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For the last few days, I have soloed my way through the Ghost Club RPG (144 pages). This is a 2d6 system (PBtA). I used the Plot Unfolding Machine (9 pages, free/pay what you want at DriveThruRPG) as the solo engine. The exciting adventure that I used is included in the rules. I did use the five characters provided and I used their nicknames. The adventure started when the kids (PCs) were walking down Main Street. The creepy owner (Mr. Castle) of Castle Pawn Shop stepped out of his store and got in their way. He told them that he had a few used toys for sale. They went in, pooled their money, and Destroyer bought a used yo-yo. Outside, he practiced a bit and then did the trick Walk the Dog. The yo-yo escaped from the string and took off down they street. The PCs ran after it. It went a few blocks before entering The House of 11th Avenue.
They followed it inside and explored the first room. In this room they had to deal with an illusion, they found their first clue, and they found a silver fork. In the second room they had to deal with another illusion and a hallucination, found their second clue, salty French fries, and a traffic cone. They were not in the third room long, because a ghost shark attacked the room from outside and they had to deal with a wave of fear. In the fourth room they found a ghost coin, their third clue, stairs that went up, and stairs that went down. They went down and encountered a strange room. In this room they found super crunchy snacks and the fourth clue. At this point, the wisp came out of a colored box and attacked the group. The PCs were able to use their four banishment items to destroy the wisp. They then went back to Mr. Castle. He bought the stuff they had found and gave them a cash bonus. They now had $247. They would have had more, but they had to pay for property damage (oops). He did ask them a lot of detailed questions and they wondered who this guy really is.
Can your group beat this $247 score?
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For the past few days, I have soloed my way through The Burrows of Blemmyae (27 pages, free at DriveThruRPG). This adventure is for Dungeon Crawl Classics, but I used Rovers & Riches (33 pages). I used Magic the Gathering cards as my solo engine. I created twelve 0th-level characters to take on this funnel adventure. Here are the highlights of the adventure.
The adventure started with the PCs looking for fame and fortune on the other side of the ocean. Unfortunately, they were press-ganged by captain Serenus. A storm destroyed the ship. The PCs woke up on a beach. They looted drowned pirate bodies for weapons which they then used to kill two giant crabs and an enormous crab. A few Blemms helped them. One PC died during this battle. The PCs followed the Blemms back to their village (holes in the ground). They enjoyed cooked crab and gained information. At this point, four Blemms joined the PCs. This new group then started heading to the ruins of a temple. On the way, they battled five Sciapods. The PCs won, but one of the PCs died. At the temple, four pirates were doing a ritual for Serenus. The pirates finished the ritual and were then forced into combat. Two Blemms died during this battle. The PCs then did what Serenus had done: went into the portal. This put the group in THE HEAD OF SAR-SHAMUR.
In the mouth, they fought and killed Serenus and The Tongue. Two Blemms died in this battle. Ajax and Allen could not get up the Mucous Slope, so they explored a bit and then just waited for something to happen. In THE HEMISPHERE OF VISION, Jelly lost the game and died. Agatha won and had two stats get an increase. In THE CHAMBER OF INNER THOUGHT, the PCs encountered the almost God-like Sar-Shamur. They followed his request and used the magic (cursed) sword that they had found earlier, to cut off his head. This put the nine surviving PCs in the middle of a halfling prairie (teleport). This means that they are all now first level.
Give this fun RPG a try!
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For the past few days, I have soloed my way through The Burrows of Blemmyae (27 pages, free at DriveThruRPG). This adventure is for Dungeon Crawl Classics, but I used Rovers & Riches (33 pages, free/pay what you want at the same place). I used Magic the Gathering cards as my solo engine. I created twelve 0th-level characters to take on this funnel adventure. Here are the highlights of the adventure.
