Solo Toolbox.
For session 1 I had the following Toolkit available to me.
The Wasteland Hack RPG for the rules and setting.
UNE for randomly generating NPC's.
Zathrum 2.2 for help with NPC's and help with setting the overall theme.
randomlists.com to generate three random adjectives to help describe the characters.
The Oracle, although it may not get used in this session, I think its worth saying that I use a mix of MUNE & Zathrum 2.2 for my games. The changes I made to the oracle can be found on a separate page (link here)
Owlbear Rodeo, for keeping track of combat.
The Trading Post
They agree to take him to the trading post if he shows them the way and arranging the car to now accommodate 4 people they set off to the trading post following the directions of the new passenger.
Question, does he recognise someone else? Roll d8 on table 1 = 7 Yes(roll on table 2), Roll d8 on table 2 = 6 (surprisingly).
Go there, get into the building bring back whatever treasure is in there and they can have all the supplies they need and their friend will get the medicine he needs, fail, or don't come back and the sick guy dies and Yinbig will hunt them down as well. He tells them he will loan them an armed truck and Thumas & Mitch can accompany them, help make sure they don't do anything stupid.
Labels: Solo RPG's, Waistband hack
Prolegomenon
When the air turns to ice the return of the hollow ones illuminates the way and sow great misfortune.
My party of five in their quest to recover the bones of St. Agnus and return them to the Far Mountain Abbey, are two days into their journey and one day from Rossgull Harbour. Evening has fallen and they have come upon a busy wayside inn, but all may not be as it seems and before they can enter they are stopped by a Fae Warrior who warns them not to go inside. Strawberri, from the depths of her mind, recognises the Lady of the Fae and knows her true name to be Natritha.
Tools used in the session and other stuff.
For this game session we will be using the following Toolkit
Beyond the Wall and Other Adventures RPG
Further Afield supplement.
Bay of Spirits 12pk of adventure maps (link here)
Various other Bay of Spirits pdfs for background.
50 Winter Encounters by Beyond Horizon (link here)
My adapted Mune/Zathrum Oracle
randomlists.com to generate verbs if I need a prompt to work out what happens next.
Location - Road from Dry Gulch towards Rossgull Harbour , Lower bay region, Bay of Spirits
Date - 24rd/25th December 1512CY.
PCs (click on name to open page with full character stats)
Culdus the young acolyte, Hugo d'Winterton the would be knight, Karina Lankrit the local performer, Rhian the young woodswoman, Strawberri Cottoncloud the fae foundling.
NPC in this session. Natitha Lady of the Fae (Warrior)
The Hollow Ones. Undead resurrected by powerful otherworld magic. they look very much like they did in life but spells and magic which can detect the undead will reveal them as such.
Hollow ones have no soul but can remember their past lives, they can speak and will talk to someone they where close to, like knowing the true name of a creature, if you know the living name of a hollow one you can attempt to command it to do something against its will.
Hit Dice 3d8 (14hp)
AC 16
Attack +3 to hit, 1d6+2 claw attack or as per weapon carried (50% chance of using a weapon, 1-2 Longsword 1d8 +1 hits, 3-4 Battle Axe 1d8+1 hits, 5 Great Sword 1d10+1 hits, 6 Great Axe 1d10+1 hits)
Alignment. Chaotic
XP 100
Hollow ones do not age,
Unsettling Presence, A Hollow One can unsettle a creature it can see within 15 feet of it. The target has disadvantage on the next saving throw it makes within the 10 minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Can only be used once per day.
Dead & Mindless. Hollow Ones are immune to sleep or charm spells.
Session 5.
Scene 4, 24rd December, around sunset.
The door to the inn opens and a jolly looking buxom woman stands at the door, if the party look beyond the woman to the inside of the inn they will see many many revellers yet there is very little noise coming from the rooms inside.
The woman beckons them all to enter the inn to get out of the snow and the freezing night air, "come in, we have fine wines and ales, excellent foot, beds aplenty for the evening too, no need to spend the night in the cold, and you will have good company as well, we have a good crowd here tonight".
