Tuesday, May 22, 2018

Online Play. Play by Post D&D 5e. DnDBeyond!

I have been quiet on my solo adventures for whiole. This is due to all the fun I have been having DM'ing and playing on the DnDBeyond Forums !

If you have not ventured there yet, I very highly recommend it. It can be a bit hard to get into a game, but if you're willing to DM one, you will have a torrent of people wanting to play whit you :)

I have tired Play By Post a few times before on other forums but the activity is way too low and most games never really get off the gourd or the peter out and die quickly. This is not true of all games of course, but I have only had one really cool fun enduring game over the last 2 years on other forums.

DnDBeyond (as long as you are happy with playing D&D 5e, home brew or other wise) is super active and I am currently DM'ing two games and playing in two run by other DM's. 

All of this happened only two weeks after signing up to the DnDBeyond site and browsing the Play By Post thread!

Have I typed DnDBeyond enough yet?

One of the games I am running is a procedurally generated wilderness/dungeon based on the movie Labyrinth

If you have not seen it yet, do! It's amazing.

I am using the Mythic GM Emulator to create the adventure. It's all random, not planned at all and we are having a blast. It's very old school. Here is my pitch for the Play By Post forum;


Pitch / Setting: The Barons son is kidnapped!
A century ago the Goblin King Cursed the line of Baron Willfrieg VonStross. As is the habit of the fey, the Goblin King offered the Barons great, great sire any favour, if he could adopt and raise the Baron’s heir as his own son in the Goblin City.
Willfreig’s ancestor was no fool and saw the offer for a trap. This infuriated the Goblin King, so he cursed the VonStross line. From that day forth if any member of the family accepted any offer of the Goblin Kings favour it would be granted, and the price would be the current heir.
One night heavy with drink Willfreig lost his wits and in anger at his younger son, jested that he would rather The Goblin king be his farther. The next morning the heir was gone!
You have answered the Barons call and volunteered to brave the Labyrinth that surrounds the Goblin city, fight your way to the Goblin Kings Castle, and rescue the Barons heir.
[Yep, this adventure uses the Movie Labyrinth for inspiration. One of my favourite movies, it reeks of that wonderful Old School chaos and fun.]
Premise: This will be an experiment, a successful one I hope, combining the D&D 5E rules with the Mythic GM Emulator. The idea is to share an adventure with 3 to 5 other players in a Play by Post environment, in a sandbox dungeon, that is randomly generated with group story telling.
Play Style: Play by Post.
System: D&D 5E, combined with Mythic GM Engine.
Player Count: Min 4, Max 6.
Style of play: Old School Renaissance. Even mix of RP, Hack and Slash, in a big randomly generated sandbox-mega-dungeon.
Allowed Content: Core books only. 5E PHB, 5E DMG, 5E MM. Home brew may included in setting and Monster creation.
Character Creation: For that old school feel there are some restrictions on the types of characters available for play. Only Clerics, Fighters, Rogues, and Wizards are allowed. Standard as per the 5E PHB. No multi-classing. Feats option is allowed. Only Dwarf, Elf, Halfling, and Human races are allowed. All characters start at 1<sup>st</sup> level.
Backstory: Only a paragraph of two are required, but if you want to give us a good read go ahead! Backstories may be mined for adventure content.
Experience: All characters start at 1<sup>st</sup> level. Xp gain with instant level up when threshold is reached.
Wealth: As per 5E PHB standard character creation.
Ability Scores: Standard array placed as desired by player. [15, 14, 13, 12, 10, 8]
Hitpoints/Health: Max 1<sup>st</sup> level, average or rolled there after, players choice. [with record of roll ofc ;)]
Alignment: Characters must be of lawful good, neutral good, and chaotic good alignments. You are volunteer heroes after all!
Other Notes:
Mythic Gm Engine Notes: My idea is to have this adventure as randomly generated as possible. The core mechanics of game play will be 5E D&D, but for the most part the dungeon master will be simulated with the Mythic rules. I will be a player / party member, and will administer the Mythic Engine side of the game.
Each player may ask a question of the ‘DM’ on their turn, myself included. I will then consult the Mythic GM for an answer. I will then present the results to the party and we can interpret them together. In cases of a ‘tie of opinion’ we will randomly choose an interpretation and move on.
In combat I will default to the DM role for the monsters and NPC’s as well as play my own character.
If this adventure idea gets traction then I will post up some more information on how The Mythic GM works, and how to ask questions for more effective and fun adventures.
Posting Frequency: I anticipate I will be able to manage 4 to 5 posts a week, so a similar availability would be nice for other players. If you are busy and need to skip a post or two that’s fine ofc, RL first and all that :) If you are going to be away for an extended time, please let the rest of us know.
OOC: Please preface all out of character comments with ‘OOC:’
Encumbrance: Semi important. As long as we don’t get ridiculous with weight carried.
Death: In the tradition of Old School, and rogue like dungeons death will matter. There will be no Mulligans or take backs. If you die you die. However if you die due to a mistake in rules application or interpretation then we can roll the adventure back a bit, if only a few posts have occurred before the mistake is picked up.
New Player Friendly: YES! Don’t let being new to the hobby put you off :) One caveat though, you have to make an effort to learn the rules and understand how you want to play your character. Please show an interest in your character, be proactive, and engage with the story and your fellow party members.
Character Names: Please keep them reasonably serious and relevant to the setting and tone of the adventure.
Player Behaviour: My hope for this adventure is that it will be a friendly, fun and inclusive environment. Please keep real world politics and prejudices out of the game, this includes OOC: posting. Very much a don’t be a D*^k rule is in place. I just want to have an interesting and fun adventure with some new friends :)

