Sunday, 8 November 2026

Space Traveller, Part 2


AD5524-359, Campinas Downport, “Iceburg” - Camptown Racers Recording Studio.


As Perdix distracts the driver, Freydis simply strolls up in all his weapons and armour, plants himself in the middle of the yard, and says “Security”, flexing his muscles and hefting his mighty sledgehammer, glaring at everyone as if daring them to challenge him.


Freydis uses the distraction from Perdix to get +1. He doesn’t have Persuasion so he uses Melee(-2)+STR(+2)+Assist(+1) to browbeat the workers. 2d6+1 = 7, Success but “Rival”. Rival is Human or Bot (50-50).


A few of the workers are looking at the delayed forklift, but one with a clipboard says “This is a lot of security for a simple job”, pointing at another large, armed (d2=) man approaching the main gate. The eyes of the two big men narrow as they size each other up, and the crowd starts to talk in hushed anticipation of a duel. Syar takes the opportunity and slips round the back of the forklift, then uses parked vehicles as cover to approach the building.


Syar takes the assist from Freydis and rolls Stealth(0)+DEX(+1)+Assist(+1), 2d6+2 = 10, Success. All eyes are on the big men, and she quietly slips through the door and enters the studio. The plug-in from the Patron, Faraz, detailed the layout, door codes etc so the “investigation” in scene 2 will be how to discover and disable the Vocaloid effectively, quietly etc.


While Syar creeps through the building, and Perdix has resigned to spend the next half hour talking about horoscopes, Freydis is squaring up to the newcomer. “Push off, soft lad, or I’ll crack your head like a walnut”.


This is another intimidate attempt. He uses Melee(-2)+STR(+2), 2d6+0 = 7, Success but “choice of 2 evils”. An obvious ‘evil’ is that someone is about to run into the studio, risking the plan. The other ‘evil’ is that Freydis might bring more attention down on himself.


“Alright mate, clearly some mix up, no harm done” the burly newcomer says, backing away hands up. Freydis nods, but then hears one of the workers say “the boss needs to know about this” and starts heading towards the studio doors … Freydis thinks quickly: “Oi, get back here, nerd! Nobody’s going in there until we get to the bottom of this mess.”


Yet another intimidate, but this time with Language/CHA as he is not in the face of the guy who wants to head indoors. Language(-2)+CHA(+1), 2d6-1 = 10, Success.


“Alright, alright!” The worker sheepishly comes back to the crowd, and everyone fully accepts his authority - so Freydis makes a point of checking everyone’s names, badges, astrological signs …


Meanwhile, Syar hustles through the studio looking for the Camptown Racers section. She passes down identical-looking steel hallways, past soundproofed doors and rooms until she spots the right one, punches the code and sidles through the door. The window is opaque, so Syar breathes a sigh of relief and switches on the lights. The recording studio is split into 2 sections, the entrance being into a control room with computers, sound-boards, control panels and speakers. A transparent and soundproofed room is accessed via another door, which contains stools, chairs, microphones, screens, cupboards and more computer banks. Syar looks around scratching her head, then enters the soundproof room and opens the largest cupboard - inside is the vocaloid, a simple, featureless humanoid robot which can have any image holo-projected onto it. A nice piece of kit, but the holo-input port and the audio-input-port are both open and the motherboards - which are the real prize - are missing.


Syar decides to do a trivial sabotage of the Robot - she has many applicable skills so it’s easy to snip a few wires and de-magnetise some important components. She then searches the area for any sign of the motherboards. She again has all sorts of relevant skills, so chooses Observation(0)+WIS(0), 2d6+0 = 8, Success but finds 1 thing only. 50-50 (Soundboard/Holoboard). Is it protected in some other way? 50-50. Results below:


Syar rifles through the cupboards, finding nothing of interest - she bends down to pick up a pair of dropped headphones when her eye catches sight of a magnetic box sealed to the underside of the recording deck. She raises an eyebrow and removes it - there is only a simple latch, with no lock or other security and when she opens it, she sees the soundboard! Syar pockets it, and leaves their “calling card” which is an AI picture of Laudius hanging by a noose, with the words “keep music human”. She leaves another in the port of the damaged vocaloid, and scratches its face, tying a noose around its neck for good measure. Nodding to herself, she retraces her steps back to the main door, seeing Freydis has the crowd fully under his control, she sneaks away. 


Syar uses Stealth(0)+DEX(+1), 2d6+1 = 11, Success. Syar escapes, Freydis moves over to yell at the forklift operator, finally giving Perdix the opportunity to get away from her admirer. The PCs retrieve their stashed equipment and head back to their hostel, with a short detour to the apartment of Laudius to slip another calling card under his door ...


Monday, 2 November 2026

Space Traveller, Part 1


AD5524-358, Campinas Highport “Titanic”


Perdix, Freydis and Syar head to an out-of-the-way bar to discuss their next move. The WorldNet screen on the table of their booth shows scrolling text of the latest news: the Chief Science Officer of the nearby naval base has stepped down (Oracle = “overwhelm burden of knowledge”) 


“Alright, we need cash - let’s have your ideas then”, opens Freydis.

“We could see if our mobster friend - Ulfrun - needs any help?” offers Syar.

“Let’s … keep that in our pocket for now” suggests Perdix. “I could probably pick up a piloting job, and you can hire on as a water-taxi driver, Freyd”


Freydis shudders, and it’s not clear if it’s from the thought of taking on a regular job again, or from the cheap “prawn cocktail” drink made from fermented crustaceans. “We can check the bars here, or the DarkNet?” He looks at Syar, who nods - she knows how to access it. Freydis continues. “People are always looking to hire guys for hits or protection.”


“Or … robbery? Stow away?” says Syar tentatively. Perdix pats her on the hand by way of reply. “Let’s check around for jobs we can do while laying low from that mob after you, Syar - if nothing then we’ll have to see if Ulfrun has any ‘offers we can’t refuse’ …”


No rolls to see if they can find the jobs, we’ll hand them a couple free to get started.

