Tag Archives: Solo

Daggers at Dusk

Did you ever play Metal Gear Solid or a similar game where it was you against a ton of bad guys? You, and you alone, had to sneak in and bring the mayhem.  There are plenty of examples out there, but two of my favorite PC games of all time are Ghost Recon and Operation Flashpoint. Both have strong stealth elements to the game that I loved. I didn’t mind taking hours to carefully play through a mission, avoiding detection and taking out the enemy, silently and one by one.

Creese_Malayan_dagger

I also love special forces stories, such as Bravo Two Zero by Andy McNab and Pathfinder, a book I just finished reading, by David Blakeley. Both books involve elite teams of British soldiers on missions behind enemy lines, with the odds stacked heavily against them. I’ve read loads of similar books, which you’ll find listed at the end of this post.

I think these kinds of games and stories would make great solo RPG games. They’re tense and feeling totally alone and out gunned is part of the fun. Sadly, I’ve yet to see any fantasy stuff that gives you a good taste of this. Sure, there are rogues in most fantasy RPG’s, but how often do they get to be truly sneaky? How often is everything geared towards covert operations?

When I was in high school I collected Blood Angle Space Marines and Orks for Warhammer 40,000. I didn’t get to play much, so sometimes I’d set up a small scenario and play both sides of the fight. These solo games weren’t always challenging, but as I progressed they became more interesting: “How many gretchin does it take to  bring down a Terminator Space Marine?” Or “how many turns can an Ork army survive against a cloud of vortex grenades?” And so on.

Then I came up with a great covert mission. One Space Marine Scout versus an encampment of Orks. He’d have to go in unseen and take the green bloods out silently, one at a time. I sure as hell didn’t want to control the Orks; that scout was me and I was going to do everything in my power to win through. So I built my own AI.

The “AI” was a simple set of rules. Each round I would roll a D6 for each Ork:

  1. Move North.
  2. Move East.
  3. Move South.
  4. Move West.
  5. Continue in the direction the figure is facing.
  6. Stop (Do nothing).

The simple options worked well with the grid-like Ork camp I’d set up (they must have been Freebooters). And it was easy to imagine any Ork facing a wall as having a pee or rummaging through some unseen stores. No long tables to consult, just six options that were easy to memorize.

I also added stealth rules, since 40K only had rules for hiding. My rules covered things like sneaking, hiding in shadows or long grass, silent kills (which were auto kills if you managed to sneak up behind your target) and rules for hiding bodies. Nothing complex, the only thing you needed to roll for was if you were hiding in open ground and an Ork was staring in your direction (a 5 or 6 on a D6 would mean he’d spotted you.)  Most of the rules I made up as I needed them, so I pretty much dived right in.

Ork Disguises
I have no idea who deserves credit for this, so I’m linking to where I found it. Well played to the artist.

I’ve spoken about solo games a few times on this blog, and it’s become a bit of an obsession for me. That probably all started with that game, which was a really exciting, memorable session and the most fun I had with 40K. It had everything I wanted: tension, unpredictable enemies, a need for tactics, atmosphere and fuel for my imagination. I was that scout, and I was in that camp to break those Orks once and for all. I could feel the shadows, they were my comfort. I knew the heft of my silenced pistol, it was my strength.

 

Recommended Reading

 

Pathfinder: A Special Forces Mission Behind Enemy Lines by David Blakeley

Bravo Two Zero: The Harrowing True Story of a Special Forces Patrol Behind the Lines in Iraq by Andy McNab

Secrets of the Samurai: The Martial Arts of Feudal Japan by Oscar Ratti and Adele Westbrook
Especially see the section related to the ninja. Although the facts surrounding the ninja are debatable, this book is an interesting read, especially if you’re playing an Asian campaign or a ninja character.

SoloNexus by JF
An excellent blog devoted to solo play.

