Otanu of Eos: 4 – Bigral’s Fortress

A continuation of my previous mini-campaign about Heliana the Priestess. I am using Ironsworn, 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 embrace the True Cult; Otanu refuses to do the same and sails to the East, 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, he swears to offer 1000 gold pieces to the Great Temple of Torgana to get guidance from the Goddess. Otanu and his companions travel East to the city of Lavinia, where they free the son of Duke Darvus who had been kidnapped by rebels. Two of Otanu’s companions decide to stay in Lavinia. Otanu and the wizard Arakna get directions to reach the temple of Torgana. Along the way, they will find the ruins of the fortress of Bigral, ancient king of the Black Dwarves.

All episodes.

_____

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.

Health:5; Spirit:5; Supply:5; Momentum:5. Gold pieces: 640.

Arakna’s Health: 4/4

Background Vow (Extreme): rise an army to conquer the Island of Eos and bring back the Old Gods (Progress: 0.5).

Dangerous Vow: Offer 1000 gold pieces to the Great Temple of Torgana to get guidance from the Goddess (Progress: 6).

Bonds: Queen Avella, Deshin the Dwarf, Willa the Warrior, Duke Darvus of Lavinia

_____

Otanu and Arakna start a Dangerous journey to the temple of Torgana.

JOURNEY: Challenge: 9,9; Action:3+1(bond with Lavinia)+1road+3Wits; MISS and MATCH.

Pay the Price: a surprising event complicates your quest.
(I decide that this will be a side-quest and, because of the Match, the Journey is not Dangerous but Formidable.)

While following the road to the North-West, they find a smashed wagon. All the occupants are dead, but a woman who says she is a priestess of Darna, the Old Goddess of the Moon. She says they were attacked by Trolls, who also stole her sacred moon-ring. She asks for revenge and dies.

They follow westward the tracks of the trolls.

JOURNEY: Challenge: 3,4 Action:6+1(road)+3Wits. STRONG HIT. Journey progress: 1.

The road ends and they must cross a river in a forest.

JOURNEY: Challenge:8,2; Action:6+3wits-2(river, forest). WEAK HIT. -1 supply (now 4). Journey progress: 2.

They are at the foot of the mountains and find the lair of the trolls: an ancient mine.

(This will be a Dangerous Delve into an Infested Mine.)

The lair of the trolls: an infested mine

Briefly: at the entrance they fight the troll’s pet, a hyena. They go down a vertical shaft and meet a young troll, that they easily dispatch. After crossing an underground stream, they find two more trolls. Strong hit, on Locate Objective, therefore the Trolls are sleeping and only count as Dangerous. In the following battle, they kill the trolls but Arkana is lightly wounded. The only treasure they find is the moon-ring of the Darna priestess.

They resume their journey.

JOURNEY: Challenge:2,8; Action:5+3Wits-1(Mountains); WEAK HIT; Journey progress: 3. -1 supply, now 3.

They are still in the mountains, they must cross a river, but they also find a path to the North.

JOURNEY: Challenge:7,3; Action:2+3Wits-2(river, mountains)+1road; WEAK HIT; Journey progress: 4; -1 supply (now 2).

They are still in the mountains. They must abandon the path that turns westward.

JOURNEY: Challenge:6,4; Action:6+3Wits-1(mountains). STRONG HIT. Journey progress: 5.

They go across a flat wasteland, then they turn to the North-East.

JOURNEY: Challenge:5,7; Action:2+3Wits-1(mountains). MISS.
They can see Birgral’s fortress in the distance, but they must cross a dangerous river.

FACE DANGER. Challenge:1,5; Action:5+3Wits, STRONG HIT. They cross unharmed.

JOURNEY: Challenge:10,5; Action:2+3Wits. MISS. -1 supply=1.

The fortress was built on an island in the middle of a lake. They must find a way to cross the lake.
They are also short of supply and search the area for game or other food.

Bigral’s Fortress (Disco Diffusion AI)

RESUPPLY: Challenge:5,7; Action:2+1Wits, MISS. They find nothing and waste time. -1 momentum (now 4).

They explore the Northern shore of the lake.

JOURNEY: Challenge:3,4; Action:6+3Wits. STRONG HIT. Journey Progress:6.
They are in a wooded area, where they manage to resupply and rest (Health and Supplies fully restored). There is wood that they can use to build a raft and reach the fortress.

DELVE into Bigral’s Fortress, a Formidable Ravaged Stronghold

They cannot enter from the main portal, which is closed by dwarven iron gates. They manage to enter through a window on the West side.

