The adventure continues as the heroes try to gain access to starport control in order to release the docking clamps that hold the ship in place…
The adventure continues as the heroes try to gain access to starport control in order to release the docking clamps that hold the ship in place…
The adventure continues with the intrepid heroes leaving the cantina and heading for the junk shop to aquire a spare part needed to repair the hyperdrive of the ship they eventually plan to steal. However, you have to put up with handwritten notes again.
Encounter 3: The junk shop
I really like the quick and elegant so1um rules created by Matt Jackson so I tinkered with them a little and did some brainstorming for a slightly more complex but not necessarily more complicated variant. Even though it is little more than mental notes at the moment I decided to try a few concepts playing through the published adventure that came with the Edge of the Empire Beginner Game. I never played it, so I decided to go ahead and try it out, using the Miso RPG along with the GM apprentice deck to keep a little surprise for the solo player.
So here are the first two encounters:
Pash – Human smuggler: Body 1, Mind 3, Charm 2, Hitpoints 5, Damage 1, Cliche: Lucky Smuggler
Oskara – Twi’lek bounty hunter: Body 3, Mind 2, Charm 1, Hitpoints 7, Damage 2, Cliche: Efficient Bounty Hunter
The heroes are racing through the streets of Mos Shuuta on the desert planet Tatooine. They are on the run from a group of thugs in the employ of Teemo the Hutt, a local crime boss. They have decided to resign their service with Teemo’s organisation without asking him for permission, so they need to make a quick getaway. Unfortunately, the only way out of Mos Shuuta is by starship, which the heroes need to aquire somehow…
During the adventure I will document the events through the eyes of the smuggler Pash.
I will also use the technique of rewriting the adventure on the fly using the Miso RPG approach to retain some element of surprise for the solo player:
The scenario outlined in the published adventure will always be option A with a d10 assigned for odds and I will come up with a slightly different scenario that fits the context which will always be option B with a d6 assigned for odds.
When the encounter starts, I will roll off the options, higher roll wins, to see what is going on. If I need some sort of GM emulation or oracle I will use the GM apprentice card deck as randomizer.
Check it out here:
And the Miso RPG here:
Encounter 1: On the run
Option B: The patrons in the bar work for Teemo and have been warned by Teemo’s thugs by comlink that we are coming, since the Gamorreans have spotted us heading for the cantina. A wins 9 to 1, so it goes by the book.
-As we race through the sandy streets of this rathole of a spaceport I spot a cantina ahead. “Quick Oskara…in there! Maybe this place has a backdoor to slip away unnoticed.” We head for the entrance.
-The air inside the room is cool, a few patrons are in the room and most of them including the bartender stare at us. In the back, behind a dancing stage, I spot a doorway and point at it: “That’s our exit!”
-We race for the exit, the stage is occupied by a Twi’lek dancing girl. I try to convice her to let us pass and get backstage. Charm (2) vs. difficulty of 3 (easy, since that is what the adventure suggests and because I have a fellow Twi’lek with me): 6, 3, success.
-The dancing girl nods and moves aside: “Quick, in here, I try to distract whoever is coming for you.”
-Only moments after we slip through the door the Gamorreans arrive, look around, squeak at each other and then turn to leave. The perfect moment to strike has come…
Encounter 2: A gang of Gamorreans
Option B: The Gamorreans are not only armed with melee weapons but also with blasters and a few of the patrons take side for them, since they fear Teemo. A wins 7 to 2, so by the book again.
-We can surprise them. I take aim with my blaster pistol, Oskara with her blaster carbine. “On my mark…the one that is closer…” I whisper.
-Time for some stats: Gamorrean thugs: B: 3, M: 1, C: 1, HP: 3 each, steel club (melee, damage 2)
-A ranged attack against a target that is nearby, Body + cliche vs. 4: Pash 6, 2, hit; Oskara 1, 5, 4, 3, hit. Our two blaster bolts strike the closest Gamorrean. He goes down, he never knew what hit him.
-Does the remaining Gamorrean press the attack? (even odds, GM apprentice draw) No, he decides to flee. He sprints out of the cantina.
-I try to get one last shot in, I want to wound him and aim for his leg (called shot, difficulty 6: 4, 3, miss). My shot goes wide. “Quick Oskara, don’t let him get away!”
-She shoots: 3, 3, 5, 5, miss. Her shots miss by only a hair but the Gamorrean gets away.