Werewolf: The Story of the Nazi Resistance Movement 1944-1945 by Charles Whiting

 

The follow up to this post is here:
http://www.risingphoenixgames.com/blog/shadow-in-the-goblin-caves/

The Legend of Drizzt Boardgame

New to my collection is the Legend of Drizzt: Dungeons and Dragons Board Game, designed by Peter Lee (D&D Miniatures, Heroscape) and published by Wizards of the Coast. What originally caught my eye is that this is a game for one to five players. Yes, you can play it solo! Also, if you’ve been into role-playing for awhile you’ve probably heard of Drizzt Do’Urden, the dark elf with a conscience, and his friends, who are central to this game. I’ve got a fair collection of D&D miniatures including Drizzt, Wulfgar, Bruenor and others and this rounded out my collection with Regis and Cattie-brie along with a good bunch of themed miniatures. So the question that was on my mind when I opened the box was: “how does this game actually play?” Well, let’s find out.

Continue reading The Legend of Drizzt Boardgame

Why Do You Play?

Why  do you play games? Do you play because it’s a reason to do something with friends? Is it because you love the challenge? Maybe it’s the pure escapism?

Personally I think it’s a little bit of everything for me, but mostly it’s the escapism. Yesterday I picked up a few Marvel HeroClix figures, including Spider-Man and Iron-Man. Today I played a quick battle by myself and just enjoyed imagining the action.

Continue reading Why Do You Play?

Lunatic Labyrinth on Paizo.com

Lunatic Labyrinth, a neat little one-on-one or solo adventure for the Pathfinder Roleplaying Game is now available on Paizo.com. The PDF is only $3.13 and includes a re-usable maze tile set. While the adventure is set in Avernos, you can easily include the adventure in just about any fantasy setting with minimal effort.

Continue reading Lunatic Labyrinth on Paizo.com

The Cold Heart – Solo RPG Quest Part 1

These are exciting times for solo role-players, with new ideas on solo story telling being assimilated and shared all over the web. I recently played a solo RPG session of my own and here’s what happened.

The system I used is by Spacejacker of tinysolitarysoldiers. He explains the rules on his website with a play report too. Simply put you use dice to determine how the story progresses, asking questions which the dice and your creativity answer. I played using my Dungeons and Dragons Miniatures collection, Dungeon Tiles and for combat I used the Claustrophobia! rules, since I wanted to play test the combat system specifically. I’ve decided to focus on the story here rather than the mechanics, but if you want me to go into more detail on mechanics then let me know.

Continue reading The Cold Heart – Solo RPG Quest Part 1

The Adventures of Thanamos – Introduction

Inspired in part by another post and the work I’ve done on my own solo campaign, Sentinels Watching, I decided to run a little free style solo campaign and share it with you to inspire your own adventures. I’ll walk you through the process and share some insights along the way so that you can play out your own campaign.

 

Choosing A System

The system you choose should reflect the type of game and genre you want to play. It’s no use starting out with the Mouse Guard Roleplaying Game if you want to play something set in the future, but it is a great system if that future involves mice who fight with swords and shields to save themselves from snakes and foxes. A great tip that also makes a load of sense is “play what you know.” It’s no fun if you get bogged down trying to find rules the whole time. That said, solo play is a great method for learning a game, which is one reason why I’m going with the Pathfinder Roleplaying Game, particularly the rules from the Beginner Box. I recently bought the set and I love that it’s a lighter version of the game but still works with the Core Book. I don’t have a load of time and so the games need to be quick and action packed. Also, I love fantasy so Pathfinder fills all of my requirements.

Continue reading The Adventures of Thanamos – Introduction

Solo Role-Playing – Starting Out

It’s great playing with a group, but sometimes you just want to hack up some monsters at your own pace, in the comfort of your own home. This series is aimed at helping you get started on some excellent solo campaigns of your own.

 

Choosing A System

The first thing you need to decide is what you’ll be playing. Will you create your own adventure arc or use something pre-made? What system will you use? Often the best system to use is the one you’re most comfortable with. What are you currently playing? There sure are loads of systems to choose from. I recommend heading over to Drive Thru RPG to see what they have available. There’s also some great free stuff up for grabs, like Pokethulhu or Heroes Against Darkness.