(1d3+1=) 2 random jobs available from seedy street contacts and DarkNet links:

Encounter Type / Skill / Focus / Twist or Complication


Rolls: Robot/Drone, Artist/Performer, Secrets, Someone hates another in the same group.

Plot: A band member secretly wants to get rid of their vocaloid (robot/AI) singer.

Job: “Looking for discrete multi talented individuals to help ‘fix’ a robot”


Rolls: Patron (more jobs in future), Groundcraft, Debt, Someone would rather not fight

Plot: Offworld wheel-racer foolishly accepted a race challenge (duel) on an ocean world.

Job: “Need help with a water-race, winning or avoiding. Peaceful solution required.”


Freydis and Syar come up with 2 leads. Syar leans towards the Robot job, while Freydis fancies his chances in a submarine race. Perdix has no strong feeling either way, so she has the casting vote and chooses (d2=) the Robot job.


“Who is this?” says a synthesized voice.

“My name’s Perdix. There’s 3 of us. We’re the robot fixers”

“Meet me in 2 hours at the Nautilus Downport, ping this contact again when you get here”


2 hours later, a rattling air/raft drops off the PCs planet-side at Nautilus downport, which is little more than a combination of jetties, docks, submarine pens, and landing berths. Perdix pings the contact and receives a “Find Me” signal, leading the trio to the Arrivals area, where they see a tall figure wearing hooded overalls pinging them in return. (d2=) He nods and moves to an unoccupied row of benches. Perdix introduces her group, and the man nods again and removes his hood revealing a good looking man with long black hair and green eyes. “Name’s Faraz”, he begins “I play dub-guitar and e-banjo in our band, the ‘Camptown Racers’. We play simple songs and folks around here seem to like the cut of our jib. Recently it’s been a real shipwreck, our manager Laudius brought in a Vocaloid singer, and sure it hits the notes but it’s got no soul! And I’m totally an artist and not in it for the money, but now he’s claiming manager and member shares, which cuts into my percentage. I’ll pay 5000 to get rid of that vocaloid somehow that doesn’t sail back to me. Meet back here in a week”. He leans closer, whispering “And if you find a way to get Laudius out of the band, I’ll pay double”.


Before Faraz leaves, he hands over a null-ID plugin with details of the studio, the vocaloid, Laudius and the band etc, plus a cred-card worth 500 as a “retainer”.


…..


AD5524-359, Campinas Downport, “Iceburg”.


The next day, as the day-cycle begins, the PCs leave their simple shared hostel room in the Highport and take a grav-taxi to the surface. Is 10k enough of an incentive to simply kill Laudius and dump his body? It’s a lawless world, but the reward is not really enough for murder when split 3 ways. Base 1-3 on d6 per PC, but Perdix is compassionate and Syar thinks she’s smart enough to think of another way, so 1-2 for them. (3d6=P4, F4, S1) - so in fact Syar thinks she’s smart enough to get away with murder, but the others talk her down.


Instead they decide to break into wherever the Vocaloid is stored, vandalise it, and leave a threatening note for Laudius in the guise of a “disgruntled fan”. The Vocaloid is stored in: Laudius’ apartment, Secure storage, Recording studio (d3=Studio)


Expected Scenes in short adventure = 1d6+1 = 2.

These are rolled using my Encounters and Events tables inspired by Traveller and SWN.


Scene 1: Trade/Cargo + Infiltration.

Scene 2: Robot/Drone + Investigation.

(I honestly rolled these - looks like the plan will go as expected)


The Recording Studio is in the downport of “Iceburg” - a simple and mostly flat structure at sea-level but with multiple underground levels and facilities. The studio is on Level -2, about the size of a football field with a yard for vehicles in front, all surrounded by a chain-link fence that reaches to the ceiling above. It is (50-50 buying/selling) currently receiving a container load of electronics. A (d3=) hover forklift is transferring it from the street into the studio grounds, and a crew of staff stand nearby with various hardhats, clipboards, toolkits, carts and so on. Pistols are the only weapons in evidence, so Perdix and Syar relieve themselves of their larger armaments and stash them behind a nearby dumpster - although Freydis will not give up his hammer and rifle! They approach the studio.


Their plan is to cause as many distractions as possible to allow Syar to sneak in. “Assistance” gives +1 to the dice roll, but usually only 1 assistance is applicable.


“Hey buddy!” Perdix calls to the forklift operator, “I hear a rattling from your starboard intake, it might be a blocked injector - you may want to power down for a second to look at it”.


Perdix uses Groundcraft(0)+CHA(+1) at full effect to try and distract the driver. (Using Jack-of-the-trade, a replacement skill, or no useful skill would give her an increasing penalty). 2d6+1 = 8, Success but “Mysticism”.


“Rip tide!” Curses the forklift operator, a middle aged man covered in tattoos. “My horoscope said this was going to happen! ‘A lady in gold will save you!’ It means your jewellery! Come here, I need to shake your hand for luck. What’s your name? Mine’s Wayan. What’s your sign? I’m Aquapricorn! Let me buy you a drink after we get this sorted?”. Perdix thinks she perhaps succeeded a little too well …


Wednesday, 30 September 2026

Space Traveller, Character Creation



Rolling 3 PCs: (Scores of +2 +1 +1 +1 0 -1 allocated to standard "D&D" stats)

Randomised stats and skills (1 in 6 per roll of choosing a suited skill instead of random).

Age is 6d10, and birthday is d365. Personality inspired by rolling on Scarlet Heroes tables.


Perdix Desme, FeHu, Level 1, Age 44, Birthday 276. Homeworld: Zarn.

Sun-weathered body, sun-bleached hair, rings everywhere, pilot suit / overalls.

Trait: Wears gaudy jewellery. Temperament: Compassion. Motive: Fix something she broke.

STR 0    INT +1 DEX +2 WIS +1 CON -1 CHA +1

Hit Dice 0. Hit Points 5.


Freydis Gerou, MaHu, Level 1, Age 32, Birthday 104. Homeworld: Zarn.

