Kaetil
Mattick
Name: Kaetil
Alignment: Neutral Good
Experience: 8
Spent: 7
Stats
Edge: 1
Heart: 2
Iron: 3
Shadow: 1
Wits: 2
Status
Momentum [-6 2 10]: 7
Max: 10
Reset: 2
Min: -6
Health: 5
Spirit: 5
Supply: 5
Debilities
Conditions
- [ ] Wounded
- [ ] Shaken
- [ ] Unprepared
- [ ] Encumbered
Banes
- [ ] Maimed
- [ ] Corrupted
Burdens
- [ ] Cursed
- [ ] Tormented
Assets
Paths
Veteran [Ironsworn]
[X] When you burn momentum to
improve your result in combat, envision
how your hard-won fighting experience
gives you the upper hand. Then, take
+1 momentum after you reset, and add
+1 when you make your next move.
Once per fight, you also take initiative
when burning momentum to improve a
miss to a weak hit.
[ ] When you Swear an Iron Vow to
someone who fought beside you, or
Forge a Bond with them, add +2 and
take +2 momentum on a hit.
[X] When you Resupply by looting the
dead on a field of battle, add +1 and
take +1 momentum on a hit.
Herbalist [Ironsworn]
[X] When you attempt to Heal using
herbal remedies, and you have at least
+1 supply, choose one (decide before
rolling).
• Add +2.
• On a hit, take or give an additional
+1 health.
[ ] When you Heal a companion, ally, or
other character, and score a hit, take
+1 spirit or +1 momentum.
[ ] When you Make Camp and choose
the option to partake, you can create
a restorative meal. If you do, you and
your companions take +1 health. Any
allies who choose to partake also take
+1 health, and do not suffer -supply.
Combat Talents
Berserker [Ironsworn]
If you are clad only in animal pelts...
[X] When you Secure an Advantage or
Compel by embodying your wild nature,
add +1 and take +1 momentum on a hit.
[ ] When you Strike or Clash by unleashing
your rage (decide before rolling), inflict
+1 harm on a hit. Then, choose one.
• Push yourself: Endure Harm (1 harm).
• Lose yourself: Endure Stress (1 stress).
[X] When you Endure Harm in a fight,
and your health is above 0, you may let
the pain inflame your wildness (decide
before rolling). If you then score a
strong hit and choose to embrace the
pain, take +momentum equal to your
remaining health. A weak hit counts
as a miss.
Duelist [Ironsworn]
If you wield a bladed weapon in each
hand...
[X] When you Strike or Clash, you may
add +2. If you do (decide before
rolling), inflict +1 harm on a strong
hit and count a weak hit as a miss.
[ ] Once per fight, when you Secure an
Advantage +edge by making a bold
display of your combat prowess, you
may reroll any dice.
[ ] When you Draw the Circle, choose one
(before rolling).
• Add +2.
• Take +2 momentum on a hit.
Assets to Get
Cutthroat [Ironsworn]
If you wield a dagger or knife...
[X] When you are in position to Strike
at an unsuspecting foe, choose one
(before rolling).
• Add +2 and take +1 momentum
on a hit.
• Inflict +2 harm on a hit.
[ ] When you Compel someone at the
point of your blade, or when you rely
on your blade to Face Danger, add +1.
[ ] Once per fight, when you Secure an
Advantage +shadow by performing a
feint or misdirection, reroll any dice
and take +1 momentum on a hit.
Asset Table
Legend
|--------------+--------------------|
| Abbreviation | Meaning |
|--------------+--------------------|
| SH | Strong Hit |
| WH | Weak Hit |
| H | Hit |
| M | Miss |
|--------------+--------------------|
| NM | Next move |
| OPF | Once per fight |
| RR1 | Reroll any one die |
| RRA | Reroll any dice |
| RRAll | Reroll all dice |
|--------------+--------------------|
Asset Table
|---+---------------------+------------------------------------+---------+--------------------------+-----------|
| U | Move | Prerequisite | Roll | Outcome Modifier | Asset |
|---+---------------------+------------------------------------+---------+--------------------------+-----------|
| 1 | Burn Momentum | In combat | | +momentum; NM: +momentum | Veteran |
| 1 | Burn Momentum | In combat; M -> Weak Hit | OPF | +initiative | Veteran |
| 1 | Secure an Advantage | Clad only in animal pelts | Add +1 | H -> +momentum | Berserker |
| 1 | Compel | Clad only in animal pelts | Add +1 | H -> +momentum | Berserker |
| 1 | Heal | Supply > 0 | Add +2 | | Herbalist |
| 1 | Heal | Supply > 0 | | H -> +health | Herbalist |
| 3 | Resupply | Looting the dead on a field | Add +1 | H -> +momentum | Veteran |
| | | of battle | | | |
| 1 | Strike | Wield a bladed weapon in each hand | Roll +2 | SH -> +harm | Duelist |
| | | | | WH -> Miss | |
| 1 | Clash | Wield a bladed weapon in each hand | Add +2 | SH -> +harm | Duelist |
| | | | | WH -> Miss | |
| 3 | Endure Harm | In fight; health > 0 | | SH -> +(health)momentum | Berserker |
| | | | | WH -> Miss | |
|---+---------------------+------------------------------------+---------+--------------------------+-----------|
Equipment
Duel daggers
Knives in boots
Sling as a back-up ranged weapon
Leather outfit
Failures [.25]: 7.5
Bonds [.25]: 1.25
Town of Gilja: Home town
Asfrid of Gilja: Town elder
Town of Laxardalr
Lambi of Laxardalr: Town leader
Hagi of Josureio: Town leader in wait
Vows
Current Vows
Vow [Epic]: Eradicate the organized raider clans from these lands
Description:
Avenge the death of Kaetil's best friend and his friend's family, by
eradicating all organized raider clans from these lands.
Rank: Epic
Progress [.25]: 0
Vow [Extreme]: Kill Kodroth
Description:
Avenge the death of Kaetil best friend and his friend's family, by killing
Kodroth.
Rank: Extreme
Progress [.5]: 0 -> 0.5 -> 1.0 -> 1.5 -> 2.0 -> 2.5 -> 3.0 -> 3.5 -> 4.0 -> 4.5 -> 5.0 -> 5.5 -> 6.0
Completed Vows
Vow [Formidable]: Handle raiders of Laxardalr
Description:
Lambi, the leader of Laxardalr, a small town, wants Kaetil to handle their
raider situation.
Rank: Formidable
Progress [1]: 8
Resolution: Fulfilled: SH: +++experience
Vow [Formidable]: Help make the peace between the Laxardalrs and the Josureios
Description:
Lambi, the leader of Laxardalr, wants Kaetil to act as a peacemaker between
her town and Serk/Hagi of Josureio.
Rank: Formidable
Progress [1]: 9
Resolution: Fulfilled: SH: +++experience
Vow [Dangerous]: Help Hagi deal with traitors and assassins
Description:
Hagi, the leader in wait of Josureio, wants Kaetil to help him find any
remaining traitors or assassins that have infiltrated his ranks and deal with
them.
Rank: Dangerous
Progress [2]: 0 -> 2 -> 4 -> 6 -> 8
Resolution: Fulfilled: WH: +experience
Vow [Troublesome]: Help Hagi deal with the escaped guard
Description:
Hagi, the leader in wait of Josureio, wants Kaetil to help him find and deal
with the escaped traitorous guard.
Rank: Troublesome
Progress [3]: 0 -> 3 -> 6 -> 9
Resolution: Fulfilled: SH: +experience
Quests
Current Quests
Quest [Dangerous]: Travel to Kodroth's camp
Description:
Travel to Kodroth's camp in the north.
Rank: Dangerous
Progress [2]: 0 -> 4
Completed Quests
Quest [Dangerous]: Look for Kodroth
Description:
Head out in direction of Kodroth looking for evidence of his passage.
Rank: Dangerous
Progress [2]: 0 -> 2 -> 4 -> 6 -> 8
Threads
NPCs
Friends
Asfrid of Gilja [male]
Town elder of Gilja where Kaetil grew up.
Lambi of Laxardalr [female]
Town leader of Lambi.
Hagi of Josureio [male]
Town leader in wait of Josureio.
The current town leader is his father (Serk) and he assumes he will take over
the position after his father's death, which, as his health is failing, wont
be long now.
With is father bedridden, Hagi has been intimidating and bullying members of
the nearby town of Laxardalr.
It turns out that he had a traitor amongst his ranks and was misled into
thinking the Laxardalr townsfolk were being the aggressors.
Freyr of Josureio [female]
Hagi's head guardsman.
Foes
Kodroth [Extreme; male]
Leader of the Mossgap Clan.
[Oracle: Leave Honor, Ragged Coast, River, Wreck, Diverse, Leader, Insightful
and Cruel]
Insightful and very cruel. Cares not for honor. His headquarters is located on
the Ragged Coast where the Wolfrock river empties into the ocean.
- [ ] Unforeseen hazard or complication when confronting Kodroth
Rhian [Dangerous; female]
Belonged to the Josureio guard, but plotted against the town leadership.
Labeled a traitor.
X-Friends
X-Foes
Aslaug [Formidable; female]
Close to Kodroth.
[Oracle: Active Fervent]
Killed by Kaetil after she tried to ambush him.
Kodroth will hear about this from the two fleeing companions she had.
World Truths
|---------------+---------------|
| Topic | Truth |
|---------------+---------------|
| The Old World | Skulde |
| Iron | Black Iron |
| Legacies | Ancient Ruins |
| Communities | Circles |
| Leaders | Varied |
| Defense | Militia |
| Mysticism | Rare |
| Religion | Old and New |
| Firstborn | Isolation |
| Beasts | Common |
| Horrors | Monsters |
|---------------+---------------|
Background
Kaetil was born in the medium sized Ironsword town of Gilja in the Havens. He
was orphaned as a young boy. He had a few foster parents along the way, but
learned to fend for himself pretty early in life.
Kaetil's best friend, and his friend's family, ware killed by raiders, led by
Kodroth. This one act and subsequent loss to Kaetil, lead to his vow to kill
Kodroth and his life's goal of eradicating all organized raider clans from the
lands he calls home.
Log
Legend
|--------+------------|
| Symbol | Meaning |
|--------+------------|
| SH | Strong Hit |
| WH | Weak Hit |
| M | Miss |
| ?* | A Match |
|--------+------------|
Season 1 (2022-03-20 - ???)
Episode S1E1 (2022-03-20)
2022-03-20 01:41:05
[Swear an Iron Vow: SH: ++momentum]
[Vow: Extreme: Kill Kodroth]
Due to the death of my best friend, I take a vow to revenge his death and
those of the other townsfolk that were killed during Kodroth's raid.
[Gather Information: WH: +momentum]
Asfrid of Gilja informs me that Kodroth and his clan are nomadic and move
quickly using horses; they will be hard to track down. However, he knows the
direction they went when they left.
[Undertake a Journey: SH: +progress]
I set out in the direction Kodroth went.
2022-03-20 02:12:13
[Make Camp: M*: Pay the Price]
While making camp, a Mossgap Clan scouting party (of two) see my camp fire and
attack without warning. However, they give up once I have the upper hand.
[Progress (Scouts): Dangerous: 10]
[Compel (Scouts): SH*: +momentum]
I spare their lives then lie to them, saying I want to join their clan. (In
the hopes of obtaining more information.)
[Gather Information (Scouts): M: Pay the Price]
They pledge to take me to Kodroth, but only after I help them raid a caravan
in the area. I lie and say I will help them.
Realizing that I cannot aid them in raiding a caravan and wanting to take
advantage of their wounded state, I attack them without warning.
[Enter the Fray: SH: ++momentum +initiative]
[Strike: SH: +++harm]
[End the Fight: SH]
The scouts have been killed.
[Heal: WH: ++health -momentum]
2022-03-20 08:29:05
[Make Camp: SH: ++health]
2022-03-20 09:14:09
I've entered the town of Buoardalr.
[Gather Information: SH: ++momentum]
I speak with the bartender of a popular establishment and find out that they
are also on the lookout for Kodroth as he's attacked some of the outer farm
houses in the past.
[Oracle: Leave Honor, Ragged Coast, River, Wreck, Diverse, Leader, Insightful
and Cruel]
The bartender mentions that Kodroth is Smart, but very cruel. Do not attempt
to confront him in an honorable manner as he will back-stab you. His camp is
located far north of here where the Wolfrock river empties into Lake Rainmoor.
2022-03-20 20:01:55
[Undertake a Journey: M: Pay the Price: Current situation worsens: --supply]
I cannot obtain passage on horse or caravan to Lake Rainmoor as I do not have
the right supply to barter for it. I will have to set out on foot.
2022-03-20 20:09:54
While sticking to paths the bartender told me to use, I encounter a boar.
[Progress (Boar): Dangerous: 0 -> 6 -> 10]
[Enter the Fray: SH: ++momentum]
[Strike: SH: +++harm]
[Strike: SH: +++harm]
[End the Fight: WH: Endure Stress: -spirit]
[Resupply: M: -supply]
I set a bunch of traps for game and leave them overnight, but someone else
found them and took the traps and anything that was caught by them.
2022-03-20 20:27:51
[Resupply: M: -spirit]
Another failed evening trying to resupply causing me stress.
2022-03-20 20:34:53
[Oracle: Depart Stranger]
A stranger from Buoardalr, named Aslaug, has departed shortly after I left and
is tracking me. She works with Kodroth and must have overheard me talking with
the bartender about him.
[Oracle: Active Fervent]
Aslaug picks an opportune moment, then attacks. She has two companions that
have also joined the fight, increasing the rank to Formidable.
[Progress (Aslaug): Formidable: 0 -> 4 -> 8 -> 10]
[Enter the Fray: M: -momentum -initiative]
[Clash: M: Pay the Price: Endure Harm: ---health: WH: Press on]
[Clash: M: Pay the Price: Endure Harm: --health: SH: +health -momentum]
[Clash: SH: ++++harm]
[Strike: SH: ++++harm]
[Strike: SH: +++harm]
[End the Fight: SH]
[Resupply: SH: ++supply]
It was a close fight, but I manage to kill Aslaug, and the other two run off.
