Solo 'Through Sunken Lands RPG', a Tilly and Moonwane adventure, session 3
0 comments at October 31, 2021Before I get on with the adventure.
Randomlists.com for a few verbs if I need a hint to work out what is going on.
Leaving the sewers.
Hit Points 27
Armour Class 17
Labels: Solo RPG's, Through Sunken Lands
Solo 'Through Sunken Lands RPG', a Tilly and Moonwane adventure, session 2
0 comments at October 25, 2021Before I get on with the adventure.
Randomlists.com for a few verbs if I need a hint to work out what's going on.
Into the Sewers Environment Cheat Sheet as mentioned above.
Let the adventure begin.
I ask the oracle if there is anything unusual about the sewers here, roll on d6 = 1 'No and'
Moonwane strikes next, roll d20 = 17 an easy hit doing 4 points of damage, just enough to put one thug out of action.
Labels: Solo RPG's, Through Sunken Lands
Solo 'Through Sunken Lands RPG', a Tilly and Moonwane adventure, session 1
0 comments at October 21, 2021Preamble.
The two characters.
Tilly, a level 3 Rogue.
Base Attack Bonus 1, Initiative 6
Strength 11, Dexterity 14, Constitution 9 Intelligence 13, Wisdom 12, Charisma 13.
Armour Class 13 (leather armour), Hit Points 18, Fortune Points 5
Skills - Trapping, Deceit, Alertness, Gossip, Stealth
Class Attributes, Fortune Favour, Highly Skilled
Trait - Gifted Climber
Weapons, 2 hand crossbows, dagger, rune sword
A local Aristocrat owes Tilly a big favour.
Rolling for the various table in the playbook I get the following
Base Attack Bonus 2, Initiative 3
Strength 15, Dexterity 10, Constitution 12 Intelligence 12, Wisdom 11, Charisma 13.
Armour Class 16 (Chain armour, breast plate), Hit Points 18, Fortune Points 3
Skills - Fleet
Class Attributes, Knack, Weapon Specialization (Battle Axe, +1 to hit, +2 damage)
Trait - Defender of the Balance
Weapons, dagger, sword, enchanted battle axe.
Owns - a token of the balance.
Toolkit for this adventure.
MUNE GM emulator (its simple and works for me, so for now I will stick with it)
UNE for NPC's
randomlists.com for when I need a random verb or three.
Let the adventure begin
AC 14
ATTACK +0 to hit, 1d8 damage (longsword)
Labels: Solo RPG's, Through Sunken Lands
My first Through Sunken Lands RPG adventure has come to a close, I thought it wasn't going to happen, just trying to find the time to fit the last part of the adventure, the mini dungeon crawl, in proved difficult but today I stole some time and completed it.
Did I enjoy the game, yes I did, I really like the rules but I already knew that as they are the same as Beyond the Wall, for me the adventure worked, having a reason to head off adventuring, having an end point to get to, in this case the mini dungeon, certainly helped and the oracle threw up some interesting encounters along the way, including a side adventure which kept my interest going.
I felt engaged with the four characters I had created and want to see them progress with further adventures. I also enjoyed the part played by Tilly the thief, although she was an NPC, there was no reason she could not have been my PC and the other four allies, that would have worked just as well, so maybe I will revisit Tilly at some point, I am curious to see how her relationship with Karloak develops, he is certainly more than just an old hermit, and I don't know why he keeps a watchful eye over Tilly.
The four characters, Alrik, Doranus, Marianne and Sana left heading to see if they could find Gedyel Moodlum, the warden at Karmble Hold having seen the ship that sails through land, that should lead to an interesting adventure itself and I feel Gedyel Moodlum has an important part to play in future games. The whole thing seems to be moving in a very Michael Moorcock direction, which is not surprising really as I am a big fan of his books and loved Stormbring RPG, I still have the GW 3rd edition.
