As children mother told us of her first foray into the Caves. Goblins and an ogre. Four companions and a war-ape slain, with only her and a couple of hired hands fleeing back to the Keep. Although she found glory later, Adwen and I are hoping for a better start...
The Greenfinger Guild get to exploring the Keep, the Caves of Chaos and the area around them. RPG Thoughts, and the first Scenes.
Following on from the RPG Intro and Char Gen.
OSE solo - intro | start | partway | end | all season 4 | all dungeon solo
Disclosure - I'm a DriveThru RPG affiliate
Starting with OSE
ose thoughts | keep | solo tools | scenes | chars | threads & extras
Adding to initial intro of OSE Advanced.
It's hard to give an impression of OSE Advanced, as I've used it in the past in a different form and now used it a lot for Stonehell.
It has simple procedures for combat, wilderness exploration and dungeon exploration. It has clean presentation, a layout I'm familiar with and subsystems I'm used to for many years. For me it's the best way to get a D&D-like experience using a group of characters playing solo.
Or it would be, if I hadn't also been playing (and running) Dolmenwood.
There's many improvements I miss from the Dolmenwood rules. From more combat options to better differentiation between martials and non-martials at level 1. Cleaned up rules for travel, foraging, dying, thieves skills, turning undead, a decent ranger, slot encumbrance and a bunch more.
I'll only be bringing over Thief skills for the moment (also from Carcass Crawler), as I'm trying to play OSE without house-ruling it to oblivion (or making it Dolmenwood)
Return to the Keep
ose thoughts | keep | solo tools | scenes | chars | threads & extras
Adding to initial into to Return to the Keep on the Borderlands.
Well, there's a Keep, the Caves and the wilderness around. But this module is pretty different to the original Keep on the Borderlands. It has more of a narrative / plot and more flesh on the bones of many elements. The Keep is the same base but events have moved on. The caves still have multiple groups, but there is more connection and conflict between them
The allies and foes have names, and more space devoted to them. The first thing of great use were the eight fully described NPC adventurers that can be used as allies, replacements and rivals. The wilderness encounters have lots of detail, although they also combine to describe the wilderness sites around too (which can make them harder to find). The inhabitants of the caves also have lots of detail, which makes picking out plot threads and actions easier, but there's lots of dross to wade through too.
There's often too much detail and description, but this is in keeping with AD&D 2nd edition modules of the time. I much prefer the brevity of adventures such as Winter's Daughter and Stone Hell.
I like how the groups of the original Caves are referenced and have been progressed, either being defeated, displaced, changing form or growing more dangerous.
I also appreciated the three Adventures in Town, encounters and plot threads that can happen between forays into the caves. One I won't be using (my party aren't ready to be fireballed quite yet).
This is certainly an adventure that was trying to harken back to a previous time, but some choices (such as the level 7 assassin, the tower mimic and bulette) are a little strange. 2nd edition AD&D when this was written had many other monsters and options to choose from. When dealing with these for playing solo, I think about whether I would have changed this as a Dungeon Master running the module and let this guide most changes.
The strangest thing to me was the lack of an encounter table for the Caves of Chaos itself (the area, not the individual caves), so I made my own!
Soloing with an Existing Module
ose thoughts | keep | solo tools | scenes | chars | threads & extras
Following on from Solo Tools notes.
I'm playing solo with a system I've written and tailored to the way I play solo, so no surprise that it' running ok.
The harder bit is running a module.
I started off by looking through the module to get a general overview of what's going on, but not dwelling too much on the detail. It helps that I'm good at forgetting the details of individual NPCs and locations anyway.
I'll often test player/character knowledge with a Yes/No oracle, asking if the character knows this or takes a particular option. Another option I use is considering the aims of my Characters. Each of my characters has a 1-line long-term aim.
It also helps to separate player and gamemaster knowledge if you've been both a player and a GM in group games. Being exposed to rpg actual plays (such as solo actual play podcasts) can also help develop these skills.
Tales of the Greenfinger Guild
ose thoughts | keep | solo tools | scenes | chars | threads & extras
The viewpoint character is Burunild Greenfingers.
