Almaric's Tale

Almaric’s Tale: Fighting the bridge Goblins - Round 5

[/OOC Initiative rolls: Almaric (8+1=9), Goblin #1 (2)]

Having decided not to push his luck, Almaric continues his slow fighting withdrawal back towards his trusty steed.

[/OOC Almaric continues his Fighting Withdrawal and moves backwards another 15’ (1/2 of his combat movement). He is now 210’ away from the bridge and roughly 45’ from his horse.]

Seeing the filthy human offer his blood-spit challenge causes the remaining Goblin to stamp his foot in frustration. “You stand-fight! Yous is kill Nugz. Now yous is mine-mine! Stand-fight!” He closes with Almaric once again…

[/OOC …and once more, Almaric uses his to attack to try and hit his closing pursuer.
Almaric needs an 8+, he rolls an (8) - **(Goblin #1’s AC) = MISS]

…and is almost hit by Almaric’s battleaxe as it whistles above his head! The Goblin lets out a startled cry as he ducks under the blow at the last minute.

“Grrr. Yous sneaky. Yous sneaky like Goblinz! But yous no Goblinz. Yous is… die-die!”, and with that he stabs forward with his spear at Almaric’s groin…

[/OOC Goblin #1 tries to spear Almaric.
Rolls (4) - 7(Almaric’s AC) = -3! Not even close to a hit]

… but only manages to connect with thin air.

If this were a battle of wits, it would have been over long ago for the Goblins, but sadly this fight uses more than mere words.

[/OOC You are engaged in combat with a single, uninjured Goblin. You are 210’ from the bridge and around 45’ from where you have Osgar tethered.
There is a dead Goblin on the path, 15’ away. You are down to 3 HP.]

Almaric’s Tale: Fighting the bridge Goblins - Round 6

[/OOC Initiative rolls: Almaric (10+1=11), Goblin #1 (17)]

Just as Almaric is about to continue his fighting withdrawal, the Goblin launches a lightning-fast spear-thrust…

[/OOC Goblin #1 attacks with his spear. Rolls (19) - 7 (Almaric’s AC) = 12… A HIT!
2-handed spear damage, rolls a d8(1) damage. Almaric drops another HP down to 2 remaining!]

…which finds a way through Almaric’s defences and draws yet more blood. Our hero winces at the pain but shrugs off any further effects as he continues his fighting withdrawal movement back to his mount.

[/OOC Almaric has chosen to withdraw once again, but for once the Goblin actually acted before him in the round. Almaric backs away another 15’ which leaves the goblin out of engagement range. The Goblin has already acted this round so he cannot pursue and engage again just yet, which also means that Almaric has no one to retaliate against. Yet.]

Almaric has opened up a 15’ gap between himself and the Goblin.

[/OOC You are disengaged, 15’ from a single, uninjured Goblin. You are 225’ from the bridge and around 30’ from where you have Osgar tethered.
There is a dead Goblin on the path, 30’ away. You are down to your last 2 HP.]

Almaric’s Tale: Fighting the bridge Goblins - Round 7

[/OOC Initiative rolls: Almaric (13+1=14), Goblin #1 (12)]

Almaric continues his defensive withdrawal towards Osgar and widens the gap between himself and the irate Goblin. He is now 240’ from the bridge, 75’ from the body of a dead goblin and 30’ from a very much live one. He can hear his horse shifting in the undergrowth a mere 15’ behind him, obviously his mount has caught scent of the freshly-spilled blood (unaware that it his owner’s) and is uneasy. The young warrior however, quickly puts such thoughts aside and steels himself for the inevitable charge he senses coming…

[/OOC Once again, Almaric uses a defensive movement to place another 15’ between himself and the Goblin, he suspects the Goblin will have to charge to reach him.]

Perhaps sensing that his quarry is trying to reach the horse that he can now see moving through the bushes or just from sheer frustration, the Goblin tightens his grip on his spear, lowers the tip and with a wild yell, charges at Almaric, fully-focussed on skewering him.

[/OOC Goblin #1, CHARGES at Almaric, closing the 30’ gap and engages him in combat. This drops his own AC by 2, but will double any damage that he manages to inflict - which means that any hit at all will down the fighter.]

The Goblin’s battle-cry causes a faint flicker of a smile to touch Almaric’s lips as he sees the diminutive form hurtle towards him. Praying to Lodor that he has timed things right, the fighter swings his axe back and around in a mighty, overhead arc…

[/OOC Goblin #1 is now back in melee combat with Almaric, but since Almaric did a fighting withdrawal the fighter gets to attack pre-emptively with his battleaxe.
Almaric needs an 8+ to hit. He rolls (13) - **(Goblin #1’s AC, which is penalised by 2 for charging) = HIT!!
Damage of the battleaxe is d6(4) + STR mod.(2) + Ftr.mod.(1) = 7 HP… KILL SHOT!!! /WOOT!]