Olive skinned version of “Hulk Hogan” (blonde, big moustache, ripped, white suit)

Trait: Hard of hearing. Temperament: Bigoted. Desire: Buying something of beauty.

STR +2 INT 0 DEX -1 WIS +1 CON +1 CHA +1

Hit Dice 2. Hit Points 9.


Syar Vord, FeHu, Level 1, Age 27, Birthday 311. Homeworld: Velden.

Pale skin, ratty black hair, shifty/nervous manner. Dresses like a goth.

Trait: Blind in one eye. Temperament: Loyal. Desire: Prove her intelligence.

STR -1 INT +1 DEX +1 WIS 0 CON +1 CHA +2

Hit Dice 2. Hit Points 6.


PCs get +1 skill if they “link” to another PC, so as Perdix and Freydis homeworld = Zarn, we’ll say they worked together in their first term. Syar’s homeworld = Velden. No link to others, so only 2 skills in the first term. Each PC has 3 Terms before play begins.


Zarn (C6856447) is a Garden world and ‘holiday planet’ where the native species (also called Zarn) are semi-intelligent Giant Bees. Non-Zarn are usually employed by the Hive Queens or tourist corporations for tasks that giant bees are not well suited for, and while the money is decent, it is incredibly boring. The drones have no conversation and the holidaymakers are here for the Bees. Perdix and Freydis pack up and leave for Campinas.


Velden (E97A3039) is a Water World known for extreme sports and risky living. Between unstable geothermal activity, excitable jellyfish, unreliable undersea shelters and a somewhat carefree use of Cryo on the living, Syar decides that losing one eye was enough, and stows away on the next available ship, which she exits at the first port - Campinas.


[Note for below: I simplify Traveller Tech Levels to 0-5, where 2 is “modern day”]


Term 1

Perdix rolls Navigate, Spacecraft (launch), Science (Biology/Genetics)

She is a Shuttle pilot and tour guide.

She chooses Nav Datapad (T2) & Science Kit (T2) as equipment.


Freydis rolls Observation, Melee, Admin/Legal

He is a guard/liaison/escort hired by one of the tourism corporations.

He chooses Armour Suit (T2) & Stun Baton (T2) as equipment.


Syar rolls Stealth, Deception.

She is a thief and con artist.

She chooses an Augmentation (T3 cybernetic eye) as equipment.


Perdix & Freydis both know the hiring manager from their corporation days, Onuris Okoy (friend).


…..


Campinas (B5334107) is, to Syar’s annoyance, another planet strongly dependent on the ocean for its livelihood. The planet itself is dotted with underground and underwater fortified enclaves full of distrusting groups who harvest the seas for fish and coral, while avoiding or hunting the deadly but tasty salt-water Fly Trap plants. In the ports the loose laws are upheld by agreed duels, and code-breakers will be lynched, creating a somewhat “wild west” vibe.


Who connects with Syar? (d3=) Perdix. How? (SWN) Civilised Event = “Psionic Scare”

Syar is looking to create a distraction after a theft, and fakes a Psi attack with a subsonic electronic device - while Perdix with her Scientific background is not fooled, she respects the attempt, and her compassion compels her to save Syar from the lynch mob.


Term 2

Perdix rolls Persuasion, Groundcraft/Hover, Vacc Suit/Zero-G

These make sense for her to have learned as a shuttle pilot.

She chooses a Vacc Suit (T2) and a 10mm pistol (T2) as equipment.


Freydis rolls Trader and Cultures/Languages.

These make sense for him to have learned as an alien species liaison.

He chooses an Assault Rifle (T2) and a supply of (T2) “Steady hand” drugs as equipment.


Syar rolls Observation, Science (Robotics/Cybernetics) and Electronics (Device).

These make sense for her to have learned as a tech criminal.

She chooses a Light Kevlar Vest (T2) and an SMG (T2) as equipment.


Some Campinas locals were not amused by the Psi Scare and have dodgy AI photofits of Perdix & Syar from a few witnesses, and are looking to deliver some retribution (enemy)


…..


Syar has successfully stolen a 4-pack of luxury space-cruise tickets and plans to “launder” them at the gambling tables. Perdix has introduced Syar to Freydis, and the thief decides the bulky man will make perfect muscle for her plan.


Term 3

Perdix rolls Gunnery (Marksman) and Aircraft (Grav)

These make sense for her to have learned as a shuttle pilot and loitering on Campinas.

She chooses a second 10mm Pistol (T2) and Grav Repair Tools (T2) as equipment.


Freydis rolls Streetwise, Watercraft (submarine) and Athletics.

These make some sense for him to have learned previously, or loitering on Campinas.

He chooses a Culture Database (T2) and a Sledgehammer (T2) as equipment.


Syar rolls Computers (Jack-of-the-Trade) and Athletics.

These make sense for her to have learned as a criminal.

She chooses Robotics Toolkit (T2) and Electronics Toolkit (T2) as equipment.


Syar & Freydis use their savvy and charisma to befriend a local mobster who runs a high stakes gambling den, one Ulfrun Sokkwi (friend).


…


The PCs are on the Campinas Highport, Titanic - a simple spinning cube in orbit near to the Imperial-occupied and antenna-bristling ex-Solomani base spheres. The highport interior has a spartan layout of steel walls and security grills - weapons of all sorts are on display from the populace, and people steer wide paths around each other. Freydis and Syar are in a back-alley casino and have charmed their way into a high-stakes game of “Lexicon” - a game where players collect letter tiles to form words and phrases. The more complex and culturally significant the words, the more powerful the hand.


Syar sits at the table, with Freydis looming nearby. The large man has picked up a lot about languages and cultures from his time liaising for the Zarn, but Syar had earlier convinced him that her “natural gambling smarts” made her the better choice to play. Over the course of the evening, players retire and the stakes increase until Syar is left sitting opposite a man rivalling Freydis in size, wearing dark shades, a military camo jacket, and a huge rifle on his back. A sizable crowd has gathered, watching and chattering, while Syar studies her tiles - then bets the luxury cruise tickets, maybe 100 k-creds in value. Her opponent responds by lifting a high-tech secured suitcase to the table - even without knowing the contents, the case alone is worth a small fortune if she can crack it open, and someone in the crowd softly whistles appreciatively.


