Tuesday, June 1, 2021

Nor Gloom of Night - Chapter 2

[EDIT 10/01/2022: There is now a fully revised version of this solo adventure available as a FREE PDF DOWNLOAD. Get it here on RPGGeek.com! The following is the rough and ready first draft exactly as it first appeared here on the Thaumaturgical Workshop. The revised version is better, and has pics.]

 This week, Chapter 2 of the Talisman Adventures RPG solo adventure “Nor Gloom of Night”. If you missed Chapter 1, hasten there immediately. Once you have successfully completed the first Chapter, you can proceed with your further adventures by reading paragraph #22. Feel free to post in the Feedback below - pertinent questions, thoughtful suggestions and indeed identification of obvious errors may lead to new options or amendments benefiting future generations of adventurers!


# 22 

 

The road now begins its descent from the high, lonely moors, and you hope that if you hurry you will reach Gladmeadow before sunset. At the least the road ahead is clear, and in the distant, lower country you can see an inviting patchwork of fields that surely mark your destination.


As the route looks straightforward, you concentrate your energies on looking out for any potential ambush or other encounter with marauding enemies. Make a Watcher Test at Difficulty 14. Remember to add any modifiers for appropriate Followers, skills, items, etc. (For the rules about Watcher tests in Exploration, see p.214)


If you fail the test, read #23.

If the roll is a Standard Success, read #25.

If you roll a Great or Extraordinary Success, read #28.



#23 

 

The road you are following descends into a narrow, stony valley. Fully confident in your route and the absence of any danger whatsoever, you are most startled by a guttural yell as two hobgoblins leap out and attack you!


To determine if your hero is surprised, make a Notice (Wits) Test at Difficulty 14 (if you have taken the Watcher role - this takes into account the penalty for failing the test) or Difficulty 17 (if you have taken the Guide role). If you fail, your hero is surprised - proceed, remembering that your character can take no action but only make a defence test (not take the Defend Action!) against both hobgoblins’ attacks, and with a -6 penalty to the roll. Ouch. A standard success means that your hero will be partially surprised, able to take an action as normal but with a -2 penalty to the roll (unless choosing the Defend Action). For a Great or Extraordinary success your hero will be completely unhindered, and might take any action available without penalty.


Having determined the effects of surprise, proceed to #30 to resolve the encounter.



#24


You are certain that there is danger ahead…


Make a Survival (Wits) test at Difficulty 14. If you fail, read #23. If you roll a Standard Success or better, read #25


#25


You spot two hobgoblins lurking behind a rock on the side of the path ahead. You don’t think they have noticed you yet.


You can try to quietly retrace your route and detour the ambush site. Roll 1d6, on a roll of 1 the hobgoblins spot you, and attempt to follow and ambush you - read #23 noting that the Difficulty of the Notice Test you will make there is now 11 (as you have been alerted to their presence); on a 2-6, read #38.


If your character is a spellcaster and wish to use magic, read #26.

Alternatively, to try to turn the tables on these two villains and ambush them, read #29.


#26


There are a number of spells which you might cast to deal with the hobgoblins, so you will need to use your own judgement about what effect the spell would have if successfully cast. Broadly, the outcomes I am anticipating and giving you the option to take are Attack spells, Charm spells (including anything that might persuade or beguile the enemies), and spells of any sort that will allow you to escape or evade.


If your spell is unsuccessful, the hobgoblins will attack you, read #30. If an attack spell, read #30 and apply the effects of the spell before continuing to resolve combat with any remaining foe. If you charm the hobgoblins, read #31. If you escape or evade, read #32.


#27


You get above the hobgoblins position, and dislodge a large boulder. It careens down the hillside. You catch a glimpse of one of the Hobgoblins looking up in complete surprise - and then the boulder hits the pair with a sickening crunch. Read #33.


#28


The road descends into a narrow, stony valley, which you are certain would be a likely spot for any outlaws or other hoodlums to ambush unwary travellers. Sure enough, while you pause alert for danger, you hear some movement echoing up from down the road, and catch some guttural mutterings. You crouch behind a shrub and wait. Before too long, you glimpse movement behind a large boulder below, and see two hobgoblins, lurking with ill intent.


If you wish, you can make a detour of the valley, rejoining the road once you have safely passed the ambush site (read #38). Or, if you prefer, you may try to turn the tables on these two villains by ambushing them (read #29), or perhaps by casting a spell (read #26)


#29


Make a Stealth (Agility or Insight) Test at Difficulty 17.

If you fail, combat proceeds unmodified.

A standard success results in the Hobgoblins being partially surprised, and you will receive a +2 to rolls attacking them or defending against their attacks in the first round of combat.

