Solo Session 1: Paradis-Bros First Job

The first day on the job doesn't go like the bros wanted.

SOLO SESSION REPORT

Robert Stevens

11/6/20238 min read

Preface - It was very exciting to finally get the solo session on the way. I made a list of reskins for some monsters that I could encounter and decided I would use it for outdoor encounters on Coconut Island. I had my map of the island and only had 5 hexes filled in. 1 hex the settlement, 1 hex the plantation, 2 hexes as farmlands, and 1 hex being the dungeon proper. Everything else I would need for this session was laid out here.

Party: Paradis-Bros

Sir Liftsalot - Level 1 Human Fighter, Lawful Good

Brother Nelson - Level 1 Human Cleric, Lawful Good

"Short Stuff" McGee - Level 1 Halfling Thief, Neutral

11/4/23 The party arrives at Coconut Island at 12 pm. They are greeted by Mr. Planters, Brother Jauffre and Sheriff Herschel Walker. they are given a tour of the Settlement, named Coco Beach, and of Mr. Planters' Plantation. The party gets the location of the alleged dungeon from Sheriff Walker, then heads to the Coconut Tavern. The plan is to get 2 pints of coconut mead and a meal, get some shut eye in a warm bed, and head to the dungeon first thing in the morning. Cost with tax 3 gold and 6 silver.

11/5/23 The party wakes up at about 6 am. They head North to the dungeon with no encounters on the way. Around 7 am, The party arrives at a small cave entrance on a rocky beach. Brother Nelson lights a torch, and "Short Stuff" gets his supplies ready to map out the dungeon. As a reminder, maps can be sold at the Explorers' Guild for 100 gold pieces per room and chamber mapped. There is no Explorers' Guild at Coco Beach, so they will have to take a ship back to Paradiso to sell the map.

I used Appendix A: Random Dungeon Generation starting on page 169 in the Dungeon Masters Guide. (DMG) The monsters in the dungeon are all determined via Appendix C: Random Monster Encounters using Dungeon Random Monster Level Determination Matrix DMG page 174 and corresponding tables thereafter.

I rolled a d6, 6 would of been a reroll, for the start area of the dungeon. It came up a 4. The Paradis-Bros find some stairs carved into the cave floor and take them down into a chamber carved out of the cave itself. The party will go West and take the first door on the left. The door is unlocked, I roll and got a 20, wondering monsters. Immediately after you are to roll a d20 again and I got a 13, which is a 45 degree turning hallway. I marked the location C1.

I Then rolled for the monsters. I consulted the Monster Level Table (MLT), and it came up a 17. On the 1st level of the dungeon that is a level II monster. I flip to the monster level II table and roll a d100. It came up a 72 which are shriekers, then I rolled a d4 to determine how many (1-3) and rolled a 2.

Shrieker
Shrieker

Now its time to roll for surprise. The party rolls a 6 whilst the monsters roll a 1. 5 segments of surprise for the party, this should be easy. Sir Liftsalot chops one down in the 2nd segment, then Brother Nelson kills the other in the 3rd round. Short Stuff tried to get a back stab but he just could not hit the mere 7 AC. They were able to kill the monsters before they shriek and alert nearby enemies.

They continue forward and I roll a 17, stairs heading down. I roll a 1 on another d20 and determine the stairs head down 1 level. Right now with so much more to explore the party will continue exploring the first level. They turn around and make a left to a door leading back into room 1. The party will now try the door to the North. ( By now you should understand how I'm generating the dungeon so I'm going to spare us on writing every roll down.)

By now I realize the thief needs to start checking every door for traps even if I know they are not trapped. Short Stuff has a 30% find and remove traps thanks to his racial bonus and 18 DEX bonus. A d100 is rolled and he passes with a 27 no traps. They fail the first attempt to open the door, loud noises echo through out the dungeon. They get it on the second try. The door opens to a hallway facing East. They walk down till they uncover a door. Sir Liftsalot easily opens the stuck door on the first attempt, leading them into room 2.

They walk into another carved chamber this one is a 20' by 30' room. again it is empty and has two exits. one directly across from the party and another door to the left facing East. The party will take the door across from them. Short Stuff fails his check for traps by rolling a 67, but there are not any traps. Again Sir Liftsalot opens the stuck door first try with a 1 on open doors, nice. They come to a hallway that is 30' long facing West with a door at the end. Short Stuff makes a check and passes with a 22, again no traps to be found. And Sir Liftsalot opens the door on a 2, the team synergy is at maximum levels.

