My Solo RPG Journey: Ruthless Heavens, Boundless Fate. Tella's Final Fate
This is an import from my old site. Apologies for the spam. This is my 4th play journal for Ruthless Heavens Boundless Fate and honestly, the title speaks for itself.
Check out Ruthless Heavens, Boundless Fate here!
Good day everyone! It's time for yet another entry in my Ruthless Heavens, Boundless Fate play journal and boy howdy did my last session give me a doozy. I gotta deal with mad spiders attacking my Temple, and figure out where they are coming from.
Lets dive right in, no time to waste! We got spiders to deal with! This entry might actually be pretty short, depending on how things go with the events at the end. I think I need a shorter session after the last few marathons, and this one should still be story rich and set up our next session well enough.
First and foremost, we need a boss / reason for the spiders to be attacking my town, and for this, we are going to craft an Elite monster. Now I could do this randomly but I am going to pick and choose some parts, and roll others. Yes, I am going to build this guy to be a bit easier, but also still dangerous. It's an Elite, it's going to be a challenge no matter what I do. At least it will be worth 100 Essence.
First up, the 6 attributes, all of which have my threat level added. I am choosing these myself rather than rolling, and yes, you can roll randomly for basically all the attributes as well as attacks, traits, and damage types. I will explain why when we get done but here is my ending stat block with traits added, everything done and ready.
STR 3 + TL / DEX 3 + TL / CON 3 + TL / INT 4 + TL / SPI 7 + TL / PRE 4 + TL
Aura is 82 + 10xTL
Saves Fort TL+1, Reflex TL+1, Will TL+2
HP 115+ 20TL
DR 12 + TL
Speed is 9
Stealth is 10
Actions 2TL
4 Actions of Attack Type which are (I chose 2, rolled 2):
Spiritlash: Melee, +5+TL to hit, single target, D10+SPI Poison Damage
Longshot: Ranged, +3+TL to hit, single target in 50 m, D6 x TL Necrotic damage
Hitscan (Recharge 5-6): All other creatures within 5 m take TL Poison Damage
Spatial Eruption (Recharge 6): All targets within 6 m make a standard Reflex saving throw or suffer d6 x TL Necrotic damage and are flung back 6 m. Creatures that save suffer half damage and are not moved.
2 Traits which are:
Glassjaw: +1 to all Attributes, +15 HP, -3 DR, Vulnerable to three damage types, roll for all three on the Action Damage Type, Any table. I got Fire, Celestial, and Bludgeoning. I had rolled Poison but that doesn't make sense for this guy so I rerolled that and got Fire.
August: +1 SPI, +1 Willpower, +2 Aura.
So why all this? Well say hello to Putrex Vilethorn, a Plague Shaman Ascendant who is experimenting on the spiders and as a side effect, is driving them mad. He has set up shop in a cave a few days away from the Temple and is unaware that his failed experiments are running out of his cave and attacking the Temple. He wouldn’t really care even if he knew, as he seeks mastery over poison, necrosis, and sees other living creatures as mere test subjects. He will attack first, ask questions later. As a spellcaster, I maxed out his SPI and chose an attack that works with that along with something that can hit a big distance away, meaning if he notices me, he can hit me before I can get an action off. He is not the best at attacking but if he hits it will absolutely hurt (D10+8 can one shot me and my 17 health). He is slow, as he is an older wizened man, but his constant exposure to poison has given him a bit more toughness then one might expect. He is however, very weak to what would normally hurt an undead creature: Fire, Celestial, and Bludgeoning (I actually rolled those, which amuses me). So yes, he is easier to hit than a normal elite, but has more HP and higher stats to make up for it. I can beat him to death (he takes double damage from my fists) but he is not going to go down easy regardless. That 135 HP (due to my TL of 1) is going to be a sponge against what I can do.
Our goal is going to be to get into the cave, and face him down. The spiders are basic giant spiders, so I wouldn't call them a threat, and Tella can just avoid them easily on their way to his cave.