Natritha the Fae is quick to warn the party not to do as the woman suggests, "Do not enter, it is all illusion, do you hear the sounds of revellers, the voices of patrons, no, yet look, it is full, do not go inside".
The woman at the door hisses "do not listen to the Fae woman, she is the one who tries to trick you, she wants to take you to her lands on keep you as slaves, in my inn you will find safety, peace and happiness".
Strawberri realises that Natritha the Fae is telling the truth but as she tries to warn the others, the woman at the door grabs Rhian and drags her into the inn
I make a check against the other members of the party to see if they are able to react and help Rhian as she is dragged inside. Strawberri has a Dex of 19 but rolls a 20, a failure, Karina and Culdus both fail too, Hugo has a Dex of 10 but has Athletics skill so I give him +2, he needs a roll of 12 or less and gets a 4, he makes it inside, sword drawn.
I ask the oracle if Natritha or any of the two dogs are able to help, Natritha rolls a No as does one of the dogs, but the second dog gets a Yes(but).
As Rhian gets pulled backwards through the door, Hugo reacts quickly and gets into the inn, sword drawn, one of the hounds with Rhian and Hugo bounds, teeth bares, growling, through the door just before the door gets closed, but as it does so the interior of the inn changes to an old rundown cottage and the buxom woman reveals herself to be a Hag with wrinkled green skin and grey hair. Hugo and the hound rush towards the hag.
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Image by pendleburyannette from Pixabay |
Hag
Rhian is able to strike with her magical sword but her sword swing is poor and she cause no damage to the Hag,
Labels: Bay of Spirits, Beyond the Wall, Solo RPG's
Prolegomenon
When the air turns to ice the return of the hollow ones illuminates the way and sow great misfortune.
Tools used in the session and other stuff.
For this game session we will be using the following Toolkit
Beyond the Wall and Other Adventures RPG
Further Afield supplement.
Bay of Spirits 12pk of adventure maps (link here)
Various other Bay of Spirits pdfs for background.
50 Winter Encounters by Beyond Horizon (link here)
Ford's Faries: A Bestiary, available from DriveThruRPG.com
My adapted Mune/Zathrum Oracle
randomlists.com to generate verbs if I need a prompt to work out what happens next.
Location - Road from Dry Gulch towards Rossgull Harbour , Lower bay region, Bay of Spirits
Date - 24rd December 1512CY.
PCs (click on name to open page with full character stats)
NPC in this session.
Culdus the young acolyte, Hugo d'Winterton the would be knight, Karina Lankrit the local performer, Rhian the young woodswoman, Strawberri Cottoncloud the fae foundling.
The Hollow Ones. Undead resurrected by powerful otherworld magic. they look very much like they did in life but spells and magic which can detect the undead will reveal them as such.
Hollow ones have no soul but can remember their past lives, they can speak and will talk to someone they where close to, like knowing the true name of a creature, if you know the living name of a hollow one you can attempt to command it to do something against its will.
Hit Dice 3d8 (14hp)
AC 16
Attack +3 to hit, 1d6+2 claw attack or as per weapon carried (50% chance of using a weapon, 1-2 Longsword 1d8 +1 hits, 3-4 Battle Axe 1d8+1 hits, 5 Great Sword 1d10+1 hits, 6 Great Axe 1d10+1 hits)
Alignment. Chaotic
XP 100
Hollow ones do not age,
Unsettling Presence, A Hollow One can unsettle a creature it can see within 15 feet of it. The target has disadvantage on the next saving throw it makes within the 10 minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Can only be used once per day.
Dead & Mindless. Hollow Ones are immune to sleep or charm spells.
Session 4.
Scene 4, 24rd December, early in the morning
Current Intervention Points = 0
My party of five young adventures set out very early from Dry Gulch, heading east along the pathway used by the traders and travellers who venture to Wnterton, snow is falling but at the moment it is only light snow and they are able to make reasonable progress towards Rossgull Harbour. Even so it is a two day walk and there are no hamlets or villages on the road between Dry Gulch and Rossgull but they hope to reach one of the few wayside inns that dot the pathway before darkness falls.
(the use of the word 'road' here is a little misleading, between Winterton and the coastal villages, the roads are little more than well worn tracks made by people, horses and wheeled vehicles, wearing a passage through the landscape.)
