Our four adventurers have now all become acquainted with each other and are, as we start this new scene, sat in l'ostel Chateau Heras having just finished what the landlady, who is also the owner of the tavern, passes for a midday meal, they discover that a strange loud cry they overheard on their way into the village may actually have been a murder, in fact the local gossiper that has just come in to the tavern, announced that it was in fact Baron Pompadours wife, however this has yet to be confirmed as more than local hearsay.
Complication - roll on d 20 = 17, Troublesome Equipment.
Question to oracle "can village tell us anything more", roll on d20=19, d6 =1 so a straight yes.
I now generate four random words to try and get an idea of what Denis knows and get
"behave", "post", "rude" & "private"
As Denis has been talking for a while, I ask the oracle if anything else happens in the tavern before the PC's leave, roll on d20 = 19, d6 = 6 so a yes and +1 intervention point.
I ask oracle if someone else enters the tavern, roll on d20 = 13, roll on d6 = 1 so a straight yes.
I roll 1d8 and check my NPC list to see who enters and get 8 so the new NPC is a distinguished traveller.
I also roll for 2 random words and get "Drip" and "Pretend"
I ask the oracle if the Gentleman accepts the PC's offer, roll d20 =13, d6=6 so 'Yes' and +1 intervention point.
I ask the oracle if anything happens on the walk to the stricken coach, roll d20 = 10, d6 =6, so a No and +1 intervention point.
We now have 3 intervention points so an intervention occurs, roll on table = 6 so "wild" intervention
Question to orecal, can the PC's read anything on the sign, roll d20 = 13, d6 = 5, so thats a Yes (But)
I generate two random words to help work out what the but means and get Strip & Suppose.
I ask the oracle if anything happens whilst we fix the wheel, roll d20 = 10, d6 =6 so No +1 intervention point
I ask if we are able to fix the wheel, roll d20 = 17, d6= 6, a straight Yes and another +1 intervention point (+2 intervention now).
Elaine and Rosalie eagerly tell Monsieur Dupont about the murder and how the victim may well be the Barons wife, Elaine also describes the earie cry they heard coming from the direction of the chateau earlier in the day.
I ask the oracle if Monsieur Dupont seems shocked by the news, roll d20 = 1, d6= 3, so No(on the contrary)
I ask the oracle if Monsieur Dupont will take the PC's to see the Baron, roll d20 = 11, roll d6 = 6 so Yes and a third intervention point, so another roll on the intervention table, roll d6 = 4 giving the result 'advance plot'
Complication - roll on d 20 = 13, Change of Mission.
I roll on the Mission table d20 = 10, Capture
I ask the oracle if the scene start as is should do, roll d20 = 4, d6 = 1, a straight No!
I use MUNE's TWENE table to see how the scene might be altered, roll d10 = "Wild Positive"
I generate two random verbs and get Scorch and Jam
I run with the only idea that comes into my head
Cook (fem)
Strength 5, Dexterity 17, Endurance 6, Luck 10 HP 8
Weapon - Meat Cleaver (Exp 10) Chance to Hit 8 or less
missile weapon Chance to Hit 5 or less
Unarmed Combat Chance to Hit 5 or less
Retainers (mal)
A Strength 13, Dexterity 7, Endurance 9, Luck 17 HP 12
Unarmed Combat Chance to Hit 9 or less
Unarmed Combat Chance to Hit 9 or less
I am not sure why the cook is throwing the jam at Dupont so I turn to the Zathrum probability table
roll d20 = 7, so
A- she is in league with the two ruffians 35%
B- she is trying to warn Dupont and the pan is really aimed at the ruffians 75%
roll on d100 = 86 so its option B
COMBAT:
Round 1 -
Rosalie is first to react (Dex 17) and jumps out of the coach, rapier in hand, and moves to attack ruffian A
The cook, screaming and brandishing her meat cleaver, moves to attack ruffian A as well.
Artus and Elaine are the next two to move, both jump down from the coach, Artus brandishing his rapier, Elaine her foil and they move to stop ruffian B from attacking Dupont.
Ruffian A is able to move to Dupont
Guilaume stays in the coach and loads his pair if matchlock pistols.
Ruffian B tries to move to attack Dupont
The Coachman starts to load his Matchlock Musket. (matchlock firearms take two rounds to load)
Rosalie is the first to attack, slashing with her rapier, she needs 12 or less on d20 to hit the ruffian but rolls 13, a near miss.
Next the cook attacks ruffian A with her cleaver, needing 7 or less to hit, d20 roll = 16, a miss.
Both Artus and Elaine attack ruffian B, they need less than 11 and 12 respectively to hit, Artos rolls 4, a hit, Elaine rolls 14 a miss. Artos inflicted a serious wound on the ruffians left leg and inflicts 4 points of damage.
Ruffian A still manages to slash at Dupont with his sabre, needing 9 or less to hit, roll = 10, a miss.
Ruffian B is unable to do anything more this turn.
Round 2 -
Rosaline lunges at ruffian A, who sidesteps so she needs 6 or less to hit, rolls 12, a miss.
