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Heroes of Adventure

Index of Heroes of Adventure releases and community forum · By Nameless Designer

Illustrated Solo Play Example Parts 5-6 (Thanks to Logen Nein)

A topic by Nameless Designer created Aug 21, 2022 Views: 225 Replies: 2
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Developer (3 edits)

Part 5

  • Weather Check - 5, Overcast

A peaceful night was much wanted and needed for Kerr's new companion to heal from his wound. The wolf is strong, and determined, and seems much recovered from his injury, the animal instinct alive and aware in his eyes as Kerr look over to him. Gathering his things and standing, the wolf stands as well, clearly ready to join Kerr on his journey. So they head south into the grey morning.

  • Move into Hex 10.13 and Explore, 1 Turn
  • Encounter Check [3, Morning] 4, no encounter
  • Question: Is the basin of mist in this hex? 6; A poor outcome, defensive.
  • Interpretation - No.
  • Hex Details Generation
  • Terrain - Steppes, Rocky; Descriptor [20] Strange, Undiscovered; Feature [7] Geyser, Spring; Descriptor [8] Great, Grand; Threat [3] Blight, Curse; Descriptor [3] Destructive; Discovery [12] Portal; Descriptor [20] Small, Large
  • Senses Check 19, Kerr can sense the destructive blight, and notices the grand geyser.

 Moving slowly and searching for the basin of smoke, Kerr and his companion begin to feel ill at ease as they lope through the steppes. Something in this place is wrong, and Kerr decides to move swiftly on. As he and the wolf pick up their pace Kerr notices the pillar of a great geyser of some sort off in the distance, but not wanting to tempt fate they continue on.

  • Move into Hex 10.14 and Explore, 1 Turn
  • Encounter Check [4, Midday] 8, no encounter
  • Question: Is the basin of mist in this hex? - 6; A poor outcome, defensive.
  • Interpretation - No.
  • Hex  Generation
  • Terrain - Steppes, Rocky; Descriptor [12] Grim, Perilous; Feature [5] Cliff, Crevasse; Descriptor [4] Ethereal, Magical; Threat [5] Natural Vegetation; Descriptor [17] Unfriendly; Discovery [17] Statue, Shrine; Descriptor [3] Broken, Decrepit
  • Senses Check 17, Kerr can detect the danger of the vegetation and notes the decrepit shrine.
  • Question: Is the shrine dedicated to the old gods? 2, A very bad outcome, aggressive.
  • Interpretation - No, and in fact it is dedicated to Chaos and is inhabited.
  • Agility Check 23 crit, Kerr and the wolf are able to remain hidden from the inhabitants of the shrine and evade them easily while in this hex.

By midday the wolf is outpacing Kerr, though it looks back regularly to check that Kerr is still there. He smiles at the thought of his new companion's protective nature and is more at peace now that they are away from the blight to the north. But the world is seldom a safe place, and Kerr takes note of the dangerous vegetation in this area, the razor grass not more than a nuisance to those who notice it, and during the day when it is easy to see. The wolf also seems to be familiar with the cutting greenery and is careful to avoid patches of it.

As the sun reaches its zenith a crevasse seems to gape like an open maw before them, and always wary of holes in the earth and what they belch forth, Kerr takes a more stealthy approach to the rim, and the wolf follows suit. Peering into the darkness, thankful to have the sun at his back, Kerr can see what appears to be the ruins of a shrine of some sort carved out of the very walls of the pit, but this is not a place of peace nor of the old ways. Vile visages gaze out in relief from the crevasse walls, horrible even in their damaged state. Decrepit as the shrine might appear, it quickly becomes clear that there are beings inhabiting it.

Not wanting to alert an entire hold of vile beings Kerr moves away from the edge and motions for the wolf, it hackles raised and fangs bared, to follow him.

  • Hunt for food and camp for the night, 1 Turn
  • Encounter Check [5, Evening] 1, encounter
  • Question: Does the encounter happen while hunting? 4, A poor outcome, defensive.
  • Interpretation - No.
  • Wilderness Survival Check 14, 1 day's worth of meat.
  • Question: Is the wolf well enough to hunt it's own meal? 8, An indifferent outcome, cautious.
  • Interpretation - Perhaps, have it roll.
  • Wolf's Hunting Check (Fast, Tracking) 17, it finds a meal.
  • Question, Does the encounter happen while Kerr is sleeping? 5, A poor outcome, defensive.
  • Interpretation - No. It occurs while Kerr and the wolf are eating before they rest.
  • Encounter Generation
  • What [11] Level 1 Monster; Motive [18] Survival; Reaction [18] Friendly; Complication [9] Illness, Disease
  • Interpretation - A small flock (7) of Shrills descends upon the camp, feigning friendliness to temp Kerr and/or the wolf from the safety of the fire.
  • Question: Does Kerr detect the deception? Guile Check 7, A poor outcome, defensive.
  • Interpretation - No, but he is cautious.