The adventure started with the PCs looking for fame and fortune on the other side of the ocean. Unfortunately, they were press-ganged by captain Serenus. A storm destroyed the ship. The PCs woke up on a beach. They looted drowned pirate bodies for weapons which they then used to kill two giant crabs and an enormous crab. A few Blemms helped them. One PC died during this battle. The PCs followed the Blemms back to their village (holes in the ground). They enjoyed cooked crab and gained information. At this point, four Blemms joined the PCs. This new group then started heading to the ruins of a temple. On the way, they battled five Sciapods. The PCs won, but one of the PCs died. At the temple, four pirates were doing a ritual for Serenus. The pirates finished the ritual and were then forced into combat. Two Blemms died during this battle. The PCs then did what Serenus had done: went into the portal. This put the group in THE HEAD OF SAR-SHAMUR.
In the mouth, they fought and killed Serenus and The Tongue. Two Blemms died in this battle. Ajax and Allen could not get up the Mucous Slope, so they explored a bit and then just waited for something to happen. In THE HEMISPHERE OF VISION, Jelly lost the game and died. Agatha won and had two stats get an increase. In THE CHAMBER OF INNER THOUGHT, the PCs encountered the almost God-like Sar-Shamur. They followed his request and used the magic (cursed) sword that they had found earlier, to cut off his head. This put the nine surviving PCs in the middle of a halfling prairie (teleport). This means that they are all now first level. Give this fun adventure a try!
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Recently, I soloed my way through Apartment 71 (30 pages) an adventure for Call of Cthulhu. I soloed this with the Plot Unfolding Machine (same place). I did use the four PCs that are provided: bookstore owner, law student, military police officer, and an author. These four were at a condo association meeting (this qualifies for horror) when they were notified of a problem with one of the units. The groundskeeper gives them some additional information and leads them to a storage room. They find some clues and a key and move on towards apartment 71. When they get to that floor they meet Jaime and his cat and get more information. The PCs use the key and enter the apartment and the cat leads the way.
So, the apartment ends up being a pocket dimension (I love pocket dimensions). Each room is stuck in a different decade and the PCs are stuck here (the door is gone). The PCs explore and gather more information. In one room they find a depressed woman and in another room they find a man suffering from drug withdrawal. Things really get interesting in the master bedroom. In here they find a vain actress (Alma) performing a ritual. The ritual was supposed to make her beautiful again. Instead, the pocket dimension was created and time stopped inside it (so, her appearance will not change). The current ritual creates a barrier so that she is protected. On the floor the PCs see the rune circle. There are marble sized crystals which have been precisely place on the rune circle. The PCs can not get to her or the runes, but the cat can. It smacks a crystal and it rolls to the far side of the room. The magic barrier comes down, the pocket dimension fractures, and Alma screams. The PCs decide to make a run for it. They have trouble finding the exit, but the cat helps them. So, the PCs and cat do escape. They forget about the two lost tenants who are still in there. They are now still in there along with Alma, in the fractured pocket dimension. The PCs did lose some sanity, but earned some experience. The complaints have stopped concerning that apartment so the condo association is happy about that.
Give this a try!
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Recently, I soloed my way through Braunhaven Manor for the Indigent (12 pages at DriveThruRPG, on sale at the moment) an adventure for Old-School Essentials. The RPG system I used to play it was Tunnels & Trolls Seventh Edition (122 pages, same place). I soloed this with the FlexTale Solo Adventuring Toolkit. The last time I played these three angels was in June of 2022. This adventure started with a leprechaun entering a tavern and talking to three angels (this is not a joke). The angels had heard of a ruins and wanted to hire a healer (yes, the leprechaun, Boru, can cast healing spells).
Soon after this, the adventuring party was approached by a town council member. The offer was for the group to clean out a manor so that they could live there. The PCs accepted the offer and walked over to the manor. First they explored the stables. They did find an extra-heavy longbow that Asmal the angel could use. When they exited the stables, they were attacked by a manticore. They killed it. They then entered the manor from the back entrance and started exploring rooms. They killed two giant spiders and eventually found a secret door. It led to a living quarters occupied by a Deep Gnome. He challenged Boru to a game of riddles. The winner would get the other’s ring. Boru won the game and acquired a Royal Lion Shield Badge Ring.
