Into the Village of Cokree - Mapping the Hex pt. 5
- Parnell Dubson

- Jul 1, 2023
- 11 min read
Howdy, y'all? What brings y'all to the cottage tonight? Oh, you want to hear more about Denckash and his adventure. Well, I am glad you are here. I just poured myself a cup of iced tea, booted up my laptop, and procured some dice. Let's take a seat at the table over here and see where he goes today.
I will be honest, and I think I might have mentioned this before, but I had no intention of coming into any village or exploring civilization. All I wanted to do was build the hex, but as fate would have it, I broke my own rules. I even said to myself I wouldn't go into the towns or hamlets or whatever I run into.
I feel this adds some meat to our story, though. Come on in, sit down, I put your favorite blanket out for you to wrap yourself in. The ethereal rifts on the perpetual night of the spring hasn't quite shaken off yet so it is a bit nippy.
Disclaimer: I utilize the Mythic Game Master Emulator (Mythic or Mythic GME) as well as The Solo Adventurer's Toolbox 1&2 (TSAT) & the Solo Wilderness Crawler (SWC) to supplement the adventure and build the terrain. I prepared little outside of the game world I already created, basic hex maps, and some lore that was already written from previous adventures. I will leave links to their respective links to support the authors at the end of this post. I encourage giving them a look!. Additionally, this whole story is being told in real time. Well, "real-time", if I am honest. Essentially, I sit down with my dice and books and roll as I go, editing it after for spelling and continuity but sticking to my original rolls. This is Denckash's first time in Cokree, as well as yours and mine! Let's go!
Scene 3 - The Village of Cokree - 1st Day of the First Blade - 12:00pm - Day 1
Denckash enters the village of Cokree to search for another waterskin.
CL=4, d100= 5, no modifications
There is a palisade surrounding the sizeable village.
Is it guarded? Likely 55%, d100=88, surprisingly no (This doesn't count as a Random Event because the 8>4)
He enters in to Cokree from the west into what looked like the residential district. The houses were painted a beautiful shade of green. They were all connected but looked more upscale. The street was a well maintained dirt road that was adorned with sidewalks and hanging plants with a few people middling about. He caught a whiff of smoke once again. He played it off as a simple fire coming from a hearth, it was still cold out so not a lot of folks would be out and about, choosing to stay home and keep warm by the hearth. However, he felt this heat.
Passive Perception=14, Perception DC 5 to see fire.
He looks over and noticed one of the hanging plant fixtures were on fire with nobody in sight.
Is the hanging plant on a stand that was taller than him? 50/50 35%, d100=16, yes!
Denckash grabs his waterskin, perhaps he could reach up and douse the flame, but once he got close enough he saw it was well out of his reach. Is the holder freestanding? 50/50 35%, d100=72, no! It is attached to a house!
"Um….there is a FIRE!" He shouts, people all turn towards his voice as he points to the fire. People start to scramble to try to extinguish it while others started to call the guards.
Do any show up? Likely 55%, d100=34, yes!
Three Elven guards come through a side street, all wielding buckets full of water.
Do they successfully put it out? Very Likely 75%, 20, yes!
They make easy work of the fire, though breaking a window in the process. Once the flames were extinguished, the guards called for the remaining people to return to their business while brushing off the broken window.
Of course…, he thought to himself. Best he finds a shop and be on his way.
DC for finding General Goods = DC10, d20=14, there is one! Denckash would just need to find it.
He continues on his way, ignoring the side street and sticking to the main road. He continues on another 60 ft and is stopped by two more guard.
"What brings you into Cokree, sir….I think? Sorry, I am not familiar with your race." The one guard asks.
"Yes…I am a sir…not that it particularly matters." Denckash retorted.
"Right…well, what brings you here?" the guard's companion asks
"I come to buy a water skin." He answered
"Well…we need to see your papers." She stated
"Papers? I am just a traveling druid, I don't have papers." he asked befuddled
"You need some kind of documents to show you are not loyal to Scheck, there are troubles with them." she explained "I actually am a refugee of Scheck, surely you can sympathize?" he crooned.
