Solo 'Through Sunken Lands' RPG, Part 3, the swamp.

 


Breakfast at the Tanners Wife Tavern

Time 6:40am 
Date 12th March
Weather - Clear, very light wind and a little warmer than normal for the time of year.

Tilly is up and about, making enough noise to ensure the PC's are up and about as well, she seems anxious to get everyone up and ready to move on.  The oracle is asked if everything is normal in Tavern, roll od d20 =14, d6 = 6 so that's a straight 'yes' and another +1 intervention point (3 intervention points now, so we have to roll on the MUNE intervention table).  Roll d6 =4 so we get 'advance plot' on the intervention table, I take that as they are able to quickly get on their way.

GM - everyone is up and about, Tilly is keen to get moving and Melonie Tanner has prepared everyone a good hearty breakfast.  Tilly doesn't hang about, as soon as she has eaten she is sorting out the horse and cart, goodbyes are said to Melonie Tanner, it certainly seems as if the two are well acquainted, and Tilly sets about hurrying the PC's along.

ALRIK - we don't have any provisions, is there anywhere we can buy food from in the village.
    Roll on Oracle d20=1, d6 =1, so that a straight 'No'.

GM - its  just gone 7am and there is no place open to buy provisions, the village is a sleepy little place and even the local farmers are just getting up and out.

SANA -  I have a few silvers left, I will ask Melonie Tanner if she could sell us bread and maybe cheese or a pan of left over stew even.
    Roll on Oracle d20=18, d6=5, so 'Yes, (Surprisingly).

GM - Melonie Tanner comes out of the Tavern, without being prompted she has brought out enough bread, some cold cuts of meat and fruits, enough to see you through until evening, she hands them to Tilly and even though Tilly offers for Sana to pay for the food, Melonie refuses to take any money, she wishes the group well on their journey and tells Tilly to not leave visiting the tavern so long in future.  With that, Tilly gets the horse and cart moving and the group are on their way, after leaving the village, Tilly turns of the track and heads East across grassland for just over and hour, finally reaching a wood.

The oracle is asked if  anything happens as they move through the woods, roll on d 20 = 2, d6 =1, so a straight 'No'.

GM- the woods slow the journey down as you have to pick your way through carefully with the horse and cart, it takes 3 hours to travel the 4 miles through the woods but all is quiet and you encounter nothing out of the ordinary, eventually you find yourselves at the edge of a swamp.

DORANUS - a swamp!, can we get through a swamp with a horse and cart?
    Roll on Oracle d20 = 11, d6 = 5,  so a 'Yes, (apparently)'.

GM - Tilly apparently has been here before and she knows there is a track through the swamp, it is not great but is good enough for a horse and cart to move slowly along.

The oracle is asked if  anything happens as they move through the swamp, roll on d 20 = 12, d6 =4, so a straight 'Yes (while)'. 

GM - you  make good progress along the old swamp track, then about two miles in you are stopped in your tracks by a decaying fallen tree which has blocked the track.

Everyone makes a strength test to see if it can be moved and a roll of 4 means it can, I roll to see how long it takes and roll 1d20 = 12, so 12 minutes to shift it.

GM - the five of you work hard to move the fallen tree, it is large and you have no way of using the horse and cart to help shift it, it takes you 12 minutes to move it sufficiently to allow the cart to pass.  Just as get the tree moved you are all attacked by a swarm of nasty insects.

ALRIK - we should all take cover, I dive under the cart

GM - okay, you all need to take a wisdom check, anyone who fails will dive into the water instead of under the cart, and you all take 1 hit from the swarm regardless.

ALRIK - 1 roll 4, under the cart I dive.

SANA - a 17 for me, way over, I am in the swamp.

DORANUS - a 9, under the cart I go to

MARIANNE - A rotten 11, one less and I would be fine, now I end up in the water and wet.

GM - Tilly passes her wisdom roll easily, so she remains dry.  The swamp water is really rotten, sulphurous smelling stuff, Marianne and Sana must make a further check against wisdom of they swallow a lot of the putrid water.

MARIANNE - a 4, I pass this time, I am dripping with this vile smelling water but at least I haven't drank any.

SANA - another 17! Fail.

GM - Sana takes a further hit point, she has to be rescued from the swamp and has swallowed a lot of water, Sana, you become really ill, too ill to travel far, non of you have any cantrips or spells to help her.

DORANUS - we will carry on slowly and see if there is anywhere we can camp for the evening, hopefully Sana will be recovered by the morning.

Roll on Oracle to see if there is any place to camp, d20 = 14, d6 = 2, so 'Yes, (if)'.

GM - you have not gone far when you see to your left a rather dirty looking old hut raised from the water, if you leave the cart on the path you can walk to the hut, Sana will need to be carried somehow.

MARIANNE - okay, we can uncouple the horse and put Sana on its back.  Does the hut seem deserted.
    Roll on Oracle d20 = 10, d6= 1, so a straight 'No'.

GM - Tilly scouts ahead, she returns back with news, the house is occupied, a strange looking man is sat inside.

And thats where we shall end for now, in part 4, the hermit and the journey continues,


Solo 'Through Sunken Lands' RPG, Part 3, the swamp. Solo 'Through Sunken Lands' RPG, Part 3, the swamp. Reviewed by Wild Duck Models on September 21, 2021 Rating: 5

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