A few rooms later and the PCs triggered a magic mouth trap. It announced “Intruders!” and a Stingaree came down the stairs. The PCs killed it. In room thirteen they found a servant who did answer all of their questions. In room ten, they triggered an ice cone (not an ice cream cone) trap. They all took damage and Boru lost half of his hit points. He cast a spell to heal himself. In room 17 they found 250 silver pieces. They explored more rooms and found a beggar chained up, a mermaid chained up, and no keys. They avoided the blade trap in the next room. This was followed by two giant wasps.
After killing the bugs they found the library. Boru was excited to find six spellbooks. In the last room they found a gargoyle armed with a rooster and oil of transformation. The PCs tried to befriend him. He refused to talk. The PCs left the room, but remembered that they needed to find some keys. So, they killed the gargoyle and they did find the keys. They freed the two captives and they all went outside. The mermaid, still carrying her two water buckets, told the group that if she was returned to her people, they would be given a reward. The PCs accepted this quest. To be continued.
Note - The rooster is following the PCs.
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During the last few days I have soloed my way through a fun adventure, S.M.A.S.H. Countdown to Destruction (37 pages). This adventure is designed for S.M.A.S.H. Core Rulebook. My plan was to use this system, but I could not figure it out in a reasonable amount of time. So, I used A.C.E. #1: The Awfully Cheerful Engine! (39 pages, same place). To solo it, I created a solo engine - I changed four lines in Vigilance Absolute Power -d20 RPG.
The adventure started when the government authorities gave the PCs a mission to investigate a crime of breaking and entering. The PCs arrived on site and entered the building from the rear door. They took down two gangbangers in the first room and then two more in the hallway. Soon, they were forced into combat with eight opponents. The PCs won that battle. Next, Rose the PC found the bomb and interrogated the prisoners. Shona defused the bomb. The reluctant criminal tells them that Copycat is involved. When he is forced to give them more information he lies. The address he gives them is for Shadow the Arch Villain, not Copycat.
The PCs go to the warehouse and find an elevator. They take it down and find themselves in a barracks. The PCs take out eight more opponents. They now find themselves in a maze filled with many hallways and a few doors. They find a vault, but they can not get inside it. Soon, they are in combat with Shadow. They take him down, but Blue has taken so much shadow damage (psychic damage) that he collapses. They drag him to the next room which happens to be the living quarters of Shadow. They discover that he has two weaknesses - he has a pet (black cat) and he keeps ALL of his receipts. They look through the receipts and find one from the vet. It mentions the cat’s name. They use this name as a password and get access to Wi-Fi, the personal computer, and the vault. They call for paramedics to help Blue. They open up the vault and find an alien tech gadget. They take it with them but hide it. They don’t want it to fall into the wrong hands. The paramedics arrive and then they all leave the location. All the bad guys are locked up. Blue fully recovers after three days. I am sure this adventure will turn out differently for you.
Give this a try!
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During the last few days I have soloed my way through the fun, dark adventure Parasitic Infestation at Flame Tongue Temple: for Mork Borg (16 pages, free/pay what you want at DriveThruRPG). The RPG system that I was used was Morg Borg Barebones Edition (76 pages). I used the FlexTale Adventuring Toolkit (613 pages, same place) as my solo engine. Max the necromancer was now second level and he joined up with five other first level PCs.
These five PCs came from this document - Bloodstained Outcasts.
The adventure started with the group on the road. Their quest was to rescue a wealthy noble from the Flame Tongue Temple. They were heading in that direction when they found a dead soldier. They looted the body and continued on. Next, they heard a caravan coming up from behind them. They were getting ready to start a conversation when the caravan attacked them. They were all cultists of the Flame Tongue. The PCs killed them, looted the bodies, and acquired all of the provisions/supplies on the two-horse wagon. One of the items was a puzzle box. This kept them busy for days.
