Torchbearer 2e - actual play of this AWESOME system! (+)

pemerton

Legend
I didn't post the artha/rewards for the session, which we had to work out via email (no time at the end of the in-person session):

Beliefs
Fea-bella pursued her belief that she needs to get rich: +1 Fate

Telemere struggled with his belief that things should be seen through to the end: +1 Persona


Instincts
Fea-bella used her instinct to benefit the party: +1 Fate


Goals
Fea-bella pursued her goal to have Lareth give her his crown: +1 Fate

Telemere achieved his goal of finding the prisoners: +1 Persona


Creed
Fea-bella stood up for her creed, by persuading the bandits to try and help Telemere when he was being attack by rats: +1 Persona


Gallows humour
Fea-bella was laughing in the face of death at one point - I can't recall the situation, but Russell and I both noted it: +1 Fate


MVP/Teamworker
Telemere was the one who escaped from the brigands at the start, setting things in motion for dealing with Lareth and the brigands: +1 Persona (MVP)

Fea-bella looted, and bought goods, and did other useful stuff: +1 Persona (teamworker)



Totals
Fea-bella +4 Fate, +2 Persona

Telemere +3 Persona
 

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pemerton

Legend
We played again today, with four participants: me as GM, and the players of Telemere the Elven Ranger, Fea-bella the Elven Dreamwalker, and Golin the Dwarven Outcast.

Fea-bella's player provided the prologue - this player seems to have become the de facto record-keeper. Golin's player filled us in on what had happened to Golin: in the confusion with the bandits in the Moathouse, Golin had left the Moathouse and headed back up-river to find the make-shift raft. He had found it, and had also found his cousin Aldric, who was following the river looking for him; and the two of them had floated on the raft down the river, past Nulb, and finally coming to shore where Fea-bella and Telemere were striking out towards Wintershiven.

Golin therefore recovered from Exhaustion, but remained Injured and Sick. Fea-bella recovered from her Anger, but was still Exhausted. Telemere was Angry and Exhausted.

The players also wrote Goals for their PCs. Golin wanted to find a map or similar that would show the way to the Forgotten Temple Complex; Telemere wanted to return the rescued merchant to his home; and Fea-bella wanted to collect the reward for rescuing the mercant.

The action then began by establishing parameters for the journey to Wintershiven. The roll for spring weather was Clear and Cool (-1 toll), for a net toll of zero; and the roll for Trouble on the Road indicated no trouble. The PCs were following the river, but I still asked for a Pathfinder test, given that they have no map, and there was no guarantee that they would not need to leave the river-side at some or other point.

Telemere's player confirmed that by spending all 3 of his Persona, for +3D to his roll, he would meet the required Persona expenditure to go to 4th level at the next town phase (which was about to be Wintershiven, as far as he knew). With his Pathfinder 3, and a helping die from Fea-bella, he had 7D against Ob 3. In what proved to be a sign of things to come for the session (on the players' side at least), only 1 success was rolled.

Back in April of this year I had prepared a little scenario involving a haunted shrine on the Yol river. When I wrote it, I was thinking it would occur between the Moathouse and Nulb. But I thought it would be a good fit now, not far south-west of Nulb. I've pasted the scenario nots, which include a map/diagram, below.

I told the players that the PCs had left Nulb in the afternoon, unable to bear another night on the streets. And so it was now early night-time. And as Telemere tried to get his bearings by the stars to ensure they didn't get lost, he saw a light reflecting off the river and emanating from a stone structure on the river edge, where it was strangely focused through a hole in the floor of the building. The light was from the comet that he had been following months ago, now returned. This made him Afraid.

The PCs looked around this eerie place. Golin examined the structure itself, and with a test against his Crafting Nature identified it as Dwarven stonework (the test itself failed; he also became Hungry and Thirsty).

Telemere, whose instinct is to always look around when coming to a new place to see if he is being watched, tested Scout. But the test failed (no successes on 5 dice, is my recollection) and so he tripped over a root on the river bank, and went tumbling into the water. This made his candles too damp to be used, until they dried out.

