Skip to main content

Solo RPG Report: Episode 2 - The Road Back to Town

Transcript (Bold text is Gemini AI):


Are you ready to continue our adventure as the heroes try to reach town with the partially repaired wagon? 

 

Absolutely! I'm here to weave the tale further as your heroes navigate their precarious journey back to town. The partially repaired wagon rumbles along the dusty path, a testament to Clover's ingenuity and their narrow escape on Bone Hill. 

 

Weight of Discovery: 

The silence is punctuated only by the creaking of the wagon and the rhythmic clopping of the horses' hooves (if any remain). A heavy air hangs over the party. Morgot, ever vigilant, scans the horizon for any sign of pursuit. Strattford's brow furrows in thought, the weight of their discovery pressing down on him. The symbol of the Shadow King burns in his mind, a chilling reminder of the dark magic that lurks in the world. 

 

Clover Breaks the Silence: 

Clover, ever the pragmatist, finally breaks the tense silence. "So, what now?" he asks, his voice rough with exhaustion. "Do we just report this to the town guard? Seems a bit over their heads, wouldn't you say?" 

 

Strattford's Suggestion: 

Strattford ponders for a moment before responding. "Perhaps," he suggests, his voice laced with a hint of uncertainty. "But the town guard might have some knowledge of this necromancer or the Shadow King's influence. It's a start, at least. However, there might be a more… direct approach." 

 

Morgot's Input: 

Morgot, his arm still bandaged from the skeleton's attack, offers his perspective. "A direct approach against a necromancer and potentially undead hordes? Sounds suicidal. We need more information, a plan. Maybe there's someone in town, a scholar or a priest with more knowledge of these dark forces." 

 

The Crossroads: 

The party finds themselves at a crossroads. Here are the options they could consider: 

 

Seek Help from the Town Guard: They could head straight for town and report their encounter to the authorities, hoping they have some knowledge or experience dealing with necromancers and dark magic. 

Seek Out a Specialist: Perhaps they could seek out a scholar or a priest with a deeper understanding of the Shadow King and the forces of undeath. This might involve a detour or additional research within the town itself. 

Investigate Further (Risky): Driven by a sense of urgency or a thirst for knowledge, the party might decide to investigate further on their own. This could involve returning to Bone Hill (a risky proposition) or searching for hidden clues or locations related to the necromancer or the Shadow King. 

 

The Choice is Yours: 

Which course of action will your party take? Do they prioritize safety and report to the authorities, or will they delve deeper into this unsettling discovery? Let me know, and we can continue their journey! 

 

These are all excellent options, but first there is more pressing business. It's a long ride back to town, and with the damaged wagon and one tired horse, the travel is even slower. Clover sits on the wagon, holding the reins of the tired horse, while Strattford and Morgot walk alongside. Strattford notices the fresh blood seeping through Morgot's bandage. Strattford says, "Listen, friend, I know we have to be careful about saving our scant resources, but would you consider using the healing potion we found? That wound is bad, and we need you healthy if we're going to make it back to town." 

 

Morgot winces as he feels a fresh twinge of pain from his wounded arm. Glancing down, he sees a crimson stain spreading through the makeshift bandage. Stratford's words echo in his ears, a stark reminder of their precarious situation. 


 


A Tough Choice: 

Morgot hesitates. The healing potion feels like a precious lifeline, a last resort in case of a more serious injury. The journey back to town will be long and arduous, and they have no way of knowing what dangers might lie ahead. 

 

Internal Conflict: 

Self-Preservation: Part of him urges him to use the potion. A healthy arm will ensure his ability to defend himself and contribute to the group's survival. 

Resource Management: Another part of him argues for caution. The potion is a single use, and they have no idea what challenges they might face on the road. Saving it for a more critical moment could be the difference between life and death. 

 

Morgot's Response: 

Morgot lets out a sigh, a mix of exhaustion and frustration. "The pain isn't unbearable," he mutters, his voice strained. "Perhaps we can hold off on the potion for now. If the wound worsens, I'll let you know. In the meantime, it's important we conserve our resources." 

 

Strattford's Reassurance: 

Stratford places a hand on Morgot's shoulder in a gesture of understanding. "Wise decision, friend," he says. "We'll keep an eye on it, and if things change, don't hesitate to speak up. A healthy party is a strong party, and we need all the strength we can muster for what lies ahead." 

 

The Journey Continues: 

The slow trek back to town continues. Clover steers the partially repaired wagon, his brow furrowed in concentration. Strattford walks alongside, deep in thought, occasionally glancing towards Morgot to check on his wound. The weight of their discovery hangs heavy in the air, a constant reminder of the darkness they encountered on Bone Hill. 

 

Night Approaches: 

As the afternoon sun dips towards the horizon, casting long shadows across the landscape, a new concern arises. Nightfall approaches, and with it, the potential for new dangers. 

 

Here are some possibilities the party might face: 

Creatures of the Night: The wilderness is teeming with nocturnal predators. Will they encounter wolves, feral beasts, or something even more sinister as darkness descends? 

Undead Activity: Given the influence of the Shadow King, might they encounter undead creatures that roam more freely under the cloak of night? 

