Tag Archives: Pathfinder Roleplaying Game

Sentinels Watching – The Bandits Lair

Well, it’s just about 2012 as I write this, but never fear, I’m about to get into the spirit of New Years Eve. I can’t believe a whole year has flown past. Anyway, I’ll leave that for another post. For now, the next installment of our exciting solo campaign. Enjoy.

Pathfinder Compatability Logo

 

 

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

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.

Rules

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.

This is the third instalment in our exciting adventure in the city of South Fort. If you haven’t already played through the first scene, please head there now. The second chapter can be found here, and you’ll need to play that for this post to make any sense.

 

Chapter 3 – The Bandits Lair

You arrive at a dimly lit tunnel, with candles burning on the tops of crates that are obviously from old plunder. They appear empty and some have rotted through from the damp air. There is no guard posted at the entrance of what must be the bandits lair, and you have time to organize a surprise attack. should you wish. Make a stealth check at DC 9. If you succeed you get a surprise round in your favor when the combat begins.

The lair is a simple affair, set up in a dry stone cistern of the sewers. A small fire burns in a pit, warming the contents of a battered pot and providing a flickering light in the room. A table made from tressels and planks of rotting wood takes up the center of the room. On top of the table are spilt the contents of a broken chest, a mass of gold pieces, a necklace of pearls on a silver chain and some crumpled papers. Six chairs sit on either side of the table, two of which are occupied by dirty, travel stained men, the others are empty. On the far side of the table, on a ledge of stone, sits a gaudy throne of yellow painted wood, in which an ugly, angry man sits arguing with those below him, spittle flying from his lips. An ugly scar covers the left side of his face and his ruined eye, while his good eye seems ready to pop out with rage.

You may attack at now, or if you have passed the stealth check, you can listen in. If you are listen to the conversation read the block below.

 “I don’t care Dungie, things are bad enough, we lose that bloody Blue Coat and now you rob someone under the protection of the bloody Sentinels. They’ll skin us alive they will. Tell me, Dungie, who employs us?”

A shorter man with a leather skull cap and nervous sweat dripping down his forehead answers “The… the… the Sentinals do, but I…”

The man on the throne cuts him off. “Really Dungie, you’re not as stupid as you look. Let’s just hope we can fix this mess before it gets any worse. Where are all the others?”

At this point something catches the man on the thrones ear and he holds up a hand for silence. Now’s the time to fight.

 

Play the encounter out as a normal combat encounter, using the map below. You get to roll for the bandits and Rotham as well, use the listings in posts one and post two of this campaign. There are two bandits and their leader, each who start on a section of the map with a chair. The bandits react to your attack by getting between you and their leader, and if you are with Rotham they divide their attack between the two of you. Their leader, Lazar, shouts directions to his men and every second turn throws various objects at you or Rotham (Roll to decide who he targets). They fight until they can all safely escape, or if the two bandits fall Lazar will give up, pleading for his life, so that you or Rotham can manacle him. If anyone escapes you can continue the chase into the sewers as you see fit.

The Bandits Lair
Click here to download the full sized map.

 

The Merchants Treasure

The loot on the table belonged to a merchant, who you now suppose has new use for his treasure for the amount of blood on the broken chest. There are 40 gold pieces and the silver and pearl necklace is worth 100 gp. The papers contain letters and cargo manifests, mostly detailing cargo of linens and silks from the Southern Pirate Ports. One letter stands out though and is reproduced below, it is dated from some two days ago.

 

The next part of the adventure is here, check it out for more exciting action.

Merchants Waybill
A crumpled piece of paper, perhaps a clue.

 

NPC’s

Use the bandit listing from last week for the bandits at the table.

Lazar (xp 200)

Human Bandit Leader, Chaotic Evil

STR    11 (+0)            CON     12 (+1)            WIS      9 (-1)

DEX    13 (+1)            INT      10 (+0)            CHA      10 (+0)

Offence

Longsword (Melee): +1 to hit, 1d6 + 1 Damage.
Throw bottle (Ranged): -2 to hit, range is 10 foot, d3 damage.

Defence

AC: 14 (touch 14, flat-footed 13)                HP: 11
Fort: +3                     Ref: +1                        Will: -1

Skills: Intimidate +4, Diplomacy +1.

Feats: Point Blank Shot and Precise Shot.

Inventory: Studded Leather Armour, club, longsword, dagger and 3d6 gold pieces.

Tactics: Lazar throws his dagger when he’s sure he’ll get a kill, otherwise he picks up bottles littering the table and the area around his throne.

 

The quest isn’t over just yet. Continue the fight for justice in Chapter 4, the final scene. For more information on Avernos, the setting of Sentinels Watching, head over here.

Sentinels Watching – Smells Like Rat

Merry Christmas everybody! I’m currently enjoying a ride through Naha, Okinawa, with my wife Julia and have a quick moment to post the next instalment of the adventure. I hope you’re enjoying it, leave a comment and let me know.

Pathfinder Compatability Logo

 Legal

 

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

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

 

Rules

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.

This is the second instalment in our exciting adventure in the city of South Fort. If you haven’t already played through the first scene, please see last weeks post.

Scene 2 – Smells Like Rat

Once the brawl is over you can get aquainted with Rotham. If you were defeated you awake with a throbbing skull and a swollen eye one hour later, with Rotham dumping cold water over you to revive you. You heal 2 hit points of non-lethal damage per character level for the 2 hours of rest you get before things move on again.

