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For the last few days, I have soloed my way through Baklin : Jewel of the Seas (72 pages available at DriveThruRPG). This fantasy adventure is designed for Old School Revival Games. I used Castles & Crusades as the RPG system (192 pages). I used the FlexTale Solo Adventuring Toolkit as the solo engine (612 pages, same place). I then rolled up six characters which included Tarsla the dimension wizard, a water wizard, and an illusionist.
The characters had just entered the town of Baklin when they were approached by a guy in expensive clothes and wearing the latest fashion trend (feathers). He asked them a riddle, and when they got the answer right, they were escorted to Princess Arkella. She had a quest for them. She wanted them to spy on Sir Riobel. She suspects him of foul play. So, the characters decided to follow him around town for the day. He did notice them, and he and his group captured them and then drugged them. When they woke up, they were in a dungeon cell. On the other side of the metal bars, they could see their equipment, a sleeping guard, and a key. Tarsla teleported over to the key and they were all freed from the cell in just a few seconds. They did kill the guard. To escape the “dungeon”, they had to explore four more rooms and kill an assassin. Next, they ran into the watchmen. They showed the watchmen the ribbons with the Royal Seal (these came from the Princess. She knew that they would need them).
During the evening of the second day they broke into Riobel’s place looking for evidence. In his bedroom they found chains and manacles. Downstairs they discovered Riobel performing a play for the people that work for him. His acting skills are embarrassing and a chambermaid snickered. He then rushed into the audience, grabbed her, took her up to the stage, and hung here up by her ankles. The characters, sensing that the show was over, ran upstairs and hid. They came down later, killed the two guards, dumped them down a well, and rescued Tina the chambermaid.
They took her to the Princess the next day and the two had a long private chat. After that, the Princess told the characters to kill Sir Riobel and make it look like an accident. They told her, “no”. She looked pissed, so they quickly exited her palace. On the way out of town they discovered that they were wanted for treason. Well, time to move on the next town. Give this a try! There are 39 buildings to explore and 101 rooms down in the “dungeon”.
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For the past few days, I have soloed my way through the fun D&D Fifth Edition adventure Prison of the Arachlex. It is for characters of level five to seven. This adventure is inside this free magazine - Crucible Magazine Issue #000 (92 pages). I used Save Game A World of Adventure (Fate) as my RPG system. It is 60 pages and available at the same place (DriveThruRPG). I used five characters that had gone through the adventure Opera Fortress in the Save Game document. I soloed this new adventure with The FlexTale Adventuring Toolkit (612 pages, same place).
So, my characters picked up their quest from the village elders. They headed off into the hills and they were soon in combat with the spiderkith (acid attacks). They are from an interplanar
ship that was full of telepathic beings that crashed centuries
ago on the material plane, killing all
but a few of its crew members. The survivors
built a laboratory in the remnants of
their ship, seeking a way back to the plane
of madness. There were problems and now my characters had to deal with the mess. Gatti was soon damaged from combat and took even more damage from a trap inside the crashed ship. Chenda healed him. They encountered a stone-like robot (not made of metal) who completely ignored them. Chaib used his psychic abilities to communicate with the ship. He also activated the elevator, which was helpful. Things were going smoothly until they ran into poisonous spiderkith. Of course it was the healer who got poisoned. They exited the ship but did run into an upset bloodrager. Gatti calmed him down. They received healing in the village and spent the night there. The next morning they went back and had to fight the Big Bad. It had a psychic attack which took down Chaib. They killed the monster, rescued a child, but then the ship started to fall apart. Agent Brad was knocked unconscious from falling debris. So, two of the five characters had to be dragged back to the village. As soon as they entered the tavern, they started feeling better. Give this a try and find the nice loot!
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Can’t Sleep – Clowns Will Eat Me is a fun 4 page adventure for Elemental (DriveThruRPG, 168 pages). To solo this, I used the Flextale Solo Adventuring Toolkit (same place, 600+ pages) . I did use the six characters included in the module. So, the characters came into the town of Juniper’s Crossing and talked to several NPCs (four) before finding the quest. They also figured out that if you try to sleep in the town, the attempt will fail and you will not get any rest. They continued their investigation, talked to four more NPCs, and entered another structure (I am trying to avoid a spoiler, but there is a circus in town). Within minutes, they were attacked by a mimic. They killed it, but were soon attacked by two doppelgangers (killed them too). So, now they were damaged and ready to escape. They searched for and found the exit, left town, set up camp, and did get some rest.