  1. Delve: WEAK HIT (Progress: 1). They go through deserted dorms.
  2. Delve: STRONG HIT + Match (Progress: 2). A corridor. They find a secret passage.
  3. Delve: STRONG HIT. (Progress: 3) A hidden a storage room where they collect 100 gold pieces.
  4. Delve: WEAK HIT. (Progress: 4) More dorms. Otanu is tricked by a crumbling wall and is wounded (-1 health=4).
  5. Delve: STRONG HIT. (+1 momentum=6, Progress: 5). They drop upon some orcs and slaughter them.
  6. Delve: MISS. In the courtyard, an orc priest is getting ready to sacrifice a black dwarf. The scene is overlooked by 3 orc warriors (Extreme enemies).
    Battle: WEAK HIT. Arakna kills the priest with a lightning bolt spell, but the orc warriors kill the dwarf and seriously wound Otanu before he can kill all of them (Otanu’s health -3=1).
  7. Delve, MISS+Match, burn momentum to turn it into STRONG HIT+Match (Progress: 6). A chapel devoted to Torgana. Otanu recovers some of his health (now 3).
  8. Delve: WEAK HIT (Progress: 7). Path blocked by more collapsed walls.

They decide that it’s better to conclude their exploration before they meet more orcs.

Locate Objective: C:3,7 vs 7: WEAK HIT.

They are unable to find more treasure. I will not mark progress on the dangerous vow to offer 1000 gold pieces to Torgana.

ESCAPE THE DEPTHS: WEAK HIT (-1 momentum, now 1).

(Though the delve was not very rewarding, I am happy that I could get the distinctive flavour of this Infested Stronghold. I will experiment more with pure-Ironsworn dungeon-crawls).

_____

Current Situation:

Health:3; Spirit:5; Supply:5; Momentum:1. Gold pieces: 730.

Arakna’s Health: 4/4

Background Vow (Extreme): rise an army to conquer the Island of Eos and bring back the Old Gods (Progress: 0.5).

Dangerous Vow: Offer 1000 gold pieces to the Great Temple of Torgana to get guidance from the Goddess (Progress: 6).

Bonds: Queen Avella, Deshin the Dwarf, Willa the Warrior, Duke Darvus of Lavinia

Otanu of Eos: 3 – Darvus Junior is freed

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. Otanu and his companions travel East to the city of Lavinia, where they join the locals in the search for the son of Duke Darvus who was kidnapped by rebels. While exploring a nearby necropolis, the heroes defeat a group of rebels and capture one of them, but they are also wounded in the fight.

All episodes.

_____

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: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 Warrior (4AD Level 1).

_____

I use the Ironsworn oracles to find something about the character of Duke Darvus.
What is his disposition towards the Old Gods? DEMANDING.
Towards the True Cult? INDIFFERENT.
Character description: AGGRESSIVE and KIND.

Darvus does not care about religion. He is a pragmatic and does whatever serves his goals.

What is his goal? RESOLVE A DISPUTE.

Darvus hired dwarves from the East to build a new stronghold, but the local humans did not welcome them. He tried to fix this trouble, but his efforts made things even worse and some of his subjects are now openly rebellious.

The party can rest in Lavinia and recover from their wounds.
SOJOURN: Challenge: 8,1; Action:1+3Heart (Weak Hit).
Health is fully recovered (Otanu now 5, Arakna 4).

Has Darvus Jr been freed by some other expedition? (50/50) NO.

Otanu offers to search another area of the necropolis. They are charged to capture the Chaos Lord Blarar.

A second delve into the necropolis.


They visit the dungeons again and, when they finally find Blarar, Arakna uses her Sleep spell to put him out of combat. They collect 280 gp (now 450). I mark progress on Otanu’s dangerous vow (Progress:4).

Has Darvus Jr been freed by others (50/50)? NO.

Again, they can rest in Lavinia.
SOJOURN, Challenge:3,9; Action:6+3Heart. WEAK HIT. They fully recover health.

Thanks to the capture of Blarar, the extension of the rebellion is getting clearer. The party will be sent to explore one of the newly discovered areas of interest.
(I use Mythic Magazine #3 to get an idea of the new dungeon). Type: palatial. The place is cursed. The place is home to a group or community of some kind.

Tukun’s Corrupted Manor (Disco Diffusion AI)

The wizard Tukun, one of Darvus’s most powerful vassals, is secretly supporting the rebellion. The party will Delve into a Corrupted Manor and will try to capture Tukun.

The building is isolated, in the middle of Tukun’s lands, South of Lavinia. Our heroes enter the building from a window on the West side. They are immediately confronted by 3 golems. They defeat the creatures and, through a terrace, reach the East of the building. Here they have to kill a minotaur. They find a secret door that leads to the inner part of the building. There are more fights with guards and another golem, but finally they find Tukun.

Delving into the manor….

Is Darvus Junior with Tukun? (unlikely). YES.

They defeat the wizard and free the young duke. They also collect 200 gp in the process (now 640).
I mark progress on the Dangerous Vow (Progress:6).

