Games - Solo Roleplay Example - Pathfinder - Hex Crawl, Part 1
Foreword
A large part of roleplaying games
is the surprise inherent in discovery. Venturing into the unknown, at the mercy
of fate, the dice, and the whims of the game master.
But a lot of that could be lost
as a solo roleplayer. After all, you are your own game master. How can you
surprise yourself?
Fortunately, there are ways to
remediate that loss, and that is what I hope to demonstrate in today's post.
Spoiler Warning
This post discusses in detail, several elements
of the Paizo Game Mastery Module D0 Hollow’s Last Hope. The point is
to explain solo roleplaying with the Pathfinder RPG using a free resource. However,
it shouldn’t be a problem for the solo roleplayer as unfortunately you will
have to familiarize yourself with the module to some degree before playing it.
It will absolutely destroy any
group play excitement – unless your game master deviates significantly from the
module as designed. Something I strongly advocate for since there are always
some players who delight in spoiling things in their attempt to dominate the
table and beat the GM and players.
Oracles, Imagination, Objectivity
As demonstrated previously, using
one or more oracles helps to both fill in gaps in the narrative as well as
expand upon it much farther than you might expect. Provided of course that you feel
empowered to exercise your imagination.
The irony of this situation is you’re
playing a roleplaying game to use your imagination but that is exactly what you
might in fact hesitate to do. And why? One possibility is out of your own
conceptions of fairness and objectivity.
But you don’t really expect a
game master to be objective, do you? When you’re playing a roguelike game you
know the game engine is designed on randomness. It’s not going to purposefully
rule to either give you more fun or make you miserable. AI hasn’t progressed that far yet. (Unless
our robot overlords are simply keeping us in the dark. All hail the wisdom of our
robot overlords!)
But do you expect a game master
to arbitrate purely and objectively the rules, adventure, and campaign? Do you
go adversarial into a live game expecting to have to beat the GM and the other
players? Or do you think the entire effort is cooperative? In either the
adversarial or coop scenario the GM will be biased toward using the system to
destroy player characters or provide them with an exciting story.
As a solo roleplayer that’s the
decision you will have to make time and time again. And when you can’t make that decision, you
will have to lay out a test that will be at least partially, maybe mostly,
objective, and fair. Then, remember to
apply that test the next time.
As an aside I look at the recent trend
in some game designs to favour light weight rules and give the weight of fiat
to circumstantial rulings and recall the past. Dragon magazine had a regular
monthly column of rules clarifications. Errata sheets were printed. New
editions published. All attempting to make sure that the rules were clear and
rulings did not cause conflict.
My Custom Oracle
Through this post I will refer to
a generic oracle. It was derived from the Loom of Fate from CRGE, but I preferred
to put marginal Yes, But / No, But results bracketing the 50% mid-line. Since then,
I have hacked this some more to make different options for when certainty is
more certain as well as when uncertainty is more likely.
d% |
Meaning |
1%-5% |
No, And Furthermore/Unexpectedly (Critically No!) |
6%-15% |
No, And |
16%-40% |
No, That’s it, just no. |
41%-50% |
No, But – In other words, mostly no, but also a
little yes. Something small is right, or it’s not entirely false. |
51%-60% |
Yes, But – In other words, mostly yes, but also a
little no. Something small is wrong, or it’s not entirely true. |
61%-85% |
Yes, That’s all, just yes. |
86%-95% |
Yes, And |
96%-100% |
Yes, And Furthermore/Unexpectedly (Critically
Yes!) |
Gameplay
It’s my opinion that narrative
emerges from gameplay. I head into a roleplaying game with the intent to play a
game and discover a story – not create a story with a game as the tool to do
so. I’ve written stories since high school. Most of them garbage that could not
even be qualified as fanfic, until about twenty-five years ago when I started
looking seriously at the elements of fiction writing.
No, if I want to write a story,
I’ll just do it. When I want to play a
game, that’s what I want to do and discover the stories, plots, and characters,
that emerge. I’m not saying this should be your approach, just fair warning
that this is mine and thus here is my inherent bias.
D0 Hollow’s Last Hope
It was decided. The carpenter and
the holy sister (I decided later that Ziggy had been dressing as an adept of an
order) would sneak out of town before dawn. There might have been walls to
Falcon’s Hollow, but they neither surrounded the town, nor did they have
functional gates.