On the second day, they went back to “the structure” and discovered two more doppelgangers. After killing them, they had had enough. They exited, cast healing spells, and came back to it at dusk. They torched the place and it did burn down. Unfortunately, the area where the circus performers sleep caught fire as well and was destroyed. Oops. No circus performers were killed or injured. But they did chase my characters into the woods. Hesp would not give up the chase, but Za “persuades” him to not do that. The adventurers decide it is time to go to the next town. The last scene – one of the mad wizards from the circus starts digging through the smoldering remains of the structure. He finds The Dream Eater’s Crown (the Eater died in the fire). The mad wizard puts it on. What could go wrong?
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Crypt of the Smoke Dragon is an introductory D&D adventure (15 pages) for four player characters. It came out in 1999 and was revised in 2002. Believe it or not, it uses three six-sided dice for skill checks and combat. It was designed to be a one shot and is available for free at DriveThruRPG. It has four rooms and my four characters did survive. They did find a pet and some great loot (remember, this is supposed to be a one shot). I wanted a longer adventure, so I got out my D&D 3.5 Dungeon Master’s Guide.
So, they spent a quiet night sleeping in the crypt. The next day they went back into the woods heading for the nearest village. The only thing they encountered was a badger and they left it alone. The next day was quiet during their travels and they arrived at the village at dusk. The gave a verbal report to the village leader (quest giver). They spent the night at the inn, but their sleep was interrupted by yelling outside. It ended up, there was a barn burning outside. The adventuring group and the entire village went out there to put it out. The barn ended up being destroyed, but the farmhouse was saved. The group now has an itch to find another dungeon to get more loot. Give this interesting adventure a try!
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For the past few days, I have soloed my way through Amas and the Toads (32 pages). It is for any fantasy RPG system and I used D&D 3.5. I used the same five characters that I used with Murder at the Three Swords Inn. I soloed this with The FlexTale Adventuring Toolkit (612 pages). This adventure is a fun sandbox, and your characters have lots of choices to make on where to go and what to do.
Day 1 - So, the characters start the adventure riding in a carriage. Up ahead they see a carriage that has been stopped and a battle in progress. They jump into the fray and try to help Amas. Amas goes down and so does Xiuj the alchemist. The attackers leave and the adventuring party takes Amas and her maid back to their castle. The group spends the night there, but Amas does die during the night.
Day 2 – The group picks up a quest to find the murderer. They go back to the site where the carriage was attacked. They follow the clues to a dorb camp and keep an eye on it. When a man leaves there, they follow him and then confront him. It ends up that he (Edek) is the leader of the village of Pilton. They get a lot of information from him (he is a spy for the enemy), but then they are attacked by a group of dorbs. This time it is Xiuj and Ysabot the witch (see the attached image) who go down. They travel back to the castle to get healed and tell Dorbert what is going on. He starts to organize the local militia. The P.C.s go to Edek’s place to find that no one is there. They search it and find food, money, and a crystal ball. They spend the night there.
Day 3 – They hang around their new place and wait to see if it is attacked. They hear the sounds of battle and a bit later, the attacking leader Moraea gives her victory speech. The group stays in the house and eventually they have to talk to the Mouth of Moraea. He does have a name, but the group never uses it. They now receive a quest to escort a traveling circus from Montefton to Pilton. On the way to Montefton they run into a trickster. Later they arrive at the site of the entertainers and spend the night there.
Day 4 – Well, this ends up being a long day. They are attacked the first time by bandits. In Pilton they are attacked by Mouth and his two archers. As they try to sleep ( at their camp ), they are attacked by an Anvilwrought Raptor. They travel for one half of a mile, set up another camp, and then get some rest.
I am sure your group will have a different experience when they try it. Good luck!
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Creator Reply: |
Wow, that's a great story that you created out of the material. Thank you for your kind review and how this might help other people to get an idea of what can be done. When I played it, it went a lot differently. |
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For the past few days, I have been testing out Chaotic Spells, a system-neutral set of tables for generating random, or
chaotic spells. (DriveThruRPG, two pages). I used Dragonbones (same place, 2 pages) as my RPG system. I created five characters and I soloed this with The FlexTale Adventuring Toolkit (612 pages). This RPG system does speed up combat which gives you more time to explore and loot. Oh, and I did want an interesting dungeon, so I used Castle Oldskull- Oldskull Dungeon Generator (same place, 83 pages).
