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

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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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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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.
 

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.
 

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.
 

It took about eight months longer than anticipated to play our next session of Torchbearer 2e, but we finally got a session in yesterday.

I thought we might have a staggered arrival of players to the session, and so yesterday morning I wrote up a little adventure site that I thought might be fairly quick for two players:

TFT1.png

TFT2.png


As it turned out, there was no staggered start. The eleven-month gap between sessions meant that Fea-bella's player could not give a prologue (and no one else's PC was suffering any conditions or tax). Between the four of us (me GMing, and the players of Fea-bella, Golin and Telemere) we reminded ourselves of the events of past sessions, and then the PCs left their camp heading to the Forgotten Temple Complex (which was not a journey far enough to require the journey rules).

We revisited Beliefs and Instincts:

Golin did not change his Belief (Elves are unstable!) or Instinct (Fix stuff!), and wrote as his Goal Keep the Elves safe.

Telemere maintained his Instinct (When I enter somewhere new, I check to see if I am being watched) but changed his Belief (from One should see things to their end to Persistence is folly). He wrote as a Goal To learn something about Kalamere, his brother and enemy.

Fea-bella maintained both Instinct (Always scavenge for loot) and Belief (Only the rich get anywhere in this world - I must become rich!). I allowed holding off writing a Goal until the action for the session became a bit clearer.

I rolled for weather, and got Blustery Winds. So I narrated the cold wind coming off the mountains, and then the rivulet running from the mountain side, which drew their attention to a boulder that they otherwise would not have noticed, that seemed as if it were blocking an entrance.

There was debate at this point as to whether to investigate or go on to the Forgotten Temple Complex. Telemere won the debate (over the protestations of Fea-bella), and looked around to try and find another way in. His player succeeded at the Ob 5 Scout test necessary to spot the cleft above the boulder; and the PCs decided to take that way in.

I'll write up what happened next in a new post.
 

The adventure site that I had written up, posted in my previous post upthread, turned out to be a bit of a disaster for the PCs. (Which is, perhaps, the way of Torchbearer.)

Fea-bella filled two waterskins from the rivulet, and noticed the lint in the water. Then, the Ob 4 Dungeoneering check, for the PCs to successfully enter via the cleft, succeeded. The PCs saw the body that the lint had come from. I explained that the body looked as if it had fallen from the cleft more-or-less head first, and suffered a broken neck. This was how the clay pot had survived, cushioned by the body. It was mostly skeletal, years old.

Fea-bella decided to (instinctually) scavenge for Loot, and succeeded on the Ob 5 Scavenging test. A roll on Loot Table 1 yielded Stuff ("I love stuff," said Fea-bella's player. "Stuff is the worst," responded Golin's). The "stuff" in question was an idol of an unknown religion, which Golin ended up with. At about this time, Fea-bella's player also wrote a goal: to escape the caverns.

I then had one of the evil water spirits speak, but the PCs took it to be the ghost of the dead body. It urged them to drink, but they didn't want to drink corpse water, and Fea-bella emptied the waterskins she had filled. Telemere led the retort to the spirit, and offered to help them find peace. So I declared him the captain in the Trickery conflict that the spirit had initiated. The PCs' disposition was 5, vs the spirits' 10. I equipped Malicious Pranks, and scripted Feint/Attack/Attack; the players scripted Manoeuvre as their first action - and in the ensuing independent tests, I knocked off their whole disposition while losing none of my own.

I then had the talking spirit narrate something (I can't remember what it was now, but the players found it suitably confusing for a feint), while I secretly noted that the second spirit had been able to (maliciously) defile all their water. The players were uncertain what, exactly, had happened as a result of them losing the contest - but I didn't have to wait all that long before I had the chance to reveal the truth of the trick.

I described the two ways on in the antechamber, and the PCs lit two candles - one with Golin and one with Fea-bella, leaving Telemere in dim light - and chose to descend the stairs. When I described the ammoniac smell, they (correctly) inferred it was bat guano, and Golin's player, playing Golin's Explosives-wise, mooted the possibility of blowing things up. It turned out that he got his wish!