My purpose was to acquaint myself
with the Pathfinder rules and the Golarion setting. I’d been reading, on and
off, various fiction in the Wayfinder fanzine and Pathfinder Chronicler anthologies, had enjoyed perhaps a about a
dozen (more?) comic books, (although
the Worldscape series seemed disjointed and contrived), was gobbling up Dave Gross’s novel Lord of
Runes, and have yet to delve into a small collection of Pathfinder Tales e-books.
Even though I adore the visually
stunning cartographic artistry of hand drawn and computer rendered maps when it
comes to gameplay, I much prefer the layer of abstraction that hex maps provide.
The simplicity of it, the ability to easily subdivide the map into component
hexes and even randomly locate elements within the subdivisions.
Before I began with session zero
(the previous post) I had already created a hex map derived from the area map
of the Falcon’s Hollow environs and placed the “known” sites approximately
where they were expected. Using this my party of two would embark on their hex
crawl.
It’s beyond the scope of this
post to get into details but I took a screen capture of the map from the
module, saved it as JPG, and imported it into Inkwell Ideas’ Hexographer, the predecessor to Worldographer. It
took several tries to get the hex diameter scaled correctly but eventually I achieved
a workable approximation.
Hex Crawls
Strictly speaking, a hex crawl is
not simply navigating across a hexagonal grid map from point A to point B. Beyond
that basic limitation though what truly constitutes a hex crawl is highly
variable based on one’s preferences, interpretation of the history of gaming, and
selection of historical sources.
On one hand, it is possible to
say a hexagonal grid map entirely devoid of features, maybe including the
starting point, and then filled in one hexagon at a time as it is explored, is
the purest form of hex crawl. This is the approach of the 1e AD&D DMG (p173,
Revised, December 1979).
The Isle of Dread module includes
a map of the namesake island with the coastal hexagons having terrain features
marked in but not the interior of the island. Flash forward to 2011 and Frog
God Games’ module HC1 Valley of the Hawks, literally Hex Crawl Chronicles
module 1, and the included map provides the terrain and a key for where sites
and features are located. Many gamers cite the Judges Guild products of yesteryear as a primary source of hex crawl experience and authority. I am regretably not sufficiently familiar with them to say.
For the purposes of the method, I
propose the solo roleplayer must likely do some work as their own game master, but
it should not be too onerous and once done allows the player to explore and
adventure at leisure.
I’m not sure when hex maps faded
into obscurity, and I have no idea when they became a going concern again. Even
when I gamed on a weekly basis, I was never part of any local RPG scene.
Looking through my bookshelves I
find that Vault of the Drow, The Forest Oracle, Dragons of Flame, and practically
every BECMI adventure utilized hex maps. Dungeon, issue 27, one of the few physical TSR
Dungeon magazines I’ve acquired has both square and hex grid maps.
Middle-Earth Role Playing 2nd
ed, 1986, includes hand drawn maps but blank hex grid pages in two scales.
Raven’s Bluff included an
overland map of The Vast, but it was not a hex map. Come to think of it I don’t
recall any Forgotten Realms supplements ever having a hex map. Maybe some of
the Bloodstone modules but I think that was for Battlesystem.
Dungeon Crawl Classics’ series of
3e modules are heavy on square grid dungeons and small-scale outdoor battle
maps, but I haven’t found a hex map.
Certainly, the DCC 35 Gazetteer of the Known Realms box set includes
poster maps that are beautifully rendered as though it should be inside an
issue of a monthly geography and photography journal. If anywhere I would have
expected a hex crawl it would have been DCC.
Setting Out
Using the regular cost tables and
starting coin allocation for Pathfinder I equipped the characters then
determined their overland rate of travel. I’m using common encumbrance so,
laden with camping supplies, they aren’t going very fast. Also, I’ve figured
two weeks travel, so they are carrying a lot of food though they plan to hunt
and fish as well however that’s going to slow their pace also.
The adventure text says the trip
should be three to five days. Neither of the characters are particularity outdoorsy
in any way. I expect it to take longer.
D0 provides only three specific
encounters and a very short random encounter table. With that in mind I
borrowed the encounters by terrain type from the Rules Cyclopedia, 1eAD&D DMG.
The Pathfinder Bestiary book as well as the online Pathfinder system reference
sites have any monster or animal data that were required.
Adapting Hollow’s Last Hope to SRP
Let’s go back to the seven first
principles of solo roleplaying for a moment - the Obvious, the Understood, the
Invented, and the Questioned considered through Logic, Interpretation, and
Improvisation.
Specifically, in this case, we want
to question what the module designers, Jason Bulmahn and F. Wesley Schneider,
tell us about the adventure circumstances.