Finding Shelter: With the wagon in its current state, will they be able to find a suitable place to rest and make camp before nightfall? 

 

The Coming Night: 

How will the party prepare for the approaching darkness? Will they push on through the night, seeking the safety of town as quickly as possible, or will they find a place to make camp and wait for the break of dawn? 

 

The choice is yours! Let me know how you want the story to unfold as your heroes navigate the challenges of their journey back to town. 

 

Clover calls back to the others, saying the horse is tired and there's no choice but to make camp for the night and continue on to town in the morning. Strattford and Morgot echo their agreement. We need to find out if there are any good places for our heroes to make camp. Let's consult the oracle and roll a d100 to find out if there is any nearby shelter. Would you like me to make the roll? 

 

Yes, absolutely, go ahead and roll that d100! Consulting the oracle to see if there's any nearby shelter is a great way to introduce some interesting possibilities for the night. The result of the roll will guide the narrative and potentially set the stage for a new encounter or challenge. 


I'm excited to see what fate has in store for our heroes as they prepare to make camp for the night! 

 

OK, we need to make two rolls here: the first consulting the oracle to see if there is any shelter. Oracle, is there any shelter near the road for our heroes? I think it is unlikely that there would be proper shelter (like a cottage, a tower, or a farm so close to Bone Hill, so the odds are 1-40 on a d100 that there is such shelter. The result is 56, meaning no good shelter is available. The heroes will have to make a rough camp along the side of the road! 

 

You're exactly right! The roll of 56 on the d100 confirms your suspicion. There isn't any readily available proper shelter like a cottage, tower, or farm to be found near the roadside. The lingering influence of Bone Hill and the dangers associated with it have likely discouraged settlements in this area. 

 

Making Camp: 

Looks like Clover's call to camp for the night is the only viable option. With no pre-existing shelter available, the party will have to make do with a rough camp along the side of the road. 

Challenges of the Night: 

Setting up camp under these circumstances presents some challenges: 

Vulnerability: A makeshift camp offers minimal protection from the elements and potential dangers that lurk in the wilderness at night. 

Undead Activity: Given the presence of the Shadow King on Bone Hill, there's a chance of encountering undead creatures that might be more active after nightfall. 

Animal Encounters: The wilderness is home to various nocturnal animals, some more dangerous than others. Will the party be disturbed by curious scavengers or face a more predatory threat? 

 

Setting Up Camp: 

Here are some ways the party might approach setting up their camp: 

Prioritizing Safety: Clover might focus on finding a relatively defensible position for the camp, perhaps on higher ground or near a source of water. Strattford could use his knowledge of nature to identify any potential dangers in the immediate area, while Morgot keeps watch for any signs of approaching threats. 

Rationing Supplies: With limited resources, they'll need to be mindful of their dwindling supplies. Strattford might take charge of rationing the remaining food and water, ensuring they have enough to sustain themselves until they reach town. 

Preparing for Trouble: Knowing the potential dangers of the night, they might set up some basic defenses around their camp. This could involve creating a fire for light and warmth, using whatever materials they have to create makeshift tripwires or alarms, and taking turns keeping watch throughout the night. 

 

How will your party approach the challenges of setting up camp for the night? What measures will they take to ensure their safety and well-being until the morning light arrives? 

 

The heroes unhook the horse from the cart and spread out some bedrolls under the wagon for some shelter. Morgot gets a campfire going while Clover and Strattford patrol the perimeter looking for any obvious threats lurking nearby. 

 

The party huddles together, the flickering light from Bone Hill casting an eerie glow on the horizon. With a sigh, Clover unhitches the weary horse from the wagon, its head drooping in exhaustion. Together, they unload what supplies they can manage, spreading their bedrolls beneath the meager shelter offered by the damaged wagon. 

 

Morgot, ever resourceful, gathers dry twigs and kindling scattered around the roadside. With a practiced flick of his wrist and a spark from a flint and steel, a fragile flame sputters to life, gradually coaxed into a small but comforting campfire. The warmth radiates outwards, a small beacon of defiance against the encroaching darkness. 

 

Patrolling the Perimeter: 

Meanwhile, Clover, ever the vigilant warrior, grabs his sword and heads off into the gathering twilight. Strattford, his hand resting on his mace, follows close behind, his eyes scanning the tree line for any signs of movement or glowing eyes reflecting the firelight. 

What Lies in the Darkness? 

The d100 roll of 56 earlier indicated no readily available shelter, but it didn't guarantee a peaceful night's rest. As Clover and Strattford patrol the perimeter, they could encounter a few possibilities: 

 

False Alarm: Their cautious search reveals no immediate threats, but the tension remains high, the unsettling whispers of the wind through the trees keeping them on edge. 

Curious Creatures: A rustle in the bushes or a pair of glowing eyes in the distance might reveal a curious nocturnal animal, more interested in scavenging scraps than posing a real threat. 

Undead Encounter (Uncommon): Given the influence of the Shadow King, there's a smaller chance they might encounter a lone undead creature drawn to the warmth of their campfire or the faint scent of life. 