Rotham is glad to see you again, and even happier that you responded so quickly to his message. He explains that he has discovered the hideout of some bandits. Their lair is in the sewers. Furthermore, he suspects they have ties to a larger crime syndicate within the town and may have some corrupt Blue Coats in their pay. “You see,” he continues, “they were on to me. The bandits captured me and took me to their lair. I was lucky to escape and I want to hit back before they have too much time to recover. So that’s why I need your help, I need someone I can trust. I should be able to find them again easily enough, but I need more hands if I’m going to bring them in. Their leader, Lazar, should be worth a fair reward.”

You know Rotham rather well. He’s an old friend that you met through a master of yours and he’s been very good to you in the past. Rotham offers you 25 gold coins for each criminal you help bring to justice. He will also supply you with extra gear for the task ahead.

You can decide to leave Rotham behind, and if you do read the section marked Lone Blade, otherwise read the section headed Lawmakers below.

Lone Blade

Rotham has marked out the route on a piece of cloth for you?It is not a very good map, but it will help. At this point Rotham leaves and you’re on your own.

Lawmakers

Rotham hands you a lantern with enough oil for two hours. He also offers you the following items, take what you want you wish.

  • A long sword
  • A dagger
  • A sling and 15 pellets
  • 50’ of hemp rope
  • 3 Sacks
  • A pair of manacles

He also gives you a potion of Cure Light Wounds, telling you to save it for an emergency. If you get into combat, play Rotham as you would your own character. He acts on his own initiative round and follows your orders.

 

Navigating the Sewer

The tunnels are pitch black and it is a dark, moonless night outside, so you’ll have to use a source of light to see, see the “Vision and Light” section in the Additional Rules of the Pathfinder Roleplaying Game.

Download the tiles from the Lunatic Labyrinth and print them out, preferably on card stock, or laminate the sheet and cut out each tile. Lay them out randomly in front of you with the start and end tiles on opposite corners of the map. Use a counter to mark your position (if Rotham is with you he stays with you, so only one token is enough).

You move through the maze one tile at a time, spending “rotations” to navigate the mass of tunnels and pipes in that section. Each rotation lets you rotate a map tile by a quarter turn left or right.  The actual sewer is not moving, this is just an abstraction to make solo play more interesting.

You gain the following number of free rotations:

  • If Rotham is with you +4
  • On a successful Knowledge Dungeoneering check of DC 16 +3
  • Having Rothams map +2
  • Magical sight +2
  • Using a pet or familiar that is small, tiny or fine to scout for you, assuming it can, then +2

You must subtract the following penalties:

  • Being blind or without a light source -4

Total up and use any free rotations whenever you wish, while any negative rotations must be played out on the start tile.

Time spent in the sewer brings a chance of encountering bandits or other inhabitants of the sewer: on each rotation and each move to a new tile, roll a d100 and consult the table below. Free rotations don’t require a roll, as a result of good navigation.

(d100) Sewer Encounter Table

1-90: Nothing but you and the sewer rats.

91: You find some barrels, roll on the treasure table.

92-94: You hear claws scraping on the sewer floor and turn to see a dire rat scrambling after you.

95: You find some open crates, roll on the treasure table.

96-98: You hear a shout and someone comes running at you from the darkness brandishing a club. It’s a bandit.

99: You find some sacks, obviously loot gathered by the bandits, roll on the treasure table.

100: See Old Tom below. *

 

(d10) Bandits Loot Table

  1. 5 coppers worth of goods.
  2. A map of this section of the sewer, +2 rotations.
  3. 3 pieces of quartz, worth 3d6 silver each.
  4. A tarnished dagger, still good but only worth 2 silver.
  5. 5 arrows.
  6. 10 silver pieces
  7. 3 gold worth of linens.
  8. 5 gp worth of trade goods.
  9. 10 gp worth of art items.
  10. 10 gp and 2 more rolls

 

Old Tom

Old Tom can only be found once. An old beggar who lives in the sewer near a drain from the richer part of town. Tom lives on a platform where the rats can’t reach him and has been ignored by the bandits. Make a Diplomacy check when you meet him, DC 12. If you pass he explains the way through the next section of the sewers, giving you +3 rotations. If you wish to attack Tom you must make a DC 15 climb check to get onto his platform as he tries to beat you down with his gnarled walking stick.

Once you’ve made it through the maze of the sewers you arrive at a dimly lit tunnel, with candles burning on the tops of crates of old plunder, the crates appear empty and some have rotted through from the damp air. You can hear the sound of arguing up ahead…

Head over to the next post for an exciting encounter with the bandit chief and a whole new map.

 

NPC’s

Bandit (xp 200)

Human Bandit, Chaotic Neutral

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

DEX 9 (-1) INT 10 (+0) CHA 10 (+0)

Offence

Club (Melee): +2 to hit, 1d6 + 1 Damage.

Defence

AC: 16 (touch 9, flat-footed 15) HP: 11
Fort: +3 Ref: -1 Will: +2

Skills: Stealth +1, Knowledge Local +1, Perception +1.

Feats: Dodge

Inventory: Scale mail, club, torch, 1d6gp.

Tactics: Flees after receiving 5 or more wounds.

 

Dire Rat

See the Pathfinder® Roleplaying Game Bestiary™.

Tactics: Flees after receiving 3 or more wounds.
The quest isn’t over just yet. Continue the fight for justice in Chapter 3. For more information on Avernos, the setting of Sentinels Watching, head over here.

Sentinels Watching – Old Friends and New Bruises

 

 Pathfinder Compatability Logo

Legal

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

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!