The Threat
Blackscour Taint is described in
D0 as afflicting 1d4 townsfolk per day/per day up to 40 people. Meaning, one
day after starting 1d4 people die. On the second day, 2d4 more people die. On
the third day, 3d4 people die. If the player takes the estimated five days,
then 15d4 people die before the cure is returned for an average of 37-38
deaths. The dying ceases after 40 deaths having taken the lives of any who
lacked the stamina to stave of the disease naturally.
Furthermore, if the player
character knows anyone in the village, then the GM is to roll 4d10 for each known person and
assign the result to that individual. If the death toll reaches that person's
assigned number, then they die from the disease.
On the fifth day of the adventure
Bram and Ziggy had only just found the witch’s cottage.
What I Didn’t Do, But Should Have
Bram rolled local history and got two high rolls out of three for knowing the locations of the sites. I decided (arbitrarily, again) that he’d either been shaking down locals for stories or listening to folks talk while he worked. As a result, he has the locations of the dwarven monastery and the witch’s cottage.
How it happened doesn't matter in this case right now. What's important is I decided how and later it might be significant.
Instead of just making a beeline
to each site I should have marked the sites’ expected locations on the hex map
and then asked the general oracle – are they in fact there?
I’ve done that now below for the
sake of demonstration.
Witch’s Cottage – 83 – Yes. It’s
where we expect.
Dwarven Monastery – No – It’s not
where we expect. We’ll have to keep looking.
On the GM side of this adventure,
looking more into the history of the region, we know that the big, volcanic
mountain towering over everything was a major, massive, dwarven city.
It’s likely the monastery would
be somewhere nearby. I would probably ask, is it in the valley directly north
of the expected location? 93, Yes, And
That’s promising. I wonder what
I’d find? On the other hand, it’s further away.
Day 5 - What I Did – Gods Forgive Me
No, I didn’t do those things. After
five days of traipsing through the woods thirty-two townsfolk had died. Elise
at the inn, was #31, though of course Bram and Ziggy wouldn’t know for many
days.
At this point I asked does the
disease run its course and stop at forty deaths. 14 No, And. And? And what? Is
there a maximum number? 42 No. Well, damn. I roll up the death toll for another
five days, adding 1d4 every day to call that the AND. And what? And it continued to get worse.
At ten days the death toll is
122.
But we aren’t there yet.
Day 7 – Hex Crawl – Getting Lost
Using land navigation rules, Bram
and Ziggy lost their way in Darkmoon Wood and stumbled upon a patch of waste in
the middle of the forest. They are in volcano country. It wasn’t until I’d
decided to invest in a Darkmoon Vale/Falcon’s Hollow campaign that I acquired
the Pathfinder Guide to Darkmoon Vale and learned of official hazards but looking
at the map and Droskar’s Crag towering over the vale, I was hauntingly reminded
of Mount St. Helens in the Cascades range in the American state of Washington.
However, Mount St. Helens was a
mere 2,949m (9,677 ft) before it’s 1980 eruption versus Droskar’s Crag’s 8,785m
(28,822 ft), putting it soundly between Everest and K2. But Everest and K2 are
not volcanic. A closer approximation would be Ojos del Salado, a dormant
stratovolcano at 6,893m (22,615 ft) tall on the border between Argentina and Chile.
I decided that the waste is
caused by a fissure in the ground periodically expelling steam and toxic gas.
Looking up this sort of thing that could be carbon dioxide, sulphur dioxide,
hydrogen, hydrogen sulphide, and carbon monoxide.
Now, can they smell it? (I didn't ask if they could see it. Well, you'll understand in a moment.) 16, No,
Just No. Is it active? 84, Yes, Just Yes. Here’s a tricky situation. I know that the
vent is probably releasing invisible, undetectable, carbon monoxide and carbon
dioxide. If they attempt to cross the waste or even linger too close, they’ll
likely suffocate.
So, are they smart enough,
observant enough, to save their own skins?
Are there dead animals around?
85, Yes.
That should be a common, easy
Perception test by Pathfinder rules. Ziggy and Bram both have +4.
And you would not believe it –
double natural 1s. Both are clueless and stroll nonchalantly into the middle of
a field of toxic death.
Are you idiots on a lovers’
picnic or something? All starry eyed on your woodlands adventure together? La
la la la la! I want to smack you both! This visceral reaction to an exceptionally bad die roll would come back to me later.
Okay, maybe this is cheating but
I’m going to ad hoc a rule here.