My first custom boss, and I wanted something that made sense narratively. It was either gonna be this or a giant spider mother but I think this is more interesting and fits what the event called for. He is going to be guarding either a good or sumptuous treasure, which we will do a d100 roll for if I beat him (50/50 split). I am also going to say he has d3 random National Treasures as he too is an Ascendant. He just has not had a chance to absorb them yet. We will roll those if we win.
Next, we have to build a hex map of my home region! Now I am not going to roll this up, and instead just use Hex Kit to build a nice valley styled map. Here we go, this is the region around the Temple!
I think that's really nice, and varied. It's in a valley / cul de sac, easily defended from most assaults, with a temperate climate. The spiders are coming from the mountains due east, so that's where we are going to head. The hex crawl won't take too long, only 3 to 4 hexes max. If I get to the edge of the map, I will judge where the lair is and start the fight. Otherwise, the lair MIGHT be earlier! Depends on the dice! I might have 1 or two fights against some basic giant spiders though on the way. I will post another copy of the map at the end of the journey showing the path I took so you can follow along.
Let's get the story underway!
Tella left the Temple heading east. They knew it was going to be a long walk, a few days at least, to make it to the mountains that ringed the valley the Temple was situated in. They could see the broken and blasted corpses of the spiders strewn about as they walked. A few hours after they had left the Temple proper and they could see the path the spiders had taken. It seemed they had just run roughshod over anything in their path. Dead farm animals, a few dead people, and broken fencing everywhere.
Tella went into a sprint, aiming to get to the mountains as fast as possible.
Oh and we get a Heavenly Wrath roll. I roll a d20, and if I get a 2 or less, I get blasted. 16, I am safe.
---HEX 1---
Encounter Roll (d12): 12. Nothing
Ingredient Check (TN13): 18, we got something!
PoI Search (d10): 1, Landmark.
Landmark Type (d10): 9, Remnant
Remnant Type (d20): 13, Forgotten Fortress
Yes, we are still checking for ingredients as that costs no time. Tella can grab em as they run. They will however be checking each hex in depth, in case they find anything that might lead them to the spiders. While I, the Player, know that the lair is in the mountains the character Tella does NOT. They only know the spiders are coming from the East, and that they may be coming from as far as the mountains.
As Tella ran, their wraps vibrated, and as Tella got closer to a patch of flowers on the side of the road, the wraps got more violent. Tella quickly reached out and snagged up some of the flowers and the wraps calmed down. Another material of some sort.
Tella continued their sprint through the farmlands, and noticed off in the distance something they had not noticed. A fortress, crumbling and broken, choked in vines. Tella made a quick detour to check and see if any spiders were lingering there.
Tella was not surprised they had not seen this. They had, for better or worse, not really explored too far around their own home. They had simply been too busy learning the Path as well as the rules and requirements of being an Ascendant.
Ok Oracle, are there any spider stragglers hanging out in this Fortress? I think it's unlikely, so a 12 or higher: 6 says nope.
After a few moments searching through the Fortress ruins and finding no sign of the spiders or their passing, Tella continued eastward.
---HEX 2---
Encounter Roll (d12): 12, nothing. 2 different dice both rolled 12.
Ingredient Check (TN13): 3, nada.
PoI Search (d10): 10, more Ruins. I swear I always roll Ruins!
Tella had passed into the grasslands at some point in the night. They had taken an hour to rest, and then kept running. The spider's trail was obvious from the torn ground their running at breakneck speeds caused. During the night, Tella had seen more spiders in the distance, a small pack of them, running from the east towards the Temple. Tella lost sight of them in the dawn light after passing through a small grove of trees.
Tella then noticed a ruined building made of stone in the distance. They decided to double check for any spiders.
Hey Oracle, any spiders? I think it’s still unlikely, so 12 or higher. 8 says nope.
No spiders. Tella breathed a sigh of relief. The pack they had seen in the early morning was small and could easily be dealt with by Wick and the others. Tella left the ruins behind them and continued their run forward.
---HEX 3---
Encounter Roll (d12): 4, nope
Ingredient Check (TN13): 2, nope.