…and just as the Goblin reaches him, Almaric pivots on his feet letting his attacker pass alongside him before continuing the downward and backward arc of his axe-blade. There is a slight pause in momentum, accompanied by a very liquid squelching sound as the axehead passes through the Goblin’s spine, removing his head and part of his shoulder. The body sprawls into the dirt and slides a few feet before coming to rest.

Looking around to see if anything untoward is afoot, Almaric heaves a shuddering breath and, letting the battleaxe tip rest on the ground, leans against it for support - the pain of his injuries vying for his attention alongside his adrenalin-fuelled relief at his narrow victory.

[/OOC You are alive, although you are down to your last 2 HP. Osgar is 15’ away. You have a dead Goblin next to you and another one about 75’ further down the road towards the bridge which is 240’ distant.]

Almaric’s Tale: Bridge Goblins (aftermath)

After catching his breath, Almaric fishes around in his backpack and retrieves a bandage. He then spends a few painful minutes probing, inspecting and cleaning his wounds before attempting to bind them.

[/OOC Since he has at least one rank in Healing, Almaric may attempt to administer First Aid to himself [see House Rules, First Aid], (1d4 rolled for a total of 4) and recovers 4 Hit Points back. He now has 6 HP - that’s 2/3 of full health. He’s bloodied, battered, bruised but better!]

With his wounds attended to Almaric returns to Osgar and, murmuring calming words as he strokes his skittish friend, untethers him and leads him down the road to the decapitated Goblin body. Osgar initially shies away from the blood-soaked corpse but calms down after Almaric turns his head away from the sight.

Kneeling down, accompanied by the merest of pained curses, Almaric searches the body for anything of interest or value. His search reveals little beyond a small money-bag containing 2 electrum and 15 silver coins, which he pockets. The spear appears intact, though too small for proper human use, still he straps it to his saddle and, continuing to lead Osgar, walks toward the bridge and the other Goblin corpse.

A search of the remaining body uncovers a square of smelly, stained cloth that has been knotted into a make-shift purse. This holds 1 electrum and 5 silver coins, which go into the previously looted money-bag. A quick sniff of the damp and filthy cloth square encourages Almaric to leave it with its owner. The other spear joins the first on his saddle before Almaric and Osgar continue onwards to the bridge.

After spending a good few minutes thoroughly searching the area - including under the bridge - Almaric is unable to find any signs of a campsite, or possibly other Goblins. Perhaps they were outlying guards?

Finally convinced that the area is clear, Almaric remounts Osgar and continues his journey over the bridge and on to the Fort.

The road winds on for a short time, finally coming to a junction. You continue south as the guard instructed, and soon spy a figure moving up the road towards you, at this distance, it appears like a lone human.

[/OOC You are currently on 6 HP.
You have gained: a money-bag, 3 ep, 20 sp and 2 Goblin short spears (unusable by humans)
You have lost/used: 1 arrow and 1 bandage
NOTE: Do not count the money-bag as encumbrance, just assume it forms part of the coinage encumbrance.
Update your character sheet accordingly.]

Almaric’s Tale: Lone Stranger

As he rides closer towards the lone figure, Almaric tries to discern anything about the approaching stranger.

[/OOC Basic WIS roll to notice anything pertinent. Rolled d20(7), which is under Almaric’s WIS score of 12.]

Peering at the man (for a man it is indeed), Almaric notes his slow, and somewhat weary pace, and his plain, common-looking, well-worn garb. He does not appear to be wearing armour and carries no weapon other than a simple dagger at his hip. A small sack is slung over his left shoulder. Still, appearances can be deceptive, so the cautious warrior surreptitiously reaches down and loosens the strap on his mace - just in case. Knowing he’s not in the best shape to fight, Almaric readies himself to spur Osgar on to ride past the figure and clock him with the mace if needed.

As the man is almost upon him, the stranger looks up and gives Almaric a small wave of his hand in greeting. “Well met, sir."

He waits until Osgar is alongside him and then continues. "My name is Arronay. I’ve been walking this road for hours, and I’m getting hungry and tired. Would you care to share my meal with me?”

“Well met Arronay, my name is Almaric. Although I am in somewhat of a rush, I could use a break and would be happy to spend a while talking with a fellow traveller.”

He dismounts from his horse, still wary of this stranger but being courteous - his hand never to far from his weapons.

Arronay casts about, looking for a place to sit off the roadside. He indicates a shaded area beneath the branches of a nearby tree and moves towards it, talking as he goes. “You look a little worse for wear my friend, here, let us ease our bones by this tree.”

“Where are you hailing from Arronay, and what makes you travel this road today? Dangerous creatures are roaming around and a single man so simply armed would be an inviting target.”

The man pauses a moment as if considering something before replying. “I am on my way home. I live half a days travel yonder.”, he points along the road past the junction Almaric turned at. “Generally, these roadways are safe, although sometimes it is not unheard of for heavily-armed bandits to prey on innocent travellers.”

Almaric catches Arronay sneaking a glance at the armour and weapons he is sporting, and the fact that Almaric has obviously seen combat recently if the fresh blood spots soaking through his bandages are any indication.