Duke Darvus offers 400 gp as a reward for their help. He also proposes the party to stay in Lavinia as personal guards of Darvus Junior. Two of Otanu’s companions (Deshin the Dwarf and Willa the Warrior) accept to do so. Otanu gives them the 400 gp he just received. (I plan to abandon Four Against Darkness and try pure Ironsworn Delve instead, so the two red-jackets are not needed anymore).

I also mark progress on the Background Vow for having befriended a potential powerful ally (Progress:0.5). I consider this to be a new bond, without rolling the dice.

Tukun the Wizard and Darvus, Duke of Lavinia

SOJOURN: Challenge:2,1; Action:5+3Heart. Strong Hit. They fully recover their health and their supplies.

They receive additional information about Torgana’s temple.
Dangerous / Formidable Journey North? (50/50). Dangerous.

Where can they stop along the way to gather more gold for their offering to Torgana?

Scarlet Heroes oracles: Natural Fortress.
Built by humans or dwarves? (50/50): Dwarves.

The dwarves built the fortress of Bigral on an impregnable rock. It was destroyed by demons centuries ago. Now it is an Ancient Ruin, to be visited in the next episode…

_____

Current Situation:

Heath:5; Spirit:5; Supply:5; Momentum:5. Gold pieces: 640.

Arakna’s Health: 4/4

Background Vow (Extreme): rise an army to conquer the Island of Eos and bring back the Old Gods (Progress: 0.5).

Dangerous Vow: Offer 1000 gold pieces to the Great Temple of Torgana to get guidance from the Goddess (Progress: 6).

Bonds: Queen Avella, Deshin the Dwarf, Willa the Warrior, Duke Darvus of Lavinia

Otanu of Eos: 2 – Journey to Lavinia

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.

All episodes.

_____

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).

_____

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.

From Asona to Lavinia.

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.

Into the necropolis, in search of Darvus Junior.

_____

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).

Otanu of Eos: 1 – The caves of Asona

A continuation of my previous mini-campaign about Heliana the Priestess. I will use on Ironsworn, Four Against Darkness (mostly for dungeon crawls), PocketLands 1.1 and Scarlet Heroes for hex-crawling and further inspiration.

Main character: Prince Otanu of Eos, Cleric of Torgana the War Goddess.

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, swearing that one day he will bring back to Eos the cult of the Old Gods. Otanu is a devotant of the war goddess Torgana; he believes that carnage is pleasing to the goddess.

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:5; Spirit:5; Supply:5; Momentum:2.

Background Vow (Extreme): rise an army to conquer the Island of Eos and bring back the Old Gods (Progress: 0).

Otanu and Arakna

Four Against Darkness party members (I will focus on Otanu and maybe Arakna; the other two members basically are red jackets).
Otanu (4AD Cleric Level 2).
Arakna (4AD Wizard Level 2).
Deshin the Dwarf (4AD Level 1).
Willa the Fighter (4AD Level 1).


Otanu swears a dangerous vow to bring 1000 gold pieces to the Great Temple of Torgana in order to obtain guidance from the goddess.

Challenge:2,7; Action:5+3Heart. STRONG HIT (+2 momentum, now 4).

Otanu and his four loyal companions Arakna the Wizard, Deshin the Dwarf and Willa the Warrior sail East.
Do they land near a settlement? (likely) YES.
They reach a small fishing village called Asona.

They hear of nearby caves infested by monsters. Otanu decides to start looking for gold for his offer to Torgana. They visit the caves and meet two powerful monsters: a medusa in the deepest place of the caves and, while they have almost reached the exit, a chimera. Both encounters are resolved by Arakna’s sleep spells. They collect 131 gold pieces. Arakna levels up, she is now Level 3. All the party members have been wounded: I reduce Otanu’s Health (-3, now 2) and Arakna’s (-2, now 2).
I mark progress on the dangerous vow (now 2).

The caves of Asona

Current situation:

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 Fighter (4AD Level 1).

Heliana the Priestess: 6 – Althus is defeated (Island of Eos finale)

This mini-campaign is based on Ironsworn, Scarlet Heroes hex-crawling and Dungeon Solitaire: Tomb of Four Kings with the addition of these narrative house-rules. This is the finale of the series focused on the island of Eos. I hope to resume Heliana’s adventures in the future.

Previously: Avella, queen of the island of Eos, has quit the True Cult to become a follower of Althus the wizard. Heliana is a priestess of the True Cult sent to Eos to bring Avella back to the Cult. She finds out that Althus is using goblins and orcs as his minions. In the city of Clara, she charms the warrior cultist Tallia as her companion. The two travel East and destroy the Black Fort, where Althus’s orc army was getting ready to overthrow Avella’s rule. Heliana and Tallia reach the capital city of Eos, where Tallia is killed while confronting the powerful demon Vrusk. Heliana charms a new companion, the military officer Widda, and finds a sceptre that grants her power upon Vrusk.

All episodes.

Main Character:
Heliana, [Character Descriptor Oracle:] old and hostile Priestess of the True Cult.

