Friday, April 30, 2021

Ghosts of the Lantern Path - Example of play #1 The Adventure Begins

 

Recently I published a Ghosts of the Lantern Path solo module compatible with The Wandering Knight solo rpg.

 

The module came in two A5 booklets or pocketmod format, but was presented without explanations. Here is a series of posts in which I demonstrate a sample session.


To avoid lengthening the posts unnecessarily, I will skip the rp phases or conversations between characters.

 

Ghosts of the Lantern Path - Solo Adventure Module

click on the image to access to the book

 

Zeph answers the call of his suezrain and must convince the escalves to resume the work of building the observatory

Zeph goes to the slave camp

Encounter check on the path? No (d6=2 vs scene interruption 5-6).

 

What's up at the camp?

Oracle= elf helmet + magic

The slaves have cast a spell: a bubble of magical protection against evil covers their camp. But, neither the soldiers nor my character being a magician, nobody wants to be disintegrated by trying to cross this barrier.

 

On the other hand, the bubble seems to have an opening in the mountain. By going through the caves, it is possible to enter the slave camp.

 

Zeph will go there. He asks for help to the chief of the soldiers

d6=3: no, but... I give you one of my warriors (combat+ 1)

 

Inside the cave, they meet a cyclops (Oracle=cyclops, npc/monster, neutral).

Zeph tries a negotiation (2d6=6, partial success): the cyclops agrees to let them pass but in exchange for Zeph's gold. Moreover, there is a complication: it will be necessary to pass by the Lightning Well, a pit through which lightning rushes

 

In front of the Lightning Well.

2d6=8, partial success. The soldier jumps and passes without problem. Zeph, older, jumps less far, loses a point of health by bumping against the wall. The soldier helps Zeph to pull himself up.

 

The two men arrive at the slave camp.

Oracle= Double shot, Unexpected event, Bad

The slaves do not have crossbows, but a falling rock trap is armed

2d6=4. Zeph's companion is dead (horribly crushed by the rock)



 

Zeph is surrounded by the slaves who wonder what sauce they will roast him with.

He learns that the spirits are really angry (d6=1)

 

End of scene 1

Timer+1( d6=2 )

 

Zeph's position on slavery (I really don't know, so I'll roll a die) d6=1

He hates this new, too-young ruler who brought him out of retirement. In his time, slaves were prisoners of war, former warriors who were given a minimum of respect. Now slaves are traded at the market like grain. Zeph hates those days. If he can help create slaves, he will.

 


If you like solo rpg, don't miss my last productions on dtrpg FULL PREVIEW

The Wandering Knight SAALT - The simplest ruleset of the World

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