 

Choosing An Adventure

There are plenty of solo adventures out there, not least of all our own solo adventure: Sentinels Watching. Of course, each solo adventure will usually be tailored to a specific system, but with some work you can fit most adventures to any system you want. Here is a list of some solo adventures worth checking out:

I’ve played through a few scenes from one of the Fighting Fantasy game books using D&D 4th Ed. It was a good game and something I’ll likely try again, probably with the Pathfinder Roleplaying Game system.

 

Creating Your Own

The easiest way to play is to just lay down some maps, some monsters and then duke it out, making up the story as you go. A good idea is to keep some type of Quest Log, either in a notebook or on your favourite word processor. It helps to have reminders of what you’ve done and where you were going. I like to draw out my maps and annotate directly on the GameMastery Flip-Mat: Basic. When I’m done I just take a picture with my cellphone and I’m all set to remember things next time, even if the map gets used in another game in the mean time.

Abstraction Beats Distraction

Simply put, you have to make the game as fun and exciting for yourself as you can. Play the encounters you want to play, skip the humdrum details of travel and anything that brings a yawn. Some players love to micro manage their games, and then do that, but really, you just want to make it an awesome game. You’re the GM now, so you have all the power to do that.

Also, step away from Facebook and e-mail. You know you want to play with dice more than pixels.

 

Learning From Board Games

Look at the average board game today. Everything has a visual representation. So use loads of maps, miniatures, counters and terrain. Everything and anything you can use to map out the action will help you stay involved.

Like board games, role-playing games don’t have to take heaps of time. Sit down and play out a scene, a battle or one session, with a clear start and end. That way you leave the table having completed a nice chunk that’s well defined. You’ll feel more rewarded for the effort.

 

Advice From The Pro’s

Head on over to SoloNexus for the mother load of tips. The site covers a wide range of table top games, not just role-playing.

 

Have any ideas on Starting Out? Please share them with us. Also, don’t forget the Twitter account @RisingPhoenixGM where I share all kinds of geeking.

Sentinels Watching – Not All The Rats Are In The Sewers

 

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

This is the final instalment in our four part series, which started with chapter one, continued with chapter two and chapter three last week, and now comes to its climactic end. Be sure to read those posts before you continue with this one.

If you captured Lazar you can now pump him for information. Make an intimidate check of DC 10. If you succeed read the block below.

“Agh! Stop! stop!” Lazar squeals, his good eye wide with terror. “I’ll tell you everything.” He squirms uncomfortably, trying to inch away from you, but ready to talk. He details to you how he and his men were hired by a group known as the Sentinels, a secret organisation who offered a good reward in gold to bring Rotham to them. Lazar never actually met with anyone from the group, but he was to take Rotham under cover of darkness to the Sentinel Inn, where he supposes the organisation gets their name. He suggests that if you want more answers you’ll need to go poke around there.

If you get nothing from Lazar you can head out of the sewer, meeting up again with Rotham if you left him behind. Rothams own investigations have lead him to suspect something going on at the Sentinel Inn, and he’ll want to strike there now. You have an hour to rest up before heading out again. Any prisoners are locked up near the exit to the sewers.

 

The Sentinel Inn

The Sentinel Inn is a nondescript building within the main walls of the city. It is old but reasonably kept, possibly one of the oldest buildings in South Fort.

The Sentinel Inn Map
Download and print this map for todays adventure.

 

The adventure plays out like a mini dungeon map. There are three possible entrances into the inn, and these are listed below. You can try any and all entrances until you get in, then follow the numbered map below.

 

Breaking and Entering

You can try getting in through the front door, the stable doors or through the chimney, since there’s no fire rising from it. The Sentinel Inn is a two story building but all the windows are too small to fit through, even for small characters.

 

The Front Door

This is a double good wooden door, and is currently locked. Through a small window you can see an empty hallway beyond the doors. A Disable Device DC of 21 is required to get through the lock. Getting through the door brings you to room 2.