So, the characters picked up their quest in the town and were at the dungeon a few hours later. Josair the chaos wizard wanted to cast spells during the first day of adventuring, but the other four characters would not let him to do so. They had heard some horrible stories about chaos magic. When they were wounded and out of spells, they headed back to town, but ran into a zombie soldier (which they killed). The spent the night at the inn and headed back to the dungeon. During the second day they discovered a magic wardrobe. It gave Josair an extra spell slot for that day. He went ahead (without permission) and cast a spell at a bat swarm. It ended up being the spell inspiration. He then grabbed some of his sand (a spell component) and started throwing it around. The bats did not like that, so the bats exited the dungeon. Later, they found a firepit which made a noise when they got close to it. They all gained some experience. Well, that has never happened to me before. When Verena the thief (see the attached image – artist Verena Biskup) checked out a locked treasure chest, she messed up and it started shrieking. After they found a bunch of heavy books, they packed them up and headed back to town. When they got there it was dark, but it was Market Day and everything was still open. They bought a small house. They went to it and asked Josair to cast a cleaning spell on it. He cast his spell and they all got a “bubbly” sensation. They were happy and did not care about the dirty surroundings. They celebrated and fell asleep. For the third day, they spend the entire day cleaning their new but used home. So, go adventuring and be sensible. Make wise investments. And try to keep your chaos wizards under control , , ,
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Creator Reply: |
Thanks very much for the review. Always interesting to see how people use these PDFs "in the wild!" |
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For the past few days, I have been testing out Dragonbones a very light hack fantasy RPG ( two pages). The author suggests going to SRD online (old school/OSR) to look up stats for monsters, spells for magic-users etc.. I tried that at first, but I found it easier to look stuff up in my D&D 3.5 books. I created five characters and I soloed this with The FlexTale Adventuring Toolkit (612 pages). This RPG system does speed up combat which gives you more time to explore and loot. Oh, and I did want a more interesting dungeon, so I used Castle Oldskull- Oldskull Dungeon Generator (same place, 83 pages).
So, the characters picked up their quest in the town and were at the dungeon a few hours later. Josair the chaos wizard wanted to cast spells during the first day of adventuring, but the other four characters would not let him to do so. They had heard some horrible stories about chaos magic. When they were wounded and out of spells, they headed back to town, but ran into a zombie soldier (which they killed). The spent the night at the inn and headed back to the dungeon. During the second day they discovered a magic wardrobe. It gave Josair an extra spell slot for that day. He went ahead (without permission) and cast a spell at a bat swarm. It ended up being the spell inspiration. He then grabbed some of his sand (a spell component) and started throwing it around. The bats did not like that, so the bats exited the dungeon. Later, they found a firepit which made a noise when they got close to it. They all gained some experience. Well, that has never happened to me before. When Verena the thief checked out a locked treasure chest, she messed up and it started shrieking. After they found a bunch of heavy books, they packed them up and headed back to town. When they got there it was dark, but it was Market Day and everything was still open. They bought a small house. They went to it and asked Josair to cast a cleaning spell on it. He cast his spell and they all got a “bubbly” sensation. They were happy and did not care about the dirty surroundings. They celebrated and fell asleep. For the third day, they spend the entire day cleaning their new but used home. So, go adventuring and be sensible. Make wise investments. And try to keep your chaos wizards under control , , ,
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Creator Reply: |
Thanks for your interest and the playtest!
The goal is to simplify as much as possible the mechanics of the fights and the stats to focus on the story.
Did you try the dungeon skip?
Gin |
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Recently, I soloed my way through Tower of Malgathorne (23 pages). It is a simple rules lite, original system and setting, inspired by a Korean comic where a modern day setting is beset with gates that lead to fantastic places full of monsters.
I used a 57 card Magic The Gathering deck as the solo engine. I used it as an oracle and it did generate the adventure as well. I did hand pick the cards because it is a modern setting (well, to start with) and I needed an even distribution of mana costs to get a well balanced oracle. I created three characters.
On the first day, they entered an Instinct Gate and ended up in a small town in the year of 1390. In the bar, they picked up the quest Find the Elixir of Eternal Life. The adventuring party enjoyed their short walk and arrived at the dungeon site (a castle which looks abandoned). Just outside the keep entrance, they saw several dead bodies. As they entered into the first room they were attacked by a witch. Neeko, the apprentice of water, killed her and searched the body. He discovered their first M-shard. In the dining hall they battled a feline man-beast (shard #2). In the kitchen they fought a wolf man-beast (shard #3). In the wine cellar they found cabbage, which they did take with them. Up on the second floor of the keep they found the library. The book titles (wisdom challenge) gave them the clue “tower”. On the second floor they found the door that led to the tower, but they could not get the door open (strength challenge). They back tracked and did find the stairs up to the third level. They did see the trap in the hallway (perception challenge) and soon found another entrance to the tower. They immediately had to make a willpower saving throw because of a magical skull on top of a tall pillar. They were suffering from the magical effect until Macy, the apprentice of wasp, knocked it down with her rope. The skull shattered when it hit the floor and the magic effect ended. The next level up is where they found the elixir. The two guys (P.C.s) were arguing about what to do with it and then Macy drank it before they decided. The elixir did work and she will never get old. They then went back through the gate and are now back at their home world.