 As Kerr and the wolf finish their meals and full dark envelopes the land they rest about the fire, the wolf sniffing the hardened salve and Kerr throwing small bits of leaf and twig into the fire to watch it flare. A rush of wind heralds the arrival of a small flock of avian forms, dancing and twirling around the camp at the edge of the firelight. Delighted by the display, Kerr stands, grabs his axe and shield as one must always be cautious, and moves just beyond the edge of the firelight to investigate the playful creatures. Once among them, the dark forms swarm him, lancing at him with their proboscis like beaks.

  • Kerr & the wolf are Surprised
  • Initiative Checks: Kerr & the wolf 10, Shrills 5
  • Surprise Round: Shrills attack, 7 x Pierce vs. Kerr [19, 17, 19, 9, 6, 9, 5; 3 hits, 5 dmg]

The Shrills, as Kerr now recognizes them, mentally kicking himself for not seeing the danger, fall upon him, holding tight and harrowing him as a woodpecker harrows an oak. Most are unable to pierce his armor, but a few flashes of pain warn him that some have.

  • Kerr moves back into the firelight attacking, Melee Combat vs. Shrill [4; miss]; the wolf attacks, Fangs vs. Shrill [4; miss]
  • Question, Do the Shrill continue to attack after being drug into the firelight (ADV due to survival motive)? - 14, A good outcome, favourable.
  • Interpretation - Yes.
  • Shrills attack, 7 x Pierce vs. Kerr (DIS due to proximity to fire) [1, 9, 2, 8, 6, 4, 5; no hits]

Stumbling back into the firelight as the creatures continue to peck at his armor, Kerr attempts to scrape one unsuccessfully, even as the wolf tries to help him.

  • Question, Do the Shrill continue to attack being so close to the fire (ADV due to Survival Motive)? 18, A very good outcome, friendly.
  • Interpretation - Yes, and they are so focused on feeding that they do not attack at DIS this round.
  • Kerr attacks with Parry, Melee Attack vs. Shrill (DIS due to Parry) [5, miss]; the wolf attacks with Press, Fangs vs. Shrill (ADV due to Press) [15, 4 dmg, killing a Shrill]
  • Shrills attack, 6 x Pierce vs. Kerr [1, 5, 8, 6, 7, 4, no hits]

Kerr frantically tries to fend off the swarm of creatures while the wolf manages to snatch one out of the air, and his frenetic movement does much to keep the beasts from piecing his armor.

  • Question, Do the Shrill continue to attack after 2 rounds of failure so close to a fire? (No ADV due to time and repeated failure)? 10, An indifferent outcome, cautious.
  • Interpretation - No, they flee.
  • Kerr attacks with Parry, Melee Attack vs. Shrill (DIS due to Parry) [7, miss]; the wolf attacks with Press, Fangs vs. Shrill (ADV due to Press) [8, miss]
  • Shrills retreat

Using axe and shield Kerr and the wolf desperately try to fend off the infuriating creatures, but after failing once more to find a way through his armor the beast give up and fly off into the night, likely looking for easier prey. Checking first to assure the wolf is unharmed, Kerr then looks to his own wounds, superficial though they are, washing them with water. He tosses more wood on the fire to build it up and lay down on his bedroll, axe and shield still at hand, watching the sky and the shadows warily.

  • Weather Check - 17, Clear, Cool

Waking to a chill morning promising a cool day despite the clear sky Kerr gathers his things and kicks out the fire as the wolf stays alert to possible danger. Together the continue to the south.

  • Move into Hex 10.14 and Explore. 1 Turn
  • Encounter Check [1, Morning] - 10, no encounter
  • Question: Is the basin of mist in this hex? - 12; An indifferent outcome, cautious
  • Interpretation - Yes
  • Question: Will Kerr find the basin before nightfall? - 20; An excellent outcome, helpful
  • Interpretation - Yes, almost immediately
  • Hex Details Generation
  • Terrain - Steppes, Rocky; Descriptor - [1] Ancient, Remote; Landmark - [8] Lowland; Descriptor - [15] Sacred, Hallowed; Threat - [8] Enchanted, Cursed; Descriptor - [4] Evil, Chaotic; Discovery - [11] Mine; Descriptor - [Religious, Holy]

Before travelling far Kerr can smell burning on the air, and quickly realizes that the "basin of mists" he has been looking for is more likely a depression of smoke. The vegetation in the area begins to wither and become blackened, either from the heat or something more vile, and even before midday Kerr finds a great scar in the earth, a cavity dug out by unknown hands, a strip mine, no apparently abandoned. Getting down to the pit floor looks like it will be fairly easy due to the weathered but wide ramp spiraling down the outer wall from the top. Kerr looks at the wolf and says "Well, we are here to check it out. Shall we go down?" The wolf just stares at him, awaiting his next move.