The PCs noticed the bowl-like depression, with the burned bones inside, and Fea-bella lit her lantern and then read the Elvish inscription written about its edge (successful Scholar test - at least I think so, because I didn't apply the twist in my notes). Fea-bella then tried to identify the ritual purpose. I can't remember how this pool was built - I think there were an initial 4 dice (from Theologian 2 plus 2 helpers), and then a rerolling of 3 traitors by spending a Persona on Elven Lore-wise, and then open-ending a 6 by spending a Fate. But with 9 dice rolled it still failed against the Ob 3. As per the scenario notes, Fea-bella identified the ritual purpose, and became Angry that it was now abandoned.

Golin had conjectured that the bones and ashes were some sort of sacrifice, but Fea-bella was able to assure him that no Elvish ceremony would involve that sort of thing. He did something around this point - I think maybe poured water into the bowl? - that roused the vengeful spirit. The PCs decided to try and Capture it, so they could then perform an appropriate ritual - via a Spiritual Conflict - to deal with it.

I rolled 6 hp for the spirit, vs 8 for the PCs, and they succeeded admirably in the conflict, capturing the spirit with no loss of hp and hence no compromise owed. Fea-bella then tested Lore Master to identify how the spirit would fare in various sorts of spiritual conflicts: this established that it would be 3 hp to Banish, vs 5 hp to Abjure; but Fea-bella opted to lead an Abjure conflict nevertheless because it is based around Arcanist and Lore Master, compared to Theologian and Ritualist to Banish. Before the conflict started, Telemere successfully tested his Remembering Nature to recall the spirit's True Name (which he was then able to equip as a weapon).

The Abjuration conflict didn't go well for the PCs; the spirit won, albeit with only 1 hp left, and so it was not abjured but did owe a major compromise. After reviewing the various options/suggestions in the rulebook, I suggested that its Nature was reduced from 3 to 2, and that it lost its Harrowing descriptor. So it still haunted the shrine, with its Frightening and Stalking Nature, but the shrine was no longer defiled.

Golin took the chipped ruby from out of the bowl.

The PCs were now ready to camp. Telemere looked around to find shelter for their camp, and a successful Survivalist test meant that he noticed the obscured door (I combined a logical answer to this test with the principle of "fun once" - he had already fallen into the river). Telemere led the Labourer test to clear the way to the door, but was already Exhausted; but his two helpers both became Hungry and Thirsty. (On reflection I think this was an "illegal" Labourer test on Beginner's Luck, given that Telemere was Afraid at the time. Oops.)

Inside, now working by candlelight, they found the reliefs that depicted performance of the water purification ritual, and also that provided a map of the environs. Golin's player was impressed by this overlap with his Goal! Fea-bella did the actual copying of it. They also scooped up the dented silver bucket.

They then camped, with five checks, plus a free recovery from Fea-bella's Song of Serenity, but with 7 conditions to recover. Telemere recovered Angry and Afraid, but remained Exhausted. Fea-bella recovered Angry and Exhausted. Golin failed his test to recover from his Injury, and then opted to Grit His Teeth, costing a rank of Labourer, in order to get a test against Sick. This succeeded.

The camp event roll was

Mirror font. Drinking the cool water from this glass-like font grants +1D to recover from angry and afraid. Roll 1d6 for every draught taken. On a 1, the font’s potency is expended.​

I decided that rather than a separate font, this would apply to water purified in the bowl. With their camp finished the next morning, the PCs decided to perform the ritual. Fea-bella did this (using Beginner's Luck), and succeeded. 12 draughts of water were purified. The PCs filled 11 waterskins with the magical water (this was probably their best rolling of the session, getting no 1s). And somewhere around this time Fea-bella scavenged for loot using her Instinct: the test failed but she got a condition (from memory, Hungry and Thirsty), and found a couple of candles that the Gnolls had left at one edge of the shrine, while performing their ritual.