 

The Roll of the Dice: 

To determine the specific event that unfolds during their patrol, would you like to roll a d100 again? A roll between 1-70 will indicate a false alarm or a curious creature. A roll between 71-100 suggests a more unsettling encounter with an undead creature. The choice is yours! 

 

Yes, let's roll again. OK, the result is 83! This could be trouble!! 

 

The hairs on Clover's neck prickle as he and Strattford make their way through the twilight. The wind whispers secrets through the skeletal branches of the nearby trees, and the once comforting glow of the campfire seems to cast grotesque shadows that dance and distort on the uneven ground. 

 

Suddenly, a low guttural growl erupts from the darkness ahead. It's not the playful snarl of a wild beast, but a sound laden with malice and hunger. Clover and Strattford exchange a tense glance. The roll of 83 on the d100 confirms their worst suspicions - they've stumbled upon something far more sinister than a curious scavenger. 

 

Undead Encounter: 

A shambling figure emerges from the gloom, illuminated for a horrifying moment by the flickering firelight. It's a skeletal warrior, much like the ones they faced on Bone Hill, but this one seems older, its bones a dull gray, its eye sockets glowing with an unnatural emerald fire. It lurches forward, fueled by a dark hunger and a single-minded purpose: to extinguish the spark of life before it. 

 

Strattford's Choice: 

Strattford, ever the defender of the faith, tightens his grip on his mace. His holy symbol hangs heavy around his neck, a beacon of hope against the encroaching darkness. He can choose to: 

 

Channel Divine Power: Strattford, drawing upon his faith, can unleash a burst of radiant energy that might damage or even banish the undead creature. (This is a powerful but limited-use ability) 

Rally the Party: He can bellow a warning back towards the camp, alerting Clover and Morgot to the immediate threat and urging them to prepare for a fight. 

Engage the Creature: With a righteous cry, Strattford can charge forward, hoping to distract or disable the undead warrior before it reaches the campsite. 

 

Clover's Response: 

Clover, a seasoned warrior, reacts instinctively to the threat. He can choose to: 

Charge the Creature: Drawing his sword, he can rush towards the undead warrior, aiming to strike it down before it can harm Strattford or reach the camp. 

Prepare a Defensive Position: He can fall back towards the campsite, urging Strattford to do the same, and prepare to defend themselves from the approaching threat. 

 

Use the Environment: Clover, with his keen eyes, might notice a specific feature of the terrain - a loose rock, a fallen log, or a particularly dense patch of undergrowth - that could be used to their advantage in the fight. 

 

The fate of the heroes hangs in the balance. How will they react to this unexpected encounter? Will they stand their ground and fight, or will they attempt to evade the undead menace? The choices you make will determine the course of the battle and the safety of the party. 

 

OK, the first thing to do is roll initiative for each side to find out who acts first. 

 

Excellent initiative! Let's roll for both the heroes (as a single entity) and the undead warrior. 

Here's how we can handle it: 

Roll a d20: This 20-sided die will determine the initiative score for the heroes. Add any relevant dexterity modifiers your characters might have to the result. 

 

Undead Initiative: Since there's only one undead creature, we can simply roll a d20 for it. No need for modifiers at this point. 

 

Who will seize the initiative in this tense encounter? Roll those dice and let me know the results! The higher score will determine which side gets to act first in the battle. 

 

I will be using the initiative from "Old School Essentials" each side rolls 1d6, the higher side goes first. 

 

Sounds like you're using the Old School Essentials initiative system! That works perfectly. Each side (the party and the undead warrior) should roll a 1d6. The side with the higher roll wins initiative and gets to act first in the encounter. 

 

Let me know the results of the rolls, and we can continue the fight! The tension is rising as the heroes face this unexpected undead threat. 

 

The heroes roll a 3. The skeleton rolls a 2. 

 

Our heroes have seized the initiative! They'll have the first chance to act in this tense encounter with the undead warrior. 

 

With the flickering firelight casting long shadows and the skeletal warrior shambling forward, the situation demands a decisive response. 

 

Clover's Turn: 

Clover, ever the pragmatist, has a few options: 

Charge: He could draw his sword and charge the undead warrior, aiming for a swift and decisive blow. (This is a risky option, but could potentially end the fight quickly) 

Defensive Position: He could fall back towards the campsite, urging Strattford to do the same, and prepare to defend themselves from the approaching threat. (This might be a safer option, but gives the undead creature a chance to close the distance) 

Use the Environment: Clover, with his keen eyes, might notice a specific feature of the terrain - a loose rock, a fallen log, or a particularly dense patch of undergrowth - that could be used to their advantage. (This option requires some creativity and could potentially hinder the undead warrior) 

 

Knowing Clover's pragmatic nature, how will he choose to react in this moment of crisis? What action will he take? 

 

Clover knows he has to protect the horse and wagon, so he brandishes his sword and charges into battle. Strattford rushes in beside Clover wielding his mace. And finally, Morgot stays back by the wagon for now, but reaches for his short bow preparing to attack if the skeleton comes out of the tree line. First up are the attacks from Clover and Strattford. 

 

Clover's bravery is admirable! He charges forward with a determined yell, Strattford following close behind, mace held high. Here's how this turn will play out: 

 

Clover's Attack: 

Attack Roll: Roll a d20 for Clover's attack roll. Add his strength modifier to the result. A successful roll (higher than the undead warrior's Armor Class, likely 15 or 16) will hit the creature. 