The cook slashes with her cleaver again, 7 or less to hit, roll 1, she does a massive 7 points of damage to his right arm.
Artus and Elaine both attack ruffian B, both slash, Artus rolls 5, aiming for the ruffians leg again, causing 2 points of damage to the torso, Elaine rolls 19, a bad miss.
Ruffian A has lost the use of his right arm, I give him a 10% chance of continuing to fight as he may be left handed, he rolls 19, so he surrenders.
Guilaume has finally loaded his pistol but decided not to shoot in to the melee.
Ruffian B although badly wounded in his leg, slashes at Artos, rolling 17 a miss, then at Elaine, rolling 12, not enough as Elaine easily dodges out of the way.
Dupont just moves further out of the way and the coachman finishes loading his musket,
Round 3-
The fight is almost over, Rosalie and Dupont disarm ruffian A and lead him away from the fight, the cook drops her meat cleaver in shock at the wound she inflicted on ruffian A.
Artos and Elaine both step back from ruffian B who attempts but fails to slash at them both with his sabre.
Guilaume, pointing his pistol at Ruffian B, orders him to drop his weapon, realising he is now unable to carry on the fight, ruffian B drops his sabre.
Suddenly there is a loud bang, everyone looks at the coachman who has fired his musket roughly in the direction of ruffian B, thankfully no one got hit.
I ask the oracle if the cook knows the two men, roll d20 = 4, d6=5 so 'No (as long as)'
I ask the oracle if the cook knows if the Baron is safe, roll d20 = 9, d6 = 5 so 'No (While)'
I ask the oracle if the 2 ruffians know where the Baron is, roll d20=1, d6 = 5, so 'No (on the contrary)'
I ask the oracle if the 2 ruffians came here to kill the barons wife, roll d20 = 6, d6 = 3, so 'No (in order to)'
They say that they have no knowledge of any Baron or his wife, that they were just told to guard the courtyard and stop any strangers from entering the chateau.i ask the oracle if the ruffians can tell the PC's who told them to guard the chateau, roll d20= 6, d6 =6 so a straight 'No' and +1 intervention point.
Dupont and PC's don't think they are going to get anywhere with the two ruffians.
I ask the oracle if the cook knows where the rest of the servants are being held, roll d20 = 7, d6=5, so 'No(If),
I ask the oracle if the cook can take the PC's to the cellar, roll d20= 16, d6 = 6, so 'Yes' and +1 intervention point (now 2 intervention points)
Can we hear any noises behind the locked cellar door, roll d20= 10, d6 =2, so 'No (apparently)
"hello" shout Dupont, "anyone here", no reply is forthcoming, apparently there is no one behind the door.I ask the oracle if the cook has a key to the celler, roll d20 = 3, d6=4, so 'No (surprisingly)'
Is there one in the door, roll d20 = 6, d6= 3, so 'No (in order to)'
I ask the oracle if the key is still under the barrel, roll d20 = 19, d6 = 1, a straight 'Yes'
I ask the oracle if the staff are in the cellar, roll d20 = 8, d6 = 4, so ,No(but)'
I ask the oracle if anyone else in in the cellar, roll d 20 = 15, d6 = 6, so a straight 'Yes' and a further intervention point, 3 intervention points, we now roll for the intervention
roll on d6 = 2, so Entity Positive.
I ask the oracle if it is the Baron, roll d 20 = 9, d6=6, so a straight No +1 Intervention point
I ask the oracle if it is the Barons wife, roll d20 = 13, d6 = 4, Yes (but).
Labels: Flashing Blades
Flashing Blades a solo RPG campaign, Part 4 - The road to Hèras and l'ostel
0 comments at August 19, 2021I am using the Zathrum 2.2 d20 oracle with elements of MUNE GM emulator. For random words and some other random things, I use randomlists.com
Scene 1 - On the road to Chateau Heras.
Artus and Guilaume are sat on their cart on which is also three barrels of wine, their two draught horses are finding it fairly easy going even on the dirt track that passes for a road in these parts.
They are about a mile out of the village of Château Hèras in the beautiful Loire Valley. It is a fine late summer morning, and they can tell by their empty stomachs that it must be getting on towards midday, they can see the village up ahead and hope they can find a tavern and food.
I ask the oracle if Artus and Guilaume are the only travellers on the road? Roll d20 = 2, d6 = 4. so 'No(and)'
I ask the oracle if someone is coming towards the PC's from the village? Roll d20 =15, d6 = 6 so 'Yes' and +1 intervention point
I roll on the the random encounter table in the Flashing Blades rule book and get '2d6 cavalrymen', 2d6 roll = 6
Artos and Guilaume see a group of cavalrymen coming toward them out of the village.