Characters get chances to notice
obvious things, and have their common sense kick in, equal to their Wisdom
bonus.
Second roll, 10 and natural 20.
Ziggy wakes up, grab’s her companion’s arm, and looks around desperately for
the fastest way out.
Day 8 – Discover the Forest Elder
I did not ask any questions at
this set piece encounter / site although as I said earlier, I should have.
Playing it as designed the two
adepts were not nearly enough to defeat the tatzlwyrm, a sort of minor draconic, cunning but not sentient, creature. So, I introduced Esther
Heathminster, female halfling ranger. Both Bram and Ziggy were created as
plain, level 1 adept class characters. They have not been given bonus
abilities, levels, hit points or any other survival mechanism.
Nearby are the corpses of three
hunters and the trio acquire some weapons, a small amount of gold and silver,
and a signet ring bearing the likeness of a flaming hawk.
If I’d done this right, I would
have asked the oracle if the elder tree was where it was expected to be. 07 –
No, And – Well, that’s problematic. The Elder Tree is not where we expect to
find it. And something else. Next question that comes to mind is, does the
Elder Tree exist?
Well, think magically. We’re not
talking about trees over a certain age.
It’s not the Millennia Tree, it’s the Elder Tree. So no, we don’t ask if
it exists. Somewhere in this forest is
an oldest tree.
Ask instead, is it in this stand
of trees? 12 No, And. But the characters wouldn’t know that unless they start
searching. And that’s how even more days could have been added to the quest.
Furthermore, I have it in my head
that the signet ring should be significant. The adventure module doesn’t
mention it again. So far as we know it’s
just random treasure. You could ask a question here. I’m not. Yet.
The slain hunters, according to
the adventure, were victims of the tatzlwyrm. Cut and dried, yes? You could ask
a question here, too. But not yet. Not just yet.
No, those last two items I’m
going to leave as loose strings. Maybe they’re not important in the long run.
Maybe… well, we’ll see later.
No, I’m not being funny here. I
haven’t figured it out yet and I’m purposefully leaving it open.
Day 9 – Travel, Random Encounter – Wolves
Nothing special about this. Bram,
Ziggy, and Esther encountered a pair of wolves with the halfling ranger managing
to turn them away using wild empathy.
Seemingly just a random encounter
it would stand to reason that it could have been connected to the adventure. They
had no idea if the wolves were thrall to the worg cooperating with the kobold king,
but it was a good possibility.
I should have asked if the wolves
reported the no-scale two-legs creeping about.
So, let’s see now. 29, No. Just
No.
Day 10 – Set Piece Encounter
Again, I didn’t ask any questions
about this encounter, but just played it as designed. The hobgoblin and
razorcrows were easily defeated and Ziggy saved the injured firefoot fennec
fox.
Later, after the fox was healed,
it stayed loyal to the half-elf woman. Maybe
someone more familiar with the Pathfinder rules would say this shouldn’t happen
but I ruled that when Ziggy called a familiar this animal was bestowed with a mystical connection.
From this point on I arbitrarily keep
the daily death toll at 10d4 per day and roll up five more days.
Wrapping It Up
I won’t go into further details
but the quest for the ingredients consumes 20 days in total and the death toll
to Falcon’s Hollow is 361.
I was curious. The population is
supposed to be ~1500. I randomly assign 1599. Now, at the end of the adventure,
Falcon’s Hollow has lost 22½% of its population. No one has not lost a family
member, friend, or loved one.
How did this deadly fungus that,
according to the herbalist, has never grown around Falcon’s Hollow before, arrive?
Why, if the expected death toll was a mere forty souls, did it become nine times that number with no signs of stopping until all were dead?
For now, the threat has been
neutralized.
Well, the immediate threat, at
least.
But, we all know what’s coming.
Expanding Encounters
In the next post I will go into
more detail about the mechanics of hex crawling, using random encounters, as well as set piece encounters, and how they should be
the seeds for something more.
Just as the above ending of the
adventure suggests that the coming of blackscour to Falcon’s Hollow might not have
been a chance event so can many seemingly small elements lead to more story threads later on.
Is that signet ring taken from the dead hunters significant?
Was there some reason for the hunters to be at the forest elder?
Could the fennec fox, although it was seemingly an innocent animal and the victim of the vile hobgoblin, actually have been a messenger of fate?
We don't have the answers yet.
And we won't until we roll some more dice.
---
This article, and all others, are subject to the editorial whimsy of the author whenever he thinks, for whatever reason he thinks.