It leads to another hallway this one is wider, 20' by 70'. Upon traveling down the hallway, the party discovers a trap door in the center of the hall. Again they have no desire at the moment to travel down to level 2 of the dungeon so they continue on down the hall until it comes to an opening to another chamber. A square 20' by 20' room empty with no exits. Time to turn around and search somewhere else. So they backtrack to room 2.

Once there Short Stuff does his thing and checks for traps. He fails with a 56 but again not traps here, and Sir Liftsalot opens the door on a 2. The hallway splits with a turn leading them to a familiar hallway outside the way they first entered room 2. The party turns around and continues Westward down the unexplored hallway until it spits into a 4 way intersection. The party makes a right and heads North. but the hallway comes to a dead end after 30'. They head back to the intersection and make another right, fallowing the hallway West again. It ends with an open 20' by 30' rectangular chamber, but it isn't empty.

Shrieker
Shrieker

Again 2 shriekers, and again the party wins surprise with a 6 verses the fungi's 1. Which by my math is 5 segments of surprise... again. Deja vu? Not exactly because with all 5 segments of Surprise the party is only able to kill 1. Initiative must be rolled now and if the shrieker wins or survives another round its going to pop off, alerting anything near to the party. Fortunately the party wins the initiative roll 5 verse 2 on the dice. They are Short Stuff finally lands a back stab on the thing finishing it off for good. Whew, that was close. The Paradis-Bros feel unstoppable, however the party's luck would soon run out.

At this point the party takes a 20 minute rest and checks there torch count. They have used 4 and a half torches which still leaves them with plenty left. On a side note here torches burn for a hour, and every action like mapping checking for traps, picking locks opening stuck doors, rest after a combat, etc. all take 10 minutes. (This maybe off because I wasn't keeping that great of tract this session. Next time I'll do better.)

The party consumes a ration each and get moving. There are 2 more exits to this room, one on the North wall and one on the South, The party chooses to go the Northern route. Short Stuff checks for traps, and rolls a 97, fail but no traps. Sir Liftsalot rolls a 2 to open the stuck door and I'm beginning to think he might be taking performance enhancing drugs during downtime. They enter a side passage that turns right and once they turn the corner they find themselves a whole lotta trouble.

Boogaloo Orc
Boogaloo Orc

There are 9 orcs partying it up in a 20' by 20' square room. "The human's torches are causing a serous party foul bro. The Boogaloo Boiiz Tribe doesn't take party fouls lightly, especially from non Orcs," The Alpha shouts. Surprise is rolled and the party rolls 4 whilst the orcs roll 6 no one is surprised, initiative time. The Boiis roll a 5 and the Bros roll a 3. 2 of the boiiz charge and the rest move to back them up. The Bros stand and fight. After 5 rounds of combat the team is not looking very hot. They have just managed to kill only 2 orcs, thanks to Brother Nelson, and have taken some bad hits. The move is now to retreat and leave the dungeon, but the Boogaloo Boiiz could use some new slaves and are not giving up easy.

The party turns tail giving the orcs an attack of opportunity on Brother Nelson and Sir Liftsalot. Nelson dodged but Liftsalot get hits for 8 points of damage bringing him exactly to 0 which is a knock out! Some of the orcs stop his bleeding and tie him up whilst the others pursue Short Stuff and Brother Nelson.

The evasion isn't going well considering Brother Nelson is Slower than Short Stuff and requires a torch to see. He yells," Run Short Stuff McGee! I can not outpace them but you can. Return with help from the guild to save or avenge your Bros!" Brother Nelson is disarmed and taken prisoner.

With map in hand McGee escapes the dungeon. He reports what happened to Sheriff Walker. He is given the 500 gold reward as promised by Mr. Planters, then he copies the map and waits for the return of the Ship back to Paradiso.

11/12/23 The Verona returns to dock at Coco Beach at 12 pm.

11/13/23 The Verona sets sail back to Paradiso at 12 pm.

11/16/23 The Verona docks in Paradiso at 12 pm. First thing Short Stuff does is sell the copy of the map to the Explorers' Guild for 500 gold. Then he scurries down to the Adventurer's Hall and gives a mission report requesting a rescue party which is to be provided to all officially registered parties as part of their monthly upkeep fees. Rescue reward is 100 gold per level of each rescued member. For now Short Stuff will wait to guide the new party once assembled.

Treasure and XP: All XP and Treasure go to Short Stuff McGee.

  • Dungeon Map - 500 gold - 500 XP

  • Quest Reward - 500 gold - N/A

  • 4 Shriekers - 332 XP

  • 2 Orcs Boogaloo Boiiz Tribe - 30 XP

Rankings:

Sir Liftsalot - C - Captured

Brother Nelson - C - Captured

"Short Stuff" McGee - E - Always checked for traps, got a back stab, was able to evade the orcs.