Now they need to figure out how to use the shards to gain their powers. Give this unique RPG a try. It is not 100% complete. You will need to figure out a few things. Good luck!
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FOR THE PAST FEW DAYS. I HAVE SOLOED MY WAY THROUGH A DELICATE MATTER (18 PAGES). THIS IS A SCIENCE FICTION ADVENTURE FOR TRAVELLER OR CEPHEUS ENGINE WHERE THE CHARACTERS HAVE TO FIND A PARTICULAR DEAD BODY AND BRING IT BACK TO THE QUEST GIVER. THIS IS SUPPOSED TO BE DONE IN A DISCREET MANNER. THE RPG SYSTEM THAT I USED WAS ENCOUNTER CRITICAL. THE SOLO ENGINE THAT I USED WAS SOLOCUTZ. ALL THREE OF THESE ITEMS ARE FREE/PAY WHAT YOU WANT AT DRIVETHRURPG. I DID USE FIVE CHARACTERS FOR THIS ADVENTURE.
So, one Wookie, one amazon, two Klingons, and a go-go dancer walk into a bar. No, this is not the beginning of a joke, this is how the adventure started. The Quest Giver was there, but he was not comfortable with this location. They moved to a private location to avoid problems. They received the quest and the funds to do it. They then hired a pilot and a cheap spaceship. It did break down during the trip and the amazon had to fix it. When they arrive at the starport, they encounter a third party selling info about their mission. They ignore him and head toward The House of Pleasure (the body is in there somewhere). The Wookie goes in and applies for the security job. The test involves fighting another Wookie security guard. The P.C. loses, but he does get the job and he loves the job benefits. He is not loyal to the other P.C.s. He then sets up a trap and invites his four “friends” in. Three of them are stunned in the first round (stun guns). The Klingon warlock stuns one of the guards, but he is stunned the next round. The four P.C.s are taken captive. They lose their equipment and most of their clothes. They will have to start their next adventure in this condition. The Wookie is happy with his new home, job, and work benefits. So, the mission was a failure, but we do have a happy Wookie (let the Wookie win). Give this fun adventure a try!
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Snuffy’s Gone! (22 pages) is a fun adventure for D&D 5th edition. I played it with five characters, four of them were hound archons, the other was Delta the female elf magic-user. The solo engine that I used was the FlexTale Solo Adventuring Toolkit. This adventure is good for younger players and is a mix of combat and skill challenges. I made it longer by using the solo engine to generate an extra room in the “dungeon” and an extra encounter in the woods.
So, the adventuring party picked up the quest in the village. They headed into the woods and ran into some woodsmen (friendly). After this, they found Alp’s place. He was upset, but friendly too. The next location was an underground lair. Most of the damage the characters suffered from was from the dexterity challenge involving cold water damage. They took a smaller amount of damage from the second underground combat encounter. The adventurers were pleased with the amount of loot they found and the secret exit they discovered. When they got back to Alp’s place, they celebrated their quest victory by having a party (Alp was the host). They then went back to the village and had another quest victory party paid by the village. Good times! Give this a try!
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Creator Reply: |
Good on you for making changes to make the story work even better for you! Thank you for the review! |
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JUDGEMENT DAY: JUMPSTART (SWADE) FOR SAVAGE WORLDS DELUXE EXPLORER’S EDITION (27 PAGES - FREE AT DRIVETHRURPG) IS A SETTING BOOK. IT CONTAINS AN EXPLANATION OF THE SETTING, ONE ADVENTURE, STAT BLOCKS FOR SIX PLAYER CHARACTERS, STAT BLOCKS FOR THREE NPCS, AND FIVE STAT BLOCKS FOR ENEMIES. THE SOLO ENGINE THAT I USED WAS THE SOLO INVESTIGATOR’S HANDBOOK. IT IS THE 19TH CENTURY IN ENGLAND AND THE ADVENTURING PARTY IS WORKING FOR THE INQUISITION.
