall. “There is a riddle scratched into the wall. ‘It runs smoother than most any rhyme, and loves to fall but cannot climb.’”

While Kel and Kristopher struggle to come up with an answer, Dalen sets down his pack and begins to rummage through. Midshipman Byrd stands near the cave opening and keeps glancing out, presumably keeping an eye out for any other scats, cats, or other creatures. He clearly is not interested in doing anymore than what is absolutely necessary.

Dalen pulls out one of his worn leather books and starts flipping through the pages. “Ah, this is the one. Now, where did I write that?”

“What’s up, Dalen,” Kristopher asks.

“Something about that riddle sounds familiar. I’ve heard something like it before. [Per L2 INT roll with help from Literary Knowledge talent]

“ Here it is.
I can babble but I’m not a baby,
I can run but I don’t have any legs
I can fall but I don’t get hurt
I’m found in a pot, but I’m not a ladle”

The dwarf finishes reading and everyone stares at him with anticipation.

“Oh for the patience of Ilmis!” Kelseen finally exclaims. “What is the answer!”

“It’s water,” Dalen responds with a broad smile. “Just like the writing on the wall, this riddle also mentions running and falling, so water must be the answer.”

“So, where does that get us?” Syl asks frowning.  “Is this a message left behind to tell others they set up a new camp by a river? Is it a clue to where a treasure is hidden? It tells us nothing!”

“Oh, it tells us something, my elven friend,” Dalen corrects. “Your thoughts are good, but I think it might be a clue to something that is hidden right here.” [A L2 INT saving roll was needed to figure out the meaning of the riddle. Since rogues can be skilled in traps and hidden doors, I allowed Dalen’s roguery talent to be applied for an additional 4 INT points. Kris’ roguery talent affects LCK rolls, so it wasn’t applicable. Dalen was again the only character to make the SR.]

“Byrd, hand me a waterskin,” Dalen says holding out a hand. Reluctantly, Byrd detaches a skin from his belt and hands it to the dwarf. Dalen walks over to the back of the cave and examines several areas of the wall. Once satisfied, he splashes a generous amount of water onto it. Next, he rubs the wet spot with the palm of his hand. The rest watch curiously as the sandstone dissolves under his touch, leaving an indention about the size of a plate.

“I suspect there is an opening here. We just need enough water to wash away this compacted sand.”

“We’re not wasting all our drinking water on a wall,” objects Byrd, speaking for the first time since leaving camp.

“Of course not. It wouldn’t be enough anyway. We need to find another water source.”

“Then what?” asks the skeptical Syl. “We don’t have any buckets.”

“We’ll figure that out when the time comes,” Kristopher cuts in. “But unless we find water first it does really matter.”

The party did not pass any obvious water sources during their travels to the cave, so they decide to split up into two groups to cover more ground. Kristopher offers to team up with Byrd. Out of Byrd’s earshot he explains that he’s doing it not only to keep Kel from suffering any more time with the seaman than is necessary, but also to try to talk to him about his loss and the current situation. 

[Scene 2]

“I understand what you are going through,” Kris says to Byrd once they’ve left the others behind. “I recently lost a group of close friends. All were either killed or captured.” 

“Listen, I don’t really care about your life or the others. I’m just here to do a job and I know that’s all you and your friends care about.”

“That’s just not true. Syl and Dalen trusted and befriended me when I was on my own. Sure, you’re in the military and have to intention of sticking with once we return to Sirisea, but that doesn’t mean you can’t feel like part of the group while we are together.”

“I’m sure Fernmaker felt just like part of the group as sunk into the quicksand.”

Kris decides there is no point in continuing the conversation at this moment. Besides, he sees a dense copse of low trees and bushes ahead that he wants to investigate. “Do you mind taking a quick look through those bushes? I’ll continue this way.”

Byrd walks over to the overgrown area and steps through, leaving Kris’ sight for a moment. Suddenly, Kristopher hears Byrd call out.  “Hey! I found a pool!”

Kristopher follows after him.  Breaking through the brush, he sees the pool. It isn’t very large, only about 20’ across and is filled with muddy water. He suspects it has formed in a low spot from rainwater flowing down the mountain and varies in size depending on the weather. Despite its small size it is more than enough for the group’s purpose. 

While he is thinking this, Kris sees more than feels the tip of a sword blade emerge from his lower torso through his leather armor. Pain begins to radiate from the wound as he steps forward and slides off the blade. He stumbles around to see Byrd holding onto the bloodied sword Kris feels faint as he fumbles for his own weapon, but before he can pull it out Byrd strikes him across the face with the pommel of his weapon. Kris collapses to the ground and loses consciousness. 

Bryd makes a quick check to see if anyone else is around, then starts to rummage through Kris’ pack. He quickly finds what he is looking for, the aquamarine jewel. 

[Does Byrd find the healing potion? (Somewhat Likely | 10[d10]) Yes, and…  ]

Byrd also finds the vial of healing potion that Kris was holding and decides to take it, thinking it might be useful later on. Satisfied, he stands and begins to walk away in the opposite direction from the rest of the party. He stops after a few steps as if he had just had a thought. Going back to his victim, Byrd plucks up Kristopher’s scimitar and then continues on his way. [...and also takes his (Even=scimitar/Odd=dirk Roll: 4) scimitar.]

End of Chapter 6

Wrap Up:

Some quick behind-the-scenes for the final scene.  I’ve always had this idea that Byrd might betray the group. Once I rolled the “Fight/Joy - move away from the goal” event, I felt this might be an opportunity to take the story in that direction (It also helped that this was the “Trick or Setback” stage of the 5-Room dungeon, though this was an additional trick not in the original.) Once they found the aquamarine I felt that would make a good catalyst: Byrd is already dissatisfied with the mission and possibly his life’s standing in general. He sees the valuable jewel as a means of making his life a little cozier back home (Joy). He knows of the terms of the arrangement and that Kage Gordain gets to keep all the treasure, so the only way for him to obtain any benefit from the jewel would be to steal it (Fight), escape back to the Skylark, and convince the Captain that the rest of the party is dead.

To accomplish this, I planned on having Byrd periodically attempt a L2 LCK SR to see if he could get Kris away from the rest of the group.  The search for water was the first opportunity and Byrd passed it with another double roll (5,5,6,1+11). 

Once they found the pond I checked to see if Byrd tried to surprise Kris (as opposed to threatening Kris at sword point to give him the jewel).  A 50/50 roll on the oracle answered “Yes”.

He needed to make a LCK SR to surprise Kris. Since his DEX is higher than Kris and Kris would be distracted by the pool, I felt this would be an easy surprise at L1. Byrd rolled doubles again (Lucky bastard) and passed with a 30, enough for an L3 SR. With a surprise, Byrd gets to attack without Kris making an opposing roll. After adjusting for armor, Byrd still had enough points to overcome Kris’ 13 CON


(Read next chapter here.)

2 comments:

  1. Excellent twist. I think it's good to have sub-plots when using a framework like the 5-room dungeon.

    How did you determine the nature of the Trick? Tricks/Traps are always the hardest thing for me to figure out.

    ReplyDelete
  2. If you are referring to the actual puzzle, it came directly from the 5 room dungeon, down to the exact wording of the riddle. Once Dalen made his SR to figure out the riddle, I searched for other riddles about water and luckily found one that was similar. I only had to revise it slightly to remove more modern references.

    If you are looking for ideas for tricks and traps, are you familiar with this resource? http://hackslashmaster.blogspot.com/2011/02/on-tricks-empty-rooms-and-basic-trap.html

    ReplyDelete