 

Damage Roll: If the attack hits, roll the appropriate damage die for Clover's weapon (likely a longsword, which deals 1d8 slashing damage) and add his strength modifier to the result. This will determine the amount of damage he inflicts on the undead warrior. 

 

Strattford's Attack: 

Attack Roll: After Clover's attack is resolved, roll a d20 for Strattford's attack roll. Add his strength modifier to the result. 

 

Damage Roll: If the attack hits, roll the appropriate damage die for Strattford's weapon (likely a mace, which deals 1d6 bludgeoning damage) and add his strength modifier to the result. This will determine the amount of damage he inflicts on the undead warrior. 

 

Morgot's Positioning: 

Morgot, ever vigilant, stays back by the wagon, keeping an eye on the approaching creature but not yet within melee range. He prepares his short bow, a ranged weapon that can be used in the next round if needed. 

 

The Skeleton Reacts: 

The undead warrior, surprised by the heroes' swift response, will have a chance to react after their attacks are resolved. However, due to its low initiative score and the heroes striking first, it will likely be on the defensive during this round. 

 

The Tension Builds: 

Roll the dice for Clover's attack and let me know the results! Will his blade find its mark? Then we can proceed to Strattford's attack and see if the combined assault can cripple the undead threat. The fate of the campsite and the safety of the heroes hang in the balance! 

 

OK, according to the Old School Essentials rules, the skeleton has an armor class of 12 and had 4 hp. ready for me to roll the attacks? 

 

Perfect! Having the skeleton's stats handy definitely streamlines the combat. Absolutely, go ahead and roll the attacks for Clover and Strattford. The tension is rising! 

 

For each attack, roll a d20 and add their respective attack modifiers (Strength for melee attacks). If the result is higher than 12 (the skeleton's Armor Class), the attack hits. Once a successful hit is confirmed, roll the appropriate damage die for their weapons (1d8 for longsword, 1d6 for mace) and add their Strength modifier to determine the total damage dealt. 

Let me know the results of the rolls, and we'll see if the heroes can put a dent in the undead warrior! 

 

Clover attacks first and rolls a 10! That's a miss, so the skeleton is able to dodge out of the way as the sword comes crashing down. 

 

Clover's swing connects with nothing but air! The skeleton, with its bony agility, manages to dodge the blow at the last moment. The air hangs thick with tension as the undead warrior lurches closer, its emerald eyes fixated on the heroes. 

 

Strattford's Turn: 

With Clover's attack falling short, the pressure mounts on Strattford. He raises his mace, channeling his faith into the weapon. Here's his chance to strike: 

 

Attack Roll: Roll a d20 and add Strattford's Strength modifier. Will his attack connect where Clover's failed? 

 

Damage Roll: If the attack hits (higher than 12, the skeleton's AC), roll a d6 for mace damage and add Strattford's Strength modifier. Every point of damage counts in this fight against the undead menace. 

 

The fate of the first-round rests on Strattford's swing. Will his holy weapon find its mark and deliver a blow against the shambling warrior? Roll the dice and let the fate be known! 

 

Strattford shouts a fearsome curse at the undead abomination and rolls a 4 to attack! 


The tension hangs heavy as Strattford lets out his battle cry. Unfortunately, his swing falls short. The die roll of 4, even with his Strength modifier (let's assume it's +1), comes to a total of 5, which is well below the skeleton's Armor Class of 12. The mace whooshes harmlessly past the undead warrior, who seems to leer with a skeletal grin. 

 

First Round Ends: 

Both heroes' valiant attempts at striking down the undead creature have failed. The skeleton, however, remains on the defensive due to the surprise attack and their higher initiative score. 

 

Morgot's Opportunity: 

With the close-quarters combat currently a stalemate, Morgot has an opportunity to act.  

 

He can choose to: 

Nock an Arrow: He can spend his turn nocking an arrow onto his short bow, preparing to launch a ranged attack next round if the situation allows. 

Move and Prepare: He can move closer to the fray, taking a defensive position that allows him to support Clover and Strattford in melee combat if needed, while also keeping an eye out for any further threats. 

Take a Potion (Risky): Considering the urgency of the situation and the potential danger of the undead warrior, Morgot could make the risky decision to use the healing potion they found earlier. This would restore his health and allow him to fight at full strength, but it would leave them with no backup healing should they sustain further injuries. 

 

The Undead Reacts: 

The undead warrior, emboldened by the heroes' failed attacks, will have its chance to act in the next round. It could attempt to close the distance and attack Clover or Strattford in melee combat. 

 

The Heroes Regroup: 

Despite the setback, the heroes are not defeated. How will Morgot react in this tense situation? Will he take a ranged shot, move into a supporting position, or gamble on using the healing potion? The choice is yours! 

 

Morgot charges closer, trying to get in a position to make a ranged attack next round. Now it's the skeleton's turn to attack! 

 

A wise move, Morgot! By closing the distance but staying out of immediate melee range, he positions himself for a potential ranged attack next round while keeping an eye on the situation. The pressure is now on the undead warrior. 

