In my customary hour+ insomnia, I figured I'd throw some quick words in here.
Got in an hour of play Saturday night (via Skype as we're all 1 to 2 hours away from each other) with this TB2 group.
It featured dealing with the Obstacle 1 of the Adventure phase:
* Getting across the large, unnaturally angry sea inlet of the fjord to the island domain of the long ruined Remote Village.
To that end, the players went the following route:
* Gather wood (Laborer) and build raft (Carpenter). Since this was basically a group move, we aren't taxing twice against The Grind, so this is effectively Turn 1 against the Grind (every 4 Turns the PCs earn a condition). Karolina is the Carpenter so its up to Taika to gather the wood.
* This is, in fact, Torchbearer. This far-flung northern place sees only a few hours of daylight, and even that sees the sun heavily blotted out from dense cloud cover. Today is the same. Allie pulls one of 4 Torches (lasts 2 Turns) from their Backpack and lights the tasks of her allies. Now while this isn't two actual Turns against The Grind, this is effectively 2 Turns worth of light because these are discrete things that will eat up the Light. So this whole effort costs a full Torch worth of light.
* Taika doesn't have Laborer, but she has Hunter and Survivalist. Either of those would have a handaxe as a tool, so effectively she has the tool necessary for this job so she doesn't get an additional 1 Factor for the Test; 1 Factor for gather wood +1 Factor for the wet and wintry conditions.
Taika Beginner's Luck Health 4d
/2
+Fresh Condition +1d
= 3d
She fails the Laborer's Test. The stakes for the Test were going to be her tools for any subsequent Survivalist and Hunter Test for the rest of this Adventure/Camp (if any) phase(s) (therefore any Test would have +1 Factor). So she keeps the Fresh Condition, she marks a BL Test for Laborer, but she loses her handaxe/tools (they fail in the process of harvesting/breaking down the wood).
* Karolina builds the raft Carpenter 2 vs Ob2. The Test fails. The wood Taika gathered was difficult to work with, the rope weaving was tedious, and the weather was miserable. The raft gets built but she ends up with the Angry (can't use Wises or Beneficial Traits) from the affair. She marks a failure for Carpenter for Advancement.
* The unnaturally angry sea catches the attention of Allie the Sorcerer. Allie has the following ability:
Otherworldly Senses: Once per phase, you may attempt to detect the presence of spirits or events with emotional resonance that caused (or will cause) Otherworldly turbulence. To detect spirits seeking to remain hidden from you, test Will against an obstacle equal to 8 minus the spirit’s Might. You don’t need to test to detect spirits that are not hiding themselves. To sense other Otherworldly effects, test your Will with the following factors:
The angry elemental spirits of the sea are not trying to hide themselves so no test is required. Ever since the cataclysm and the great rock fell from the cliff face (creating a tsunami), these waters have been filled with fury and hungry for ever more destruction. Getting to the island will be no neat trick.
* The group decides that their next Turn will Test Alie's Summoner 4 to ward the raft on its perilous journey across the waters vs the Nature 5 (Devouring, Breaking, Pursuing) of the fjord's elemental water spirits bent on destroying the raft and claiming its occupants in its depths. Karolina uses another of Allie's torches to light the way (1/2 Turns remaining on this Torch).
Allie Summoner 4d
- 1d Supplies (Salt and Candles - frees up 1 Belt Slot)
- 1d Help Taika Loremaster (the elf has experience aplenty with the primal spirits of the world)
+5d Channeling Within Nature (spends their Persona Point for Demanding - this test is effectively a rebuke against the sea's advances on the small raft)
11d vs Nature 6 succeeds (with margin of success 2 which will downthrottle any future test against these waters or the elemental spirits of these waters by that amount). Allie marks a success for Summoner Advancement. If this would have failed, it would have been a Flee Conflict.
They've landed their craft safely on the island. The Grind is now at 2/4 and their present Torch has 1 Turn left.