The PCs were hungry after the battle, so they ate some of the food in the wagon. One crate contained pickled eel slices. Unfortunately, it also contained parasitic tongue slices. Svind was surprised when it moved in his mouth and then slid down into his stomach. When he started acting weird, the other PCs went into action. Katla gave him some herbs, but that did not help. Urm had Svind drink a life elixir. This caused Svind to throw up his meal. At this point, they continued to eat their meals and argued about where they should go next. The PCs examined the eel crate and saw that it came from Big Bob’s Warehouse. It was decided that they would turn around and go there.
On the second day, on the road, they encountered mercenaries. The PCs started up a conversation, but it was a short one.
On the third day the wagon ride continued. Max was finally able to open up the puzzle box. It contained ten expensive, rare coins. At dusk they entered the city and then came to the warehouse. The lock picks did not work against the locked doors. The crowbar worked. Inside, they discovered a guard. One of the necromancer’s zombies killed him. Next, they went through paperwork in the office and discovered that the crate came from the Rose Red Winery. They went there. Soon, they were in combat with normal human guards. After that it was dogs with parasites. The PCs won those battles. They encountered a normal, friendly dog and it lead them upstairs to a locked door. Outside it were tongue tied cultists. The PCs won, but the PC Urm was on fire for a few seconds. They then used the cultist key to open up the door. Inside, they found a bedroom with normal children. The PCs decided to rescue the children and the friendly dog. As everyone piled into the wagon, Nif prayed for assistance. His diety asked him a riddle. When Nif got it right, the wagon became cloaked in shadow and silence. The PCs travelled, parked the wagon in an alley, and went into the city government office to hand over the kids. The PCs explained what happened. The authorities locked up the PCs and dog for their “protection”. The authorities checked out their story and 18 hours later they were released. They went back to the alley and their wagon was gone. Max’s zombies were still there guarding the alley.
I am sure this adventure will turn out differently for you.
Try out these characters!
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During the last few days I have soloed my way through the fun, dark adventure Parasitic Infestation at Flame Tongue Temple: for Mork Borg (16 pages, free/pay what you want at DriveThruRPG). The RPG system that I was used was Morg Borg Barebones Edition (76 pages). I used the FlexTale Adventuring Toolkit (613 pages, same place) as my solo engine. Max the necromancer was now second level and he joined up with five other first level PCs. The adventure started with the group on the road. Their quest was to rescue a wealthy noble from the Flame Tongue Temple. They were heading in that direction when they found a dead soldier. They looted the body and continued on. Next, they heard a caravan coming up from behind them. They were getting ready to start a conversation when the caravan attacked them. They were all cultists of the Flame Tongue. The PCs killed them, looted the bodies, and acquired all of the provisions/supplies on the two-horse wagon. One of the items was a puzzle box. This kept them busy for days.
The PCs were hungry after the battle, so they ate some of the food in the wagon. One crate contained pickled eel slices. Unfortunately, it also contained parasitic tongue slices. Svind was surprised when it moved in his mouth and then slid down into his stomach. When he started acting weird, the other PCs went into action. Katla gave him some herbs, but that did not help. Urm had Svind drink a life elixir. This caused Svind to throw up his meal. At this point, they continued to eat their meals and argued about where they should go next. The PCs examined the eel crate and saw that it came from Big Bob’s Warehouse. It was decided that they would turn around and go there.
On the second day, on the road, they encountered mercenaries. The PCs started up a conversation, but it was a short one.
On the third day the wagon ride continued. Max was finally able to open up the puzzle box. It contained ten expensive, rare coins. At dusk they entered the city and then came to the warehouse. The lock picks did not work against the locked doors. The crowbar worked. Inside, they discovered a guard. One of the necromancer’s zombies killed him. Next, they went through paperwork in the office and discovered that the crate came from the Rose Red Winery. They went there. Soon, they were in combat with normal human guards. After that it was dogs with parasites. The PCs won those battles. They encountered a normal, friendly dog and it lead them upstairs to a locked door. Outside it were tongue tied cultists. The PCs won, but the PC Urm was on fire for a few seconds. They then used the cultist key to open up the door. Inside, they found a bedroom with normal children. The PCs decided to rescue the children and the friendly dog. As everyone piled into the wagon, Nif prayed for assistance. His diety asked him a riddle. When Nif got it right, the wagon became cloaked in shadow and silence. The PCs travelled, parked the wagon in an alley, and went into the city government office to hand over the kids. The PCs explained what happened. The authorities locked up the PCs and dog for their “protection”. The authorities checked out their story and 18 hours later they were released. They went back to the alley and their wagon was gone. Max’s zombies were still there guarding the alley.
