Solo 'Through Sunken Lands RPG', a Tilly and Moonwane adventure, session 2

Before I get on with the adventure.

As with the first part, I have no idea where this is going to lead Tilly and Moonwane, just that they need to get some silvers together before morning so they can pay for a passage on a ship leaving for the Southern Continent.
I happened upon 'Into the Sewers Environment Cheat Sheet on themudworldblog.com which has some cool random tables for delving into underground sewers and I think it will be a big help with this part of the adventure, at the moment I am not sure how I will use it exactly, I suspect it will be a case of seeing what comes up when rolling on MUNE GM emulator.  I also found a great sewer map on Dyson's Dodecahedron blog which I will use bits of for my sewer map.
As with the first session, we will be using the following toolkit for the game,

Through Sunken Lands and other adventures RPG
MUNE GM emulator
UNE for any NPS that may come up
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.

I left my two characters, Tilly and Moonwane, descending a flight of stairs leading to the underground sewers, I know from when I rolled on the tables to create Tilly that she had been to forgotten underground crypts in the sewers, although I guess if there had been anything of worth in said crypts, Tilly or some other person would have cleared them out but never say never and so,


Let the adventure begin.

we start this scene with 0 intervention points brought over from the last scene as we ended with an intervention, 'advance plot', which we did by sending the duo down to the sewers.


 

 I ask the oracle if there is anything unusual about the sewers here, roll on d6 = 1 'No and'

As they descend the stairs the alter from the temple above closes over the entrance and what little light there was is extinguished.
"Do you have a torch of any description" Tilly asks in a rather curt manner "otherwise we are not going to find our way".
Moonwane being use to the Thief, replies, "just wait a couple of minutes, your eyes will adjust to the darkness, trust me, you will see enough to get to the next exit",  he takes Tilly's hand and leads her down the stairs.  From above there is a sound of doors being broken open, "I think we made it out of there in the nick of time, don't worry Tilly, that alter will only move for two people, one is in the South, I am the other".
"I would rather take my chances up there than walk through this rat infested warren in the dark", Tilly replies, sounding less than happy about her situation.

At the bottom of the steps, they pause allowing their eyes to adjust to the darkness, Tilly makes out a door directly in front of her and to the left a second door.  Tilly asks Moonwane what is behind the doors.  Moon says that the door directly in front of them is a store room for the temple, he has never been allowed to enter it, to the left the door opens into a long passageway leading to the sewer itself.

Tilly decided there may be something useful in the store room but Moonwane says the door is magically sealed.
I ask the oracle if the door is magically sealed, roll d6=1, 'No and'
Tilly tries the door with her lockpick set from her thieves tools, the door is not magically locked and, rolling 5 against her intelligence, is easily opened.
Both Tilly and Moonwane walk into the room, both search the room for anything that may be useful to them.
I ask the oracle if  they find anything useful roll d6 = 3, 'No but'
I generate two random words and get Suffer' & 'Guard'.
Tilly and Moonwane search the room in the gloomy darkness they find nothing of use they are about to give up their search when out of the corner of the room a Ghoul appears.
HP 9
AC14
Attack +3 to hit, 1d4 damage (claw)
Notes, Deadly Touch, anyone touched by a ghoul must make a roll vrs paralysis or remain frozen for 1d4 combat rounds.
I need to know if either Tilly or Moonwane (or both) are surprised by the ghoul.  To do this I ask the oracle , first Tilly who has an alertness skill so I roll 2 dice and take the lowest score to reflect this, d6 = 3 & 4, 3 is the lowest so 'No but'.
So Tilly is not surprised but, maybe she cannot attack the ghoul because she is too far away, ask the oracle d6 =6 'Yes and' (also 1 intervention point)
Tilly is too far away to attack the ghoul and, can she warn Moonwane, ask the oracle, d6=6, yes (I drop the and part also a second intervention point)
So Tilly has warned Moonwane, he is not surprised, I ask the oracle if he is able to attack the ghoul, roll d6 = 4, 'yes but', so he attacks but only with his sword not his enchanted battle axe.

Moonwane spins round drawing his sword and thrust it at the oncoming ghould, roll d20= 16, +2bab bonus +1 strength bonus = 19, a simple hit, rolls d8 for damage, 2 +2 str bonus = 4 damage to the ghoul not enough to stop it.
The ghoul lashes out at Moon, roll d20 to hit = 20, slashing him across his face, roll for damage d4 =3, so Moon takes 3 hits and must make a poison saving roll to avoid being paralyzed.  Moon needs 14 or more on d 20, rolls 17 so he is not paralyzed.

Tilly is able to attack this round.
Tilly draws her runesword, it glows with a blue aura as she rushes to Moon's aid, rolling d20 to hit = 9, she fails to land a blow on the ghoul.
Moon slashes with his sword, roll d20= 17, 20 with his bonuses, rolling d8 for damage =2, this time he has made sure the ghoul can do no more harm.

Moon turns to Tilly, "well, I wasn't expecting that, what in the name of the balance was the old priest keeping a ghoul in here for, there isn't anything worth protecting'.

'Maybe we just didn't spot it as we are in such dim light', Tilly scours the room, 'maybe we should look again'.

I ask the oracle if they find anything of use this time, roll d6 = 2, 'No'.