Telemere then decided there must be some other secret room or cache, and tested his Beginner's Luck Stonemason to find it. Golin - whose Creed is that Elves are lost in dreams, and need grounding in reality - declined to help him; but Fea-bella - whose Creed is that These are dark times, so all Elves need help! - decided to help, even though she thought it was hopeless.

The test failed, and so Telemere found nothing. Rather, Golin - watching from atop the shrine - saw a vessel sailing down the river towards them. He recognised it as a pirate river galley, especially when it ran up the Jolly Roger! He also thought he heard some words drifting through the still air, something like "Is that Golin the Beardless?"

The PCs decided to flee. With the players' approval, I decided to give the Pirate a disposition of 2d6 (it being a bit arbitrary), and got 9. The players got a disposition for their PCs of 9 also. They won the conflict, but with their disposition reduced to 5, so I explained that they escaped the pirates, but were lost somewhere west of the river and would need to start a new journey. The players accepted this compromise.

Roles were allocated: Fea-bella as guide (because she had the map), Telemere as Scout, and Golin as Forager (on Instinct) and Cook. A roll for weather confirmed that it was still Clear and Cool; but Trouble on the Road indicated that the PCs would get Lost, adding 2 to the Toll and requiring another Pathfinder test.

The first Pathfinder test failed; I don't have any notes indicating a twist, so I think this made Fea-bella Exhausted, and the others Hungry and Thirsty. Golin successfully found some forage and cooked it, alleviating a point of Toll. The second Pathfinder test failed too; here I opted for a twist, and called on Telemere, as the Lookout, to make a Scout test. He failed, and so the PCs stumbled upon a group of 3 pirates (on the shore, away from the rest of their crewmates), who initiated a Capture conflict.

I rolled fairly well in this conflict, and so the PCs were captured, but with a half-compromise owed. I can't remember now exactly how we resolved this (EDIT: I think it was here that we established that the rescued prisoners escaped, so that only the PCs were caught), but the action rolled into a Convince Crowd conflict, as the PCs - led by Golin, the only Orator - tried to persuade the pirates that they were friends of Tolub and so should be taken to him free rather than as captives. The pirates had only 2 hp for this conflict, while the PCs had 3, and the PCs won with only 1 hp lost. What the pirates really wanted was Fea-bella's silver bucket, but the compromise was that instead they were given some draughts of magic water from that "sacred bucket".

The PCs were therefore taken back to the pirates' vessel, which duly sailed them back to Nulb. They paid of some of their tool by spending the ruby to procure victuals from the pirates. Golin's galoshes helped him, given that some of their journeying had been on the river bank; and they took four conditions between them, leaving Golin Exhausted.

Which produced groans, given this was where the PCs had been trying to get away from at the start of the session. But the town event roll was a 6:

Bandits. The village is beset with bandits (3d6 in number). Remain in the adventure phase until the bandits are driven off or until you arrive at a different settlement.​

In this case, of course it was pirates - 11 of them - who were not just occupying the accommodation, but had literally taken over the township. The PCs didn't want to fight pirates. They tried to persuade the pirates to let them sail back south, with the Jolly Roger lowered and the pirates themselves hiding below deck so as to avoid notice and capture by Wintershiven authorities; but this attempt - resolved as a simple Orator vs the pirate captain Orgoth Bloodeye's Orator 3 - failed, and so Orgoth shifted to negotiation instead: he would do what the PCs asked in exchange for the silver bucket, in advance. This was resolved as a full Negotiation conflict, and Orgoth (aided by his second-in-command) succeeded with no compromise owed. This was my best rolling of the session - with 9 successes out of 9 dice on Orgoth's two rolls - and caused much gnashing of teeth and wails of lamentation from the players, who had to hand over their remaining loot.

Fea-bella was in charge of Sailing the vessel, but her test failed, and a severe rainstorm came up (which meant that I imposed 2 Toll on each PC, which otherwise I was not going to do). The plus side was that the rain gave Telemere +1D to his Scout test to ensure the pirates weren't spotted as the ship approached Wintershiven. The town event roll for the Walled Town was a 9:

Fire. One facility has burned down. Roll 2d6 to determine the facility . . .​

A roll of 7 indicated that it was the docks that had burned down, which cemented the need to leave the ship to the pirates while the PCs entered town.

