Monday, June 11, 2018

Rocket Dungeon - Example of play part 2/2 (solo rpg session)

Here is the continuation and the end of the adventures of my party solo in the temple of Ursahl with Rocket Dungeons. This part is more focused on narration. With the same amount of equipment, I tried to make the adventure more epic. I also show how to continue this adventure by preparing several options just before the final fight. 


Fast Dungeon Crawl may have a scenario

After that terrible battle, I decided to bring a little script to my actual play.

Let's see what the dice give us:

As the magician tries to heal the thief's wounds, a rain of leaves rises in the room. The leaves start to shine and emit a light music. A flood of images assails the adventurer's mind: The forest seems to speak to them!

A long time ago, the temple of Ursalh welcomed a young hobbit who wished to serve nature. But his attraction to science made him harmful to the people of the forests. When the Temple sent him away, he continued to work tirelessly. At the same time, he let himself be perverted by the Demon. His desire for vengeance never stopped growing. Here he is again to destroy the Temple. But, the unfortunate gave his soul to a much more frightful monster who seeks the heart tree that is in the center of the forest. If he succeeds, it will be the end of everything..."


The thief "Who cares! We want gold... Ouch! I'm in pain..."

Suddenly, the magic of the forest heals the wounded of everyone (and saves my only healing potion)

Personal note: epic, humour and optimization....

Next Room: Lots of water and a piece of wood



Finally a treasure!

The adventurers arrive in a large empty room. A huge pool of water covers most of the room. Attracted by a reflection in the water, adventurers see an object at the bottom of the pool. The elementalist immediately recognizes it:


 "It's the wonderful bark glove!"
"You mean the gold glove?" rectifies the thief
“....”
"No, this glove is a sacred relic of this temple"
"“... A bark glove? And what does this glove do?" asks the thief

 Good question? +1 in force? Summoning a cloud of termites? Let's roll the dice:

 "Ignorant!" annoys the elementalist. It creates a link with all the trees in the forest. All the plants of the world are interconnected as on a checkerboard. Whoever owns the glove can communicate and move between these links! But this is not without risk, some plants have a bad soul"
(... the conversation continues about the market value of this glove, when the warrior intervenes)

"The problem is that the glove is buried several meters under water. We can't swim there"

 Of course, there is a secret mechanism, but that, only the part of MJ that is in me knows it. The thief performs a save roll to detect it

D6=1: Success!

"Nothing simpler", point the thief out! "Just pull this pulley on the ceiling of this room and a mechanism will allow the water to drain away."


The thief takes his rope and grab and throws it on the pulley ring. On the second try, he succeeds. With the warrior's help, they activate the pulley and the water begins to withdraw. When the lake has completely emptied, the glove is visible

"Too easy!" said the thief walking towards the glove.

And a funny path...

Suddenly, a column of water springs from the ground a few meters from the thief! Then another one! Soon it is a multitude of geyser who quadrille the room.
"Come back! It's too dangerous", the warrior shouts
"Certainly not!" and the thief starts running towards the glove.

Save roll: 5 (vs 4 = fail). When he had almost reached the treasure, the thief is thrown to the ceiling by a powerful column of water. He falls to the ground, inanimate...

Personal note: What to do? If all the adventurers get knocked out, the adventure ends here... Yet the warrior wants to go save him.

The elementalist looks at how many magic points are available in this room D6=4.
He says to the warrior, "I'll protect you with stone skin."

The warrior then launches the D6: 3 (vs 3), the warrior arrives at the thief's level. He's loading it on his shoulder and getting ready to come back. "Don't forget the glove!"shouts the elementalist.
Fortunately, the warrior has learned to know the rhythm of the geysers. He receives a bonus of +2 for the way back D6=1.

The elementalist gives the thief his healing potion and grabs the glove.


When he puts it on his wrist, he has a mystical vision of the forest (as in matrix). Suddenly, he feels the suffering of the Heart Tree present in this temple. Something's killing him...

"We must hurry!"

Last room: Rendez-vous with destiny!




Guided by the elementalist, the adventurers climb a few steps carved out of the rock and end up in another cavernous room. The room is saturated with miasmas and the air is barely breathable. Immense roots litter the ground. In the center of the cave, a shrub the size of a man seems covered with a halo of whitish light.