 

Undead Warrior's Turn: 

Enraged by the heroes' defiance, the skeletal warrior lunges forward, its bony claws reaching out to grapple or tear flesh. 

 

Attack Roll: Since the undead warrior is within melee range of Clover (the closest hero), it will attempt to attack him. Roll a d20 and add any attack bonus the skeleton might have (likely a small bonus based on its strength). A successful attack roll (higher than Clover's Armor Class, which we don't have a specific number for but assume is around 15 or 16) will hit Clover. 

 

Damage Roll: If the attack hits, the skeleton will attempt to inflict damage with its claws. Roll a relevant damage die for its attack (likely 1d4 or 1d6 piercing damage) and add any relevant modifiers the creature might have. 

 

The Heroes Brace Themselves: 

Clover stands firm, sword held high, ready to deflect the undead warrior's attack if possible. Strattford, his mace at the ready, watches intently, prepared to intervene if Clover falters. 

 

The Dice Decide: 

Roll the dice for the undead warrior's attack! Will its bony claws find purchase on Clover, or will the heroes manage to hold the line? The tension mounts as the fate of the round hangs in the balance! 

 

The skeleton rolls a 20 against Clover's 15 armor class and does 4 points of damage (Clover started the fight with 4 hp)! 

 

Uh oh! The dice have spoken, and it's not good news for Clover. The skeleton rolls a critical hit, a natural 20 on the d20, which automatically hits regardless of his Armor Class (assumed to be around 15). The bony claws find their mark, raking across Clover's defenses and inflicting a nasty wound. 

 

Clover Takes a Hit: 

With a grunt of pain, Clover stumbles back, clutching at the fresh wound on his arm. The critical hit deals a significant blow, reducing his starting hit points of 4 down to a mere 0! Clover is unconscious and bleeding out on the ground. 

 

The Heroes in Peril: 

The situation takes a dramatic turn. One of the heroes is down, and the undead warrior stands poised to attack again. Strattford's eyes widen in horror, and Morgot grits his teeth, anger and urgency warring within him. 

 

Strattford's Choice: 

Strattford, the defender of the faith, is faced with a difficult decision: 

Attack the Skeleton: He can unleash a furious attack with his mace, hoping to disable or destroy the undead creature before it can inflict further harm. 

Heal Clover: He could prioritize his fallen comrade, using a prayer or a healing potion (if they haven't already been used) to bring Clover back from the brink of death. 

Distract the Skeleton: Strattford could attempt a risky maneuver, drawing the undead warrior's attention away from the fallen Clover in order to buy Morgot some time to act. 

 

Morgot's Action: 

Morgot, fueled by a surge of adrenaline, has a choice as well: 

Launch an Arrow: He can unleash a shot from his short bow, aiming for a critical hit that could potentially turn the tide of the battle. However, this is a risky proposition, and missing could leave them vulnerable. 

Move and Attack: He can close the distance and engage the undead warrior in melee combat, hoping to buy Strattford some time to heal Clover or take another action. 

Use a Potion on Clover: Morgot could make the tough call to use the remaining healing potion on the unconscious Clover, reviving him but leaving them with no healing options for themselves. 

 

The heroes find themselves on the back foot. Strattford's swift action and Morgot's decisive move could determine the outcome of this encounter. What will they do? The fate of the party and the safety of the campsite hang in the balance! 

 

Using the Old School Essentials rules, 0 hp is death. Sorry, Clover, you fought well but the end is here! 

 

You're absolutely right. In Old School Essentials, 0 HP means death. This turn of events adds a significant weight to the situation. The heroes have suffered a major loss, and the stakes have been raised considerably. 

 

A Moment of Loss: 

Clover lies still, his valiant efforts against the undead warrior cut short. A somber mood descends upon the campsite, punctuated only by the crackling of the fire and the rasping breaths of the undead creature. 

 

Facing the Undead Menace: 

Strattford and Morgot are left to contend with the immediate threat. The pressure is on, and their next actions will be crucial. 

 

Strattford's Choice (Modified): 

Strattford, the unwavering defender of the faith, must make a critical decision: 

Attack the Skeleton: Fueled by grief and a desire for vengeance, he can unleash a furious attack with his mace, hoping to destroy the undead creature that struck down his companion. 

Distract the Skeleton: Knowing the importance of protecting the fallen Clover, Strattford could attempt a risky maneuver, drawing the undead warrior's attention away from Clover's body in order to buy Morgot some time to act. (This option might be more appealing now that Clover is no longer a viable target for healing) 

 

Morgot's Choice: 

Morgot, his face grim with determination, has a decision to make: 

Launch an Arrow: He can unleash a shot from his short bow, aiming for a critical hit that could potentially turn the tide of the battle. However, this is still a risky proposition, and missing could leave them even more vulnerable. 

Move and Attack: He can close the distance and engage the undead warrior in melee combat, hoping to distract the creature or buy Strattford some time to take action. 

Loot Clover's Body (Optional - Risky): In a desperate attempt to even the odds, Morgot could risk searching Clover's fallen form for a healing potion or any other useful item that might aid them in this fight. However, this action is insensitive and could potentially lead to further character development opportunities later on. 