  • Current Location 10.15
  • Current Encounter Chance 2, Experience Earned 1


Part 6

Kerr and the wolf move down into the cavity, keeping to the shadows of the spiral causeway as much as possible on the way down toward the bottom.

  • Exploration Turn 1
  • Random Encounter Check [1] - 1, encounter
  • Encounter Generation
  • What - [15] Neutral Faction; Motivation - [9] Opportunity, Trade; Reaction - [17] Favourable; Complication - [5] Environment challenge
  • Faction Generation
  • Organisation Type - [18] Established Religion; Leader - [4] Sheriff of the people; Philosophy - [9] Neutral; Reputation - [1] Secret
  • Interpretation - A small, local cult of The Moon Sect, led by on chosen by the Moon to lead the people, the Lunar Abbot.
  • Question: Do they have any healing supplies for sale (ADV due to Opportunity/Trading) - 17, Yes
  • Kerr buys 6 bandages while conversing
  • Question: Do they reveal why they are here? - 3; No, and add a complication
  • Complication - They are offended and leave
  • NPC Creation
  • Nestor, Moon Sect Explorer
  • Known [LVL 1|HLT 7|DEF 9|SKL d4]
  • Large, Stout, Calm, Patient, Abbot

Nearing the bottom Kerr can make out the forms of a handful of folk breaking camp. They are dressed for travel and have a few pack beasts. The Men, as Kerr can now see that they are, are wary as he approaches but do not appear aggressive. The wolf, still a wild creature, stays well back as Kerr moves toward one of the Men that steps forward, his hands open and splayed outward to indicate peace.

"Well met travellers, a beautiful cool morning is it not?" Kerr begins, "I am Kerr."

"Nestor. What brings you out into the wilds Kerr?"

"Much the same as you all I'd imagine. Heard of this place and that it might be worthwhile to check out."

Nestor thinks for a moment, and looking Kerr up and down says "You look a bit worse for wear. We've some extra supplies we could trade if you have need."

After a bit of haggling Kerr trades 30 pieces of silver for a half dozen bandages with one of Nestor's men. The rest continue to pack up their camp and look to be moving on soon. Kerr decides to ask right out "What is your groups' purpose here, can you tell me anything of this place."

This seems to sit poorly with Nestor, his eyes hardening even more and with a sharp word begin to work their way up and out of the pit, "None of yer business stranger, and you should be wary how you interrogate folk," Nestor almost spits, then turns his back on Kerr and stalks away.

Kerr takes a seat and decides to bandage the wounds from the previous night that still bother him before searching the area.

  • Exploration Turn 2
  • Random Encounter Check [1] - 17, no encounter
  • Area 1, The Pit & Minehead - [1] Challenge
  • Question: Is there anything else in this area? - 2; No and add a complication
  • Interpretation - No, and the Challenge is enhanced
  • Challenge Generation
  • Type - [5] Trap; Effect - [18] Visibility, Darkness; Object - [4] Gate, Portcullis, Door; Purpose - [16] Kill; Feature - [17] Secret Access
  • Interpretation - Entrance trapped with dark portal that harms those who enter.
  • Question: Is the trap a one shot? - 16; Yes
  • Senses Check to detect danger (DIS due to difficulty) - 5, fail
  • Trap Damage - 5

At the bottom of the pit the smoke is heavy, drifting up from cracks in the ground and issuing forth from what might be the yawning mouth of a minehead hidden behind piles of scree and large boulders. The entrance appears almost a solid plane made of shadow. Approaching carefully, Kerr steps into the shadows, and is instantly enveloped by them as if they were a web waiting to ensnare a fly. The shadowy membrane seeps into his skin with a piercing cold, sapping Kerr of his vitality. And then the pain is over. Now it is quite easy to into the minehead, and Kerr shivers once more wondering what awaits him deeper in this apparently cursed place.

  • Exploration Turn 3
  • Random Encounter Check [2] - 8, no encounter
  • Area 2, The Winding Tunnels - [4] Adventure Site Checklist [12] Something that hassles
  • Question: is there anything else in this area? - [16] Yes, [4] Adventure Site Checklist [10] A natural resource

Kerr stalks slowly into the mine with the wolf at his side, his shield in his left hand and his axe in his right, the dwarfish lantern hooked to his belt. The light of the lantern sparks off of unmined veins in the walls and draws the attention of many swarming bugs that, while nothing more than a nuisance, harry the light incessantly.

