The next installment of Kreetan's adventures.

The next installment of Kreetan's adventures. In this episode: Kreetan squares off against one of the raiders and hunts for a sea beastie to try and get the last part of the medicine required for Katania.

The two raiders are still alive. One, Bevan, is still somewhat groggy. Morgaz, the other, is quite upset at having been bested by Kreetan. Both the raiders are still quite young.

Morgaz claims that his capture was underhanded, and so challenges Kreetan to a ritual combat to settle the matter. Kreetan is not particularly keen, but the villagers seem to feel that this would be a fair way to decide who is correct in this claim. Accordingly, Kreetan reluctantly agrees to draw the circle that evening (1+3 vs 10,1 [weak hit] - Spirit, because Kreetan is not reallyy keen to fight).

In preparation, Kreetan goes to have a nap, and attempt to bind some of the scratches and scrapes (sojourn: 5+3 vs 5,10 [weak hit]: recuperate (+2 health)).

As the sun begins to set, the circle is drawn. Kreetan steps up with their staff, while Morgaz has their shield and sword. The fight is not to the death, merely to submission.

Unwilling to be a passive recipient, Kreetan immediately enters the fray against their troublesome opponent (2+3 vs 10,7 [miss]). Unfortunately, Morgaz was expecting this, and easily steps in with their shield hitting Kreetan's staff out of the way before the blow lands. With a clever twist, Morgaz's shield throws Kreetan to the floor. (1 harm, disadvantage) [Endure harm: 6+4 vs 2,4 [strong hit] +1 momentum)
Without waiting for Kreetan to recover, Morgaz attempts to strike at him. Kreetan, thinking quickly, sweeps their staff low, in an attempt to secure an advantage (3+1 vs 10,5 [miss]). Unfortunately Morgaz was expecting this and leaps over the clumsy blow, before stepping closer and putting in the boot (1 harm, no initiative). [Endure harm 6+3 vs 6,1 [strong hit] +1 momentum]
Kreetan rolls with the blow, regaining his feet. As Morgaz attempts to close the distance again, Kreetan clashes in return (1+2 vs 8,1 [weak hit]). The thrust at Morgaz's stomach surprises them, (2 harm, 6 progress), but they recover and make their own strike, while closing in too close for the staff to be effective.

Kreetan is forced to drop the staff, and draws their small knife. Luckily they are too close for Morgaz to effectively use both shield and sword. Morgaz attempts a strike with their shield, forcing Kreetan to clash (4+2 vs 10,2 [weak hit]). Despite another slash, Kreetan is able to land one of their own along Morgaz's forearm (1 harm, [9 progress]). [Endure harm: 6+3 vs 5,2 [strong hit] +1 momentum]
As the young raider attempts to press their advantage, Kreetan attempts to push Morgaz out of the circle (clash 5+2 vs 6,4 [strong hit]). The sudden grapple surprises the raider, who is suddenly on the back foot (1 harm [10 progress]).
Kreetan takes the opportunity to end the fight by pushing Morgaz out of the circle (10 vs 8,4). As Morgaz stumbles over the boundary of the circle, Kreetan is able to recover their staff. The chieftan of Brightwell, Cadigan, steps in to end the fight.

Since the fight was completely above-board (sure, Morgaz had been imprisoned, but had also been fed, and Kreetan was recovering from the voyage for the seaweed, and both had agreed on the time, not asking for a delay to recover further) this ends the dispute, in Kreetan's favour.

(Forge a bond with the Brightwellers (3+3 vs 7,2 [weak hit]) However, Kreetan still needs to find the cure for Katania and a couple of the other injured before they are properly accepted by the Brightwellers. This will require a night fishing expedition. Wena is willing to come along again, and following their defeat, Morgaz is pledged to aid Kreetan for two seasons.

Although somewhat battered from the fight, both Kreetan and Morgaz are ready to set out immediately. The hunt requires a light hung over the side of the boat, which attracts the correct fish (along with the possibility of other creatures).
The three youngsters need to hold their position for a good while, so they face danger with courage (2+3 vs 4,7 [weak hit]). Unfortunately, despite their patience, not much happens for many hours, raising fears that they would not be able to catch their target, and become a target themselves (-spirit). After what seems like an interminable time, with nerves on edge, because the longer their light is on, the more likely some giant creature from the depths will take them instead of them catching their goal, they are able to catch what they need.

On returning to Brightwell, all three are exhausted from their long night. Still, this enables Kreetan to mark progress [9 progress on vow, total].

While Kreetan falls into a deep sleep (the day before was a long one), Selva administers the required medicine, fulfilling Kreetan's vow (9 vs 1,2 [strong hit]). (This also marks progress on getting to Brightwell and learning about their uncle from Katania.)

As a result of their efforts, Kreetan is able to forge a bond with Brightwell (1+3+1 vs 3,1). The villagers are grateful to the young skald for his efforts in helping their wounded, and for their conduct in the ritual fight.

Comments

  1. Really enjoying this, Martin Bentley. Thanks for the detailed play report.

    Couple of mundane mechanical notes:

    * I've updated some text for Draw the Circle in the rulebook that specifies that this move essentially replaces Enter the Fray when you are in a formal duel. Otherwise, there's a bit of wonkiness with initiative and such, and it's a bit redundant in the fiction. You'll make the Draw the Circle move as you face off against each other.

    * Keep in mind you can take initiative back when you Endure Harm and score a strong hit. This is your character rallying and bounding back into the fight. Basically, any strong hit let's you retain or take initiative.

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  2. Thanks for the encouragement. I decided to draw the circle because I (think I) saw somewhere that you enjoyed seeing it particularly. ;)

    Regarding the mechanical bits:
    I played this session before the recent update, but am trying not too dump too much on here too quickly. Future ones will use the newer rules.

    I forgot the endure harm move, so put it in afterwards (in case it messed with my health track enough). The fight went a bit longer than it otherwise would have because of that.

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