Thursday 23 April 2020

The Solo Adventurer's Toolbox

Another day in isolation and I try out another Solo roleplaying ruleset. This time it is The Solo Adventurer's Toolbox which I picked up on the DM's Guild. These rules are a collection of tables and ideas for playing D&D 5th edition solo. Many of the ideas come from other solo rules. The influence of Mythic is noticeable and credited in the text. Like Mythic, the direction of your adventure is set out by asking Yes/No questions that are modified by circumstance.

Below I have copied my journal text from a few hours of gaming. I decided to set the adventure in Aedenne (DF11 Guide to the Realms of Aedenne) a product I have owned for a long time and never made use. I rolled up a first level fighter named Valgrim and decided that the adventure would start with Valgrim marooned in the Khosian desert of Istandar. I had the image of Kevin Kline's character at the start of the movie Silverado.

I was hoping to get to try out the random dungeon generator but I let the dice fall where they may and a dungeon was not part of the story this session. I have to say I really enjoyed this session. It only takes a few rolls to get the hang of it and the basic mechanic is quickly committed to memory. I have only gotten into the basics so far.

The Wanderings of Valgrim in Istandar

Valgrim a mercenary from Isenwald was part of a caravan traveling through the Tahbasi Expanse from Delreaata to Yorque. On the third evening out of Delreaata, Valgrim was very successful at dice. So much so that there was some complaining from the other mercenaries. But after some grumbling, the other mercenaries got over it and they even shared their wine with him.

The next morning Valgrim woke up alone in the wastelands. He had a bad headache, is a little dehydrated and the camp had been struck and the caravan was long gone over the horizon. Much of his equipment had been taken and he had no food or water.

Figuring he would not be greeted warmly if he could catch up to the caravan, Valgrim set out for the coast. Putting the sun at his back he trudged off into the distance.


Does he have any wilderness encounters? No.
Does he become lost (Possible)? Maybe. Make a Survival check (13) failed. He becomes disoriented as the sun rises and he loses track of his direction.
Does he find any water (Unlikely -4)? No. Rolled a 1. He begins to suffer from dehydration (2 levels of exhaustion).
As evening arrives he spots a light in the distance.

Is it a village (Unlikely -4)? Maybe. Is the village abandoned (Likely +2)? Maybe.
He spots the light from a village that is abandoned except for one family living in an old waystation. There is a well and he drinks his fill as the sun begins to set.

Are the villagers hostile/bandits (Possible)? Maybe.
The villagers make a living supplying bandits with water and food as they pass the area. Valgrim intimidates the headman, whose name is Tarkan, into giving him food and water and allowing him to sleep within the walls for the night. Tarkan tells him the waystation is called Dry Water.

Quest Generation (13) Item Lost.
The next day, Tarkan, asks Valgrim to journey to a nearby bandit camp to retrieve his daughter Nisa who has been kidnapped. Valgrim is grateful enough for the hospitality that he accepts.

Does Tarkan give Valgrim any weapons (Possible)? Definitely.
Tarkan pulls out an old trunk and hands Valgrim an old suit of leather armor. He also gives him a rusty shortsword (-1), a couple of pieces of hard bread, and a full waterskin. Valgrim sets out for the bandit camp.

Does he find the camp? Roll survival. Maybe.
He gets lost for much of the morning even though the bandit camp is only three miles away according to Tarkan. By early mid-day, he spots the smoke of a cooking fire. Valgrim attempts to sneak up on the camp and scout it out.


He passes his stealth check and makes his way within 100 feet of the camp. There are four tents and one bandit on guard. Valgrim sneaks up on the guard and gets a surprise attack.

Bandits (4) AC 12, HP 11, SPD 30, Perception 10, Scimitar +3 to hit, damage 1d6+1.

Valgrim misses completely. The bandit stumbles forward in surprise fumbling for his scimitar and drops it. Valgrim swings again and strikes the bandit viciously (7 damage), who now cries out in pain and warning. The three other bandits in the camp are alerted! The bandit leaves his weapon in the sand, turns, and runs for the safety of the tents. Valgrim swings at him as he runs away but he misses.

Valgrim fires a stone from his sling at the retreating bandit. He misses. The bandit runs amongst the tents yelling loudly. Two bandits emerge. One is pulling up his pants. They check with the injured bandit and then yell curses at Valgrim and advance menacingly upon him.