To pay off their tool, Fea-bella and Telemere each relied on their cloak as raiment and took Angry as a condition; while Golin crossed off his scarf (sodden from the rain) and his rope and candles (which he had burned up to try and keep warm on deck).

In the town, Golin took himself to a flophouse - where he duly failed to recover from his Exhaustion - while Fea-bella and Telemere settled down in an inn. Telemere failed his test to recover from Angry, and so remains Angry and Exhausted. Fea-bella succeeded against Angry but not Exhausted.

Telemere also reached 4th level - and took Fearless - and Fea-bella reached 6th level - and added 1 further slot to her Dream Palace. This also reminded me to deem this town phase a respite, given that the last (and first) respite of the campaign was when Fea-bella and Golin reached 3rd level. So Telemere will be able to gain a Creed; but the lifestyle costs will be high!

We finished the session by allocating Artha:

Telemere got 2 Fate, for pursuing his Goal and for acting on his Belief that one should see things through to their end; and 1 Persona, for MVP (he rolled 3 successes in one of the conflicts - maybe the one to convince the pirates that they were friends of Tolub? - and this was deemed the best player-side roll of the session).

Golin got 2 Fate, for using his Instinct successfully and for acting on his Belief that Elves are unstable; and 2 Persona, for upholding his Creed, and for achieving his Goal.

Fea-bella got 3 Fate, for using her Instinct to find candles, for acting on her Belief that she must become rich, and for pursing her Goal; and 2 Persona, one for upholding her Creed, and one for Teamworker. (There was some discussion of this, as Golin was the other candidate, but Telemere's vote for Fea-bella was decisive.)

Given that staying in an inn during a respite is Lifestyle Ob 3, and Fea-bella and Telemere have Resources 2 each, the resolution of the town phase in our next session may see more trouble with debt collectors.
 

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pemerton

Legend
This morning, as I was idly thinking about possible stuff that might happen while the PCs are in Wintershiven, I remembered that the rescued prisoners had escaped being captured by the pirates. I've edited that into the actual play post.
 

pemerton

Legend
We played today, again with 3 PCs present: Telemere the Elven Ranger, Fea-bella the Elven Dreamwalker, and Golin the Dwarven Outcast.

After a prologue from Telemere's player, which allowed Telemere to recover from his Anger, we went through the various stages of the respite. Golin trained in Persuader (going to rank 2) and Orator (going to rank 4), replaced his Teaching-wise (which hadn't really worked out) with Cult-wise, and was the subject of a tale by Telemere about what a strange Dwarf he is, which took his Odd trait to level 2. Telemere and Fea-bella also christened him "the Beardless" in line with the pirates' mis-naming of him, which they both found incredibly amusing, although Golin didn't seem to get the joke.

Telemere trained in Persuader and Hunter (going to rank 3 in both), added Outlaws-wise (given that he is constantly dealing with pirates, bandits, brigands and the like), and was the subject of a tale by Fea-bella about how much of a loner he is, so frequently vanishing in the middle of things to go and pursue his own goals: this play on the player's inability to attend a number of sessions over the course of the game stepped up Telemere's Loner trait to level 2. He had already been christened with his epithet, "the Unready", by Fea-bella in an earlier session (for reasons that I can't remember now).

I can't remember all of Fea-bella's training - I think Scavenger to go to rank 4, and perhaps Lore Master. She replaced Hills-wise (which hasn't seen much use) with Cache-wise (to help her find hidden loot!). And was the subject of a tale by Golin, about how heedless she is in pursuing her goals. After discussion, we agreed that her Dream-haunted trait was replaced by the trait Driven (by her dreams). Telemere also suggested that her epithet "Always Reading" be replaced by "the Avaricious".