SO, THE PARTY PICKS UP THE QUEST AND CHECKS OUT THE SITE OF A RITUAL. THE CLUES PROVE THAT IT WAS INDEED A RITUAL, BUT NOTHING ELSE IS LEARNED. THEY GO TO THE NEAREST VILLAGE AND SAMUEL USES HIS ABILITY TO SEE INTO THE SPIRIT REALM. HE NOTICES THAT MANY SPIRITS ARE HEADING TOWARDS A DIFFERENT LOCATION. THEY FOLLOW, AND WHEN THEY GET CLOSE (LATER), THEY DISCOVER THE ABBEY. THIS TIME THEY WITNESS A RITUAL AND THEN THE PARTICIPANTS SEEM TO DISAPPEAR. THE “HAZY” PARTICIPANTS (CULTISTS) GO INTO THE ABBEY. THE PARTY STARTS TO FOLLOW THEM IN THERE, BUT THEY ARE ATTACKED BY TWO SENTRIES. THE PARTY KILLS ONE OF THEM, BUT SEVERAL OF THE PARTY MEMBERS ARE WOUNDED. THE PARTY WAITS IT OUT, AND THEN FOLLOW A CRIPPLED GHOST (WOMAN) WHICH IS FOLLOWING ONE OF THE CULTISTS. IT LEADS THEM TO AN UNMARKED GRAVE AT A HOME.
The party rests for five days and they are totally healed. They get the proper authorization, dig up the body, capture the home owner (cultist), do the judge and jury thing, pronounce him guilty, and torture him for more information. See, there are advantages to the inquisition. They now have the address for a cultist safehouse in London. They go there, kill Seth (a cultist leader) and six more cultists. Once again they are wounded and they take five days to heal. They now head towards the area of London where people are being murdered. They hear screams from a hotel (see the attached image). They go inside and are attacked by the doppelganger. Wade (P.C.) is killed but they do manage to kill the monster. Mission accomplished. Give this exciting adventure a try!
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Anominium: Enchanted: Core Playing Guide (free/pay what you want at DriveThruRPG) is a 27 page fantasy RPG. The system uses a deck of cards. There are some holes in the rules, so you will need to fill in the gaps. I created three characters, each one had two spells and one skill (and combat is not one of them). To solo this, I used several soloing tools.
So, the adventure started in the morning. The three 16-year-olds started their morning with combat practice. After several hours they had learned the dagger skill and were hungry. The solution was fishing (add another skill) and they did catch two. They were soon cooking and then eating. Geena got bored and tried to cast her vision spell. Well, she botched that and the result was that she caught a cold. Not feeling in the mood for anymore combat, she wandered off alone into the city. She tried to pickpocket a merchant, got caught, got arrested, and placed in a pillory. When it got dark, she teleported out of it. The three characters got all back together and set up camp and some traps. That night the trap was triggered and they caught a stray dog. It became their first pet.
The next day, Geena put on a mask and they went to the inn to find a quest. Well, that did not work, but they did encounter a druid in the center of the city. He had a stunning collection of butterflies in jars. He also had a pet bear. His quest for them was to get honey for the bear. The adventuring party started to head out of town. A fairy came up to them and told them that the butterflies are actually innocent adventurers and forest creatures that he had transformed. The party went back to the druid to get the location of his home. They would deliver the honey there. Again, they headed out of town and they did find his home (they did not go and get honey). I created the house using the 6-stat dungeon rules. My favorite room was the first: a foyer with a talking mirror. The mirror warned them of the terrifying dangers ahead. Geena asked it what its name was. The two other characters sat down on the floor. They knew this was going to take a while. The enchanted mirror answered all of her questions including, “Who is the cutest girl in all of the land?”. It also gave her accurate solutions to the dangers in the home (she did ask about that). When it started to warn her about room number six, it shut down. The party did survive the encounter. They killed the druid and acquired their second pet (the bear), and found three potions, a wand of detect secret door, and some gold pieces.
