The Inciting Incident
The harvest is poor, as usual. The herds are thin, as usual. But this year, it is worse: entire fields dying off in a night, and whole flocks are sick. But there is no rhyme or reason in the failures. Kataka, the herbalist, seems to be able to cure some of the animals and keep some fields healthy. But as the blight continues, more and more villagers place the blame on her. Why is she able to fend off the curse? Soon, the village will reach a tipping point, and people are calling for her exile–or death. When his own family’s goats are struck down, Gethin goes to her for help, only to find a crowd already at her dwelling…
The game begins. I’m not sure how best to format this, but here’s what I have in my notes: moves in bold, the rolls of the form “X, Y vs Z + (adds) = [result]. [effects]
”, where X and Y are the challenge dice (d10) and Z the action die (d6). Writing out all the effects might end become cumbersome, we’ll see. Commentary in italics.
Swear an Iron Vow. 1, 6 vs 2 + 1 (heart) + 1 (bond) = 4
. Weak Hit: +1 Momentum (now 3), but Gethin has more questions than answers.
Kataka manages to calm the people, but Gethin can see that it won’t last. Pushing to the front, he vows to discover the cause of the blight. The villagers seem content to let the young goatherd shoulder the burden and leave the herbalist alone for the time being. Of course, there are doubts: “What would you know about this?” “If it’s not her fault, why is she profiting so much?” “Without your herd you’ve got nothing else to do, so have at it.”
Gethin presses Kataka for answers.
Gather Information: 1, 3 vs 2 + 2 (wits) + 1 (bond) = 5
. Strong Hit: +2 momentum (now 5).
“It is unusual for a blight in these lands to poison both the animals and the land. I recall hearing about a curse, however, with effects remarkably similar to this, and, indeed, my counters seem to be somewhat effective. Perhaps my old teacher, Elstan, knows more, though last I heard, he was abducted by raiders.” (Oracle: “Depart Freedom”.)
I was really not at a loss for where to go from here, and it took a bit of head-scratching for “Depart Freedom” to mean anything to me (eventually I landed on “got captured”), but at least we’ve got somewhere to go.
The last known location of her mentor is Eaglespire (settlement name roll 36, 31). To get there, follow the river south to the forest (location roll 77) and then east to the edge of the Deep Wilds. Nothing to do now but set off.
Undertake a Journey (troublesome) to Eaglespire. 6, 9 vs 5 + 2 (wits) + 1 (bond with origin) = 8
. Weak Hit: reach waypoint (now at 3 progress), -1 supply (now 4).
The journey begins uneventfully, as he’s taken the herd through this land many times before. However, people made desperate by the blight have left the countryside bare. There’s nothing to do but press on.
Undertake a Journey again. 2, 5 vs 5 + 2 (wits) = 7
. Strong Hit: reach waypoint (now at 6 progress), move with speed -1 supply (now 3), +1 momentum (now 4).
The state of the countryside keeps the desperation in Olgar’s Stand at the forefront of his mind. Gethin pushes on, as fast as he can, motivated to resolve this quickly. He’s followed the river to the forest, and now must turn east, toward the Deep Wilds.
Undertake a Journey again. 4, 8 vs 2 + 2 (wits) = 4
. Miss: Pay the Price. Roll: 88 It wastes resources. -1 supply (now 2).
Gethin is lost. Well, he’s circled back to the river, but now with less food. Pebble whines.
Undertake a Journey again. 3, 9 vs 4 + 2 (wits) = 6
. Weak Hit: reach waypoint (now at 9 progress), -1 supply (now 1).
Finally, Gethin finds the track eastward to Eaglespire, as supplies run low.
Reach Your Destination. 1, 8 vs 9 progress
. Strong Hit: make another move now, and add +1.
Sojourn in Eaglespire. 5, 7 vs 6 + 1 (heart) + 1 (previous) = 8
. Strong Hit: provision (+2 supply, now 3) and plan (+2 momentum, now 6).
The approach to Eaglespire
Eaglespire is so named because of the tall trees hosting eagle nests at their tops. On the edge of the forest, eagles and people alike work both the woods and the fertile lands around them. Gethin arrives on a sunny mid-morning in high spirits. He barters some freshly caught hare and herbs (the makings of a delicious stew, really) for some jerky to replenish his falling stores. Not one to dive in and canvas the townspeople directly, he scouts the area and finds those likely to know the old herbalist Elstan.
Gather Information. 3, 3 vs 4 + 2 (wits) = 6
. Strong Hit, Match. +2 momentum (now 8). Oracle 85, 14: Construct Duty.
“Abducted by raiders? Don’t be ridiculous. What would they want with him, anyway?” laughs Kaivan (43), the limping (67) forester. “No, he was laying out some kind of boundary in the forest with sage or thyme or something like that. Every day he’d go out and get to work, muttering about ‘duty’ and ‘curse’, until one day he didn’t come back.” He gestures deeper into the forest, and as best Gethin can figure, that’s the place to start looking.
Not too much action yet, but a lot of moves. Performing “Undertake a Journey” four times in a row seems wrong, but I’m not sure what people typically do to switch it up. I used the match on the last Gather Information move to simplify the situation because I felt like I was making a lot of moves without much progress. So now, instead of being captured, Elstan is just in the forest somewhere, “constructing” a curse barrier as is his “duty”. Where? We’ll find out next time…