There was also revisiting of Creeds ("Contemplate This on the Tree of Woe"). Golin left his unchanged (Elves are lost in dreams; they need grounding in reality), but Fea-bella - moved by her experiences adventuring with Golin - altered hers to These are dark times - the Free Peoples must stand together; and Telemere, after we discussed it at the table, took on as his Creed This world of humans needs guidance away from their folly and struggle. It was noted that there is something of a tension between the PCs' creeds - Golin's attitude towards Elves, Telemere the Elf's despair of humans, and Fea-bella's optimism about the ability of the Free Peoples to stand together.
 

pemerton

Legend
The above post was posted prematurely!

To continue:

While the PCs were telling tales about one another, the Dwarven herbalist Boron, whom they had rescued from the dungeon in the Moathouse, came and found them. He had 1D of silver coins, payment in reward from the merchant they had also rescued, who - with Boron - had been able to make it to Wintershiven while the PCs were distracting the river pirates. The players diced to see which of their PCs got to take the reward - Golin was successful.

I also mentioned the religiosity of Wintershiven, with its many temples of Pholtus, and clergy who would rise early in the morning to sing their favour hymn, "O Blinding Light".

We'd already done the recovery tests at the end of last session, but after working through the respite Golin then went shopping: Golin had Resources 3 (that went to Resources 4 after the first failure), and hence could afford the lifestyle cost for visiting the market during a respite. There was a failure early on, which I narrated as a success but with Golin becoming Hungry and Thirsty (meaning that he drank the wine he had purchased). Golin failed in his attempt at Haggling, which made him Angry (a roll of 5 on the Haggling failure table), and there was another Resources failure after that, when attempting to buy rope. I responded with a twist: a group of priests queried Golin about his observance and tithing to Pholtus while he had been in Wintershiven. He responded by protesting vehemently that he was already a member of another religion (ie the Explosives cult) - this was Oratory vs Ob 4 (base Ob 3 + Angry), which succeeded, and so the priests left him alone.

The purchases included plenty of food, some candles, shoes for Fea-bella, a hat each for Fea-bella and Telemere, a staff for Fea-bella, a spear for Telemere, and a new helmet for Golin.

It was then time to leave town. The PCs filled their waterskins at the well, and then had to pay for their Lifestyle. Fea-bella and Telemere both had to roll Resources 2 against Ob 3 (staying in an inn during respite), and so each added a Persona to their dice pool. Fea-bella succeeded; but Telemere failed. Golin had to roll Resource 4 against Ob 4 (staying in a flophouse, +1 for dealing with the priests and +1 for visiting the market). He spent his 1D of coin, but also failed.

I applied a twist in response to both failure: a more senior priest, accompanied by 8 temple guards, approached Telemere and Golin, accusing them of blasphemous sedition (punishable by imprisonment or even execution) for failing to tithe and worship. The PCs protested their innocence, Golin along similar lines to before and Telemere on the basis that he had done nothing but spend his time in his inn, resting and recovering. This was a Convince Crowd conflict. I rolled 1d6 to see how many of the guards would aid the priest, and got 5 - and the disposition was 13 for the NPCs vs 7 for the PCs.

Fea-bella - moved by her Creed - joined the conflict on behalf of the other two PCs.

The NPCs won the conflict, with only 1 hp lost: the compromise was that Fea-bella, being a mere bystander who had already paid her tolls and tithes, was allowed to go; but Telemere and Golin were bundled into a lockhouse by the town gates, while the priest went off to decide what their fate should be.

Fea-bella went to the shrine to pray for them, lighting a candle to the Lords of Light and Darkness. Her Theologian test succeeded, and she gained a +1 bonus to her next wilderness camp event roll - but this provided no immediate assistance.

Not wanting to be too brutal as the GM, I had responded to the players' query that - given that Golin and Telemere had almost nothing between them - they had not been deprived of their equipment before being put into the lockhouse. Golin therefore decided that the time had come to use his petard, to blow their way to freedom. He considered trying to blow up the wall, but his Sapper skill was not up to the task even aided by the petard, and so he instead blew away the door of the lockhouse. This test was successful, and the two PCs then made a run for it. A roll on the weather table for late summer indicated that it was raining heavily, and with the additional cover that this provided both were able to flee - Telemere's player succeeded on the Scout test that I called for, but Golin's player did not and so running through the rain left Golin Sick.