-We shouldn’t stick around to long, let’s get out of here.
-As we hop off stage the bartender signals for us: “If I were you I would get the hell out of Mos Shuuta now. To bad that the only ship in town at the moment is owned by a Trandoshan named Trex who is in the employ of Teemo. It is also unfortunate that the ship has a broken hyperdrive. Anyhow, it is in bay Aurek right now, I don’t know for how long. Now get out of my cantina!”
To be continued…
While browsing through Drivethrurpg.com, looking for some more quick start rules to try out I stumbled upon a nice little game called The Basic Hack. You can check it out here:
It was written by Nathan J. Hill.
It uses some interesting mechanics and I figured it couldn’t hurt to try it out. Character generation is quick and straightforward and I was playing within a few minutes. Even though I died quickly I still enjoy the system and I will use it again.
So here is my actual play of my short adventure:
Vincent de Vega: Cunning human rogue, swashbuckler, gambler and disinherited son of a minor noble house.
Str 10, Dex 14, Con 6, Int 9, Wis 7, Cha 10, HP 11 (includes 3 armor points, leather armor)
-Advantage when trying to sneak, disarm traps and open locks.
leather armor (3 armor points), 3x dagger (1d4 damage, finesse weapon, close/nearby), rapier (1d6 damage, finesse weapon, close), adventurer’s pack (backpack, bedroll, 5 torches, 5 rations, flint and steel, waterskin, skinning knife, fishook and line, crowbar, rope and grappling hook)
Gold: see notes
Rations: see notes
The Nentir Vale
-Vincent de Vega is hired by a broken and desperate father who has lost his only daughter to a group of Gruumsh cultists that used her in a ritual sacrafice. The old man, a respected craftsman in Fallcrest, has cobbled together all his savings and offers 100 gold pieces for wiping out the cultist group.
-According to rumors, they have their hideout in the woods between the Old Hills and the Gray Downs.
-Vincent has accepted the quest out of sympathy for the old man and because he feels sorry for his loss.
-I try to gather some information about this cultist group. Maybe somebody on the streets has heard something and talks. Charisma test: 7, success. A fallen cleric who was expelled from the church has sympathy for my cause and shares some information: The group is run by an old aquaintance of him who has turned to evil. He tells me of a small descecrated shrine and makes a sketch on a piece of parchement to guide me there. It is located deep within the woods.
-I try to convince the cleric to accompany me, telling him that he doesn’t need to be part of a church to do good. Charisma check: 14, fail.
-The cleric declines.
-On foot I will need a little more than a day to get there.
-I spend one night in a nice tavern, rent a fine room, enjoy a big dinner and do some gambling. What is the most amount of money they are willing to bet? 1d6 gold pieces. 1 gp. That is not really worth the trouble so I don’t try to cheat. Determine winner: roll of 11+ on 1d20: 11, success. I win (add 1 gp, now 11).
-The next morning I pay the bill of 3 gp (8 left), pack my things and leave Fallcrest through the north gate.
-Do I encounter anything in the wilderness? Three encounter checks, morning, midday and evening, each with 2 in 6 chance: One encounter in the evening.
-Use Adventuresmith app to create encounter: A dead animal with a group of gnolls around it (5 gnolls).
-I don’t intend to fight them, so I try to sneak around: Dex check with advantage: 4, success. Silent and agile as a cat I circle around the gnolls unseen, who seem to feast on a dead deer.
-It is already dark and I don’t want to enter the woods in the dark. I get some more distance between me and the gnolls and make camp at the edge of the forest and eat a ration (4 left).
-Wisdom check (survival) to see if I was able to set up camp somewhat hidden: 17, fail. Do I encounter something during the night? 50%: Yes!
-Encounter: Story cubes: Snake and backpack.
-A large constrictor snake slithers out of the woods into my camp and wants to crush me. Do I wake up? Wisdom check: 8, fail.
-I wake up because of some intense pain that rips me out of my sleep. A giant snake has wrapped itself around me! (Disadvantage in combat)
-Constrictor snake: HP 8, Dmg 1d6
-I try to grab my dagger, which is difficult because the snake tries to crush me! Dex check with Disadvantage: 8, 19, pick 19, fail.
-The snake tightens it’s grip. I try to resist (Str check, no Disadvantage): 7, success. I grit my teeth and push against the snake. Maybe I can get out my dagger now (Dex with Disadvantage): 6, 7, pick 7, success. I get hold of my dagger and drive it into the snake’s body. 1 Damage, 7 left.