If you roll a Great Success, you will be able to attack one of the Hobgoblins, getting +2 to your roll - furthermore, Standard Successes on your attack roll will count as Great Successes. The other hobgoblin won’t get an attack that round either.

To resolve the combat, read #30.

If you roll an Extraordinary Success for your ambush, read #27


#30


You are facing two ferocious hobgoblins, a fearsome danger indeed for the lone traveller! They are Threat 13, have 6 points of armour, 15 life, inflict 1d6+5 damage (+10 if a 1 is rolled on the Kismet die). They are Susceptible to Magic (take double damage from offensive spells). See p.186 for full description.


If your character is a Priest, read #31. If at any time you wish to throw down your weapon and beg for your life to be spared, read #35.


If you are at any distance from the hobgoblins before combat ensues (for example, if you ambushed them rather than vice versa), you may fire a ranged weapon or spell at them before they get an opportunity to attack you. Please note however that there will still be a negative effect for a failure or standard success - in the case of using a bow you will break a string, rendering the weapon useless until the combat has ended - for a spell it will have reduced effect (or you must use an additional spell point).


If at any time you wish to try to escape, you will need to make a Disengage test (see p.42). If successful, provided your speed is greater than 10, you will be able to flee, with the hobgoblins quickly abandoning pursuit (read #32). If your speed is less than 10, you will need to make two successive Disengage Tests in order to escape.


Remember, for as long as there are two enemies, you will need to make a Defence test against the second hobgoblin after you have resolved your action (which may include taking damage from the attack of the first hobgoblin) - see Enemy Action phase, p.44.


If you defeat the hobgoblins, read #33.


If you are reduced to unconsciousness, the hobgoblins will spare no time in cutting your throat, ending your short and unfortunate career. The End.


#31


Visibly struggling with the mental effort, the hobgoblins suppress their murderous instincts, sensing that it would be taboo to harm you. Will you bid them a good day and hurry on your way? (Read #32) Or do you wish to engage them in friendly banter, enquiring after the health of their brood mother, state of their bunions, etc? (Read #34)


#32


You flee from the hobgoblins. Take 1xp for escaping with your hide intact, and proceed to read #38.


#33


Singlehandedly - whether by brawn, wit or legerdemain - you have defeated two brutish hobgoblins: well done! Take 2xp. Searching their remains you find coins, trinkets and baubles worth a total of 2d6 gold, a jar of foul-smelling ointment, and a scroll of parchment. Unrolling the parchment, you are surprised to read an unflattering but accurate description of your physical appearance and your clothing. What can this mean?


You may take sufficient rest to recover up to 2d6 life points, 1d6 spell points, and to refit (but not repair) any armour.


You then continue on your way, read #38. If (now or at a future time) you wish to examine the ointment, make a Lore test at Difficulty 12 and if successful, read #37. Otherwise, if at this or any future time you wish to either apply the ointment to yourself, another person, or to a weapon, read #37, take a note of the effect, and (if you survive the outcome) return to your previous place in the adventure.


#34


Make a Persuasion (Insight) Test at Difficulty 16. If you fail, the hobgoblins attack you, read #30. If you score a standard success, they barely tolerate your presence, and you realise that you should make yourself scarce as quickly as possible, read #38. If the result is a Great or Extraordinary success, read #36.


#35


You throw yourself at the mercy of the brutal, murderous hobgoblins, pleading for them to spare your life…


As luck would have it, they are amused by your timorous display, and merely administer severe beating. They also relieve you of your gold, and the package entrusted to you by Magistrate Cannock, before sending you on your way with a barrage of jeers and insults.


You have survived the encounter, but failed in your mission. Take 1xp for the life lesson, and go seek your fortune elsewhere - perhaps in company next time. The End.


#36


Entirely against their nature and intent, you have befriended the two murderous hobgoblins, and find yourself engaged in cheerful pleasantry and banter. At length, you tell them that you must be on your way, they offer kncuckle-pounding fist bumps, and wish your luck on your travels. Before you leave however, one hobgoblin looks to the other with a raised eyebrow, and its companion nods in assent.


“Yer alright by us, mate, but fair warning - we woz looking for yer passing by ‘ere. Gentleman in a tall black hat is offering twenty gold fer a package yer carrying. Wants it delivered to ‘im at the Old Yew tree in Gladmeadow.”


They are unable to provide further particulars, being rather hazy in their recollection, but you grimly make note of the information. Bidding your new friends farewell, you proceed on your way. Take 2xp for the encounter, and read #38.