The PCs were able to join up - given that they had already planned their travel to Dour Pentress, on the edge of the Troll Fens, Golin and Telemere knew where they could find Fea-bella by the bank of the Yol River. Golin cooked to help alleviate Toll, and raiment also helped them (Fea-bella and Telemere's cloaks kept off the rain; Golin's galoshes kept his ankles dry crossing the river). Food and drink bought down the rest. They then camped, with the camps event roll being a propitious 14 (though they did not actually use the resulting bonus to foraging and hunting).

During camp, Fea-bella was able to heal Golin's Sickness. There were other tests too, but my notes don't record the details and nor does my memory! There was some more recovery, I think (everyone was still Exhausted, and Golin Angry, at the start of the camp - but I think they were mostly all better by the end of it) and perhaps cooking?

After breaking camp, they travelled the rest of the way to Dour Pentress, with a base toll of 1. The weather roll showed that the rain had eased, but between the river and the swamp a thick fog had rolled in. The Trouble on the Road roll indicated the risk of delays (one imagines due to the fog), and Fea-bella was not successful in a Scout roll to try and alleviate the resulting +1 toll. (I think there may have been a condition here: Exhausted for Fea-bella, which didn't affect her as she was already exhausted, and Hungry and Thirsty for the other two PCs helping her.)

Telemere then tried to forage, but the roll failed and he got lost in the fog. The subsequent Pathfinder test to find his friends also failed, and so by the time he was reunited with Golin and Fea-bella he was Sick (perhaps having been exposed when helping to treat Golin, and with the fog having actually brought on the symptoms in full). Golin then cooked again, to help alleviate the base toll; and the rest was bought off mostly via raiment, food and drink , and - for Telemere - the loss of his hat. Golin, however, was Hungry and Thirsty when they entered Dour Pentress despite having cast aside his new helmet during the journey (to relieve one point of toll).

The town event roll for this religious bastion indicated a public execution - as I explained, the guards were paying the PCs little attention as they passed through the gate, and as one of the guards explained to Fea-bella, it was a hedge witch being executed, for having practised magic upon another. "That's terrible" exclaimed Fea-bella, somewhat ambiguously!

Golin and Fea-bella stayed at the flophouse. Golin went to the market immediately, to buy some wine to relieve his Hunger and Thirst, and then successfully recovered from his Exhaustion, so that he had no conditions remaining. Fea-bella also recovered fully.

Telemere, on the other hand, conscious of the need to tithe in these religious settlements, and wanting to be healed of his Sickness, went straight to the temple. There he told a semi-true, semi-plausible story about how he had come to be Sick by travelling through the Troll Fens - the Manipulator test failed, and I decided for success with a condition, which would be Afraid given he is surrounded by priests and temple guards who would probably execute him if they knew who he was! But because he is a Fearless Elf, he does not take Afraid. And so he ventured into the temple, and spoke to the priests. They asked what he would offer in exchange for healing, noting in particular his 2D value Pendant of the Moon, and observing that the will of Pholtus is expressed by the regularity of both the sun and the moon as celestial bodies. Telemere's player commented that he had been saving this to pay for his lifestyle, but he handed it over in exchange for healing; and so was relieved of his Sickness.

Having no further conditions to recover, he staid in the Stables of the temple-guard, so as to be harder to find if being searched for.

There was then more shopping: Telemere and Fea-bella made one test each, so that they could get a success (which took Fea-bella to Resources 3), and they then helped Golin who again purchased food, a further waterskin for Fea-bella, and maybe one or two other Ob 1 common items.

Telemere used his instinct to look to see if he was being watched, and succeeded on the Scout test against Ob 2 that I called for: he noticed the inquisitor who had arrived from Wintershiven, who was asking around for the people who had escaped custody. The roll of the die indicated that he was safely anonymous in the stables.

