Sentinels Watching – Old Friends and New Bruises

 

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This content produced in terms of the Open Game License, a copy of which is available here.

Some map textures thanks to Wikidepia and May Ang.

 

Let’s Play

Sentinels Watching is a mini solo campaign using the Pathfinder Roleplaying Game for a level one (1) character. Everything is provided here so you can jump straight in, or, if you want to run this game for a player, there’s enough here to get you started.

Welcome to the first of a four part mini solo campaign series. That’s right, instead of just talking about role-playing, we’re going to jump in and play. All you need is the usual dice, pencil and paper and a copy of the Pathfinder® Roleplaying Game Core Rulebook™ and Pathfinder® Roleplaying Game Bestiary™. Learn more about the Pathfinder Roleplaying Game at paizo.com. Grid paper, map tiles and miniatures will all be useful, and I’m throwing in an A4 grid map from the upcoming PDF release of this adventure that you can print out for the main encounter location.

 

How to Play

For the most part, this solo campaign uses the rules printed in the Pathfinder Roleplaying Game Core rulebook, with some additional mechanics to allow for the fact that there’s no GM. These extra rules provide a level of abstraction that should make solo play more fun.  Since there is no GM, you need to judge difficult situations that may arise. If in doubt, check the rules, make a choice, but have fun.

Additional rules are given in each weekly post.

 

Scene 1 – The Pewter Tankard Tavern

 

Your story begins in a busy tavern on the outskirts of South Fort, a popular trading town. The Pewter Tankard is a popular haunt for merchants, travellers and locals keen on hearing stories from faraway lands. The Pewter Tankard sits at the end of a dark alley behind a run-down smithy and a general store, squashed up against the defensive wall that runs around the main part of town. The tavern itself is warm and friendly, with a bustle of customers – most weather stained and rough – but generally easy going and affable.

 

You’ve come in answer to a letter from a good friend of yours, Rotham, who is a member of the Blue Capes, the City Guard of South Fort.

 

Rothams Letter
View Rotham’s Letter.

Rotham isn’t around, so you have a few options while you wait.

  1. You can talk to various bar patrons.
  2. You can have a meal or a drink.
  3. You can listen to the banter.

 

You have enough time to do any and all of the above. Choose what you want to do then check your results below:

  1. Make a Diplomacy check. Read the entries below for all the numbers that are equal to or below your result.
    10: Regulars of the bar know Rotham and they have no idea where he is. They seem reluctant to talk about his profession.
    14: It seems Rotham has been missing for several days.
    18: There are rumours, and this is mentioned in hushed tones, that he was on an important case, and it had led him to the sewers.
    20: You manage to convince the regulars that you’re Rotham’s friend, and a friend of Rotham is a friend of the Tankard. You get a free beer and a +1 to attack rolls and tests in the Tankard while you are on friendly terms with everyone.
  2. The menu is simple, but the offerings are of the best quality.
    Beer                   6 cp                              Pub Stew            3 sp
    Whiskey           2 sp                              Fresh Bread      2 cp
  3. The general banter of the room revolves around the unseasonably warm autumn weather, a merchant caravan that was attacked by bandits earlier in the day, and the beer – a new batch that Erland Prewland, the bar keep, brewed himself.

Drinking Rules:
For every drink you have after the first, make a Fortitude save of DC10, with a cumulative -1 for every additional drink after that. If you fail, you take a -2 penalty on attack rolls, saving throws, and skill checks. Failure by more than 5 leaves you unconscious for D4 hours (in which case you can skip right to the next chapter.)

You’re still waiting for Rotham when an overly “refreshed” man starts trying to pick a fight with you. He’s not listening to reason, and making ridiculous comments about your mother. You can try talk him down (Diplomacy DC 10), in which case, his inevitable first punch does half damage. On the other hand, you can try ignoring him, although he’s not ignoring you. The last resort is just to punch him first. Fight him with your fists or improvised weapons. Download and print the map below for this encounter. Drawing a weapon or using magic will mean you’ll have to deal with the town guard, D3 +1 guards arriving in 5 rounds from when you act in such a way. After the first two rounds of combat a man dressed in rags that smell of damp sewers and smoke enters the Tankard. He jumps right into the melee and you must pass a DC 12 Perception check to realize it’s actually your friend Rotham (which you can make each round). While Rotham doesn’t swing blows at you, after you attack him he will use his Combat Expertise feat each round, giving him a +1 to AC and -1 to hit. You must split your attacks between the two until you realize your error. The crowd is loud and you cannot hear Rothams shouts to you in the heat of the brawl. See the “Unarmed Combat” and “Non-lethal Damage” sections in the “Combat” chapter of the Pathfinder Roleplaying Game.

