Introduction
In session 3 of my solo Keep on the Borderlands adventure, Tangrir the Fencer and Rothwood, his untested man-at-arms, arrived at a ruined fortress in a desolate hill country. This session will begin as they enter the fortress and descend in search of a necromancer that is working in the area. Although we know via Mythic that the necromancer has already left, I doubt that such an inviting dungeon would remain uninhabited for long.
The Party
Tangrir the Fencer (Fighter 1, 41/2025xp): 11-16-9-14-10-6. 6/8 hp. 16 ac (chain+dex). Melee: rapier (+0 dmg, +2 hit). Ranged: bow (+0 dmg, +2 hit). 19 gp 1 sp 11 cp. Inventory (8/10): rapier, bow and quiver (19), bedroll, waterskin, ration (6), 10′ pole, flint, torches (8)
Rothwood (NM 0): 5/5 hp. 12 ac (leather). Melee: club/dagger (+0 dmg, +0 hit), ML 6, MV 40′
Mythic Stuff
Chaos: Out of Control (d8)
NPCs: corrupt priest, castellan, necromancer, captain of the watch (elf), monster raiding parties, rival adventuring party, friendly army officer
Threads: missing merchant, clear the Caves of Chaos, losing control of the countryside, find necromancer’s base, monsters in the Keep
Rumors: Massive dog men live in the higher reaches of the caves (Truth: 4+?)
The game begins after the jump…
Continue reading “Keep on the Borderlands Solo – 4”