OD&D [OSE Solitary Adventure] Defending Fyrwood Town

Marc_C

Solitary Role Playing
Started a new solo adventure yesterday. I'm using OSE and OSE advanced.

Four adventurers are hired to rid the country side of a band of gnolls that attacks caravans and farmers living in the area near Fyrwood Forest. Tomark the human (m) magic-user (L4), Vodinn the dwarven (m) cleric (L4), Servyna elven (f) thief (L6) and Aminda the human (f) fighter (L4) have followed leads to the ruins of a burned down farm house located three hours from Fyrwood Town.

• Race and class are separated.
• The characters have maximum HPs.
• The magic-user is allowed to use a staff, a dagger and a sling.
• I'm using side initiative but the characters do a full activation on their turn (move+attack).
• Spell casters have extra spells for each "plus" on their attributes.
• The thief has +5% per "plus" on his attributes.
• The fighter is a specialist of the sword so he deals 1d10 with it instead of 1d8.

The gnolls were hiding at the edge of Fyrwood. The characters activated first. The combat lasted 4 rounds. The gnoll on the far left survived and ran into the forest. Vodinn lost 12 HPs on a total of 28. Servyna lost 7 on 36. Voddin casts two Cure Light Wounds on himself and heals 2x [1d6+1 (+ 3 Wis bonus)] 27 HPs on 28.

Do they run after the gnoll or do they return to town? To be continued.

A look at side A, round #1. I won't be doing a blog this time. It takes too much time. I prefer playing instead.

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Marc_C

Solitary Role Playing
Looks fun. Are those Battletech maps? :)
Thanks!

Yes, from the 2018-2019 relaunch of the game. You just have to switch the scale in your mind. All the trees are considered shrubs, the rock formations are just hills, lakes are ponds, etc. I roll randomly to determine which maps to use.

I use them also for my regular games. One of the best gaming investments I made in the last two years.
 

Marc_C

Solitary Role Playing
DAY 1 continued:
  • The band of gnolls had 100gp among them.
  • It is mid-day. The PCs (roll) decide to continue.
  • They camp at the ruins to heal.
  • No night encounter.
  • Servyna and Vodinn are back at maximum hit points.
  • Rations 7 - 1 = 6 days

DAY 2
  • The heroes manage to follow the gnoll tracks in the forest.
  • There is a random encounter.
  • Two Killer Bees surprise the party.
  • Tomark is hit but succeeds his save vs poison.
  • Arminda is not so lucky. She fails her save and dies.

House Rule: Upon a Death result PCs fall to the ground with zero HPs. They are unconscious for a number of rounds equal to 1 + their constitution bonus. If they are healed magically within this period they survive. Otherwise they are Dead. Roll a new character.

  • Vodinn immediately casts 3 cure light wounds on Arminda.
  • Arminda regains consciousness. She is at 23 hit points.
  • They decide to continue despite this set back.
  • Do they find the Gnolls lair: No.
  • Camp for the night.
  • Rations = 6 - 1 = 5 days left.
  • No night encounter.

DAY 3
  • Arminda regains 5 hit points = 28 (on 42 maximum)
  • Morning. Do they find the lair? No.
  • Encounter? Yes
  • It is a chimera at 140 yards.
  • No surprise
  • Heroes win the initiative resulting in Evasion !!!
  • The Chimera is, roll, indifferent. No pursuit. That was a close call.
  • The heroes put as much distance as they can from the chimera.
  • They decide to hunt and forage for half a day.
  • They find enough foraging for 2 people. No game is hunted.
  • Rations = 5 - 0.5 = 4.5 days
  • Night camp. No encounter.

DAY 4
  • Arminda naturally heals 6 hit point = 34.
  • They resume the search for the Gnoll lair.
  • Do they find it in the morning? Yes!

To be continued... ;)

The road travelled so far

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Marc_C

Solitary Role Playing
DAY 4 continued

  • The short tunnel leads to a 50'x50' room with six columns and a throne of stone at the opposite end.
  • At the entrance a pair of broken doors are on the ground.
  • 2 gnolls archers are ready to shoot arrows.
  • Next to the throne stand a very large gnoll (chieftain) and what looks like a second in command.
  • These gnolls look elite with better armour and weapons.
  • No parley.
  • The chieftain screams something. No one understands.
  • Initiative. The gnolls go first...

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Marc_C

Solitary Role Playing
  • The fight lasted 5 rounds.
  • Gnolls going first on rounds 1, 2 and 4.
  • Heroes first on rounds 3 and 5.
  • The chieftain and second used the columns as cover.
  • The archers both missed on the first round.
  • Arminda and Voddin killed an archer.
  • After that Vodinn couldn't hit until the very last round.
  • He took a total of 19 damage from the chieftain. He is at 4hps only.
  • Arminda fared better and killed the second in command, taking only 8 damage.
  • Sernya and Tomark killed an archer. She was uninjured during the fight.
  • Tomark was shot for 4 damage. After which he remembered to cast shield. His last level 1 spell.
  • Sernya only hit the chieftain on the last round.
  • Tomark threw the killing sling stone (4dmg) against the chieftain.