Assets:
Companion: Tallia (+1 when aided).
Scry: sacrifice a magical object and Gather Information +Wits. On a weak hit, 2 harm or -2 supply.
Charm (custom ritual asset): to find a new companion, roll +Shadow. On a Weak Hit, Face Danger.

Edge:3, Heart:2, Iron:2, Shadow:4, Wits:3.
Momentum:8, Health:5, Spirit:5, Supplies:1.
Companion: Widda (HP:10).
Valuable objects: two gems.
Epic background vow: help make the True Cult the main religion in the world [Pr:0].
Formidable Vow: Win back the faith of Queen Avella [Pr:7].


Heliana finds that Althus is in his tower, North-East of the city. She plans to use the demon Vrusk against the wizard. Heliana and Widda prepare the expedition:

Sojourn: Challenge:1,8; Action:4+3(Heart). Weak Hit. (+2 Supply, now 3)

They leave the city directed to the tip of the peninsula North of the Eos:

Journey: Challenge:8,10; Action:6+3(Wits). Weak Hit. (-1 Supply, now 2). The peninsula is plain and does not offer any particular challenge.

Journey: Challenge:8,8; Action:6+3(Wits). Strong Hit + Match. (+1 Momentum, now 9). They move across a forest and get in sight of Althus’ tower.

Tomb of Four Kings: each King gathered allows moving to the upper level. Widda will find Althus in level 4, she must therefore collect 3 Kings.

The tower of Althus

Widda is first wounded by a trap. Finding the stairs to level 2 takes a long time, but on level two she readily dismisses an Ogre guard and finds the stairs to level 3. She is wounded by another trap, and only has 2 HP left, but she manages to find the stairs up and confront Althus in the highest room. She uses the sceptre to summon Vrusk, ordering the demon to help her fight the wizard.

Battle: Challenge:2,10; Action:5+4(Shadow). Weak Hit.

Pay the Price: Vrusk’s fury makes the whole tower collapse. The demon vanishes, while both Althus and Widda are killed. Formidable Vow Progress +1, now 8.

Heliana uses one of her gems to ask the spirits how she can best exploit her victory upon Althus.

Scry: Challenge:1,6; Action:1+3(Wits). Weak Hit. (I decide to burn Momentum, from 9 back to 2, and make this a Strong Hit instead).

Heliana sees that by wearing Althus’ medallion the citizens of the capital will look at her as their new spiritual leader. She searches the ruins of the tower and collects the medallion from Althus’ body. In the city, she is acclaimed as the liberator from the menace of Vrusk. She is finally received by Avella. Will the queen accept to re-join the True Cult?

Fulfil your vow: Challenge:6,8; Progress:8. Weak Hit. (Heliana gains 2 XP)

Complication: Avella reinstate the True Cult as the official religion in Eos. But her son Prince Otanu sails to the East; he leaves a message where he claims that he will come back with an army to eradicate the True Cult and bring back the faith in the Old Gods.

Heliana swears a vow to put an end to Prince Otanu’s threat to the True Cult.

Swear an Iron Vow (Formidable) : Challenge:1,5. Action:2+2(Heart). Weak Hit. (+1 Momentum, now 3)

Heliana the Priestess vs Prince Otanu

Current Situation:
Edge:3, Heart:2, Iron:2, Shadow:4, Wits:3.
Momentum:3, Health:5, Spirit:5, Supplies:2.
Companion: none.
Valuable objects: one gem.
XP:2
Epic background vow: help make the True Cult the main religion in the world [Progress:0.25].
Formidable Vow: Win back the faith of Queen Avella [Fulfilled].
Formidable Vow: Put an end to Otanu’s threat to the True Cult [Progress:0]

Ironsworn Star Wars: Nia the Rodian 1

I haven’t been smart enough to join the Starforged play-testing and now I am impatient to get the rules and try the game! As a diversion, I started a short Star-Wars-inspired Ironsworn game. I also thought that it would be fun to create some rough comic-like illustrations for this story.

My character is a Rodian Female, Nia.

Edge:3 Heart:2 Iron:2 Shadow:3 Wits:4

Momentum:+2 Health:5 Spirit:5 Supply:5

Character Goal [Oracle]: Gain Knowledge

Asset: Kindred Companion

Oracle Male/Female? Male

Name: Grig – 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. Expertise: Pilot

The Rodian merchant Nia is the owner of the Stingy Eagle cargo ship and Grig is the pilot of the ship. They are both rebels and use the cover of Nia’s trading to infiltrate Empire-controlled planets and collect information for the rebels based on planet [Oracle] Abon.

The Stingy Eagle flies towards planet [Oracle] Essus where [Oracle: An Innocent is Accused] the Empire has imprisoned governor Shona. She is charged of collaborating with the rebellion, but she never did.

The leaders of the Rebellion asked Nia to investigate the situation on Essus and possibly find Shona and take her to Abon.