Moon shrugs his shoulders. 'There is nothing here Tilly, just junk and stuff for the temple, if there is anything of value, I can't see it, we need to move on'.

Tilly agrees and they leave the room.  As they do so the door locks itself, inside a ghoul stands up and moves to hide in the darkest corner.

They go to the second door, it is stiff to open but Moon manages to force it, he has been here before.

They enter a room with 4 cells, each cell has old iron bars as doors, although it is dark they can see the room and cells are empty, Moon leads them towards a portcullis which bars their progress.

Tilly takes a hold of the portcullis bars but they wont budge, "looks like we have gone as far as we can go Moon, what now?".

Moonwane moves to the wall on his left hand side, "I have been here many times, there is a lever right...".

As Moonwane pulls a lever in the wall, the portcullis rises, the two pass through into a long straight corridor, as they walk down the corridor a few rats dash past them but otherwise nothing, they pass through an opening at the end and are at a  path running alongside the open sewer.

Moonwane leads Tilly to the right, they quickly reach a bridge made by a few planks of wood over the sewer water.


Moonwane tells Tilly to wait by the planks, there is an entrance to a tavern nearby, he knows it well, he will go and see if they can get out of the sewers that way, he will shout if it is safe to do so.

I ask the oracle if there are any signs of the thugs who are after Tilly in the tavern, roll d6 = 6, 'Yes and' (+1 intervention point,), thats the third intervention point, so I roll on the intervention table, roll d6 = 3, Entity Negative.
I roll d12 on Into the Sewers NPC table and roll a 12 resulting in Thugs. (roll 1d6 to see how many = 2)

Moonwane disappears down a little offshoot of the main sewer, Tilly waits by the little makeshift bridge, before long Tilly hears a splashing noise and Moonwane reappears holding a torch aloft, running as quickly as he can, followed fairly closely by two thugs.

Thugs -
HP 4 each
AC14
Attack +0 to hit, 1d8 damage (longswords)

Tilly rushes to Moons aid, drawing her runesword, she rushes the two thugs as they climb out of the water onto the patch
Tilly rolls d20 to hit = 5, she fails to strike a blow on either thug.  I ask the oracle if they can strike back as they are both getting out of the running water, roll d6 = 3 'No but'
The thugs cannot strike back at Tilly this combat turn but Moon cannot attack either, although he does draw his battle axe.

Tilly gets to attack first again, roll d20=3, her rune sword seems to be working against her.
Moonwane strikes next, roll d20 = 17 an easy hit doing 4 points of damage, just enough to put one thug out of action.
Tilly is spared any damage this round as the thug she attacked fails to land a blow on her.
Tilly tries to hit the thug a third time, again he fails rolling only 8 this time, lucky for her Moon fairs better, rolling 16, an easy hit again with his enchanted battle axe, causing 7+2 damages.  The second thug is brought down.

Moon searches the two thugs and finds 14sp on their persons, a small help towards theit passage to the south should they get out of the sewer alive.  He pushes the two bodies into the water and they start to float away from.

"Best we get out of this place quickly" Moon tells Tilly "that noise could bring us goodness knows what unwanted attention, we can't get out through the tavern, quick, over those planks to the other side, we need to find a different exit".

The two of them make it over to the other side of the sewer stream, Tilly pushes the planks into the water, it would not stop them being followed from that direction but it would slow anyone down.


They notice an open entrance into a passageway to their left, it is quite a short passage, the end of which they find a locked wooden door barring their way.  Tilly attempts to pick the lock, she needs to make an intelligence test with a +1 for having a lock pick, she rolls 3.  The lock is easily picked and the door opens.  
They continue walking down the corridor, a long u shaped corridor, this sees them double back on themselves, There is an opening to their left which they enter in the hope that it may lead to an exit, they find themselves in a room with a door on the furthest side from the way they entered.

I as the oracle if there is anything in the room, roll d6 = 6, 'Yes and' (also +1 intervention point)
I roll d 12 on the into the sewers 'features' table, rolling 8, sacrifice alter.

In the centre of the room there is an alter and it seems a sacrificial ritual has been performed recently down here.  The door behind the alter is locked.

Tilly tries to open it, rolls 20 on d20, she fails to pick the lock, this door has been made to stay shut.  They decide to leave the way they came in and continue down the corridor. This leads them to a third locked door.

Tilly tries her luck with this one, rolling 2 against her intelligence ability, she easily passes and the door is unlocked, it swings open leading to a straight corridor which seems lead to a dead end.  Tilly's rune sword begins to glow blue again.

"I think there must be something magical here Moon, thats got to be why the sword glows"

Moonwane agrees and they search for a secret door. 

 I give them a roll against Tillys Int ability again, with a bonus of +1 for her alertness skill and +2 because Moonwane is helping.  She rolls d20 = 16, they just spot a secret door.
I ask the oracle if they can open the door, roll d6 = 5 'Yes'

With some effort they both force the door open, ahead of them stairs lead up and out of the sewers, they decide to go up them, though they have no idea what awaits them at the top.

We will find out what happens in session three, the cultists.
If you missed Session 1, it can be read here

Solo 'Through Sunken Lands RPG', a Tilly and Moonwane adventure, session 2 Solo 'Through Sunken Lands RPG', a Tilly and Moonwane adventure, session 2 Reviewed by Wild Duck Models on October 25, 2021 Rating: 5

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