I find some rations in Aslaug's pack.
[Heal: WH: ++health -momentum]
[Make Camp: SH: ++health -supply]
2022-03-20 22:17:25
I go into a small town to buy some supplies and rest up.
[Sojourn: M*: Pay the Price]
Aslaug's two companions showed up here with more back-up and raided the small
town, saying they were looking for me and accusing the townspeople of helping
me. However, the town's leader, after talking with me, knows we are on the
same side.
[Swear an Iron Vow: WH: +momentum]
[Vow: Formidable: Handle raiders of Laxardalr]
Lambi, the leader of Laxardalr, a small town, wants me to handle their raider
situation. As the townspeople blame me for bringing the raiders to their town,
no one in the town will interact with me until I've completed this vow.
2022-03-21 07:56:35
I find someone on the road that has seen the raiding party go by.
[Resupply: WH: +supply]
2022-03-21 08:00:42
I found some Laxardalr raiders breaking camp. Eight of them. They haven't
noticed me. I wait for a couple (3) to split off to use the "restroom" before
making an appearance.
[Progress (Raiders): Dangerous: 0 -> 8]
[Secure an Advantage: WH: +momentum]
[Enter the Fray: WH: +initiative]
[Strike: M: -initiative: Pay the Price: Endure Harm: --health: WH: Press on]
[Clash: SH: ++++harm +initiative]
[End the Fight: WH: -spirit]
The three raiders have been killed, however, the remaining (5) heard the
commotion and have rushed over.
[Progress (Raiders): Dangerous: 4 -> 8 -> 10]
[Enter the Fray: M: -momentum -initiative]
[Clash: SH: ++++harm +initiative]
[Strike: M: -initiative: Pay the Price: Endure Harm: ---health: M: -wounded]
[Clash: M: Pay the Price: Endure Harm: ---momentum: M: -momentum]
[Clash: M: Pay the Price: Endure Harm: ---momentum: WH: Press on]
[Turn the Tide: Clash: SH: ++++harm +momentum +initiative]
[End the Fight: SH]
The remaining five raiders have been dealt with.
2022-03-21 09:04:39
[Heal: SH*: ++health ++momentum]
I return to Laxardalr, meet with Lambi, and fill her in on what happened. She
informs me that there are even more raiders and I must have encountered about
half of their number so far.
Lambi lets the townsfolk know of my deeds and they will now interact with me,
albeit a bit distrustfully.
[Forge a Bond: SH: ++momentum]
I forge a bond with Lambi.
[Sojourn: WH: +wounded +++health]
2022-03-21 16:18:01
I head out to find the other half of the raiders to complete the vow.
[Undertake a Journey: WH: +progress -supply]
[Resupply: SH: ++supply]
2022-03-21 23:28:57
I run into the remaining raiders on the open road. I count nine of them and
run for higher ground to attempt to gain an advantage by loosing them in the
rocky terrain and forcing them to split up to search for me.
[Progress (Raiders): Dangerous: 0 -> 6 -> 10]
[Secure an Advantage: WH: +momentum]
[Enter the Fray: WH: +initiative]
[Strike: SH: +++harm]
[Strike: M: -initiative: Pay the Price: Endure Harm: ---health: WH: Press on]
[Clash: SH: ++harm +initiative]
[End the Fight: SH*]
All the raiders have been killed.
[Heal: SH: ++health]
2022-03-22 00:10:39
I return to Laxardalr, meets with Lambi, and fill her in on what happened.
[Fulfill Your Vow: SH: +++experience]
[Vow: Formidable: Handle raiders of Laxardalr]
[Advance: New Asset: Berserker ---experience]
[Sojourn: M]
Word got back to Kodroth about his raiders being killed and he blames the
town. Because of this, the townsfolk are not happy with me and want me to
leave.
Speaking with Lambi again to discuss how I might regain the trust of the
townsfolk, she brings up another issue they are having. Traditionally, they
have been sharing access to their local iron ore deposit. However, with the
town's elder on his death bed, Hagi, his son, has started to take the reigns
of power. He is intimidating and has been bullying the local townsfolk when
they venture too close to Josureio or attempt to mine the iron ore.
Normally Lambi would meet with the town leader to discuss this matter, but
having to go through Hagi to get to him would not be a wise move. She would
like me to act as a peacemaker. Surely this would repair my status with the
Laxardalr locals.
[Swear an Iron Vow: WH: +momentum]
[Vow: Formidable: Help make the peace between the Laxardalrs and the Josureios]
Lambi, the leader of Laxardalr, wants me to act as a peacemaker between her
town and Serk/Hagi of Josureio.
[Undertake a Journey: M: Pay the Price]
[Heal: SH: ++health]
Episode S1E2 (2022-03-22)
2022-03-22 15:21:03
I leave to make first contact with Hagi. However, I decide to check the iron
ore deposit first.
I make it without incident to the iron ore deposit where I talk with a couple
townsfolk from Josureio. They seem friendly and are not taking any sides
regarding Hagi's agenda. They also mention that he and two of his father's
guards patrol throughout the day and will probably come along soon enough.
[Gather Information: M: Pay the Price]
I learn that Hagi has gotten even more dangerous as of late and will probably
attack on site. However, if Hagi is killed there will surely be war between
the two towns.
[Secure an Advantage: SH*: ++momentum]
I decide not to venture into Josureio where I would be sorely outnumbered.
Instead, I try to find a vantage point where I can wait for Hagi to arrive.
However, with a stroke of very bad luck, Hagi is already approaching from the
very same direction I am heading. Hagi, sees me first and sets up an ambush
for me.
[Progress (Hagi): Dangerous: 0]
[Enter the Fray: M -> Burn Momentum: SH: ++momentum +initiative]
They ambush me by shooting three arrows at me, but all of them missed.
[Compel: SH: +momentum]
I tell Hagi that I'm not here to harm him or his men, instead I want to work
with him to setup a sit-down between the two town elders so that they can work
things out before his father passes.
Hagi agrees even though he thinks nothing will come of it. He thinks the
people of Laxardalr are greedy and take too much of the iron ore. The sit-down
is scheduled for the upcoming day of rest.
2022-03-22 15:57:30
I return to Laxardalr and explain the plan to Lambi. She will come to the
sit-down with two of the tougher men from town to help protect her, in
addition to me.
2022-03-22 20:04:03
Lambi has four horses brought for us and we set out for Josureio.
On the way to the sit-down, three (definitely not related to Hagi or anything)
would-be assassins ambush the group.
[Progress (Assassins): Dangerous: 0 -> 8]
[Enter the Fray: WH: ++momentum -initiative]
[Clash: M: Pay the Price: Endure Harm: --health: WH: Press on]
[Clash: M: Pay the Price: Endure Harm: --health: WH: Press on]
[Clash: SH: ++++harm +initiative]
[End the Fight: SH]
The assassins have been killed.
[Heal: WH: ++health -momentum]
Nothing was found on the Assassins to indicate their allegiance or who hired
them. Our group continues on to the sit-down with no further incident.
The discussion went well. Lambi and Serk (Hagi's father) acted like old
friends being reunited after a long time -- which as far as I can tell, might
be the truth.
When asked about Hagi scaring the Laxardalr iron ore collectors, Hagi jumped
into the conversation to defend himself. He said that he was reacting to
reports about Laxardalr townsfolk hogging the ore for days at a time and not
allowing others to mine.
When the Assassins were brought up, both Hagi and Serk, convincingly, said
they didn't know anything about it.
It was agreed that if a queue of miners formed, they would take turns with
access to the mine every hour between townsfolk from each town.
2022-03-22 21:41:13
On the way back, once again, assassins lie in wait to ambush the party. This
time there are six of them, but I am on the lookout and they do not surprise
us.
[Progress (Assassins): Formidable: 0 -> 4 -> 7]
[Secure an Advantage: M: Burn Momentum: WH: ++momentum]
[Enter the Fray: WH: ++momentum -initiative]
[Clash: SH: ++++harm +initiative]
[Strike: SH*: +++harm]
Out of nowhere, Hagi appears and leaps into the fray and attacks the
assassins. It turns out that he had noticed one of his guards, Tamara, wonder
off strangely and he followed her to a vantage spot on the other side of the
valley were she was watching the attack. Putting it together, Hagi realized
that Tamara was the one that was hiring the assassins. After confronting her
about this, arms were drawn and Hagi, being the much superior fighter, bested
her. Afterwards, Hagi headed over here to help.
[++momentum]
[Progress (Assassins): Dangerous: 7 -> 10]
[Strike: M: Burn Momentum: SH: +++harm]
[End the Fight: SH]
The assassins have been killed.
Hagi explains what happened and is apologetic. The cities of Josureio and
Laxardalr will be at peace.
[Fulfill Your Vow: SH: +++experience]
[Vow: Formidable: Help make the peace between the Laxardalrs and the Josureios]
[Advance: Upgrade Asset: Berserker --experience]
The bond, vow fulfillment, and friendship I've had with Hagi has increased my
ability to empathize and socialize with others.
[Heal: WH: ++health, -momentum]
[Forge a Bond: WH]
I forge a bond with Hagi.
[Swear an Iron Vow: SH: ++momentum]
[Vow: Dangerous: Help Hagi deal with traitors and assassins]
Hagi, the leader in wait of Josureio, wants me to help him find any remaining
traitors and assassins that have infiltrated his ranks and deal with them.
First we go back over to the other side of the valley to search the body of
Tamara, the traitor Hagi dispatched. With a stroke of [Oracle roll] luck we
find a list of names. Hagi recognizes a few of the names, knows they are
friends with Tamara, and he comes to the conclusion that they are probably
also traitors. The names he does not recognize might be additional hires.
Even though Hagi wants to immediately return to his town so he can deal with
this uprising, he agrees to go with us back to Laxardalr in case there are any
more attacks awaiting us. I promise to immediately return with him once Lambi
is safe.
2022-04-23 13:18:51
After a nights sleep, Hagi and I ride back to Josureio.
As we get close to the town we encounter a group of armed guards. Hagi rides
up to meet them with me a half-horse length behind. He recognizes two of the
four as being on the list of assumed traitors. However, he acts like nothing
is wrong in order to try and gain some information.
Hagi asks them why they are riding out, they say that both he and Tamara were
missing and they were sent out by the head guardsman, Freyr, to search for
them. They ask Hagi what happened and he just said that he wanted to accompany
Lambi and company back to Laxardalr, but doesn't offer any more information.
Hagi then asks them more about Tamara and when they last spoke with her. At
some point the guards suspect that Hagi knows something and after an awkward
pause and a long stare down, everyone draws arms at the same time.
[Progress (Guards): Dangerous: 0 -> 4 -> 8]
[Enter the Fray: SH: ++momentum +initiative]
[Strike: WH: ++harm -initiative]
[Clash: M: Pay the Price: Endure Harm: --health: SH*: +health +momentum +initiative]
[Strike: SH*: ++harm ++momentum]
[End the Fight: WH: Marked for vengeance]
Hagi and I both draw first blood as one guard drops and another staggers back,
wounded. However, the other two flank us and join the fight, getting a hit on
us. We quickly adjust and counter, and after a few give and takes, we drop
them both. Unfortunately, during this time the wounded traitor managed to get
back on their horse and ride off at top speed heading back to the town.
2022-04-23 14:10:08
We mount up and ride after the escaping guard, who Hagi recognizes as Rhian.
The guard leads us to a bar on the outskirts of town, where we arrive as she
rushes into the establishment. I mention to Hagi that we should get
reinforcements before entering as we do not now what awaits us. Hagi briefly
considers it, but he is pretty sure by the time we returned, everyone will
have scattered and it would be much harder to track them down. "No, the time
to act is now."
Hagi and I enter the bar and find ourselves surrounded by five ruffians, not
including Rhian, who we see hiding in the back alongside the bartender.
[Progress (Ruffians): Dangerous: 0 -> 6 -> 10]
[Face Danger: WH: -momentum -initiative]
[Clash: SH: +++harm +initiative]
[Strike: WH: ++harm -initiative]
[Face Danger: SH: +momentum +initiative]
[End the Fight: SH]
We make quick work of the (presumably) hired ruffians who now litter the floor
around us. It looks like Rhian slipped out the back while we were fighting and
we hear the sound of her horse taking off. We look over at the bartender who,
realizing who Hagi is, starts apologizing profusely and claiming that he
didn't know about, or have anything to do with, this attack. Hagi takes him at
his word, for now -- surely he'll be questioned further later.
We hop on our horses and head after Rhian, who we can see ride into town, but
then loose as she turns behind some buildings and goes out of sight. After
making a few passes up and down the streets we come across her horse who had
returned to the entrance of the guard stables. We conclude that the guard must
have ditched the horse and found a place to hide from us.
Hagi, decides now is a good time to retreat. We hand the horse off to the
stable keeper and fill them in about Rhian, the traitor. Then we go to the
building where Serk is being attended to. Hagi quickly tells our story to Serk
and Freyr (who was in the building). He asks Freyr to call in all of duty
guards to help with the search.
Freyr and two other guards go to leave, but quickly return exclaiming that
there is a group of people approaching the building with what looks to be evil
intent. Hagi instructs her to take her two guards and cover the rear entrance,
while he and I and two more guards that are currently guarding Serk will go
cover the front.
Hagi tells us to stay inside while he addresses the group in front. While he
confronts them, the rest of us look out the windows to see what we're up
against. We count nine the front alone and Freyr yells back that she's got six
in the back.
The leader in the font lets Hagi know they are not pleased with how Serk has
run things. Specifically, how he's allowed the Laxardalrs take so much ore
from "their" iron deposit. Seeing that Hagi would likely take over town
leadership they attempted to poison him against the Laxardalr townsfolk, but
as that didn't work they were now ready to take over by force, least they call
be hanged for treason.
Hagi doesn't even attempt to talk them out of it as he wants to see them all
dead for their treachery. He tells them they know where to find him and he
backs into the building. Two of them draw bows and take shots at him.