The party are in reasonable spirits and walk in pairs, Hugo and Rhian with the two hounds lead the way, Culdus and the pack pony (I am calling these two a pair) behind them and Karina and Strawberri just behind Culdus.
Question, does an encounter take place on the road, roll d6 = 6, Yes (+1 intervention point)
Current Intervention Points = 1
Roll d100 for random winter encounter, (from 50 winter encounters pdf) = 76, one hero is hit by a thrown snowball.
Roll d6 to see who is hit by the snowball, 1=hugo, 2=Rhian, 3= Culdus, 4=Karina, 5= Strawberri, 6= a miss , roll = 1, Hugo.
As they walk the pathway near a wooded area, Hugo gets hit on the back of his head by a snowball, the sound of children laughing comes from the edge of the wood behind them, followed by a second snowball. Roll d6 to see if this hits anyone = 4, it hits Karina.
The party spot two children in fine beautiful clothing, the children look no more than 11 or 12 years old and one is mounted on a reindeer. A series of snowballs gets hurled at the party of adventures and the two children are obviously taunting the party.
I make a wisdom roll for each character to see how they react to the children and their throwing of snowballs, all except Hugo make the roll.
Hugo loses his temper, drawing his sword he starts marching towards the two children, "how dare you insult us with your snowballs, come here or I will set the dogs on you", Hugo only seems to draw more taunts and derision from the two children and he is again hit with more snowballs.
Culdus has a folklore skill, so I get him to roll a second time against his wisdom to see if he has any idea who these strange children are. He needs 18 or less on d 20 and rolls a 10.
Culdus shouts at Hugo, "Hugus, wait, they are children of Aurora, do not follow them, they seek to leads us into their trap".
I make an intelligence test for Hugo to see if he heeds Culdus, he needs to roll 8 or less on d 20, its a 10.
As more snowballs come hurtling towards the Hugo, he starts to run towards the Aurora Children, who in turn begin to move deeper in to the woods but still within snowball throwing distance of Hugo, who shouts at Rhian and the children, "get back here you little swine's, I'll teach you a lesson you will never forget, Rhian, set those dogs on them".
The other four members of the party, realising the two children are probably trying to lead them into a trap, stay where they are.
Strawberri has a command skill, so before Hugo gets himself and the rest of the party into a tricky situation, I have her roll against her charisma with a +2 bonus to see if she can command Hugo to come back, she needs 18 or less on d20 roll = 10, she gets Hugo to stop.
Strawberri goes up to Hugo and apologies, "Hugo, ignore them, Culdus is right, there are no houses round here, they are not local, there will be more in the woods waiting for us, waiting to rob us, we don't have time to allow ourselves this distraction, ignore them, they wont follow us and in this weather they will likely get fed up waiting for other victims and go back to their frozen homeland".
Hugo waves his sword at the two children and shouts at them "think yourselves lucky I didn't catch you, you little devil's, this time I will let it go but begone and return to whence you came before I change my mind".
The children continue their taunting but they disappear in to the woods and cause no more trouble, for now.
The party continue their journey East, Hugo is in a foul mood following the altercation with the Children of Aurora and as the snow fall gets heavier so the mood of the party deteriorates and they become desperate to fins a place to spend the night before darkness falls.
Question, do they find a wayside in to stay this evening, roll d6 = 6 Yes (+1 /intervention point)
Current Intervention Point = 2
Quesstion, is everything as expected at the inn, d6 roll = 3 (roll on d20 table), d20 roll = Yes (surprisingly).
At the end of the day as the night draws in, the party are lucky enough to find a wayside inn, there are lights on and revelry can be heard from within, my adventures open the door and start to enter and find to their surprise that the inn is full of customers, surprising as the heavy snow is keeping all but the fool hardy or heroic from venture outside their villages, surprising as there are no houses any where near the inn.
To try and work out why the inn is packed to the rafters I get three random verbs, I get wink, prevent, paste. I will be honest here, those verbs don't really help me understand what's going on.
