A continuation of my previous mini-campaign about Heliana the Priestess. I am using Ironsworn, Four Against Darkness (mostly for dungeon crawls), PocketLands 1.1 and Scarlet Heroes for hex-crawling and further inspiration. I have created a D100 hex-based version of the PocketLands Discovery Table: D100Lands.
Previously: Otanu is the son of Avella, queen of the island of Eos. The priestess Heliana has forced Avella to return to the True Cult, which she had abandoned to follow the wizard Althus. Otanu refuses to join the True Cult and sails to the East with a few trusted companions, hoping that one day he will bring back to Eos the cult of the Old Gods. Otanu is a devotee of the war goddess Torgana; when he lands across the sea in the small village of Asona, he swears to offer 1000 gold pieces to the Great Temple of Torgana to get guidance from the Goddess. Together with his three companions, he delves into a dungeon and collects the first gold for the offering.
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Main character: Otanu, prince of Eos
Edge:2; Heart:3; Iron:4; Shadow:2; Wits:3. (4AD Level 2)
Assets:
• Companion : “Kindred” (Arakna the Wizard, 4AD Level 2) – Your friend stands by you. Skilled: When you make a move outside of combat (not a progress move) aided by your companion’s expertise, add +1.
• Path: “Herbalist” – When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling). * Add +2. * On a hit, take or give an additional +1 health
• Combat Talent “Thunder-Bringer” – If you wield a mighty hammer… When you Face Danger, Secure an Advantage, or Compel by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit.
Heath:2; Spirit:5; Supply:5; Momentum:4. Gold pieces: 131.
Arakna’s Health: 2/4
Background Vow (Extreme): rise an army to conquer the Island of Eos and bring back the Old Gods (Progress: 0).
Dangerous Vow: Offer 1000 gold pieces to the Great Temple of Torgana to get guidance from the Goddess (Progress: 2).
Four Against Darkness party members:
Otanu (4AD Cleric Level 2).
Arakna (4AD Wizard Level 3).
Deshin the Dwarf (4AD Level 1).
Willa the Warrior (4AD Level 1).
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All the members of the team were badly wounded fighting monsters in the dungeon. They take their time recovering in Asona.
Sojourn: Challenge:2,6; Action:2+3Heart; WEAK HIT.
They partially recover: still -1 Health (Otanu:4, Arakna:3) and -1 Life for 4AD.
Otanu asks the villagers about the location of the Great Temple of Torgana.
Gather Information: Challenge:4,10; Action:4+3Wits; WEAK HIT.
(+1 momentum, now 5).
He gets vague indications that the temple is far, somewhere to the North-East. The best route is first reaching a larger town to the East: Lavinia. The party leaves Asona for this Dangerous Journey.
(In the following, I also use the two Journey Challenge dice as a 100 to select an hex from D100Lands. I apply terrain modifiers to the Action die: +1 when on a road; -1 if crossing a river without a bridge / road or terrain other than Grassland or Hills).
Journey: Challenge: 2,4; Action: 4+3Wits+(1 road). STRONG HIT.
Hex 24, Mountains, with road continuing to the East and a new river.
Waypoint: the party reach a bridge across a river in a narrow mountain valley.
Journey progress: now 2.
(I like the idea of Asona being surrounded by mountains, and I add two more Mountain hexes to the North of the current hex).
Journey: Challenge: 9,1 ; Action: 4+3Wits(+1 road, -1 mountains). WEAK HIT.
(-1 supply, now 4).
Hex 91, Hills, road continuing South-East.
They leave the mountains behind and cross gentler hills. A second bridge (waypoint) takes them again across the river. Otanu decides to follow the road, though it is turning South-East.
Journey progress: now 4.
Journey: Challenge: 3,9; Action: 3+3Wits(+1 road). WEAK HIT.
(-1 supply, now 3).
Hex 39, Grassland, road to the South-West.
Waypoint (Ironsworn oracle): Peaceful Hill.
Journey progress: now 6.
The road takes them to a solitary green hill in the plain, then turns South and West. This looks like a perfect place to Make Camp and try to fully recover from their wounds.
Make Camp: Challenge: 8,7; Action: 4+3Supply. MISS.
(-1 Supply, now 2). At night there is a sudden storm. They cannot rest and some of their supplies are lost.
Again, I add an arbitrary hexagon: more hills, with the river flowing through them towards the sea.
Journey: Challenge: 8,2 ; Action: 2+3Wits. WEAK HIT.
(-1 Supply, now 1).
Hexagon 82, Grasslands.
Journey progress: now 8.
Otanu decides it is better to try and gather some food.
Resupply: Challenge: 1,7; Action:3+3Wits. WEAK HIT.
(+2 supply, now 3; -2 momentum, now 3).
It takes them more time then expected, but they can hunt something and gather some edible roots.
Journey: Challenge: 6,8; Action: 4+3Wits. WEAK HIT.
Journey progress: 10.
Reach your destination: Challenge: 6,10 vs 10. WEAK HIT.
They reach Lavinia. I mark progress on the “offering to the Great Temple” vow (now 2).
Hex 68: Grassland.
I add to the map the town of Lavinia and a road that follows the directions on Hex 68 (but I would have added an arbitrary road anyway, if it were not on the PocketLands hex).
The Weak Hit requires a complication (an opportunity for a 4AD Dungeon-crawl): Darvus Jr, the son of Duke Darvus, has been kidnapped by rebels. It is believed that they are hiding in the necropolis West of Lavinia. A huge man-hunt is taking place, and all the people capable to fight are ordered to help.
I roll for the hex West of Lavinia: 47, Hills, and I mark the Necropolis.
4AD Mission: after 7 encounters won against monsters, the party will fight d6+2 Lev4 Rebels, with a chance of finding Darvus Jr.
The party explores several rooms in the underground necropolis. They finally find and defeat a group of 3 rebels. They collect more gold (new total: 260 gp).
Do they find Darvus Jr? (Unlikely) NO.
Do they find any valuable hint? 50/50 NO.
They are even more wounded now (Otanu’s Health:3; Arakna’s:2).
They capture one of the rebels and deliver him to the duke’s guards.
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Current Situation:
Heath:3; Spirit:5; Supply:2; Momentum:3. Gold pieces: 260.
Arakna’s Health: 2/4
Background Vow (Extreme): rise an army to conquer the Island of Eos and bring back the Old Gods (Progress: 0).
Dangerous Vow: Offer 1000 gold pieces to the Great Temple of Torgana to get guidance from the Goddess (Progress: 2).
Four Against Darkness party members:
Otanu (4AD Cleric Level 2).
Arakna (4AD Wizard Level 3).
Deshin the Dwarf (4AD Level 1).
Willa the Fighter (4AD Level 1).