[Progress (Traitors): Formidable: 0 -> 3 -> 6 -> 9]
[Face Danger: WH: Endure Stress: -spirit: WH: Press on]
[Enter the Fray: SH: ++momentum +initiative]
[Strike: WH: +++harm -initiative]
[Clash: SH: +++harm +initiative]
[Strike: SH: +++harm]
[End the Fight: SH]
Hagi sees the two archers and dodges their arrows, making it back through the
doorway. However, the realization that we are trapped in this building with
the odds against us, causes us to take a hit to our morale.
Both the front and rear groups let out a battle cry and rush into the
building. since the doors act as a bottle neck it gives us an advantage. Using
this advantage we take out the first two that entered before they realize just
how dumb that was. Committed to the fight the remaining seven push their way
into the entrance room. However, while they adjust to the new environment we
cut down three more of their number.
While four-on-four might seem like a fair fight, they are out matched by our
skill and all four drop next to their fellow traitorous scum. Hearing battle
sounds from the rear, we move quickly to join that fight only to find it
ending in a similar fashion.
Hagi checks in on his dad who was unharmed. He also checks the dead against
the list of names. All of the names he is familiar with are among the fallen.
Much of the town has gathered due to the commotion and Hagi goes outside to
address them.
A great feast is had that evening so celebrate our success.
[Fulfill Your Vow: WH: +experience]
[Vow: Help Hagi deal with the escaped guard]
[Advance: Upgrade Asset: Veteran --experience]
[Sojourn: M*: Pay the Price]
Hagi considers my vow complete even though there is still the matter of
dealing with Rhian. Their are no leads at this time, but Hagi is sure he'll be
able to track her down and give her what she deserves.
[Swear an Iron Vow: M: --momentum]
[Vow: Troublesome: Help Hagi deal with the escaped guard]
2022-04-23 15:55:30
[Heal: WH: +health -momentum]
I ride out the next morning.
Thinking that the roads are now safe, and being in a hurry to continue my
quest to kill Kodroth, I ride at speed and fail to notice the ambush that
waits me at a choke point in the terrain where I get ambushed by another group
of assassins.
[Progress (Assassins): Dangerous: 0 -> 6 -> 10]
[Enter the Fray: SH: ++momentum +initiative]
[Strike: SH*: +++harm]
[Strike: M: -initiative: Pay the Price: Endure Harm: --health: WH: Press on]
[Clash: M*: Pay the Price: Endure Harm: --health: M*]
[Face Danger: SH: +momentum +initiative]
[Strike: M: -initiative: Pay the Price: Endure Harm: -health -momentum: WH: Press on]
[Face Danger: SH: +momentum +initiative]
[Strike: M: Burn Momentum: WH: ++harm +momentum -initiative]
[Compel: M: Pay the Price: -spirit]
[Face Danger: WH: -supply]
[Clash: M: Pay the Price: Endure Harm: --momentum: WH]
[Face Danger: WH: -supply]
[Face Danger: SH: +momentum]
[End the Fight: SH]
They ambush me. Two jump out in front of my horse and two shot arrows down on
me from the top of a large rock right next to the path. The arrows miss and I
leap from my mount, engaging the two in front of me. I make quick work of
them, but the archers manage to pin me down. I attempt to leave my position of
cover and take two arrows for my trouble, one in the shoulder and one in my
leg. I stay hunkered down and carefully remove the arrows.
Unable to get within melee range, I use my sling to hurl a rock at one of
them. I miss and take another arrow for my trouble. I reload another rock and
try again. This time I hit one dead on in the head and they drop. There is one
remaining.
I tell him that I'll let him go right now, otherwise he will soon join his
friends. My tough talk does not persuade him, however, as he tells me were I
can go and what I can do with myself once I get there.
I load another rock and notice my supply dropping. I take another shot at the
remaining assassin, but I miss. My wounds are starting to hinder my ability to
fight. I really need to end this soon. Loading another rock, I pop out in a
different location, get a bead on the assassin and let it fly. In his attempt
to dodge my rock, he looses his balance and falls awkwardly from the rock down
to my level.
I cautiously approach her to find her writhing in pain with one leg bent the
wrong way. I ask her who hired her. She ignores my question and raises her bow
in a feeble attempt at an attack. With my final bit of strength, I close the
gap and stab her in the neck.
As the adrenaline leaves my body, I pass out.
2022-04-23 17:38:08
I awake in a comfortable bed in an unknown location. I hear some voices
discussing my awakening as I try to clear my vision. When I'm able to fully
open my eyes, I see the familiar face of Hagi looking at me.
Hagi tells me that a group of ore miners came across my battle and thought
everyone was dead. They reported the incident to the town guards and once Hagi
learned about it, and realizing that I might have been involved, he lead a
recovery team. He was glad to find me alive, even in such bad shape. He
brought be back to Josureio to be attended to by the town doctor and to heal.
I've slept for two days.
I'm in the same building, their version of a hospital, that is housing Serk
and being attended to by the same doctor. I'm told that I need to stay for a
couple more days to better heal.
[Sojourn: SH: ++health ++momentum]
2022-04-23 17:57:03
I start doing daily exercises to recoup my health.
[Heal: WH: ++health -momentum]
2022-04-23 17:59:48
One evening Hagi visits me and tells me they found some evidence connecting
the assassins that attacked me with Rhian. This news does not surprise me. He
also informs me that he has information on her whereabouts and wants to know
if I'm up for a short trip. I accept as this has become very personal to me.
Filling me in on the details, Hagi tells me that when they went back to
question the bartender that claimed he had no connection with Rhian or the
ruffians in his bar, even though he answered all of their questions correctly,
his body language left them suspicious. So Hagi paid a local street kid to
watch the place. And sure enough, earlier today that kid reported that he had
seen Rhian going in and out of the bar a couple times.
Hagi and his guards will raid the bar later this evening. I told him I would
join them.
2022-04-23 18:23:54
Later that evening, after dinner but before raid time, I hear a strange
shuffling noise coming from down the hall. I go to check it out and it leads
me into Serk's room, where I find Rhian hovering over one of Serk's guards
with a bloody dagger in her hand. I don't see the other guard. She looks at
me, then at the sleeping Serk and she lunges for Serk at the same time I lunge
for her.
[Progress (Rhian): Dangerous: 0 -> 4]
[Enter the Fray: WH: +initiative]
[Strike: WH: ++harm -initiative]
[Clash: SH: +++harm +initiative]
[End the Fight: SH*: ++momentum]
I get to her first and strike at her dagger hand, cutting it badly. She drops
it, but pulls another out with her other hand, lunging at me with it. She
misses and I stab her in the chest and she crumples to the floor, dead.
This extra commotion wakes up Serk who yells for his guards. There is some
initial confusion until Serk explains that I saved his life. Hagi arrives
shortly afterwards elated that I was there to save his father and deal justice
to Rhian -- even if Hagi was hoping to personally face off with her.
2022-04-23 18:44:21
The evenings plans are still on as the bartender and any remaining traitors
need to be dealt with.
Later that evening, early the next morning really, Hagi and I and four of his
guards sneak into the bar on the edge of town. Once inside we find the place
empty. Thinking we are out of luck, and getting ready to leave, we hear a
cough. We all look at each other realizing that it wasn't any of us. It
sounded like it came from under the floor boards. Looking for a hidden door we
search the most logically place for one and find a concealed level that
unlatches a sliding pantry shelving unit, revealing stairs leading down.
We descend and find a tunnel that leads away from bar. We hear talking as we
continue down the tunnel, which is lit by a couple torches in the walls.
Without having gone all that far, but pretty sure we are under another nearby
building, we see brighter lights ahead and hear talking. up ahead. We slow our
walk and remain as quiet as possible.
We enter a fairly large basement with a big wooden table surrounded by eight
ornate chairs in which sit seven people. Our presence is quickly noticed and
we hurry into the room before they have too much time to react.
Hagi calls out two by name that he clearly recognizes as prominent citizens in
the town. He accuses them of being traitors, attempting a coup, and informs
them that he will see them all hang for this.
They don't even attempt to explain or defend themselves, at least not
verbally. The two that Hagi recognized, which appear to be businessmen, stay
in the back while to other five, seemingly more capable swordsmen draw their
weapons.
[Progress (Traitors): Dangerous: 0 -> 4 -> 10]
[Enter the Fray: WH: +initiative]
[Strike: M: Pay the Price: Endure Harm: --health -initiative]
[Face Danger: SH: +momentum +initiative]
[Strike: M: Pay the Price: Endure Harm: -initiative]
[Face Danger: SH*: ++momentum +initiative]
[Strike: WH: ++harm -initiative]
[Clash: SH: +++harm +momentum]
[End the Fight: SH]
We leap into battle, but the swordsmen are more skilled than we gave them
credit for. I misjudge them and pay for it with a fresh wound to my side. I
retreat and two of Hagi's men press in and pay for it with sever attacks that
cause them to go down. I start to catch on to their fighting style and adjust
accordingly. Pressing the attack, both Hagi and I land mortal strikes,
reducing their number, but giving the remaining foes time to gain a position
of advantage. I make a risky move and strike low, toppling on into another and
we are able to finish them.
The two businessmen immediately give up. There is another hidden staircase
leading up and out of this building, which is owned by one of the businessmen.
We take the injured guards, and me, to the hospital building and put the
businessmen in jail. Hagi will handle questioning them tomorrow.
[Fulfill Your Vow: SH: +experience]
[Sojourn: WH: ++health ++supply]
Episode S1E3 (2022-05-01)
2022-05-01 22:03:11
I bid Hagi farewell for now and, once again, head out. This time I make my own
path so as to not have any surprises along they way. I make it to Laxardalr
with no incident and update Lambi with the details of what has happened.
[Forge a Bond: Town of Laxardalr: SH: +spirit]
[Rest: 1 day: +health]
2022-05-01 22:03:27
[Weather: Continental, June, Temp: 45 Moderate, WS: Strong, CP: Overcast]
After a well deserved break, I leave Laxardalr, heading to the north in search
of Kodroth's base of operations.
[Quest: Dangerous: Travel to Kodroth's camp]
[Undertake a Journey: M: Pay the Price]
Kodroth after hearing about me killing one of his lieutenants, Aslaug, has put
a bounty out on my head.
[Oracle: Impress Blood]
Kodroth's cousin, trying to both impress him and claim the reward, was waiting
in watch outside of Laxardalr. When I left to the north, he spots me and sets
up an ambush.
[Progress (Kodroth's Cousin): Formidable: 0 -> 3 -> 5 -> 9]
As I follow the well trodden road, I reach a narrow part with trees on both
sides. This is where Kodroth's cousin jumps out from behind a tree and
attacks. He is alone.
[Enter the Fray: M: -initiative: Pay the Price]
I am taken completely by surprise and do not even get my weapons drawn in time
to defend the initial attack.
[Face Danger: M*: Burn Momentum: SH: +momentum (+momentum) +initiative]
I leap backwards as my foes blade strikes towards my head.
[Secure an Advantage: SH: +++momentum]
[Strike: SH: +++harm]
[Strike: WH: ++harm]
I push my foe to the ground as he lunges past me. Then I pull both of my
daggers and strike twice before he can get to his feet and defend.
[Clash: SH*: ++++harm]
[End the Fight: SH]
Unfortunately for him, he is just no match for me in combat and, with another
strong blow from me, he succumbs to his wounds and collapses.
I search him and find a rough map possibly leading the way to Kodroth's camp.
Name: Mattick
Alignment: Lawful Good
Experience: 12
Spent: 12
Stats
Edge: 3
Heart: 2
Iron: 1
Shadow: 1
Wits: 2
Status
Momentum [-6 2 10]: 8
Max: 10
Reset: 2
Min: -6
Health: 3
Spirit: 5
Supply: 3
Debilities
Conditions
- [ ] Wounded
- [ ] Shaken
- [ ] Unprepared
- [ ] Encumbered
Banes
- [ ] Maimed
- [ ] Corrupted
Burdens
- [ ] Cursed
- [ ] Tormented
Assets
Combat Talents
Archer [Ironsworn]
If you wield a bow...
[X] When you Secure an Advantage by
taking a moment to aim, choose your
approach and add +1.
• Trust your instincts: Roll +wits, and
take +2 momentum on a strong hit.
• Line up your shot: Roll +edge, and
take +1 momentum on a hit.
[X] Once per fight, when you Strike
or Clash, you may take extra shots
and suffer -1 supply (decide before
rolling). When you do, reroll any dice.
On a hit, inflict +2 harm and take +1
momentum.
[ ] When you Resupply by hunting, add
+1 and take +1 momentum on a hit.
Fletcher [Ironsworn]
[X] When you Secure an Advantage
by crafting arrows of fine quality,
add +1. Then, take +1 supply or +1
momentum on a hit.
[X] When you Resupply by recovering or
gathering arrows after a battle, add +2.
[ ] When you craft a single arrow
designated for a specific foe, envision
the process and materials, and roll
+wits. On a strong hit, take both. On a
weak hit, choose one.
• Seeker: When a shooter uses the
arrow to Strike or Clash against this
foe, reroll any dice (one time only).
• Ravager: When a shooter uses the
arrow to inflict harm against this foe,
inflict +1d6 harm (one time only).
Paths
Herbalist [Ironsworn]
[X] When you attempt to Heal using
herbal remedies, and you have at least
+1 supply, choose one (decide before
rolling).
• Add +2.
• On a hit, take or give an additional
+1 health.
[X] When you Heal a companion, ally, or
other character, and score a hit, take
+1 spirit or +1 momentum.
[ ] When you Make Camp and choose
the option to partake, you can create
a restorative meal. If you do, you and
your companions take +1 health. Any
allies who choose to partake also take
+1 health, and do not suffer -supply.
Veteran [Ironsworn]
[X] When you burn momentum to
improve your result in combat, envision
how your hard-won fighting experience
gives you the upper hand. Then, take
+1 momentum after you reset, and add
+1 when you make your next move.
