Installment 3 in Flint's story.
Installment 3 in Flint's story. I got a little RPG time in this afternoon. When we last left Flint, she was examining her campsite and realizing that the raiders had learned of her presence....
Flint will try to Secure an Advantage here. Her Wits is only +1, but she does get an additional +1 due to her Ranger path. Rolled a 4 on the Action die, so 6 total, and… whew, only a 3 and 4 on the Challenge dice. That’s a strong hit. Since I already have initiative, I will choose the +2 momentum, plus an additional +1 from the Ranger path. Flint is now up to +5.
These tracks are unlike anything she’s seen before, but the mud from last night preserved them well. Whatever made these tracks weighs a lot, as much as the blacksmith in the neighboring village. Tarsen is a huge man, all muscle. One thing that’s for sure, she cannot deal with this threat by herself.
“You know, Tarsen does owe me a favor. Maybe he can help me clear my name.”
Okay, new objective, the village of Ashen Grove. Undertake a Journey time! This would be merely a troublesome journey, if it were not for the threat of the owner of those footprints and these raider attacks on her home in Broken Glen. Let’s call it a dangerous journey. Ashen Grove is two days’ walk from here. She recalls a meadow by a stream that is a good picnic spot for lunch. She sets off. Because of her Wayfinder asset, she will get +1 to this roll. Action die shows 5, +1 for her Wits, that’s 7 all told. Unfortunately, the Challenge dice are 2 and 9, so it’s only a weak hit.
She starts out slowly, watching her tracks, but after a quarter hour, she picks up pace and gets to the meadow around midday. She eats some of the bread and cheese she brought, and refills her waterskin. She still has enough food to make it all the way to Ashen Grove, so she presses on.
The weak hit on the Undertake a Journey move cost her 1 Supply. She still has 4 Supply, so she’s going to keep going. Unfortunately, she only got a 2 on the Action die, so that’s a total of 4 on her Undertake a Journey roll. The Challenge dice say 8 and 9, which is a miss. Flint is as strong as she’s going to be. Let’s tempt fate and Pay the Price. The Oracle dice read… 56. “It takes extra time or puts you at a disadvantage: Suffer -momentum.” The default is -2, so Momentum is down to +3 now.
The bushes by the stream are thicker than she remembered, and it was already dusk by the time she reached the fire circle! It was about half a furlong from the road, and her firelight should be inconspicuous here. She hurried to assemble camp.
This is Make Camp. Her Supply is +4, and her Action die is 3. However, the Challenge dice say 7 and 8, which is a miss. She must Pay the Price. The Oracle role of 41 says “the current situation worsens”. I think suffering a bad night’s sleep is punishment enough for Flint individually. However, there’s the village of Broken Glen to consider… More on that later.
There are strange noises in the forest tonight. She hears bushes rustling, and opens an eye each time the forest goes silent. Too soon the blackbirds start calling, and Flint reluctantly packs up camp. She is on the road before sun’s first light. She should be beyond the raider’s reach this far southwest, but she leaves the road where there is a hint of another traveler. She does not encounter anyone, but does not make great time. She looks for an out-of-the-way place to have lunch.
Another Undertake a Journey role. It must be the fatigue! She only gets a 2 on the Action die, which with the +1 Wits and her Ranger path, makes for a 4. The Challenge dice are callous, reading 9 and 10. Another miss! The Oracle says… 7. “A person or community you care about is in danger.” Tell me something I don’t know. However, let’s make it obvious to Flint.
When she came to the road, she immediately notices something is amiss. There are large, recent ruts in the road. Many wagons have come through here, and there are hundred of shoe prints, hoof prints, and footprints leading away from Ashen Grove. She stoops down to examine the tracks in earnest.
Let’s Gather Information. I debated allowing Flint to use her Ranger path bonus, but decided that this activity isn't the same as tracking. She's just trying to make sense of this scene. Her Wits is 1, and she rolls a 6! That 7 sits between the Challenge dice of 3 and 8, so it’s a weak hit. She does get +1 Momentum, bringing her up to +4. However, “the information complicates your quest or introduces a new danger.” There hasn’t been enough action on this quest lately, so let’s go with a new danger….
Flint will try to Secure an Advantage here. Her Wits is only +1, but she does get an additional +1 due to her Ranger path. Rolled a 4 on the Action die, so 6 total, and… whew, only a 3 and 4 on the Challenge dice. That’s a strong hit. Since I already have initiative, I will choose the +2 momentum, plus an additional +1 from the Ranger path. Flint is now up to +5.