Dangerous task: Find Shona and take her to Abon – Progress:0

As soon as the Stingy Eagle reaches Essus, Nia and Grig visit the spaceport tavern, hoping to learn some details about the situation.

Do they ask information to humans or aliens? [50/50] Oracle: Human

Male / Female [50/50]: Female

They talk with a local merchant: Denua

Gather Information: C:8,9 A:3+4Wits=7 MISS

Just a few hours earlier, Denua has seen Shona being escorted to an Imperial frigate which has left for an unknown destination. Where has she been taken?

Nia and Grig return to the Stingy Eagle. Nia tries to break into the Imperial Planetary Information System and find out about the route of the frigate.

Gather Information: C:9,10 A:5+4Wits=9 MISS

She is unable to break in. They must find a way to enter the Imperial command at the spaceport and get direct access to an authorized terminal.

Cybela and the Iron Talisman 4: Infiltration in Axeford

A solo campaign with plastic toys based on the Ironsworn RPG and the OnePageRules Grimdark Future Firefight skirmishing rules.
See setup here.

Previous events: The Duchy of Elfbrook has been attacked by the Duchy of Boarwood. Duchesss Cybela of Elfbrook is the best remotely-controlled-mecha-pilot around: she swears a vow to rescue her friend Tahuta, who has snatched the Iron Talisman from the hands of the invaders but is now trapped in the Boarwood-occupied territory. Cybela’s Mecha is destroyed in a first attempt to reconquer the town of Abon, but the second attack is a success. Etana, the chief engineer at the Mechanization Ministry, points out that resources are scarce and it could be impossible to replace Cybela’s Mecha, if it were destroyed. During a failed attempt to reconquer Axeford, Cybela’s bot is again destroyed and she is assigned a much less powerful machine.

NPCs:

  • Duke Themon of Elfbrook – Cybela’s father
  • Archmage Brynn, uncle of Cybela and leader of the Cult. A powerful and ambiguous man.
  • Tahuta – an agent in Elfbrook special forces and Cybela’s best friend.
  • Etana – chief engineer at the Mechanization Ministry. She favours AI robots over human-controlled mecha.

all1

This battle is based  on One Hour Wargames, a book by Neil Thomas (Scenario:25 Infiltration). The battle in Axeford is raging again. A Boarwood (blue) squad has successfully infiltrated behind the Elfbrook (green) lines. After hitting their objective, they are retreating and must cross the board from the left to the right edge (I randomly rolled both who will be the infiltrating army and which side of the board they will enter). Boardwood’s squad is composed of four units (two missile-launcher-armed soldiers, an Infantry Squad and the red golem): in order to win, two units must exit the right side of the board. Elfbrook initially only has a Sergeant (randomly rolled) and Cybela’s new not-so-powerful bot (Q:3+, D:3+, Ranged:A1, CCW:A1, slow), but they will receive a new unit for each of the first four turns. The game will last up to 6 turns.

00

Turn 1: a green Infantry Squad enters from the South edge of the board. The blue army advances, without any intention to engage in a fight. Cybela and the Sergeant shoot and miss.

01

Turn 2: two green veterans enter from the North (not visible in the picture). The blue army splits: one of the missile-launcher men and the Infantry squad rush forward, while the other missile-launcher and the golem sacrifice themselves in the attempt to cover the retreat of their companions. None of the Elfbrook shots hits their target.

02

Turn 3: a green sniper appears on the truck on the right. The Elfbrook veterans kill one of the missile-launcher-men. The Golem charges the Sergeant. The two opposed Infantry Squads exchange shots and one of the blue men goes down.

03

Turn 4: an Elfbrook soldier with a missile launcher arrives from the South side and kills the two remaining blue Infantry soldiers. The last surviving Boarwood man is taken down by the sniper. Cybela stuns the golem.

04

This is a strong victory for Elfbrook! Cybela takes +2 Momentum. I also mark 3 Progress on her vow to retrieve the Iron Talisman. This corresponds to 3 freed squares on the map of the area: after reconquering Axeford, the green army finds its way open to advance along the coast: Stormbay is soon freed. Then a joined attack from the North and the South-East forces the blue army to also retreat from Elkfield and Redhill: Stonetower, where Tahuta and the Talisman are supposed to be, is now in sight!

map

Cybela’s current situation:

Stats: Edge:2 Heart:1 Iron:2 Shadow:1 Wits:3
Health:5 Spirit:5 Supply:1 Momentum:2
Vow: retrieve the Iron Talisman (Troublesome) Progress:5
Background Vow: limit the power of the Cult (Extreme) Progress:0

Cybela and the Iron Talisman – Campaign setup

After playing an interesting OPR Grimdark Future Firefight campaign in the past months, I thought I will continue with this skirmish system which I greatly enjoy. I have invested 10 Euros in Lego bricks: Lego robots will enter the fight. I also want to add more story elements and the Ironsworn RPG is excellent in this respect. I will use a custom anime / steampunk / fantasy / random setting that I will build from scratch. Everything will be as simple as possible: I don’t expect to use assets, at least for now.