Artos "six horse up ahead, look like Dragoons to me, could be trouble you think"
Guilaume "just keep going and try not to make eye contact, with luck they will ignore us and keep on their way"
I ask the oracle if the cavalry stop the PC's? Roll d20 = '15', d6 = '4' so 'Yes(in order to)'
I ask the oracle if the cavalry want to know what we are doing here? Roll d20 = '3' d6 = '3' so 'No(Surprisingly)'
I use a random word generator to try and get an idea for why they stop the characters and it gives me 'Transport, Lighten'.
I read that to mean they want some of the wine the the two PC's have on their cart.
As our two PC's near the troop of Dragoons, the troop commander raises his hand, signalling them to halt, he walks his horse around the cart, finally stopping beside Artos, the other five troopers block the road.
Dragoon Commander "wine in those barrels is it? Decent stuff? My men's canteens are in need of a refill, we had hoped to buy some at the Tavern back in the village but it was closed, perhaps you could oblige us, I am happy to pay".
Artos "only the Loire's finest sir, I am sure we can accommodate you and your men for 10 Livre a canteen".
I ask the oracle if the Dragoon commander will pay that amount? Roll d20 = '8' d6 = '2' so 'No(but)
Dragoon Commander "10 Livre! Perhaps you would care to offer a sample for my men, if you expect such a payment we should be sure we are getting the Loire's finest".
Artos "I will fill your canteen for free sir, such faith I have in my wines quality".
The commander takes Artos up on his offer and a barrel of wine is opened much to Guilaumes disgust.
I ask the oracle if the Dragoon commander is willing to pay 10L for each canteen of wine? Roll d20 = '20', d6 = '3' so 'Yes(on the contrary)'
The commander is delighted with the wine and eagerly agrees to pay the asking price commenting that it was probably far too good for his troop. Artos agrees but holds his hand out for payment before filling the troopers canteens with his wine.I ask the oracle if the commander pays first? Roll d20 = '15', d6 = '6' a straight 'Yes' and +1 intervention point (now at 2)
I ask the oracle if the dragoon commander answers? Roll d20 ='1', d6 = '4' so a "No(on the contrary)"
I ask the oracle if the Dragoon commander accepts Artos' haughty reply? Roll d20 = '8', d6 = '4' so 'No(but)'
I ask the oracle if the dragoon commander believes Guilaume? Roll d20 ='19', d6 = '4' so a "Yes(and)"
Guilaume - "just get this cart moving forward, don't even glance back, just put some distance between us and them"
I ask the oracle if anything else unusual happens between here and the village? Roll d20 ='11', d6 = '6' so a straight "Yes" and +1 intervention point = 3, an intervention takes place.
I roll on MUNE intervention table and get "advance plot".
I decide 'advance plot' would be a perfect opportunity to introduce another PC
I make it a 50/50 chance for the Lady to be either Elaine (0-50%) or Rosalie (51-00%).
Roll on d100 = '10', so it is Elaine that appears from the trees.
Elain tells the two men that she had spotted the dragoons a while ago and felt it best to keep out of their way, her attention then turns to the barrels of wine, she tells the two PC's that she knows the owner of the local tavern and she may be able to get them a good price, (of course, Elaine does not know the tavern owners at all).
I ask the oracle if anything else happens to the PC's on their way to the village? Roll d20 ='8', roll d6 = '2', so 'No(but)'.
I generate two random verbs and get "shrug" and "Whine"
I ask the oracle if the tavern is as expected inside? Roll d20 = '20' Roll d6 ='6' so a straight yes and +1 intervention point (currently 1 point).
Looking at the list of NPC's created in part 3, I decided that the tavern owner will be the 'touchy shopkeeper'. Business is not good and those few villages who frequent her inn will not be interested in fine wines.
I allow Elaine to use her Bargaining skill, to make a sale she will have to roll against her Wit but with a -2, so she will need to roll 13 or less rather than her natural Wit of 15.
She rolls 15, a failure.
Finally, the tavern owner brings the 4 PC's their meal and a bottle of wine. They are just finishing eating when a villager rushes into the bar, full of themselves and announces to the tavern owner,
Labels: Flashing Blades
Flashing Blades a solo RPG campaign, Part 3 - Notes on the Oracle and setting the first scene
0 comments at August 16, 2021I am going to use the oracle and some of the other tables from ZATHRUM d20 RPG solo engine written by Riccardo Fregi and worth looking up, a quick online search should locate it for you. I am going to mix it up a little with some of the MUNE tables and I am hopeful that this will give me the sort of gaming experience I am looking for.
The Zathrum Oracle offers a 50/50 chance of yes or no, but in addition to the usual Yes (but), No(and) you get results like Yes(if) or No(on the contrary) which I feel adds to the game, I will roll 1d6 along with the d20 and also consult the following table
Die Roll Result
1 Straight Yes or No
2 - 5 As d20 oracle result
6 Straight Yes or No
On a roll of 6 I increase the Intervention points by 1 and use intervention points as per MUNE.
Now, using UNE NPC emulator , I roll up a few 'possible major NPC's', who may or may not get used during the game.
Baron Pompadour, a calm, confident noble. much stronger than the PC's,
Prosecute, Lust
Hinder Stories
Depress Zeal
(I will work out what all this means when or if the NPC comes into Play).