Question, are the patrons of the inn all human roll d6 = 6 Yes (+1 intervention point)
Current Intervention Point = 3, intervention.
roll d6 on Mune intervention table = 1 New Entity
As the party begin to enter the inn a woman steps out from the darkness and shouts "do no go in there!"
The voice is at once quiet and ethereal, yet commanding and clear in its determination to stop the 5 PC's. The five stop at once, all of them turn and there in front of them is a tall lady dressed in strange armour and a large two handed sword strapped to her belt, her face is more elven than human and the night sky has an unearthly glow around her.
An owl glides down and settles on her shoulder, she is recognised at once as a Lady of the Fae
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Image by Jim Cooper from Pixabay |
True Name : Natritha
HD 6d10 (29hp)bi
AC 17
Attack +6 to hit, Magic Sword 1d8 +3 damage
Alignment Chaotic
Awful Presence attempting to attack the Lady of the Fae requires a successful saving roll vrs spell.
Spellcaster the Lady of the Fae can cast the following 4 spells each day -
Commanding Word, Obscurement, Phantom Skill, Wild Call
True Name The Lady of the Fae has a true name that gives her foes power over her.
Vulnerable to Iron The takes double hit points from Iron weapons
(random verbs to use with lady of the Eae, Doubt, Cough, Owe)
Question, Does the Lady of the Fae recognize Strawberri roll d6 = 6 "Yes" (+1 intervention point)
Current Intervention Points = 1
Question, Does the Lady know Strawberri;s True Name roll d6= 3 (roll on d20 table), d20 = 8 "No (but)
I
Roll against Strawberris wisdom to see if she recognises the Lady of the Fae, she has Farie Lore skill, so I give her +2, meaning she needs to roll 15 or less on d20 to recognise the Lady, d20 roll =8, she does.
Question, Does Strawberri know the Lady of the Faes true name, (Unlikely so -4 to Wisdom Roll and no skill bonus) needing 9 or less, d20 roll =5, Yes she does.
"My Lady Natritha" Strawberri bows her head in deference to to Lady of the Fae.
Natritha looks intently at Strawberri, "You seem familiar to me young Fae girl but I know not who you are and I do not recall a time we have met, yet you know me and my name, how is that so?".
I have run out of time with this session, but I am keen to find out why the inn is full of revellers and why the party should not enter on the say so of a Lady of the Fae, more importantly, how does Strawberri know the True Name of the Lady of the Fae.
Until session 5,
Adventure On!
Labels: Bay of Spirits, Beyond the Wall, Solo RPG's
Prolegomenon
When the air turns to ice the return of the hollow ones illuminates the way and sow great misfortune.
The Abbess of the forgotten monastery in the far mountains has sent word to Winterton of an old and great enemy bringing danger to the Bay and she seeks the help of the people of Winterton and the return of the Bones of St Agnus to help defeat this ancient threat.
But the bones of St Agnus have been almost lost from Winterton, only Grandmother Weaver has any remembrance of where they are. Five young friends, all hero's in the eyes of Winterton have been charged with finding the casket holding the saints bones and bringing it back to Winterton.
It is time for their adventure to begin.
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Dry Gulch, Bay of Spirits. Map by Roan Studios |
Tools used in the session and other stuff.
For this game session we will be using the following Toolkit
Beyond the Wall and Other Adventures RPG
Further Afield supplement.
Bay of Spirits 12pk of adventure maps (link here)
Various other Bay of Spirits pdfs for background.
Adventure Haven : Taven Tales. For the Crying Wolf Inn (link here)
My adapted Mune/Zathrum Oracle
randomlists.com to generate verbs if I need a prompt to work out what happens next.
Location - Road from Winterton to Dry Gulch , The Crying Wolf Inn at Dry Gulch, Lower bay region, Bay of Spirits
Date - 23rd December 1512CY, two day's after the Winter Solstice.
PCs (click on name to open page with full character stats)
NPC in this session. Balinus the Elven owner of the Crying Wolf.
Culdus the young acolyte, Hugo d'Winterton the would be knight, Karina Lankrit the local performer, Rhian the young woodswoman, Strawberri Cottoncloud the fae foundling.
The Hollow Ones. Undead resurrected by powerful otherworld magic. they look very much like they did in life but spells and magic which can detect the undead will reveal them as such.