Almaric tethers Osgar to the tree and as the horse begins to graze, he casts his eye around for something to supplement the lunch-fare of his new ‘friend’.

[/OOC Basic Survival roll to see if anything nearby is edible. Needs an 18+, rolls(5) + Proficiency mod(4)=9. FAILURE]

A cursory search of the surroundings fails to provide anything edible to add to the meal, so Almaric produces some of the food he has previously foraged on his travels. It is only a small amount, so it will not impact on his own supplies but at least it is something. The man takes the proffered food and bows his head in thanks as he adds it to the meagre food he has taken from his sack.

Sitting beneath the tree with their shared meal - Arronay’s torn-off hunk of hard bread and chunk of pungent-smelling cheese supplemented by Almaric’s fruit and berries. They both sip from their own waterskins while they chat.

[/OOC Still on his guard, Almaric is wary of any hint of poison or soporifics in the food, but is unable to detect anything (by either small or taste) - the bread is almost entirely tasteless and the cheese is very smelly and sharp-tasting, but surprisingly tasty. Arronay partakes of all the food, without showing any signs of ill-effects.]

During the course of the discussion over lunch, Arronay mentions that he has seen a small force of goblins to the south, apparently heading towards a fort, but they are fairly slow. He hid himself as soon as he saw them and did not seek to follow them once they moved on. He doesn’t know anything about the fort or its troops. He appears to be a simple local labourer and so doesn’t really have anything more to say on the area or its surroundings.

With the meal finished, Almaric makes ready to depart. Arronay looks pained as he struggles to get up, the shade must have chilled his bones and an ache set in. He stretches as he gains his feet and Almaric hears a small popping sound. With a wince of pain, he offers to shake hands goodbye. As Almaric reaches for his hand, Arronay says, “Goodbye, stranger!” and suddenly stabs out at him with a dagger that he seems to have conjured into his hand!

[/OOC Normally I would roll for surprise but both of you have been watching each other too closely. Instead we will shift straight to combat and initiative.
Round 1 initiative rolls: Almaric (11)+1=12, Arronay (17).]

Momentarily caught off-guard, Almaric finds himself unarmed and without the protection of his shield which is currently looped onto his saddle horn. Arronay’s dagger flashes viciously at the young fighter’s throat…

[/OOC Arronay attacks with his dagger. Rolls (12) - Almaric’s base AC(5) = MISS]

…luckily, Almaric’s constant sense of vigilance saves him as he flinches back just in time to avoid having his throat cut! Without even knowing it, his hand has already found the handle of his mace and, grasping it two-handed, he brings it around in a whirling side-swipe towards the head of his treacherous assailant…

[/OOC Almaric needs an 8+. He rolls (20) - **(Arronay’s AC) = CRITICAL HIT!

Critical Hits (House Rule)
If your attack throw is a natural 20, it is automatically a hit. If it would have been a hit even without the “natural 20’s always hit” rule, then it is a critical hit that inflicts maximum damage. Only the weapon’s (or spell’s, if the spell requires an attack throw) normal damage die is maximized, not damage dice from backstabs, the ambush or weapon focus proficiencies, magic items, etc.

Damage from the mace (used 2-handed) is MAX(8) + STR mod.(2) + Fighter mod.(1) = 11 HP… KILLSHOT!!]

…which ends in a tremendous thud, followed instantly by the sound of bones snapping. Arronay’s neck is whipped side-ways into a grotesquely distorted angle and the side of his skull is caved in. Blood spatters across Almaric’s face and Osgar dances a step sideways as he is startled by the sudden noise. After the body slumps to the ground, the area is silent, the action so suddenly started and ended that it is almost as if nature itself was taken by surprise.

Almaric looks down at the body in front of him.

[/OOC WOW. That was… umm… quick.
Along with the usual rolls, etc. I need a special one - a d13]

Almaric’s Tale: Lone Stranger (aftermath)

Almaric wipes the sticky blood from his face and then cleans the worst of the gore and brain-matter off the head of his mace using Arronay’s dirty tunic. Moving to his tethered horse, he quietly calms the beast before turning his attention back to the body.

A search of the would-be thief’s cooling corpse provides marginally better results than that of the goblins. Arronay’s dagger turns out to be every bit as shoddy as his trust but he had other items too. Aside from the blade, Almaric considers a small sack holding a pouch with 4 gold pieces and a vial containing green liquid to be of value to him and the one-third full waterskin may prove useful as a spare. His dealings with the treacherous scum concluded, he kicks the body into the tree line before remounting and proceeding down the road toward the fort.

Feeling good that his reactions are still keen, he finds himself whistling softly to himself and his trusty steed as they press on into the afternoon.

[/OOC Mark the items on your character sheet (if you don’t want an item, let me know and I’ll amend the descriptive text) otherwise adjust the coinage and enc totals accordingly.
Your Critical Hit netted you a one-shot bonus that you can play at any time - ‘Power Attack’ - Maximum damage on a successful hit.
Again you can decide when you want to play it or let me use it to best advance things as I see fit - your choice.]