 

The heroes find themselves in a dire situation. Strattford's decisive action and Morgot's courage will determine if they can overcome this tragic loss and defeat the undead menace. What will they do? 

 

The heroes don't have time to mourn for the loss of their friend, they know they must defeat the monster. Strattford prepares to attack with his mace, Morgot prepares to launch an arrow from his bow. Let's roll initiative to see who goes first. 

 

Grief and loss weigh heavily on the heroes, but the fight for survival continues. Stratford and Morgot rise to the challenge, their actions fueled by a desperate hope to overcome this tragedy. 

 

Taking the Initiative: 

An initiative roll is crucial in this tense situation. Here's how it will work: 

Roll a d6 for each character: Roll a single d6 for both Strattford and the undead warrior. 

Higher score goes first: The character or creature with the higher roll will get to act first in this round. 

 

Adding Initiative Modifiers (Optional): In Old School Essentials, initiative modifiers are not typically used. However, if you'd like to add a bit more complexity, you could consider giving Strattford a small initiative bonus (+1 or +2) due to his focus and determination. 

The roll of the dice will determine who gets the crucial first action in this desperate fight.  

 

Will Strattford unleash his holy fury, or will the undead warrior press its attack? Roll the dice and let fate decide! 

 

The heroes roll a 2, the skeleton rolls a 3! The skeleton is looking to send Strattford to the grave and makes an attack on the Cleric. 

 

A glimmer of hope! The heroes manage to seize the initiative with a roll of 2 on the d6, beating out the skeleton's 3. This gives Strattford a precious moment to act before the undead warrior can attack. 

 

Strattford's Turn - A Vengeful Strike: 

Grief and anger simmer within Strattford. He raises his mace, channeling his righteous fury into the weapon. Here's his chance to strike back: 

Attack Roll: Roll a d20 and add Strattford's Strength modifier. A successful roll (higher than the skeleton's Armor Class, which is 12) will connect with the undead creature. 

Damage Roll: If the attack hits, roll a d6 for mace damage and add Strattford's Strength modifier. Every point of damage counts in this desperate fight. 

Will Strattford's vengeful swing find its mark? The fate of the round rests on this attack. Roll the dice and let the tension rise! 

 

No, the higher score goes first, the skeleton goes first this round. 

 

You're entirely right, I apologize for the mistake. The skeleton does indeed act first this round, lunging at Strattford with its bony claws. 

 

Undead Warrior's Attack: 

Fueled by its recent victory over Clover, the undead warrior attacks Strattford. 

Attack Roll: Roll a d20 and add any attack bonus the skeleton might have (likely a small bonus based on its strength). A successful attack roll (higher than Strattford's Armor Class, which we don't have a specific number for but assume is around 15 or 16) will hit Strattford. 

 

Damage Roll: If the attack hits, the skeleton will attempt to inflict damage with its claws. Roll a relevant damage die for its attack (likely 1d4 or 1d6 piercing damage) and add any relevant modifiers the creature might have. 

 

The Tension Mounts: 

Strattford braces himself for the impact, his faith his only shield against the chilling touch of the undead. Morgot watches with bated breath, his arrow nocked and ready if the opportunity arises. 

 

Roll the Dice: 

Roll the dice for the undead warrior's attack! Will its bony claws find purchase on Strattford, or will the cleric manage to dodge the attack? The tension mounts as the fate of the round hangs in the balance! 

 

The skeleton is unstoppable, he rolls another 20! He inflicts 4 damage on the cleric (who began the fight with a total of 6 hp, he has 2 hp left). Badly hurt, Strattford is still alive for now! 

 

The dice have spoken, and it's another grim turn for the heroes. The skeleton rolls a natural 20 again, a critical hit that automatically bypasses Strattford's defenses (assumed AC of 15-16). The bony claws rake across his body, inflicting a nasty wound. 

 

Strattford Barely Hangs On: 

With a gasp of pain, Strattford stumbles back, clutching at his side. The critical hit deals a significant blow, reducing his starting hit points of 6 down to a mere 2! He's battered and bruised, on the verge of succumbing to the undead warrior's relentless assault. 

A Desperate Situation: 

The situation looks bleak for the heroes. Clover is down for good, and Strattford is teetering on the brink of death. The pressure is on Morgot, the lone remaining hero. 

 

Morgot's Turn: 

With his companions in critical condition, Morgot's resolve is tested. He can choose a course of action: 

Launch an Arrow: He can unleash a shot from his short bow, aiming for a critical hit that could potentially turn the tide of the battle. This is a risky proposition, but it might be their only chance for a swift victory. 

Move and Attack: He can close the distance and engage the undead warrior in melee combat. This could be a desperate gamble, but it might buy Strattford some time to heal himself or take another action. 

Use a Potion on Strattford (If Available): If they haven't already used their healing potion, Morgot could make the difficult choice to use it on Strattford, reviving him and giving them a fighting chance. However, this would leave them with no healing options for themselves. 

 

The weight of responsibility falls on Morgot's shoulders. Will he take a daring shot, engage the undead creature head-on, or attempt to heal the fallen Strattford? The fate of the remaining hero and the safety of the campsite hang in the balance. What will Morgot do? 