Madam Pompadour, a neglectful Noble, much stronger than the PC's
Accompanies Criminals
Secure Success
Follow Contraband
(again, I will work out what all this means when or if the NPC comes into Play).
Foolish Priest, Slightly weaker than the PC's, Rob Church
Indifferent Judge, Slightly weaker than the PC's, Advocate Allies
Touchy Shopkeeper, Comparable to PC's, Depress Oppressed
Sinful Hitman, Slightly Stronger than PC's, Defile Compassion
Delightful Outlaw, Comparable to PC's, Discourage Legends
Prying Villager, much weaker than PC's, Conquer Advice
Dignified Traveller, Comparable to PC's, Possess Composure
(I will work out what all the above means if they come into the game).
At the start of each scene I will randomly determine if any of the above enter the game, although some locations may demand that one of the above NPC's is involved, for example, if the PC's are at the Chateau, the Baron will be there.
Finally, I try and get a rough idea of what this adventure is about, I use the tables in SoloistRPG for this and get
Who - victim of crime
What - elimination
Why - revenge
Where - Group
How - accident
Complication - environment
That will give me something to work with, indeed I already am already getting the seeds of an idea that the Baron is perhaps suspicious of his wife and, with hitmen and outlaws in amongst the PC's, things could get out of hand and nasty very quickly.
The first scene will be set up to ensure the 4 PC's all become aware of each other, possible joining forces and working together for their common good. I would hope that as a result of what happens in this first scene the group will get pointed in the direction of the actual adventure, if not I will shove them in that direction.
We will start from that point in part 4.
Labels: Flashing Blades
Flashing Blades, a solo RPG campaign, part 2 - A few thoughts and the characters.
0 comments at August 15, 2021A dilemma to resolve.
Flashing Blades, my solo campaign.
This campaign will be ,as Mark Pettigrew put it, 'the France that could of been rather than the France that was'.You will find that gentleladies can fence and brawl as well as any gentleman, indeed, they may be better, we may have female soldiers, and what if we add a little bit of horror in the mix as well, cults trying to summing up demons, witches and sorcerers performing their dark arts in rural villages and Parisian slums, in this France, indeed world, (High Seas adventure anyone), anything could and should happen.
Thoughts on the characters, personalities and motives.
I roll twice on the personality table and get 'Grim and Calm', certainly a life of constant fighting would make you grim and you would need to be calm in the face of the enemy to survive. Rolling on background I get 'Stranger in a Strange Land', I know that he is French so France will not be strange to him but having spent most of his life in the army, civilian life will feel strange to him.
I roll once on Personality table and get 'Ascetic' (anything else I could roll on the table is likely to make nonsense of that roll, so I stop there), I roll once on the Positive Attribute table and get Charismatic, I decided not to roll on background because the one that really fits is 'Always on the Run'.
In part three, the adventure will begin.
Labels: Flashing Blades
The village of Château Hèras.
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Layout of the village and Chateau Heras. |
Labels: Flashing Blades, Solo RPG's
Blood in the Snow - Roundup.
Strawberri insisted that Rhian be taken to her home where she could look after the stricken woodsperson, Culdus helped take Rhian there and the two friends remained with her that night. Hugo, badly injured returned to his home, only Karina remained in the inn, given a room by Martain.
Gilio Korte, the Herbalist, visited each of the party, giving each one of his healing salves to help mend wounds.
A few days later, the snows has melted enough for the Merchant and his wife to be able to leave Winterton, with a few Wyvern Guardsmen taking them as far as Dove's Crest. Life in the hamlet returned to its normal harsh winter self, for now at least.
Beyond the Wall RPG.
The rules themselves are nice OSR style rules, easy to pick up and play, ideal for solo play when you have 4 or 5 PC's to handle, once I got playing the game the only times I needed to check the rules was to see how spells worked and to remind myself of the monsters stats.
Jaunt. Blood in the Snow, the hamlet of Winterton.
Labels: Beyond the Wall
Rules: Beyond the Wall by Flatland Games.
Adventure: Blood in the Snow, Roan Studios
Solo GM Emulator: MUSE
Scene 2: The Snow Tunnel.
PC's and NPC. Hugo de Winter the would be knight (PC), Culdus the devout acolyte (PC), Rhian the Forester (PC), Strawberri the Fay Foundling (PC ) Old Mercenary (NPC, Possible PC), Merchant Wife (NPC),Martain Wicklow (NPC), The Merchant (NPC), Karina Lankrit (NPC bard, Possible PC)
Our young hero's are now very damp, a little cold and not in the best of spirits, they all realise it is to late to turn back now and press on, they know the missing merchant must be here somewhere.
They all safely reach the top of the steps and the tunnel ahead of them widens allowing them to walk 2 abreast again, Hugo, holding the last torch, and Karina take the lead, Strawberri and Culdus just behind, Rhian is last, her flame sword illuminating the rear.