"That's him!" indicates the elementalist
"And it is these boiling cauldrons arranged in the corners of the room which diffuse this atmosphere" says the warrior
"The Heart tree protects itself from the poison it spreads with this aura of protection. Let's get these pots out quick!"

Then a little man appears in the room. On closer inspection, it is a hobbit with a mask on its face.
"Moumou Gaga Boo!", says the hobbit
"What did he say?" asks the warrior
"Moumou Gaga Boo Popo Ouou!", repeats the hobbit brandishing a tiny vial
"Take off your mask, we don't understand", says the thief.

Personal note: After this comic interlude, the fight begins. The hobbit opens his jacket revealing dozens of vials. He throws one on the adventurer who, having decided to be cautious this time, dodge without evil.
BOOM! An explosion occurs where the vial touched the ground



BOSS FIGHT #1

The warrior and the thief rush towards the poor hobbit!
The elementalist looks at the number of power points available: D6=6
Alchemist Hobbit: F+0 S+1 HP:1 + Magic Armor (Protection 1) + Explosive Potions and Other Tips

ROUND #1
Ability phase
The hobbit launches a new vial on the warrior. D6=6 (vs 3), BOOM! The warrior is on the ground
The elementalist cast acid arrow (MP remaining 3+3): D6=5 (vs 4). The hobbit is projected, but is not KO (its protection will no longer work this fight)

Melee phase 
The thief runs and will be in contact the next round

ROUND #2
Ability phase
The hobbit throws a vial at the thief. D6=4 (vs 4), The thief dodges at the right time

The elementalist cast acid arrow (MP remaining 0+3): D6=2 (vs 4). The arrow misses its target

Melee phase 
The thief throws himself to the body to body with the hobbit D6=2 vs 4 (3+1 (thief Fight) - 0(Hobbit fight)) The thief's dagger sinks into the body of the collapsing hobbit.


CONCLUSION ?
Finished already? We're on a boss who deserves a little more development!

BOSS FIGHT #2

Reading the story dices leaves no doubt. Using its last forces, the hobbit swallows its secret potion and its body begins to be traversed by spasms... it seems that it is transformed, then ignites. a metamorphosis potion!


Fire Salamander HP:3 F+4 S+0 Immunity to fire damage and sleep spells, charm and paralysis


ROUND #1
Special Rules
Fire begins to spread in the room

Ability phase
The magician invokes stone skin on the thief (MP remaining 0+1)
The salamander is trying to catch the thief with her cock. Save roll: D6=3 vs 4. The thief jumps over...

Melee phase
... and tries to hit the beast with his dagger. The difficulty threshold is 0 (3+1-4). But I remind you that 1 is always a success. D6 = 5. It's a failure. The salamander's skin isn't even scratched...

Personal note: Logically, adventurers cannot win this fight. The magician has exhausted his reserves and the thief with his tiny dagger has little chance of hurting the monster. Should I finish my story miserably on the massacre of the adventurers because the dice are unfavorable? Because I put an enemy a little too powerful?
But I don't want to cheat the rules. The world of adventure is dangerous and adventurers do immortal. If they have to die, they will die. The most important thing is to tell a story. That's how I see the solo rpg. So here's the rest

ROUND #2
Special Rules Fire continues to spread...
"We can't stay here!" screams the elementalist. "We'll die asphyxiated... if this monster doesn't kill us first"
But the Salamander is fast...
"Don't worry", answer the thief, "I almost had him with my dagger last time! Create a diversion."
"You're crazy!"

A smile seems to appear on the Salamander's lips.
But no, the thief isn't crazy, he has a plan. He noticed the hobbit jacket on the floor with its share of explosive potions.
The smile of the Salamander fades Sudanine when she understands that the elementalist seeks to turn the pots upside down. She's heading right for him. Who will be the fastest?

The magician performs a save roll D6=3. He spills a cauldron. The sallamander is mad with rage. The thief recovered the potions

ROUND #3
Special Rules: The Room Burns

Ability phase
The thief throws a potion on the salamander D6=5 vs 3 BOOM! Explosion on the back of the Salamander (HP=2)

Melee Phase
Low Elementalist vs Fire Salamander D6=3. The claws of the Salamander deeply tear the body of the collapsing elementalist.