Does Cokree have an special sympathies for refugees? Likely 55%, d100=17, yes!
"Ah yes, well, the first place you will want to stop at is the scribes, they will set you up with some proper documentation." the guard advised
Oh boy, I have a decision to make! On one hand, I need to have access to the town for supplies. Maybe not so much now but in the future this little village could prove useful. On the other, Denckash would rather not have a paper trail. Well, its close enough to a water source so there is a possibility to smuggle here or at least find a safe house here. Maybe even establish one. This place looks wealthy though, but with wealth comes vices...I could make this work.
"Sure, where is this scribe?" He asked
"I'd have to escort you, follow right this way." she beckoned, telling her comrade that she would return momentarily with a wink
Denckash began to follow the guard, who was carrying a spear and wearing armor the same shade of green that matched the houses. He looked up and saw there were balconies connecting the homes that would allow the residents to cross or just take in the view. Just up ahead the dirt gave way to cobblestone and the row homes turned into buildings with shingles hanging above the doorways, each with a unique symbol signifying what their purpose was. They walked for about 2 minutes when an oily substance dripped on the guard's chainmail shirt. She swung her gaze upwards and caught the sight of a small, monkey like creature that is dripping with a syrupy oil.
"Ah, crap, I hate these things!" she shouted
Does Denckash know what it is? Nature (Int) DC13; d20+1=20, yes!
He recognizes them as boggles, mischievous little fey creatures that are more of a nuisance than a threat. He never had seen one but he heard plenty of tales about them
"Do you have a problem with these?" He asked the guard, 50/50 35%, d100=54, No.
"No, they appear every now and again and its always a thing. They are considered a pest, though. One here and there isn't that much of an issue but once they get into town they can be a pain." she replied.
The boggle is about 20 feet up, so the guard hurled its spear at the creature. 1d20+3=1+3=4
Using the Critical Misses tables from Hipsters & Dragons, I rolled a d10 and rolled a 7
It reads: Ooops! You hit an unintended random target. Randomize all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) of your intended target and roll a second attack roll. If you beat their armor class roll damage as if they were your intended target (discount sneak attack damage for Rogues).
To determine combatant within 10 ft, rolling 1d6. High = Guard, Low = Denckash, d6=1, Denckash
1d20+3 vs AC11; d20+3= 21, hit! Dmg: d6+1=4 (6/10)
The guard tosses his spear but slips and comes down on Denckash, grazing this arm but still, he barks in pain.
"Hey!" he shouted at the guard.
"I'm so sorry! I was aiming at the boggle, it slipped!" she shouted back.
~*ROLL FOR INITIATIVE*~
Guard: 5
Denckash: 4
Boggle: 11
Rnd 1
The boggle, a little miffed someone attempted to throw a spear at it, climbs down the building to attack the guard>
Climb (Strength (Athletics) check) DC11; d20-1=1, fail
It can’t find a way down on this side (right) of the building, so it uses the rest of its movement to run to the other side of the building and uses its action to secrete a sticky oil. This gives it an advantage on Athletic (Str) checks.
The guard, picks up her spear and tries tossing it at the boggle again.
1d20+3 vs AC 14; d20+3=18, Hit! Dmg: d6+1=4 (Boggle: 14/18)
Does the spear fall back down? 50/50 35%, d100=17, yes!
Finally, it is Denckash's turn.
The boggle is too far out of range, and he doesn't see an access to get to the boggle, he uses Cure Wounds to heal himself: d8+5=12, 1 spell slot expended
Rnd 2
Monster Reaction (TSAT pg. 113): Simply attacks, if it can
The boggle attempts to climb down again (w/ advantage, DC 11)
Roll 1: d20-1= 14
Roll 2: d20-1=8
With the first roll, it is a success.
How far away are they from the boggle now? 1d10+20 ft= 30 ft
With his movement over and unable to attack, the turn passes onto the Guard.