Syar nods, accepting the stakes. She smiles and reveals her “Semantic Cascade”, a chain of Galanglic words (Cloud, Rain, River, Sea, Sun) representing water’s cyclic journey. The crowd murmurs in appreciation, and it seems the military man was bluffing as he pushes in a set of seemingly random Campinan words (according to the translator screen nearby) and begins to casually push them around the table. Syar reaches for her winnings, but the floor manager coughs, and the whispers in the crowd become louder voices. “Monsieur plays ‘Silent Orthography’ in Campinan, and is the victor”. As the military man collects his winnings, Freydis grabs Syar’s shoulders and shakes her, but she stares at the game-screen again, now with some letters highlighted - the words are not random, but actually making clever use of silent letters in Campinan to spell out a connecting word, bringing the full hand together in a master stroke.


Eventually Freydis dumps a drink over Syar’s head to snap her out of her daze, and pulls her to her feet. “Come on girl, you just lost all our money - let’s go see Perdix, maybe she can figure a way out of this”.


And so the solo game begins!

Wednesday, 9 September 2026

Space Traveller, Introduction

 What can I say about Traveller?

I played it once in my youth, in the 80s. It was a kind of "planet of the Nazis" set up, in a red-zone. Our PCs needed "heavy water" to fuel/fix the reactor or something - and I really don't remember much more than that. Was this a published adventure or something made up by my teenage friend? I have no idea.

30+ years later, reading other Solo blogs, there were several that told amazing tales of Traveller, so I decided to give it a try. I did so much prep! House rules and system conversion docs. A 10-tab spreadsheet of solo tools and references. A "Universe" spreadsheet with high-level details of all the planets in the sector, an "adventures" tab with 1 hook and thread per planet. Looking back, I guess I wanted to do Traveller justice.

When I counted all the time invested, I was determined to make something out of it. I decided that I would create solo adventures using these tools, and run run my gaming group through the results! Double-win? Well, kind of. I used the prep to run a few months of games, but it took a lot longer than was sustainable.

So what follows is my Sci Fi conversion of Dungeon World and World of Dungeons to a game I wanted to call “Space World” - but that sounded silly, so I went with Space Traveller. I use DW/WoDu with Traveller, Scarlet Heroes and Stars Without Number as inspiration. I hope you’ll forgive any glaring Traveller Universe errors - this is my interpretation of the original LBB setting, using the World Profiles on the Travellermap website - I generally ignore what the Wiki says about a planet’s occupants and make up my own.

https://travellermap.com/?p=-5.629!-135.5!7:



The game starts in the cluster around the planet Campinas, in the Zarn Subsector of Canopus. The date is leading up to Holiday (001 - New Year’s Day) of Imperium year 1004, approx 2 years after the Solomani Rim War (986 to 1002). This equates to 5525AD in Solomani terms. In my Traveller Universe (IMTU) the final act that broke the Solomani was the introduction of a virus into the X-boat network, destroying communications and data storage across the whole confederacy. Much of the Solomani Information Database is lost and only fragments remain, resulting in a great loss of knowledge - I used this to justify the lack of "global information" to the PCs.

The set-up that follows is how my player group started the campaign, only I will play from the perspective of “the other guys”, who will go their own way. Let’s see how it happened …

Monday, 17 August 2026

Managal Campaign, Summary

Summary.

I enjoyed this mini-campaign and playing in a world normally only my players got to see. I learned that massive or repeated combat encounters might be fun to play, but are not fun to write beyond a certain point. I learned “hexploring” is fun up to a point, but then I yearned for the mines dungeon. And then after the dungeon, I yearned for an urban tale / mystery. After that, well, it looked like the cycle would start again - but I’d like to try something else next.


This was also my first attempt at a Scarlet Heroes urban adventure, and I liked it - quite a change to hex/dungeon crawling, which is all my solo gaming has been up to now. There are a few places where I think it would not hold up to serious scrutiny (Mistress Tavie didn’t think to mention Aric [because we didn’t know about him then] Why would Aric target Governess Mae first? [because the dice said so!]) but if I spotted it then I was able to retro-fit a sound reason in my head, even if I didn’t note it here.


When I tried to come up with a mystery that began with the prompt “Smell/Nose Sun/Moon” I initially thought of something to do with cheese (it smells and the moon is made of it) or possibly werewolves (obvious moon tie-in) but rolling for the “plot” via Scarlet Heroes then asking half a dozen logical questions steered me somewhere not quite as tacky or obvious, and I was pleased with the results.


At some point I decided I knew the likely main enemy. For surprise purposes, the later on in the Adventure that these sort of ‘core facts’ are determined, the better for the solo player - but while the “surprise” might be less, I feel that the “integrity” (meaning logic and cohesion of the adventure plot) would be more. We can interpret the determining of “core facts” as the point in a movie where the villain announces his or herself, monologues about their plan, etc. I suppose if one were to play the game then write the session notes this sort of thing might be easier to fix, but that’s not what I was doing here.


Anyway, at some point I will return to Managal, but the heroes can rest for now. And for my next game, space calls!


Monday, 10 August 2026

Managal Campaign, Part 13

 40th Day of Last Rain (wet season).

Urban Adventure in progress.


Scene 7, Evening: Conflict. Stake = 1VP (-1 Enemy VP if PCs win).

The PCs intend to uncover Aric’s motive, “the easy way or the hard way”. They draw their weapons and warily approach the dying cultist. “Please spare me”, he groans, “The voices are gone. Filthy words of power. I had to obey!” He endures a coughing fit, then continues, “But I can hear my own thoughts now. I can see my mother’s face. I was … I was tricked by the Grey Apostle. But you … you can defeat him. My bracelet, give it to the victims. And tell them at the end … tell them … I was … sorry”.