It went much, much better than I expected based on previous Play By Post forums I had used before.

Within 24 hours I had all of my players and a waiting list of other players should anyone drop out!

I have today Just posted a run down of how I use the Mythic GM Emulator to generate the adventure, its setting, and encounters for my players. I thought I would also share it here should any one be interested in my process.

This is based on the 4th and 5th encounters, and the fourth setting in the dungeon thus far;

Post #11 The Black Oak- Creating an encounter in a procedurally generated adventure/dungeon with Mythic GM Emulator, my brain, and the internets.
After the battle in the courtyard, and the trip through the walled gardens and streams with the aid of Bort your new friend, I felt that a change of terrain/scenery was probably very likely given the chaotic Fey nature of the Labyrinth. So I took out the Mythic GM Emulator and started rolling!



Chaos Factor: 6
Random event? [8] No
Q1: Do the companions enter a new biome?
Odds Very Likely: [59] Yes
I had some ideas for biome type, based on my recollection of the movie Labyrinth, and some stuff I had kicking around in my head, that I thought would be cool/fun for all of us.
Q2: Is the next biome ruins?
Odds 50/50: [72] No.
Q3: Is it a Wood?
Odds 50/50: [09] Exceptional Yes.
So this was some kind of special Wood. I decided to go with a Haunted and magical wood, that was a danger because of the many deceptions and illusions layered upon it by the Goblin King Himself.
It occurred to me that the Goblin King being a cruel and capricious Fey of the Winter Court would very much enjoy seeing how the Wood he had glamoured broke down the minds and bodies of any who dared challenge his rule and entered it.
Thus..
Q4: Would the Goblin King come see the companions struggling along in his creation?
Odds Likely: [33] Yes and Random Event! (Because I rolled a double [33] that was also below the threshold of the Chaos factor of 6.)
The Random Event Focus needed to be determined: [59]
Consulting the table it was a PC negative Event.
For the Event Meaning Action: [08] Oppose
For the Event Meaning Subject: [13] War
My interpretation was that the Goblin King would Confront the group in some fashion. Thinking that He may be a bit tough to give a meaningful encounter at this stage of the adventure I posed another question to the Mythic GM…

Q5: Does the Goblin King confront the players through proxy?
Odds Very Likely: [47] Yes.

So he would use the forest and its creatures to attack/challenge the companions for his own twisted amusement.

So I went to Google and looked for some ideas and random encounter generators for a Haunted/Fey Wood. I found and excellent free d100 one that for the life of me I cannot find again. Of course!

I ended up rolling a few times for atmosphere and a few for the actual encounter.

The atmospheric results were things like strange clumps of flowers carpeting the ground. Thick canopy blocking all of the light. A sense of unease and being watched all the time.

The results that made up the encounter were;

Strange glowing Moths, a haunted grove, and strange lights in the distance.

I thought of these large glowing moths that lived in the Wood. How did they eat, breed, what was their life like?