Is the spear in front of the boggle? Unlikely 20%, d100=27, no
Is it greater than 30 ft away? Likely 55%, d100=100, exceptional yes!
The spear lays about 40 feet away, she can run towards it but it would take up their turn, and she wouldn't be able to attack.
She moves 30 ft towards the speak, coming face to face with the boggle.
Denckash moves within 10 ft of the boggle, leaving him enough room to cast Poison Spray.
Poison Spray: Boggle needs to make a Con Save DC13 or take 1d12 dmg.
Boggle: d20+1=16, success!
The boggle is able to resist the poison, thus taking no damage
Rnd 3
Monster Reaction: d100=33, Creature uses its main attack (Pummel)
1d20+1 vs AC11; d20+1=9, miss!
As a bonus action, the boggle creates a Dimensional Rift
Is there a Door or Window within 5 feet of the boggle to cast it? Very Likely 75%, d100=95, no! Wow, really?
Unfortunately, for the boggle, the closest door is about 60 ft away and the closest window would require it to climb. Thus, not being able to complete his bonus action of Dimensional Rift.
The guard moves the remaining distance to retrieve her spear (10 ft, 20 ft of movement remains), she turns back to move closer to the boggle again to spear it. 1d20+3 vs AC 14; d20+3= 12, miss!
Denckash tries to spray the boggle with his Poison Spray
Boggle: Con DC13; d20+1=21, with nat 20.
The boggle cackles at Denckash
Rnd 4
Monster Reaction: Uses main attack
The boggle swings are the guard, since they are the only one to actually damage it.
Pummel: d20+1 vs AC 16; d20+1=19, hit! Dmg: d6-1=1 (Guard 10/11)
The guard thrusts its spear at the boggle
1d20+3 vs AC 14; d20+3=12, miss!
The spearhead goes right past the small boggle.
Once more, not trusting his skills with the scimitar so he tries to cast Poison Spray to the boggle
Boggle: Con Check DC13: d20+3=11, failed! Dmg: d12=8 (5/18)
Rnd 5
Monster Reaction: d100=65, uses main attack (pummel)
Boggle attacks with Pummel on Denckash
Pummel: d20+1 vs AC 11; d20+1=12, hit! Dmg: d6-1=2 (8/10)
The Guard thrusts her spear at the boggle
Spear: d20+3 vs AC 14; d20+3=6, miss!
Confident, Denckash uses Poison Spray
Boggle: Con Check DC13: d20+3=9, fail! Dmg: d12=1 (4/18)
Rnd 5
Monster Reaction: d100=23; Attacks as normal
The boggle pummels Denckash
Pummel: d20+1 vs AC 11; d20+1=4, miss!
The guard stabs at the boggle with its spear.
Spear: d20+3 vs AC 14; d20+3=14, hit! Dmg d6+1=4, the boggle drops
Combat Ends, +25 xp to Denckash, combat lasted 30 seconds
"You're lucky we weren't near a window or a door, they open their portal, we might have to chase them around all day." The guard said, exasperated.
"May we please press on? I got things to do and such." Denckash pleaded. He thought the fight was unnecessary because the boggle was just sitting there. The attack the boggle made against him was his only justification of joining the fight.
They continue on through the residential area into a more business oriented sector.
Were the buildings green as well? Likely 55%, d100=46, yes!
"Are the scribes in one of these buildings?" He asked
"No, this is the home goods district, the residents like to spend money on frivolous goods because some noble said its popular." she explained
They walked another 30 ft before they came to another bend, which opens up to a farmer's market. There was a stage right in the center where a group of performers in masks were speaking gibberish while making outlandish movements with their extremities. Whatever they were doing, though, was drawing raucous laughter from the surrounding crowd, who also participated in a bit of call and response with the masked performers. They continued on for a few more minutes to make this through the labyrinth of people trying not to knock anyone or anything over. For a small village, they were managing well. The items in the stalls all looked polished and full of grandeur. The roads were even cobbled in a beautiful smooth stone. Each shop had a sculpture symbolizing their wares with shingles above stating the name of the business.