-I don’t get a good thrust in as the snake constricts again…Str check, 20, critical failure, double damage, 5 damage total, 6 hp left.
-I feel some of my rips crush. I gather all my resolve and drive my dagger into the snake again (3 damage, 4 hp left).
-I am able to resist the deadly grip some more but I can’t get out. The snake constricts again, pressing the air out of my lungs. It is getting dark…(2 damage, I have 4 hp left).
-I try one more time, without luck…
-I pass out as the snake constricts once more (6 damage, -2 hp, dead). Suddenly, there is no more pain…
A member of the G+ Lone Wolf Roleplaying community whipped up a nice little rules-light solo system called so1um. You can get the latest version here:
Credits go to Matt Jackson for creating it and sharing it with the community.
Unfortunately I have to bother you with hand written notes again, since I played on the train and during small stolen moments of time during which jotting down a few notes is just faster than firing up the laptop. So I hope you are familiar with my messy handwriting by now. If you can’t read it, try saving the pictures on your machine and zooming in.
a member of the G+ Lone Wolf Roleplaying asked me to write a short summary of the final session that ended Cane Selcam’s mission.
I know my handwriting is hard to read so I will gladly comply:
After the encounter with the aggressive birds Cane set-up camp within the forest and decided to rest.
At this point it was time to determine what the installation actually was so that I had an idea about what to expect as the story progresses. So I whipped up a quick table with six possibilities and rolled. The result: The installation was a deep space scanning post, it didn’t have surface to air defenses and no TIE-fighter launch facilities but a landing pad on the roof of the compound. It’s surrounding defenses consisted of regular speeder bike patrols with scout troopers (all determined randomly).
While making camp Cane was attacked by a boarlike creature that was protecting it’s territory (random encounter). He managed to defeat it but suffered a minor wound.
After sundown the next day Cane moved closer and observed the base from all sides, took pictures and noted troop movements. The base had four large sensor dishes and a small building with a landing pad on the roof. All the time he had to avoid several patrols which he did thanks to some good rolls, his high level, skill and camo poncho.
After the recon was done he withdrew and headed for the pick up point, which was a three day march.
During the march I made random encounter checks. On the third day, shorty before Cane reached the pick up point, he encountered a small group of native savage-looking centaur-like horsepeople. They had long braided hear and muscular tatooed bodies. Cane decided it was not a good idea to stick around and managed to hide once again.
Since he had to wait at the pick-up coordinates for a while (I didn’t track the exact number of days but I figured the mission so far took about 12 days or so: 4 days march to the installation, 3 days march to the pick up point, and around 5 days resting and scouting) he set-up a more permanent camp and waited. I make one final encounter check and the check indicated an encounter. Cane encountered another group of native horsepeople, obviously on a war path. He heard the sound of war drums and a group of armed and tatooed horsepeople marched directly towards his camp. He managed to move his camp out of the way just in time and followed the group, who met the other group on a battlefield and it appeared to be some sort of clan feud. Cane decided to stay out of it and returned to the pick-up site.
Staying true to my principle “always give yourself a chance to fail” I made a final check, however with a 90% success chance, to see if the alliance would pick me up and they did.
Because of the weak defenses and the small troop contingent, the alliance decided to raid the base for information, technology and supplies after the mission debriefing.
Dear readers, I have to be hard on your eyes again. I went to visit my parents in Berlin, Germany and had time for solo role-playing during the five hour train ride from Cologne, Germany to Berlin.
Even though I have my laptop with me I decided on an old school approach and used a classic notepad, a pen and my android phone with a dice rolling app and the app called Tales of Mobile Entertainment or Tome, which is basically the Mythic GME with some extra functions for Android devices. I didn’t want to clutter my seat and table to much and I like this method of documentation as well.
So here is the final session of Cane’s mission. Oh, I also converted him to the ruleset I whipped up to test that as well and managed to advance to level 3 (I figured the advancement that he already had put him at level 2). However, a bonus of +5 with skill and equipment (camo clothing) is pretty high. Pretty hard to fail completely. But that’s alright since the original rules that I used state that you can’t fail if you have a skill. My rules make it hard to fail but not impossible, if you have a skill.