 

The Pewter Tankard
Download the full A4 map.

If either you or the brawler is knocked out, make a record of everyone’s status and check back here next week for chapter 2.

 

NPC’s

Morton Horthax

Human Bar Brawler, Commoner, Chaotic Neutral

STR    15 (+2)            CON     12 (+1)            WIS      10 (+0)

DEX    11 (+0)            INT       9 (-1)             CHA      8 (-1)

Offence
CMD: 12    CMB: +2    BAB: +0
Punch (Melee): +2 to hit, 1d3 +2 non-lethal damage.

Defence
AC: 11                                    HP: 7
Fort: +1                     Ref: +0                        Will: +0

Skills: Profession (Mason): 2

Feats

Weapon Proficiency: Unarmed Strike
Dodge
Catch Off-Guard (Morton uses this feat if  his life is in danger.)

Inventory: Morton has 3 gold pieces, a pouch of cheap tobacco and artisans clothing.

 

Rotham

Human Guardsman, Fighter 1, Lawful Neutral.

STR      14 (+2)                        CON     13 (+1)                        WIS      13 (+1)

DEX      12 (+1)                        INT       16 (+3)                       CHA      12 (+1)

Offence
Punch (Melee): +3 to hit, 1d3+2 non-lethal damage.
Long sword (Melee): +3 to hit, 1d8+2 (19-20/x2)

Defence
AC: 15                                    HP: 11
Fort: +2                     Ref: +0                        Will: +0

Skills
Climb 6, Handle Animal 5, Knowledge (Engineering) 7, Ride 5, Survival 5 and Swim 6.

Feats

Combat Expertise
Improved Disarm
Combat Reflexes

Inventory: Long sword, blue cape of rank, manacles and a Potion of Cure Light Wounds.

 

The quest isn’t over just yet. Continue the fight for justice in Chapter 2. For more information on Avernos, the setting of Sentinels Watching, head over here. I’m indebted to the help I’ve gained from users on www.rpg.net, especially wraithform, AlCook and Kredoc who all contributed in some way to this adventure series, thanks guys!

 

Avernos – A Land of Adventure

Dreamers

This is for the dreamers
The ones who see big things in small places
The ones who hope for better days
While making the most of now.

This is for everyone who ever had monsters under their beds
Or saw dragons in the clouds
Or fought a swashbuckling duel with their shadow
Or flew over rooftops in their dreams.

You may think you’re strange
Others may mock you
But you have something desirable
You have imagination

You have greatness
And adventure
You have hope
And you have dreams.

 

Avernos

Over the last two months I’ve been hard at work thinking, planning and building on the campaign world that had it’s birth around 2009 with my first convention module. In the next couple of weeks I’ll be posting a full adventure for solo play set in this world, so I thought I’d take a moment to share some of the main locations and aspects of the world. I’m hoping you’ll join me for many adventures in the world of Avernos.

 NOTE: Avernos means “the land we have”. For the race of man this means the land they were given, the land they fight for and the earth upon which they will make their last stand.

 

The Age of Alliance

Avernos is a land at war. The Nations of the Alliance stand with their backs to the wall while evil stalks the land, baying at the gates of humanity, baying for blood. Holding the thinning strings of the existence of the Alliance Nations together is the Alliance, a treaty between men, elves, dwarves and other races less populous races who hope for peace.  The Alliance is controlled by kings known as the Alliance Kings, rulers and representatives from each of the good races. The war, and its course, is governed by these kings.

 

The Very Jaws of the Abyss

In the centre of the lands once dominated by men, dwarves and elves, rises up a ring of mountains known as The Jaws, a ragged range of rock that encircles a might chasm, the very pits of the Abyss. From here all manner of foul creature issues forth to assault the lands, directed by a greater evil known only as The Tyrant. It is the will of the Tyrant that the lives of men, elves and dwarves should be extinguished forever, and forgotten for all time.