It made sense to me that they glowed to attract prey. I gave them strange hypnotic patterns to hold their prey once attracted. This was so the larvae that lived in the leaves at the base of the huge dark oak they called home, could have the chance to attack and feed upon any unfortunate creatures that happened along.

I set the DC for the enchantment at 15 [in retrospect it was too high in my opinion. All but one of the group failed in the first round, so I started panicking and quickly revised the damage done by the grubs. I retconned it from 1d4+1 per attack to 1d4 for the first attack, followed by 1 damage per round there after (much like a stirge feeding). I did this fearing a TPK. Next time I would set the DC at around 12, I think.

The group eventually broke the enchantment with co-operation, better rolls, and a good dose of fire!

The order of play/combat/initiative was very free from in the first part of the encounter, I think I may have been trying to do too much with the game, considering the nature of online play by post and the lack of maps and play aids I am using.

As we entered the next phase of the Dark Oak encounter I formalised initiative a bit more, so that everyone knew when to act. In retrospect this also was not the best solution, as I think the flow of play slowed and almost halted due to real life, confusion due to changing initiative resolutions, and it just being a sub optimal way of doing it.

We are now going forward with the initiative variant where either the NPC or Party act, with the order of the action within the ‘side’ being unimportant. As long as players let other players respond after they have so that everyone gets a fair time on the stage, we should be golden :)

I had the Goblin King be a mocking, eerie presence out in the darkness of the wood, hoping to give the group a chance for a bit of RP with the combat and skill challenge. The Goblin King taunted and was in turn taunted back.

Q6: Is the Goblin King angered and thus will he retaliate?
Odds Likely: [63] Yes. The Winter Fey are fickle, moody, and easily angered to rash action.

The Goblin King decided that a backhanded reward would be ironic punishment for the insolence directed at him. So he promised to light the way forward for the companions by summoning some of the other luminous residents of the wood.

I love Will-O-Wisps but they are too powerful in numbers that would bring drama and meaning to a combat for the group of six characters. They were seven, but one has disappeared form he game and the story due to inaction on the players part.

Not much has been said about this in or out of character, the nature of online play I suspect :)

Still wanting to have a Will-O-Wisp style monster I modified the Monster Manual Template (something I do with just about all of the NPC’s and Monsters I use in my games. Keeps us all on our toes :P)

Thus Corpse Candles were borne!

They are much like Will-O-Wisps but do less damage, cannot go invisible, are a bit slower, and have an area effect attack when they die. Just something a little different :)

I was a bit concerned that they would still be too much of a threat for the group, but through the usual good tactics, RP, and RNG we all made it through. Though I think the AC of the creatures was too high and may have been a bit frustrating for some of the companions. I will adjust it down for future use.

They group then fled the fire and went on to a safe area for a good long rest and some much needed XP and loot!

The adventure continues...

Sunday, March 18, 2018

Proof! - Watched from the woods...

I thought for this instalment of the adventure I would include more of my workings. More of whats going on in my mind with regard to the questions I ask and how I interpret them. Also more of the dice rolling, and how their results influence the outcomes.

At Wood Manor: The next morning.

The trio wakes and begins searching the exterior of the Manor and the grounds for any further clues.

I review the characters abilities;


Margaret Hill
Retired professor / Middle school history teacher Defining Trait / Narrow Trait [+3], Local history buff: Massachusetts Narrow Trait [+3], Good eye for detail Broad Trait [+1], Keen intuition Broad Trait [+1].

Leonard Wixom
Idle Rich Dilettante Broad Trait [+1], Thrill Seeker Defining Trait / Broad Trait [+1], Family Owns Half of Massachusetts Broad Trait [+1], Worldly Broad Trait [+1]

Deborah Wood

College Student: History Broad Trait [+1], Unknown but Talented Artist Narrow Trait [+3], Socialite Broad Trait [+1], YachtswomenNarrow Trait [+3]


I decide which Skills / Traits are appropriate for the search.

Margaret has a Good Eye for Detail, and Keen Intuition, the usefulness of these are pretty self evident in searching and investigating.

Leonard has Worldly, he has seen and done and seen a thing or two in his time, probably some quite shady stuff. So he may have useful input and insight into situations involving kidnapping.

Deborah is more difficult. I decide to let her use Socialite, much in the same way as Leonard's use for Worldly, but with a slight penalty as I feel it is a more limited form of worldliness.

So working with the Swords of Strange Aeons [SOSA] component I roll for their search.