They now walk down a long icy passage way, it is still damp and very slippery underfoot. As they near the end of the passage there is a slight bend in the tunnel, they hear a loud sploshing and what seems like raised voices grumbling about something, sadly they cannot make out any meaningful words.
Hugo raises his torch - "Shissss, something is coming this way, drop ba..."
Before Hugo can finish his sentence, two Redcaps appear round the corner and, seeing only Hugo and Karina, they begin to charge towards the group of young adventures, Hugo is quick to respond and charges towards the Redcaps, given no choice, Karina follows, just a few steps behind Hugo.
Combat - First Round.
Hugo has the initiative and rushes towards the first Redcap, he gets the first strike - roll on d 20 =1.
Hugo slips on the slush as he runs towards the Redcap and falls on the wet ground.
Karina is next, she slides in to the second Redcap, her black sword slashes the Goblin, rolls on d20 = 15, she hits and causes 2d8 damage = 15 hits, one redcap is done for.
The one remaining Redcap lashes out at anyone (rolls 8 on d20) but manages to miss both Karina and Hugo.
Strawberry tries to sneak around the back of the combat to strike a redcap from the rear. Ask Oracle "does Strawberri successfully sneak behind" roll on 1d6 = 5 'Yes'.
Combat - Second Round.
Strawberri has the initiative, she strikes from behind with her dagger, roll = 16, a hit. The iron dagger causes double damage to the redcap (roll 2d4 = 5).
Hugo is still getting up from the ground so Karina attacks the Redcap next, roll on d20 = '5' a miss, she decided she can afford to lose a fortune point allowing her to re-roll, this time a 2, she still fails to hit the redcap who, although injured, still lashes out wildly at Karina, roll on d20 = 3, a miss
Combat - Third Round,
Strawberri still has the initiative, she rolls 15, a clear hit, and stabs the redcap again in its back, she cause's 2d4 damage again, rolling 3 & 4, 7 hits, the Redcap crumbles over, breathes one last breath and falls to the ground like its compatriot.
Culdus, who has been standing watching the whole combat, along with Rhian, walks over to Hugo and helps him up of the ground
Hugo - "I would have had that goblin but he tripped me up, made me lose my balance"
Roll against Hugo's charisma, (obviously a lie but Hugo does not want to lose face and he has a deception skill giving him -2 to his roll), d20roll = 9 -2 = 7, he persuades the rest of the gang he was tripped.
Rhian walks up to Strawberri and hugs her friend, there is an audible sigh of relief from Strawberri.
Rhian - "you did well Berri, lets move on"
Strawberri - "I had to do something Rhi, I just want to get away from here, something is just not right with this place, I'm a little scared Rhi".
Rhian smiles, "me to Berri, me to!".
Karina picks up both caps from the heads of the two Redcaps and pushes them into her jerkin.
Culdus - "what are you collecting those for Karina?".
Karina - "they will give credence to my next song at the Blue Goose, a girls gota do...".
Culdus shakes his head - "fine, fine".
The adventurers head further into the icy tunnel, again Hugo and Karina lead the way, Culdus just behind them with Srawberri and Rhian last.
The next location in the tunnel is described as containing a trap, I decide to simply ask the oracle if any of the party set the trap off, roll on d6 = 4 'yes but'.
The trap triggers just as Strawberri and Rhian pass by it, falling boulders of ice crash down but just miss hitting the unwary party, the noise however is enough to alert 2 Redcaps nearby, who rush to see what has triggered their trap.
Question to Oracle, "do the party hear the Redcaps coming towards them?" Roll 1d6 = 2 "no"
The tunnel up ahead is very dark and the noise of the falling ice boulders has drowned out any sound the Recaps made, they burst out of the darkness into the surprised adventures and the Redcaps can strike first, Hugo and Karina are their nearest targets.
Combat Round 1
Redcap 1 attacks Hugo, roll on d20 = 1, the Redcap completely fumbles his attack.
Redcap 2 attacks Karina. Roll on d20 = 6 (+3 attack bonus makes 9), another miss.
Combat Round 2.
Hugo has gathered his composure and strikes the Redcap, Roll on d20 = 10 (11 with his attack bonus), not enough to harm the Redcap with its AC14,
The Redcap fights back rolling 7, not enough to damage Hugo in any way.
Karina rolls 6 for her attack, no luck for her either, Redcap 2 rolls 13 (16 with it +3 bonus), and rolls 2d4 for damage, rolling 3, Karina is hurt but not badly.
Question to Oracle "can any of the others help in the fight?" roll d6 = 5 'yes'
Can Rhian help? roll on d 6 = 2 'No'
Can Strawberri help? roll on d 6 = 6 'Yes and' (a second intervention point)
And can Culdus help as well? roll on d6 = 4 'Yes' (we ignore the but)
Strawberri is able to fire off a shot at Redcap 1 with her sling, she rolls d20 = 20, the Redcap is hit but suffers only 1 point of damage.
Culdus is able to attack Redcap 2 with his Staff, he rolls 11, the Redcap is unhurt.