As they approach, Valgrim attacks one but misses. Valgrim is struck twice (4 points damage). With a roar to intimidate the bandits, Valgrim slashes at one bandit and chops through his neck! The bandit falls to the ground and his head rolls away. The other bandit backs away to stand with the previously injured and now unarmed bandit. Valgrim closes on them and attacks but misses. The two bandits step in to attack, one hits Valgrim (2 points) but the other (who is unarmed) leaps at Valgrim and misses disrupting his companion. Valgrim attacks with advantage (and rolls double 18). Valgrim stabs the armed bandit. The armed bandit stabs back. Now Valgrim is in trouble (2 hp left). Time for second wind (10 hp regained).

Valgrim feels the adrenaline surging and attacks the bandit, he kills the bandit. The unarmed bandit lying on the ground puts his empty hands out in surrender. Valgrim gestures for the bandit to be gone and the lucky fellow scrambles away from the fight.

Valgrim checks a tent and finds some camp gear. The next tent contains only some more sleeping gear. In the final tent, he finds the bandit chief standing with a dagger to the throat of a young, plain-looking woman. The bandit yells out for Valgrim to stop and demands to know why he is here. "What business is this of yours?" Valgrim says he is repaying a debt. He tells the bandit he can die or live. Let the girl go free.

Reaction table. Rolls 00.
The bandit chief pushes the girl aside, draws his scimitar, and charges screaming at Valgrim. Valgrim sets himself and gets in the first swing. He misses. The bandit chief misses wildly and barrels straight past Valgrim and right out of the tent. Valgrim attacks again, (natural 20!) he stabs the bandit in the heart killing him.

Is the girl happy to be rescued (highly likely +4)? Maybe?
Did Nisa join the bandits voluntarily (possible)? No.
Nisa tells Valgrim that she was kidnapped but she does not want to return to Dry Water. Her father is cruel and beats her and makes her do all of the chores.

Valgrim ponders the situation. He must repay the debt. However, Tarkan only asked that Valgrim rescue Nisa. He said nothing of returning her to Dry Water. Valgrim tells Nisa to pack up some gear from the camp and prepare to leave with him.

In search of the campsite, Valgrim finds 5 gold coins. He also takes the best of the scimitars, a dagger, a bedroll, a tent, rations, waterskins, and 5 torches. Nisa arms herself in leather armor and takes a scimitar. Valgrim and Nisa set out for the coast.

Valgrim asks Nisa if she knows the direction to the nearest settlement (possible). No.
Nisa tells Valgrim that being kidnapped was the first time she left Dry Water since being a child. She does know that there is a village called Sandcrest about 2 days from Dry Water. She thinks it is to the Southwest.

Valgrim and Nisa set out on foot to the Southwest. They travel all day without seeing another soul. The horizon is flat and featureless. As night begins to fall Valgrim looks for a suitable campsite but cannot find one. They camp out in the open. Valgrim puts up the tent he took from the bandits. There is no fuel for a fire.

Are they disturbed while sleeping (possible)? No.
It is an uneventful night, which is a good thing because both were exhausted and no watch was set. It is another hot, sunny day. Valgrim and Nisa have enough water for another day of travel, two days if they ration it.

Does Valgrim find Sandcrest this day? Unlikely -2. Yes.
As the sun starts to set, Valgrim spots the lights of a village on the horizon. They make it to Sandcrest before the sun has set.

Do they find a place to stay for the night? Yes. How does the Innkeeper react? Civil.
What is the quality of the Inn? Poor. Are there any rooms? Four.

They find an Inn called The Greasy Spadger (the greasy boy). The innkeeper is a female halfling, Savanna Galpsi, she judges the pair with some suspicion but becomes civil and almost friendly when Valgrim places a gold coin on the bar. The coin buys them a room for three nights plus meals. Valgrim sits down at a common bench before a trestle table. He nods at several other travelers who are drinking.

Roll for Rumours. 2.
Valgrim keeps his ears open and listens to the stories the travelers tell. A pair of travelers from Ishtariopolis talk of the failing health of the current Priest-Queen in careful, low voices. Another merchant tells of losing three horses to a giant lizard that rose out of the sand to attack his caravan. They also lost four of the guards, but he seems less concerned about that then he does about the pack animals that were lost.

Is the Merchant looking for more guards? Likely +2. No.
Valgrim asks the Merchant where he is bound and whether he is looking for a new caravan guard? The merchant looks at Valgrim with some suspicion and says that they have enough guards. He says they are headed for Delreaata and that they have several loyal, and well-armed guards. Then he gets up and leaves.

After a meal and some poor quality wine, Valgrim and Nisa retire to their room and sleep the night uneventfully.


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