Round 1
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Round 5
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Marc_C

Solitary Role Playing
DAY4 continued
  • There are no other tunnels in the throne room.
  • The adventurers search the room for hidden doors.
  • They find one on the wall behind the throne.
  • Sernya manages to find the way to open it.
  • There is a hidden lever in the back of the throne.
  • They find short tunnel behind the door. It is a dead end.
  • Two bags of gold are on the ground.
  • They contain 2000gp and 4 pieces of jewelry (200, 600, 700, 900gp)
  • There are no hidden doors in this tunnel.
  • The adventurers do not find any secret passages in the first room of the lair.
  • After pilling the corpses in the woods nearby, the heroes decide to spend the night in the hidden treasure room.
  • No night encounter.
  • Rations -1 = 3.5

DAY 5
  • Voddin naturally heals 5 and casts 2x CLW on himself (+12). 21hps on 23.
  • Arminda heals 6. 32 on 34.
  • Tomark wakes up fully healed.
  • The heroes divide the coins to carry them.
  • They begin the return trip to Fyrwood Town.

DmQk3Jk.jpg
 

Marc_C

Solitary Role Playing
DAY 5 continued
  • They adventurers follow their own trail in the forest.
  • There is no encounter.
  • Rations -1 = 2.5
  • Night camp. No encounter.

DAY 6
  • Arminda heals 5. She is at 37. (I made a mistake earlier. Her max is 40hps.)
  • Everyone else is in top shape.
  • The heroes cross the area of the Chimera and Killer Bees with extra vigilance.
  • No encounter.
  • Rations - 1 = 1.5
  • Night camp.
  • A ravenous grizzly bear attacks during the night.
  • Tomark is killed by the grizzly's first surprise triple attacks.
  • He can survive unconscious 2 rounds. 1+1 Con bonus.
  • Vodinn gets to him quickly and casts CLW for 5. (5hps)
  • The combat lasts 4 rounds.
  • Arminda lost 16hps (26hps).
  • Servyna lost 9hps trying to backstab the feral bear (15hps).
  • Vodinn casts his two other CLW on Tomark. He is now at 14hps.

DAY 7
  • No natural healing in the morning.
  • Vodinns casts one CLW on Servyna (+4=19hps) and one on Arminda (+6=32hps).
  • The PC's breakfast that morning is 100% grizzly meat over a fire.
  • They cook extra meat just in case.
  • Rations : 3 days.
  • By midday the heroes come out of Fyrwood Forest.
  • They do a forced march in the farmland to return to Firewood Town today.
  • They arrive at 7pm. It is Summer. The Sun is still up.

Experience
  • 4200 gold pieces.
  • Encounters 500.
  • Each PC earns 1,175 xps.
  • Arminda, Tomark and Voddin are at 10,000 + 1,175.
  • Servyna is at 20,000 + 1,175.



To be continued. ;)
 

Marc_C

Solitary Role Playing
DAY 8
  • The adventurers sleep at the local inn. The Golden Mug.
  • Natural healing and 3 cure light wounds.
  • In the morning they report to Jorl Bardor, the captain of guard who hired them to kill the gnolls.
  • The captain gives them 100gp each as agreed.
  • He tells them they should stay in Fyrwood town.
  • As a frontier town there is always work for competent adventurers.
  • The heroes say they will think about it.
  • During the rest of the day many towns people thank them for their courage.
  • Back the inn a decision is made that night.
  • They agree to stay in town.
  • The heroes want to buy a property.

DAY 9
  • Natural healing and 3 cure light wounds. Everyone is in top shape.
  • They find a 2-level stone house, with 4 rooms on the second level, on the border of the town.
  • Value 3000gps.
  • It is in good shape. No major repairs. Just the usual maintenance.
  • They make a first payment of 1500gps.
  • 4600-1500= 3100 gold pieces left in the treasury.
  • The next payment is due in six months.
  • They exchange most of their gold and jewels in gems at the local jewellery. Mona Hirnan.
  • They keep 200gp each in coins.

DAY 10
- The heroes relax at home happy with their purchase.
 

Marc_C

Solitary Role Playing
DAY 10 continued
  • That night the captain of the guard knocks at the door of the adventurer’s house.
  • He explains that he has a bandit problem.
  • They plague the road leading to Inverburg, the lord’s fortified city.
  • Usually at this time of the year the town’s mayor must send the taxes to the lord.
  • The captain of the guard is worried they might try to steal the taxes.
  • Jorl proposes the adventurers protect a decoy tax delivery en route to Inverburg.
  • They will be accompanied by two town guards unaware of the ruse.
  • Inverburg is 5 days to the East of Fyrwood town.
  • He does not know the exact number of bandits.
  • Reports by survivors talk of at least 5.
  • The lord has promised a reward for the capture or death of the ruffians.
  • The bandits usually setup ambushes in the Stoney Hills section of the road.
  • It is midway between Fyrwood and Inverburg.
  • If they accept the decoy would leave the day after tomorrow.
  • The adventurers accept.
  • Servyna secretly wonders if she knows any of the bandits.
 

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