 

South Fort

Like a might bastion against the ravages of evil, South Fort stands, a citadel alone in the Wilderlands. Brave men and women stand watch against the terrors creeping in from the West, and heroes rise and fall in mighty battles against those who would crush man below their clawed feet.

 

Rats in the Sewers, Rats in the Streets

For all the greatness of South Fort, from its gleaming white walls to the impressive towers known as the Sentinels, the heart of South Fort is as black and corrupt as the rat infested sewers below it. Secret criminal organisations ply their trade with stolen money and a warm hand shake, while their agents stalk the alleys and close lanes, a cold blade hidden with a hearty greeting.

 

The Misty City and the Hidden Lands

The corruption of humanity is well known to the Dwarves, who sigh and continue their fight against evil, from their hidden fortress of the Misty City in the Jaws, looking always to Elves for aid, but their aid does not come. The Hidden Lands of the elves are almost forgotten, a distant thought of those who honour the Alliance with words but seldom with action.

 

Days of Darkness, Dawn of Heroes

These are dark days indeed, and Avernos has few days left. Avernos calls for heroes. Who will answer the call? Will it be unpredictable men, or the silent elves, the grim dwarves, the mysterious people of the rocks, the outcast half casts, the strange gnomes, or will hope come from the very races that would oppress the races of the Alliance. All this is for you to decide, for it’s your world to explore and it is you who will write the great sagas of the age.

 

Leave a comment and tell me what you think, I’m interested to hear your thoughts and ideas. Be sure to check out the first part of our solo campaign, Sentinels Watching.

Writing up a storm

It has been a busy month writing wise, it’s National Novel Writing Month, or NaNoWriMo for short and I’ve been plugging away at my first novel. The reason I’m telling you this is because I’m learning loads about writing that I think will extend to preparing good sessions for your players.

Make Notes

I have a tendency to put words down without thinking about what I’m actually saying. It’s not a good plan. Make notes and plan out everything, even if the planning is where you leave things. And let’s face it, planning is all you need. Good GM’s have a good outline, even if that’s all kept in their heads.

Keep it all

Don’t throw your ideas away, you can often rework something to use later. Some of my favorite scenes so far have been from my own noted that I reworked as dialogue into the text.

Cut the boring stuff

Don’t force the characters to work through boring stuff.

Keep on keeping on

You might have a lot of prep to do and a load of things waiting. Do what you can when you can.

Have fun

If you’re not enjoying it then your players probably won’t. Take a break or change things up to keep it fun.

Do you have any thoughts? Share them below.

Role playing on the super cheap.

I’m going to tell you a little secret, you don’t need all the crap. All the books, figures, maps, expansions, subscriptions and who knows what else. In fact, role-playing is one of the cheapest hobbies out there, second only to watching paint dry, and much more fun.

You’ve probably seen the paragraph in your favourite game core rule book entitled “What you need to play the game.” It probably mentions a pencil and scrap paper, dice and the book the text is printed in, with a copy of some of the main books for the Game Master (GM) and a book of baddies. This has been the trend with a number of books, but some publishers have offered the whole game in one book, such as Mouse Guard, Warhammer FRP and many indie games. These companies usually offer a number of additional books to help you expand the game, but generally you can get by without them. Some games, including some really good ones, are absolutely free. Just google Pokethulhu and download a copy of the rules, it’s a great system that can be adapted to play in any setting.

You will need to buy dice, and role-players are pretty grumpy when it comes to sharing their dice, so be sure to buy your own set. I don’t think there’s such a thing as good or bad dice, roll them hard enough and you’ll eventually roll high. I recommend getting a set including at least a D4, D8, two different coloured D10’s, a D12 and a D20. Anything else is superfluous. For the D6’s I recommend getting a set of board game dice in a few colours, which you can take from Monopoly, because who plays Monopoly since Settlers of Catan came out anyway?