Combat Round 3
Strawberri is able to get another shot at the Redcap, but only rolls a lowly 6, her shot misses.
Hugo attacks again with his sword, an 8 this time, no luck, the Redcap retaliates, rolling 8 as well, with its +3 bonus its still not enough to harm Hugo.
Karina attacks the 2nd Redcap, rolling 14, a lucky hit on the goblin causes 2d8= 9 damage and the the Redcap drops to the ground.
Combat Round 4
Again Strawberri is able to fire a stone from her sling at Redcap 1, rolling 15, another hit, 3 damage this time.
Hugo strikes next, rolling 4, a miss but Karina is next to him and is able to attack as well, rolling 1, she is not even close. The Redcap, injured by has one more strike at Hugo, rolling 5 a miss, it decideds it may be time to run away.
Question to oracle "is the Redcap able to run away" roll 1= 'no but'
The Redcap turns to run but is not quick enough, Hugo attacks and rolls 15, a hit, his sword does 2d8 damage = 9, the Redcap is finished.
The fight over, Culdus turns to Karina, "Another blood red cap to add to your collection, you took a nasty hit there but you seem fine".
Hugo checks the other Redcap and finds a copper neckless (worth 5cp), he decides to leave it and just hands the Hat to Karina.
The party move on, the icy tunnel leads into a dark cave opening in a rocky wall, There is a sour odor in the air and no light emanates from inside the pitch black cave.
The cave walls are of natural stone and wet with condensation. The rocky floor is uneven, rough, and slippery in places. Small bones (mostly animal) and scraps of filthy cloth are scattered about.
As the party procced they enter a wide chamber.
Ask Oracle if the chamber is as written in the adventure, roll d6 = 6 'yes and' (a third intervention point).
Rolling a 4 on the intervention table gives me 'Advance Plot'.
The party should encounter 2 zombies but I use the Advance Plot to ignore any interaction with the undead.
The chamber is empty and you are able to press on, encountering nothing else until you come to a chamber off to the right of the cave, illuminated by a sickly yellow glow, this appears to be a sleeping chamber as there are numerous makeshift beds in it. 6 Redcaps are devouring what looks like a recently killed corpse.
Question to Oracle, "we enter the chamber and try to sneak up on the 6 Redcaps, do we surprise them?"
Roll on d6 = 3 'no but', they spot you but late.
The party sneak up to the Redcaps who are slow to notice the adventures, I allow the party a free attack on the Redcaps.
Combat Round 1.
Strawberri attacks Redcap 1, rolling 14, she hits with her dagger and rolls 2d4 damage = 5 hits
Rhian attacks Redcap 2, rolling 3, no good, she uses a a fortune point to try again, another 3, no hit
Karina attacks Redcap 3, rolling 6, no luck there, she uses a fortune point, 19 this time, rolling 2d8 damage = 5
Culdus attack Redcap 4, rolling 8, no good.
Hugo attacks Redcap 5, rolling 17, a hit, rolls 2d8 for damage = 10, Redcap 5 is killed.
Combat Round 2
Strawberri attacks Redcap 1 again, a 4, no luck so she uses a fortune point, reroll = 17 a hit, rolling 2d4 again = 7 hits, a second redcap hits the floor.
Rhian against Redcap 2, she rolls 5 a miss, she decides not to use another fait point so Redcap 2 is able to attack her, rolls 15 +3 bonus, a hit, Rhian takes 7 hits, she has only 1 hit point left.
Karina attacks redcap 3 again, rolls 19, a super strike and she does 11 hits, a third Redcap is out of the fight.
Hugo next, he turns his attention to Redcap 6, rolling 19, 2d8 damage = 12, a fourth redcap is out.
Redcap 5 attacks Culdus first, rolls 18, Culdus thakes 2d4 = 3 hits, Culdus rolls 10, he fails to hit the Redcap
Combat Round 3 There are only two Redcaps left in the fight.
Strawberri Strikes at Redcap 2 , a 1 she misses, Rhian summons up what strength she has left and rolls 16, a hit, 2d8 damage = 10, the Redcap is out
Hugo dives in to help Culdus, he rolls 10, a miss, Culdus is attacked again by the Redcap who rolls 2, a miss. Culdus rolls 16, hits and does 1d6 = 2 hits.
Combat Round 4.
The Redcap is surrounded by the party, Strawberri is first to strike and rolls 20, a fine hit with her dagger, she inflicts 2d4 = 7 hits on the last Redcap and it drops to the floor, the fight is over.
The fight was short and bloody and has left Rhian is a poor way, Culdus checks her over and does his best to patch her up, he offers to use magic to heal her but she refuses. The rest of the group search the chamber. The source of the light is a glowing skull and is the result of an enchanted stone placed inside the cavity and used as a light source. The stone has a ‘Continual Light’ spell cast upon it which Culdus dectects as soon as he nears it. Their search of the room revealed little else of worth, there are many filthy furs and rags, a few copper pieces (they find 77).