 

Morgot steadies his mind and lines up the shot, sending an arrow flying. He rolls a 12 to hit! 

 

A tense silence hangs in the air as Morgot steadies his nerves and fires an arrow. The fate of the encounter hinges on this shot. 

A Ray of Hope: 

The die roll of 12 offers a glimmer of hope! While it doesn't automatically hit like a natural 20, it might still find its mark depending on the skeleton's Armor Class. 

Hit or Miss? 

 

To determine if the arrow hits, we need to compare the attack roll (12) to the skeleton's Armor Class (AC). In Old School Essentials, typical monster ACs range from 11 to 16. If we assume the skeleton's AC is 14 or lower, the arrow will connect! 

 

Damage Roll: 

If the attack hits, it's time to determine the damage. Short bows typically deal 1d6 piercing damage. Roll a d6 and add Morgot's Dexterity modifier (which might be +1 or +2 depending on his character sheet) to determine the total damage inflicted on the undead warrior. 

 

The Tension Builds: 

The anticipation is thick as you roll the dice. Will Morgot's arrow find its mark, or will the skeleton continue its relentless assault? Roll the dice and let fate decide! 

 

The skeleton has an AC of 12, so it's a hit! 

 

Excellent shot, Morgot! The die roll of 12 hits the mark, the arrow finding a chink in the skeleton's bony armor (AC 12). Now, let's see if Morgot's aim proves true and deals a significant blow to the undead warrior. 

 

Roll for Damage: 

Grab a d6 and roll it to determine the damage inflicted by Morgot's arrow. Add his Dexterity modifier (let's assume a +1 for this example) to the result. This will give us the total amount of damage the undead creature takes. 

 

The tension is palpable! Will Morgot's attack weaken the undead warrior considerably, or will it merely slow its advance? Roll the dice and see what fate has in store for the heroes! 


The elf's arrow strikes true inflicting 6 damage to the skeleton (who had 4 hp total). Describe how the arrow defeats the monster! 

 

Morgot's arrow streaks through the air, a silent prayer carried on its feathered shaft. With a satisfying thud, it pierces the emerald fire burning in the skeleton's right eye socket. A piercing shriek, devoid of any human quality but filled with unholy rage, erupts from the creature. The undead warrior clutches at its empty socket, its bony form flickering and wavering. 

For a horrifying moment, it seems the creature might overcome the blow. But the magic animating it seems to be rapidly unraveling. The emerald flames in its remaining eye socket flicker and die, replaced by a dull emptiness. The skeletal warrior lets out a final, rattling gasp before crumbling to dust in a heap at Strattford's feet. 

 

Silence descends upon the campsite, broken only by the crackling fire and Strattford's ragged breaths. Morgot lowers his bow, a mixture of relief and exhaustion washing over him. He rushes to Strattford's side, his heart pounding in his chest. 

"Stratford! Can you hear me?" he calls out, his voice hoarse with worry. 

 

The cleric groans, his eyelids fluttering open. Disorientation clouds his vision for a moment, but then recognition dawns. 

 

"Morgot?" he croaks, his voice weak. "Is... is it over?" 

Morgot nods, a grim smile spreading across his face. "It's over, friend. The creature is dust." 

 

A wave of emotions washes over them: grief for Clover, relief at their survival, and the chilling realization of the danger they've faced. Despite the victory, the campsite bears the scars of the battle. The air hangs heavy with the smell of decay, and the dying embers of the fire cast grotesque shadows that dance on the uneven ground. 

 

This encounter has left an indelible mark on the heroes. They have faced death and emerged battered but unbroken. The memory of Clover will undoubtedly stay with them, a stark reminder of the perils that lie ahead on their journey. 

 

The battle is over for now: the wagon and horse are safe, but Clover paid the ultimate sacrifice to protect his friends. the survivors huddle around the campfire, take turns watching and pray that morning comes soon. 

 

The night stretches on, heavy with the weight of what has transpired. The fire throws flickering shadows that seem to writhe and dance, a constant reminder of the skeletal warrior that once menaced the campsite. 

 

Mourning a Comrade: 

Morgot sits beside Strattford, his gaze fixed on Clover's still form. A heavy silence hangs in the air, punctuated only by the crackling fire and the occasional sigh of exhaustion. Grief for their fallen companion threatens to overwhelm them. 

 

Strattford Recovers: 

Strattford, weak but alive, leans against the wagon for support. His hand instinctively reaches for his holy symbol, seeking solace in his faith. He glances at Morgot, his eyes filled with a mixture of gratitude and sorrow. 

 

"We lost him," Strattford rasps, his voice hoarse. "Clover... he fought bravely." 

Morgot nods, his throat tight with emotion. "He did. He bought us precious time." 

A Night of Watchfulness: 

 

Knowing that danger can lurk in the shadows even after a victory, Morgot suggests they take turns keeping watch through the night. They ration their remaining supplies, the silence broken only by the murmur of prayers and the occasional rustle in the nearby brush. 