Hollow ones have no soul but can remember their past lives, they can speak and will talk to someone they where close to, like knowing the true name of a creature, if you know the living name of a hollow one you can attempt to command it to do something against its will.
Hit Dice 3d8 (14hp)
AC 16
Attack +3 to hit, 1d6+2 claw attack or as per weapon carried (50% chance of using a weapon, 1-2 Longsword 1d8 +1 hits, 3-4 Battle Axe 1d8+1 hits, 5 Great Sword 1d10+1 hits, 6 Great Axe 1d10+1 hits)
Alignment. Chaotic
XP 100
Hollow ones do not age,
Unsettling Presence, A Hollow One can unsettle a creature it can see within 15 feet of it. The target has disadvantage on the next saving throw it makes within the 10 minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Can only be used once per day.
Dead & Mindless. Hollow Ones are immune to sleep or charm spells.
Scene 3, 23rd December, 9:54am
Theme : combat.
(I decide that as the PC's are all local to Winterton and are Bayfolk they will be well equipped for the inhospitable winter weather, gloves, cloaks, boots etc. They also will take a pack pony as it is thought they will need it to bring the casket of bones back, the pony will carry some supplies for them all and the pony itself for the journey).
Grandmother Weaver arrives at the watch house as the party of adventures prepare to leave, she hands Rhian a rough map showing the location of the Barrow, it is an old hand drawn map and she is not sure of its accuracy.
The map indicates that the barrow mound is to the east, over the hills towards the lower bay, but in the depths of winter and with the heavy snow falls and dangerously low temperatures, crossing over the hills would be foolish, dangerous and at best take far to long. The party decide to take the longer but safer route along well worn trade route from the village of Winterton to the small coastal village of Rossgull Harbour, from their they can take the shorter route overland to where the barrow mound should be.
Even so, the journey will be difficult and not without danger, at best it will take several days to get to where the barrow is supposed to be, much longer than hoped. Hugo suggests they ride horses at least to Rossgull Harbour but it is agreed that in the icy, snowy conditions, horses would be of little value and may well slow them down, so on foot it will be.
It is late morning, around 11am when the 5 friends and a pack horse, set off on their adventure. Dry Gulch is about 6 miles away, the roads out of Winterton are very bad to travel on although Karina knows from her recent travels that the pathways get easier to travel on the further east you go. They expect to make the Crying Wolf inn by mid afternoon and intend to stay there overnight before heading east to Rossgull Harbour, a further good two days walk.
Question. Does anything happen on the way to Dry Gulch? roll d6 on oracle table 1 = 5, Roll on d20 table, d20 = 9, No (while)
The party make reasonable time, Hugo and Rhian take the lead, Culdus leads the pony and Strawberri and Karina follow behind. Whilst it remained daylight the pathway, although very much covered in a layer of snow, remained fairly easy to walk along. The sky was dark but it remained dry and they make good time to Dry Gulch, the only thing they noticed odd about the journey was the ominous silence. They arrive at the little hamlet in the early afternoon, each one of them hungry and thirsty having decided not to eat any of their rations.
Scene 4, The Crying Wolf Inn at Dry Gulch. 4:05 in the afternoon
Karina, Strawberri and Rhoan enter the inn and find Balinus behind the bar and, at a round table near the fire are three rough looking men with two large hounds by their feet.
Balinus recognises Karina straight away and welcomes the young bard, “Miss Lankrit! What brings you this far from Winterton in such evil weather, and with your companions too, I hope you have brought your lute, we would welcome some fine music and song this night”.
Karina apologises, she explains that they are on a quest and she has not brought her lute but, if they can have food and lodgings for the evening they have fine voice and happy to sing to keep everyone entertained.
Balinus, upon finding out about their two companions and pack pony suggests that the pony may be housed in the stables of the big house opposite the Crying Wolf, he motions towards the three men by the fire, saying they to are staying the night, they are local hunters, perhaps Rhian knows them, they have been kind enough to supply meat for the evening meal, all the good folk of the hamlet will be over soon to share in the feast, a simple meat and veg stew plus other cuts of meat which the cook and staff are currently preparing. There are three rooms available for the night, which they can gladly take.
