Solo FTR Crawl 1

Solo FTR Crawl 2; Part 1

   I've made some changes to our FTR rules to make it work better, and I think I've succeeded.  What I did are basically tweaks, separating hits from damage, removing the weapon construction rules, and an entirely new magic and character creation system.  But the bulk of the rules remain FTR.
   And the changes have worked, the game is much more fluid, consistent, and that makes it more fun.
So I've decided to run a solo campaign, and continuing story for a fantasy dungeon party.  Well, and continuing as it can be for people going into TheDeep, it's not safe, and adventurers tend to die quickly.

    The new FTR rules are only a part of this since it's a solo game.  I'll be using resources from quite a few places, mostly for random charts, to make it work.  I'll try to list some of those at some point if there's any interest in that.


   The adventure begins, as they always do, at the village tavern.  These are the members of the adventuring party.  From left to right; Mordvey (wizard), Nysbustah, Legendary Idiot(thief), Cazio the Handsome (cleric),  Ummork the Honorable (fighter), and Ergon the Bear (fighter).

    At this point I drew cards from a set called the Dungeon Deck, this is a product designed for this task.  You draw one card from each pile and it gives you a random and pretty complete adventure.  I drew only the first couple cards, I have a different method of generating the map, monsters, and treasure.
   The cards gave me the "lure", or the reason for the game.  In this case, someone from the town was kidnapped and dragged off to the dungeon.  The next card tells me that the entry to the dungeon we tracked the kidnapper to is a "sealed door that hasn't been opened in a long, long time".  And yet, the kidnapper went in there... This is a fun part of this type of game for me, taking a set of "facts" and generating a story that connects them, no matter how seemingly unrelated they are.  If the door is sealed, yet the kidnapper went in there, then what exactly is this fiend capable of?
    The third card tells me the feeling of the dungeon is hostile, as if the place is alive and resentful of our presence.  Well, it's TheDeep, so...duh.

   Anyway, onto the first Adventure!


Adventure 1

    At the tavern (because where else?), the party is approached with a job. There's been a kidnapping in town recently, and the town is offering a reward (d20x100 gp) for the victims return.  Agreeing to the job, because it's the right thing to do instead of for the money, mostly, the party locates tracks from the kidnapping and sets off in pursuit.
    Following the trail, the party tracks the villain to an area in the woods where the tracks vanish into a sealed door. The door is ancient and hasn't been opened in a long, long time. Not by people anyway.

Busting in, the party finds a short staircase leading to a door. This place is filled with a malicious feeling, hostile, angry, like the place is alive and resents our presence.

   Nysbustah, Legendary Idiot, knelt at the door searching for traps. He found none, so the one that was there went off, shooting razor sharp darts out across the room. Fortunately, everyone was able to dodge or raise shields in time, so no one was hurt. This did nothing to dispute the thief's nickname, though.
    Sheepishly, Ny pushed the door open to reveal hallway cross, brightly lit by torches every 20 feet or so, the light illuminating a horde of eight skeletal warriors. Anxious to prove himself, he rushes into the room. Shouting out a warning that there's a trap at the corner, he charges into the nearest skeleton, cleanly cleaving empty air.
    Ummork shifted his grip on his shield, and with a war-cry worthy of song and centuries of remembrance (if anyone had written it down), charges valiantly into the room at his top speed crashing into the largest group of warriors, splintering a skeleton with a single blow. Ergon, right on the knights heels, brings down another one. Cazio runs to fight with the thief, obliterating a warrior with a blow of his huge mace.
    Mordevey meanders in through the door. He's not convinced the party needs him to waste his valuable magics on these foes.
    The skeletons strike, mostly ineffectually, though one scores a devastating hit on Ergon (three wounds) reducing him to half health.

Here I roll Initiative: Party 6, Bad guys 3

    The party steps up, weapons whirls and flash in the torchlight, felling all of the remaining skeletons. The last crumbles to a flash of magical light as Mordevey touches its head.
XP: 8, 13gp
    Ny moved off down the corridor and entered what he could only assume was an armory of sorts. He didn't know why he assumed that, it just seemed right. Maybe the evil sculpted face on the wall told him? No, that was just wailing and screaming “If you want to get out alive, run for your life!” The effect was chilling, but Ny pulled himself together, at least enough to notice something that could be treasure. Detecting no traps, he collects 800sp.
Mordevey moves up to the thief, but the screaming evil sculpture gets to him, getting into his head, messing with his thoughts! He can't focus...any Knowledge Dice he rolls on this Activation will be green.
    Ummork follows the wizard, but his honorable nature allows him to easily ignore the evil talking wall. Ummork made his knowledge save.
Ergon walks into the armory room followed by the cleric. Cazio cast Healing and restores 2 Wounds to Ergon.
    Ny spots another possible treasure, but notices it's not locked with a standard lock. This one seems to be some kind of puzzle, or riddle. That needs smarts to open, not skills. And with the wizards mind gone goofy because of the stone face, that leaves the solving up to Ummork, which he manages to do (if barely). It opens a wall container holding 1,200gp, which is quite nice!
    A third location attracts the thief for a look, but that's also a puzzle. Ummork easily solves it (Ha, the answer is “you don't bury survivors!”). He finds an enchanted weapon, the Mace of Bashing, which they give to Cazio. He drops his existing mace rather than carry it around.
    Low on magic, the Cleric and Wizard could greatly benefit from a turn of study and prayer, but the party has to get moving, TheDeep is starting to notice them.
There are now three tokens on the showing DeepWatch card.

    Ummork sets off further down the hall and discovers an oddity, an area of the hallway seems to have been set up as a rudimentary laboratory, as well as some sort of makeshift throne room. A trio of unhappy lizardmen stand in the center of the hall staring him down.

I decide to check for disposition, and I roll a 6 – Hostile.

    Wasting no time, Ummork rushes straight at the lead figure. A flurry of blows are exchanged, and in the end the lizard falls dead. Mordvey, still affected by the taunts and howls from the wall face, moves up the corridor, blasting a second lizardman with eldrich energy, but not enough to make him fall. Ergon shudders as the horror spouting wall hit a nerve, muddling his mind. Nevertheless he rushes up the hall, stumbling slightly, to attack the third lizard, but it easily blocks the disoriented attacks. Cazio runs forward, flush with the idea of his new magic weapon, and strikes nothing but air. His second swing, however, devastates the lizardman, knocking his broken corpse down the hall.
The remaining lizardman lashes out against Ergon, wounding him. (he wins initiative), and attacks again and again. Ergon stumbles, grievously wounded. (he's down to only 1 Wound left!) He fights back, but only weakly. Seeing his friend in trouble, Ny rushes in, his sword easily deflected by the skilled warrior lizard. And then Cazio reaches him, his massive mace smashes the lizardman into the wall, its lifeless body leaving cracks in the stone.
The lizardmen were guarding 2 x Eye agates (75gp each), and had Nice feathered talisman and carved staff, together worth 264gp.
XP: 45, 394gp
And the goofy computer random generators show their colors here. According to it, one lizardman was also carrying forty 10' poles, and another was walking around with seventy five cords of firewood. That's a pile of wood 300'x300' x 600'! I ignored those results...

Facing the unknown, the party waits to resume its adventure
This is where the game stopped for now, it was quite late. I considered having the party return to town, but decided to let them stay right where they are, and I can resume the adventure as soon as I get time to do so.




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