I am sure this adventure will turn out differently for you.
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During the last few days I have soloed my way through the fun adventure, Crestkeep. It is a two page adventure which is included in Written In Blood (20 pages). This adventure was written for Mud & Blood (1 page, free, same place). I created my solo engine by changing one page of Crypt of the Everflame. I created six first level characters.
The adventure started when the PCs were hired to clean out a citadel. First they travelled through a woods. In the woods they encountered a half-orc tree cutter. He was busy setting up a trap to catch animals. He was not friendly so the PCs moved on. Next, they entered a village which appeared to be empty. They soon discovered that it was occupied with plague zombies. The PCs ran from the zombies. When they arrived at the citadel, they had to deal with the locked portcullis. Brian the wizard cast spider climb and climbed over the wall. He was able to open the portcullis.
When the PCs entered the courtyard, a group of undead soldiers came at them from the main bastion. The PCs won that battle. In the west wing, they explored the rooms. In one of them, they found a lever. When it was activated, a dead end hallway became longer when a wall moved. At this point, they had to deal with a cursed gnome explorer. The attack broke Abigail the elf’s longbow. The priest cast sunray. This spell destroyed the ghost (Baroness) which had possessed the gnome. The gnome was convinced to join the adventuring party. In the east wing, the party had to deal with a wood golem. The gnome used his alchemist’s fire to kill the golem. However, the rogue took fire damage. Because they were low on spells and damaged, they decided to exit the citadel. As they backtracked, Brian took damage from a basic arrow trap. They exited the citadel and camped in the woods.
That night, they were attacked by skeletons. The PCs won that battle. On the second day, they spent the entire day resting at their camp. On the third day, they went back in the citadel to finish exploring the east wing. In the library they found a scroll – Symbol of Weakness. Later, they found a slime of fear. They were able to avoid it. At this point, the other ghost made its appearance. It was the Baron. The priest cast sunray, but it had no effect on the ghost. On the priest’s second attempt, the wizard used his scroll to help out. This combined effort was enough to kill the ghost. For loot, they found coins and a ring of swimming. The PCs were able to get back to the quest giver. She told them that they had earned the rank of knights. They could escort her to the citadel so she could continue her family’s legacy of controlling the citadel. They could live there. The PCs remembered the plague zombies that were still in the village next to the citadel. The adventuring party quietly looked at each other as they tried to decide what to do. Maybe your group will kill the plague zombies (hint, hint).
Note – I did add rules to the RPG system. One page was not enough for me. It was easy to do so, and I do recommend it.
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During the last few days I have soloed my way through the fun adventure, Crestkeep. It is a two page adventure which is included in Written In Blood (20 pages, free at DriveThruRPG). This adventure was written for Mud & Blood (1 page, free, same place). I created my solo engine by changing one page of Crypt of the Everflame. I created six first level characters.
The adventure started when the PCs were hired to clean out a citadel. First they travelled through a woods. In the woods they encountered a half-orc tree cutter. He was busy setting up a trap to catch animals. He was not friendly so the PCs moved on. Next, they entered a village which appeared to be empty. They soon discovered that it was occupied with plague zombies. The PCs ran from the zombies. When they arrived at the citadel, they had to deal with the locked portcullis. Brian the wizard cast spider climb and climbed over the wall. He was able to open the portcullis.
When the PCs entered the courtyard, a group of undead soldiers came at them from the main bastion. The PCs won that battle. In the west wing, they explored the rooms. In one of them, they found a lever. When it was activated, a dead end hallway became longer when a wall moved. At this point, they had to deal with a cursed gnome explorer. The attack broke Abigail the elf’s longbow. The priest cast sunray. This spell destroyed the ghost (Baroness) which had possessed the gnome. The gnome was convinced to join the adventuring party. In the east wing, the party had to deal with a wood golem. The gnome used his alchemist’s fire to kill the golem. However, the rogue took fire damage. Because they were low on spells and damaged, they decided to exit the citadel. As they backtracked, Brian took damage from a basic arrow trap. They exited the citadel and camped in the woods.