Sadly, the adventures did not find the treasure Tilly hoped to get, indeed we never found out what the treasure was. Should I have allowed the characters to simply find the secret door that would have opened the way to the final showdown, it was an option but the characters failed to find the secret door and so be it, even in solo play there has to be a chance of failure. Maybe Tilly will try again, maybe Karloak will offer more help, or maybe not.
So what's next? For now I intend to leave Jundarr and the Sunken lands, I really want to go back to Beyond the Wall and Other Adventures, back to my first five Characters, Corvus, Hugo, Strawberrie, Rhian and Karina the Bard, after much debate with myself I came to the conclusion that they were still my best bet when it came to exploring the fantastic 'Bay of Spirits' by roan Studios, so my next adventure will be based around Winterton, those five characters and Beyond the Wall. In addition, look out for a new world building series for my Chivalry and Sorcery 5e games, that will begin in my next post, also got a lot of minis to paint, so more details photos and some 'how I paint things; on those as well.
Finally, I think I will drop my Zanthum 2.2 and MUNE hybrid oracle for now, I have never used Mythic so I am going to try it out, if it works for me great, if not, back to the hybrid.
So there is lots going on in my solo chainmail and sword head, maybe no as much time to devote to it as I would like, but that's just the way life is.
Cheers!
Labels: Beyond the Wall, Solo RPG's, Through Sunken Lands
Solo 'Through Sunken Lands' RPG, Part 7 - the final chapter of this adventure
0 comments at October 10, 2021The final journey.
Time 9am
Date 16th MarchWeather - Overcast.
Tilly leads the party over the mountains, the journey is difficult and slow but eventually the begin the decent to the grasslands on the other side. Thankfully for the adventures this part of the journey is very uneventful, as evening approaches Tilly leads them to a cluster of ruins from ages long past. The ruins are deserted like most of the land around here and the party set up camp for the evening, taking it in turns to keep watch although non of the group are able to get much sleep.
Time very early
Date 17th MarchWeather - Very overcast.
As Tilly leads you further east, the land becomes inhospitable, nothing seems to live in this remote part, you pass forests of dead trees, grass is brown and decaying and streams full of foul putrid water.
AC 12
Tilly rolls 3 on d 20 missing again, her adversary also misses.
DORANUS - Thanks Sana.
GM - you are a little bruised from that action but all of you are able to carry on, there is another corridor leading further in to the cavern complex, it twists and turns but before long you enter a second cavern (location 2 on map).
Nebroz, Lesser Demon of Chaos
![]() |
Nebroz, Lesser Demon of Chaos |
AC 17
Attack +5 to hit, 1d6 damage (claw or shove)
Alignment Chaos
XP 480
Notes: Although Nebroz can take any form, he choses to appear as a large, grotesque large purple humanoid with three odd shaped eyes, large drooping mouth, sharp teeth and many horns at the top of his head.
Labels: Solo RPG's, Through Sunken Lands
![]() |
Karloak the hermits cottage |
The wayside inn in the mountains.
Time 7am
Date 15th MarchWeather - Overcast and raining.
As you wash down your food with ale from the bar, Martisha Vinetalker, the inns owner, appears from the kitchen and makes her way to your table.
AC: 12
Attack: +0, Weapon and breath
1-3, spear 1d6 damage
MARIANNE - I will fire my crossbow at the next neares, roll to hit = 17, damage roll 4, thats a hit and a kill.
MARIANNE - I will aim one more arrow at the wounded Lawte, see if I can finish him, roll d20 =17, d6 =5 so a hit and it takes a further 5 hits, a third one is dead.
Tilly rolls saving roll for poison, d20=20 so she passes.
SANA - I charge the leader, poison saving roll 19, poisonous breath has no effect, roll to hit with my spear is 15, a hit, I do d6 = 5 points of damage.
I ask the oracle if Marianne and Alrik can get one final shot at them, roll d20 =17, d6 =6, so 'Yes' and +1 intervention point
They follow the river to the edge of the woods and with the light of their two torches for help, find their way back to the inn.
Labels: Solo RPG's, Through Sunken Lands