PoI Search (d10): 2, Landmark.
Landmark Type (d10): 7, Resource!
Resource Roll (d20): Heartwood: Ancient tree imbued with Essence that grants +2 STR, +2 CON for D4 days to any character that spends 6 or more hours meditating under it.
Ohhh we are going to spend some time on that.
As Tella crossed in the mountains, they paused as they entered a copse of trees. Heartwood! Tella recognized it from the manuals they had read during their early years of Ascendant learning. Tella decided to spend some time here preparing themselves, focusing inward. They would find the cause of the attacks, and they would deal with it. The energy from the Heartwood seeped slowly into Tella, and after several hours Tella stood, feeling stronger and heartier than before.
Let's roll my D4: 1. So it's gonna last through my fight and that is that. Lord, can I roll better?
---HEX 4---
Encounter Roll (d12): 6, nothing
Ingredient Check (TN13): 16, another bit!
We are not rolling for a PoI this time, because it's going to be the lair of Putrex. The real question is whether or not Putrex will see Tella coming.
It was around midday, and Tella had crossed fully into the mountains. They used their natural agility to jump and bounce from rock to rock, easily climbing deeper into the rocky terrain. As they touched one small rock, their wraps vibrated. Another ingredient. Tella did not even pause, they just grabbed it.
It was then Tella noticed the glow. A sickly, greenish glow, up the side of the mountain. Tella crouched, and began to slowly make their way up. It was then they noticed a robed figure come out to the mouth of the cave the glow emanated from. The figure was looking around.
Did they see Tella?
So this will be my Dex +5 vs their SPI +8. If Putrex sees Tella, he is going to get 2 possible rounds to shoot me before Tella can reach him. If he does not see Tella however, they can get closer and we will repeat. It's going to take Tella 2 “rounds” to work their way up. If they go first in initiative they will reach him at the start of Round 2. If not, they will get there at the end of Round 2.
If he sees Tella, I will activate Iron Body right before combat enters rounds.
So let's roll! Tella gets 7. It's literally impossible for him to NOT see them unless he rolls a 1 and fumbles the check. And he gets a 26. He totally sees Tella.
As Tella slowly worked their way up the mountain side, their foot slipped on a rock, and the sound of the rock breaking free rang clearly out in the midday air. The figure quickly looked down, and saw Tella! Tella activated Iron Body, and started trying to run up the hill as fast as they could, while the figure held out a hand and began chanting.
Initiative Check!
Tella +5: 9
Putrex +4: 15
Ok this d20 wants me to fail this fight. Guess it's about that time.
Round 1:
Putrex starts with his 2 actions, both Longshot at +4 to hit vs my DR of 17. And his FIRST SHOT IS A NAT 1! He loses his other action!
As the figure finished its chanting, there was a sudden flash of light! Tella tensed as they ran till they realized that whatever the figure had tried to do had failed, spectacularly. Tella ran as fast as they could.
Tella just closes the distance.
Round 2:
Putrex is going to try those 2 shots again. +4 vs DR 17. 14 and 15 will not hit!
Tella will continue to close the distance and reach him! 9 Rounds of Iron Body remain.
Tella was close now, and as they got near the ledge where the figure stood, two blasts of black energy flew past them. Then, before the figure could react, Tella was there. Tella took a good look at the person. He was an old human, and his skin was wrinkled and dry looking, with sickly green light glowing through it. His eyes were mad, and he shrieked “You dare disrupt my experiments! You know not who you face! I am Putrex Vilethorn! Master of Poison!” Tella took up a fighting stance, and simply made a motion as if to say ‘Bring it on.’
Round 3:
Putrex is going to start with Spatial Eruption. Tella needs to make a TN13 Reflex Save (+2) to take half damage. 7 says nope. So Tella is thrown back slightly, and takes 2 necrotic damage. 15/17. Now that Tella is at range again, Putrex will use his second action to try to blast them with Longshot. And a natural 20, of course. 8 more Necrotic damage, and a crit effect. The Crit effect is called SOUL DEVOURER and I get ANOTHER d6 damage (basically the attack does triple instead of double). 1 more, so 9 total. Tella is now at 6/17. It was nice knowing Tella I fear.