So here is the final session of Cane Selcam’s mission:
Just some random thoughts about a simple solo rpg ruleset inspired by the Apocalypse World engine of 2d6+modifiers and the Four Against Darkness (4AD) method of basing everything on your level as a single stat.
I got the idea to throw these two together after reading a review of 4AD and because I am testing AW at the moment and really like the task resolution.
So, here goes nothing:
All actions are resolved by rolling 2d6 and adding your level as well as other modifiers. Other modifiers can come from a skill, equipment used or the environment as well as personal health level etc. This is called a check.
So it is:
2d6 + level + 1 if you have a relevant skill + other modifiers
So if Han Solo from above would try to con someone it would be a roll of 2d6+4 (3 for his level and +1 because he has the Deception skill).
If he would try to convince an imperial officer that he is actually an imperial officer working on an undercover assignment this might incur a -2 penalty because it is so far from the truth so the check would be a roll of 2d6+2.
The success of your action depends on your check result and follows the AW scale with a little extra:
An unmodified roll of 2 (called natural 2 or “snake eyes”): A criticil failure: The action fails no matter what. No positive modifiers will save you. The (emulated) GM gets to make a hard move against you. In combat you will take damage from the enemy.
6 or less: A failure. You don’t get what you want. In combat you take damage from the enemy. In AW terms: The (emulated) GM gets to make a hard move against you.
7-9: A partial success. You get what you want but at a price: In combat you hit the enemy and deal damage but the enemy also hits you (if the enemy has the appropriate weapons and is in range) or the GM or you as solo player set-up a dangerous situation. A soft move in AW terms.
10+: A success: You get what you want and don’t suffer any drawbacks. You hit the enemy but the enemy misses you etc.
An unmodified roll of 12 (natural 12): A success as above, in addition you get to make an advancement roll (see below).
As you gain experience and survive adventures you become more competent overall. In game terms, your level increases.
When you roll a natural 12 you get to make an advancement roll: You roll 1d6 and you have to roll over your current level. So at level 1 you have to roll at least a 2.
If your advancement roll succeeds, you gain a level. If you gain a level you get +2 hitpoints and you get to pick another skill of your choice.
However, you are limited to one advancement roll per character and session, no matter how many natural 12s you roll and even if your advancement roll fails. You get one chance per session maximum to advance.
Combat and NPCs:
Combat is resolved just like any other task. There is no turn order or round structure. You just describe what you do and roll the dice. The outcome of the check dictates the course of the battle, you describe the situation, set-up an action and roll again.
Depending on your check result and action you might take damage or not or hit or miss or succeed at your desired task or not.
All rolls are made by the player, the GM never rolls for his characters, except when they deal damage. If an NPC is particulary special it can be figured in by imposing a penalty to the check.
If your hero hits you roll damage for the weapon, subtract the enemy’s armor value if it has one and subtract the remaining damage from the enemy’s hitpoints.
An NPC combat statblock example:
Stormtrooper: hp 1, stormtrooper armor (armor 2), blaster rifle (1d6+1 damage)
Or to keep it cinematic:
Stormtrooper Squad (acts as a single character): hp 12, armor 2, blaster rifle (1d6+1 damage), squad fire (if your check total is a critical failure you take 1d6+6 damage instead of 1d6+1)
An example for a main villain:
Darth Vader, Lord of the Sith: hp 20, life supporting armor (armor 1), lightsaber (1d6+1 damage, a 6 on the damage die is added and the die is rolled again), force choke (1d6 damage, ignores armor value), dark force powers (checks for actions against Vader suffer a -2 penalty)
Equipment and gear other than weapons or armor is handled in two ways:
A: It allows you to perform an action that you wouldn’t be able to do without the equipment. Examples: Without a toolkit you can’t perform repairs. Without a computer you can’t hack into networks. Without a digital camera you can’t take digital high res pictures etc.
B: It makes a task easier, providing a +1 bonus to relevant checks. Example: A camo poncho to hide in a forest. A knotted rope to climb a tree.
If your setting includes supernatural abilities they are accessed by choosing an appropriate skill. Examples: Spellcraft, Psionics, The Force, Miracles etc.
If you have a supernatural ability it allows you to do things in a narrative way that characters without the ability couldn’t do. If you use a supernatural ability to deal damage, the damage is 1d6+x where x equals your level.