Starting Threads and Extras were kept very simple -
- (Thread) Find out who sent letter to Marge requesting aid
- (Extra) People of the Keep (Macsen Keep)
Scene 1 - Keep on the Borderlands
My sister and I are answering a call to help in a letter our mother received. She was known as Marge Greenfingers and became locally famous as an adventurer before retiring. Now I, my sister and our friend Mauth are answering a call for aid at Macsen Keep, where our mother started her adventuring career. At Neverwinter we were joined by Squire Cedar Jade who grew up at the keep, and Renalfnoc, a gnomish dog handler with two large hounds.
Arrive at Macsen Kepp, in the foothills of the Sunset Mountains. They enter without problem as it's market day.
Burnild and Adwen browse the market looking for rumours and hirelings, meeting Cob who agrees to lead them to the Caves of Chaos and hiring a torchbearer. Renalfnoc takes a look around the whole place making note of the layout. Mauth finds a priest at the local shrine, enjoys a discussion with Abercrombie and hears of two clerics who might be willing to join. Cedar looks for people she knows, meeting Opal and finding out that the militia captain, Jadele, sent the letter to Adwen and Burunild's mother (Event - Important Find). He also hears of a spy somewhere in the keep.
Opal offers to join them (Event - Extra takes Action) as they relax and rest at the Green Man Inn in the Keep.
(Opal - human f neutral Cleric 1 - joins as PC, Cob - human m lawful Fighter 1 - joins as a hireling and Ione Nantan - human f neutral townsfolk - as hireling of Adwen
Scene 2 - Morning Montage
The Keep of Macsen is where mother's adventures began. She called it the Keep on the Borderlands and it remains so. Hardy folk on the frontier of the Sunset Mountains, used to defending themselves and seeing strangers come and go. There's tensions here, but it's not our job to unravel them.
(Event - Montage). The group have a busy morning preparing, with Renalfnoc looking at jewels at the moneylender Mouse, Adwen getting nowhere with the local smith, Mauth looking sadly out of the battlements, Burunild chatting to strangers in the inn and Cedar hiring a servant and porter.
Meet with Jadele, the keep's young militia captain. She had been hoping for an experienced adventurer. Skeptical of trouble at the Caves, and really looking for settlers and pioneers willing to test their luck in the Keep and lands around.
(Hykka - halfelf f lawful townsfolk - joins as hireling of Cedar)
Scene 3 - Caves of Chaos
As children mother told us of her first foray into the Caves. Goblins and an ogre. Four companions and a war-ape slain, with only her and a couple of hired hands fleeing back to the Keep. Although she found glory later, Adwen and I are hoping for a better start...
(original blog post of Marge and the Caves of Chaos)
Cob guides them to the Caves of Chaos along the road. (Event - Negative for an extra - Abercrombie). Opal tells of her plan to finish a temple of Moon in the woods north of the keep, to rival the Chapel in the keep. The group offer to help!
They arrive at the bottom of a canyon with undergrowth and several different entrances. Cob identifies boot prints leading to one, goblins at another, then goes to wait in nearby woods as not willing to enter the Caves.
Deciding to avoid goblins, kobolds and booted feet, approach another cave (Cave C). Find bodies of orcs inside.
(Event - Foreshadow Trouble). Renalfnoc is guarding the rear, watching from cave mouth. Sees a robed human lead four animated corpses to talk to humans from one of the caves. His sharp hearing picks up a plan to attack a caravan in around six days time. Passes on info to the group.
In caves find signs of dead orcs, slain by undead. Exploring further they find more dead orcs, skittish bats and some small skeletons that Mauth overcomes with faith. Burunild plans to cook up a rat pie from a pair of giant rats they also slay. Investigating a secret door they find a map and a chest of coins. Renalfnoc can read markings, claiming they are gnomish and it marks places in local area.
Scene 4 - Bandit Surprise
Adwen is my older sister, we've been close since I can remember. People love her wherever she goes and she's a natural student of beguiling magic. She should be our leader, but says I make better decisions. I also thirst for fame and glory, but sometimes I think she's just here to keep an eye on me!