Question to Oracle "do they find the Winter Wolf Cloak?" roll d6 = 5 'yes'
In amongst the rancid furs they find a fine Wolf Cloak which Strawberri wraps around Rhian, instanty she feels warm and dry, Culdus can detect magic emanating from it.
The party leave the sleeping chamber, Hugo and Karina holding the glowing skull, leads them on, Rhian and Culdus follow with Strawberri behind holding the torch, at the back.
The next chamber the party enter seems to be some kind of storage area, most of which seems to be items taken from local farms and outbuildings, there are a lot of copper items, pots, pans that sort of thing but nothing of much value and certainly nothing worth taking. The party dismiss investigating the chamber any further. The only exit other than the one they came in by is barred by a makeshift wooden door.
Question to Oracle "can Hugo knock it down?" roll = 1 'no and'
Hugo tries to burst it open by charging it with his shoulder and fails, not only that but takes 1d4 hits roll = 3 as a reward for his stupidity.
Question to Oracle "can Rhian burn through it with her Flame Sword?" roll = 5 'yes'
Rhian steps up and draws her sword, using the flame to cut through the wood, within moment's the door drops to the ground and Rhian walks into the next chamber, followed swiftly by the others.
The room has a stench not only of burning wood from the door but of decay. The walls and floor are a dark brown/red colour from being covered in blood. The room is dimly lit by two oil lamps but the skull being carried by Karina further illuminates the room. There is an unconscious human male bound by leather straps against the far wall. He has been stripped and his body covered in crude and strange symbols. A crouched, hideous looking female goblin clad in filthy garments and adorned with tiny bones and skulls(faerie skulls). She is a Shaman and appears to be in the middle of a ceremony preparation and is accompanied by 2 Zombies.
Rhian lets out an almost terrifing scream and charges towards the first Zombie.
Combat Round 1
Rhian lashes out at the Zombie with her Sword, roll d20 = 16, a hit. Roll 1d8 for damage = 5
Even in her week state, her adrenalin keeps her going and she cuts right through the zombie, it turns to dust as it drops to the ground.
Combat Round 2.
Strawberri fires a stone from her sling at the Shaman, roll =20 a hit, the Shaman takes 1d4 damage roll = 3.
The second zombie ambles its way towards Rhian, she has time to take a swing at it with her sword, roll = 3 a miss, she uses another fortune point and re-rolls, this time 16, a hit, rolling 1d8 she inflicts 3 hit points, in her weakened state she is not able to finish off the undead creature. The Zombie lashes out at Rhian, rolls 18, a hit, Rhian takes 3 hits putting her on -2HP, she has to use a fortune point to stabalise her wounds but she is no longer able to fight.
Hugo and Karina both Charge the Redcap Sharman who just has time to cast a heat metal spell at Hugo.
His sword begings to glow red hot and he drop it, his mail shirt to begings to rapidly heat up and he has no option to do anything but try to take it off.
Karina though rolls to see if she hit the Redcap Shaman, roll = 19 a hit, 2d8 damage = 11, its all over for the shaman.
Combat Round 3.
The zombie turns on Culdus but Culdus is able to get a blow on the zombie first, roll 20, a stunning hit with his staff, rolling 1d4 for damage = 3, the staff knocks the zombie to the ground and the fight is over.
Culdus rushes over to Rhian to see what he can do to aid the injured woodsgirl, Strawberry to is in attendance, Hugo picks his sword back up and he & Karina check on the unconscious man.
At that moment the Redcap leader comes charging in from another chamber, with a huge roar he charges at the nearest group of adventures which happens to ne Hugo and Karina.
Combat Round 1.
Strawberri is the first to react, she manages to loose off a shot with her sling, roll 20, 1d4 damage 2.
her shot hits the Redcap but does little to stop him charging in to Hugo.
The Redcap rolls to hit = 5 +7 attack bonus = 12, just enough to catch Hugo off guard, the Redcaps sorcerous blade inflicts 1d8+3 damage, roll 2 +3 = 5, Hugo is down to 2 hit points. Hugo strikes back , rolling 6 a miss, Karina is able to strike as well, rolling 14, good but not enough to hurt the Redcap ChieftainCaldus cast a command word spell on the Redcap chief, causing it to sleep for 1 round (combat round 2).
Combat Round 2.
Straberri rushes in to the fight and gets a free hit on the sleeping Redcap, doing 4 points of hits with her dagger, Hugo and Karina also get a free hit, hugo does 12 points of damage, Karina 13, the Redcap is down to 2 HP.
Combat Round 3
The Redcap Chieftain awakens, its too late for him though, Strawberri is the first to react and rolls 20, a super hit with her dagger, rolling 2 d4, well it doesn't matter, any roll will finish the Redcap Chief, she rolls 4 & 1 though, the final Redcap falls to the ground.
The fight is finally over, Strawberri goes back to her friend Rhian whilst the others release and attempt to revive the naked man. After a while he comes around and they discover he is indeed the merchant they came to find, they wrap the merchant in tatty furs, a bit demining but at least he is covered and warm. Although the party are all weak, cold, tired and badly beaten up, they manage they are able to get Rhian and the Merchant safely out of the cave complex and back to the Blue Goose.