Another neat trick about dice that will save you some cash, but generally slows down play is to use a D6 to make up the rolls of less common dice:
D4: roll a D6 but refill any result of 5 or 6.
D8: roll for odds or evens, then roll as you did for the D4, multiplying the result by 2 if you rolled evens.
D10: roll for odds and evens, then roll again and reroll any sixes. 1-5 is your result if you got odds, 6-10 if you got evens. Use this method to roll up D100’s as usual.
D12: roll for odds and evens, then a roll of the D6 is 1-6 for odds and 7-12 for evens.
D20: roll like you would a D10 above, but with an extra roll to decide if it’s a result from 1-10 or 11-20. This is quite a hassle, but a neat party trick. I’d recommend you get a D20 though, it’s like a sign that you’re a role-player, an open minded individual who sees the world in full colour and not just as little game pieces on a fold out game board.

As for the rest, there is so much free stuff out there that you can get deep into the hobby without much overhead. Still, I’d like to say that I’m all for supporting the game developers and publishing houses that sweat blood so we can play better games. As a writer I have some idea of the effort that goes into brining quality to the table, and it isn’t cheap. You can support them without breaking the bank by buying digital versions of your favorite games from places like Drive Thru RPG.

It’s NaNoWriMo month so I’m back to the trenches. Let me know what tips you have for saving hard earned cash and especially any free RPG’s you’d like to recommend.

Getting Mappy!

Today I’m going to give you some quick insights into map making, so you can make your location and encounter maps even more awesome.

 

Planning

Good planning is the key. Draw out a rough map of what you want in pencil, so that you can change it as you go. You’ll usually find that as you draw the map out certain things become apparent, such as a door which needs to be moved for better access or a room that is just too small for its use. Once you have the basic design, redraw the map on grid paper using an appropriate scale, you’ll find it’s helpful to refer to your rough map to get everything to fit nicely. Flesh out your map with details and make note on what you’re creating, such as who were the origional inhabitants of the place and how special features operate. Knowing what each room is used for will help you add details that make the room more alive.

Bringing it to the Table

There are a number of ways you can bring your map to the table. You might use a dry-erase board or you might want to use map tiles or draw out your map on grid paper if you want to use it as a battle map. If you’re going to use the map as a handout, a good idea is to make a GM only copy with notes and secret doors marked on it, and another players copy that only shows what the PC’s would see.

Reuse ‘Em

Seriously, as a GM you’ll be creating loads of content, and you should re-use everything, even if it’s just keeping notes on what works and what doesn’t work so you can recreate something later. As a writer of role-playing content I’ve seen the benefit of re-using something to get a better something and the time saving can be huge.

Remember that nothing exists in a void (unless you’re designing a room in a void), and there should be reasons for everything. Details like furniture, tools and even waste add meaning and make a map more real.

Do you have any map tips? Share them with us by leaving a comment below.

Dungeons and Dragons Map Tiled Reviewed

The first game I ever GMed was Warhammer Fantasy Role-Play, or Warhammer FRP, and a delightful little mission called the Oldenhaller Campaign. Most of the “Dungeon” we explored in our minds, with maybe a basic sketch on some scrap paper to help us imagine the scene. The final scene however, was lovingly mapped out by me in pencil to scale on a large sheet of paper, with a grid to help with moving and ranged combat. Today there are more scale maps for miniatures than you can shake a D100 at, and I thought I’d take a moment to review Wizards of the Coasts own map line of Dungeon Tiles.

To date I’ve bought five of the sets. “The Wilderness” master set, which includes numerous wilderness scenes including ruined towers, huts and tents. “Desert of Athas”, the desert themed set, includes a number of 3D elements such as a stair case, stall and wagon. “Caves of Carnage”, is of course set in a cave, but could just as easily map out parts of a sewer system. “Caverns of Icewind Dale”, possibly my favorite set, includes ice, snow and water tiles for both cave and outdoor scenes. “The Witchlight Fens” include swamplike terrain and would probably be useful in any Jungle setting.

Appearance

Ooh, so pretty. The tiles are well illustrated and detailed, and I have yet to see anything better out there. My only gripe is that some of the tiles don’t match up, such as water tiles from the different sets don’t seem to have a uniform colour, which is a pity since every set has a number of water tiles and these would be good points to connect the different sets.

Scaleability

Right off the bat I think you should consider buying a number of sets or duplicate sets, since you’ll get more use out of them that way. Out of the average set you’ll get two small maps or one medium sized map, which I think is pretty good. If a set includes 3D elements then the size of the map will decrease drastically. Still, you can combine the tiles with poster maps like those for Dungeons and Dragons Miniatures or in the Red Box to make those maps much larger and more interesting. The Master Sets have more tiles and are probably the best place to start your collection.