1 Create your character – Cybela is the Duchess of Elfbrook. She is the most talented mecha pilot in the duchy.
Stats: Edge:2 Heart:1 Iron:2 Shadow:1 Wits:3

2 Create your world. I rolled a handful of dice and drew a map of the Slar island. The Elfbrook Duchy is in the Eastern part of the island. The other two large Duchies are Rockfall at the South and Boarwood, also including the Damula island, at the North.

3 Create your background bonds.
I decided one of the bonds is Duke Themon, Cybela’s father.

I used the Irosnsorn NPC Oracles for the other two bonds:

3a: A “wanting pilgrim”, whose goal is to “obtain an object.” Cybela’s uncle is the second most powerful man in the Duchy: Archmage Brynn, leader of the Cult. He has travelled extensively in all Slar and beyond. Some think his loyalty to Themon is not total.
3b: A “cooperative thief”, who wants to “fulfill a duty.” Tahuta is Cybela’s best friend. She is an agent in Elfbrook special forces.

4 Write your background vow. Oracle: “seize mysticism”. Cybela wants to limit the power of the Cult, which often interferes with all the important matters. (Extreme)

5 Envision your inciting incident. Oracle “deflect destiny”. I used the hints provided by Cybela’s bonds. Boarwood has invaded the neutral area of Stonetower, at the center of Slar. The Iron Talisman is considered as the the symbol of the power on all Slar: it has been preserved in Stonetower for many decades, as the result of an agreement among the three duchies. Tahuta has recovered the talisman, but the quick Boarwood occupation has trapped her behind enemy lines.

6 Set the Scene. Elfbrook will have to immediately counter-attack, trying to get possession of the Talisman. Brynn claims that it must be handled to him who, being a spiritual authority, can grant that it will not be used to damage the other regions of Slan. Themon is not of the same opinion, but all agree that the Talisman must not fall in the hands of Boarwood. Cybela will be a protagonist in the fight by remotely piloting a brand new experimental mecha.

7 Swear an Iron Vow. After receiving the controls of her new Mecha, in front of the Duke and the chief engineers of the Mechanization Ministry, Cybela swears to find Tahuta and the Iron Talisman.
Swear an Iron vow: Challenge:5,7 Action:1+1Heart+1Community=3 Miss
In that very moment, news arrive that the Boarwood army has passed the border and has directly attacked Elfbrook. The task will be Troublesome, harder than expected. (Momentum=0)

Grimdark Future:

Stats for the first mecha: Q:3+ D:3+ FluxRifle(24″,Attacks:1,Ap1,Flux) CCW Attacks:1 Regeneration, Slow, 30 pts

 

I will roll on this custom “Mecha wound table”:

1 Mecha Explodes! (all figures in 6″ take 1 automatic hit)

2 Out of Combat

3 Weapon arm destroyed (Remove Weapon; Quality degraded 1 step)

4 Control system damaged (Defense degraded 1 step)

5 Leg destroyed (Immobilized: Quality and Defense degraded 1 step each)

6 Mecha falls / reboots (same as “stunned”)

Amara of Whitebridge 12 – Varena and Purena

Amara has lost all her companions. She resorts to her augur power and summons the crow that direct her to a safe way to the final destination of her journey.

[An Ironsworn adventure in the Ironlands. I play skirmishes with the Song of Blades and Heroes rule-set by Ganesha Games. Larger battles are played with the Ancient One Hour Wargames rules by Neil Thomas]

Previous events: Amara of Whitebridge, her cousin Quinn and the crossbowman Delos have a quarrel with the overseer Lestara. The heroes leave Whitebridge and reach Stoneford, where they meet the healer’s son Kaivan. Stoneford is occupied by the Makari, a mysterious invading army. The party joins a successful counter attack against the Makari: the leader is the friendly Lago of Redhall – it’s love at first sight with Amara. The heroes return to Whitebridge and free Lestara who had been imprisoned the Makari. Lago and Quinn fall in the fight. Amara reaches Redhall where the overseer Maya, mother of Lago, asks her to travel south in search of the twin sorceresses Varena and Purena: they are authorities among the Broken and their help is necessary to re-conquer Whitebridge. During the journey, Amara and Delos help a Broken girl, Kodra, who is leading the Makari prisoner Alith to her community: Kodra and Amara forge a bond and Kodra accepts to travel with Amara and Delos. The party is ambushed by trolls: Delos is killed, Kodra and Alith disappear while Amara is left unconscious on the battlefield.

Main character: Amara
Edge:+1 Heart:+3 Iron:+2 Shadow:+2 Wits:+1
Health:3 Spirit:4 Supply:3 Momentum:2

Place Whitebrige – a riverside village
NW Haven (near the center of the Ironlands)

ASSETS:
Martial Focus – BRAWLER Secure an Advantage by engaging in close-quarters brawling.
Ritual – AUGUR Summon a murder of crows and ask a single question.
Path – HERBALIST Heal people using herbal remedies.