That night, they were attacked by skeletons. The PCs won that battle. On the second day, they spent the entire day resting at their camp. On the third day, they went back in the citadel to finish exploring the east wing. In the library they found a scroll – Symbol of Weakness. Later, they found a slime of fear. They were able to avoid it. At this point, the other ghost made its appearance. It was the Baron. The priest cast sunray, but it had no effect on the ghost. On the priest’s second attempt, the wizard used his scroll to help out. This combined effort was enough to kill the ghost. For loot, they found coins and a ring of swimming. The PCs were able to get back to the quest giver. She told them that they had earned the rank of knights. They could escort her to the citadel so she could continue her family’s legacy of controlling the citadel. They could live there. The PCs remembered the plague zombies that were still in the village next to the citadel. The adventuring party quietly looked at each other as they tried to decide what to do. Maybe your group will kill the plague zombies (hint, hint).
Note – I did add rules to the RPG system. One page was not enough for me. It was easy to do so, and I do recommend it.
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Creator Reply: |
Thank you so much for sharing your adventures with us Bob! Amazing to hear that we have users already hacking Mud & Blood and it sounds like Crestkeep was an interesting ride for your party! A massive thanks for your review and we hope you play more adventures in the future! |
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The Dyson Dilemma: A Warp21 Adventure (15 pages, free at DriveThruRPG) is a fun sci-fi adventure for Warp 21 RPG, but I used Doll house D.R.A.M.A. (31 pages, free/pay what you want, same place). I used Four Colonial Marines Against the Darkness of Space (48 pages) as my solo engine. I created four first level characters.
The adventure started with the PCs going to a meeting. They are in an elevator when it stops working. Jana gets out her tool kit and redirects power to the elevator system. It is now working and the PCs get to the meeting. The mission is explained to them, rewards are discussed, and it is agreed that they will get promotions if they can get Sphere Control to work properly. At this point, Garfield the NPC wants to play a gambling game. Tara attempts to use her beauty to get the secret from him. Her attempt fails. She whispers her secret into his ear. Jana successfully pilots their ship to Sphere Control. They start to explore it and Tars searches for something useful. She fails.
In the Communication Room they find Boro the NPC and they talk to him. He does not want to cooperate, so they leave him there. In this same room, Kim repairs the radio. In a long hallway they find a dead scientist with a scalpel in his hand. They use their skeleton keycard to get past a locked door. Soon they encounter the plant menace. Jana is able to get around it and rescue Dr. Roberts. She uses her acid on the heart of the plant menace and kills it. Next, they go to the mainframe and Kim resets it. They successfully get back to Nexus station and get their promotions.
Note - It took me about an hour to create the characters and about two hours to go through this fun adventure.
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The Dyson Dilemma: A Warp21 Adventure (15 pages, free at DriveThruRPG) is a fun sci-fi adventure for Warp 21 RPG, but I used Doll house D.R.A.M.A. (31 pages). I used Four Colonial Marines Against the Darkness of Space (48 pages) as my solo engine. I created four first level characters.
The adventure started with the PCs going to a meeting. They are in an elevator when it stops working. Jana gets out her tool kit and redirects power to the elevator system. It is now working and the PCs get to the meeting. The mission is explained to them, rewards are discussed, and it is agreed that they will get promotions if they can get Sphere Control to work properly. At this point, Garfield the NPC wants to play a gambling game. Tara attempts to use her beauty to get the secret from him. Her attempt fails. She whispers her secret into his ear. Jana successfully pilots their ship to Sphere Control. They start to explore it and Tars searches for something useful. She fails.