The afternoon wears on into early evening.

It is beginning to get dark and the moon is beginning to rise, but Almaric feels he is near his objective. However, one last task seems to lie before him. He sees camp fires along the side of the road, and realises the goblin force must have been ahead of him all the time - seems as though Arronay might actually have told at least one truth. The goblins he encountered were merely stragglers. To attempt to plough through the main force would be suicide, but Almaric may have an alternative.

[/OOC You have 6 out of 9 HP.
You have gained: A poor quality dagger, a small sack, another pouch, 4 gp, a vial of green liquid and a 1/3 full waterskin. You also have a ‘one-shot bonus of Power Attack’.
You have lost/used: Nothing.]

Almaric’s Tale: Off in the woods

Knowing his options are limited, Almaric dismounts Osgar and leads him off the road out of sight of the Goblin encampment.

Taking his time, he goes through all his belongings; unpacking and then repacking them in such a way to avoid them rattling in his packs and bags. Pausing to unstopper the bottle and smell the green liquid, trying to identify its purpose, he detects that it has a strong and musky smell and is definitely a potion and not an oil - beyond that, its possible effect remains unknown.

Anything that may catch and reflect light from fires or the moon is covered with strips cut from his blanket, and finally more blanket pieces are wrapped around Osgar’s feet to muffle his footfalls. The latter task eliciting the faintest of snorts and head shakes from his mount. Do horses snigger?

[/OOC Blanket is destroyed in the process - remove from inventory]

Finally, his preparation done to the best of his abilities and with as much care and forethought as he can apply, Almaric leads Osgar further away from the road, deeper into the woods so that they may take an overland, more circuitous route around the goblin camp. Always on the lookout for sentries that may have been posted and ready to remount and ride for their lives, the young warrior slowly works his way through the ever darkening woods.

Quickly leaving the firelight of the camps far behind, Almaric heads in what he hopes is the general direction of where he needs to be to rejoin the road and continue his mission. However, after walking for about an hour, he hears the familiar sound of whiny, guttural voices up ahead. A Goblin patrol!

Standing stock still, not even daring to hunker down for fear of making a sound, Almaric holds his breath and strains his ears trying to narrow down the direction the Goblins are travelling in.

[/OOC You attempt to remain quietly hidden and determine their exact location. Move Silently: Need an 18+, you roll(13) + previous prep.(3) + standing still(3)=19. SUCCESS
General perception to detect where they are in location to you. Basic INT throw, you roll(7), your INT is 13=SUCCESS]

His previous care seems to have paid off, for as his eyes fully adjust to the darkness, he spots a group of four Goblins armed with short swords moving non-too-quietly through the woods. They do not appear to have noticed him, indeed they seem to be more caught up in an argument amongst themselves than they do to paying any real attention to their surroundings. However, Almaric may not have all the luck this evening - their current path will take them straight to him!

[/OOC You are 30’ away from the two lead Goblins, who are 5’ in front of the next two. They are unaware of you at the moment but will walk into you in a round if you do nothing.
You have lost/used: your blanket]

Almaric’s Tale: Goblin Patrol

Sensing that time is short and that the Goblins will discover him regardless of whatever he does, Almaric retrieves one of the previously looted goblin spears from his saddle and throws it into the undergrowth behind and to the right of the patrol.

[/OOC No roll needed since you weren’t trying to hit anything in particular - it’s pretty darn hard to miss a forest!]

The sudden noise catches the attention of the Goblins and they immediately start swivelling their small green heads as they try and locate the source of the disturbance.

[/OOC Roll for surprise, they had no hope of seeing it because they weren’t paying any attention at all. Normally, surprise only occurs on a 1 or 2 on a d6, but since the Goblins are inattentive and Almaric has successfully hidden himself, I give a bonus of +2. Target throw is now 1-4, roll is (3) = SUCCESS]

They begin arguing again - this time about what the noise was and where it came from. This has left them off-guard and ripe for an ambush.

Snatching up his bow, Almaric quickly sights in on the closest Goblin…

[/OOC Initiatives for Round 1: Not needed, the Goblins are surprised so don’t get to act.
Goblin #1 is 30’ away which is well within short range for the longbow.
Throw needed, 9+. Rolls (13) + 2 (surprise mod.) - **(Goblin #1’s AC) = HIT!
Damage from shot, (6)+2 = 8 HP. KILLSHOT!
Because there is another Goblin within 5’ of Goblin #1, Almaric can attempt to CLEAVE a bowshot into it.
Throw needed, 9+. Rolls (9) + 2 (surprise mod.) - **(Goblin #2’s AC) = HIT!!
Damage from shot, (6)+2 = 8 HP. CLEAVING DOUBLE KILLSHOT!!
Although there is another Goblin within 5’ of the last downed foe, Almaric’s level is too low to allow him another cleave attempt.]