#37


The ointment, though foul-smelling, is a surprisingly effective healing balm. Application will Heal one wound, and/or 1d6 life points. There is sufficient ointment for 5 uses. Applying the ointment in combat will take your action for that round. If you have applied the salve to your weapon and used it in combat, heal your enemy of 1d6 life after resolving your attack, and you must then spend an action wiping the blade of your weapon clean before using it again (or else drop it and draw another if you have an alternative). Having taken a note of these effects, return to the paragraph you were reading.


#38


At last, the road leaves the high moors behind, and passes through fields and pastures. An old wooden sign points ahead and reads “Gladmeadow, 2 Leagues” (in the direction you have travelled from it reads “to The City”, but no distance is given). If the sign is correct, you have only a couple of hours travel to reach your destination, and ought to be there before nightfall.


You are about to press on, when you notice to the side of the road there is a tumble of moss-covered stones, resembling a small shrine.


If you wish to investigate, read #45

If you prefer to press on, read #39


#39


The remainder of your journey is uneventful. You pass the occasional labourer in the fields, tending crops or mending fences, and apparently unwilling to pass the time of day with wandering vagabonds. There are no other travellers on the road.


Gladmeadow itself is barely a hamlet - more of a concentration of farmsteads, centred on a broad open meadow where an renowned annual fair is held. The fair must be at some other time of the year, for the grounds are empty, save for a great old yew tree at its centre, where the road reaches a t-junction. You notice that there is a gentleman sat cross legged in the shade of the tree, wearing a tall black hat. You haven’t passed anything yet that could possibly be Gladden Hall, though Magistrate Cannock told you that it is somewhere to the South of Gladmeadow.


You may shun the black-hatted stranger and head North (read #40) or South (read #44).

Or you may approach the stranger (whether with open-hearted goodwill or cautious mistrust), read #41.


#40


For reasons best known to yourself, you set out and follow the road North, in the direction of Haven, and away from Gladden Hall.

If you suddenly remember that you have a package to deliver to Gladden Hall, which to the best of your knowledge lies to the South, turn around and read #44.

If, on the other hand, you have had enough adventures for the time being and simply wish to quit your mission, so be it. Perhaps you should see what lies in the package you have carried all this way? If so, break the seal and read #17.

Otherwise, throw the thing into the nearest convenient ditch, take 1 xp for your efforts, and seek your fortunes elsewhere. The End.


#41


You approach the stranger sat beneath the tree, and call out a greeting. Bright yellow eyes regard you with startling intensity, and a broad smile breaks out across the gentleman’s pallid face. The smile is unsettling. You are not certain whether he is human, or perhaps of some faerie or goblinoid kindred. He raises a hand, and speaks in mellifluous tones:


“Come, friend, sit with me a while and tell me of your travels.”


If you accept the invitation and sit and speak about your journey, read #42.

If you instead prefer to simply ask for directions to Gladden Hall, read #43.

Or, if you harbour deep suspicion of this black-hatted menace and will instead commit some form of sudden, unprovoked attack, read #56.


#42


You tell the black-hatted stranger all about your journey. He nods encouragingly, gasping at tales of peril, chuckling merrily at every witty remark you make.


“You must be thirsty after travelling so long,” he says, removing a silver flask from inside his coat. “Here, this drink will revive you.”


If you accept the drink, read #46.

If you refuse it, read #49.


#43


“Gladden Hall, eh?” asks the stranger. “Why, it lies to the South, but the road is flooded. I know a dryer, back road path, that I will happily show you.”


If you accept his kind offer, read #50.

If you refuse the offer, and head on the road South to the Hall, read #44.

If you entirely ignore the advice and strike out North, read #40.


#44


You take the road South to Gladden Hall. Make a Notice (Wits) Test at Difficulty 12. If you fail, read #47. If you succeed, read #52.


#45


From the weather-worm carvings on the stones, and small bundles of dried flowers and animal bones scattered about, you believe this to indeed be a fane or shrine, perhaps dedicated to spirits that protect travellers.


Do you wish to make an offering at the shrine? If so, make a note of what or how you make your offering, and read #48.

If you prefer to eschew superstition and continue on your journey, read #39


#46


You cheerfully accept the drink offered by the black-hatted gentleman, and thirstily gulp down a good few mouthfuls. It seems to be some kind of light and fragrant honeyed wine, and is very good. You drink some more. The wine fills you with a great sense of well-being and a pleasant, drifting sense of relaxation…


Make a Fortitude (Mettle) Test at Difficulty 15. If you fail, read #51. If you roll a standard success or better, read #53.