How does Aric act on his deathbed? Oracle = “Guilt”

How many rounds before he spills the beans? 2d6 = 6 (PCs win condition)

At -1HP, Aric has a 10% chance at the end of each round to die (failing the Scene)

R1=39, R2=96, R3=36, R4=06 (Aric dies before revealing too much)

Treasure for Aric

Copper 10,000cp (fine quality bracelet), Gold 1400gp (‘twisted rope’ style necklace)


PCs (lose) 0 VP.

Enemy (win) +1 VP. Conflict scene, 0 VP.

Result. VPs 7 / 6 (Clues 1).


The PCs head back to town, as darkness is falling. They earn 365xp each for the Chanter fight and his treasure, which will level up Naki and Morgan to L2. Scarlet Heroes lets you sacrifice a scene for a rest, giving the enemy 1VP in exchange for a “full recovery” so the next week will be treated as downtime for training and healing, but also reviewing clues, undertaking research, interviews and investigations etc.


41st-47th Day of Last Rain (wet season). Food 7. Rest in town.

Encounter 1 in 20 (3x per week). 9, 2, 9, No.

Event 1 in 20 (3x per week). 10, 18, 8, No.

Urban Adventure in progress.


Naki (L2 Thief) HP 6 > 12, Morgan (L2 Cleric) HP 8 > 12. Skills and saving throws improve for both. Morgan now has access to Cure Light Wounds, which (to paraphrase one of my gaming friends) makes him “the holy grail of this game”.


PCs (rest) 0 VP.

Enemy (win) +1 VP. Rest scene, 0 VP.

Result. VPs 7 / 7 (Clues 1).


The Heroes consult various friends and contacts (Thieves, Nobles, Scholars, Sages, Priests and Harlots) and consider their possible ways to proceed:

Flush out more cultists (Conflict)

Find where Aric was heading (Investigation)

Significance of the bracelet and necklace (Action)


48th Day of Last Rain (wet season). Food 7.

Encounter 1 in 6. Yes (mandated as part of Urban Adventure)

Event 1 in 8. No  (mandated as part of Urban Adventure)

Urban Adventure in progress.


The Heroes discover (through a combination of magic, research and experimentation) that the Twisted Necklace is actually some sort of conduit for a Whispering Demon. By wearing it for no more than a minute or two, whispers start in the wearer’s head, and they can perceive the distinct smell of rot to the north-west - the direction that Aric was heading.


Scene 8: Action. Stake = 2VP (spend 1 Clue).

The Heroes arm themselves and ride at first light. Taking great care and sharing the burden, every hour someone dons the necklace to guide their path. They ride north west across the hills, passing far south of the Hill Giant lair, and eventually enter the mountain range. Whether it be the gods guarding the heroes or the Tide luring them deeper into danger, none can say - but they ride further and further from the safety of Managal unmolested, until the setting sun casts long shadows down the mountainside, and the PCs at last crest a large plateau, a hundred feet across. At the centre is a sharp-edged altar of stone, surrounding it forming a rough circle 70’ in diameter, stands a 15’ tall henge made of a strange red mineral - it appears to be ‘bleeding’ an oily grey substance - and with the source of the smell of rot now clear to everyone, the cursed necklace has evidently brought the heroes to their destination.


Grey Apostle - cultists infected with a rotting disease. Treasure = F.

AC18, HD6, Att 2 Claws, Dmg 1-6/1-6, Move 40, App 1/1d2, Save F6, ML12, XP610

Special: Breath Weapon of putrescent slime (1d12). Incite rage in allies (+4 to hit, -4 AC)


The PCs backup immediately. The horses and ponies are hitched to a nearby tree stump behind the crest of the plateau, and given feed bags to keep quiet. It is decided that Morgan is best protected by the Onyx Dog and so the Cleric summons Inquo. The heroes spread out with weapons ready - and spot the Grey Apostle moving between the standing stones. (1d2=) His skin is the grey colour and texture of the ‘blood’ from the henge, although he also appears to be wearing some sort of plate armour over half his body. He is anointing himself with the ooze which seems to be causing him a mixture of pain and pleasure.


HPs rolled for Apostle = 6d8 = 19(!) give minimum per dice as PC = 24HP.

Apostle has minions? Likely = No!

At the henge now? Likely = Yes.

Obviously aware of PCs? Likely = No, but has some mitigation in place.

Apostle surprised? (+1 bonus for PCs situation) = Yes

Mitigation is Trap, Magic, Obfuscation. 1d3 = Magic.

1-3 = Magic Mouth. 4-6 = Ventriloquism. 7-8 = Mirror Image. 1d8 = Magic Mouth.

This will trigger if anyone approaches the henge from the PCs side.


Ghost suspicious enough to cast Detect Magic? 50-50 = No.


Due to the henge, there is no guarantee all PCs will be able to see the Apostle from range.

The heroes wait for Naki to circle round and find a hiding spot on the crest to make a sneak attack (Move Silent 35% + Easy sneak = 2 in 6 + DEX). 1d100 = 08, success.


Do they simply open up with a volley at this point?

We’ll roll for number of PCs with visibility (d6-1) and range (30-100 feet = d8+2)

Each time they wait, there is a chance the Apostle sees them. Visibility = d6-1.


1st opportunity, PCs with shot = 1d6-1 = 5! Range = 50 feet. Almost too good to be true - short range for all bows, everyone has a shot. The PCs unleash hell. (Note, one could argue for an “aim bonus” here but I am not granting it, my reasoning is [1] that line of sight is broken by the Apostle moving around the henge, and [2] BFRPG has no aim rules.


Naki is given the privilege of first (sneak) attack which counts as the signal for everyone else. His bow sings and the arrow punches through the creature’s shoulder (Nak hit GA, -8HP, on 16HP). Ghost casts Protection From Evil. Vasily’s bowstring snaps, and he curses (Vas fumble) as does Five who strikes a standing stone with his crossbow bolt. Morgan stands to spin his sling but it disappears into the seeping ooze (Vas, Mor miss).


