Beyond the Wall: Gruinwalt. Session 3-Part 1.
1. I've been fond of using Necropraxis Hazard System (http://www.necropraxis.com/2017/11/22/hazard-system-v0-3/) to make dungeon/wilderness/combat turns a bit more interesting. Putting it to good use here, though the turns should be measured in days or half-days I'll be making Hazard rolls for the different segments of their trip back to the village. Which SHOULD take the party two wilderness "turns".
2. I'm also trying out a Dungeon World style resolution for non-combat stuff (i.e. skills, ability checks that don't fit the Save vs. model)
3. I'm also emulating Charles Swann's style of laying out story and mechanics in his session logs.
No Wits, No Light, No Hope
Sunnhilde and Turri return to the standing stones with the goal of escorting the cultists they held captive, back to the village and seek assistance from the grizzled mercenary, Kendra, who taught Sunnhilde how to fight.
Have the captives escaped? The party didn't get rid of the weapons so they left some sharp objects like daggers and a longsword that could be used to escape. Very Likely. Yes.
Atop the small knoll of the standing stones, the adventurers find sections of rope frayed and cut. No immediate sign of the cultists. The corpse of the farmer by day/cultist by night, nowhere to be found. Berating themselves on their short-sightedness, the party heads back to the village.
Wilderness Turn 1. Hazard die: [5] Percept Spoor or clue regarding next encounter. Is the next encounter far away? 50/50. Yes.
Discern Realities: 2d6+2: 11.
Despite stumbling about in the dark forest, Sunnhilde comes across some tracks, not animal tracks, likely humanoid, and vegetation that's been brushed aside by passing travellers. Caught in the brambles is a piece of torn cloth, the fabric and pattern of which match those of the cultists.
"It looks like the cultists came this way, searching for something," Sunnhilde says.
Does it look like the cultists are heading towards the village? Somewhat Likely. Yes.
"Or someone," Turri replies, his expression grim. "Likely trying to track us down. Or racing to get back to the village to spread lies about us no doubt."
Turri scouts ahead. At least he can give a warning to allow the fleet-footed Sunnhilde to escape and have a chance of alerting the village leaders of the threat of cultists and angry fae.
Turri undertakes a perilous journey: 6+1 = 7.
Remembering the Wych's lessons, Turri keeps his senses attuned to the forest around him and while he feels confident that he'll be able to keep an eye out for the cultists he feels less confident about evading any encounters.
Wilderness Turn 2. Hazard die: [4] Locality Shift weather (or other local change)
Does the party get lost? Somewhat likely. Yes.
Do they get separated? Somewhat likely. No.
Do they end up back in the Farwood? 50/50. No.
The party bumbles through the woods, making no further progress getting back to Gruinwalt.
Wilderness Turn 3. Hazard die: [4] Locality Shift weather (or other local change). Consulting the Mythic oracle for the nature of the event. _
_PC Negative. Care Hope. It's a morale issue then.
Defy Danger modified by Charisma (strength of personality and leadership capability). Sunnhilde: 4+1=5. Turri: 5+3: 8
Sunnhilde starts to despair, hacking at the foliage with her axe, carving a path to nowhere. The noise she is making is probably going to attract unwanted attention and her haphazard effort makes getting even more lost very likely. Turri keeps it together but has a hard choice, abandon his scouting and return to steady Sunnhilde's nerves but making noise as he rushes back, making it even more likely that they'll get into trouble with the forest denizens or the cultist search party.
Turri sprints back to try and get Sunnhilde back on track.
Wilderness Turn 4. Lower of two Hazard dice: [6,5] Percept Spoor or clue regarding next encounter
In the distance, amidst the flickering of torches and the probing beams of lanternlight, the adventurers see horned and robed figures cast in shadows of flickering torches…
http://www.necropraxis.com/2017/11/22/hazard-system-v0-3/
Interesting system ! I haven't heard of it before. Definitely worth a review. I like the narrative it made of travel.
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