Once per fight, you also take initiative
when burning momentum to improve a
miss to a weak hit.
[ ] When you Swear an Iron Vow to
someone who fought beside you, or
Forge a Bond with them, add +2 and
take +2 momentum on a hit.
[ ] When you Resupply by looting the
dead on a field of battle, add +1 and
take +1 momentum on a hit.
Way of Sacrifice [Ironsmith]
[X] When you Swear an Iron Vow to
help a community in need without
reward or benefit to yourself, you
may reroll any dice. When you
Fulfill Your Vow and mark
experience, take +1 experience and
+1 spirit.
[ ] When you Forge a Bond with a
community you after you Fulfill
Your Vow to aid them, add +1 and
take +1 momentum or +1 spirit.
[ ] When you Compel using genuine
affection by putting others' needs
before your own, add +1 and take
+1 momentum or +1 spirit on a hit.
Assets to Get
Bonded [Ironsworn]
[X] When you make a move which gives
you an add for sharing a bond, add
+1 more.
[ ] When you completely fill a box on
your bonds progress track, envision
what your relationships have taught
you. Then, take 1 experience and +2
momentum.
[ ] When you make a move in a crucial
moment and score a miss, you may
cling to thoughts of your bond-kin for
courage or encouragement. If you do,
reroll any dice. On another miss, in
addition to the outcome of the move,
you must mark shaken or corrupted. If
both debilities are already marked, Face
Desolation.
Honorbound [Ironsworn]
[X] When you Turn the Tide, envision how
your vows give you strength in this
moment. Then, when you make your
move, add +2 (instead of +1) and take
+1 momentum on a hit.
[ ] When you Secure an Advantage or
Compel by telling a hard truth, add
+1 and take +1 momentum on a hit.
On a weak hit or miss, envision how
this truth complicates your current
situation.
[ ] When you Fulfill Your Vow and score a
miss, you may reroll one challenge die.
If you score a miss again, reduce your
maximum spirit by 1. You may recover
this lost spirit when you next Fulfill
Your Vow and score a strong hit.
Loyalist [Ironsworn]
[X] When you Aid Your Ally, add +1 and
take +1 momentum on a hit. This is
in addition to the benefits taken by
your ally.
[ ] When an ally makes the Endure Stress
move in your company, they add +1
and you take +1 momentum on a hit.
[ ] When you stand with your ally as
they make a progress move, envision
how you support them. Then, roll one
challenge die. On a 1-9, your ally may
replace one of their challenge dice
with yours. On a 10, envision how you
inadvertently undermine their action;
your ally must replace their lowest
challenge die with yours.
Asset Table
Legend
|--------------+--------------------|
| Abbreviation | Meaning |
|--------------+--------------------|
| SH | Strong Hit |
| WH | Weak Hit |
| H | Hit |
| M | Miss |
|--------------+--------------------|
| NM | Next move |
| OPF | Once per fight |
| RR1 | Reroll any one die |
| RRA | Reroll any dice |
| RRAll | Reroll all dice |
|--------------+--------------------|
Asset Table
|---+---------------------+-------------------------------+--------------------+---------------------------------+------------------|
| U | Move | Prerequisite | Roll | Outcome Modifier | Asset |
|---+---------------------+-------------------------------+--------------------+---------------------------------+------------------|
| 1 | Burn Momentum | In combat | | +momentum; NM: Add +1 | Veteran |
| 1 | Burn Momentum | In combat; M -> Weak Hit | OPF | +initiative | Veteran |
| 1 | Secure an Advantage | Time to aim | Roll +wits; add +1 | SH -> ++momentum | Archer |
| 1 | Secure an Advantage | Time to aim | Roll +edge; add +1 | H -> +momentum | Archer |
| 1 | Secure an Advantage | Craft arrows | Add +1 | H -> +supply | Fletcher |
| 1 | Secure an Advantage | Craft arrows | Add +1 | H -> +momentum | Fletcher |
| 1 | Heal | Supply > 0 | Add +2 | | Herbalist |
| 1 | Heal | Supply > 0 | | H -> +health | Herbalist |
| 2 | Heal | Heal another | | H -> +spirit or +momentum | Herbalist |
| 2 | Resupply | Gathering arrows after battle | Add +2 | | Fletcher |
| 2 | Strike | Take extra shots | OPF: RRA | H -> ++harm; +momentum; -supply | Archer |
| | | | | M -> -supply | |
| 2 | Clash | Take extra shots | OPF: RRA | H -> ++harm; +momentum; -supply | Archer |
| | | | | M -> -supply | |
| 1 | Swear an Iron Vow | Help community without reward | RRA | | Way of Sacrifice |
| 1 | Fulfill Your Vow | Fulfilled above vow | | Mark experience -> +experience; | Way of Sacrifice |
| | | | | +spirit | |
|---+---------------------+-------------------------------+--------------------+---------------------------------+------------------|
Equipment
Bow and Arrows
Dagger
Leather Outfit
Failures [.25]: 1.75
Bonds [.25]: 1.00
Town of Sova: Home town (small village)
Haldor: Friend, fellow Warden, and ally [Doug's character]
City of Silverbrekkr
Warden headquarters
Has a council of seven elders that are elected by the neighborhood they represent
Zura: Slayer we rescued from a cult of mystics
Vows
Current Vows
Vow [Formidable]: Find out what happened to Oddvarr and report to Qamar
Description:
Morell calls us into his office and informs us about a kidnapping that
occurred in the settlement of Lostgate. The leadership of Lostgate is a
dynasty that has lasted for nine generations. The current overseer, Qamar, has
ruled since she was a teen, when her father was killed in a hunting accident.
Qamar's only child, Oddvarr, went missing three days ago. A note was received,
demanding a ransom. One of Oddvarr's bodyguards, Saldis, has not been seen
since the child disappeared.
Another Lostgate "House", House Steingrimr, led by Nekun, would take over
leadership of the settlement, if Qamar dies without an heir.
Rank: Formidable
Progress [1]: 0 -> 1 -> 2 -> 3 -> 4 -> 5 -> 6 -> 7 -> 8
Milestones
Travel to Lostgate
Travel to the Saldis family compound
Completed Vows
Vow [Dangerous]: Rid villagers of beast problem
Description: We swear to the villagers that we will rid them of their beast problem.
Rank: Dangerous
Progress [2]: 0 -> 2 -> 4 -> 6 -> 8
Monster
Size: Large
Form: Beast
Characteristics: Extra Limbs (two extra arms), Strange Color (gray skin with green spots), Claws
Abilities: Strong
Vow [Troublesome]: Escort Zura and her brother, Basira, home
Description:
Escort Zura and her brother, Basira, home.
Rank: Troublesome
Progress [3]: 0 -> 3 -> 6 -> 9
Vow [Dangerous]: Find Basira and rescue him from the mystics
Description:
Zura wants us to help her find Basira and rescue him from the mystics.
Rank: Dangerous
Progress [2]: 0 -> 2 -> 4 -> 6 -> 8 -> 10
Vow [Formidable]: Figure out what happened to the missing Slayer, Zura
Description:
A nearby village has been having an increased number of monster sightings.
They decided to hire a renowned Monster Slayer, Zura, to handle the situation.
However, she has gone missing and the village leadership asked our commander
if we could help out. He decide to send the two of us to figure out what
happened to the missing Slayer, Zura.
Rank: Formidable
Progress [1]: 0 -> 1 -> 2 -> 3 -> 4 -> 5 -> 6 -> 7 -> 8 -> 9
Vow [Formidable]: Discover the cause of the murders
Description:
Morell informs us some person, persons, or group has murdered two (Torben and
Chenda) of the seven council members. After which town square was vandalized
with a painted message saying "Death to corrupt elders!"
Rank: Formidable
Progress [1]: 0 -> 1 -> 2 -> 3 -> 4 -> 5 -> 6 -> 7 -> 8 -> 9
Milestones
Gather clues about murder 1
Gather clues about murder 2
Determine possible motives
Talk to people/groups with motives
Make an accusation
Clues
|----+-------------------------+----------------------+-------------------------|
| D6 | Who Committed the Crime | Why it Was Committed | Culprit's Past Location |
|----+-------------------------+----------------------+-------------------------|
| 1 | Firstborn | Pride | Another settlement |
| 2 | Firstborn | Greed | A site of power |
| 3 | Firstborn | Envy | A site of power |
| 4 | Warrior or Hunter | Envy | Another settlement |
| 5 | Warrior or Hunter | Wrath | A site of power |
| 6 | Warrior or Hunter | Envy | Another settlement |
|----+-------------------------+----------------------+-------------------------|
Clue
Informational: Culprit's past location, A damaging secret involving a relative
of a primary victim, A site of power
Clue
Physical: Gnarled and twisted staff, Who committed the crime, Firstborn
Clue
Physical: Why it Was Committed, Envy
Clue
Informational: Culprit's Past Location: A recent emotional or material loss
involving, A recently missing item
Clue
Informational: Who committed the crime, An odd connection between a PC and a
secondary threat, Warrior or Hunter
Clue
Informational, Who committed the crime, A suspicious change in a recently
missing item, Warrior or Hunter
Clue
Informational, Who committed the crime, A recent change in power or authority
involving, A previous unknown location of significance
Summary
A Whitewood delegation, after hearing of proposed legislation that would
increase their trade tariffs, obtained an IOU from the Giants to attempt to
sway the vote of two of the city council members. After using the IOU failed,
the leader of the delegation was willing to accept defeat, but the other
delegate, Ase, a former warrior, was not so willing. She stole a dagger from
one of the city guards after getting them drunk, and used it to commit the two
murders. Ase thought the fear that this act provoked would force a vote before
the council elected replacements.
Quests
Current Quests
Completed Quests
Quest [Dangerous]:
Description: Find a sign of Zura
Rank: Dangerous
Progress [2]: 0 -> 2 -> 4 -> 6 -> 8
Quest [Troublesome]:
Description: Find main Mystic camp
Rank: Troublesome
Progress [3]: 0 -> 3 -> 6 -> 9
Threads
NPCs
Friends
Haldor [male]
Friend, fellow Warden, and ally
[Stats: Edge: 1, Heart: 2, Iron: 3, Shadow: 1, Wits: 2]
[Assets: Hawk, Skirmisher, Loyalist, Shield-Bearer]
|---+---------------------+----------------------------+------------+------------------------------+---------------|
| U | Move | Prerequisite | Roll | Outcome Modifier | Asset |
|---+---------------------+----------------------------+------------+------------------------------+---------------|
| 1 | Face Danger | Hold foe at bay with spear | Roll +iron | H -> May [Strike]/[Clash] +1 | Skirmisher |
| 1 | Face Danger | Hold foe at bay with spear | Roll +edge | H -> May +momentum | Skirmisher |
| 1 | Face Danger | Use shield for cover | Add +1 | | Shield-Bearer |
| 2 | Secure an Advantage | Roll +edge | | H -> Add +1; +momentum | Hawk |
| 1 | Undertake a Journey | | Add +1 | | Hawk |
| 1 | Resupply | | Add +1 | | Hawk |
| 1 | Aid Your Ally | | Add +1 | H -> +momentum | Loyalist |
| 1 | Clash | In close quarters | | SH -> +momentum | Shield-Bearer |
|---+---------------------+----------------------------+------------+------------------------------+---------------|
Morell [male]
Our commanding warden
Lives in Silverbrekkr
Zura [female]
Slayer (part Skulde) sent to deal with the monsters coming out of the nearby
forest.
Basira [male]
Zura's step brother
Magnus [male]
Older stingy, hostile warrior.
[Oracle: Stingy Hostile]
Foes
X-Friends
X-Foes
Mutenu [Formidable; male; elf]
Leader of a group of mystics.
[Oracle: Hostile, Ruthless, Fulfill a Duty, Survive the Winter]
Mutenu is a hostile and ruthless male elf. His clan along with the native men
from the area believe a prophecy that foretells of the neighboring
Ironlander's continued encroachment over many generations to come. They will
take too much from the land to the ruin of the native inhabitants. It is his
duty to prevent this future from coming to pass.
He is creating beasts from living Ironsworn and besetting them on nearby
villages in the hopes it will scare off the Ironsworn and they will move away.
World Truths
|---------------+---------------|
| Topic | Truth |
|---------------+---------------|
| The Old World | Skulde |
| Iron | Metal Pillars |
| Legacies | Ancient Ruins |
| Communities | Roads |
| Leaders | Varied |
| Defense | Wardens |
| Mysticism | Rare |
| Religion | Old and New |
| Firstborn | Isolation |
| Beasts | Common |
| Horrors | Monsters |
|---------------+---------------|
Background
Mattick is an established warden for the town of Sova in the North-West
Havens, bordering the Deep Wilds, and near the Hinterlands. He is most
comfortable with a bow as he grew up hunting with his dad, but he can wield an
axe in a pinch. The art of using herbs to help with healing has been passed
down to him through generations of family practice. He joined the local
Wardens years ago from a sense of duty and loyalty to his community.
He has formed a strong bond with Haldor: A spear-wielding warden, loyal to his
friends and allies, with a Hawk companion named Buzz.
Log
Legend
|--------+------------|
| Symbol | Meaning |
|--------+------------|
| [SH] | Strong Hit |
| [WH] | Weak Hit |
| [M] | Miss |
| [?*] | A Match |
|--------+------------|
Season 1 (2022-03-28 - ???)
Episode S1E01 (2022-03-28)
2022-03-28 20:37:33
[Vow: Formidable: Track down missing Slayer, Zura]
A nearby village has been having an increased number of monster sightings and
decided to hire a renowned Monster Slayer, Zura, to handle the situation.
However, she has gone missing and we [Mattick and Haldor] have been brought in
to help.
We set out to track down Zura.
[Mattick: Secure an Advantage: M]
[Haldor: Undertake a Journey: WH: +progress -supply]
We head into the nearby forest in the direction they've been told Zura went.
2022-03-28 22:51:35
[Waypoint]
[Oracle: Refine Harmony]
We stumble upon a group of three mystic hippies [Dangerous] that are not happy
to see us. They believe that humans are a plight and animals should rule the
land. They do not attack.