Round 1


Initiative:


Enemy = 1

PCs = 4


The Apostle screeches in rage at the interruption, but the heroes of Managal are not distracted and continue the assault. Vasily draws his mighty sword and advances with a shout. Five and Naki take their shots but once again only the Halfling’s arrow strikes true with a shot that slams through the unarmoured calf of his foe (Nak hit GA, -3HP, on 13HP). Morgan and Inquo move to Vasily’s side (Mor miss) as a sinister yet compelling voice speaks from the very air out “Welcome to you, seekers of truth - come and learn the secrets of the whispers …” . Ghost suspects her daggers will achieve naught at this range, so elects to prepare a flaming oil flask.


Apostle charge Morgan/Inquo/Vasily or approach under cover of henge? 50-50 = 51 = cover.


The hideous figure darts to the side and can be seen flitting among the henges, screeching its rage and pain.


Round 2


Initiative:


Enemy = 3

PCs = 2 (Naki 4)


Naki draws his bowstring and waits, and is rewarded when the Apostle breaks from cover at full pelt towards the approaching Fighters and Inquo. The Halfling gives a little grin before letting fly, again reaching his mark! (Nak hit GA, -5HP, on 8HP). But the others are caught unaware, and within seconds the Grey Apostle is amongst his targets, and vomiting a foul rotten sludge all over them, Vasily blisters and screams as if burned - and even Inquo starts to steam and many cracks appear on its stony body.


The Apostle’s breath (cone) can hit 2 of Morgan, Vasily and Inquo. 2d3 = Vasily, Inquo.

Vasily Save = Fail, takes 1d12 = 8HP (on 3HP). Inquo Save = Fail, 1d12 = 11HP (on 3HP)


Morgan attacks and Inquo is like the Cleric’s shadow. Morgan grazes the thing’s scalp (Mor hit GA, -1HP, on 7HP) while the loyal hound clamps its jaw on the horror’s leg (Inq hit GA, -5HP, on 2HP). Vasily stumbles backwards (miss) while Five’s crossbow bolt is too high (miss). Ghost runs closer and wants to contribute but is as afraid of setting her friends ablaze as she is the deadly ooze, so settles for half-heartedly throwing a dagger (miss).


Round 3


Initiative:


Enemy = 1

PCs = 5


Everyone runs in - there is a flurry of biting and bashing, hacking and slashing at the Grey Apostle, and the disgusting thing gouts out blood and ooze from many wounds, and is finally still. (in reality, it needed Inquo’s Hold damage to kill it, as AC18 is very hard to hit!)


PCs (win) +2 VP, -1 Clue.

Enemy (lose) 0 VP. 7th Inv / Act scene, (1d10=4) +1 VP.

Result. VPs 9 / 8 (Clues 0).


Morgan casts Cure Light wounds on Vasily (+4HP, on 7HP) and then recalls Inquo to its statue form. The daylight has now gone, and the Heroes move back from the foul henge and set a camp and a double watch to keep guard over the place. The henge is an unnerving place, and the watchers are constantly jumping at shadows and sounds, but eventually the sun rises after an uneventful night. (Vasily, the only injured PC, restores 1HP).


49th Day of Last Rain (wet season). Food 6.

Encounter No (mandated by GM as part of Urban Adventure)

Event No (mandated by GM as part of Urban Adventure)

Urban Adventure in progress.


The Heroes smash the altar apart, dig in disturbed piles of earth, and search the body of the Apostle and generally around the henge stones, and find:


Grim looking/smelling half-plate armour.

1000 gp in Silver (10000)

3500 gp in Gold

3500 gp Platinum (700)

2000gp in Gems: Diamond (1000gp), Greenstone (100gpx4), Amethyst (50gpx12)

1 Potion (Cold Resistance), 1 Magic User Scroll (Sleep, Floating Disc)


Sensing this is not the end of the matter, the heroes decide to head home and consult the priests and scholars of Managal on the morrow.


50th Day of Last Rain (wet season). Food 7.

Encounter No (mandated by GM as part of Urban Adventure)

Event No (mandated by GM as part of Urban Adventure)

Urban Adventure conclusion.


Scene 9, Daylight: Conflict. Stake = 1VP (-1 Enemy VP if PCs win).

The heroes and wise folk of the village devise a plan. They all agree that slaying the Tide creatures was an important step, and smashing or consecrating the altar, henge and necklace will help prevent the demons from coming back again. One aged scholar declares he has a “Dispel Magic” scroll saved just for this sort of occasion, while another announces she owns a book containing a ritual on how to purify items of demonic influence.


The heroes and sages gather at the blacksmith, whereupon they heat the cursed armour and necklace in the forge while chanting blessings, sprinkling holy water and beseeching the gods - culminating in the casting of Dispel Magic. The necklace resists the fire until the very end, when it appears to seep the very same rotten ooze from the Apostle and the Henge, before melting like cheese in the fire. The blacksmith pours the gold into an ingot, and Ghost intones a quick detection spell and nods satisfactorily. “The curse is gone!”.


Conclusive actions (roll 1d6 vs target number for each action):

Defeat Chanter (1) or Apostle (2)

Smash Altar (1) or Henge (2)

Specific action uncovered by research (1) or magic (1+1/level)

Consecrate Henge Site with holy water (1)  or magic (1+1/level)

Destroy Necklace with holy water (1) or magic (1+1/level)


Is Bless (Cleric 2) available today? Likely = No.

Remove Curse? (C3) Unlikely = No, and nothing else clerical.

Is Dispel Magic (Magic User 3) available today? 50-50 = Yes, but 1 only.

Is Remove Curse (MU4) available? Very Unlikely = No.

Research in the matter fruitful? 1-2 No, 3-4 ritual, 5-6 random spell. 1d6=Ritual.


So we have 2 (Slay Apostle), 1 (Smash Altar), 1 (Research) and 4 (Dispel).

Roll 1d6 for each, score the number or less to succeed: 4d6 = 2, 2, 2, 2!

Success!


PCs (win) +1 VP.

Enemy (lose) -1 VP. Conflict scene, 0 VP.

Result. VPs 10 / 7 (Clues 0).


