The long road home
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Undertake a journey back to Olgar’s Stand (dangerous) .
2, 5 vs 4 + 2 wits = 6
. Strong hit. +2 progress/2. -
Make camp.
3, 5 vs 6 + 5 supply = 10
. Strong hit. Focus: +1 momentum/6. Prepare: +1 to next journey move.
Gethin and Pebble make quick time, getting back to the caravan site with plenty of time left in the day. They set up camp, making a quick stew from a river fish and some nearby herbs. Gethin plans out the remainder of the return journey, and gets a full rest.
Arrival
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Undertake a journey.
5, 6 vs 4 + 2 wits + 1 prior = 7
. Strong hit. +2 progress/6 -
Undertake a journey.
2, 9 vs 4 + 2 wits = 6
. Weak hit. +2 progress/8. -1 supply/4. -
Reach your destination.
4, 9 vs 8 progress = Weak hit
. Complication.
The land is now familiar. Pebble trots along, happy to be coming home, until she catches a scent and stops short, growling softly. They are in the hills now, and coming over the next rise, Gethin spots a pair of raiders–Black Fang scouts, to judge by their gear. Fear rises in Gethin: if they are this far north, already… and if these two find Olgar’s Stand, and report it as a potential target… Gethin will just have to make sure that doesn’t happen. He begins with the now-familiar blood rune.
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Leech.
3, 6 vs 6 + 2 iron
. Strong hit.
Excellent. Now can he get to the high ground?
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Secure an Advantage (agility).
5, 8 vs 3 + 3 edge = 6
. Weak hit. +1 momentum (7). -
Enter the fray (facing off) vs pair of raiders (formidable).
5, 10 vs 4 + 1 heart = 5
. Miss. -1 momentum / 6. Lose initiative.
He makes it, but they are charging towards him, and he is forced to backpedal under their attacks.
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Clash (staff/simple weapon).
6, 10 vs 6 + 3 edge + 1 long-arm
. Weak hit. +1 momentum (long-arm)/8. Suffer 3 harm, inflict 1 harm/1 progress. -
Endure harm (3). -3 health/2.
3, 6 vs 5 + 2 iron = 7
. Strong hit. -1 momentum/7, +1 health/3. Take initiative.
They trade blows. The first raider slashes lands a slash with the sword, but the pain energizes Gethin (or, perhaps, his runed staff) and he knocks the raider back.
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Strike (staff/deadly weapon).
4, 10 vs 4
→ long-arm reroll5, 5, vs 2
. Burn momentum for Strong Hit, reset to 2. Inflict 2 weapon + 1 strong hit + 2 leech = 5 harm = 5 progress/6. +2 health/5, +3 momentum/5.
Gethin follows with a blow straight to the head. The skin breaks and the staff sucks blood. He is down, and Gethin turns to his remaining foe. Pebble growls.
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Secure an advantage (precision).
4, 9 vs 5 + 3 edge = 8
. Weak hit. +1 momentum/6.
Gethin feints with the top of his staff and then hooks the raider’s foot with the bottom. He stumbles, but does not go down.
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Strike (staff/simple weapon).
7, 7 vs 2 + 3 edge + 1 long-arm = 6
. Miss, match. Lose initiative. -
Companion Endure Harm (3). 1 health.
9, 10 vs 4 + 1 health = 5
. Miss. -1 momentum/5.
Gethin strikes again, but the raider dives out of the way–directly at Pebble. He stabs her, and she panics and bolts, trailing blood.
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Clash (staff/simple weapon).
1, 4 vs 2 + 3 edge + 1 long-arm = 6
. Strong hit. Inflict 1 harm = 1 progress/7. +2 momentum/7. Take initiative.
Furious, Gethin assaults the man, landing blows and forcing him back.
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Strike (staff/deadly weapon).
3, 3 vs 2 + 2 iron = 4
. Strong hit, match. Inflict 3 harm = +3 progress/10. - End the fight. 1, 9 vs 10 progress = Strong hit.
Ed. note: That one started off awkwardly–Gethin is rarely going to directly start a fight to his advantage, with 1 Heart, but pretty early on I missed a strike, then missed the re-roll, and had to burn momentum. Of course, I should probably get in the habit of burning momentum more often as it tends to get up to 9 or 10 and sit there for a while. The fight was not without cost as now Gethin has to find and heal Pebble, though perhaps so close to home, some help is available…