  • Exploration Turn 4
  • Random Encounter Check [3] - 9, no encounter
  • Area 3, The Junction - [2] Encounter
  • Question: Is there anything else here? - 6, No but add a benefit
  • Interpretation - The encounter grants a reward
  • Encounter Generation
  • What - [9] Level 1 Monster; Motivation - [15] Scouting; Reaction - [3] Aggressive; Complication - [4] Enemy of my enemy
  • Interpretation - This is a creature that is scouting the mine for itself, it has killed an enemy that still has treasure upon it.
  • Treasure Generation
  • Type - [4] Loot; Value - [6] 60 sp; Object - [20] Weapon; Descriptor - [18] Extravagant looking; Feature - [13] Enchanted, faint aura; Flaw [17] Secret
  • Interpretation - A scimitar of viridian steel set with a moonstone in the pommel. The blade seems to be enchanted and gives off a dull nacreous glow but has no apparent properties. (Secretly the moonstone is sought after by the Moon Sect for reasons of their own).
  • Senses Check to discover the enemy before it attacks - 3, fail

The winding tunnels open into a central junction of some kind with a high ceiling several passages in addition to the one Kerr enters from. The wolf sniffs around remaining close to Kerr as he moves into the space, noting few signs of habitation that are not ancient. Kerr notes some kind of sickly green glow off to his right near the wall, and approaches carefully holding the dwarfish lantern high. A body, partially consumed in some way, but still complete enough to belie the ophidian features of a Serpent Man, its hand still clutching a finely crafted scimitar, the blade putting off a sickly viridian glow. As Kerr is looking at the body, a black mass drops from the ceiling above him.

  • Surprise Round
  • Veiled Ooze vs. Kerr - 7, miss

By the grace of the old ones Kerr responds instinctively to the danger from above and narrowly avoid the dark mass that hits the ground with a weighty thud that belies it's viscous appearance.

  • Initiative: Kerr - 10; the wolf - 2; Veiled Ooze - 17
  • Veiled Ooze (Press) vs. Kerr - 12 (miss), Kerr (Press) vs. Veiled Ooze - 17 (4 dmg), the wolf vs. Veiled Ooze - 9 (miss)

Slickening pseudopods thrust outward from the ooze attempting to grab Kerr, but he bats them aside with his shield as he brings his axe down solidly upon it's center mass while the wolf nips hesitantly at the strange creature.

  • Veiled Ooze Morale Check - 4 (failed)

Having nearly been severed in twain the dark ooze retreats, quickly flowing up the wall in a very unnerving reversal of gravity and disappearing into a small crack leaving Kerr and the wolf disturbed but unharmed. Kerr leans over the corpse once more, and sliding his hand axe into his belt, retrieves the viridian scimitar. Well balanced and weighty, Kerr feels it fit nicely into his hand. Satisfied with a new weapon, the pair moves deeper into the mine.

  • Exploration Turn 5
  • Random Encounter Check [4] 12, no encounter
  • Area 4, The Barracks [6] Artifact
  • Question: Is there anything else here? 15, Yes
  • Adventure Site Checklist - [9] Multi-story area
  • Question: Are there any supplies here? 2, No and add a complication
  • Interpretation - A group of Snake Men are residing here.
  • Senses check to detect enemy before entering area 19, succeed
  • Agility Check to sneak into a position to attack from surprise 16, Serpent Men Check to detect approach 10, fail.
  • Surprise Round
  • Kerr vs. Serpent Man 18 (2-1) dmg
  • The wolf vs. Serpent Man 5, miss

Approaching a doorway with a stout iron banded wooden door hanging open Kerr can hear sibilant voices hissing back and forth at one another. Friends of the original owner of the scimitar he no wielded perhaps. Carefully Kerr creeps into the room, motioning for the wolf to hold back. When in position he leaps out as the wolf darts into the room, cutting across the back of a Snake Man's strange armor while the wolf nips at its calves.

  • Initiative: Kerr 15; the wolf 4; Serpent Men 22
  • Serpent Men move to attack Kerr and the wolf, 2 on each (the struck Serpent Man Presses) - vs. Kerr 7, 7 (miss), vs. wolf 21, 20 (2 crit, 10 dmg)
  • Kerr presses the attack against the injured Serpent Man - 18 (6-1 dmg)
  • The wolf falls

The Serpent Men leap to attack their foes. Kerr is able to fend off their blades, but the wolf is struck by each of its assailants, falling with a high pitched yelp. Kerr lands a solid blow against the already injured foe, one of their own blades cutting it deep. The Serpent Men loom around Kerr and their blades fall upon him in a flurry that he cannot content with. He falls to darkness. Will Kerr survive? Who can tell.

The little texts of  the story are very nicely written. Very innovative. 

Oh man that landscape picture at the top is so creepy! 
Definitely fun seeing the story with pictures now :D
But what a shame about Kerr and the unnamed wolf! I keep checking Logen's reddit profile to see if they somehow survived, because I find this story interesting to read and inspiring for solo play. Definitely going to try my own hand at an HoA solo venture.