"Where are they, pray tell?" Denckash asked
"Beyond the Market Square here." she answered
As they walked on they noticed some congestion up at the exit of the square. It seemed to be two oversized carts trying to make it through at the same time.
Does the guard escorting him break away and try to help? 50/50 35%, d100=58, no
"Aren't you going to go help them?" He asked
"No? Why? It isn't a crime, they are just dumb, let them figure it out on their own." she replied with a light chuckle "I see their taxes are well spent with you…" he mumbled
Did the guard hear him? 50/50 35%, d100=49, no
All the guard does is push people aside to let her and Denckash through. Denckash was feeling both uncaring of the cause of the traffic jam, but also a little ticked that the guards did the bare minimum. Yup, this town would be a good hub, he thought to himself.
They come to a 4-way stop and the guard leads him right. The roads opens up a little more wider and once more clustered buildings adorned the streets. A well-dressed lady stood on the open porch of one of the aforementioned buildings shouting at an equally well-dressed man.
Can Denckash hear what they are arguing about? Likely 55%, d100=7, exceptional yes!
He hears the argument and what they arguing about, there are so little people on the streets that they are causing a disturbance. The guard stops to listen in a bit, Denckash stops with her.
Story Element Interaction Rolls (TSAT 1, can be used in lieu of a random encounter table when one is triggered. A d20 is rolled 4 times, each roll is synonymous with one of four choices and interpreted with logic and imagionation)
Roll 1: Situation
Roll 2: Situation
Roll 3: Situation
Roll 4: Event
Situations: (Abandon, revolt, tug)
Event: Military Conscription
"You joined the expeditionary force!?" she shouted
"My love, I need to, the pay is so much better…it would be more than I make on a grocer's coin" he pleaded
"You're abandoning you're family! Lapoach has plenty of soldiers!"
They continued on, apparently there was an expeditionary force forming and the city of Lapoach was requesting volunteers to join. Apparently this young man answered the call and his wife was none too happy.
Does the guard signal for them to move on? 50/50 35%, d100=33, yes & Random Event!
Random Event: d100=80, NPC Negative, NPC: Arguing Lady Subject/Action: Desert/Nature
As the two continue on to the Scribe's, there was one more shout from the lady.
"YOU'RE GOING TO THE LEWROBO DESERT!?" a shriek cut through the distant hustle and bustle from the Market Square.
Does Denckash know of the Lewrobo Desert? Difficulty: Medium, 3d6= DC=6,
History (Int) Check: d20+1=9
Denckash has heard of the Lewrobo desert, knew it was a harsh place but that was the extent of his knowledge. He never heard of any conflict there, he actually wasn't even sure of its location. Something to tuck away for later (New Thread - Lewrobo Rumblings).
They continued on up the road for another 65 feet and came to a side street on the left?
Is the Scribe's on this corner? Likely 55%, d100=17, yes!
"Here you go, I will wait out here to verify your information." She said, taking her post at the bottom of a smell stoop.
End Scene 12:10pm CL=5
I won't lie, I really wasn't a fan of that scene. I don't like too long of scenes. Usually, a scene is thought of, played out, and once the main action is over the scene ends. With these long scenes, the main action may take a moment. But, we did add a new thread!
When I add threads, they are more like journal entries then quests. I will treat them as quests, though. I will add information that is relevant to the thread and whether or not it moves it closer or further away from "closing" it. I typically determine a thread closed when I can no longer add anything useful to it. And once the thread is closed, I tally up experience for it (how I figure out XP is going to be another post)>
Lastly, enjoy a map of Cokree! The scale is 1 sq. = 5 meters (32 ft)

LINKS:
The Solo Adventurer's Toolbox & others: https://www.dmsguild.com/browse.php?author=5E%20Solo%20Gamebooks
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