|Dimensional Punk Fungus|
Saturday, July 18, 2020
After some time away from this game, decided to get back with it. I’m pretty sure it had a lot to do with the overwhelming nature of learning it all, the system, solo play without previous experience, and summer heat wave lethargy, sure. Well, this saga in the making, sally forth.
Map generated using the incredible free mapmaking site: Inkcarnate
Started off as a fun thing, then realized a map could help generate story prompts for solo play, a half sandbox. Filled in first hex (note 001 near main city) with an ancient tree feature from Perilous Wilds supplement. Will compile all these hex details in a list as I go, to keep track of world features. The empty location banners are fun to fill in as I go. I think this initial map will offer much to explore.
|Generated using Inkcarnate|
After staying out of sight for two nights, receive a note under our door to come to the wharf after sundown the next night to meet Sawney Reith.
Third Scene – Chaos 5 – No scene change
Steady rain on the way to the wharf. When the party gets there, they see d10 henchman: 4. He doesn’t trust the party yet, probably rightly so. The feeling is mutual…
Being involved with a local crime boss is not necessarily the direction the party wants to go, but it may present some interesting opportunities.
Does Sawney Reith call us here to offer another mission? Extreme Yes
There has been word that a powerful individual with ties to the corrupt government has been antagonizing some workers not too far outside of town (so Reith’s reach extends beyond the town’s walls). At the mill, about two days walk from town, a man named Balthazar Slora has been ripping off his local farmers and mill workers, perhaps taking their share of crop production and passing it off as his own.
Rolling up Balthazar Slora with various sources:
-attached to corrupt officials, has uncommon wealth for his social standing, avaricious, quick to seek opportunity, zealous performance of job (likely only a ruse or violence as performance), and now a wealthy landowner (own’s the local mill), he seems to always be carrying something in his hands (?), is stubborn, and trying to impress a lover (I presume this is the local official’s daughter).
He sounds like maybe he was a lower social class guy, who realized there was no real way in the current environment to work himself up to wealth, perhaps offered street knowledge and muscle to the corrupt powers that be in exchange for some wealth and power. Perhaps turning on his community. Did he betray Reith? Will learn more about Slora after investigating.
Does Reith send a lackey to spy on us for this mission? Extreme no
The next morning the party leaves early to reach the mill in a decent time.
Using a version of The Overloaded Die system for wilderness travel. Each new hex and each night gets a roll. If tough terrain, two rolls per hex.
Wilderness Hazard Die results
Check once upon entering a new hex. Twice if the hex’s terrain is difficult, and once every second hex if the players are on a road. Check once per night
Encounter: Creature encounter. Players should roll on the appropriate tables in the Bestiary. This interaction can be diversified by determining the attitude or behavior of the creature. These encounters may not necessarily be combative; this might be a recurring encounter with a mysterious figure, a lonely talking dragon, or a band of goblins licking their wounds from a previous combat.
Event: A noncombative occurrence. This may be contact with a roving band of performers, a broke down caravan or the passing through the skies of an ominous comet. The characters may find a hint of the surroundings, potentially leading to sidetracks or encouraging additional searches.
Feature: The characters have discovered an element of the current landscape. It may be a magical tree, an entrance to a dungeon, a hunting camp, a road, a buried treasure, or a shrine.
Rations: Characters are required to consume food and water. If this requirement cannot be met, suffer minor harm (1 HP)
Lost: if traveling along a road ignore; if traveling along a semi-wilderness track, this is up to GM discretion. If the character fails their survival check, then when the party attempts to move on to the next hex, the DM should roll 1d6 to determine which hex the party travels to. A roll of one means the party travels to the hex they intended to travel to (though they are still lost). Rolling a 2 indicates that the party travels to the hex one-space clockwise of their intended hex, rolling a 3 indicates they travel to the hex 2 spaces clockwise, etc. The party remains lost until their guide can succeed on a survival check upon entering a new hex.
Safe: There is no change or action. Characters proceed with their next action.
Cloudy, no rain
Event – NPC Adventuring Party; 7 members; hostile, but bribable. After some prolonged conversation, they accept 2 gold pieces each ( -14 gp ! on first day out) to leave us be. They are on way to town (a possible future thread, factions!)
Next hex – Find a natural feature; Find an ancient large tree on side of road; evil connotations.
Is there anyone in the tree? No (etchings from the 30 Years War show lots of awful public displays of cruelty and punishment, so such a question seems fitting for the scenario)
Third hex – encounter a friendly hunting party; socialize a little but largely they keep to themselves.
Night encounter – Monster – We see three loud and large Ogres coming close. (so close to town!)
AC 12 HP: 18, 19, 19 – no surprise for either side, but they are loud and slow enough to give the party heads up
We are traveling light, so decide to flee the campsite (no idea of their intentions, or even what local relations with ogres are in this region, but now is not the time to find out!) Leaving 2 rations per PC to distract them while we flee into the night….Assuming the hunting party is doing the same
Next hex – 6 – safe! Thank goodness.
Next day – safe, and next hex roll Lost (but ignoring while traveling on road)
We get to the mill. Hanging out in the bushes nearby we can discern d20 = 9 henchman or guards (standing there chatting, dressed decently) and 5 workers (clearly doing tasks and dressed poorly).
The party is not entirely sure on a plan yet, but thinking we need to learn what we can from the workers and discover a way to undermine the operation. Obviously can’t raid the place. A heist? Turn the workers against them?
Not sure on the next direction, but this session was a minor success in expanding the story. It was short and not too action filled, but just thinking of it as a transition episode. Will learn to flesh these out more. The random rolling generated some interesting encounters already! It’s a little clunky still (total lack of experience) but that’s alright. Next session is a little intimidating as it will be largely social and planning an action. I do like how this play has so quickly departed from dungeon crawl, slay monster, take treasure, repeat. I am not entirely interested in that form, so this direction is ok with me. So many NPCs is intimidating.
Friday, July 17, 2020
Saturday, July 11, 2020
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