Question, does anything happen in the inn over night? Roll on oracle 1d6 = 2 (roll on d20 table) Roll d20 =1 No (on the contrary).
Before long the inn is deserted except for Balinus, the three hunters and the party minus Culdus. Exhausted, the party take to their room.
Question, does anything happen to Culdus overnight? Roll on oracle 1d6 = 4 (roll on d20 table) Roll d20 =12 Yes (While).
I get three random verbs to help find ut what happens to Culdus. "Boast", "End", "Hunt"
Question, the Revenants spot Culdus? Roll d6 = 5 (roll on d 20 table) Roll d20 = 17 Yes (as long as).
Suddenly they turn towards the stable and shuffle towards the door, Culdus, grabs his staff and moves as far away from the doors as possible, it seems as long as he keeps to the dark the Revenants cannot see him.
Question, the Revenants try to enter the stable? Roll d6 = 1 (No).
As quickly as they came, the Revenants move on, Culdus waits for a good few minutes before he quietly opens the doors and looks around the village.
Question, is there any signs of the two undead? Roll d6 = 2 (roll on d 20 table) Roll d20 = 10 No (apparently).
Culdous very cautiously searches the village for signs of the Revenants but apparently they have gone, finding no trace of them he decides he must have have a beer to many and probably saw something that wasn't there. He goes back to the stables and gets a fitful nights sleep.
Question, is there any signs in the morning of the Revenants being there? Roll d6 = 6 Yes (+1 intervention point, now 2 intervention points)
Question, did the Revenants take revenge on someone? Roll d6 = 6 Yes (+1 intervention point, now 3 intervention points)
Intervention type, roll d6 = 4, advance plot.
In the morning Culdus is up early, there is a commotion comming from the Crying Wolf Inn, Culdous runs over and is met outside by Strawberri, "Its bad Culdus, Balinus found the bodies this morning, two of the hunters, the third barely alive, he managed to say that they were attacked by undead and they took the bones, a casket they had was open and its contents gone, The casket was found in a barrow they raided, I think it has to be the one we were to look for"
Culdus asks if the hunter is still alive but Berri says he died too.
I have Culdus make an intelligence test, he needs 11 or less on d20 and rolls 7.
"Then I think the undead I saw were not undead" Culdus says, "they were barrow wardens, cultists of Ka, they hunted down the thieves who stole the bones from the barrow mound, they have the item we seek and will return St Agnus to the barrow she was taken from, we need to leave now and quickly, maybe we can find the barrow wardens and persuade them to help us".
Culdus tells Balinus and the others what he saw and what he believes happened, Balinus says he will send someone to Winterton and tell Elzbeth what has happened.
I will find out what happens to them in my next session, until then
Adventure On!
Labels: Bay of Spirits, Beyond the Wall, Solo RPG's
Solo Toolbox.
For this session 1 I will have the following Toolkit available to me.
The Wasteland Hack RPG for the rules and setting.
UNE for randomly generating NPC's.
Zathrum 2.2 for help with NPC's and help with setting the overall theme.
randomlists.com to generate three random adjectives to help describe the characters.
The Oracle, although it may not get used in this session, I think its worth saying that I use a mix of MUNE & Zathrum 2.2 for my games. The changes I made to the oracle can be found on a separate page (link here)
Owlbear Rodeo, for keeping track of combat.
Scene 1 : The Disused Airstrip.
Theme, (roll for on Zathrum 2.2 Theme Table), New Equipment.
I had an idea for the first scene to involve a combat, getting 'New Equipment' as the theme gave me the idea of Scout and Dawg coming across a vehicle (a car) and I also found the idea of Beagle not being know to Scout and Dawg at the start appealing.
Finding this 'Run Down Airstrip' map by Meditating Munky (link) gave me the starting place for the characters and the 1 scene.
(the car is some way a way from the bandits, at this point I do not know why it is parked where it is, it just is).
