Sunday, March 1, 2015

Solo Far Away Land - Grongo & Bodoor's adventure, part II

To see the first part of this adventure click here: Grongo & Bodoor's aventure, part I

Grongo and Bodoor have made a friend in the adventurer named Junegral. I decided that humans are boring so I turned Junegral into a random race generated the random character generator created by +Norbert G. Matausch. I ended up with a Poomkin, one of my personal favorites from Far Away Land's setting.

Using Norbert's stellar random character generator I created Junegral the Poomkin explorer:
After creating Junegral I had a discussion on G+ about allowing other races for characters and I realized one thing: I gave him essentially what are two Boons from the description, his healing and his resistance to poisons. I should have given these 'boon's in place of one of the four boon slots he received at creation. So if I were to do this again, I would allow the racial abilities in place for one of the Boon slots on a one for one basis.

Continuing the adventure...
Grongo the White discusses the possibility of Junegral joining them on the adventure and the Poomkin quickly agrees. [I roll a d6 quickly and get a 4 -unique feature, hurtful] He relates a tale of his own adventuring party that was set upon by a trap which resulted in everyone dying except for him and since he has been wandering around in darkness hoping to find a way out. Then he stumbled upon our two heroes.

They turn back to the long tunnel and look down into the darkness.

Next question:  Does the tunnel continue straight? No.

Huh, Does the tunnel branch off in another direction? No, but.

So the tunnel goes upward! A hole is in the ceiling, Junegral explains he fell down that pit and landed in this tunnel. So our heroes decide to climb up the shaft. I randomly determine the difficulty and get a Tricky - meaning they will each need to roll 5 to climb up. This is going to be difficult!

Bodoor, being Crafty gets a +1 by grabbing Junegral's scythe and his rope, devising a quick tool to help them climb upward. He has a 2 DEX, plus his Crafty for a total of three dice to the roll and barely manages a 5! He swiftly crawls his way up the shaft. When he gets to the top he uses his rope and lowers it down to assist the others in their climb.
"No worries blokes," Bodoor says boastfully and grabs the rope and scythe and starts climbing up the shaft wall. He find nooks and crannies to stick the scythe into and then pull himself up to a ledge. Then he does it again. It is tough work but he is nimble and manages to pull off the daredevil feat. He gets to the top and drops the end of the rope to his pals. "Come on up, easy as pie!"
Grongo uses his BRT (1), Athletics (+1) and then gets an additional die for using the rope. He rolled two fives and easily makes it to the top of the shaft.

Junegral only has a 1 in BRT and uses the rope for a total of two dice. He rolls snakes eyes! The climb was 20' to the top so Junegral needs to make a Easy DEX check to land safely, with his 1 DEX it is not looking good for our new member...but he manages to put a roll of a 4!
He slips while climbing but manages to get his feet under him and do a damn sexy roll as he lands. He gets a few scratches but is otherwise unhurt. He stands back up, undaunted, and start climbing again.
Luckily I roll a 5 and Junegral makes it to the top finally.

Are we in a room? Yes.

They heroes have climbed up into a room, I do a quick check and determine that something is in the room with them. Roll a 6 (monster) followed by another 6 (not friendly).
Junegral pulls himself up, Grongo and Bodoor help him up. "Thanks guys!" He says happy to be done with that and then he freezes, eyes frozen on what is behind his party members. Bodoor notices this and turns quickly to see four beady yellow eyes staring at them. Below the eyes are two sets of sharp teeth.  Noog noogs!
For this I just flipped through the rule book until I found a monster I thought might be a challenge but not kill my party outright in their first fight.  What can I say, I am a pushover GM.

Each combatant rolls initiative using their DEX scores.
Grongo - 6
Bodoor - 4
Junegral - 6

Noog noog1 - 4
Noog noog2 - 3

Grongo step forward, swinging his sword at NN1, rolling two dice (BRT+ Melee Boon) to get a 6!

One note here, the rules say everyone declares their actions, then actions are resolved. I have never played any game that way because I find it slows down play. If a character says he is going to attack orc #1 but then his buddy kills orc#1 just before the character is supposed to go then you get into the player having to decide another the rules allow him to change his action, yadda yadda yadda... I just role initiative, and let players go one at a time in order in declaring and resolving the action at once.

The Noog noog tries to defend against the attack, rolling his 1 in BRT for a 1. Margin of success is 5 and Grongo rolls a d6 for damage...a 5!
Grongo steps forward and with an easy slash of his short sword the wannabe mage slices and dices the Noog noog in twain! Who says mages cannot carry a deadly sword! Huzzah!
Bodoor is impressed with Grongo's prowess and he steps into the fray with his warhammer. He is a true force in combat with a BRT of 2 and Melee boon. He rolls a 4 but the Noog noog is a quick little booger (rolls a 6) and slides to the side and the hammer comes down without touching green flesh.

Not to be outdone, Junegral swings forth with his scythe! He rolls just one die for his BRT score, each side rolls a 2, ties go to the PC according to the rules, so Junegral slices into the Noog noog for 7 points of damage! The Noog noog looses his head in one swing and drops over dead

The heroes are victorious! be continued...


  1. Great combat sequence, Matt. Thanks for posting this. It helps to see how you handle initiative. I was going to keep initiative how I do it in S&W, which is to say Holmes style. But I think the d6 + DEX works well. I might roll only once for the monsters, in case there's a large hoard. I don't want to roll for each individual monster. Also, I really don't understand Margin of Success. Seems like an additional thing to remember and add to combat. Do you like it? Did you find it useful?

    1. The rules have you just roll your DEX score, so if your DEX is a 1, then you rol a single d6. I liked using the initiative rules like I did here. It allows the players to change their actions based on the circumstances of the battle as things happen. Combat happens quick and those who can think on their feet will win the day.

      For Margin of Success, your to hit roll factors into the total damage caused. So if the attacker rolls a 6 (as in the example above) and the defender rolls only a 1, the margin of success is 5. This number is added to the damage roll for that weapon, in this case a d6+1. So d6+1 +5...that is pretty good damage!

      I really enjoyed doing this because it allowed me to proceed on my own time and at my own pace. I looked up numerous rules and as you can see from the posts I made in the community, it brought up some questions. I want to work out most of the rules before I choose to run a game online.

  2. I solo played FAL today. Helped to navigate the rules and see what I liked and what I'll disregard. Great when a system like this works irrespective of what I toss and what I keep.