Enter another secret door they found, surprising two bandit leaders in their quarters. In ensuing fight take both of them captive, release a prisoner and slay more bandits when they arrive. After a stand-off, the Greefinger Guild retreat out of the Caves of Chaos and return with Cob and two human prisoners to the Keep.
The prisoner they released is Ilbert Stalwart, a member of the noble house Cedar Jade is sworn to serve. He is very happy to be released and promises to repay the group any way he can.
Scene 5 - Starting to Make a Name
Our first foray was a success. Everyone accounted for, two captive bandits and one freed prisoner. Treasure liberated from the caves, a map to explore and the Greenfinger Guild forged from our first battles. One of the bandits, Nore, claims she was blackmailed into joining them, but her rich clothes and jewellery tell another story.
Return to the Keep and with Opal's good word and tale of Ilbert Stalwart, have no trouble getting Nore and Orm locked up as bandits.
Have larger conversation with Jadele. The militia leader charges them with protecting the caravan from attack they heard about, as she can't spare militia due to threat of gnolls. She offers to accompany them on a future delve if they do repel bandits, as she has heard of an evil at the caves.
At the Green Man, after splitting loot they they meet Mendel, a talkative local merchant with pretty companions and veteran guards. Ilbert and Cedar enjoy attention of Mendel's companions Chantel and Sascia, while Adwen looks on in suspicion.
Scene 6 - Respite at the Keep
Since I was young, growing up on Mother's tales, I've wanted to be known. For people to talk of my deeds and know my face when I walk into a tavern throughout the lands. It starts here in Macsen Keep, when we destroy these bandits and whoever is behind them at the Caves.
During the night hear that Nore the bandit leader has escaped but no-one knows how. Spend day resting, and buying supplies. Cob agrees to guide them around the local wilds, feeding his drinking binges.
Scene 7 - Into the Forest
Mother met a mad hermit in the forest on her second foray, and it was also a disaster. She lost three more companions to the hermit and his lion. Yet she returned to the Keep and kept on going. Where did she find the strength? Adwen says she had to pay off a debt but I don't believe this. There's a hermit here but Cob says he's just obsessed with bees. Still pays to be careful though...
North of the Keep they visit Opal's in-progress shrine to Moon. Then Cob leads them to the Bee Man, a hermit who invites them in for honey and water.
Exploring more of the forest, they match more places on the bandit map, slaying a spider and finding a stone door in a mound. Beyond are many skeletons, who wait after half our repelled by Opal and Mauth. The skeletons then close the door and the party leave them be until they can return with appropriate weapons.
Scene 8 - The Hungry Tower
Mother gave us all extensive advice if we ever decided to become adventurers, mercenaries and treasure seekers. Keep oil and torches to hand, guard your rear with big dogs, hire good help, attack from a distance where possible, always carry rope... And don't be afraid to cut your losses to survive.
Follow a path from the skeleton mound through the woods, but find nothing of interest where something marked on the bandit map.
The next map marking leads them up to a tower instead on a nearby hill. There's a downpour as they reach the tower but there's no sign of anyone here but there's an open door. Suspicious, Mauth and Cedar enter, with Hykka refusing to. Burunild stays inside entrance with Adwen's dogs, arguing with her sister about danger and responsibility.
An inside door higher in the tower starts to bleed when Cedar strikes it with an axe. The whole thing is some kind of monster! Burunild just escapes through a biting front door, but the dogs are a bloody mess. There's no sign of Cedar or Mauth, except a scream cut short.
After shooting a few futile arrows, the group return to the keep, vowing revenge...
(Squire Cedar Jade - Knight 1 - and Mauth - Cleric 1 - depart group as slain by tower)
Scene 9 - Cast Change
Things went wrong. Tales never mention hungry towers. I had a long conversation with Adwen and she suggested we take a few days to consider things. And yet it could have been worse, we could have all died. There's no time for regrets and bad thoughts. Our companions knew the risks, we're still alive and there's a bandit attack to stop.