[Haldor: Compel: SH]
[Mattick: Gather Information: SH*: ++momentum]
[Oracle: Control Innocence]
They think that the beasts/monsters are corrupted humans. And even though they
are not fans of fellow humans, these monstrosities cannot be tolerated.
We ask them about Zura. They tell us that they did see her along with a
tradesman in a camp not too far from here.
[Haldor: Undertake a Journey: WH: +progress -supply]
2022-03-28 22:54:31
[Waypoint]
[Oracle: Sabotage War]
We head out in the direction of the camp. Once found, we determine that there
are signs of more people, than just Zura and the tradesman, having recently
been at this camp. The tradesman is careless and dropped a food wrapper/trash.
It is determined that a war band is also following Zura.
[Haldor: Undertake a Journey: WH: +progress -supply]
2022-03-28 22:56:17
[Waypoint]
[Oracle: Prune Renown]
Continuing to follow the (now many) foot prints leads them to a bluff by an
old majestic pine tree. It looks like the war band was here and cut down
portions of the tree for bedding.
[Haldor: Reach Your Destination: WH]
From the vantage of the bluff, we see three mystics in the distance pulling
two bound and blind-folded people behind them. We see no tracks leading away
and we see now way to get down the bluff.
[Haldor: Resupply: WH: ++supply --momentum]
[Mattick: Secure an Advantage: WH: +momentum]
[Haldor: Undertake a Journey: WH: +progress -supply]
We use rope tied to the tree to repel down the bluff. We then take a shortcut
to connect with the war band's trail.
[Waypoint]
[Haldor: Undertake a Journey: WH: +progress -supply]
The warband saw us and called for reinforcements, by sending a crow messenger.
The reinforcements arrive quickly and head down the trail in our direction and
setup an ambush. This group contains five mystics [Formidable].
2022-03-29 20:21:40
[Mattick: Momentum: 5, Health: 5, Spirit: 5, Supply: 2]
[Haldor: Momentum: 2, Health: 5, Spirit: 5, Supply: 2]
Episode S1E02 (2022-04-04)
2022-04-04 19:51:31
[Progress (Mystic Ambushers): Formidable: 0 -> 3 -> 5 -> 7 -> 10]
[Mattick: Enter the Fray: WH]
[Haldor: Enter the Fray: WH]
[Haldor: Strike: M: Pay the Price: Endure Stress: -spirit: M: -momentum]
Haldor attempts to stab first mystic with his spear, but it is parried.
[Mattick: Secure an Advantage: WH: ++momentum]
[Mattick: Strike: SH: +++harm]
I step back, take careful aim and hit my target, taking out a mystic.
[Mattick: Strike: M: Pay the Price: Something of value is lost: -supply]
I fire another round of arrows at two (now) charging mystics. They block the
arrows with bucklers and attack with their spears. I turn to run and they
spear my pack, spilling some contents.
[Haldor: Face Danger: WH: -harm]
[Haldor: Clash: WH: ++harm: Pay the Price: Separated]
Haldor takes out one mystic and holds another at bay with his spear. I start
to run away, separating us.
[Mattick: Face Danger: WH: Endure Stress: -spirit: WH: Press on]
I continue to run, getting some distance.
[Haldor: Face Danger: SH: +momentum]
[Haldor: Clash: WH: ++harm: Pay the Price]
[Haldor: Endure Harm: --health: Press on]
Haldor kills his second mystic with an exchange of blows.
[Mattick: Secure an Advantage: WH: ++momentum]
[Mattick: Clash: Burn Momentum: SH: +++harm]
[Mattick: End the Fight: SH*]
Taking aim and notching two arrows, with one shot I take out the remaining two
charging mystics.
[Mattick: Resupply: SH*: ++supply]
We find a note on one of the mystics that says "Bring Zera to me".
[Mattick: Heal (Haldor): SH: ++health]
2022-04-04 20:53:36
[Haldor: Undertake a Journey: WH: +progress -supply]
[Oracle: Unveil Vanity]
We continue on down the trail. We come over the top of a hill and spot their
camp fire. They are overconfident in the ability of their companions to
dispatch us and are not expecting us. Even so, they still have one lookout,
while the other two setup camp.
[Progress (Mystics): Dangerous: 0 -> 4 -> 8]
[Haldor: Aid Your Ally (Mattick): Secure an Advantage: SH +roll]
Haldor finds a nice vantage point for me to take a surprise shot on the
lookout.
[Mattick: Strike: SH: ++harm]
I take the shoot, hit my mark, and the mystic drops.
[Haldor: Enter the Fray: SH]
[Haldor: Strike: M: Pay the Price: Fall down prone]
Haldor charges in with his spear. But, he trips over a log and does a face
plant. He is prone.
[Mattick: Enter the Fray: WH: +initiative]
[Mattick: Strike: WH: ++harm -initiative]
I shoot one of the other two mystics, who drops when hit. The final one turns
about and attempts to flee. However, I am able to get a shot off.
[Mattick: Strike: M: Pay the Price]
I miss and the final mystics gets away.
2022-04-04 21:37:37
[Mattick: Momentum: 2, Health: 5, Spirit: 4, Supply: 2]
[Haldor: Momentum: 4, Health: 4, Spirit: 4, Supply: 2]
Episode S1E03 (2022-04-11)
2022-04-11 19:43:48
We unbind the two prisoners and give them water. One of them is Zura, and the
other one is called Magnus. Magnus is not the trader that was with Zura
earlier. Zura tells us that some of the mystics took the trader a different
direction. She does not know why. She doesn't know much of anything about them
actually, as they were careful not to talk near her.
[Oracle: Stingy Hostile]
Magnus was on a yearly pilgrimage to visit his wife's burial site when he got
captured by the mystics. He is a stingy, hostile warrior who wants to
accompany us to seek his revenge.
Zura also wants to come with us.
We travel a little distance from the path and make camp.
[Haldor: Make Camp: SH: +health +roll; Mattick: +spirit +momentum]
[Haldor: Resupply: SH: ++supply]
[Mattick: Secure an Advantage: SH: ++momentum +supply]
2022-04-11 20:24:50
[Haldor: Undertake a Journey: SH: +progress -supply +momentum]
[Oracle: Impress Progress]
[Mattick: Gather Information: SH: ++momentum]
[Oracle: Defend Monster]
We startle a Haunt horror in one of the huts. It engages us.
[Oracle: Rank: Formidable -> Dangerous]
[Progress (Haunt): Dangerous: 0 -> 6 -> 10]
[Mattick: Enter the Fray: WH: +initiative]
[Haldor: Enter the Fray: M: -health -initiative]
Haldor is surprised and knocked prone.
[Mattick: Strike: SH: +++harm]
I hit with an arrow and Magnus rushes in with a spear.
[Haldor: Face Danger: SH*: +momentum]
[Haldor: Clash: SH: +momentum ++harm]
[Mattick: End the Fight: WH: Endure Stress: WH: press on]
The Haunt was quickly defeated.
[Haldor: Undertake a Journey: SH: +progress -supply +momentum]
[Oracle: Race Company]
We make it to a mystic camp, but not the main one. We come upon them as they
are just leaving. There are four of them. They spot us and quicken their pace.
We try to close the distance, but they are faster than us and they pull away.
We are pretty sure the one that escaped us was among them.
We make camp for the night so Zura and Magnus can recover more.
2022-04-11 21:15:55
[Haldor: Undertake a Journey: ST: +progress]
[Haldor: Reach you Destination: WH: complication]
We see a huge ridge rising up in front of us off in the distance. There is a
wooden lift that can be used as an elevator up the side. We watch from the
safely of a treeline, knowing that we would surly be spotted if we stepped out
into the open.
[Mattick: Momentum: 7, Health: 5, Spirit: 5, Supply: 4]
[Haldor: Momentum: 7, Health: 4, Spirit: 4, Supply: 4]
Episode S1E04 (2022-04-18)
2022-04-18 19:53:18
We head to the right as it looks like the ridge might lower a bit in that
direction. We walk about a mile and find a spot that looks like we might be
able to climb up.
[Mattick: Face Danger: M: Pay the Price: -health -momentum]
[Haldor: Face Danger: M*: Pay the Price: -health -momentum]
After sliding back down and getting hurt, we walk farther. We go about another
mile and find a better spot to climb up.
[Haldor: Face Danger: WH: -supply]
[Mattick: Face Danger: WH: -supply (not stacking)]
[Oracle: Calm Bleak]
We make it to the top of the ridge and find no immediate threats, but no real
cover either.
We walk back to the location of the elevator and find no scouts. There is no
visible village or camp. We follow a path leading away from the lift for about
an hour.
[Haldor: Secure an Advantage: M: Add -1]
[Mattick: Gather Information: M: Pay the Price]
I sneak up to get a closer look. The camp is guarded by enchanted pillars that
act as an invisible wall or detection. I've unknowingly set off this alarm.
We move closer try to enter at a quiet section of the camp.
Nine mystics ambush us in a trap they've set and have us surrounded. One of
them is the escaped mystic that knows about us.
The mystic says, "Those are our prisoners, why did you take them from us."
I reply, "Those two were not yours to imprison. Why did you do so?"
The mystic says, "We imprisoned Zura because Mutenu ordered us to."
I walk over to Zura and say as I wink at her, "We need to hand you over." She
plays along, but when they close and attempt to put shackles on her, she pulls
her sword and we all attack.
[Progress (Mystics): Extreme: 0 -> 1 -> 2.5 -> 4 -> 5 -> 6 -> 7 -> 8]
[Mattick: Enter the Fray: WH: +initiative]
[Haldor: Enter the Fray: M: Pay the Price: Separated from something or someone]
Haldor's hawk is not able to fly past the enchanted pillars.
[Mattick: Secure an Advantage: WH: +momentum]
I initially do nothing so as to appear less threatening to the foes, then I
pull myself up on the roof.
[Haldor: Face Danger: WH: -momentum]
[Haldor: Clash: WH: ++harm: Pay the Price: Forced to act against best intentions]
One mystic gets by Haldor's spear.
[Mattick: Strike: SH: +++harm]
I take out the one by Haldor.
[Haldor: Face Danger: WH: -momentum]
[Haldor: Clash: SH: +++harm +initiative]
Magnus takes one out.
I hit one that was targeting me.
[Mattick: Strike: WH: ++harm -initiative]
[Haldor: Face Danger: WH: -momentum]
[Haldor: Clash: WH: ++harm: Pay the Price: -momentum]
A mystic gets up on the roof with me.
[Mattick: Secure an Advantage: WH: ++momentum]
I take aim at the mystic on the roof.
[Haldor: Face Danger: WH: -momentum]
[Haldor: Clash: M: Pay the Price]
[Haldor: Endure Harm: ----health +momentum]
[Mattick: Clash: WH: ++harm: Pay the Price]
[Mattick: Endure Harm: ----health: Press on]
I hit the mystic on roof as she charges, but she gets a hit in before falling
limp.
[Haldor: Face Danger: M: Pay the Price: Magnus goes down]
[Mattick: Clash: WH -> Burn Momentum -> SH: ++harm]
[Mattick: End the Fight: WH: Endure Stress: SH: -momentum]
The final couple of mystics have been dispatched. However, we are all very
weak from our wounds.
Mutenu and his guards walk up to us as he does a slow mocking clap and says,
"Well done. Now lay down your weapons or be slain."
[Oracle: Hostile, Ruthless, Fulfill a Duty, Survive the Winter]
I drop down from the roof onto the ground, stumble and collapse. We don't have
the will to fight any more. Haldor lays down his weapons and stands. They tie
us up, but they do attend to our wounds.
[Mattick: Momentum: 2, Health: 0, Spirit: 5, Supply: 3]
[Haldor: Momentum: 1, Health: 0, Spirit: 4, Supply: 3]
Episode S1E05 (2022-04-25)
2022-04-28 19:26:23
[Weather: Continental, April, Temp: 71 Cold, WS: Strong, CP: Foggy]
The camp consists of a ring of rickety cabins surrounding a bonfire.
The mystics use mysticism to heal us a bit.
[Mattick: +health]
[Haldor: +health]
They usher us into a large cabin. There are four mystics plus Mutenu with us
in this cabin. We are sat down on the floor and Mutenu begins to question us.
Mutenu: "What's your intent in coming here?"
Haldor: "We were looking for Zura."
Mutenu: "Who sent you?"
Haldor: "Our commander sent us. And he will be expecting our return. Maybe if
you explain yourself to us we can relay a message to him and reach an
understanding."
A mystic walks over to Zura, puts her hand on Zura's head, utters an
incantation, then says "As we suspected, she is of Skulde descent." With a nod
from Mutenu, two mystics take her away. And their numbers are quickly replaced
shortly after.
They take the remaining three of us to another cabin and tend to our wounds
for a few days. Even though our health is regained, our spirit suffers due to
the totality of our imprisoned situation.
[Haldor: ++++health: Endure Stress: M: --spirit -momentum]
[Mattick: ++++health: Endure Stress: WH: --spirit]
2022-04-28 20:56:52
[Weather: Continental, April, Temp: 61 Cold, WS: Calm, CP: Foggy]
After we are fully healed they take Magnus away. He attempts to make a break
for it, but they quickly take control.
We attempt to loosen our rope bindings.
[Haldor: Secure an Advantage: SH: +initiative]
[Mattick: Secure an Advantage: WH: +momentum]
[Progress (Mystics): Dangerous: 0 -> 2 -> 4 -> 6 -> 10]
[Haldor: Enter the Fray: M: -initiative: Pay the Price: -harm: Endure Harm: Press on]
Haldor gets both his hand and leg binds off. However, I am only able to get my
hand bindings off before they notice Haldor. Haldor attacks.
[Mattick: Enter the Fray: SH*: ++momentum +initiative]
[Mattick: Strike: WH: +harm -initiative]
During the distraction, I untie my leg bindings and am able to surprise them
by attacking from the side.
