Keep on the Borderlands Solo – 10

The Banner of the Bleeding Wheel ended last session at the mouth of a yawning pit, attempting to find the source of a mysterious lightning storm that has blasted a swampland into oblivion. The journey there had been uneventful until a mud monster ambushed them and slew Richard the fighting man and Modesty the scout.

Scene. Into the Dark.

Chaos: Level 3, no roll

The party peers down at the torch flickering 40′ below.

Is there anything within 10′ that they can tie a rope to? -4: No.

“How are we going to get down there?” Balthasar asks. “Looks deep.”

“Rope,” Hannibal says. “String it around the stone there, and we’ll daisy-chain half of the second.”

“Better be a good knot,” Balthasar replies. “We’re heavy.”

“I grew up in a ship’s rigging,” Hannibal says. He cuts one of their lengths of rope in half and joins it with the other using a good knot. He loops them around the donkeys’ harnesses before tossing the end down into the dark.

-Inventory: 2 lengths of 50′ rope
+Inventory: 25′ rope

“Should we leave something up here, just… you know… in case?” Miles asks, peering down into the hole.

Israel nods. “I’d rather my gold be returned to the poor than lost in the dark.”

They each chip in 40 gold pieces and bury them in an inconspicuous place beside one of the standing stones.

+Thread: 240 gp buried beneath the stones

When the coins are buried, Balthasar moves to the rope. “Me first,” he demands, grabbing the rope and dropping into the pit.

“Godspeed, my son,” Israel says. He shoulders his pack and prepares to drop onto the rope next.

It takes a few moments for Balthasar to reach the ground, but they soon see the torch pick up and wave the okay. Israel grabs the rope and rappels down.

One by one they descend until they find themselves in the darkness.

Tools Link: I’m using Kabuki Kaiser’s Mad Monks of Kwantoom, his awesome sequel to Ruins of the Undercity, to generate this dungeon.

Continue reading “Keep on the Borderlands Solo – 10”

Keep on the Borderlands Solo – 9

After preventing the forces of Chaos from undermining the inner bailey, the Banner of the Bleeding Wheel has spent a few days burying its dead, resting, and getting to know the other residents of the Keep.

Rules Changes.

I really dislike having to keep track of a bunch of kinds of dice. I’m working to winnow the dice used at the gaming table to a d20 or two, a d100 (for Mythic), and a couple of d6s. As such, I’ll be remaking the PCs to accommodate the following rules:

  • d6 Hit Dice. Fighters and monsters get d6+1, thieves and clerics get d6, magic-users get d6-1.
  • d6 Damage. Two-handed weapons deal d6+1. One-handed weapons deal d6. Small weapons (for magic-users and less-conspicuous carrying) deal d6-1.
  • Combat styles. Fighters can choose to dual wield (+1 to hit), carry a two-handed weapon (+1 to damage), or carry a shield (+1 AC). Clerics can also carry a shield, but no other class may choose from these options.
  • d6 Specialist skills. Thieves in Labyrinth Lord are boring. I’ll be switching to Lamentations of the Flame Princess’s specialist skill selection (roll-under on d6). Modesty is the party’s scout–learning Search 3, Bushcraft 2, and Sneak 2. Miles is their second-story man, learning Tinker 3, Search 2, and Architecture 2.
  • Reduced coin clutter. I’ll either be rounding copper pieces away or will be replacing them with bulky but obviously valuable trade goods–iron bars or silverware sets, etc. (I believe this idea was Gerard Neval’s). PCs can carry a number of coins equal to ST x 10. I will be tracking all found coins and distributing them only at adventure’s end. I’ll be assuming that 1 gold piece is approximately equal to a day’s salary for an average laborer, so prices will be adjusted when clearly out of line. An ale at the tavern doesn’t cost 5 silvers, for example, and no one would be willing to adventure for 1 gold per day.

Scene. Keep Business.

Setup: Finish up mundane business in the Keep and get a mission
Chaos: 2 vs 2-, Event!
Event: Move toward a thread – adjourn/reality (supernatural phenomenon)

Recovered and rallied, the Banner of the Bleeding Wheel makes ready to sally forth into the wilderness. Hannibal sets the men and women of the company to their duties as he reports to the inner bailey for a scheduled meeting with the Castellan.

Continue reading “Keep on the Borderlands Solo – 9”