Flashing Blades a solo RPG campaign, Part 5 - A coach and a chateau.


 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.

Before we begin with the next scene, a quick reminded that I am using the oracle from Zathrum solo engine with elements from MUNE added to that, also I use an online random verb generator and other word generators where necessary to prompt me when I get a little stuck for what happen next.  which, as this is my first attempt at Flashing blades solo or otherwise, is very much likely to happen. 

Scene 3 - The distinguished traveller and the coach.

The PC's have eaten and are now aware of the possible murder, I set up scene 3 by rolling on both the theme and the complication table in Zathrum 2.2, by some chance I get the following rolls

Theme - roll on d20 = 10, New Equipment 
Complication - roll on d 20 = 17, Troublesome Equipment.

this leaves me lost for now, what equipment, new or otherwise, can they get and how can it be faulty.  I decided to stick with the result though, something will turn up.
Next I want to determine if the characters want to stay in the village and find out what's going on or leave the place as quickly as possible, I figure that to leave the village may well draw attention and, if murder has been committed, draw suspicion to them, it may be best to stay, also as Artos and Guilaume both want to go to Paris to sell their wine and Elaine and Rosalie want to get as far from Paris as Blois, there will be some conflict as to which direction to travel in. I decided to let the Probability table in Zathrum make the decision for me.  I make a straight d20 roll on the probability table, Choice A = chance of staying, Choice B = chance of leaving.

Probability roll d 20 = 5, result, 25 %  of choice A, 75% chance of choice B (so a big chance they will leg it out of the village).
I now roll d100 and get 13, so they actually decided the best thing they can do is stay in the village and perhaps find out who is behind whatever has taken place.

Our PCs get up to leave the tavern but before they do, Elaine stops and asks the village gossip, Denis, if he knows anything more.

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"

Denis the village gossip tells the PC;s that he was out walking the other evening when he came upon  Madam Pompadour, the Barons wife that is, with a man whom he did not recognise near an old signpost just outside the village, he noticed they were behaving suspiciously.  When he said bonjour to the couple the man became rude and abusive toward him, Denis could only assume that they were indeed engaged in a private tryst.

Denis, finding himself centre of attention keeps talking at Elaine, although saying nothing of much further use. 

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"

Denis the NPC only stops talking at Elaine when a distinguished looking man walks into the tavern, he is dripping with sweat and somewhat out of breath.  He orders a drink from the the tavern owner and asks if she knows anyone who can help him as his coach has lost a wheel and he and his coachman have been unable to repair it (this fits both the new and faulty equipment theme and complications).
Artos steps up to the man and pretends that he is well versed in wheel repairs and he and the PC's will be happy to help.

I ask the oracle if the Gentleman accepts the PC's offer, roll d20 =13, d6=6 so 'Yes' and +1 intervention point.

The man is very grateful for the kind offer and gladly accepts their help, he tells them that the coach is a good 20 minute walk for the village.

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

As they walk along the road towards the coach, Guilaume notices an old signpost pointing towards a hill and small wooded area, he also notices that there is no path, just the sign.

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.

The sign is rotting and a strip of wood from the sign is missing so you are unable to make out the words, Guilaume says he supposes that it is for an old path that is no longer used.

The Gentleman tells the PCs that he has passed this way on numerous occasions, in his coach admittedly, but he has never noticed this sign before.

After about 20 minutes the party arrive at the coach where the coachman is sitting on the grass by the side of the road. 

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).


The traveller thanks the PC's for their help and says that he is Monsieur Dupont, a local banker and on his way to the chateau to talk to his good friend Baron Pompadour, he offers to take the PCs back to the tavern in his coach.

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)

Monsieur Dupont looks grave and says that he has had his doubts about the Barons wife and her loyalties to him but finds it hard to believe the Baron would have her murdered.  

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'

Dupont suggests that the PC's should travel with him to the chateau and see the Baron to tell him what they have said, the PC's agree and I advance the plot to the point where the coach and its occupants arrive at the chateau.