These tracks are unlike anything she’s seen before, but the mud from last night preserved them well. Whatever made these tracks weighs a lot, as much as the blacksmith in the neighboring village. Tarsen is a huge man, all muscle. One thing that’s for sure, she cannot deal with this threat by herself.
“You know, Tarsen does owe me a favor. Maybe he can help me clear my name.”
Okay, new objective, the village of Ashen Grove. Undertake a Journey time! This would be merely a troublesome journey, if it were not for the threat of the owner of those footprints and these raider attacks on her home in Broken Glen. Let’s call it a dangerous journey. Ashen Grove is two days’ walk from here. She recalls a meadow by a stream that is a good picnic spot for lunch. She sets off. Because of her Wayfinder asset, she will get +1 to this roll. Action die shows 5, +1 for her Wits, that’s 7 all told. Unfortunately, the Challenge dice are 2 and 9, so it’s only a weak hit.
She starts out slowly, watching her tracks, but after a quarter hour, she picks up pace and gets to the meadow around midday. She eats some of the bread and cheese she brought, and refills her waterskin. She still has enough food to make it all the way to Ashen Grove, so she presses on.
The weak hit on the Undertake a Journey move cost her 1 Supply. She still has 4 Supply, so she’s going to keep going. Unfortunately, she only got a 2 on the Action die, so that’s a total of 4 on her Undertake a Journey roll. The Challenge dice say 8 and 9, which is a miss. Flint is as strong as she’s going to be. Let’s tempt fate and Pay the Price. The Oracle dice read… 56. “It takes extra time or puts you at a disadvantage: Suffer -momentum.” The default is -2, so Momentum is down to +3 now.
The bushes by the stream are thicker than she remembered, and it was already dusk by the time she reached the fire circle! It was about half a furlong from the road, and her firelight should be inconspicuous here. She hurried to assemble camp.
This is Make Camp. Her Supply is +4, and her Action die is 3. However, the Challenge dice say 7 and 8, which is a miss. She must Pay the Price. The Oracle role of 41 says “the current situation worsens”. I think suffering a bad night’s sleep is punishment enough for Flint individually. However, there’s the village of Broken Glen to consider… More on that later.
There are strange noises in the forest tonight. She hears bushes rustling, and opens an eye each time the forest goes silent. Too soon the blackbirds start calling, and Flint reluctantly packs up camp. She is on the road before sun’s first light. She should be beyond the raider’s reach this far southwest, but she leaves the road where there is a hint of another traveler. She does not encounter anyone, but does not make great time. She looks for an out-of-the-way place to have lunch.
Another Undertake a Journey role. It must be the fatigue! She only gets a 2 on the Action die, which with the +1 Wits and her Ranger path, makes for a 4. The Challenge dice are callous, reading 9 and 10. Another miss! The Oracle says… 7. “A person or community you care about is in danger.” Tell me something I don’t know. However, let’s make it obvious to Flint.
When she came to the road, she immediately notices something is amiss. There are large, recent ruts in the road. Many wagons have come through here, and there are hundred of shoe prints, hoof prints, and footprints leading away from Ashen Grove. She stoops down to examine the tracks in earnest.
Let’s Gather Information. I debated allowing Flint to use her Ranger path bonus, but decided that this activity isn't the same as tracking. She's just trying to make sense of this scene. Her Wits is 1, and she rolls a 6! That 7 sits between the Challenge dice of 3 and 8, so it’s a weak hit. She does get +1 Momentum, bringing her up to +4. However, “the information complicates your quest or introduces a new danger.” There hasn’t been enough action on this quest lately, so let’s go with a new danger….
Cool. Is this a typo, "Rolled a 4 on the Action die, and… whew, only a 3 and 4 on the Challenge dice. That’s a strong hit." as I though ties go to the Challenge Dice, so wouldn't this have been a miss? Just asking in case I misread or am confused on it. Thanks for sharing!
ReplyDeleteJohn Risus actually, it’s not a typo. That 4 gets added to the two +1’s from the previous sentence, for a total of 6. I’ll edit for clarity.
ReplyDeleteChuck Durfee, oops, yeah my bad. I was reading fast and must have missed that part, sorry. Enjoying the read, keep 'em coming, thanks!
ReplyDeleteJohn Risus no need to apologize, you did me a favor by pointing it out!
ReplyDeleteAwesome Chuck Durfee. Thanks so much for sharing the adventures. Can't wait to see what happens (and a bit concerned for how things will go for Flint....)
ReplyDelete