[Haldor: Clash: WH: Pay the Price: Wastes resources]
[Mattick: Face Danger: SH: +momentum +initiative]
The mystic closest to me, lungs at me with his dagger. However, I am able to
side-step his lunge. I attempt to knock the dagger out of the mystic's hand,
but fail.
[Haldor: Face Danger: SH: +momentum +initiative]
Haldor attempts to knock the dagger out of the mystic's hand, but also fails.
[Mattick: Strike: WH: +harm -initiative]
[Haldor: Strike: SH: ++harm]
[End the Fight: SH]
Haldor gets his mystic in a choke hold and they go limp. I tackle my mystic to
the ground. We bind them with our ropes, using better knots than they used on
us.
We grab their daggers and look out the door before leaving. It's night time
and we don't see any patrols or guards in our area. We go from cabin to cabin
listening for voices and peeking inside hoping to find our weapons and gear.
[Mattick: Secure an Advantage: M: Pay the Price]
We open the door to a quiet cabin, but it makes a squeak, and we wake up two
mystics that were asleep in their beds. However, we pretend we are fellow
mystics looking for the cause of a noise we heard, and they believe us and go
back to sleep. Our gear is not in this cabin.
[Haldor: Secure an Advantage: M: Pay the Price]
We look into another cabin, and once again, wake up another two mystics while
looking for our weapons. Since it worked the first time, we again pretend we
are mystics looking for the cause of a noise, but this time they do not
believe us. I point to the corner and say, "There's the sound!" Then we rush
them.
[Progress (Mystics): Dangerous: 0 -> 2 -> 6 -> 10]
[Mattick: Enter the Fray: WH: +initiative]
[Haldor: Enter the Fray: M*: Pay the Price]
Haldor's dagger is knocked out of his hand.
[Mattick: Strike: M: -initiative: Pay the Price]
Even though I got the jump on my mystic, I miss him as he rolls off the bed
and grabs his dagger.
[Haldor: Clash: WH: +harm: Endure Harm: -health WH: Press on]
Mystic takes a swing at Haldor and connects. However, he overextends himself
and Haldor pays him back with an upper-cut.
[Mattick: Clash: WH: ++harm: Pay the Price: -health: Endure Harm: SH*: -momentum +health +initiative]
I and my mystic foe close the distance and stab each other. I spin a bit to
try and avoid the attack, and when I do, I notice our weapons and gear in the
corner of the room.
[Haldor: Face Danger: M: Pay the Price: -health: Endure Harm: SH: -momentum +health +initiative]
Haldor see his opponent telegraph their next attack and he attempts to block
it.
[Mattick: Clash: WH: ++harm: Pay the Price: -health: Endure Harm: M: -momentum]
Invigorated by the site of my gear, I push the attack with another slash from
my dagger, once again trading blows with my foe.
[Haldor: Secure an Advantage: WH: +momentum]
Haldor moves to grab his spear from the corner. He is able to do this, but
does not have time to also get his shield.
[Mattick: Compel: SH: +momentum: Fight ends]
I tell them to lay down their weapons and we will spare their lives. They will
be tied up and then we will leave.
[Mattick: Gather Information: SH: ++momentum +progress]
After tying them up, we ask them what is going on in this camp and they fill
us in on the details.
The mystics are making the beasts, but they can only give them basic
instructions, and they loose the ability to control them further once they
leave.
They wanted Zura because she is part Skulde and they think they can use her
blood to make a more controllable monster.
They are keeping us alive to turn us into these beasts because they have found
that the better of a warrior a person is the better of a fighter the beast
they are turned into will be.
We get our gear back from the corner of the cabin.
[Mattick: Momentum: 8, Health: 3, Spirit: 3, Supply: 3]
[Haldor: Momentum: 1, Health: 3, Spirit: 2, Supply: 3]
Episode S1E06 (2022-05-02)
2022-05-02 19:40:26
[Fulfill Your Vow: SH: +++experience]
[Vow: Figure out what happened to the missing Slayer, Zura]
[Haldor: Aid Your Ally (Mattick): Secure an Advantage: M: Pay the Price: -supply]
[Mattick: Heal (Haldor): WH: ++health -momentum]
[Mattick: Heal (Mattick): WH: ++health -momentum]
I heal us both with bandages and herbs. Haldor attempts to help, but ends up
wasting some supplies.
[Mattick: Secure an Advantage: WH: +supply +momentum]
We go over to the cabin where the noises came from and listen for bit. We do
still hear faint voices. We peek in through a window to see Zura and Magnus
strapped down to tables. They are dripping Zura's blood into a bowl with an
idol in it, seemingly preparing their mystical beast conversion ritual.
We duck down to discuss our strategy, not realizing that one of them spotted
us. The two mystics are now guarding the sides of the door, with Mutenu in the
back.
Haldor flings the door open and rushes in the room.
[Progress (Mystics): Formidable: 0 -> 3 -> 5 -> 7 -> 10]
[Haldor: Enter the Fray: SH: ++momentum +initiative]
[Mattick: Enter the Fray: SH: ++momentum +initiative]
Haldor flies past the two mystics, who take a swing at him, but miss. I follow
him into the room.
[Mattick: Strike: SH: +++harm]
I sink an arrow into the back of one mystic and they drop.
[Haldor: Strike: WH: ++harm -initiative]
Haldor attacks Mutenu, hits him, but he's grabbed onto the spear.
[Mattick: Strike: WH: ++harm -initiative]
I take the other mystic out of the fight by shooting him in the back as well.
However, I don't have a clear shot on Mutenu.
[Haldor: Clash: SH*: +++harm +initiative]
[End the Fight: SH]
Haldor pulls his spear out of Mutenu's grasp, then plunges it into his heart.
We've brought down their leader.
We untie Zura and Mangus. I attend to Zura's cut.
[Mattick: Forge a Bond (Zura): WH]
[Haldor: Forge a Bond (Magnus): M]
[Mattick: Swear an Iron Vow: WH: +momentum]
We both try to bond with Zura and Magnus. Zura requests we escort her back
home, which we vow to do. However, she requests that we help her find and
rescue her step brother, the trader, Basira.
Magus, troubled by what has happened and singly focused on continuing his
journey to visit his wife's grave, tells us he will not be joining us and will
now go his own way.
[Haldor: Undertake a Journey: WH: -supply]
We leave the camp, in a different direction than Magus, and put some distance
between us, heading in the direction Zura indicates. We find a well used camp
site, with litter from previous occupants.
[Haldor: Resupply: WH: ++supply --momentum]
[Mattick: Make Camp: WH: +spirit; Haldor: +spirit]
[Mattick: Secure an Advantage: SH: ++momentum +supply]
We do some hunting, gear repair, and well deserved relaxing in our camp.
[Mattick: Momentum: 9, Health: 5, Spirit: 4, Supply: 5]
[Haldor: Momentum: 1, Health: 5, Spirit: 3, Supply: 5]
Episode S1E07 (2022-05-09)
2022-05-09 19:34:22
[Weather: Continental, April, Temp: 58 Cold, WS: Calm, CP: Cloudy]
[Mattick: Advance: New Asset: Veteran]
[Haldor: Advance: New Asset: Shield-Bearer]
[Mattick: Aid Your Ally (Haldor): Secure an Advantage: WH: +momentum]
[Haldor: Undertake a Journey: M: Pay the Price]
[Oracle: Abandon Danger]
A human bard comes running out of the bushes right in front of us. At the
sight of us he whirls around and his forward momentum causes him to twist an
ankle.
We approach him in a non-threatening manner. He exclaims, "Don't hurt me!
Don't hurt me!" And Haldor responds, "We are Wardens, we're not going to hurt
you. Who or what is chasing you?"
[Oracle: Unearth Glory]
He yells, "It's a bear! It's a bear!"
I position myself farthest from the location he came out of the bushes and
tress and tell the man to get behind me. Haldor readies himself closer to the
brush where the sound is coming from.
[Progress (Bear): Formidable: 0 -> 3 -> 5 -> 8 -> 10]
[Mattick: Secure an Advantage: WH: ++momentum]
[Haldor: Enter the Fray: WH: ++momentum]
[Mattick: Enter the Fray: SH: ++momentum]
The bear comes crashing out of the bushes, sees Haldor and rears up with a
mighty roar.
[Mattick: Strike: WH: Burn Momentum: SH: +++harm +momentum]
I sink a well aimed arrow into his chest.
[Haldor: Face Danger: SH: +momentum +initiative]
[Haldor: Strike: WH: ++harm -initiative]
Haldor maneuvers into place using his shield to help defend against the bear.
[Mattick: Secure an Advantage: SH: ++momentum]
[Mattick: Strike: SH: +++harm]
I calm my breathing, take aim, and sink another arrow.
[Haldor: Face Danger: WH]
[Haldor: Clash: SH: ++harm +momentum]
[Haldor: End the Fight: SH]
Haldor distracts the bear while Zura maneuvers behind it and deals the killing
blow.
The bard, whose name is Kormak, thanks us for helping him and, with our
invitation, decides to accompany us to the next village, Frostcrag. Nothing of
note happens along the way and we arrive around dusk. He thanks us again and
heads to a familiar tavern, The Babbling Brook, to try and make some money
entertaining the patrons.
Kormak recommended we stay the night at The Babbling Brook so we take his
advice and, after taking a walk around the town to get familiar with it, we
head over to it.
We purchase rooms for the evening. Eat a hot meal and enjoy the bards
entertainment for a bit. He sings songs and tells stories.
During this time we noticed the tavern keeper and some other patron getting
into a heated discussion. We keep an eye on them, but after some more yelling,
the patron walks out the front door in a huff. I ask the inn keeper about it,
and he says it's just a regular named Kendy, who was drunk, but he wont be any
more trouble.
[Mattick: Sojourn: M*: Pay the Price]
Later that night, Kendy and a buddy of his come back to confront the inn
keeper. They are armed with axes held at their sides. We hear the loud
argument from our rooms and we recognize the voice, so we grab our weapons and
head down stairs.
Haldor confronts Kendy, who tells him to mind his own business.
Haldor explains that this matter has become our business and Kendy
and his buddy square off with Haldor and myself.
Kendy takes a step forward, raises his axe chest level and attempts
to shove Haldor with it, testing him.
[Haldor: Enter the Fray: M: -initiative: Pay the Price]
In response, Haldor brings his shield and spear to bare. In a
stroke of bad luck for Haldor, Kendy, even in his drunken state,
manages to knock Haldor's spear to the ground with his axe. The
bard chuckles from the back of the room.
[Mattick: Enter the Fray: M*: -initiative: Pay the Price]
I step forward to add my support to Haldor's move and I hold my axe in what I
think is a defensive position. However, I've only ever used my axe as a last
resort weapon to attack, so I look clumsy in my defensive posture. Perceiving
us as not very threatening, they laugh at us.
The Inn Keeper gets Kendy's attention and manages to talk him down. They both
leave without further incident.
We get a good night's sleep and, in the morning, we pack and head out.
[Mattick: Momentum: 5, Health: 5, Spirit: 4, Supply: 5]
[Haldor: Momentum: 5, Health: 5, Spirit: 3, Supply: 5]
Episode S1E08 (2022-05-16)
2022-05-16 19:42:06
[Weather: Continental, April, Temp: 57 Cold, WS: Calm, CP: Drizzle]
While eating breakfast we ask the inn keeper if he has seen any mystics in the
last week pass through the area? He does not know where they were headed, but
does know the direction they left because a hunting party spotted them.
We head out in the direction the mystics took.
[Haldor: Undertake a Journey: WH: +progress -supply]
[Oracle: Extinguish Oversight]
[Mattick: Secure an Advantage: WH: +momentum +supply]
We spot the mystic village and enter. We look around trying to find an slaves
or well guarded areas.
[Mattick: Gather Information: WH: +momentum]
We find a building that has mystics going in an out of it and seems guarded.
We walk up to the front door guard and announce, "We are here to collect
Basira."
[Guard Disposition: Curious Talented]
He says to wait while he checks on it. He turns and walks in the front door,
but before he can close it, we follow him in saying "We've come a long way and
don't have time to wait. Mutenu sent us and Mutenu will not be kept waiting."
[Mattick: Compel: WH: They ask for something]
The guard will get Basira for us, but wants us to wait here. We agree.
He goes into a large room in the back. Shortly after he returns with a woman
that looks important.
[Leader Disposition: Strong Suspicious]
She eyes us up and down and asks our business here. We tell her what we told
the guard. She then asks, "Why would Mutenu send foreigners on this errand." I
tell her that Mutenu was concerned about head count at the camp and he has
used us to run errands for him in the past, so he hired us to retrieve this
Basira and return him to the camp.
[Mattick: Compel: M: Burn Momentum: SH: +momentum]
The leader believes me and tells the guard to go fetch Basira from below.
While this is happening I tell Zura to go resupply us for the trip back -- to
get her out of the room. She leaves.
A few minutes later Basira is brought to us. He is in good shape. We thank the
leader and head out the door. The guard takes up his position in front of the
door as we walk away to meet up with Zura. We tell Basira what is happening as
we walk.
[Haldor: Fulfill Your Vow: SH +++experience]
We trade for traveling gear for Basira and leave the village without incident.
2022-05-16 21:08:00
[Weather: Continental, April, Temp: 76 Cold, WS: Calm, CP: Cloudy]
[Mattick: Advance: New Asset: Veteran ---experience]
[Haldor: Advance: New Asset: Shield-Bearer ---experience]
[Haldor: Undertake a Journey: SH: +progress]
[Mattick: Make Camp: M: Pay the Price: -supply]
[Oracle: Break Idea]
That evening a strong wind and down poor ruins our attempt at a peaceful
nights rest.
2022-05-16 21:18:53
[Weather: Continental, April, Temp: 75 Cold, WS: Strong, CP: Clear]
[Haldor: Undertake a Journey: M: Pay the Price: -momentum: Mattick: -momentum]
[Oracle: Deflect Misuse]
The storm has swollen the river and the water is too high for us to cross. We
find away around but loose time.