…time seems to slow as all of Almaric’s focus narrows into a point just below the yammering Goblin’s chin. There is the briefest of spurts as the arrowshaft and flight rip through the suddenly silent Goblin’s throat, only to reappear a second later in the eye socket of his unlucky friend behind him. Both slump to the ground, the sound of their falling bodies causing the two remaining creatures to spin back around and gape at their fallen allies. They goggle at the bodies and then at each other and then catch sight of Almaric, grinning evilly at them through the bushes…

[/OOC Their numbers have just been halved. Time for a morale check for the remaining guards!
RULE: Morale check
The Judge usually makes morale rolls under two conditions: when one side of an encounter has lost a member due to death, or when half the group on one side is either killed or otherwise incapacitated. If both results occur in the same round, one morale roll is made at a -2 penalty.

Roll, 2d6(8) - 2(penalty for losing half their number in the first round!)= 6. FIGHT ON]

It almost looked like they were going to break and retreat but with a sudden angry yell, they brandish their swords and run at Almaric…

[/OOC I have enough rolls from you so I’ll continue in to Round 2.
Initiatives for round 2: Almaric (5+1)=6, Goblins (10) - I’ll do both Goblins together this time because they are next to each other, unlike the ones at the bridge.]

The two Goblins dash towards Almaric and burst through the undergrowth in front of him. Before Almaric can react properly, he finds himself under attack from two sides, facing swift stabs and slashes from their short swords.

[/OOC They have swords so even if the bushes weren’t in the way, they wouldn’t be able to charge.
Goblin #3 attacks. Rolls (3) - Almaric’s shieldless AC(5) = -2. MISS
Goblin #4 attacks. Rolls (4) - Almaric’s shieldless AC(5) = -1. Oh FFS!!Dodgy MISS.]

Almaric manages to easily evade his two antagonists as he dodges and feints their attacks. Dropping his bow, he grabs his battle axe in a two-handed grip and swings it, waist high, towards the Goblin on his right flank…

[/OOC Almaric needs an 8+. He rolls (11) -(Goblin #3’s AC) = 8. HIT… just (jammy bastige!)
Damage from double-handed axe blow, (7) + 2 (STR mod.) + 1 (Ftr. mod.) = 10 HP (more than double the poor buggers HP)… KILLSHOT!
Although Goblin #4 is further away from Goblin #3, Almaric is allowed to move up to 5’ to make a CLEAVE attempt.
Cleaving double-handed axe attack on Goblin #4. Needs an 8+. Rolls (18) -
(Goblin #4’s AC) = 15. Solid HIT.
Damage from axe-blow, (1) HA! + 2 (STR mod.) + 1 (Ftr. mod.) = 4 HP, he would still be up so I play your POWER ATTACK bonus card and the damage goes up to MAX(8) + 2 (STR mod.) + 1 (Ftr. mod.) = 11. CLEAVING DOUBLE-KILLSHOT! Angry (I hate you!)LOL]

…where the axe-head connects with the Goblin, just above its hip. With a satisfying squelch, the blade passes through the hapless creature, severing its spine and leaving it in two twitching halves. Spinning on the spot, Almaric uses his momentum to continue the battleaxe’s arc into the chest of the surprised foe to his left. The Goblin is flung backwards into a bush, its ribcage a ruined mess.

Almaric cocks his head to one side, listening for further sounds of patrols that may have been alerted by the combat but the woods have fallen silent, almost as if in awe at the power of the young hero.

Until Osgar spoils the moment by farting.

Almaric’s Tale: Goblin Patrol (aftermath)

A search of the bodies nets Almaric some loose coins - 5 gold and 43 silver pieces. He also finds a bare wooden shield, which was strapped to the back of the second Goblin. There is no sign of the spear he threw and all that remains of his arrow are blood-soaked splinters.

Returning to his mount, Almaric favours Osgar with a disapproving look, but since this is just greeted by a twitch of his ears and a gentle snort, he shakes his head and takes up his reins as he leads him on through the dark woods.

Wearing a smug look on his face as they walk through the night, Almaric stays alert for sounds of more Goblin patrols. He also considers having “Goblin-Cleaver” inscribed on his axe handle at the next available opportunity…


It is almost midnight when Almaric and Osgar finally reach the fort and pass the fallen troopers message on to the shocked commander. The commander gets his adjutant to find you a hot meal and a warm bed, while Osgar is stabled for the night.

Because of his actions, the fort is warned and the troops mount a successful pre-emptive set of raids on the Goblin camps. The immediate threat of the Goblins has been removed as the routed survivors, flee into the woods, their spirit broken and their plans foiled.

For now.

Upon his return, the grateful commander gives Almaric a reward of 50 pieces of gold and a letter of commendation, stating Almaric’s role in saving the day and his heroic service to the Duke.

Almaric has had a taste of adventure, but he has detoured from his original route towards Larm. He has time to make up but since he is in no immediate hurry, he can rest and restock in the fort before setting off down the road, once more in search of further adventure!

[/OOC You will be fully healed by the next day and you can decide which if any of your loot you would like to sell - the goblin spear has no value, but everything else can be sold for 50% of value or 65% in trade at the fort quartermaster.]