A Star Wars Jedi – Lia Siwan, young and idealistic Jedi Knight, 14 Hitpoints, no armor, Level 1, Skills: Use the Force, Acrobatics, Diplomacy, Gear: datapad, comlink, medpac, credchip, utility belt, lightsaber (1d6+1 damage, if damage die shows a 6 add and roll again)
-Lia walks through the streets of Mos Eisley as the encounters a stormtrooper patrol that orders her to stop. Lia doesn’t want to draw attention to herself so she stops and attempts a Jedi mind trick on the lead trooper. Roll 2d6+2 (level 1 + 1 for Use the Force skill). The check succeeds and they let her go. Without the Use the Force skill, Lia wouldn’t be able to attempt a mind trick.
So that is basically it. Try it out and let me know how it works for you.
Cal Selcam’s mission continues as he marches forward towards his destination…
-After six hours of rest I continue my march under the cover of the night. Wisdom roll to notice shadowsnake: 7 total. Partial success. Shadowsnake stats: HP 8, Armor 2, 1d6 damage bite and spit poison: Con roll or blinded.
-Out of the dark waters a large snakelike creature with a pitchblack body and a cobra-like head emerges. The thick snakebody is supported by two muscular legs that help the upper body to stand up while the lower body slithers around on the ground in a snakelike fashion.
-The creature hisses and spits a substance at me, I manage to dodge out of the way while drawing my vibroblade in an attempt to behead the creature. I strike true but at the same time, one of it’s clawed legs slashes at me.
-Cane hits for 5 damage after armor, reducing the creature to 3 points but suffers 4 points of damage himself (8 hp left).
-I press the attack while trying to dodge its head that darts forward and tries to bite me while sporadically spitting some sort of poison. Dex roll: 12 total, lucky me, 4 damage after armor, enough to kill the creature.
-I manage to dodge out of the way and with a precise slash my combat vibroblade cuts the creature’s skull in half. I had only a minor scratch. Lucky for me the creature’s teeth were not covered with poison.
-According to my map it will take me a march of four days to reach the vicinity of the installation. I will handle the march with four encounter checks, one per day including rest with a 50/50 chance: a total of two encounters during the march.
-Encounter 1: scheduled imperial patrol (inspired by two story cubes): On the second day of my march (regenerate 1d6 hp: 1 hp, so back to 9) I hear the distinctive noise of repulsor engines again. The noise draws near. It looks like I have entered the imperial patrol radius. I quickly hide in the underbrush…(Stealth roll with Dexterity: 8 total, partial success).
-I manage to hide quick enough but didn’t have time to pay to close attention to the terrain: I am stuck in a muddy swamphole! Str roll with Athletics to get out: Natural 12! 13 total, lucky me. My advancement rule: A natural 12 means I get to make an advancement roll for the ability used, in this case strength. I have to roll 1d6 and roll over the current value, in this case over 1. If I manage the advancement roll I get to increase the ability by one, get to pick an additional skill and gain +2 hp. I am limited to one advancement roll per session.
-Alright, roll a d6: A 4, success, Strength increases to +2, I get +2 hp and are now at 11 from 17 and for the additional skill I pick Perception.
-Encounter 2: I am attacked by a swarm of large birdlike airborne predators on day 4 at the edge of the forest (6 of them). Stats for the Swarm (act as group): 12 hp, 1d6+2 damage (razor sharp talons and beaks).
-Past midnight on the fourth day of my march I could see the outline of the forest in the moonlit night ahead. As I came closer, 6 black objects flew into the air from one of the treetops.
-I got out my macrobinoculars, turned on the nightvision and get a look. Looks like a swarm of giant eaglelike birds. This is a strange planet indeed.
-The birds circle for a while and I march further towards the forest. Suddenly they screech and divebomb towards me!
-Do I get my blaster carbine up quick enough? Dex roll: 9 total (6+3). Almost…
-I quickly bring my blaster carbine and fire three quick shots of deadly red bolts of light into the sky (6 damage total, 6 hp left). The bolts hit and three dead birds hit the ground as the other three come at my with razor sharp talons. I dive for cover into the grass but to late, they got me (5 damage, 6 hp left).
-I can feel the deep cut. It’s not over yet…I roll over onto my back, carbine at the ready, and shoot…(11 total, success, 4 damage, two more birds dead). I hit two more of them…the last one gains altitude and…
-A: makes another pass, 1d6
-B: flys back into it’s tree lair, 1d8
…dives at me once more. I dodge and shoot…(yes! natural 11, 14 total, 2 damage minimum so I kill it) and the last bird drops down dead.