Margaret:  Good eye for detail - Skill Die 3+1 / Difficulty Die 6, Keen Intuition - Skill Die 4+1 / Difficulty Die 2.

Leonard: Worldly -  Skill Die 5+1 / Difficulty Die 6.

Deborah: Socialite Skill Die 2+1-2 / Difficulty Die 1.

Margaret's intuition kicks in during the search with a result of 5 Vs 2. The difficulty die is beaten by three points. Not bad.

Both Leonard and Deborah have limited success by matching their skill roll to the difficulty die result.

Interpretation: The three friends have a light breakfast of coffee and toast, and discuss the details and possibilities that have emerged after finding that the manor had been cleaned in great detail. They find it hard to believe that a man who spends most of his time in his head like Charles would decide to give the house a good going over before disappearing.

They emerge from the manor, the sun rising slow and hot above the calm sea, its rays slanting across the yard. Dew still clings to the grass and the air is eerily still. The sun continues to climb into the sky as they search, from time to time someone passes by on foot walking towards town. They are all dressed in drab tough work clothes worn to a mottled grey.

They pass by, heads down, without any interest in the trio and what they are doing. Occasionally one does look up with a quick suspicious, or was it nervous, glance.

After a couple of hours searching they are ready to give up, no further evidence has turned up and they are sure that something bad happened to Charles, and had then been covered up.

Margaret takes one last look at the front of the manor, it's veranda, and the decorative slats concealing the supports underneath. It is then she imagines that a hurried or sloppy clean up may have missed anything that had slid through the widely space boards.

Leonard, reluctantly, volunteers to crawl under  and in short time finds the congealed blood under the boards directly in front of the door.

Someone, probably Charles, had been hurt, badly. Their suspicions confirmed, the heartsick group begin to see the realities of the hard task before them.

Charles is in trouble.

Someone has covered it up.

The police are uncooperative.

The people in town, including their officials are hostile.

All of this, combined with the dark history of Rockport shakes their collective resolve.

They stand in the long grass, the dew of the morning now gone. Deborah openly weeps, Leonard consoles her with wet eyes, whilst Margaret eyes their surroundings. As Margaret's gaze drifts to the Town that hugs the shore of the bay below, her eyes rest upon the large complex of the cannery.

She turns to Deb and Leo and says, "I think we need to take a look at that cannery."

NPC's:

With the Mythic GM component of the rules I am using I ask a few questions that will frame the activities of the NPC's.

First up I believe that the detective that followed them form the station the day before would want to keep tabs on them.

I ask, "Is detective Henry Jones watching the group as they search the outside of the Manor?" 

Deciding that is it LIKELY that he is I look at the Fate Chart and see for the current Chaos Rank of 8 the indicators are 19-95-100.

So 19 and below I would get an EXCEPTIONAL YES. For 20 to 95 a YES, and for 96 to 100 an EXCEPTIONAL NO.

I roll 76. YES Henry Jones is watching them.

Now I ask "Do the group notice him watching them?"

Deciding that,although they did notice someone following them yesterday evening and they are rightly suspicious of the towns people, they are so engrossed in their search that they are unlikely to notice the detective watching them form his concealed position.

Looking at the chart I see, 18-75-96. They still have an alarmingly high chance of spotting him. As the situation in Rockport becomes more chaotic loss of control becomes an ever more likely occurrence for the characters and the NPC's!

I roll 100! An EXCEPTIONAL NO. They are oblivious to his presence. Because this was an exceptional no, he also over hears Margaret mention checking out the cannery.

Now I need to know how deep Henry's involvement with the going s on in Rockport are.

I ask, "Is Henry Jones involved with the Rockport conspiracy?"

This seems LIKELY, he is a high ranking police officer and the power players in town seem to have some involvement and influence.

The chart lists 19-95-100. I roll 01!

He is in the thick of it. The idea that he is the son of the mayor and it is his founding, and very influential, family that run things in Rockport jumps into my mind.

So now the lead conspirators know their suspicions regarding Charles. They know that the cover up was unsuccessful, and they know what the groups next step will be.

Henry Jones definitely does not want them to find out what is going on at the cannery.

---

I hope you find this interesting.

I hope that other solo players using Mythic GM Emulator find this helpful and useful.

See you next time when John Morgan meets "The Foreman".

Saturday, March 10, 2018

Sidetracked ! - Playing with rules. Making a game.