 

The Stable Doors

The stable has double doors on both sides of it, except that the Northern doors are blocked on the outside by a pile of crates, barrels and other discarded items. You can make a stealth check (DC 8 ) and a perception check (DC 14) to find a small hole through the crates which any small character can sneak through. If you fail the stealth check the crates clatter to the ground, possibly alerting occupants of the inn, but you can still use the hole if you find it, leading to room 1. The Southern door is a simple door with a lock (Disable Device DC 20). You can attempt to break down the door with your shoulder (DC 15 Strength Check). However, you can hear the sound of horses on the inside of the stables. Getting through the door brings you to room 1.

 

The Chimney

The chimney is large enough for a person to climb through, except that reaching it will be difficult. To climb up to the roof requires a DC 10 Climb check and you must make a second check of DC 15 to climb down on the inside of the chimney. If you have any rope you can reduce the DC to 10. If you fail you take D6 wounds from the fall (we’ll assume you fall from half way up of the 20 foot climb. Success brings you to room 2.

 

Inside the Inn

Refer to this map and read each room description given below once you enter it. If at any point you wish to leave the inn you can go to entry 7 below.

 

Sentinel Mini Map
Map Reference. See the corresponding entries below.

 

Room 1 – The Stables

The room is dark but you can see that two horses are stabled here. If you made a noise coming in they are stamping, snorting and generally making a noise. You can make a Handle Animal check, DC 10, to silence both animals (roll once). Otherwise, after three rounds two men come to see what’s happening and you’ll have to fight them, whether or not your still in the stables.

You can search the room (DC 10) to find 30′ of rope. A door leads from this room into room 2.

 

Room 2 – The Passage

This room is quiet. If you came in through the chimney or search the chimney make a DC 12 Perception check. If you’re successful you find a roll of papers in a leather tube. The papers are blank way-bills similar to the one found in the bandits lair.

Doors from this room lead into rooms 1, 3, 4, 5 and 6. You can also leave via the main doors or through the chimney if you wish. The stairs lead up to the second story which is a series of empty guest rooms, all completely bare except for bed racks.

 

Room 3 – The Book Cook

The door to this room is locked (DC 20). It’s a good wooden door. You cannot see anything through the key hole, something is covering it, but you can hear someone moving about inside. If you manage to bash the door down in one round or pick the lock you get a surprise round against the occupant of the room. If not, or if you broke down the main doors to the inn, you find him standing ready for you. Otherwise this grey haired, portly man, is sitting at his desk, writing in a journal. You can attack him or threaten him. If you fight him, use the stats for Dominic Gladstone below, he attempts to run, but will fight if you have him cornered. If you wish to threaten him make an intimidate check at DC 10. If you fail he calls out and a henchman arrives in 3 rounds. If you succeed he hands you a journal, explaining that he wants only to live and this book contains all the evidence you will need to put the sentinels away for a long time.

If you search the room you find 100 gold pieces in a locked strong box. The lock is DC 25 and the hardness of the box is 8 with 60 hit points and a break DC of 25. The key is around Dominic’s neck.

From this room you can go back to room 2.

 

Room 4 – Guard Room

The door to this room is open and you can see movement inside. If you pass a stealth check (DC 10) and didn’t alert the horses in room 1, you can take a surprise round against the occupants of this room. There are 3 henchmen in this room, – 1 for everyone you have already faced.

Searching the room turns up some fine clothing worth 12 gold pieces.

From this room you can go back to room 2.

 

Room 5 – Master Mind

This door is open and ajar. You cannot see anyone from where you stand but you can tell that the room bends around out of sight.

If you’ve had no combat in the inn so far, and if you didn’t make any noise entering you get a surprise round on the occupant of this room, who is working at his desk with his back to you. Otherwise he is hiding on his bed in the darkness, make a perception check (DC 12) or he surprises you. He makes a single attack and then flees through the window and onto the roof. You can follow him with a DC 10 climb check.

Once on the roof go to the final showdown below.

 

Room 6 – We Paid To Be Left Alone

The door to this room is locked. It’s a simple wooden door with a lock DC of 19. Looking through the key hole you can the dim light of candles and you can hear giggles coming from within. If you get inside read the passage that follows.