So, this was fun. It did require a bit of work, but it was worth it in the end.
https://davidellisdickerso.wixsite.com/clawclawbite/post/the-6-stat-dungeon
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Creator Reply: |
Thanks for the review! I probably should've explained this in the PDF, so I will in the next version of it, but it's meant to be a system with nearly endless possibilities. Glad you enjoyed it and if you have any tips to improve it, lemme know! |
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For the past few days, I have soloed my way through Death Station, an interesting sci fi adventure for Traveller (27 pages). The system that I used to run it was Traveller: Explorer’s Edition (same place for a buck, 74 pages). I used Magic the Gathering cards as the solo engine. The first P.C. character that I generated was by the old school method. The good news is that he survived this process. Yes, it is possible for your character to die as you are rolling him up. The other four characters I pulled from a different Traveller module. So, my five characters picked up the quest and in a few hours they were exploring in the laboratory ship (getting in took a bit of work). They quickly discovered that someone or something had cut through the sub-flooring and my group used these tunnels to access some of the levels of the station. In the main lab they found proof that the scientists were experimenting with animals with several drugs that they had created. They soon found dead bodies, a mentally unstable scientist (Stavro), and were attacked by a crazed monkey. They also had to deal with traps and a crazed Lycur (dog/wolf). After this they found the scientific library computer with more proof of the experiments. So they downloaded this info and they still had the partially damaged laptop with test results from the main lab. Next, the scientist Harris came up to them. Uh, he was not acting normal either. So, the P.C.s escorted the two scientists to their ship along with the scavenged items/science data. During this ship journey, Stavro “changed” and attacked the party. He was subdued, but now there was a total of three damaged party members. The final thing that happened was that when they got back to the quest giver and gave him a report. The deal was for them to get 1500 credits each. Well, he said that their mission was only a partial success and he gave them 750 each. What a jerk. Maybe you will have better luck with this.
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For the past few days, I have soloed my way through Death Station, an interesting sci fi adventure for Traveller (27 pages at DriveThruRPG, free). The system that I used to run it was Traveller: Explorer’s Edition. I used Magic the Gathering cards as the solo engine. The first P.C. character that I generated was by the old school method. The good news is that he survived this process. Yes, it is possible for your character to die as you are rolling him up. The other four characters I pulled from a different Traveller module. So, my five characters picked up the quest and in a few hours they were exploring in the laboratory ship (getting in took a bit of work). They quickly discovered that someone or something had cut through the sub-flooring and my group used these tunnels to access some of the levels of the station. In the main lab they found proof that the scientists were experimenting with animals with several drugs that they had created. They soon found dead bodies, a mentally unstable scientist (Stavro), and were attacked by a crazed monkey. They also had to deal with traps and a crazed Lycur (dog/wolf). After this they found the scientific library computer with more proof of the experiments. So they downloaded this info and they still had the partially damaged laptop with test results from the main lab. Next, the scientist Harris came up to them. Uh, he was not acting normal either. So, the P.C.s escorted the two scientists to their ship along with the scavenged items/science data. During this ship journey, Stavro “changed” and attacked the party. He was subdued, but now there was a total of three damaged party members. The final thing that happened was that when they got back to the quest giver and gave him a report. The deal was for them to get 1500 credits each. Well, he said that their mission was only a partial success and he gave them 750 each. What a jerk. Maybe you will have better luck with this.
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I needed a ship and four characters for my Traveller game. I used four of these characters and made them younger and less experienced. I used one of these ships and made it a bit bigger. So, this made it easier to prepare for my solo game.
For the past few days, I have soloed my way through Death Station, an interesting sci fi adventure for Traveller (27 pages at DriveThruRPG, free). The system that I used to run it was Traveller: Explorer’s Edition (same place for a buck, 74 pages). I used Magic the Gathering cards as the solo engine. The first P.C. character that I generated was by the old school method. The good news is that he survived this process. Yes, it is possible for your character to die as you are rolling him up. So, my five characters picked up the quest and in a few hours they were exploring in the laboratory ship (getting in took a bit of work). They quickly discovered that someone or something had cut through the sub-flooring and my group used these tunnels to access some of the levels of the station. In the main lab they found proof that the scientists were experimenting with animals with several drugs that they had created. They soon found dead bodies, a mentally unstable scientist (Stavro), and were attacked by a crazed monkey. They also had to deal with traps and a crazed Lycur (dog/wolf). After this they found the scientific library computer with more proof of the experiments. So they downloaded this info and they still had the partially damaged laptop with test results from the main lab. Next, the scientist Harris came up to them. Uh, he was not acting normal either. So, the P.C.s escorted the two scientists to their ship along with the scavenged items/science data. During this ship journey, Stavro “changed” and attacked the party. He was subdued, but now there was a total of three damaged party members. The final thing that happened was that when they got back to the quest giver and gave him a report. The deal was for them to get 1500 credits each. Well, he said that their mission was only a partial success and he gave them 750 each. What a jerk. Maybe you will have better luck with this.
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