Troika! in the Hyenacene: Session #1
For this chapter of my solo rpg series, I'm playing Troika! in my relatively unused setting, Laughing with the Trouble: Making Kin in the Hyenacene. I have made one zine of backgrounds and have a small hex setting in the works. Hopefully this solo game will help me flesh out the setting!
I haven't tried solo-ing Troika! and I don't really have the same supports for hexcrawling as I did with dungeon crawling in old-school D&D. I'm working on adapting Appendix A from AD&D to hexcrawling. The Referee Notes at the bottom of the post will contain more ideas about my procedure as I go along.
I also ended up making a time tracker sheet à la the dungeon time tracker from Old School Essentials! I'll release my sheet soon too.
Scenario
My party is a group of young gnolls setting out for their first hunt without the guidance of an elder. The party is: Altan, the Gatherer; Enan, the Sorcerer Hunter; Inle, the Priestess; Kefran, the Hunter; and Leala, the Flesh-stripper. (These backgrounds are from the zine linked above!)
This is the procedurally generated map from this session:
Day One
The hunting party started out heading southeast from the village on a standard road. The road continued straight to the southeast for two more hexes, at which point a game trail branched off to the southwest. The party followed the game trail down to a lake. There it connected to a maintained trail that split off to the south; but after eight hours of traveling, the party decided to camp and hunt along the lake for the next day or so. The night passed uneventfully.
Day Two & Three
In the morning, Kefran the Hunter took the lead in scouting for fresh prey. On the second day by the lake, Kefran picked up the tracks of a pack of six big cats stalking across the savanna. The young gnolls wisely decided not to confront this danger head on, but rather to follow the pack in hopes of finding scavengeable food.
Kefran led the party to the big cats, loping hungrily across the grassland. The party maintained their cover, avoiding the sight or sniff of the pack of cats. They tracked the cats to the southeast... but quickly realized that they (the young gnolls) had lost their bearings!
Before getting any further afield, the gnoll party decided to peel off from the big cats and try to relocate the main road. This would require traveling north, but they veered to the northwest; Luckily however, they recognized the game trail that runs from the road past the lake.
The hour growing late, they decided to camp along the trail. The night passed uneventfully.
Day Four
In the morning, the party set out along the game trail toward the southwest. A couple hours after setting out, the trail passed by a large mossy cairn. Upon investigating, the party found a entrance to the underground. More interested in food than treasure, they passed the cairn by.
Further to the southwest they came to a ruined settlement on the savanna. They quickly identified that it was not a gnoll settlement; In fact, it was a more recent attempt at human settlement in the area. (Enan the Sorcerer Hunter did not detect any traces of sorcery.)
Searching among the structures, they found no signs of a violent expulsion. It didn't even seem to be a sudden exit. The most notable artifact found was an iron sword, given to Kefran the Hunter.
The party followed a standard road south out of the ruins, toward the nearest peak of the Southern Mountains. The road led them to a crossroads: south and southwest into the forest and northeast to continue on the savanna. But before making their choice, the gnolls camped along the roadside. The night passed uneventfully [How have there not been any wandering monsters??].
Day Five
Per their gnollish nature, the party moved northeast within the savanna. They followed a well-trodden trail that curves back in the direction of the lake to the north. Along the way, Kefran noticed a game trail heading southeast.
The party followed the game trail until they spotted 13 ostriches, pecking at the ground in the distance, unaware of the gnolls. They knew that these birds are formidable opponents, but thought that if they could separate one from the flock, then they could take it down.
They snuck forth with bows drawn and arrows poisoned, hoping to get the drop on one, or even two. The party got within range and Kefran the Hunter and Enan the Sorcerer Hunter let their arrows fly.
Kefran's poisoned arrow struck true, bringing one ostrich to the brink of death! The ostriches broke into a mad panic, leaving the injured bird to fend for itself. The gnolls launched their pursuit. Surprising the hunters, Altan the Gatherer ran the ostrich down once its energy began to flag.
Proud of their unsupervised first hunt, the young gnolls made camp in preparation for the return journey with their prey. The night passed uneventfully.
Day Six
The gnolls followed the game trail back to the northwest, the well-trodden path north to the lake, and then decided to push themselves to make it back to the road in the northeast.
They made camp along the road. In the hours before dawn, Kefran the Hunter [chosen randomly] was alerted to a noise. He looked to the ostrich carcass—and spotted a bird perched on it, pecking! He jumped up and shooed the critter away.
Day Seven
Once dawn came, Kefran woke his companions quickly for an early start to keep moving. The seventh day of the hunt should have been a rest day, but the young gnolls were all eager to return home. It would only be 18 miles along a road, so about 4½ hours to complete.
By the halfway-mark, the vultures had begun circling the small squad with their ostrich carcass in tow. The gnolls started getting nervous, snarling at the heavens. They weren't particularly worried about the vultures, but about the possibility of hyaenas or jackals following closely.
Soon the fear was borne out: barking and yelping could be heard from 300 yards off. Inle the Priestess called out to the jackals in the distance, warding them off from the gnoll's kill; nevertheless the jackals followed along to the borders of the village territory.
The young gnolls successfully completed their first unsupervised hunt! Their prey was modest but quantity was not the objective—the experience was.
Referee Notes
Starting from the hunting rules in OSE (1-in-6 chance per day), I figure a simple Tracking skill test is sufficient to locate quarry. The OSE probability is equivalent to a basic skill test for a character of average skill. I also included another Tracking skill test to follow the big cats, since they were on the move and sneaking about.
I'm also making use of the Frequency of Encounter Chance Time Checks table from AD&D (p. 47). For Plains, I'm checking for wandering monsters at Morning (start of travel), Evening (waking hours at camp), and Midnight (during a night watch). I haven't triggered a midnight monster yet, but I'll probably roll a die to determine who was on watch when the encounter occurred. I switched to rolling four wandering monster checks with d20s during the night. The chance of getting a one on at least one die is about the same as the 1-in-6 chance; but this lets me keep track of who was on watch.
For searching the ruins, I used my Troika! mini-zine Beyond the Blue Sphere: Ruined Cities. It's more appropriate for a sci-fi setting but luckily I rolled up something that fits in the Hyenacene! Maybe I should adapt it.