A fat man with a thinning hair line and rosy cheeks is tickling a woman with elaborately styled hair, who squirms around and then freezes when she sees you, letting out a loud scream. “What’s the meaning of this?” the man shouts, “we paid to be left alone!”
It’s obvious these two will not be getting in your way, so you make your apologies and close the door as best as you can when you leave.

This room leads back to 2.

 

The Final Showdown

It has started to rain outside and as you climb up onto the roof Cedric turns to Rotham and spits out in loathing “So Rotham, you found me. Well done, but now what? You won’t get any medals for this.”
“I’m not after medals Wolfheart, I’m after rats like you!” Rotham draws his sword and aims it at Cedric. “I think it’s time you came clean.”

The rain has made the steep slate roof slippery and treacherous. If anyone is hit make a reflex save to avoid falling (DC 10). If you fall make a further DC 10 save to grab onto the gutter or take 2d6 damage from the fall. Cedric aims to knock you or Rotham off the roof, switching his attacks between the two of you. Once you have played three rounds of combat read the block below.

There is a flash of light and your night vision is robbed from you. You blink to clear your vision, the rain driving into your eyes making it no easier. When you finally clear your vision you see that Cedric has disappeared, leaving behind a burn mark on the roof and smoke that drifts up into the rain filled sky.

If you manage to defeat Cedric before he escapes, well done. You have completed the mission successfully. If not, if he managed to escape, well then that is an adventure for another day. You’ve still uncovered major goings on in South Fort, and helped Rotham in no small way. Well done adventurer. If you were defeated then hopefully some other hero will be along shortly to avenge you, perhaps another character played by you!

 

NPC’s

Sentinel Henchman

Human Gangster Thug, Lawful Evil

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

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

Offence

Bastard sword (Melee): +4 to hit, 1d10 + 2 Damage (19-20/x2).

Defence

AC: 10 (touch 10, flat-footed 10)                HP: 11
Fort: +3                     Ref: +0                        Will:+0

Skills: Intimidate +3.

Feats: Exotic Weapon Proficiency (Bastard Sword) and Weapon Focus (Bastard Sword).

Inventory: Bastard sword, 2d6 gold pieces.

Tactics: These guys are all about dealing damage, but hit them enough (6 or more damage) and they will run away.

 

Dominic Gladstone

Human Counterfeiter, Chaotic Neutral

STR    10 (+0)            CON     11 (+0)            WIS      8(-1)

DEX    12 (+1)            INT      15 (+2)               CHA      9 (-1)

Offence

Mwk Dagger (Melee): +1 to hit, 1d4 Damage (19-20/x2).

Defence

AC: 11 (touch 11, flat-footed 10)                HP: 8
Fort: +0                     Ref: +1                        Will:+1

Skills: Appraise +6, Bluff +3, Craft (Forge Documents) +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Linguistics +6, Sense Motive +3, Sleight of Hand +5.

Feats: Run and Skill Focus (Craft – Forge Documents).

Inventory: Mwk Dagger, 5d6 gold pieces.

Tactics: If attacked Dominic will try to run away.

 

Cedric Wolfheart

Human Guardsman and Traitor, Lawful Evil

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

DEX    15 (+2)            INT      10 (+0)               CHA      8 (-1)

Offence

MWK Long sword (Melee): +3 to hit, 1d6 + 1 Damage (19-20/x2).
Light Crossbow (Ranged): +3 to hit, 1d8 + 2 Damage (19-20/x2).

Defence

AC: 13 (touch 13, flat-footed 12)                HP: 15
Fort: +0                     Ref: +1                        Will:+1

Skills: Appraise +4, Bluff +4, Perception +3, Sense Motive +3, Climb +2.

Feats: Point Blank Shot and Precise Shot.

Inventory: Blue Coat, MWK Long sword, Leather Armour, Light Crossbow (15 bolts), 15 gold pieces.

Tactics: Cedric tries to surprise attack anyone who enters his room, then flees through the window, climbing up to the roof (DC 10 climb check).

 

THE END

Well, that’s the end of the solo campaign, for now. Let me know what you thought by leaving a comment. Keep an eye open for the PDF version coming soon that will include higher quality maps, more adventure option and the final battle with Wolfheart and his magic wielding accomplice.

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.