Alone in a Room A Blog for Solo RPGs

Ronnic - Day 4

Day 4, salvage ship The Wretched. Flight Engineer Ronnic reporting. The proximity alarms on the ship are keeping me up at night as the creature continues to walk around the outside of the ship, trying to find a way in. I’ve disabled them, and I doubt I will need them. What could be worse than the creature that is already out there?

I also found some sort of black, tar-like substance in one of the rooms today. I think it’s the creature’s blood from when it got inside the ship and attacked the crew. I took a sample and noticed that the substance seemed to be shifting around when I would approach certain rooms or machinery. Is it some sort of ferrofluid? How would that benefit a living creature?

This is Ronnic, signing off.

Ronnic - Day 3

Day 3, salvage ship The Wretched. Flight Engineer Ronnic reporting. I awoke to an awful small, a smell that indicated something was wrong with the septic system. The sewage silo had been punctured, either by the creature or by a stray bullet, and it was leaking into the ship. I was able to weld some scrap metal onto the damaged panel, and the smell has begun to dissipate.

I also spent some time today trying to repair the engines. If I can get them going again, I can work on getting myself home. While I was working, one of the engines caught on fire, and many of the electrical components melted. There was nothing I could do but jettison the engine out into space.

As I sit in the bridge and look at all of the monitoring systems, they’re all empty. I knew I was likely alone, but the reality sank in today. I will need to come to terms with the idea that I’m not making it home, and I only have myself, and that creature, to talk to. The loneliness gave me a lot of time to think today, and that just led to thoughts of the last encounter with the creature, when I was able to successfully eject it out of the airlock. Something jammed on the outside of the ship and I was never able to fully close the airlock. Every once in a while, I’ll hear tapping, scratching, and banging on the door as the creature tries to get back in. The door won’t hold forever, so I’ve begun trying to barricade it as much as I can. I’ve raided most of the crew quarters and moved the beds and dressers. It won’t help, though. Once that door is breached, the vacuum of space will suck all of the air out. My only hope is that my barricade will manage to create a seal strong enough to keep me alive. Hopefully I can…wait…what’s that sound? It sounds like the comms system. I can’t make out what they’re saying. Maybe I can send some sort of message!

Despite all of my efforts, I wasn’t able to send anything before the comms system cut out again. I thought I had finally adjusted enough of the settings to make out what was being said, but all I heard was “Wretched” and “Lost.” Maybe they were looking for me.

Periodically, I hear the creature move around the outside of the ship. I can hear its claws pierce the hull of the ship as it moves. Luckily, the damage isn’t deep enough to cause me any problems…yet.

This is Ronnic, signing off.

Ronnic - Day 2

Day 2, salvage ship The Wretched. Flight Engineer Ronnic reporting. A large portion of my grains and fruits have spoiled. A power blip caused the climate control the shut down, and the failsafe malfunctioned. I do not know how long it was down before I noticed, but it was likely overnight. The food is covered in mold and is irrecoverable. I should have noticed it yesterday but I was too busy dealing with that invader. I guess it’s freeze-dried rations from here on out; hopefully I can last long enough to be rescued.

This is Ronnic, signing off.

Session 1

Prompt

In your blood-hunger, you destroy someone close to you. Kill a mortal Character. Take the skill Bloodthirsty.

Response

After returning from our latest raid on England, I find that I have new…urges. I fight them as long as I can, often going to the surrounding areas and feeding on the blood of deer or squirrels. One day, Geir follows me catches me off-guard. We get into an argument, and in my hunger I attack him. The sensation is incredible, but my best friend is now dead. I leave his body in the woods away from our village so that it cannot be found, and I carve another notch into my axe when I get home.

Notes

  • Killed Geir
  • Gained Bloodthirsty

Prompt

You are exposed and flee to a neighboring region. A mortal flees with you. What new name do you adopt among these strangers?

Response

A week after killing Geir, one of our hunters finds his body. One of my rings had fallen beside the body and they are able to identify me as the monster behind the terrible act. I need to flee and Hege wishes to come with me, but she is still pregnant and it is too dangerous. My son, Elof, insists on joining me on my new adventure, however, so he says goodbye to his mother and we find ourselves on a small boat. We land in a country we learn is named France, and I have adopted a new name: Aloïs.

Notes

  • Created Elof
  • Checked Farming

Prompt

New laws or social mores make it harder for you to hide among the populace. How are you nearly caught and destroyed?

Response

I begin my new life in France by blending into the upper-class. I serve as a personal guard to one of the local nobles, and am rewarded handsomiely for my efforts. However, this upper-class lifestyle requires more form-fitting clothing and while protecting my employer, the sharp edge of the broken blade in my chest tears through my shirt. My employer see the wound and understands that I should not have survived whatever it was that caused it. He looks horrified. I am arrested shortly after and am scheduled for execution via the Wheel. Just before my sentence is passed, a man, Henri, manages to break me out of my cell.

Notes

  • Eirik has died of old age
  • Created Henri
  • Checked Close combat
  • Gained Thievery

Prompt

Two friendly Characters become embroiled in an internecine conflict. How do you profit?

Response

Henri was never one to work alone, he worked with The Syndicate, a large group of like-minded thieves and scoundrels. Both Elof and I join after Henri saved my life, and it helps us put food on the table. Elof is now old enough to learn the tricks of our trade, and he performs well. Henri and his right-hand man, Alexandre, get into a large argument over how the group should be run. The group splinters; I stay with Henri and other loyal members.

Notes

  • Created Alexandre
  • Gained The Syndicate

Prompt

You are trapped outside when the sun rises and take shelter some place you are not supposed to be. A child discovers and befriends you.

Response

Henri continues to push us to find bigger targets. I spent far too long tailing mine last night, and the sun began to rise before I even realized how long it had been. I took cover in the first place I could find: an orphanage. A small child approached me, seemingly thinking I was dehydrated. I can understand the confusion as my lips were cracked, my eyes appearing sunken after the brief exposure to the light. She offered me her cup of water despite not knowing where she might get her next drink.

Notes

  • Created Esme

Ronnic - Day 1

Day 1, salvage ship The Wretched. Flight Engineer Ronnic reporting. The o ther members of the crew are dead and the engines remain non-operational, though ship integrity remains good and life support systems are still active. I successfully jettisoned the intruder from the airlock, but it remains alive and continues to try to access the ship. With a little luck I can repair the distress beacon and sombody will pick me up. This is Ronnic, the last survivor of The Wretched, signing off.