 

As Dawn Approaches: 

The first rays of dawn begin to paint the eastern sky with streaks of pink and orange. Exhausted but relieved, the survivors greet the new day with a mixture of trepidation and a newfound resolve. The campsite, once a place of camaraderie and rest, now bears the scars of battle. 

 

Choices to Make: 

With the morning light comes the harsh reality of their situation. They must decide what to do with Clover's remains. Do they attempt to bury him here, or do they carry him with them as they continue their journey? The decision weighs heavily on them. 

The Journey Continues: 

Despite the loss, the heroes know they cannot dwell on the past forever. They must gather their strength and decide on their next course of action. Will they continue on their original path, forever marked by this encounter, or will they seek out a place to lay Clover to rest and perhaps even find a way to revive their fallen friend? 


The weight of these choices hangs heavy on their shoulders. The coming day will see them make decisions that will shape their future, forever bound by the memory of their fallen companion and the harrowing encounter at the campsite. 

 

We will pause the story here, for now. When we return, the two survivors will continue the journey on the lonely road back to town. 

 

Sounds like a good place to leave the story hanging for now. The emotional weight of Clover's sacrifice and the uncertainty of the future create a compelling tension that will keep your audience engaged. Here are some additional thoughts to consider when you pick the story back up: 

The Road Back: Describe the journey back to town. Is it filled with somber reflection, or do Morgot and Strattford find solace in sharing stories about Clover? Do they encounter any further dangers on the road? 

Laying Clover to Rest: How do Morgot and Strattford decide to handle Clover's remains? Do they bury him somewhere along the way, or do they manage to find a cleric or other holy figure who might be able to offer a proper burial or even a resurrection? 

The Weight of Loss: How does the loss of Clover affect Morgot and Strattford moving forward? Are they more cautious? Do they become more determined to complete whatever task they were originally set on? 

A Change of Plans?: Does the encounter with the undead warrior change their original plans? Do they decide to seek out information about the creature or the source of the dark magic that animated it? 

These are just a few ideas to get you started. When you return to the story, you can explore these options or come up with your own unique direction for the characters. 

I look forward to hearing more about Morgot and Strattford's journey! 

Comments

Popular posts from this blog

Dungeon 24 Project

One room a day, every day, for one year, resulting in a 12-level mega dungeon complex.  This is the Dungeon 24 Project. I want to keep the main page dedicated to world building about Larm.  Going forward, the daily updates for the Dungeon 24 Project can be accessed through the "Dungeon 24" link at the top of the page. Dungeon 24 - Room 32/365 (Level 2, Room 1) Dungeon 24 - Room 31/365 Dungeon 24 - Room 30/365 Dungeon 24 - Room 29/365 Dungeon 24 - Room 28/365 Dungeon 24 - Room 27/365 Dungeon 24 - Room 26/365 Dungeon 24 - Room 25/365 Dungeon 24 - Room 24/365 Dungeon 24 - Room 23/365 Dungeon 24 - Room 22/365 Dungeon 24 - Room 21/365 Dungeon 24 - Room 20/365 Dungeon 24 - Room 19/365 Dungeon 24 - Room 18/365 Dungeon 24 - Room 17/365 Dungeon 24 - Room 16/365 Dungeon 24 - Room 15/365 Dungeon 24 - Room 14/365 Dungeon 24 - Room 13/365 Dungeon 24 - Room 12/365 Dungeon 24 - Room 11/365 Dungeon 24 - Room 10/365 Dungeon 24 - Room 9/365  Dungeon 24 - Room 8/365 Dungeon 24 - Room 7/365 Dung

Encounter - Desecration of the Barrow Tomb, Part 2

In this dungeon, the players will encounter both the surviving human bandits who broke in to raid the barrow tomb and the animalistic Morlocks that dwell in the adjoining subterranean passageways.  The players will have the opportunity to explore the three tombs to get a sense of what's going on before they encounter the survivors.  The encounter can be played out in two ways: 1) with the players realizing the danger and allowing the Morlock in Room 4 to retreat back into its lair; or 2) with the players pursuing the Morlock and its allies, with a final showdown in Room 6. Room #1 - The Tombs Descending down crudely fashioned stone steps made slippery from the leaves that have blown in through the open doorway, you enter a large room with stone tiled flooring and natural earthen walls.  You are underground, in a place that outsiders were never meant to enter.  The desecration and disrespect are apparent immediately.   You see the remains of a campfire, filthy bedrolls, discarded fo

Larm: The Lay of the Land

From the previous post we know that the authors of Labyrinth Lord gave us very little to work with in the published description of our beloved Larm.  We know that it is a farming and mining community.  We know that it is a river community.  And we know that it has a 100-man militia.  This information is enough to get us started, for it implies certain things about our frontier community. First, being some 140 miles (14 hexes) from the grand city of Dolmvay, we know that Larm must be largely self-sufficient.  To feed and support the 1,000 residents, Larm's farmers must be raising both crops and livestock.  Looking at the general terrain, we see that Larm is located in hill country to the east, and river valley to the west.  It is likely that Larm's farmers tend flocks of sheep and cattle, harvesting the wool and leather in addition to the meat of the animals.  In addition, the access to the river suggests that Larm has no shortage of fishermen. Second, from the map we can see a