Solo Play • Session 1
Days 1 to 6
Jorm, aided by two companions, is tracking the last members of a cult who worshipped the forbidden Dark God. Most of the cultists were exterminated by his clan but a few craven members have fled South into the Great Forest. On day 4, the cultists ambush the three young men. The companions die and Jorm is left for dead. He nurses his wounds for two days.
Day 7
This morning, Jorm is able to resume the chase. [Tracking vs TN 13: Survival +2 + roll 9 = 11 a marginal failure = Yes but]. The young man has difficulty finding the tracks of the cultists. It takes him twice the time to find the tracks but as he does do a Dire Bear attacks by surprise.
Dire Bear attack [3d6] 11+2 savage attack = 13. Jorm defence roll [3d6] 15 +2 def [successful parry]. As the bear tries to rip Jorm’s throat, the warrior lifts his round shield and blocks the sharp claw strike.
Initiative [3d6] 16 for Jorm and 10 for the Dire Bear. Shield still high to protect himself, Jorm stabs the bear below his shield. [roll 3d6 + 4 swordplay = 16, with 5 stunt points which buys the Great Outcome stunt +2d6, damage roll sword 1d6+4, stunt +2d6 = 16]. The bear defence roll 3d6 = 5. The sword penetrates deeply into the bears intestines. Jorm stabs the bear two more times. The creature cries in pain and desperation as it falls to the ground dead.
Low on food, Jorm spends to the rest of the morning cooking the fresh bear meat. [Roll 3d6 +2 survival = 12]. The warrior is able to prepare enough food for today and tomorrow. After that the meat will spoil as he doesn’t have salt to preserve it.
After lunch, Jorm resumes following the cultist tracks. [Event roll 3d6: 11 +2 survival = Positive]. The warrior finds the circle of stones of a camp fire. Looking around the area, Jorm deduces the cultists camped here for [1d2] 2 days. Jorm laughs, his quarry is not far ahead. They think him dead and have stopped running. Emboldened, Jorm resumes his journey.