Apologies to anyone following the goings on in Rockport.

For the past week and a bit I have been distracted by an old labour of love.

I have been playing around with mechanics, rules, and settings since my early teens. Soon after discovering role playing, which super charged my already vivid imagination, I began to tinker with the rules I read and worked on my own legends, lore, and worlds.

I have half penned many different rules, bare bones and complex, in the decades since then. I experimented with d100 based stuff first of all, then had my stint of mucking around with the d20 systems. I have tired playing cards, coins, tarot cards, and narrative word game style conflict resolution.

They all sit in draws and on drives in various states of completion / abandonment.

So recently I dug up and read a d6 based game I started working on in 2011. It's very much in the old school vein. It's name is very bad, a 'Dad Joke' of the highest order, but it will not change.  What I had was only a few pages of very rough ideas and rules, but that was enough for the bug to bite me again.

A few pages have grown to twenty, and today my first rough for a character sheet happened.

I want to create the game I imagined when first reading the rules for Red Box  Dungeons and Dragons in my first year in high school back in 1984. The game and the friends I have made through it really changed my life.

The second premise, rules that only use six sided dice. Everyone can find some d6!

In this game I wanted all of the characters to become a stronger version of their core concept. As they level up Fighters become more fightier, Elves more Elfy, and so on. One of the things that disappointed me as I came to grips with the Red Box version of DnD was the blandness of the Demihuman characters as they grew more experienced. Even the Human core classes left a little to be desired.

Don't get me wrong though, I loved every minute of the game I played!

So now I get to write the rules, I have set out to give each of the Old School concepts for player characters their own flavour and flare. As they level their essence strengthens and this leads to a more concentrated and powerful archetype.

Play testing will show me how balanced they are, but to be honest balance not my goal. I am flying by the seat of my pants fuelled by the rule of cool.  Thirteen year old me and my mates did not care, or even think about game balance. Fun, imagination and junk food were first and foremost in our minds.

Junk food may be of the table for 46 year old me, but fun and imagination are not :)

Anyway, enough rambling, if you're waiting on an update for my Horror Solo adventure it will be along soon.

For the time being here are a few bits and bobs of my recent work for you to have a look at.

If you would like to know more leave me a message and I can post some more details or maybe even send you a draft of the rules when I have enough written.

Always happy to talk games and game design with anyone :)

This is an early draft for a character sheet, I am going with hand draw all the way.

Printers and photocopiers were almost unheard of where I lived back then, and expensive if you could access them. I don't know about you, but pocket money was a rare privilege, so we did it all by hand most of the time.

It was all theatre of the mind back then:)



Below an early version of the Halfling Demihuman class;


Halfling

- Innate magical resistance: x2 Wits versus direct magical effects.
- Nimble: + 1d Moves versus area effect damage.
- Fey sight: Can see well in all light levels, blind in darkness.
- Overlooked: Enemies will underestimate you and target allies first.
- Sturdy: + 1d Brawn versus poison, disease, and environmental hazards.
- Small: cannot use heavy armour and weapons
- Stout: -1d [10 meters] movement.

Traits: Moves>Brawn>Wits

Halflings may choose 3 Moves skills, 2 Brawn skills, and one Wits skill at first level.

See the skill list and skill descriptions on page xx in the Skills section.

Level Progression
Level
Xp Required
Benefit
1
0
As per character creation guide. Max 1d6 Turning Points.
2
250
+ 1 Skill. Second Breakfast.
3
500
+ 1 Trait Die. Magic Resistance.
4
1000
Max 2d6 Turning Points.
5
2000
+ 1 Skill. A Hearty Meal.
6
4000
+ 1 Trait Die. Underfoot.
7
8000
Max 3d6 Turning Points.
8
16000
+ 1 Skill. Hardy.
9
32000
+ 1 Trait Die. Lucky.
10
64000
Max 4d6 Turning Points.
11
128000
+ 1 Skill. Sure Shot.
12
256000
+ 1 Trait Die. Artful Dodge.

Second Breakfast: Somewhere, somehow a halfling can always clobber together enough food to feed every one. 1 / day you can find enough food to feed everyone in your party.

Magic Resistance: + 1 Die to Wits saves versus Direct magic.

A Hearty Meal: No matter where, no mater when, a halfling can always make a nice comfy nourishing meal to remind every one of home and better times. Once per day you can cook up a delicious and restoring meal that satisfies hunger and restores 1d6 Hit points. It also refreshes Wits Dice depleted due to spell casting.