When they got to the base of the stairs, I described the statue's legs, but with only candle light they couldn't make out its upper body. Then three troll bats swooped on them. I offered to default to a drive-off conflict, but Golin wanted to capture them: he equipped his large sack to trap them in, Fea-bella equipped some fresh rations to lure them in, and Telemere equipped his spear. The PCs won this conflict handily, and so ended with a sack full of bats.

This was the fourth turn on the grind, and so the PCs became hungry and thirsty. Fea-bella and Telemere each ate a portion of fresh rations, and Golin took a sip of water. Which was defiled by the spirits, and so rather than quench his thirst it made him Sick! I thought this was hilarious, but the players didn't fully agree. It only got better when Telemere made a Survivalist test to check if all their water was spoiled, and didn't roll a single success. So he got Sick too!, from tasting some of the tainted water as part of his inspection of it. Golin ate some food to recover from his hunger. And they all emptied their waterskins.

I had described the helmet and coins laid out as an offering, and so there was debate about taking them. Telemere had doubts - "It will activate the golem!" - but Fea-bella felt compelled to act on her Belief. So the treasure was scooped up; Golin put on the Dwarven helmet. I duly called for the Will test set out in my notes; they all failed, although Telemere, being a Fearless Elven ranger, avoided becoming Afraid. But 11 troll bats, including an Ancient Chiropteran, swarmed down intent on killing the PCs. (Reviewing the maths now, it should have been 12. Oh well.)

This kill conflict was brutal. The PCs had a disposition of 8, and the troll bats 12. I scripted Attack/Attack/Attack for my first round, and reduced the PCs to 1 hit point on my first action - the Stubborn Golin was the only one left.

But Golin, as conflict captain for his side, had also opened with an Attack. And he had equipped his candle, with the intention of setting fire to the guano and scorching the bats. (And with his plan being to use his Explosives-wise, if necessary, to reroll traitors.) He got an epic roll (3 6s, that he open-ended with a Fate point), and reduced the bats to 4 hp. I can't remember all his subsequent actions, but with a second use of his Dwarven helmet and his leather armour, he survived the next two attacks, and even got up to 2 hp with a Defend. For my second round of bats, I scripted Defend/Attack/Manoeuvre. I got a hp back from my defence - one of the seemingly scorched bats was actually only singed! - and then, with my attack, I reduced the PCs to zero, but they also knocked off two hp, reducing the bats' disposition to zero. A failed Kill conflict, but with a major compromise owed.

I read out the options:

• The loser is killed, but their demise causes massive collateral damage (starts a fire, opens a dyke, collapses a roof, etc);

• The loser is killed, but they in turn kill all but one of their opponents (in the case of multiple attackers);

• The losing team is killed but badly injures or maims the opposing team: reduce their maximum Nature rating by one (reset the current rating to that rating) and remove a Nature descriptor or a trait (and its trait slot);

• The loser is disarmed and disabled but buys a moment in which they can beg for their lives: will the winner hear them out or slit their throats?

• The loser is left for dead (but survives): they take the hungry and thirsty, angry, afraid, exhausted, injured and sick conditions; also reduce their Circles and Resources ratings by one.​

Golin's player then raised the possibility of different outcomes for different characters, and so we agreed that it happened like this:

Golin lit up even more guano, causing a massive explosion that destroyed all the bats as it brought down the cavern, while Telemere and Fea-bella escaped (the latter crawling on her belly), both with a full suite of conditions except for the Fearless Telemere remaining unafraid. And reducing their Circles and Resources by one each, their ignominy being so apparent!

Golin would have been destroyed in that conflagration, but he had the Will to Live, and his player dutifully spent a point of Persona. So his Nature dropped to 1, and as he staggered victorious out of the collapsing cave, I decided that he was no longer Cynical - I changed that trait to Bold instead.

The players then decided it was time to recuperate, and so they entered the Forgotten Temple Complex. They had collected two checks, and so Fea-bella and Telemere first ate Golin's preserved rations, to remove their Hunger and Thirst, and then spent one each, to recover from Angry.

I'll write up the town phase in a further post.
 

