The Dragonwilds (Solo/Vagabond)

mikeawmids1

Explorer
I am running a solo game using the Dragonwilds setting from Zack Wolf/Spellsword, and the Vagabond RPG system by indestructoboy/Land of the Blind. I created four lvl 1 characters based on an old D&D party I have written about previously. I leaned into emergent story-telling, using a d6 oracle whenever it was necessary to randomly determine a specific outcome.

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The party;
Fapp Longwood, Elf/Hunter 1
Mara Lemonrock, Halfling/Wizard 1
Horatio Hornstone, Dwarf/Fighter 1
Brian Blessedbeard, Dwarf/Luminary 1

Dragonwilds, Session 1

Every session, a shooting star randomly falls somewhere in the Dragonwilds, and reaching the crater within a reasonable length of time can infer a permanent mechanical bonus and/or horrid mutation. This first session, a star landed in hex G10 (nowhere near my starting location in I1), and tbh I did kinda' forget about this roll in the following sessions.

Our adventure begins south of the city of Lanternlight. Four would-be heroes follow the road through fields of rolling pastoral farmland. The steeple of a stone church can be seen rising above the talls hedgerows. An old man with a sour expression leans against a woodn gate, surveying the party as he puffs on the end of his pipe.

HORATIO: "What are you staring at?!"

OLD MAN (turning away): "Hmpth! You adventurers are all the same, no respect for anyone."


Brian wants to make an offering to Solarion (The All-Father, God of Sunlight and Family) at the church before heading into the big city. The church is tended by an elderly human acolyte called Friar Kelvik. The church bells ring abruply, loud and discordant. Friar Kelvik makes a gesture to ward of evil, and Brian asks why. Kelvik explains the belfry is haunted by a poltergeist, and there is a standing reward of 300 silver for the party that get the spirit to move on.

Brian and Mara climb the bell tower and talk to the ghost of a young woman called - I naughty word you not - Belle Tower. She is upset because she lost a silver locket that has great sentimental (and middling market) value. Brian offers to search for the missing locket and asks Friar Kelvik if he can go through the church's lost & found. He finds nothing matching the ghosts description, but does notice wide gaps between the floorboards underfoot, here a piece of jewellery carlessly dropped might have fallen through. Kelvik advises the undercroft lies directly below the church, and provides the key to get down there.

There is a horrible smell in the undercroft, and the heroes are attacked by a ghoul! Mara casts Burn (spending extra Mana to boost the damage), reducing the ghoul to a pile of stinky ash. In the creature's foetid nest they find a collection of junk that has fallen through the floorboards over the span of many years - including the bell-ringing ghost's missing locket. Brian returns the pendant to the spirit, finally enabling her soul to find peace. Friar Kelvik rewards the party with a scroll of Bless, and they move on toward Lanternlight.

Lanternlight is a large city named for the beacon tower rising above the batlements of Lord Erancord's castle, lit up every night to illuminate the streets and surrounding area. The heroes head for the Adventurers Guild. They are introduced to Guildmaster Palimor and given two quest hooks to choose between;

1: The sewers beneath the Noble District are infested with vermin of unusual size. The Adventurers Guild have been contracted to get the pest problem under control.

2: Kobolds have been spotted along the banks of Lake Brightshore, harassing the local fishermen.

The heroes opt to clear the sewers. They learn of a huge rodent that emerged from a drain to bite off a nobleman's ring finger. A further 20gp reward has been posted for recovery of the missing ring.

The Guild provides the heroes with a sewer key. Passing a waterfall of grey effluent, the group follow the turgid watercourse deeper into the sewer. Brian casts Light so the non-dwarves can see where they are going.

The group pass a locked wooden door marked 'Storage'. Horatio wants to break down the door, but Mara stops him saying it will be too noisy. She casts Knock, which causes "a loud knocking sound audible out to 300ft".

HORATIO: "Huh. Thought you said it would be quiet."

Noise triggers a random encounter. A huge, mutant rat squirms out of a sewer pipe to attack the heroes in a ravenous frenzy! Fapp crits on ranged attack, but this monstrous rodent has HP for days and keeps on coming despite the arrow shaft protruding from its eye! Horatio also crits and chops the huge rat in half with his greataxe. Amongst the steaming entrails is a gold signet ring.

The heroes finally get to search the storage room, which contains an assortment of rusty tools, crates of soiled linen and three giant centipedes. Underwhelming! They quickly close the door.

FAPP: "Hold on, shouldn't we kill everything? That's the job, right?"

The heroes debate how the Guild will detemine what they did/didn't kill. They reckon the monster rat biting off fingers was probably the big issue, and that's sorted. Horatio chops off the mutant rodent's head as proof of the deed. The party decide to poke around a little more to ensure there are no more giant rats around that might pop up in the future to make them look bad.

Another door, another Knock. This time the sound attracts a pox-ridden hobo called Old Phred, who warns them to keep their noise down lest they rouse Rat the Ripper. Horatio gestures to the severed head hanging from his belt. Old Phred is overjoyed to learn the giant mutant rat is no more. The heroes ask about other pests inhabiting the sewers; Old Phred describes a nest of giant rats nesting to the south, plus a group of human squatters who evicted him from his usual camp. He offers to lead the heroes to some treasure if they see off the squatters.

The now unlocked room contains a tangle of pipes and three large valves that control/re-direct the flow of sewage. The heroes decide not to mess with anything in this room.

Old Phred leads the heroes to a nest of giant rats. Both Mara and Horatio are Sickened (-2 to all healing until cured) by bites, but the giant rats are exterminated.

Next, they go to deal with the squatters picking on their new hobo besty. A weasel-faced man in tattered rags tells them to F off. Brian tries rolling Influence to persuade this unpleasant fellow to move along. Weasel is unmoved, he isn't going to be pushed around by a bunch of nobodies. Horatio loses his patience and punches Weasel in the crotch. Weasel staggers back and drops a Smokestick, filling the confined space with dense, blinding smoke. Horatio makes a Hindered Brawl test to tackle Weasel through the smog and rolls a Nat 20! As they roll around on the floor, Weasel produces a suprisingly fine dagger and tries to stab the dwarf. Horatio knocks the blade aside and headbutts Weasel in the face (broken nose and unconcious).

The smoke clears. The heroes tie up Weasel and notice a tattoo on his arm depicting a red eye. Also, the dagger he tried to poke Horatio with is coated with poison! There is no Common Knowledge/Lore skill in Vagabond, so I had the heroes roll against TN (20 - Reason) to establish if they recognised the markings. The roll was Hindered (-d6) to reflect the secretive nature of the organisation the tattoo is affiliated with. Fapp only goes and rolls another Nat 20. He knows that tattoo is the insignia of the Crimson Brotherhood, an order of spies and assassins seeking to take control of the Dragonwilds. How does Fapp know this? He rolls back his sleeve to reveal an ugly scar over what was once an identical tattoo.

TBC
 
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