Gained: 4 poor quality short swords, 1 shield and a total of 55 gold and 43 silver pieces, letter of thanks from the fort commander.
Lost/used: 1 of the goblin spears, 1 arrow (couldn’t withstand the abuse of killing two Goblins), 1 bonus card.

Almaric’s Tale

Having enjoyed a hot meal and a good nights sleep, Almaric pays a visit to the fort’s Quartermaster with his loot.

After a brief period of examination and bartering, Almaric trades in the goblin shield and four short swords, and after adding additional funds from his pouch, Almaric acquires a new blanket, two Healing Salves and a weeks supply of Iron Rations. He also replaces the bandage he used and buys a bag of apples for Osgar. This still leaves him with a decent amount that should cover his immediate needs for a week or two.

[/OOC Amend your character sheet with the new/replaced items and adjust your coinage and encumbrance totals accordingly. You also gain additional XP from the sale of the items.]

Once restocked, Almaric asks around if there is anyone in the Fort that can identify the mysterious green potion and possibly carve inscriptions into wood. He is pointed towards the fort’s carpenter who is more than happy to inscribe the name “Goblin Cleaver” into the haft of Almaric’s battleaxe. No charge for the young hero that saved the fort!

Alas, nobody currently within the fort can help with the potion. He is told that only an Alchemist would be able to test and identify it fully for him but the more experienced soldiers point out that in the past, they have done their own ‘experimenting’ to save time and money. They suggest that Almaric sip a little of the potion while concentrating on his body and the surroundings - noting any changes or effects that briefly manifest. However, they warn against the dangers of sipping too much of an unknown potion and also mixing the effects of two or more potions, pointing out that it is also helpful to have some form of healing or curative abilities on hand… just in case. They take him through the process of identifying his green potion under the watchful (and slightly disapproving) eye of the fort’s healer. Taking a careful sip, Almaric concentrates on his body with all of his senses… and notes a tingling sensation course through his muscles. He could swear he saw his already impressive physique momentarily increase. The effect quickly fades and Almaric looks around him at the soldiers and healer. One of the officers says, “Saw your biceps grow. Considering your size already, I’d say that one’s a strength potion.” The others nod. The healer just ‘tsks’ and walks away.

[/OOC You have a potion of Strength (+1d6 Strength for 1d6+6 turns).
Note: Drinking a potion while another potion is in effect will sicken you and you will be unable to take any actions for 3 turns (30 minutes); neither potion will have any other effect. This doesn’t apply to healing potions or any other potion that has an instant, permanent effect.]

Having completed all that he set out to do today, and since it is only late morning, Almaric makes his farewells and after collecting Osgar from the stables, the pair continue on their journey toward Larm.

That concludes the first instalment of Almaric’s Tale.

The player is continuing his adventures but I will wait and see if anyone wants to hear more before I post further.

I (in fact we both) had a lot of fun doing this, it made a nice change from the usual weekly gaming sessions and unlike normal PBM games, I didn’t have to wait for a bunch of replies - just one.

Obviously there are issues and concerns when running a solo adventure, especially when the character is a fighter and so healing and magic can prove problematic, but that’s where the House Rules come in. I can post them if anyone is interested.

I enjoyed it thoroughly and would love to hear more.

Did you give any thought to adjusting the rules a bit to make up for the fact that your hero is solo? That first battle almost ended this story before it began!

Or maybe your House Rules make a difference…

Sounds like the fellow needs a henchman or two! I too enjoyed reading this, though. Sorta makes me want to run something similar; been having trouble getting a full crew together recently, and ACKS works well with small parties anyway.

Some of my House Rules (posted in the House Rules section on these forums) are used specifically to aid in one-on-one games - particularly the addition of low-magic solutions like healing salves/poultices and first aid, that allow non-casters the chance to keep on going for a little while longer without making them unkillable.

Other than taking care to not run the players into anything of warband size, I consider everything else to be fair game. To me, it’s all about the story and if the story involves the hero getting his butt kicked because he didn’t go with ‘Plan B’ (run away!), then so be it. Luckily, my players know that’s how I roll so they don’t expect to get off lightly. I will cut them a break if I feel it will advance the story but death through a brain fart on their part is just… tough!

I’m sure Almaric would love a henchman.

Shame I’ve not made an effort to remind him that he can have one, muahahah!

Seriously though, he’s not been in a position yet where he can get any real long-term help. To be honest, I didn’t even expect him to buy a horse since most steel-swingers tend to blow all their starting cash on arms and armour. The amount of fast-foot shuffling I’ve had to do to incorporate that dang Osgar…

Apart from doing one-on-one single character games, I also run games where a single player runs an entire adventuring party, although those games take place in a specific area of my campaign world much removed from the ‘Known Lands’ where the regular and solo play games take place. Again, they’re fun because you don’t have to wait around for each individual character in the group to organise amongst the rest what he/she will be doing. The player gets to do most of the donkey work by sorting their actions and organising the turn, etc. I just apply the rules whilst taking them through the story. In a lot of instances, it’s so much easier than traditional play, especially as you don’t have to give an instant response as you would in a face-to-face tabletop game. You can consider their actions without any real time pressure and just concentrate on (hopefully) making the experience more fun for all involved.