Rest a day, discussing options and possible replacements. Cob gets drunk in the tavern and Hykka leaves the group and the Keep, leaving to travel to faraway places. Rest of the group accept Igone's offer to join them as a full member, with equipment paid for by Adwen
(Hykka - townsfolk / commoner - refuses offer of further employment and leaves group. Igone Nantan - human f neutral Acrobat 1 - promoted from hireling to full adventurer)
Adwen is busy, finding two more hounds in the keep. She also recruits Sibling Mart as a retainer and warrior and two townsfolk, Daw and Stuma Nettlehill, to act as archers in their further explorations.
When sober and penniless, Cob agrees to guide them to rest of area.
(Brother Mart - human m lawful cleric of Jude the Loyal - joins as retainer to Adwen. Daw - human m chaotic townsfolk and Stuma Nettlehill - halforc m neutral townsfolk join as hirelings of Adwen).
Scene 10 - South of the River
Duty and Persistence are two things that guide my actions. Duty to those who follow me, and to the oath I swore to mother to make her proud. Persistence is the small acts of everyday. Weapons training, preparation, trying once, trying again until a thing is done. All with a dose of caution, where such is needed.
(Event - Extra leaves the Story - Hykka). Gather to say goodbye to Hykka, who is intending to find ship to the Green Coast and explore the far-off Lake Towns.
Go south of the road and explore more locations on the bandit's map. Find nothing at the marked lizardfolk lair and decline to enter the spider-infested woods they've heard tales of in the Keep.
Encounter a gnoll patrol, and retreat without conflict after being warned by Cob of many more in their camp. Intend to return in the future but a gnoll leader takes interest in the group, assigning a few scouts to watch group from a distance.
Group rest ready for next day.
Scene 11 - Pilgrims and Merchants
Soon we may have the chance to make our name. If we find the caravan and drive off the bandits, merchants and Keep alike will take note. I visited the temple of the Silver Knight here last night, making offerings for my patron deity to watch over the Greenfinger Guild and our actions.
(Event - Extra Takes Action - Abercrombie). Abercrombie comes to give the blessings of the Silver Knight, and lend his magic shield to Burunild, to be given back when group returns. Many of the Keep have also come to see them off, as group become known already in their short time.
Accompanied by Ilbert Stalwart and stocked up on supplies, they head East along the road to try to find the expected caravan. Meet pilgrims soon after, a strange group who worship the Second Coming of Prophet Quonzar. There were twenty of them, but now down to a dozen but seem unconcerned at this.
Travel with the pilgrims until they meet the trade caravan several hours later. Adwen warns caravan leaders of possible attack and taken seriously. After camping for the night, the Greenfinger Guild accompany the caravan. Also part ways with the pilgrims, who have lost one of their number during the night.
Expected Next Scene - Bandit Attack
Characters of the Greenfinger Guild
ose thoughts | keep | solo tools | scenes | chars | threads & extras
Retainers, Hirelings and Treasury
- Cob (human m hunter, lawful ranger 1, ally)
- Sibling Mart (human m baker, lawful cleric 1 of Jude the Loyal, retainer - Adwen)
- Daw (human m roper, chaotic townsfolk, hireling - Adwen)
- Stuma Nettlehill (halforc m woodcutter, neutral townsfolk, hireling - Adwen)
- Treasury (140 gp, 2 mules with saddlebags, shortbow and arrows, warhammer)
Burunild Greenfinger
human f baker, neutral fighter 1, sister of Adwen, cheerful, scruffy, aims to make name as adventurer, leader of GG
STR 13 (+1) DEX 9 (+0) CON 11 (+0) INT 8 (-1) WIS 13 (+1) CHA 14 (+1) HP 8