Since most of the tiles are double sided (only the 3D elements are not always), you have many options to build from. If you’re not a perfectionist you’ll be able to extend the maps even further, otherwise some tiles only match up to certain others. Most sets seem to have at least a few tiles that would integrate with another terrain type, such as the wilderness set, but as I said these don’t always have the same colours to fit seamlessly together.

Usefulness

You can use the tiles in any role-playing game or wargame of the same scale, with or without the grid. I’d like to try them with Warhammer or Doom: The Boardgame, or similar games.

For D&D or Parthfinder I’d say they are worth the purchase. They’ve inspired me with some great encounter ideas that I’ve recorded for later.

A nice surprise is the number of useful items, particularly modes of transport, you’ll get. With my five sets combined I have five boats, a cart and two horses. The five boats come in handy when you realize just how much water there is on these tiles, even the desert set.

Packaging

Repacking the tiles in the frames is a big hassle, but the Master Set comes in a box that you can even use as terrain, and has enough space for two more packs along with the contents you get when you buy the set.

Durability

The tiles are made of cardstock, so they won’t survive water or bending too well. But with proper care you should get years of use out of them. The 3D tiles are less durable and tend to rip the surface when you slide them into each other.

Value for Money

Probably the best buy in terms of maps is a dry erase map, but these tiles are very pretty and inexpensive and give you additional options for the games table, which to me is a win. I’ll probably get at least one more set of Master Tiles to round off my collection, which I think says something.

If you found this review helpful leave a comment below, or just let us know what maps you use and any neat tricks you have up your sleeve.

A little more at home

The weeks seem to fly by so fast. One minute your teaching classes, the next your experiencing more of this fascinating country. And all the while things become more familiar, the language gets a tiny bit easier and everything feels a little more like home. Part of that comfort comes from the great friends we’ve made among other foreigners, mostly other ALT’s. Then of course all the lovely Japanese people we’ve met. Sometimes they are the English teachers who are eager to share their passion with you, or the supervisor who goes out of her way to help you get over a cold, or a fellow teacher who wants to practice their English, or the wife or girlfriend of a foreigner or someone who shares your own passion for a martial art or God. It is truly humbling to be among so many great and caring people.

Word for the day:
Ramen: this Chinese dish consists of noodles and other ingredients in a broth. Very filling and tasty.

3 things I like about wearing a surgical mask in Japan

Yes, I’m sick, and that means it’s mask time here in Japan. But it’s not all bad, wearing a mask may not be usual back home, but here there are loads of advantages.

1: Facial Expressions

There’s alot you can hide behind a mouth covering mask, but your eyes can smile when your mouth can’t show it. It’s win win really. Hide the grimace when climbing the steep hill, smile at the friendly students.

2: Lower Face Warmer

I’m thinking about wearing them all over my head really, they keep the wind and cold out.

3: Socially Accepted Behavior

It feels like you’re part of the team when you wear a mask, you’re doing your bit to keep yourself and everyone else fighting fit. And no one looks at you funny, but they may wish you good health, which is always a good pick-me up.

Word of the day:
Yasumi: holiday. Because today I’m on holiday (Gunma day) and recovering from a cold. Julia is also sick but she’s touring and running errands.

The power of a Springbok jersey

Every country has that something special that makes them instantly recognisable. For the French it may be the beret, Austrians the suspenders and feathered hat, Japanese the yakuta, but for South Africans it must be that green and gold Springbok rugby jersery. At the train station, I cought just a glimpse of the back of the jersey, but that was enough. I knew… So I bounded exuberantly over to the man. After pointing to his shirt and myself and “Minami Afurika-ing” a few times, he said that he’d been in South Africa a week before. It was slightly surreal to think this man waiting nonchalantly for his train had been on the other side of the world, in my home, just a few days before. I’ve always been proud of South Africa but living in a foreign country really brings out my patriotic streak. I’ve even been looking out for how the bokke are doing so you must know! Well done for their effort on Sunday. Bummed they didn’t get through. Going to avoid the Ausies here for a while 🙂

Be the Hero