Weasel and Kid Sinister - a solo RPG, session 2

In the City everything is free, yet comes with a cost.



The Airship Pilot.

* Do Weasel, Kid S and Rook manage to get out of Nemos Bar before the Law arrive? 

*  - Yes, but...

*  I get a random icon from Game-icons.net, it is a picture of a microscope lens, so I decide there is an airship in the sky watching events down below through an optical device. 


Weasel, Kid and Rook make it out of the entrance to Nemos Nook and take off down a side street just moments before several electric vehicles draw to a halt, twenty or more Law Enforcers get out of the vehicles and enter Nemos, Weasel slows down, thinking how lucky they were then he glances up and sees a Law Enforcement Airship hovering above, he knows these things have spy glasses that pick out runners, he crosses his fingers hoping they have not been spotted.

* Has the Airship spotted Weasel, Kid and Rook

*  - Yes, but...

* I use the 'But table' in d6demiurge to find out what the but means
* A nearby obvious associated bane is overcome.

The Airship sweeps a searchlight across the rooftops and streets and picks out Weasel, Kid and Rook, Weasel pulls a pistol out of his pocket, aims it at the Airship and fires.

* Roll to hit: 6 (needs 4+ to hit)

His shot hits and smashes the search light, the side street goes dark again and Weasel and his friends continue running.  When they finally slow down they are near the squat where they have made home.

* I ask the oracle if anything else happened to them on their way home

*  - No, but...

*  I get a random icon from Game-icons.net, it is a picture of a padlock, so the entrance to their squat has been locked, boarded up and barred.


* Is there another way into the squat?
*  - Yes, but...
Another random Icon, this time a Winchester Rifle, someone with a rifle maybe


* Is there someone else outside with a weapon?
*  - Yes
Is there more than one person?
*  - No
* Is the NPC known to the hero's
*  - No

* I generate a random NPC using SoloistRPG and get
* Hif Klomo, a devious, treacherous Airship pilot. (Undistinguished)
* To help find out what he is doing here I get two random verbs, Trick & Communicate.

Kid Sinister sees that a boarded up window may be easy to undo with his knife and give access to the squat and hopefully their possessions.  As he attempts to prize the boarding from the window a man dresses in Airman's clothing and carrying a rifle steps out of the darkness and stands before the trio.  
Weasel puts his hand on his pistol and asks the stranger what he is doing here, Hif replies that he could ask the same of them, seeing as how they are attempting a break-in.   
Before Weasel, Kid or Rook can do anything, Hif lowers his rifle and tells them that he is a friend of Lavanta's, she had asked him to help them, she told him that they are looking for a girl named Shona who may have gone to Coldhaven,  He has a small airship and has a cargo to take to Coldhaven in the morning, he would be happy to take them to there, it is far safer by airship, they would never make it there walking through the wildlands, bandits, slavers or worse would get them well before they made the northern town.

Kid Sinister walks up to Hif and looks him straight in the eye and asks him what's the catch, what's the cost, Hif replies there is no catch and the ride is free, he is going to Coldhaven and offering to take the trio as a favour for his friend Lavanta.

* I want to see if Kid is deceived by Hif so I roll a 6 sided die for each of them, highest wins,

* Hif rolls 6, Kid rolls 3, so Kid takes Hif at his word.

Kid nods to Weasel and says that Hif seems genuine, Weasel asks Hif when and where he is leaving from.  Hif gives them directions to the mooring and tells them he is leaving dead on 9am the next morning, he will see them then.

As Hif wanders off, Kid resumes breaking into the squat, he makes fairly short work of breaking and entering and the trio climb through the window.
* I ask if their possessions are still there 
*  - Yes

The house has been boarded up but it seems no one went inside, they eat what little food they have, share the last of Weasels strange blue green alcohol and manage to get some sleep.  In the morning they gather up their meagre belongings, Weasel tells them to say goodbye to the place and to the City, there is no coming back.

It was no more than a half hour walk to the airship mooring, 
* I want to know if anything happened on the walk there 

*  - No

* I ask if there is anything amiss at the mooring
*  - No

The trio make their way to Hif's airship and he welcomes them aboard, he tells them his crew have almost finished loading the ship and they will be departing shortly, if the wind is good they will be in Coldhaven in 5 or 6 hours, he tells them to make themselves comfortable and enjoy the journey.

Shortly after take off, one of Hifs crew comes to the trio with food and drink.
* I roll d6 for each of them to see if they take the meal and if they notice it is drugged, 1-3 they eat and drink, 4-6 they notice something is amiss

Weasel
* Roll : 1
Kid Sinister
* Roll : 2
Rook
* Roll : 3

All three are hungry and happy to have a meal, shortly after eating all three are out for the count.

When they come around the airship is moored again, they find their hands are bound and Hif and his crew are all pointing guns at them, Hif smiles and tells them to get to their feet, each of them are manhandled off the airship and awaiting them is a group of bandits, one of whom speaks to Hif and looks over the trio, he haggles with Hif over a price for the three, soon a deal is struck, as Hif walks back to the Airship, Kid manages to stand in his path and tells Hif he is a dead man walking, Hif pushes Kid out of the way and laughs as he walks past, telling them they will never see him again. Weasel, Kid and Rook find themselves captive to the slavers somewhere in the depths of the wildlands.

Weasel and Kid Sinister - a solo RPG, session 2 Weasel and Kid Sinister - a solo RPG, session 2 Reviewed by Wild Duck Models on February 28, 2022 Rating: 5

No comments:

Powered by Blogger.