I roll 3d6 for each bandits Strength, Dexterity and Constitution
Bandit 1 - Str: 11, Dex: 14, Con: 4 (HP4)
Bandit 2 - Str: 12, Dex: 6, Con: 6 (HP6)
Bandit 3 - Str: 8, Dex: 7, Con 11 (HP11)
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Action at the abandoned airfield at the start of scene 1 |
I get three random verbs to help find out what, 'rush' 'destroy' 'marry'.
Labels: Solo RPG's, Waistband hack
Prolegomenon
When the air turns to ice the return of the hollow ones illuminates the way and sow great misfortune.
The Abbess Alene Gallach and Elzbeth the Witch are sat at the rickety old table in Grandmother Weavers little cottage, the gentle ancient matron walk's slowly over to a locked chest, she unlocks it opens the lid and pulls out an rather unremarkable looking robe.
"You say Crea said Abbess Alonia thinks the Woodsmaiden is related to St Agnes, on the contrary, her farther was related to the Necromancer, this robe belonged to him, a robe of bones*. I keep it locked away here hidden secret from all, except you two now. I know, you all think I gossip too much, how else to find out what goes in Winterton, but I keep many secrets here too" . Grandmother Weaver lays the robe down on the table.
Elzbeth looks carefully at the robe "if what the young priestess says is true then its likely the Necromancer has returned, only he has the power to call the hollow ones back into existence, the girl will not stop him, indeed she may be more of a hindrance than a help"/
The Abbess Alene looks at her empty cup, "a refill of your most excellent tea maybe Grandmother, please, and what of the bones of St Agnus, they were stolen from us years back, who know where they are now, even if they are found and found quickly, what use will they be".
Grandmother Weaver pours more of her warming herbal tea in to the empty cups of her two visitors, "The bones are safe and those that guard them may help, send the Crea back to her Abbey when she is fit and well again, Nessa Ridgerow the Ranger is back, I will ask her to accompany the priestess, make sure she gets back safe and Nessa may be useful to the Abbess Alonia in the coming struggle".
The Old lady picks up the robe and locks it back in the chest, "also we need perhaps a willing hero to seek out the bones of St Agnus, I think I now the very hero".
Tools used in the session and other stuff.
For this game session we will be using the following Toolkit
Beyond the Wall and Other Adventures RPG
Further Afield supplement
My adapted Mune/Zathrum Oracle
randomlists.com to generate verbs if I need a prompt to work out what happens next.
Location - Winterton, Lower bay region, Bay of Spirits
Date - 22st December 1512CY, day after the Winter Solstice.
PCs (click on name to open page with full character stats)
Culdus the young acolyte, Hugo d'Winterton the would be knight, Karina Lankrit the local performer, Rhian the young woodswoman, Strawberri Cottoncloud the fae foundling.
Table of NPC's which may be used in this session
1. Elzbeth the witch
2. Nessa Ridgerow the Ranger
3. Ranogg the old mercenary
4. Alene Gallach Abbess
5. Eidwick Stewart the steward
6. Grandmother Weaver
The Hollow Ones. Undead resurrected by powerful otherworld magic. they look very much like they did in life but spells and magic which can detect the undead will reveal them as such.
Hollow ones have no soul but can remember their past lives, they can speak and will talk to someone they where close to, like knowing the true name of a creature, if you know the living name of a hollow one you can attempt to command it to do something against its will.
Hit Dice 3d8 (14hp)
AC 16
Attack +3 to hit, 1d6+2 claw attack or as per weapon carried (50% chance of using a weapon, 1-2 Longsword 1d8 +1 hits, 3-4 Battle Axe 1d8+1 hits, 5 Great Sword 1d10+1 hits, 6 Great Axe 1d10+1 hits)
Alignment. Chaotic
XP 100
Hollow ones do not age,
Unsettling Presence, A Hollow One can unsettle a creature it can see within 15 feet of it. The target has disadvantage on the next saving throw it makes within the 10 minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Can only be used once per day.
Dead & Mindless. Hollow Ones are immune to sleep or charm spells.
Scene 2 22nd December , 11.34am (time generated randomly) (+2 intervention points carried over)
- Human skeleton
- Wolf skeleton
- Heavy horse skeleton
- Fast goblin zombie
- Tough human zombie
- Plague ogre zombie
Labels: Bay of Spirits, Beyond the Wall, Solo RPG's