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The Blue Goose Image from Roan Studios Blood in the Snow adventure pdf |
Next - Blood in the Snow Part 5 - concluding notes.
Labels: Beyond the Wall
In this instalment of Blood in the Snow, the young adventures are going to come up against the Redcaps and a few Zombies. Stats for both found in Beyond the Wall, whilst stats for hr Redcap leader and sorcerer can be found in the Wicked Dark supplement, all are slightly different to the stats given in the Blood in the Snow adventure pdf.
Stats for Goblin Redcaps
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Image of Redcap from Fairies by Alan Lee and Brian Froud (1978) |
These wicked faerie creatures look like small wizened men and are armed with wicked swords and daggers. They roam faerie lands in frightening bands and dye their woollen caps with the blood of their victims.
Hit Dice: 2d8 (9 HP)
AC: 14
Attack: +3 to hit, 2d4 (wicked blades)
Alignment: Chaotic
XP: 40
Notes: True Name (a redcap has a true name which gives his foes power over him), Vulnerable to Iron, (they take double damage from iron).
Stats for Zombies
HD 1d6 (4hp)
AC 10
Attack +0 to hit, 1d6 damage.
XP 15
Dead and Mindless (immune to sleep and charm spells)
Stats for Redcap Leader
Hit Dice: 6d10 (33 HP)
AC: 18
Attack: +7 to hit, 1d8+3 (sorcerous blade)
Alignment: Chaotic
XP: 470
Stats for Redcap Sorcerer
Hit Dice: 2d6 (7 HP)
AC: 14
Attack: +1 to hit, 1d4 (ritual knife)
Alignment: Chaotic
XP: 80
Rules: Beyond the Wall by Flatland Games.
Adventure: Blood in the Snow, Roan Studios
Solo GM Emulator: MUSE
Scene 2: The Snow Tunnel.
PC's and NPC. Hugo de Winter the would be knight (PC), Culdus the devout acolyte (PC), Rhian the Forester (PC), Strawberri the Fay Foundling (PC ) Old Mercenary (NPC, Possible PC), Merchant Wife (NPC),Martain Wicklow (NPC), The Merchant (NPC), Karina Lankrit (NPC bard, Possible PC)
Culdus, Hugo, Rhian and Strawberri get back to the tavern.
Question to Oracle "is there anyone out and about in the village?" - Roll 1d6 = 6 'yes and'
Who is it - "Is it Ranogg the old mercenary (most likely)?"Oracle Roll 2d6 take highest score = 3 & 6, so another "Yes and"
Is there someone else with him? Roll 1 d6 = 6 'Yes and'
Using MUNE, for each 6 you roll on the Oracle you get an intervention point, we rolled three 6;s so an intervention takes place. I roll 1d6 on the intervention table and get, you guessed it, 6 = Wild.
I have no idea what 'Wild' should be so I generate 5 random words and get 'Festive', 'Voice', 'Dance', 'Caring' & 'Exclaim'.
From the first three words I decide to introduce a new character, a bard created using the local performer playsheet.
The group notice Ranogg standing at the door of the Blue Goose, there is someone with him, someone holding a lute.
"Karina Lankrit!" exclaims Rhian and she rushes to embrace her good friend the bard.
Karina - "mind my lute Rhi, good to see you all came out to welcome me back from the winter festival"
Rhian - "The snow has cut off all travel from the city, how did you make it back home?'
Karina - "I didn't think I was going to get home, not in this weather, something drove me on though, us Wintertonians are hardy folk are we not, Master Ranogg here has been telling me about the Redcaps, and if Wicklow would open the door to us, we could all get a warm drink and you could tell use what you found, Rhian"
Hugo - "how did you know about the redcap, Ranogg?"
Ranogg - "let's just say someone has to care enough about you to make sure you don't run in to trouble you cannot get out of".
At that moment the door to the Blue Goose opens.
Martain Wicklow - "come in, get by the fire but shake that snow off 'n you all afore you enter, I don't want pools of water all over my floor".
For now I will play Karina Lankrit as an NPC, she may come in as a PC should any of the four PC's drop out for any reason.
Once inside the Blue Goose the group warm themselves by the fire, Martain gives them all a hot drink and they tell of everything they saw and found, the Merchants wife is still distraught, she begs them to help find her husband, to rescue him from the Redcaps for it mush surely be they who have taken him.
"Does she know how their caps get their red colour?", roll 1d6 = 6 "yes and", (1 intervention point),
Question "is it blocked by more snow?" roll = 3 'no but'
Rhian is now in the tunnel to but can only draw her sword this time.
Ask Oracle "is there something else in this area?" roll d6 = 6 "Yes and" (get a 2nd intervention point),
Ask Oracle "is it a Zombie?" roll 5 "Yes".
They pause to take stock of the area and Culdus checks Rhian's wound but it is not serious.
Labels: Beyond the Wall