In the Communication Room they find Boro the NPC and they talk to him. He does not want to cooperate, so they leave him there. In this same room, Kim repairs the radio. In a long hallway they find a dead scientist with a scalpel in his hand. They use their skeleton keycard to get past a locked door. Soon they encounter the plant menace. Jana is able to get around it and rescue Dr. Roberts. She uses her acid on the heart of the plant menace and kills it. Next, they go to the mainframe and Kim resets it. They successfully get back to Nexus station and get their promotions.
Note – the Dollhouse D.R.A.M.A. system is a d6 pool system. I would also describe it as a resource management game. It is not perfect, but I love it. It took me about an hour to create the characters and about two hours to go through the adventure.
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For the last few days, I have soloed my way through A Cularian Presence which is a Star Wars Living Force Adventure. The system that I used to play it was Fail Forward RPG System (27 pages). For the solo engine, I changed four lines in the Ultimate Alien Anthology sourcebook for Star Wars RPG (2003). I created six player characters.
The adventure starts in the town of Artom on the planet of Cularin. The PCs watch a 3D holographic image of Velin Wir. He explains his future plans for the planet. The townsfolk are not impressed. The PCs follow some of them into a bar. Inside, the PCs talk to seven NPCs. The Trandoshan PC hits it off with a human female. He leaves with her and he misses out on the whole adventure. He has a great time. Next, Darin comes into the bar yelling out a warning. He is followed by a group of security guards from one of the local trading houses. They take him out of the bar but something doesn’t seem right. He is put in a speeder which starts to move down the street. The five PCs hail a taxi vehicle which just happens to be a modified A-A4B truckspeeder. The PCs tell the driver, “Follow that speeder!”.
The chase goes through the town and then an open area. When the jungle is spotted ahead, two speeder bikes come in behind them and start shooting. PC Rod the Rodian shoots and hits Kerner. Kerner’s speeder bike crashes into a tree. PC Silia the human female temporarily blinds Bont with an illusion (a force ability). He crashes his speeder bike into another tree. At this point, the truckspeeder develops a control problem. Rod is able to fix it, but he does take some electrical damage. The vehicle chase leads them to a compound (of pirates). The PCs hide and watch. They decide that they are going to attempt to blow up the two enemy speeders. As they try to set this up they are spotted. So, the PCs steal the two speeders instead. So, they now have three vehicles and when they get back to the jungle/open area border they are stopped by some Cartel members on speeder bikes. The PCs are escorted to a bunker facility. They have a conversation with Velin Wir and both sides are asking questions. Silia uses her Affect Mind ability to convince Velin to send one of his patrols with the PCs in an attempt to take down the pirates. When this combined group reaches the pirate compound, they discover it is in chaos. The pirates are attacking each other and everything that moves. The PC Mark the Mon Calamari takes damage.
Soon, all of the pirates are dead. Loot is taken from the compound and dead bodies. The PCs put on the rings that they find. The PCs take samples of the food and drink that they find. The PCs contact the authorities and tell them about what happened. The authorities show up wearing protective clothing. They take all of the loot except for the rings the PCs are wearing. They quarantine the PCs and Cartel members that are with them. The PCs get scolded for their actions. The samples are tested by the authorities and it is determined that the drinks that the pirates created from the jungle fruit did alter their behavior and minds. The next day, the six PCs get back together and discuss their strategies for the future.
Give this RPG a try!
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During the last few days I have soloed my way through a fun adventure, Hell Night Hijinks (20 pages, free at DriveThruRPG). This adventure is designed for Neon Lords of the Wasteland, but I used Wushu: Black Belt Edition (192 pages). To solo it, I changed four lines in Trick or Treat a Tunnels & Trolls Halloween Solo. I created four first level characters. The adventure started when the PCs heard about the Hell Night event. This is when, for one night a year, the veil between terra-realm and the terror-realm is so thin that all hell breaks loose. When tricks and treats fill the streets of all the humanoid sectors and all the unspeakable horrors wreak havoc. The PCs decided to go check it out.