Now if only all live gaming session could work that way…

Almaric’s Tale: Unfamiliar Surroundings

Slowly, a dark fog clears from your brain and your eyes focus.

You are in a large room and a roaring fire burns in a fireplace. You sit up on the couch and quickly realize you are in a tavern. A long bar sits opposite the fireplace and there are several tables scattered around the room. It must be late as no patrons share the room with you. The light of the full moon shines through the windows confirming your suspicions.

Reaching for your belt, you notice it is gone. Your gold, your weapons, your clothes, everything is missing. The fog in your brain is fading now but you can’t seem to recall how you came to this place. The last thing you can remember is that you were travelling to the borderlands village of Larm in search of adventure. The road was long and night had come upon you. A light in the distance gave you hope. The merchants you passed earlier in the day mentioned that a tavern lay ahead and you should arrive shortly after nightfall. Their definition of ‘shortly after nightfall’ is certainly not the same as yours, but regardless, it was not far off. Then there was a man asking for directions…

“Ho there,” says a gravel-filled voice. A thin, old man sits in the chair across from you. He passes you a mug filled with steaming tea. “Nasty little lump you got there. My man, Kel, found you on the road a short way back. Naked as the day you were born, I should say. Kel was coming back from his monthly supply run when he startled off your attackers. They heard him approaching and ran off, to the south and into the Greenwood. There were three of them. Kel couldn’t see much more, but he didn’t need light to see what they were doing.

Now, I have to figure that you normally don’t go traipsing about the world butt-naked like that, so that means bandits. And that, my friend, is something that I just can’t abide. There was a time when travelling the road was not so safe. Bandits of all kinds used the forest to hide out in. But the army cleared them out five years ago. I built this tavern here after that because I was sick of the city and the road was safe. If the bandits have returned, word will get out and my business will be ruined."

You ask him about Osgar, which elicits a briefly puzzled look until you clarify that Osgar is your horse.

"Ah. Kel didn’t see no horse around when he found you. Must be they’ve made off with him too.

As I see it, we have a common interest that needs solving. You have the look about you of an adventurer. I have met your kind before and I know your type well enough. I am sure they have stolen more than one thing that is dear to you, and they are trying to steal my dream.

I can equip you. More than one of your kind has left here in a drunken stupor, leaving the odd item here and there. I keep them in that trunk over there.” He points to a large, wooden chest near the window opposite the entry door.

“I can’t tell you if any of it is of particular use or value. Even though it was left here, it does not belong to me. I figure I’d best leave it alone in case the owner decides to come back and claim what is his. You won’t catch me on the wrong side of your type, no offence. But most of it has remained in the chest for years.

“Go ahead and take what you need. Dire times call for dire choices. Go back down the road to the east and look for a large rock on the south side of the road. There will be a spot of blood on it where your head paid a visit. Kel said that whatever happened, you must have fallen and hit your head on the rock. If you need to come here and rest, I will keep a room set aside. And when the bandits are dead, I think I may be able to offer you a small reward as well. Now good luck to you!”

[/OOC The following list includes all the items found in the chest. You can equip your character as you deem appropriate. Items removed from the chest should be removed from the list and cannot be replaced.

Chest Contents: Pack (empty), 50’ rope, oil flask (2), lantern, torch (5), tinderbox, large sack (2), pouch, quiver w/20 arrows, short bow, broad sword, longsword, short sword, dagger (2), club, mace, suit of chainmail, clothing, boots, shield, four pouches containing (what you assume to be) spell components. The tavern keeper will also supply food and water for three days.]

The GM giveth and the GM taketh away…

Almaric’s Tale - Notes

This is the post I sent to Almaric’s player explaining how the next set of adventures would be played and how they would differ from what he had experienced previously.

OK, so we’ve done some easy stuff so far just to get you into the swing of how things play. Now the fun begins…

Notes:
If you want to return to the inn, you may do so at any time (to report back, rest, restock, heal, etc.) and I will count this as ‘civilisation’ and therefore award any new XP to you.

Mapping:
You will want to chart your character’s progress by mapping the adventure as you play. To make things a bit easier to track, I have broken the overall map down into sections that will be revealed as you move around and encounter different things and areas, etc. The map sections are labelled with a letter identifier (A, B, C, etc.). I would suggest taking a sheet of A4 graph paper and use it landscape. I have knocked up an example of the kind of mapping I tend to use for these things and sent you a copy.