~~ Note here that Scarlet Heroes says a final Action Scene is required to win, but I felt this was sufficient ~~


GM fiat: PCs win “Partial Victory” (difference in scores is 1-4)


Denouement


Over the next week (Days 51-57 of Last Rain):


XP for treasure (a convenient 10,000gp) + 610 (Apostle) = 10610 = 2122 each! (Blimey!) Everyone except Five levels up, Vasily would even make L3 because of the Human +10% bonus and becomes the first character I’ve ever seen to be XP capped. Poor Five has got 6HP and everyone else is in double-digits (everyone rolled extremely well)


From scroll to spellbook, Ghost copies Sleep, and Five copies Floating Disc.

The purified ingot and Aric’s bracelet are donated to the town, victims etc.

The Potion goes to Morgan.


The PCs will need to spend some time healing and equipping for another exploration, but in game time it is only a few days from the Cold season (Old Winter) which lasts 120 days and seems like a bad time to go exploring the wilderness.


So this is the end of the adventures of "the Heroes of Managal" for now!


Tuesday, 4 August 2026

Managal Campaign, Part 12

Scene 6, Afternoon: Action. Stake = 2VP (spend 1 Clue).

The PCs plan to find Aric and find out his involvement. It doesn’t take long asking at the fields, his house and his local haunts to discover that his seizures seem to have come out of the blue, and ever since then he seemed to be a different man, always muttering to himself, and making people uneasy in his presence with his smell and manner. Nobody has seen him for a while, and the PCs are starting to think they will have to search the ruins when a small girl runs up and delivers a message from the Plantation Gaffer - Aric was seen at the northern croplands, he passed through the fields and some of the farm hands simply walked off with him to the north west.


Is Aric responsible for Smell (50%) Graffiti (25%) or both (25%). 1d100 = 83, Both.

Is he the Enemy? 50-50 = No, but … trusted/empowered by the Enemy.

He is just 1 guy. What edge will he have?

Class, Racial, Magic, Minions, Tide, Roll Twice. 1d6 = 6. 2d6 = 4, 5. Tide and Minions.

How many Minions? 2d4 = 3.

Where is he found? Wilderness, Croplands, Ruins, Next Victim. 1d4 = Wilderness.


The heroes hastily gather their horses and arms, and ride. If Aric and his followers reach the woodlands, they may attract the attention of the Hill Giants who reside there. Mounted, however, the PCs are able to catch up with the enemy group before the tree line. Aric and his followers turn as they hear the approaching hoofbeats.


The PCs cannot be surprised, but do they surprise their prey? 1d6 = 5, No.

How many base moves to reach the trees? 1d20 = 11 (440 feet).

Encounter distance = 8 moves (320 feet).


Aric has become a Chanter, a Tide cultist possessed by a Whispering Demon, although he is not the main Enemy. His followers are L0 Humans and are slaves to his twisted words.


Chanter- Cultist possessed by a Whispering Demon. Treasure = D.

AC14, HD4, Att Shriek 60’, Dmg Weapon/1-10, Move 40, App 1/1d6, Save F4, ML12, XP280

Special: PCs adjacent hear horrible whispers and must Save vs Spell (WIS applies) to act.


Minion- Cultist lost to the Tide. Treasure = None.

AC11, HD1/HP3, Att 1, Dmg Farm Tool 1-6, Move 40, Save L0, ML12, XP15


Is the Chanter’s goal to return to his master’s lair? 50-50 = Yes.


The PCs decide to run down the Minions and carry on. Naki is on a Pony and only half speed compared to a horse, so Ghost will stay with him at a distance. This battle will take place using “range from the tree line” to make visualising a little easier


Round 1


Chanter distance to trees = 11. Move -2 (run) to 9.

Minion distance to trees = 11. Move +2 (run) to 13.

PCs (Horse) distance to trees = 19. Move -4 (gallop) to 15.

PCs (Pony) distance to trees = 19. Move -2 (gallop) to 17.

Ghost casts Protection From Evil. She is walking her horse with the Pony.


Round 2


Initiative:


Enemy = 3

PCs = 2


Chanter distance to trees = 9. Move -2 (run) to 7.

Minion distance to trees = 13. Move +2 (charge) to 14 then melee.

PC (Horse) distance to trees = 15. Move -4 (charge, melee, and keep going) to 11.

PC (Pony) distance to trees = 17. Move -2 (gallop) to 15.

Ghost activates the Onyx Dog , “Inquo, To Heel!” The Dog moves at “Pony” speed.


The farmers have a crazed look in their eye and they twitch their heads as though listening to something only they can hear. They slash at their foes with axe, hoe and rake, and the mounts under Morgan and Five come away bloodied (M1/M3 hit PC Horses, -3HP each, on 7HP each). Morgan’s horse stumbles from its wound and comes to a halt, panting hard (Mor fumble, save fails, move stops). Vasily cannot bring his huge sword to bear while controlling his galloping mount, so elects to ride his foe down, throwing the stunned cultist to the ground and breaking his bones (Vas hit M2, -4HP, on -1HP, dead). Five has lowered his spear at his foe in a classic cavalry charge and slams the point through the madman’s throat, slaying him instantly (Fiv hit M3, -4HP, on -1HP, dead)


Round 3


Initiative:


Enemy = 6

PCs = 3


Chanter distance to trees = 7. Move -2 (run) to 5.

PC (Horse) distance to trees = 11. Move -4 (gallop) to 7.

Minion & Morgan distance to trees = 14. Melee or face Parting Shot if move away.

Ghost (Horse) distance to trees = 15. Move -4 (gallop) to 11 (Inquo at 13).

Naki (Pony) distance to trees = 15. Move -1 (walk) to 14 outside melee, fire bow.


As Ghost waves and thunders by on her horse, Naki reins in Bess, who manages to snort in a way that is somehow both offended and grateful. Taking careful aim for a few seconds (Nak miss) the Halfling eventually relaxes the bow string - there was no clean shot. Morgan is hacked at by a bloody rake, but blocks the unwieldy attack (M1 miss) and in return makes a wild swing of his own (Mor miss).


Round 4


Initiative:


Enemy = 5

PCs = 2


Chanter distance to trees = 5. Turn and shriek.