Scene 4 - the Chateau Heras.
 
 I set up scene 4 by rolling on both the theme and the complication table in Zathrum 2.2, by some chance I get the following rolls

Theme - roll on d20 = 6, New Friend
Complication - roll on d 20 = 13, Change of Mission.

I roll on the Mission table d20 = 10, Capture

Again, I am unsure as to where that will lead us or what it all means, one thing to keep in my mind is that the PC's current mission is really to find out who has been murdered, now that seems to have changed to Capture, capture who or what?  I will just have to see what happens as I work through this scene.

The coach carrying Dupont and the PCs enter the rather strange shaped Chateau Heras, an odd cross of grand manor house and castle.  As the coach pulls up in the chateau grounds two of the Barons retainers greet the arrivals.

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

At that moment a cook runs out of the chateau a large pan of red hot strawberry conserve in one hand and a meat cleaver in the other, she throws the pan and its contents in the direction of monsieur Dupont as the two servant draw swords and rush towards the unfortunate Gentleman.

Stats for ruffians -
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
            Weapon, Sabre (Exp 10) Chance to hit 8 or less
                Unarmed Combat Chance to Hit 9 or less
B    Strength 11, Dexterity 13, Endurance 9, Luck 11 HP 10
               Weapon Sabre (Exp 12) Chance to Hit 10 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

The cook shouts a warning and flings the pan and its scalding hot contents toward Dupont and the ruffians, Dupont, thinking it is aimed at him, sidesteps which is enough to stop the ruffians striking him this time, the cook misses entirely, the pan clatters to the ground, jam splatters everywhere but causes no damage to any thing,

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. 

The fight was short and a little retainers, outnumbered and overpowered, both badly hurt.

I ask the oracle if the cook knows the two men, roll d20 = 4, d6=5 so 'No (as long as)'

The tells the Dupont and the PC's that she does not know them, she says she will never forget their faces now, not as long as she lives.

I ask the oracle if the cook knows if the Baron is safe, roll d20 = 9, d6 = 5 so 'No (While)'

She continues that while the staff were preparing the midday meal, bandits, ruffians, including these two men, came, forced their way into the chateau and locked up all the staff, she managed to hide until she saw the coach pull in, recognising it as monsieur Duponts coach she grabbed the conserve pan which she had left bubbling on the stove , grabbed the cleaver and came running out, she fears for the Baron and his wife's safety.

I ask the oracle if the 2 ruffians know where the Baron is, roll d20=1, d6 = 5, so 'No (on the contrary)'

They make out that they have no idea who this Baron is you are asking about.

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.

The ruffians cannot, or will not, say who asked them to guard the chateau.

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),

The cook is unsure of where the rest of the servants may have been held, if she was locking someone up, the cellar would be the best place though.

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)

Artos and Guilaume decided they will stay and look after the two ruffians and look after the coach with the coachman.  Dupont, Elaine & Rosalie follow the cook through the chateau down to the cellar, they find the cellar door locked.

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)'

The cook doesn't herself have a key but surprisingly, in order for staff to easily get into the celler there is a key kept hidden under a barrel just by the door.

I ask the oracle if the key is still under the barrel, roll d20 = 19, d6 = 1, a straight 'Yes'

The cook takes the key and opens the door

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).

The Barons wife is in the cellar but she has been tied up, gaged and looks in a bad shape. They give her a glass of wine to help revive her, she recognises Dupont and tells him that someone, a hitman, an outlaw, wants to kill the Baron, she implores him to find and capture the man before its too late, at that point she passes out.

Next time, the hunt for the Baron and a Killer.
Flashing Blades a solo RPG campaign, Part 5 - A coach and a chateau. Flashing Blades a solo RPG campaign, Part 5 -  A coach and a chateau. Reviewed by Wild Duck Models on August 29, 2021 Rating: 5

No comments:

Powered by Blogger.