For most location encounters, I will provide you with that area’s map section. You can add it to your map at that time. Generally, you will only receive one map section to add to your map at a time, although there are some locations that include two or more map sections and others are not complete until you move to another location within that same map section. Also, don’t assume that each of those blank areas will have something to go in there - I just needed a way to grid the overall map and encounters up into easy-to-track chunks! Hopefully it will make sense fully as we get into it…

Resting in the Field:
You may find it necessary to rest in the field rather than returning to the inn. If your character rests outdoors, I will roll for random encounters a total of three times - checks are at dusk, midnight and dawn. For the purposes of this adventure (you being solo, etc.), encountering wandering monsters during the rest period will not interfere with the benefits of resting (regaining hit points, etc.). I generally won’t be rolling for encounters during normal play, but there may be exceptions [/wink]

GM Note: The reduced chance of random encounters was to aid the fact that he would be on his own but still giving him the sense that it was the wilds and not a holiday park he was tromping about in. Some of my random encounter table results are not the traditional ‘1d4 Orcs’, etc. some of them are HINTS or tastes of other possible encounters - wolf calls in the night, rustling in the undergrowth, etc. I won’t include any of the map sections I sent since I’m not sure how these forums handle graphic attachments.

Almaric’s Tale: The hunt is on

“Thank you sir for your aid and hospitality and my thanks to Kel. My name is Almaric and you are?”

“Oh my, here I am, yammering away like one of my barmaids and forgot to even have the decency to give my name. I’m Hugo Barsh and this here is my pride and joy, The Travelling Man. Kel Biggins is my right hand around here, helps out in the bar, kitchens, stables, whatever needs doing, he can do it.”, this last comment seems to amuse him as he adds, “Or so he tells me. Anyway, I’ll be sure to pass along your thanks to him but I won’t be needing any thanks beyond you putting an end to those thieving villains and coming back all safe like.”

While they talk, Almaric equips himself from the innkeeper’s chest.

Since he does not appear any the worse for wear, as soon as he’s ready and with a last look back and salute to his host, Almaric strides out of the door and down the road in search of his ambushers… and more importantly Osgar and “Goblin-Cleaver”.


Moving down the road Almaric arrives at the spot of last night’s ambush.

[/OOC The Travelling Man is in area E and the ambush site was on the road at B]

A narrow path leads south from the road into the woods. The path, more a game trail than proper trail, is overgrown but not difficult to follow. The trees in the forest are large and the undergrowth is limited due to the all-encompassing canopy of trees.

Following the thin forest trail, Almaric quickly arrives at a small clearing.

The area is no more than 50’ wide at any point and it is covered with a layer of knee-high grass. The grass near the centre of the clearing has been trampled. Almaric quickly notices some of his stolen possessions are laying about the trampled area. There are four paths leading away from the clearing, including the one that leads back to the road and the inn.

[/OOC The clearing is area G.]

Almaric’s Tale - The Clearing

Crouching down outside the clearing, Almaric surveys the scene for signs of possible ambush - the collection of items lying in the open just too tempting to be innocent.

Removing his pack and hiding it in the undergrowth, Almaric starts to slowly skirt around the edge of the clearing - just inside the tree line - moving around to the east, all the time looking for bandits to shoot. Nothing leaps out or attacks him as he continues his traverse of the clearing’s perimeter. Finally, he arrives back at his starting point and, convinced that the area holds no (immediate) unpleasant surprises for him, he moves into the patch of trampled grass.

Scattered about the area, Almaric can see most of his more mundane items and equipment. His attackers were apparently selective and only took his weapons, armour, money and anything they felt they needed or was of value.

[/OOC At this time you can re-equip your character with any items from your character’s original inventory (prior to arriving at the Travelling Man) with the exception of the following: Weapons, Armour, Potions, Treasure (including jewellery, coins and gems) and any containers. All other items are in the area including rope, bandages, clothing, crowbar, etc. There is no sign of your saddle - or indeed, Osgar.]

Almaric’s Tale

Bundling all of the discarded equipment into a sack, Almaric returns to his hidden backpack and adds the sack to the concealed cache. Thinking that it might be be easier to travel unburdened, he leaves the bags and returns to the centre of the clearing.

Almaric spends a short while examining the ground for any tracks that might give him a clue as to the bandit’s direction. Apart from catching sight of one or two faded hoof-prints (that may or may not belong to his missing mount), there are sadly, just too many other tracks and spoor trampled throughout the area to tell him anything of use - other than this place has seen a fair amount of traffic.

Knowing that the general lay of the land puts the small river to the east and without any other means of tracking, Almaric decides to eliminate the smaller eastern region first before turning his attention elsewhere if needed.

Having lightened his load, Almaric is able to make better speed but since he is literally in ‘bandit country’, he elects to try and move as quietly as possible whilst staying alert for the sounds of voices. With a last look around the clearing, he sets off down the east path.


The path here is overgrown and very hard to follow. The gurgle of rushing water gives Almaric ample warning and as he moves through some thick scrub, he finds the path split by a quick-running stream. It is only about ten feet wide and it looks shallow. The stream bed is filled with gravel and small stretches of sand. Larger rocks and trees have created pools up and down the stream. The water runs off to the south. Looking to the south he can see a small trout break the water and snatch an insect that strayed too close to the surface. The path continues on the opposite side of the stream.