When the PCs entered the Forgotten Temple Complex, I rolled a 13 for the town event:

Dimly lit portal. You pass an open shrine and see the Immortal within looking down upon you with impassive eyes. Leave a humble offering and ask the Immortal to forgive your transgressions. Appropriate offerings: a personal effect (from character creation), worthless coins, rusty keys, an idol of an unknown religion or a tool of unknown use. Roll 1d6 after leaving the offering to determine the Immortal’s response:​
1-3 You are granted +1D to your next test.​
4-6 Remove angry, afraid or exhausted (if no conditions, you are made fresh).​

Golin left his recently-acquired idol as an offering. Fea-bella left her 1D of looted copper coins, which I deemed sufficient, and Telemere a lit candle, which I also thought was fair enough. Golin's player rolled a 6 (I think it was) and so Golin recovered from Afraid; the others got a +1D on their next test. Golin also advanced to 6th level, and took the Great Endurance level benefit. (He was tempted by the mithril coat of Special Destiny, but in the end his player said "I'll only lose it.")

In a Forgotten Temple Complex there are no streets, and no other accommodations: so you have to join a temple to have somewhere to stay. In the Forgotten Temple Complex - which some (ie the Pholtus worshippers in The Pale) say is a Forgotten Temple Complex of Elemental Evil - there are five open cults, and one secret one (a kult):

Temples: able to provide mentoring in Scholar, Theologian, and skills associated with the cult:

Cult
Elements
Elemental Evil
Skills
Explosives​
Air, Fire​
explosions​
Alchemist, Cook​
Sky​
Air, Water​
waves, wind, tempest​
Survivalist, Sailor​
Forges​
Earth, Fire​
volcanoes, greed​
Armourer, Jeweller, Smith​
Herbalism​
Earth, Water​
wilderness, miasma, atavism​
Healer, Peasant​
Potions and Vapours​
Fire, Water​
poison​
Alchemist, Enchanter​
Void​
Air, Earth​
darkness, suffocation​
Lore Master, Ritualist, Summoner​


Fea-bella is a member of the Potions and Vapours cult, and went off to rest with her fellow cultists.

Golin is a member of the Explosives cult. But he didn't want to spend Lifestyle on accommodations, having no conditions to recover (you can't recover from Sickness in a flophouse, which is the quality of accommodation a temple provides) and being a soft GM I allowed this - he worked in his temple instead.

Telemere had no money to pay the Ob 3 Resources test for temple membership, so Golin decided to Circles up a friendly priest to admit Telemere as a member. Golin is a member of the Kult also, but given his goal of keeping the Elves safe, he thought he should link Telemere into the relatively mild Explosives cult rather than the rather dangerous Kult cult. The Circles test failed, and so Grantham - Golin's mentor - allowed Telemere to stay in the temple, but explained to Golin that he had arrived just in time to perform a difficult task that no one else was suited to undertake.

Before we could get clarity on this task, Telemere and Fea-bella's players started on their recovery rolls. Fea-bella succeeded vs Afraid, and took another test (for +1 Lifestyle) and recovered from Exhaustion also. So she was only Injured and Sick. Telemere, unfortunately, failed vs Exhausted. And was also Injured and Sick. They then used their healing on one another (costing another Lifestyle each for personal business), Telemere channelling his Singing Nature (as he has the Song of Soothing), and each cured the other's Sickness.

Golin, meanwhile, tried the free Haggler test he gets in town, but failed and became Angry as the monks of the Potions and Vapours cult would give him only 1D of gold or his captured bats. But Fea-bella sang the Song of Serenity, which allowed him to recover without costing any Lifestyle.

Golin then decided to try more Circles, to find a priest who would heal his Sickness. And was willing to pay (reducing the Ob). But failed again - and so this time, as he headed to the Herbalism temple, he encountered Fori the Beardless, sans helmet and so beardless for the world to see. Fori was there to remind him of the task he had to perform: he had to come to the Temple of Forging, where Lareth the Beautiful - last heard of being pursued by Bugbears - was waiting.

Golin went to the temple, where his enemy Golin was attending Lareth. I described Lareth strapped to a bench, as if to prevent writhing. And no longer beautiful, at least on one half of his face: he had a scar, as if he had been bitten by a Bugbear's fangs. Golin - with his Armour 3, and aided by his cousin Aldric - was needed to complete the forging and fitting of the Iron Mask of the Beautiful Half-Elf:

*This mask of polished iron covers the right side of Lareth’s face, concealing a scar caused by a Bugbear’s fangs​
*The mask grants +1D to Manipulator tests made to cow or impress​
*The mask may also be equipped as a weapon against an opponent with a gaze attack: it grants +1D to Manoeuvre.​

I reviewed the obstacles for forging a helmet, and decided that this was an Ob 4 Armourer test. I also explained that Lareth was wearing leather gloves inscribed with the sigils of the Lord of Forges, a relic to aid in invoking the Cloak of the Lord of Forges, which was protecting him from heat and flame; but he was strapped down nevertheless, given that the process was anticipated to be painful despite that protection.