Abilities - Languages (Common), Leadership (9), Stronghold, XP 431 (+5%)
Equipment - platemail, sword, dagger, shield, spear, backpack, 6 torches, large sack, waterskin, weeks rations, tinderbox, 50 ft rope, inscribed knife, 290 gp
Renalfnoc "Ren"
gnome m jeweller, chaotic thief 1, well-groomed, melodic voice, rhyming slang, aims to get a set of ten perfect gems
STR 7 (-1) DEX 13 (+1) CON 13 (+1) INT 10 (+0) WIS 10 (+0) CHA 9 (+0) HP 5
Abilities - Defence Bonus, Detect Construction Tricks, Infravision, Languages (Burrowing Animals, Common, Gnome, Thieves' Cant), Resistance +3 (magic), Thief Skills (Climb 87, Find/remove Traps10, Hear Noise103, Hide in Shadows 10, Move Silent 2o, Open Locks 15, Pick Pockets 20, XP 431 (+5%)
Equipment - leather, dagger, sling + stones, backpack, rope, 2 small sacks, 6 torches, flint and steel, thieves tools, 3 oil flasks, sapphire (300 gp), 2 war dogs, 10 gp
Adwen Greenfinger
human f blacksmith, neutral illusionist 1, sister of Burunild, friendly, wears bright colours, aims to keep Burunild alive, scruffy, aims to make name as adventurer
STR 11 (+0) DEX 11 (+0) CON 18 (+0) INT 13 (+1) WIS 7 (-1) CHA 18 (+3) HP 7
Abilities - Arcane Magic (spells 1 x 1st, Languages (Common, Dwarf), Leadership (11), XP 0 (+5%)
Equipment - spellbook (audible illusion, chromatic orb, light/darkness, read magic), staff, 4 daggers, backpack, 5 oil flasks, flint + steel, 6 torches, rope, small hammer, weeks rations, waterskin, 12 iron spikes, copy of bandit map (c5), quartz (10 gp), ruby (50 gp), 2 war dogs, 80 gp
Opal of Macscen Keep
human f cheesemaker, neutral cleric of Lady Moon 1, positive/proactive/unpredictable/calm (varies by moon phase), aims to build temple to Moon in woods)
STR 14 (+1) DEX 10 (+0) CON 15 (+1) INT 8 (+1) WIS 14 (+1) CHA 9 (+0) HP 7
Abilities - Divine Magic, Languages (Common), Leadership (8), Turn Undead, XP 431 (+5%)
Equipment - plate, shield, warhammer, symbol of Moon, week's food, backpack, cheeses
Igone Nantan
human f furrier, neutral acrobat 1, friends with Adwen, aim to become someone respected locally
STR 15 (+1) DEX 13 (+1) CON 11 (+0) INT 11 (+0) WIS 11 (+0) CHA 7 (-1) HP 4
Abilities - Evasion, Jumping, Languages (Common), Leadership (7), Skills (Climb 87, Fall 25, Hide 10, Move Silent 20, Tightrope 60), Tumbling Attack, XP 1 (+5%)
Equipment - polearm, shortbow, leather, mace, backpack, gp 13
The Fallen
- Mauth, dwarf f cooper, Cleric 1 - eaten by a sentient tower
- Squire Cedar Jade, halfelf m furrier & fisher, Knight 1 - eaten by a sentient tower
Threads and Extras
ose thoughts | keep | solo tools | scenes | chars | threads & extras
Threads
- Watch out for spies at the Keep (Adwen, Opal)
- Prove worth to Jadele
- Help Opal finish temple to Moon in the woods
- Bring the caravan back to the Keep and protect from bandits
- Return with blunt weapons to mound with skeletons
Extras
- People of the Keep (Macsen Keep)
- Abercrombie. Priest (L) of the Silver Knight, fiery, chaplain of keep.(ally)
- House Stalwart, Lawful, Neverwinter
- Jadele. F3, Militia leader, popular, go-getter, sent letter to Marge (ally)
- Cob. Ranger guide from keep (ally), won't enter the Caves
- Bandits of the Caves (foe)
- Priests / Acolytes of the Caves.
- Ilbert Stalwart. Scholar, aloof rescued from bandits (ally)
- Orm the Sly. Bandit leader, prisoner at the keep (foe)
- Mendel the Merchant. Slaver, wizard, pg 19 (foe)
- Jocelyn. Tanner. Former bandit, sister of Nore
- Nore. Bandit leader. Sister of Jocelyn, lying low at keep
- Tammuz. Gnoll leader (flind), watch to see how group deal with bandits
- Pilgrims of Prophet Quonzar. Dying off 1 by 1. One is a halfling and another a doppelganger.
Finishing Up
They have a clear quest, a place to go and potential allies. What could go wrong...?