#47


As you turn a corner, a sombre, fortified building comes into view, that stands behind a thick, tall hedge. Just at that moment, you hear something behind you, but before you can turn, something heavy comes crashing against the back of your skull, and you stagger forwards, while everything turns black… Read #51


#48


If you pray or leave an item of any value at the fane, roll 1d6 on the table below, adding +1 to the result if your character is Good, -1 if your character is Evil, +1 if you leave an offering of any value at all, or +2 if the offering was worth at least 10 gold, or your primary weapon.


If you take any kind of sacrilegious act (damaging or desecrating the shrine in any manner, acting in a profane or mocking manner), apply a further -2 modifier to the roll.


You may only make one dice roll (though you may spend a Light Fate to reroll the result if you wish), unless the result instructs otherwise. When you have finished at the shrine, if you are not turned into a toad, read #39.

Result

Effect

0 or less

You are turned into a toad! Permanently. Rrribbet. The End.

1

Withering Curse -1 Strength (-2 from Strength Aspects)

2

Sense of Doom. Lose 1 Light Fate, and roll again.

3

Sense of Fortune. Gain 1 Light Fate

4

Wisdom of the Road. Gain 1xp.

5

Hidden Riches. You find 10 gold of treasure, and roll again.

6

Awesome Strike. Your next attack inflicts +10 damage.

7

Power of the Earth! +1 Strength (+2 to Strength Aspects)

8

Heart’s Compass. You are gifted with +1 to Guide Tests.

9

Ultimate Transcendence! You become a beam of light. The End.


#49


The stranger’s eyes darken when you refuse his drink. “Very well,” he says coldly, returning his flask to his coat. “Be on your way. Gladden Hall lies to the South.”


If you head South to Gladden Hall, read #44.

If you take umbrage at the black-hatted gentleman’s sudden change of manner, and decide to launch an attack on him, read #56.


#50


The gentleman in the tall black hat directs you along a narrow track that twists through brambles and thick gorse bushes. “Just a little further,” he says, as you press through the undergrowth.


If you sense that this stranger means you harm, and you wish to take the opportunity (now that you are away from any prying eyes) to attack him, read #56.


If on the other hand you renounce stereotypes against sinister black-hatted individuals and trust him implicitly, read #47.


#51


When you awaken, you find yourself lying under the stars. Your head aches, and you wince as you feel an egg-sized lump where you have been struck. In a sudden panic you feel around, and are relieved to find that all your belongings are still here. Everything… except the package you were supposed to deliver.


You look around to find your bearings, and see lights glowing in what you assume must be the windows of Gladden Hall. Burning with shame at having come so close and failed in your mission, you turn away from the hall, and begin the trudge North. Perhaps you will have better luck in Haven?


For you, this adventure is over. Take 1xp for at least managing to get this far. The End.


#52


You sense that you are being followed. Turning around, you see the tall gentleman with the black hat, standing not 50 metres away, whistling and examining his nails.


If you turn and run in the direction of the hall, read #54.

If you draw a weapon (or prepare a spell) and attack the nefarious stranger, read #56.


#53


You realise that you are being poisoned, and that the gentleman in the black hat has underestimated your fortitude. Pretending to be drifting asleep, you ready yourself to spring into action.


If you run pell mell South in the direction of Gladden Hall, read #54

If instead you launch a ferocious attack against the stranger while his guard is down, read #56.


#54


Filled with terror, you run as though a very devil were at your heels… Make an Athletics (Mettle) Test at Difficulty 14. If you fail, read #47. If you roll a standard success or better, read #55


#55


An iron gate stands open in the thick hedge which surrounds Gladden Hall, and you sprint through it, seize the knocker, pound and yell for attention. Something is hastening behind you, and you dare not look…


Just then, the door opens, and you fall into the hallway, slamming the door closed behind you, and rest against it as something thumps against the exterior. As you catch your breath, you have time to look around you, but as for what you see, you will need to wait for next week’s* instalment! In the meantime, take 2xp for reaching Gladden Hall alive, and bearing Magistrate Cannock’s package. In Chapter 3 of “Nor Gloom of Night”, you will continue your adventures at paragraph #57.


#56


Drawing your weapon (or conjuring up your sorceries) you make a sudden, unanticipated attack on the gentleman in the tall black hat. Is this bravery or folly, both or neither? You will have to wait until next week’s* instalment of “Nor Gloom of Night” to find out! In the meantime, take 1xp for getting this far. In Chapter 3 of “Nor Gloom of Night”, you will continue your adventures at paragraph #58.


*Next week - or as soon as humanly possible thereafter, I do have a day job, and mouths to feed. I will try to make it two weeks at most. 

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