-A: The blaster bolts going up into the air were witnessed by imperial patrols. 1d10
-B: I was lucky and it stays quiet. 1d6
-B wins 5 to 2, lucky me.
-After this unpleasant encounter I am again in not so good shape. I don’t have a medpac anymore, just the basic medical supplies in my survival gear to clean and staple the cuts.
-I decide to press onward until I reach the edge of the forest and find a secluded resting place for a makeshift camp.
To be continued…
A quick look behind the scenes: Here is the map of the mission area I created randomly. I just drew up some terrain section outlines and rolled 1d6 per section to determine the terrain in that section. Nothing special and works for the adventure just fine:
I continue Corporal Selcam’s mission in a quick and rather calm session after falling uncounscious, thanks to some lucky rolls…
-Do I recover quickly? Con roll to recover: 3, failure
-A: I recover after a while on my own. 1d6
-B: I recover after a while on my own but imperial troops are in the immediate vicinity. 1d8
-C: I fail to recover and are eventually killed by dangerous wildlife. 1d4
-B wins but only 3 vs. 2 against option C. Lucky me.
-I don’t know how much time has passed but my vision returns slowly. My mouth is dry, it is dark, nighttime, everything is blurry. My body hurts like crazy. I am in bad shape.
-I get out my medpac and tend to my wounds. Painkillers, desinfectant, syntheflesh and bacta patch later I don’t feel so bad anymore (remove wounded condition, regain 1d6 hp: 3, so back to 3 hp, use up medpac).
-I just finished my treatment as I hear the familiar sound of repulsor engines coming close at high velocity. I quickly check my surroundings. Two small lights are approaching very fast from north-west, in that direction lies the imperial installation. I need to hide quickly, they were headed towards my camp.
-I quickly hide in the underbrush, my blaster carbine ready. Wisdom roll, 2d6+3 because of my camo gear: 9+3=12. Success.
-Just in time as two speeder bikes piloted by scout troopers come to a stop at my former campsite. The scout troopers dismount, draw their blasters and check the area. I can hear their mechanical sounding voices through their helmet speakers.
-“Sensors picked up some strange readings here. Let’s sweep the area.”
-The troopers take a closer look around.
-A: They discover tracks and signs of combat. 1d10
-B: They don’t find anything. 1d6
-Lucky me: B wins 6 to 2. I wasn’t cheating. I never cheat while playing solo.
“Come on, there is nothing here. Nobody on this desolate place except us. And that night vision visor gives me a headache. Let’s head back to base.”
“Yeah, you’re probably right. Let’s head back.”
-The scout troopers mount their bikes and leave. I exhale deeply. That was a close call. But since they will report this area as clear it should be safe to stay here for now and I need rest. I watch them disappear and then set-up my camp again. This time I make a makeshift resting place in a treetop using the camo netting in my survival backpack.
-I rest for two more days. I had enough concentrated rations for two weeks but not enough water packs. After these two days I need to find water but there should be plenty available once I reach the swamp. My gear includes water filters and a fusion powered kettle to boil it.
-Regenerate 2d6 hitpoints: 9 hp, back to 12 hp total.
-After those two days I feel as good as new. Those bacta patches and syntheflesh are good stuff.
-I continue towards the swamp very early in the morning, before the sun rises.
-50% chance of something happening (1-3 on d6): 6, nothing happens
-In the late afternoon I reach the edge of the swamp. According to the rough map I have if I follow the borderline of the swamp up north it will lead me to a forest area in which the target installation is located.
-However, I needed to refill my water supply. I ventured a little deeper into the swamp to find some suitable puddles or small ponds. The water in there didn’t look to well, but I had a water purifying canteen and a kettle. In only a few minutes the canteen purified the water and to be absolutely sure I also boiled the water for 15 minutes.
-I use this necessary break as a resting opportunity. According to my chronometer it was around 17:00 hours. I decide to rest for 6 hours and continue my march under the cover of darkness.
-A: A squad of swamptroopers are conducting maneuvers in the area. 1d6
-B: I encounter dangerous swamp wildlife. 1d8
-C: I step onto treacherous terrain. 1d6
-Option B wins, this is a wilderness after all…pick three random story cubes for inspiration: Alright, it is a shadowy creature that has the ability to blind it’s victims and also is rather tanky, meaning tough hide: The telbargian shadowsnake is born…
To be continued…