8 Rounds of Iron Body remain. Tella moves in, and tries to hit with Thousand Fists. +5 vs DR 13, and I get 17. Because of Vulnerability to Bludgeoning damage, I will roll my 2d8+3 (the strength bonus from the tree) and then double that. 11 damage, so 22 total. 113/135 Hp remains.
Putrex moved his arms in a complex pattern, and the next thing Tella knew, they were thrown backwards slightly and off balance. Putrex then screamed out another incantation, and black energy shot forward and slammed into Tella with such force it felt like their soul was pushed out of their body. Tella responded by leaping forward and slamming their fists into Putrex’s midsection repeatedly, and was rewarded with the sounds of bone snapping. This barely seemed to register to Putrex though, and Tella realized they might have bitten off more than they bargained for.
Round 4:
First, does Putrex recharge his Eruption? A roll of 2 says nope. So now Putrex, enraged, is going to try to attack in melee with both swings of his Spiritlash. This is +6 vs my 17. An 8 and a 23. Yea this is going to drop me. His minimum damage is 9. So how low will I go? He does 12, dropping me to -6.
Screaming in rage, Putrex lashed out with his claw-like hands. His first attempt missed, but his second hand caught Tella in the jugular. Tella felt their throat get ripped out and the blood gushed from the sound. They fell to the ground.
Neon Save at 20% and I get 100. No save.
Now I have a choice here, as the DM. See, the injury / death rules say that the character has to be treated after combat to survive, which implies that even dead, their body will be left on the field and could be found at some point. Sadly, I don’t think Putrex would allow a specimen to leave, especially someone who interrupted his work, he would 100% make sure they are no threat to him now or ever again. Thus I am going to have to sadly rule that at this point…Tella has passed away. No injury table is going to save them from an insane Ascendant, and their body will never be found. Just like I would harvest the bodies of my enemies, so too was my body harvested.
Tella failed the Path. The Heavens, they are truly Ruthless, and my fate was bound in the end.
The Final Map:
---------------------------------------------
So some final thoughts on Ruthless Heavens, Boundless Fate and this adventure.
I love this game but I worry it's a bit too lethal. I loved the story I was able to tell, and I feel that of all the ways I could have died, an epic fight on top of a mountain against another Ascendant is the perfect way to go. I had ideas on where to take the story, sure, but when one story ends, another always begins.
I also realize that I chose the literal worst/hardest starting class. Low starting HP, low DR, low damage, and melee, the worst combination of options. Literally any other class would have worked better. Beastmaster would have been a bit complicated to run, for instance, but would get me an extra body during fights and I could fight at range. A Sharpshooter could run circles around people. Etc etc etc.
It's sad to see my character die, but that happens sometimes. You gotta accept it when playing. I try to always play the dice as they fall, and do things the narrative demands. I actually have a folder now in my Solo RPG folder called the Graveyard, and Tella’s sheet now resides there.
I feel that this series has taught me a lot honestly, like how to use oracles for my playstyle, how to work narrative off events and expand them, etc. And I am excited to try again, or even try another game down the road. I still have Under Ashen Skies and Ker Nethalas by Blackoath to go, and I hope I can weave and tell a story as fun as I have here with either of those, at least until my character falls.
And of course, Keld and Riftbreakers 2nd Ed is sitting right there. At least in there, it has rules for auto teleportation and auto resurrection. So my character can survive more than a single death haha! And I can use the stuff I have learned here, with using Oracles and weaving narrative, to make Keld’s story even better.
If you, dear reader, have a suggestion please let me know. Leave a comment here, or wherever you have found this, and tell me what game you want me to go with next.
Oh and there is another game I am going to cover for Alex later. It will be squishy and gooey, that's all I am gonna say about that.
I am going to take a bit of a break for a few days and decide. Maybe write a status update.
Till next time everyone.