2022-05-16 21:26:39
[Weather: Continental, April, Temp: 71 Cold, WS: Moderate, CP: Foggy]
[Haldor: Undertake a Journey: WH: +progress -supply]
[Mattick: Make Camp: WH: +spirit; Haldor: +spirit]
We make camp, have a good meal, and sing songs.
2022-05-16 21:31:51
[Weather: Continental, April, Temp: 71 Cold, WS: Moderate, CP: Foggy]
[Haldor: Undertake a Journey: M: Burn Momentum: WH: +progress -supply]
We make it back to Basira's village, Blackfield. They are happy to see that he
and Zura are alive and well.
[Mattick: Fulfill Your Vow: WH]
[Mattick: Momentum: 2, Health: 5, Spirit: 5, Supply: 2]
[Haldor: Momentum: 2, Health: 5, Spirit: 4, Supply: 2]
Episode S1E09 (2022-05-23)
2022-05-23 19:37:08
[Weather: Continental, May, Temp: 67 Cool, WS: Moderate, CP: Partly Cloudy]
[Mattick: Advance: Upgrade Asset: Archer --experience]
[Haldor: Advance: Upgrade Asset: Hawk --experience]
We learn that another beast has been attacking the village since we left. The
villagers hold Zura responsible for this, since they hired her to handle their
beast problem in the first place.
[Haldor: Sojourn: SH: +spirit ++supply; Mattick: ++supply +quest]
[Mattick: Swear an Iron Vow: WH: +momentum]
We swear to the villagers that we will rid them of their beast problem.
The beast has only killed livestock, so far.
A farmer runs into town having spotted the beast crossing his land. He takes
us back to his property where we travel in the direction he thought the beast
was headed.
We catch up with the beast as it is stalking a neighbor's sheep. We observe it
briefly, then when it notices us, we start hollering at it with our torches
raised, trying to scare it off.
[Haldor: Face Danger: WH: -momentum]
The beast, grabs a sheep as it flees away from us, heading towards the woods.
We chase after it, but the beast, even encumbered by the sheep, is faster than
us.
We give up the chase, regroup, and head back into the village.
2022-05-23 20:29:06
[Weather: Continental, May, Temp: 52 Cool, WS: Moderate, CP: Drizzle]
Next morning we get up early and head out, easily following the trail the
beast took.
[Haldor: Gather Information: WH: +momentum]
[Oracle: Oppress Beast]
We find humanoid footprints along side the beast's as we continue to follow
the tracks. They are seemingly working together or, at least, friendly towards
each other.
We continue to follow the path through a thickening forest. As we turn a bend,
the beast leaps out at us from our blind side.
[Progress (Beast): Formidable: 0 -> 5 -> 7 -> 9 -> 10]
[Haldor: Enter the Fray: M: -initiative: Pay the Price: -spirit: Endure Stress: SH: +momentum +initiative]
[Mattick: Enter the Fray: WH: +initiative]
Haldor is taken by surprise and knocked back, but his shield blocks the
attack.
[Haldor: Face Danger: M: Pay the Price: A new danger is revealed]
[Monster: Control lesser creatures]
A murder of five crows descend upon Haldor's head. It seems that the beast we
are fighting can command other animals to do its biding.
[Mattick: Secure an Advantage: WH: ++momentum]
[Mattick: Clash (take extra shots): SH: +++++harm +momentum -supply +initiative]
I let loose a well aimed double arrow shot, hitting the beast right in the
chest. It lets out a loud roar of pain.
Haldor's hawk (Buzz) flies into the fray to defend him from the crows,
however, they are proving to be quite a nuisance.
[Mattick: Secure an Advantage: M: Pay the Price: Surprising development]
A mystic (the mysterious humanoid), having heard the roar of her pet beast,
appears on the path behind me and attacks without me noticing her.
[Progress (Mystic): Dangerous: 0 -> 4 -> 10]
[Mattick: Enter the Fray: M*: -initiative: Pay the Price: --health: Endure Harm: WH: Press on]
The mystic hits me in the head with her mace and my world starts to spin, but
I manage to stay on my feet.
[Haldor: Clash: WH: ++harm -initiative: Pay the Price: --health: Endure Harm: WH: Press on]
Haldor uses his shield as an anti-crow umbrella while attempting to attack the
beast.
[Mattick: Face Danger: WH: -spirit: Endure Stress: WH: Press on]
I run away from the mystic in Haldor's direction.
[Mattick: Momentum: 6, Health: 3, Spirit: 4, Supply: 4]
[Haldor: Momentum: 3, Health: 3, Spirit: 4, Supply: 4]
Episode S1E10 (2022-05-30)
2022-05-30 19:43:01
[Weather: Continental, May, Temp: 42 Cool, WS: Calm, CP: Hail]
[Haldor: Clash: WH: ++harm: Pay the Price]
Haldor gets a hit on the beast, but has to continue to use his shield to fiend
off the crows.
[Mattick: Clash: SH: +harm +momentum +initiative]
[Mattick: End the Fight: SH]
I fire a shot right into the beasts neck, it doesn't make a sounds, but
briefly stumbles and then collapses. The cross that were attacking Haldor
immediately disengage and fly away.
[Mattick: Secure and Advantage: WH ++momentum]
I turn around as the mystic swings her mace at me. I manage to dodge the
swing, stumble back and regain my balance.
[Haldor: Face Danger: WH: -momentum]
[Haldor: Clash: SH: ++harm +momentum]
Halder, now able to use his shield, swings around to face the mystic and keep
her at a distance from both of us. He lunges at her and connects, piercing her
in the chest with his spear.
[Mattick: Secure an Advantage: WH: Burn Momentum: SH: +roll +initiative]
[Mattick: Strike: SH: +++harm +initiative]
[Mattick: End the Fight: WH: -stress: Endure Stress: Shake it off -momentum +spirit]
I take aim and sink an arrow into the mystic's stomach. She lets out a curse
and crumbles to the ground. When the adrenaline wears off I realize just how
close I came to death and it worries me.
[Mattick: Heal (Halder): SH: ++health]
[Mattick: Heal: WH: ++health -supply]
I take some time to bandage us up.
We head back to Blackfield. When we arrive we inform the villagers of our
success.
[Halder: Fulfill Your Vow: +experience]
[Oracle: Search Relationship]
The town overseer informs us that Morell (our commanding warden) has sent word
for us to return immediately.
We spend the evening with the villagers partaking in their celebration of
death of the last beast tormenting them.
[Halder: Forge a Bond: M: Pay the Price]
In addition to the stolen sheep, others were diseased by the monster's attacks
and are now dying. This adds an additional hardship on the villagers.
We head out in the morning, headed back to Silverbrekkr.
2022-05-30 20:54:56
[Weather: Continental, May, Temp: 33 Cool, WS: Calm, CP: Overcast]
[Halder: Resupply: SH: ++supply]
[Mattick: Secure an Advantage: WH: ++momentum]
We spend some time hunting and making arrows while we travel.
We arrive at Silverbrekkr and report to Morell.
[Oracle: Lead the rebellion, Vindictive]
Morell informs us there has been a local uprising. Some group has murdered two
of the seven council members. The town square was vandalized. They painted
"Death to corrupt elders!"
He informs us of one possible theory. That four of the council are colluding
with their votes against the other three. One of the four was killed just over
a week ago, followed by another a day later. At that point Morell put wardens
guarding each of the remaining counsel members and sent word to us. A few days
ago the message appeared in the town square.
[Mattick: Momentum: 4, Health: 5, Spirit: 4, Supply: 5]
[Haldor: Momentum: 3, Health: 5, Spirit: 4, Supply: 5]
Episode S1E11 (2022-06-06)
2022-06-06 19:38:12
[Weather: Continental, June, Temp: 48 Moderate, WS: Calm, CP: Partly Cloudy]
[Oracle: Illuminate Worship]
Torben was on the way to church when he was murdered, along with his wife. No
witnesses have come forward. The bodies were found just a block from their
house. They were killed by a slashing weapon, but there is nothing distinctive
about the wounds.
Torben had two assistants. One had worked with Torben for many years and the
other, much younger one, was in training.
We first visit the elder assistant, Mundr.
[Oracle: Skilled Indifferent, Serve the rightful ruler]
[Mattick: Gather Information: M: Pay the Price]
[Oracle: Defuse Agreement]
Mundr is not very helpful, but we get the sense that he had been loosing
patience with Torben.
Next we talk with the assistant in training, Ema.
[Oracle: Demanding Vengeful, Make an agreement]
[Mattick: Gather Information: SH: ++momentum]
[Clue: Informational: Culprit's past location, A damaging secret involving a
relative of a primary victim, A site of power]
[Oracle: Consume Path]
Ema informs us that Torben's wife used some ritual of mystical power to get
Torben elected. She learned this information from Mundr one evening when he
had too much to drink.
We then move on to search Torben's house.
[Mattick: Gather Information: WH: +momentum]
[Clue: Physical: Gnarled and twisted staff, Who committed the crime,
Firstborn]
We find a human-sized staff we can tell was made by giants, due to the runes
on it.
[Mattick: Momentum: 7, Health: 5, Spirit: 4, Supply: 5]
[Haldor: Momentum: 3, Health: 5, Spirit: 4, Supply: 5]
Episode S1E12 (2022-06-13)
2022-06-13 19:23:04
[Weather: Continental, June, Temp: 48 Moderate, WS: Calm, CP: Partly Cloudy]
[Oracle: Implant Weakness]
Chenda had received a message from a local kid, Rafe, telling her that a long
time friend, Evendar, had taken ill and wanted her to come and visit him at
his farm house. She went alone and was ambushed just outside of town, where
her body was found.
Chenda's assistant, Ebbe, knows of Rafe and can describe him, however, no one
knows where he lives. We go to the common areas of each township and ask about
him. After a couple stops we find out where Rafe lives. We go to his house and
find him there.
[Haldor: Gather Information: WH: +momentum]
[Clue: Physical: Why it Was Committed, Envy]
Rafe tells us that the person who hired him, concealed themselves from him. He
thought it was weird and he couldn't make out any details about the person.
However, Rafe pick-pocketed the robed person and found a shard of a mirror.
[Oracle: Remove Redemption]
We go back to Ebbe's and she tells us that the mirror shard looks like it
might have come from a mirror of Chenda's, that her jealous sister, Nan, was
expecting to inherit from their mother.
We interview Nan.
[Haldor: Gather Information: M: Pay the Price]
Nan, tells us that she did not speak with or hire Rafe and that the mirror
shard was not from the heirloom. She shows us the "real" mirror with all of
the broken pieces put back in place, saying after she broke the mirror, Chenda
said she could have it if she wanted it that badly.
We go to Chenda's house and talk with her husband, Bergljot.
[Haldor: Gather Information: WH: +momentum]
[Clue: Informational: Culprit's Past Location: A recent emotional or material
loss involving, A site or relic of power, Another settlement]
[Oracle: Arrive Dwelling]
Bergljot, tells us that Chenda had recently drafted an ordnance that would
increase tariffs between Silverbrekkr and another settlement, Whitewood, on
imported goods made from cheap labor. She and three other council members
wanted this to help to prevent undercutting of local businesses. A delegation
from Whitewood arrived, a few days before the first murder, to lobby in favor
of their interests with the council.
[Mattick: Momentum: 7, Health: 5, Spirit: 4, Supply: 5]
[Haldor: Momentum: 5, Health: 5, Spirit: 4, Supply: 5]
Episode S1E13 (2022-06-27)
2022-06-27 19:27:07
[Weather: Continental, June, Temp: 59 Cool, WS: Calm, CP: Foggy]
We circle back to chat with Ebbe again. We ask her if she knows who was in
support and opposition to Chenda's proposed ordnance. She tells us that Torbin
was in strong agreement with Chenda. And, of course, that the Whitewood
delegation was against the ordnance. However, they didn't seem more or less
upset than she would have expected.
Ebbe was there for an preliminary vote and it went four in favor, including
Torbin and Chenda, to three opposed. She tells us the three that voted against
are: Erkki [male], Esbjorn [female], Geirr [male]. We decide that we need to
speak with all of them and the Whitewood delegation.
We talk with Erkki.
[Haldor: Gather Information: M]
Erkki tells us that all the council members want to vote immediately thinking
that will prevent future murders.
We talk with Esbjorn.
[Mattick: Gather Information: WH: +momentum]
[Clue: Informational, Who committed the crime, An odd connection between a PC
and a secondary threat, Warrior or Hunter]
Esbjorn informs us that the Whitewood delegation was able to obtain an IOU,
from the giants, to control at least one of the four "in favor" votes. They
told her this to boost her resolve in voting against. We wonder if it relates
to the staff that Torbin and Chenda used to gain their position.
Esbjorn also tells us that Jihan, a Warden, delivered the letter he had
received from the Giants. We don't think Jihan knew what the letter said or
meant.
We talk with Geirr.
[Mattick: Gather Information: WH: +momentum]
[Clue: Informational, Who committed the crime, A suspicious change in a
recently missing item, Warrior or Hunter]
[Oracle: Guard Desertion]
Geirr also got talked to by a Whitewood delegate. We learn that Geirr knew
that after the second murder, the town guards did a weapon inventory and found
a missing dagger. Geirr and the Chief of the Guards, Gustaaf, decided to keep
this quiet while they did their own internal investigation.
[Mattick: Momentum: 9, Health: 5, Spirit: 4, Supply: 5]
[Haldor: Momentum: 5, Health: 5, Spirit: 4, Supply: 5]
Episode S1E14 (2022-07-05)
2022-07-05 19:29:22
[Weather: Continental, June, Temp: 78 Cool, WS: Calm, CP: Downpour]
We head over to Gustaaf's (Chief of the Guards) office and have a chat with
him.
[Oracle: Quiet Insensitive Wanting]
[Mattick: Gather Information: WH: +momentum +progress]
We ask Gustaaf about the missing dagger. He is cooperative and friendly
towards us. He says that he kept the missing dagger a secret to both save face
and to not disclose important information about an ongoing murder
investigation.
Even though they have been searching for it, they have not found the dagger.