Special Rules
The room is burning more and more. The thief must make a backup roll. D6=5. He suffocates and can do nothing this turn.

Melee phase
The Salamander rushes the thief

ROUND #4
Special Rules: The Room Burns
Ability phase: The thief throws a potion on the salamander D6=5 vs 3 BOOM! Explosion on the back of the Salamander (HP=2)
Best Phase: Low Elementalist vs Fire Salamander D6=3. The claws of the Salamander deeply tear the body of the collapsing elementalist.

Special Rules: The room is burning more and more. The thief must make a backup roll. D6=5. He suffocates and can do nothing this turn.

Melee phase: The Salamander rushes the thief

Scenario twist: The situation seems hopeless when suddenly a miraculous event occurs. Gathering his last remaining strength, the Heart Tree begins to grow... and to grow. Its roots crush the ground, its foliage crosses the ceiling. And it goes on until the ground collapses.
Everyone falls into the room below, the geysers' room! There, prisoner of the geysers, the thief stands up to face the Salamander in a final duel!

BOSS FIGHT #3: Let the dice decide!

Personal note: Before starting this last phase of the fight, I decide to make a point on the stakes of this final fight. Personally, I wish my thief would win the fight and save everyone. But it's much funnier to let the dice decide what to do next. In the current situation, the odds are roughly balanced. The thief has 2HP and the Salamander too. The water prison will force a save roll (slight advantage to the thief). Then the thief will have the initiative by throwing an explosive vial into the skill phase. The Salamender may lose this fight on the first turn by missing its two backup rolls (1 in 4 chances). But when it is his turn to strike, the thief will have almost no chance of escaping.

Script development 
So what happens after the fight?

  • If the thief wins this fight, he saves his friends. The heart tree has used its last strength and will now die. But he will leave a seed that will grow back. It will be weak, and the forest will remain a dangerous place, but will find evil there will not develop any more. The scenario could go in several different directions:
    • Take the initiative to discover the demon's motivations and try to track him down
    • Move on completely and make this story come back a little later. The hobbit may have hidden motives unknown or misunderstood during the vision. What if the forest is man's enemy?
  • If the Salamander wins this fight, the adventurers die here. The heart tree is already dead and will not grow back. The dark forces are taking over the region. I see the region becoming wild, the peasants fear the night and the theme fall into fantasy horror. The scenario can leave on:
    • flight from the surrounding villages in the face of the invasion of darkness
    • an ellipse a few years later: the suzerain would have sent military forces to a fortified place to contain the threat
The conclusion of this fight thus leaves the door open to many surprises as for the continuation. And now to the conclusion!

Stuck between the columns of water flowing from all sides, the two enemies face each other.
ROUND #1
Special Rule: The presence of geysers forces actors to make a backup roll
Thief D6= 3 vs 4. Overconfident, the thief is not hit by the trap
Salamander D6 = 1 vs 3, Nothing hits the Salamander!

Ability phase 
The thief throws an explosive vial on the Salamander. Salamander D6= 6 vs 3. Vial hits target and explodes on Salamander torso (HP=1)

Melee phase
The Salamander attacks the thief (D6 = 5 vs 1, the Salamander hits the thief with its tail of flames. The thief loses his stone protection

ROUND #2: The final assault
Personal note: The tention is at its peak, it's great! 
Special Rule
Thief D6 =1 vs 6. On the ground, the thief rolls over himself to avoid the water column that explodes from the ground
Salamander D6 = 5 vs 3 !  As she was getting ready to give the thief the grace blow, a powerful jet hits the Salamander in the back!

Propelled in a powerful jet of water, the Salamander comes crashing against the opposite wall! The water finally extinguishes the few flames emanating from his body and the effect of the metamorphosis potion fades. The Hobbit returns to its original shape. Lying on the ground, the thief approaches the inert body of the Hobbit. Exhausted by his fight he takes his dagger and what will he do? I decide there's a 50% chance of killing the Hobbit and a 50% chance of taking him prisoner.
What will the thief do?




















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