Meanwhile Fea-bellas used her instinct to always scavenge for loot to look for any coins or similar valuables that might have been dropped at the market. This test (Scavenging 4 vs Ob 4) failed, and she encountered the inquisitor, who asked her if she was the Elven woman in the forest-green cloak ("You mean the beautiful Elven woman?", Fea-bella clarified) who had been a bystander to the events in Wintershiven. Fea-bella protested that she was simply doing her shopping, and tied on the Manipulator vs Manipulator but then succeeded on the Will vs Will tie-breaker.

Golin used his instinct, new this session, to repair things: in this case, his damaged helmet. The Armourer test failed; I allowed him to succeed, but he was Exhausted from the effort of knocking out the dent without the aid of tools (which he lost back in the Troll Fens many sessions ago).

It was then time to leave Dour Pentress. Golin succeeded on his lifestyle. Fea-bella failed hers, and was taxed back down to Resources 2. Telemere failed his, and I opted for a twist - he could see the inquisitor coming, and so it was time to flee!

The first turn of the new Adventure Phase was therefore a Flee conflict, with Telemere as conflict captain. The PCs had only 5 disposition, versus the Inquisitor's 7, but they had the benefit of numbers and also superior scripting: in particular they anticipated and thwarted my second round, third action Feint. And so they won the success with no hit points lost (a successful Defend had recovered their one lost hp) and so escaped.

They travelled again, so that they could camp just above the entrance to the valley with the Forgotten Temple Complex. The weather was rain (again). Fea-bella successfully foraged for herbs to act as supplies for Healer, and Golin cooked once more (off-setting the base 2 toll). I called for an Ob 2 Health test (an option when it is raining) and I think, from memory, that they mostly succeeded. (Golin may have failed, but was already Exhausted.)

They then camped: Telemere, having no conditions, kept watch. The Near Town camp events roll indicated polluted water - no doubt from the Troll Fens - but they had plenty of food and water still from Dour Pentress. Golin recovered from Exhausted with the aid of Fea-bella's Song of Serenity (a free test); Fea-bella then Enchanted her staff (+1D to her next Alchemist test within one phase, which will be the town phase in the Temple Complex), although the test failed and so the effort Exhausted her; Golin then Cooked to preserve some of their surplus fresh rations; Telemere then successfully scavenged up some more healing herbs to act as Healer supplies; and finally Golin trained Fea-bella in the use of a staff as a weapon. Unfortunately the Beginner's Luck Mentor test failed, and I opted for a twist on the margins of permissibility: in the course of training, Fea-bella was Injured (despite Golin's protestations, it was generally agreed this was a result of a careless blow by Golin).

An instinctual Scout test by Telemere, against the Ob 3 that I set, was successful, and indicated that the Inquisitor had not followed the PCs to their camp - perhaps put off by the proximity to the heathen Forgotten Temple Complex.

We ended the session there.

Golin received 3 Fate - for acting on his Belief that Elves are unstable, for pursuing his goal to get to the Forgotten Temple Complex, and for using his Instinct to good effect. He earned 2 persona - for acting on his Creed (he is constantly grounding Elves in reality, including during weapons training) and for Teamworker, as he did nearly all the shopping.

Fea-bella received 2 Fate - for acting on her Belief that she must become rich, and for pursuing her goal of getting the reward from the merchant; and 1 persona, for acting on her New Creed.

Telemere received 3 Fate - for acting on his Belief that he must see things through to their end, for pursuing his goal of getting to the Forgotten Temple Complex, and for using his Instinct to good effect. He earned 2 persona, for MVP - as he got the decisive Scout test in the Flee conflict to escape the Inquisitor - and for his struggles with his Creed, as his desire to provide guidance to humans was overridden by his becoming constantly enmeshed in their folly and struggles!

I am going on a family holiday over (Australian) summer, but hopefully we will get one more session in before I head off. After that, our next session will probably be in February 2025.
 

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