When they got there, they listened to The Carnie, put on their costumes, and then entered the Warehouse of Horrors. They entered a dark room, found a bronze key, and soon found themselves on a dangerous conveyor belt. My geomancer PC saw its weakness and plunged his eight inch spiral metal spike into that spot. There was a loud grinding sound and then the belt stopped working. They discovered the secret and moved into the next room. They then used the bronze key to get to the mirror maze. When the PC Clarine looked into the mirror, a doppelganger, which looked like her, stepped out of the mirror, attacked, and killed her. The PC named Willy held out his plastic pumpkin and said, “Trick or treat”. The doppelganger put a severed finger into it and then just stood there with a blank look on its face. The PCs were able to escape the maze by using blindfolds. Next, they found the dungeon set of rooms where they saw The Executioner. Hack gives the PCs his stuff and then fights the enemy. Hack dies, the two remaining PCs retreat, and then blow up the enemy and part of the building with the C4. They escape the building through the damaged wall.
Determined to get better treats, they enter the McRonalds. This time they get a “Slimefinger” and a razor blade apple. When they try to get treats from a house, Willy gets hit by a poison dart that came from the occupant. They move around the corner and Willy heals himself. The two PCs go to the back door and try to get in using their lock pick. When this fails, Art the geomancer shoots the door with his semi-automatic pistol. They enter through the destroyed door. They are now face to face with two brothers. They are middle-aged, have goat eyes, and are wearing t-shirts. One is a Franken Berry shirt and the other is Frute Brute. They are armed with switchblades. Art and Willy kill them. They gather up the loot in this home: pink fluffy candy, two switchblades, a poison dart, and a blow dart tube. Well, the PCs have had enough of this crazy event. They leave the location and head back home.
Maybe you will have better luck. Give this RPG a try!
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During the last few days I have soloed my way through a fun adventure, Hell Night Hijinks (20 pages, free at DriveThruRPG). This adventure is designed for Neon Lords of the Wasteland, but I used Wushu: Black Belt Edition (192 pages, free/pay what you want, same place). To solo it, I changed four lines in Trick or Treat a Tunnels & Trolls Halloween Solo. I created four first level characters. The adventure started when the PCs heard about the Hell Night event. This is when, for one night a year, the veil between terra-realm and the terror-realm is so thin that all hell breaks loose. When tricks and treats fill the streets of all the humanoid sectors and all the unspeakable horrors wreak havoc. The PCs decided to go check it out.
When they got there, they listened to The Carnie, put on their costumes, and then entered the Warehouse of Horrors. They entered a dark room, found a bronze key, and soon found themselves on a dangerous conveyor belt. My geomancer PC saw its weakness and plunged his eight inch spiral metal spike into that spot. There was a loud grinding sound and then the belt stopped working. They discovered the secret and moved into the next room. They then used the bronze key to get to the mirror maze. When the PC Clarine looked into the mirror, a doppelganger, which looked like her, stepped out of the mirror, attacked, and killed her. The PC named Willy held out his plastic pumpkin and said, “Trick or treat”. The doppelganger put a severed finger into it and then just stood there with a blank look on its face. The PCs were able to escape the maze by using blindfolds. Next, they found the dungeon set of rooms where they saw The Executioner. Hack gives the PCs his stuff and then fights the enemy. Hack dies, the two remaining PCs retreat, and then blow up the enemy and part of the building with the C4. They escape the building through the damaged wall.
Determined to get better treats, they enter the McRonalds. This time they get a “Slimefinger” and a razor blade apple. When they try to get treats from a house, Willy gets hit by a poison dart that came from the occupant. They move around the corner and Willy heals himself. The two PCs go to the back door and try to get in using their lock pick. When this fails, Art the geomancer shoots the door with his semi-automatic pistol. They enter through the destroyed door. They are now face to face with two brothers. They are middle-aged, have goat eyes, and are wearing t-shirts. One is a Franken Berry shirt and the other is Frute Brute. They are armed with switchblades. Art and Willy kill them. They gather up the loot in this home: pink fluffy candy, two switchblades, a poison dart, and a blow dart tube. Well, the PCs have had enough of this crazy event. They leave the location and head back home.
Maybe you will have better luck. Give this a try!
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