Golin mustered his 3 dice, +1D from Aldric, -1D from being sick, and a helping die from each of Golin and Fori. Curious why he had to do this, I explained that Fori - “Ever low he sat, always abiding by greed: oaths are broken, vows refused, or solemn agreements” (I cribbed this from a different Middle Earth: Dark Minions card, for another evil Dwarf) - was not willing or perhaps even able to take on the responsibility of this task. Golin rolled, and succeeded! The mask was forged and fitted.

I told the Elven PCs that they could hear Lareth's scream of pain even in their own temples; and told Golin to add Fori to his enemies list, as he now hated Golin not just for what his parents and Vaxen had done, but for succeeding where he, Fori, lacked the courage even to make the attempt. I also told the Elves to add Lareth to their enemies lists, now that he was returned: as he had left them to help defend the Moathouse against the pirates, and instead they had joined the Bugbears and had allowed not only the Moathouse but Nulb to be taken over by the pirates.

To cheer themselves up, the Elves went shopping. They helped one another to buy food from the Herbalism cult.. Some rolls succeeded, taking both of their Resources 1 to Resources 2. Then a roll failed, and taxed them both back down to Resources 1.

Golin joined them once his forging work was finished. His Resources were 5 in his home town, but he still couldn't buy much, as generally only items with availability 0 can be found in a Forgotten Temple Complex. He bought some food too, and wine. And some candles from his own Explosives cult, and some rope from the Sky cult.

The PCs then filled their waterskins from the well, and left town. Golin's Lifestyle was 3 (2x Circles, plus his forging and fitting of Lareth's mask); with his 5 dice, he succeeded.

Telemere's lifestlye was 2 (staying in the temple, and his healing of Fea-bella): with the 1D of coin from selling the bats, and his Resources 1, he failed by 1, and his coin soaked the tax. So he was OK.

Fea-bella's lifestyle was 3 (staying in the temple, plus an additional recovery, plus her healing of Telemere). She had sold her map of the Yol river region to the Herbalism cult for 1D of copper. She added that to her Resources 1, and spent her last Persona point, but got only one success. Rather than tax her Resources to zero, I consulted my other options, and decided that she was Exhausted, her stay not having really been a restful one.

That was the end of the session, and so we allocated rewards:

*Golin had acted on his Belief (he lost count of the ways!, though I thought fixing a half-Doom mask to Lareth's face might be the stand-out) and so got a Fate point; had pursued his Goal, though not achieved it given the state the Elves ended up in, and so got another Fate point; had stood up for his creed that Elves are lost in dreams, and need grounding in reality, and so got a Persona point; and got the MVP Persona also, for his might opening Attack against the troll bats.​
*Telemere had acted on his Belief (he didn't persist in anything all session), and had pursued his Goal (early on in the stay in the Forgotten Temple Complex; but had not persisted), and so got two Fate there. He had stood up for his Creed, that This world of humans needs guidance away from the follies and struggling (when he thought he was dealing with a foolish human ghost). And was the Teamworker, and so got Persona for that.​
*Fea-bella has used her Instinct to find the idol, and had acted on her Belief (by taking the loot), and so got two Fate points. And she had achieved her Goal of escaping the cavern, and had stood up for her Creed, that These are dark times - the Free peoples must stand together. So got two Persona.​

I felt obliged to note that Fea-bella was still Injured and Exhausted; that Telemere was now Injured and Exhausted also; and that Golin was now Sick; but that in all other respects their decision to explore the cavern had paid off. I also made sure to show Fea-bella's player the write-up that revealed the PCs' failure to find and loot the Ring of Levitation. My players thanked me for sharing that information with them. (Or something like that.)

Our current plan is for another session in two weeks. Fingers crossed!
 
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