BONDS:
Deshi (Amara’s father) [oracle: stingy and manipulative forager]
Lestara (Whitebridge overseer) [oracle: generous and powerful healer]
Quinn (Amara’s cousin) strong and dumb warrior
Lago – an attractive and friendly warrior from Redhall
Maya – Redhall overseer
Kodra – a Broken girl

Other NPCs:
Zura – a warrior from Whitebridge who wants to replace Lestara as overseer
Kaivan – the son of the Stoneford healer
Lona – Lago’s sister, another Redhall prominent warrior
Varena and Purena – twin sorceresses
Temir and Flint – Redhall allies killed by Harrow Beasts
Alith – Kodra’s Makari prisoner

VOWS
Background Vow: – Extreme. When Amara’s father Deshi was overseer, he started a feud with the nearby Stoneford community (another village on the same river, twenty miles NE of Whitebridge). Amara intends to mend the conflict started by her father. Progress: 0.5
Dangerous Vow (reconquer Whitebridge) Progress:2
Dangerous Vow. Let Lestara be overseer for the next seven years. Progress:4
Formidable Journey to find Varena and Purena: Progress 6


Amara summons the crows and asks them where Kodra is.
Challenge:5,1 Action:4+1(Wits) Weak Hit
[Location Oracle: Inaccessible Woods]
The response is difficult to interpret, maybe it means that Kodra is inside the wood where Amara and her allies were ambushed by trolls; most likely it just means that Amara cannot hope to make it through the woods alone. The Aida river should not be far West: Amara decides to head in that direction.

Undertake a Journey – Challenge:2,2 Action:2+1(Wits)=3 Strong Hit (Formidable journey progress: 7)
[Location Oracle: small ruin]
Amara finds the traces of an ancient road running along the Northern border of the forest. The road leads to a ruined bridge.
[I interpret the Matches as a particularly favourable progress in the journey] The river flows slow to the South. The next day, she builds a raft and proceeds down the river.

Undertake a Journey – Challenge:1,6 Action:1+1=2=3 Weak Hit (Journey progress:8; Supplies -1, now at 2)
Her attempts at fishing are profitless, she has to consume some of the small food she has with her. But moving along the water is fast and apparently safe.
[Oracle: Mountain Lair]
Amara can see in the distance a blue profile: the Broken Mountain were the sorceresses Varena and Purena are said to live. When the mountain is directly at her left, she directs the raft to the shore.

Early next morning she walks towards the mountain and starts climbing along a steep path.
Undertake a Journey – Challenge:3,1 Action:5+1 Strong Hit (+1 Momentum = 3) (Journey:9)
Amara meets a Broken girl: Nanda. Amara tells her that she is looking for the sorceresses and Nanda offers to lead her to their hut.

Reach your destination – Challenge:3,5 Journey:9 Strong Hit (+2 Momentum=5)
The twins are much younger than Amara expected: or at least they look so. They welcome her and ask her to tell them of her journey in the most detailed way. They seem puzzled by the episode of Kodra and her Makari prisoner.
Nanda, who also attends the meeting, is a friend of Kodra. Nanda says she had a dream about Kodra, in which she asked to stop the invasion of Havens. They all agree that an alliance against the Makari is necessary. [I also mark +2 progress on the Dangerous vow to free Whitebridge from the Makari]

Sojourn – Challenge:2,7 Action:3+3(Heart)=6 Weak Hit (+2 Health=5)
Amara is welcome to stay with the twins. They help cure her wounds with herbs and she fully recovers.

vp
Varena and Purena

Current situation:
Health:5 Spirit:4 Supply:2 Momentum:5
Extreme Background Vow: (alliance with Stoneford) Progress:0.5
Dangerous Vow (have Lestara oversee for the next years) Progress:4
Dangerous Vow (reconquer Whitebridge) Progress:4

Amara of Whitebridge 11 – A trollish setback

Amara is travelling South with Delos, the Broken Kodra and her Makari prisoner Alith. The party has a disastrous encounter with three nasty trolls.

[An Ironsworn adventure in the Ironlands. I play skirmishes with the Song of Blades and Heroes rule-set by Ganesha Games. Larger battles are played with the Ancient One Hour Wargames rules by Neil Thomas]

Previous events: Amara of Whitebridge, her cousin Quinn and the crossbowman Delos attack a group of Broken near the village. Amara is defeated. The overseer Lestara harshly critiques Amara’s initiative, which ended in favouring Lestara’s rival Zura. The heroes leave Whitebridge and reach Stoneford, where they meet the healer’s son Kaivan. Stoneford is occupied by the Makari, a mysterious invading army. The party joins a successful counter attack against the Makari: the leader is the friendly Lago of Redhall – it’s love at first sight with Amara. The heroes return to Whitebridge and free Lestara from the Makari. Lago and Quinn fall in the fight. Amara reaches Redhall where the overseer Maya, mother of Lago and Lona, asks her to travel south in search of the twin sorceresses Varena and Purena: they are authorities among the Broken and their help is necessary to re-conquer Whitebridge. Two Whitebridge warriors who were travelling with Amara and Delos are killed by monsters. Amara and Delos help a Broken girl, Kodra, who is leading the Makari prisoner Alith to her community: Kodra and Amara forge a bond and Kodra accepts to travel with Amara and Delos.