Underfoot: Being small and quick on your feet you can get in under large creatures guard. You may use 2 x you Moves dice when fighting or dodging creatures of large or greater size.

Hardy: Healthy country upbringing has made you from sterner stuff. You get + 1 Dies to Brawn saves versus poison, disease, environmental effects.

Lucky: The little people are favoured by fate. Haflings receive 2 x the amount of Turning Points.

Sure Shot: Long practice and strong short arms mean that you now lower the difficulty of ranged attacks by one level.

Artful Dodge: Adventuring and its hazards have quickened your reflexes and sharpened your mind, you may now take a dodge action as well as any other action every round.



Give us a yell if you are interested.

Cheers,

Don

Thursday, March 1, 2018

What's going on at the Old Quarry?

Despite the warnings from his allies, and the evidence of his own senses, John decides to head out and investigate the situation in town further.

 Most of the activity in the sleepy seaside burg seems focused around the docks and the cannery. Not surprising he thought, considering that fishing was the main source of employment and profit here. Though with the rumours of depleted fish stocks in the surrounding seas and no boats out in the bay, the constant workings of the cannery seemed unusual.

Where were all the fish coming from?




The other odd thing he noted were the to-ings and fro-ings at the old quarry. Rockport derived its name form the natural granite deposits in the hills just outside of town. In it's heyday the much prized stone was exported all around the east coast of America and beyond. All of the impressive old town buildings were made of the stuff.

But those days were a long time gone. Only the fishing and the cannery kept Rockport alive today.

John decided to go up to the quarry. His reporters instincts were telling him he would find some of his answers there.
...

On the long walk back Margaret tells her companions what she remembers about Rockport and its history, including the local legends and strange happenings that have circulated through out the local region. 

A news paper clipping framed on the wall in the police station in particular reminded her of the many disappearances over the centuries this land had been settled by immigrants, and vague myths and rumours about the first peoples that lived here before them. The seas around Rockport were fertile grounds for fishing, but from time to time the stocks seemed to deplete and then mysteriously replenish.

These hard times for the town seemed to coincide with disappearances, and those who did go missing were almost always visitors or the newly settled, as in Charles's case. This did not buoy Deborah's hopes in finding her farther.

They return to wood manor and have a good look around before unpacking. It was well past sundown when they begin in earnest, so the exterior of the building would have to wait till tomorrow.

The trio find nothing, absolutely nothing. This in itself they decide is a clue. The pristine condition of the manor is unlike her fathers normal habit, he is a distracted intellectual who spends most of his time in his head or at the canvas. The house would normally be unkempt and dusty, the kitchen a mess. Some one had given the place a good going over.

Strange hands had been at work in this house after her farther had gone missing.

Try as they might no other clues became apparent. Until that is, Leonard decided to play one of his mind games. He called this one "If I had kidnapped Deb's farther, how would I have covered it up?"

It was then that he noticed fresh paint on the front door, and recently re-polished floor boards surrounding it.
...

John walked a ways off the old road to the quarry. Far enough he hoped that he would avoid notice from the odd truck driving to and form the town and any passersby on their way to the old stone works.



Skirting the edge of the great excavation, he soon found a good vantage point. From high up at the rear side of the old granite rock face he observed men loading the trucks with what looked like large wooden produce crates they carried from a cave mouth in the older part of the work site. It looked as if it were the edge of some chamber that once would have been buried deep in the stone and had been uncovered due to the excavation of the ancient green granite.

As the day wore on more trucks arrived and were loaded with a seeming unending supply of these large wooden crates.

I needed to get a look inside that cave.

John settled into he long grass to wait.

The only sign of the men creeping up on him was the blinding pain as the truncheon connected with the back of his skull and the voice of one of them muttering,

"The Foreman will want to talk to him."

Then the darkness and pain claimed him.


--------------------------------------------------------------------------------------------------------------------------


Just to keep you up to date on the workings behind the scenes and where the heck I get all this from.

Here is the Adventure tracking sheet updated for the scenes of the adventure related above.



The story above included Scenes 4 and 5 on the tracking sheet. The Chaos factor has risen to 8, mostly due to John's activities and calamities.

The others need to have a word to John for making their lives more interesting, and complicating the situation in Rockport :P

See you next time...