Vasily & Five (Horse) distance to trees = 7. Move -2 (charge and circle back) to 5.

Minion & Morgan distance to trees = 14. Melee or face Parting Shot if move away.

Ghost (Horse) distance to trees = 11. Move -4 (gallop) to 7 (Inquo at 11).

Naki (Pony) distance to trees = 14 outside melee. Fire bow.


Aric stops running and turns, pushing the hood of his robe back. His face looks like death warmed up, with grey and drooping skin. His mouth is constantly moving as if speaking, although nothing can be heard and no other listeners can be seen. Suddenly his voice becomes louder and higher pitched, and an ear splitting shriek is emitted at (1d4=Five) who grits his teeth against the sound reverberating in his brain (Ch hit Five, -3HP, on 3HP). Five’s horse gallops on, but his spear cannot find its mark (Fiv miss) and Vasily’s horse veers aside at the last minute (Vas miss). Vasily curses and dismounts, drawing his two handed blade and cautiously approaching the vile creature.


Meanwhile, the Tide-Cultist farmer lashes out with his rake, causing Morgan’s horse a series of deep gouges on its flank (M1 hit Horse, -4HP, on 3HP). Morgan has to fight to control the frightened horse, which lets Naki take a snapshot (Nak miss) however the arrow sails wide. Morgan stands in the stirrups and jumps off his horse, crashing into the Minion (Mor hit M1, -2HP, on 1HP) and they both scrabble to their feet to continue the battle.


Round 5


Initiative:


Enemy = 2

PCs = 1


Chanter, Vasily & Five distance to trees = 5. Melee or face Parting Shot if move away.

Minion, Naki & Morgan distance to trees = 14. Melee / Fire bow.

Ghost (Horse) distance to trees = 7. Move -2 (walk) to 5 outside melee. Inquo at 9.


Naki once again cannot risk a shot (Nak miss) but his curses distract the Cultist (miss) - not so much that Morgan can take advantage (miss). The Chanter looks back and forth between Vasily and Naki before finally giving a rictus grin and shrieking at (d3=) the charging Five, however the Elf ducks in the saddle and his poor horse shudders and writhes in agony (Ch hit Horse, -7HP, on 0HP) and collapses. Five (save vs Death fails) cannot jump clear and has to spend precious seconds extracting himself from tangled up reins and stirrups (lose attack). Vasily approaches the Chanter, sword raised - and suddenly the words from Aric’s mouth are heard, whispering terrible words about his fate and his family. Vasily’s arm droops and his heart pounds in fright (Save fails). Ghost shouts words of encouragement, and risks throwing a dagger, but it sticks into the ground harmlessly (Gho miss).


Round 6


Initiative:


Enemy = 5

PCs = 2


Chanter, Vasily, Five & Ghost distance to trees = 5. Melee / Ranged. Inquo at 7.

Minion & Morgan distance to trees = 14. Melee / Fire bow.

Naki distance to trees = 14. Move -2 (gallop) to 12.


Morgan blocks a mighty blow that sends pain up his shield-arm (M1 hit Mor, -2HP, on 6HP) but his riposte thuds into the Cultist’s breastbone with a loud crack. The madman coughs up a gout of blood, then collapses (Mor hit M1, -4HP, on -3HP, dead). Morgan says a quick prayer of thanks, then walks after his horse, waving Naki away - who steers Bess towards his other friends.


Nearer the trees, the Chanter gazes at (d3=) Ghost and a cacophony immediately assaults her, and she slumps over the saddle bleeding from the ears (Ch hit Gho, -8HP, on -2HP. 1d100=93, not dead). Inquo was already moving full tilt, and now targets the Chanter like a javelin (Finally we need Chanter HPs! 16. Inq hit Ch, -6HP, on 10HP). The Whispers clearly cannot affect the stone hound, unfortunately this is not the case for Vasily (Save fails). Five opts to pull out his crossbow and the bolt strikes true in the awful creature’s chest, yet Aric fights on (Fiv hit Ch, -6HP, on 4HP).


Round 7


Initiative:


Enemy = 3

PCs = 5


Main group distance to trees = 5.

Morgan distance to trees = 14. Move -4 (gallop) to 10.

Naki distance to trees = 12. Move -2 (gallop) to 10.


Inquo continues to gnaw on the arm of the Chanter (Inq auto hit Ch, -3HP, on 1HP) but the monstrosity fights with on with the indefatigable strength of madness. Vasily is slashing his sword at foes he only imagines (Save fails), so the Chanter focuses his terrible scream on Inquo, and while the hound seems to ripple like the ground during an earthquake, its powerful jaws do not slacken their vice-like grip (Ch miss).


Five rushes over to the motionless Ghost. The Elf can see no wound to bind to stabilise her, so he settles for dabbing water on her forehead, cleaning the blood from her ears, and crooning a gentle song that an Elven mother sings to her frightened child - a strangely gentle sight to see from the hulking warrior-mage. 


Does this help? Likely = Yes, stable, but only recovers to 0HP until magical healing received.


Round 8


Initiative:


Enemy = 3

PCs = 4


(Inquo auto hit Ch, -2HP, on -1HP, defeated). Inquo gives a mighty wrench of his jaws, tearing Aric’s arm off at the elbow. The Chanter’s voice and whispers are finally silent, then he collapses into the mud. Inquo returns to Ghost’s side - it does not whimper or lay down as a loyal living hound might, simply stands vigilant. Morgan runs up to Ghost and after a thorough examination declares “she will live, but needs help from the gods to awaken fully”. He unrolls his Cure Light Wounds scroll, and reads the prayer, and Ghost’s eyes flutter open to various cheers, prayers, sighs of relief - and even a loud bray from Bess (restores 6HP, full health). If Inquo is pleased to see its mistress recover, it gives no sign.


Then there is a cough from Aric.


PCs (win) +2 VP, -1 Clue.

Enemy (lose) 0 VP. 6th Inv / Act scene, (1d10=4) +1 VP.

Result. VPs 7 / 5 (Clues 1).