[Clue: Informational, Who committed the crime, A recent change in power or
authority involving, A previous unknown location of significance]
Gustaaf tells us that he has interviewed the Whitewood delegation and
discovered that they visited the Giants to exchange gifts before coming here.
Gustaaf and a few men accompany us to talk with the Whitewood delegates. We
find their leader and ask her some questions while Gustaaf stays outside. We
drill into the details of the visit with the Giants. And ask her about the
gift exchange. She tells us that the Giants gave her delegation a basket of
exotic fruit that they consumed during their travel here.
We tell her that we were informed that they received an IOU from the Giants
that would guarantee a vote in their favor. We ask her if this is true.
[Mattick: Compel: WH: +progress]
She tells us it is true that she received an IOU to change the vote, but she
had nothing to do with the murders.
[Oracle: Shake Remains]
She tells us that she has noticed that her delegate companion seems very upset
about the IOU not seeming to work, and they were missing a button on their
formal wear that they had when they arrived.
We thank her and tell her that as of now we wont charge her with any thing.
We go back outside and ask Gustaaf if a button was found at either murder
scene. He tells us that there was an ornate button found, but no one
recognized where it came from.
We follow him back to his office, retrieve the button, then head over to the
other delegate's location.
We find the other delegate, Ase [female], and inform her of our investigation
and ask to see her formal tunic.
[Mattick: Gather Inform: ST: +progress]
She says she's happy to help us anyway she can and takes us to her room to
show us the tunic.
[Haldor: Fulfill Your Vow: SH: +++experience]
We notice a missing button and ask her about it. She tells us she was not
aware it was missing. We present her with the missing button, accuse her of
the murders, and have Gustaaf place her in cuffs and take her to the jail.
Summary: A Whitewood delegation, after hearing of proposed legislation that
would increase their trade tariffs, obtained an IOU from the Giants to attempt
to sway the vote of two of the city council members. After using the IOU
failed, the leader of the delegation was willing to accept defeat, but the
other delegate, Ase, a former warrior, was not so willing. She stole a dagger
from one of the city guards after getting them drunk, and used it to commit
the two murders. Ase thought the fear that this act provoked would force a
vote before the council elected replacements.
2022-07-05 21:07:19
[Haldor: Rest: +spirit]
[Mattick: Rest: +spirit]
We rest a bit.
[Quest: Noble Virtues: Loss of Love, Challenging Loyalty]
Morell calls us into his office and informs us about a kidnapping that
occurred in the settlement of Lostgate. The leadership of Lostgate is a
dynasty that has lasted for nine generations. The current overseer, Qamar, has
ruled since she was a teen, when her father was killed in a hunting accident.
Qamar's only child, Oddvarr, went missing three days ago. A note was received,
demanding a ransom. One of Oddvarr's bodyguards, Saldis, has not been seen
since the child disappeared.
Another Lostgate family, led by Nekun, would take over leadership of the
settlement, if Qamar dies without an heir.
[Mattick: Momentum: 10, Health: 5, Spirit: 5, Supply: 5]
[Haldor: Momentum: 5, Health: 5, Spirit: 5, Supply: 5]
Episode S1E15 (2022-07-11)
2022-07-11 19:38:16
[Weather: Continental, July, Temp: 65 Moderate, WS: Strong, CP: Downpour]
[Mattick: Advance: New Asset: Way of Sacrifice]
[Haldor: Advance: New Asset: Veteran]
[Swear an Iron Vow: SH: ++momentum]
[Mattick: Vow: Formidable: Find out what happened to Oddvarr]
We ride out to the Lostgate settlement. It's a couple days ride.
2022-07-11 19:54:36
[Weather: Continental, July, Temp: 73 Moderate, WS: Moderate, CP: Downpour]
[Oracle: Raise Oversight]
On the road we are approached by four mounted mercenaries that have been hired
by Qamar to increase security on the roads. They are incentivqize to bring in
malcontents, and they are suspicious of us.
They demanded we give up our weapons and they will escort us to Lostgate. We
tell them we are already heading there to help, and we refuse to give up our
weapons.
[Haldor: Compel: M: --momentum]
They don't believe our story and once again demand our weapons.
We refused and again, explain who we are again.
They start to draw their weapons and attempt to box us in. In return we draw
our weapons.
[Progress (Mercenaries): Dangerous: 0 -> 4 -> 8 -> 10]
[Mattick: Enter the Fray: WH: +initiative]
[Haldor: Enter the Fray: SH: ++momentum +initiative]
[Haldor: Face Danger: M: Pay the Price: -health: Endure Harm: WH: Press on]
Haldor raises his shield and spear and attempts to clear a path for me to get
some range, but he takes a slash from a sword for his troubles.
[Mattick: Secure an Advantage: SH: +roll]
[Mattick: Strike: WH: ++harm -initiative]
I put some distance between myself and the mercenaries, turn back and fire at
them.
[Haldor: Face Danger: WH: -stress: Endure Stress: SH: +momentum]
[Mattick: Clash: WH: ++harm -initiative: Pay the Price: -health: Endure Harm: M: -momentum]
[Mattick: Clash: SH: ++++harm +momentum -supply]
[Mattick: End the Fight: SH: +progress]
They are all out of the fight. We help bandage them up a bit and offer to
accompany them back to Lostgate. They decline our offer.
[Mattick: Heal (Haldor): SH: ++health]
We continue our ride to Lostgate and arrive without further incident.
When we arrive, we speak with Qamar to find out the details of what happened.
[Mattick: Gather Information: WH: +momentum +progress]
Was their anything unusual happening around the time Oddvarr disappeared?
[Oracle: Crush Vanity]
Qamar tells us that she had to have a talk with Oddvarr about his boasting of
his future position and that he would control everyone once he was "King". She
took him down a peg and explained that ruling was about service and not
control.
[Haldor: Gather Information: M: Burn Momentum: WH: +momentum]
Was the guard, Saldis, exhibiting any unusual behavior?
[Oracle: Expose Indulgence]
Qamar tells us that Saldis had recently obtained new fancy clothes and gear.
In addition he had been seen spending more than usual at the town bar.
[Oracle: Location: Mountain Crude Defended]
Qamar also tells us that Saldis' family has a crude compound in the nearby
mountains that she believes to be well defended. It needs to be to ward off
raiders in the area.
[Mattick: Momentum: 10, Health: 5, Spirit: 5, Supply: 4]
[Haldor: Momentum: 3, Health: 5, Spirit: 4, Supply: 4]
Episode S1E16 (2022-07-18)
2022-07-18 19:26:47
[Weather: Continental, July, Temp: 62 Moderate, WS: Calm, CP: Overcast]
[Haldor: Sojourn: WH: ++momentum; Mattick: ++supply]
We ride out for the Saldis Compound. It only takes us half a day to get there.
When we arrive, we see a wooden walled compound that could hold maybe 50
people. To our surprise the gate is open. However, there are two guards at the
gate.
We ride up to the guards, inform them that we are wardens and need to talk
with Saldis. They inform us that Saldis is in the compound and we should wait
at the stables with our horses while they form him.
A few minutes later Saldis and two friends or family members, along with the
guard, come over to talk with us.
We introduce ourselves, inform him that Qamar and others from Lostgate are
worried about him and his sudden absence. We also tell him that we've been
sent to make sure everything is alright.
[Oracle: Take Supply]
Saldis tells us that he had to come to the compound quickly to help out with
an urgent supply shortage issue.
We ask Saldis why he left without informing anyone first.
[Oracle: Boost Intolerance]
Saldis tells us that he had asked the Sergeant of the Guard for permission,
but was denied, so he just left abruptly.
We ask Saldis when last he saw Oddvarr.
[Mattick: Gather Information: SH: ++momentum +progress]
Saldis informs us that Oddvarr was having an ongoing dispute with another boy
that was both verbal and physical. Oddvarr made him promise not to interfere
and didn't tell him the name of the boy. However, Oddvarr thinks he knows who
it is as he saw them get into a shoving match one evening. The boy's name is
Sundri and we get a description.
We offer to deliver any correspondence from Saldis back to Lostgate if he
would like.
We eat lunch and we ride back, arriving right after supper. Then we find Qamar
and fill her in on what we know.
We ask her what she knows about Sundri.
[Haldor: Gather Information: M: -spirit +progress]
[Oracle: Secure Cowardice]
While we were gone, Sundri's parents told Qamar that they had found out about
the dispute between their sons and that after their last encounter, Sundri saw
Oddvarr leaving town -- out of shame, maybe. Qamar knows of a tree house that
Oddvarr liked to visit, and even though it had been searched already, she sent
out a tracker this time to see if his tracks could be followed.
The tracker found a point of a scuffle and there is now concern that Oddvarr
was taken at that spot. They also mention that it looked like the perpetrators
were two on horseback.
We go to bed early in order to get an early start. We start searching for
tracks leaving the main road. While we're doing this the tracker rides up and
informs us that he has found something. Last afternoon he found tracks leaving
the road and followed them to their camp where he swears he overheard
Oddvarr's voice. He was too outmatched to attack them or attempt a rescue, so
he came back to the road to get help.
We follow the tracker to the camp. They have left it, but the tracker can
easily follow their path into the woods.
[+progress]
[Mattick: Gather Information: M: -spirit]
[Oracle: Mystify Riches]
(Unknown to us the ruffians have been paid to kidnap Oddvarr.)
[Oracle: Finish Rage]
[Mattick: Momentum: 10, Health: 5, Spirit: 4, Supply: 5]
[Haldor: Momentum: 5, Health: 5, Spirit: 3, Supply: 5]
Episode S1E17 (2022-07-25)
2022-07-25 19:39:55
[Weather: Continental, July, Temp: 36 Moderate, WS: Calm, CP: Heavy Hail]
It starts to hail on us making travel difficult, but we press on. In our state
of reduced awareness we get (easily) ambushed by four raiders that must have
joined up with the other two ruffians. They jump out at us two from each side
of the path.
[Progress (Raider): Formidable: 0 -> 2 -> 4 -> 6 -> 8 -> 0]
[Haldor: Enter the Fray: WH: ++momentum -initiative]
[Mattick: Enter the Fray: M: Burn Momentum: SH: ++momentum +initiative]
[Haldor: Face Danger: SH: +momentum +initiative]
[Haldor: Strike: WH: ++harm -initiative]
Haldor is able to keep the two coming at him at distance with his spear and
wounds one of them.
[Mattick: Strike: SH: ++harm +initiative]
I am able to strike down one of the ones on my side.
[Mattick: Strike: M: --harm -initiative: Endure Harm: SH: +momentum +initiative]
The other raider cuts into me with a solid, painful hit. However, they over
extended putting me into a good position.
[Haldor: Face Danger: WH: -harm -initiative: Endure Harm: WH: Press On]
[Haldor: Clash: WH: ++harm -initiative: Pay the Price]
Haldor strikes down the non wounded assailant. The tracker attempts to attack
the wounded raider and pays for his lack of fighting experience. He drops to
the ground.
[Mattick: Strike: M*: --harm -initiative: Endure Harm: WH: Press On]
I tried to take advantage of my position and take a wide swing at the head,
however, the raider sees this and ducks, then follows up with another hit.
[Haldor: Face Danger: SH: +momentum +initiative]
[Haldor: Strike: SH: ++harm +initiative]
Haldor gets in between me and my assailant, then with a spear lunge takes them
out.
[Mattick: Secure an Advantage: WH: +momentum -initiative]
[Mattick: Clash: SH: ++++harm +momentum -supply]
[Mattick: End the Fight: WH: +progress -stress: Endure Stress: SH: -momentum +spirit]
I back up, drop my axe, pull out my bow, notch an arrow and fire. The last
raider goes down.
We are able to revive the tracker and three of the raiders is still alive.
The tracker informs us that these raiders are wearing the same outfits as the
ones that took Oddvarr.
We ask the raider why they took Oddvarr.
[Haldor: Gather Information: SH: ++momentum]
[Oracle: Aquire Hope]
With some persuasion the raider tells us that House Steingrimr hired them to
kill Oddvarr, however, they schemed to ransom him first, then they were going
to kill him during the exchange. We also find out where the other raiders have
taken Oddvarr.
[Mattick: Heal: WH: ++health -momentum]
We bind their hands and feet and leave the tracker to keep watch over them.
Haldor and I retrieve our horses and head out towards Oddvarr's location.
As we near the cave that we were told contains Oddvarr, we tie down our horses
and sneak closer.
[Mattick: Secure an Advantage: M: Pay the Price]
The raider at the entrance hears me stumble, sees us both, and retreats into
the cave.
We rush in, to find them both in a defensive position facing us.
[Progress (Raider): Dangerous: 0 -> 4 -> 10]
[Haldor: Enter the Fray: SH: ++momentum +initiative]
[Mattick: Enter the Fray: SH: ++momentum +initiative]
[Haldor: Face Danger: SH: +momentum +initiative]
[Haldor: Strike: WH: ++harm -initiative]
Haldor moves in with his spear in front and quickly lands a blow.
[Mattick: Strike: WH: ++++harm +momentum -supply]
I fire a couple arrows at the other raider, and they drop to the ground.
[Haldor: Clash: WH: Burn Momentum: SH: ++harm +momentum]
[Haldor: End the Fight: SH: +progress]
Haldor drives his spear into the first one and ends the fight. Both raiders
have perished.
We find Oddvarr bound and dehydrated in the back of the cave. We remove his
binds and give him some water. The three of us return to the tracker and the
prisoners. We spend the rest of the day returning to Lostgate.
[Mattick: Fulfill Your Vow: WH: +++experience +spirit]
[Mattick: Momentum: 8, Health: 3, Spirit: 5, Supply: 3]
[Haldor: Momentum: 3, Health: 4, Spirit: 3, Supply: 3]
Episode S1E18 (2022-08-08)
2022-08-08 19:13:57
[Weather: Continental, August, Temp: 58 Moderate, WS: Calm, CP: Foggy]
[Mattick: Advance: Upgrade Asset: Herbalist --experience]
[Mattick: Advance: Upgrade Asset: Fletcher --experience]