Main character: Amara
Edge:+1 Heart:+3 Iron:+2 Shadow:+2 Wits:+1
Health:3 Spirit:4 Supply:2 Momentum:4

Place Whitebrige – a riverside village
NW Haven (near the center of the Ironlands)

ASSETS:
Martial Focus – BRAWLER Secure an Advantage by engaging in close-quarters brawling.
Ritual – AUGUR Summon a murder of crows and ask a single question.
Path – HERBALIST Heal people using herbal remedies.

BONDS:
Deshi (Amara’s father) [oracle: stingy and manipulative forager]
Lestara (Whitebridge overseer) [oracle: generous and powerful healer]
Quinn (Amara’s cousin) strong and dumb warrior
Lago – an attractive and friendly warrior from Redhall
Maya – Redhall overseer
Kodra – a Broken girl

Other NPCs:
Zura – a warrior from Whitebridge who wants to replace Lestara as overseer
Kaivan – the son of the Stoneford healer
Lona – Lago’s sister, another Redhall prominent warrior
Varena and Purena – twin sorceresses
Temir and Flint – Redhall allies killed by Harrow Beasts
Alith – Kodra’s Makari prisoner

VOWS
Background Vow: – Extreme. When Amara’s father Deshi was overseer, he started a feud with the nearby Stoneford community (another village on the same river, twenty miles NE of Whitebridge). Amara intends to mend the conflict started by her father. Progress: 0.5
Dangerous Vow (reconquer Whitebridge) Progress:2
Dangerous Vow. Let Lestara be overseer for the next seven years. Progress:4
Formidable Journey to find Varena and Purena: Progress 5

Undertake a Journey – Challenge:1,9 Action:6+1(Wits)+1(Kodra)=8 WEAK HIT
Amara and the others proceed South, they finally exit the marshes, but supplies are always short (-1, now 1). Journey progress: 6.

Location Oracle: Peaceful Steading
They reach a large Steading belonging to a young woman, Saura, and her siblings.
Is Saura hostile towards the Broken? [50/50] NO
Saura has a deal with the Borken: she gives them some of her crops and they protect the area around the steading. Still, the surroundings are dangerous.

Sojourn – Challenge:4,2 Action:6+3(Heart)=9 STRONG HIT
Amara Recuperates completely from the wounds received during the previous fights (+2 Heath=5). Saura also provides generous food for the next days of travel (+2 Supplies=3).

Journey – Challenge:7,7 Action:4+1(Wits)+1(Kodra)=6 MISS
I interpret the Matches as someone trying to rescue or eliminate the Makari prisoner Alith: he will be the main target of the aggressors.
Are the attackers humans or trolls? [50/50] Trolls

While following a “lush trail” South, the party is faced by three large trolls.
a1.jpg

Amara attacks one of the trolls, but it’s a hard fight and soon she is wounded. Delos manages to put one of the attackers out of combat.
The largest troll attacks Kodra: she fights bravely and with this blow she manages to make the attacker momentarily fall.
c3.jpg

Delos and Kodra join forces and defeat the troll leader, but Amara is now out of combat.
Does the last troll retreat? [50/50] NO
He attacks Delos and puts him out of combat.
d4.jpg

I stop the fight here, since the two main characters are unconscious.

When Amara regains her senses, does she see Kodra around? [50/50] NO
Is Alith the Makari there? [small chance] NO

What happened of Delos?
Companion Endure Harm – Challenge:9,9 Action:6+3(Heart)=9 MISS

The matches seem to me to require a “strong” interpretation of the miss: Amara finds the lifeless body of Delos (-2 momentum, now=2)

Amara has received 2 harms (Health now at 3).
Endure Harm – Challenge:1,8 Action:1+2(Iron)=3 Weak Hit

The death of Delos is a blow for Amara: it was the last of his Whitebridge companions. Also, Kodra was familiar with the region and she might have helped Amara interact with the Broken, when she reaches her destination. Yet she will have to go on by herself.

Current situation:
Health:3 Spirit:4 Supply:3 Momentum:2
Extreme Background Vow: (alliance with Stoneford) Progress:0.5
Dangerous Vow (have Lestara oversee for the next years) Progress:4
Dangerous Vow (reconquer Whitebridge) Progress:2
Formidable Journey to find Varena and Purena: Progress 6