Sunday, July 19, 2020

Elephant Queens & Tiger Kings - 2: The Inciting Incident

Read the first post where I set the scene: Elephant Queens & Tiger Kings - 1: Creating the World

I'm using the free game IronSworn RPG which can be played in solo mode. I'll play the rules as written, (although I should really substitute Bronze for Iron!). I'll also bring in other resources to help run the game as and when I see fit.

My character is named Kiakro and his stats are

Edge: 3 (Quickness, agility and prowess in ranged combat)
Heart: 1 (Courage, willpower, empathy, sociability, and loyalty)
Iron: 2 (Physical strength, endurance, aggressiveness, and prowess in close combat)
Shadow: 1 (Sneakiness, deceptiveness, and cunning)
Wits: 2 (Expertise, knowledge and observation)

I've decided my three starting assets are: Skirmisher (Spear handling), Waterborn (Knowledge of watercraft and travel) and Herbalist (Healing with herbal remedies)

I'm also adding the optional Fortune Hunter asset from the Delve supplement to track wealth. Sword & Sorcery settings often have protagonists who wish to enrich themselves so this asset will add to the atmosphere of the game.

That's it for now, let's play to find out what happens.

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I wake up from a slap to the face. My friend Auko is looking down on me, a relieved smile on his face. I'm soaking wet, bruised and aching but otherwise unscathed. All I remember is a loud crash and our boat coming to a sudden halt. A breach in the hull, and a rush of water meant all had to abandon the craft. 

Thank the gods that we weren't tied to our benches as so many rowers are. It was every man for himself, diving into the water and swimming for their lives. I can't even remember getting to the shore, but here I am, lying on a small rocky beach.

"We've got to get moving, this is our chance for freedom" Auko says.

There were 20 people in total on the boat. 10 rowers and the others consisted of the owners and some merchants. I wonder how many survived int total?

Roll 1d20. Result: 13 survivors. Including myself and Auko. 

How many are rowers? Roll 1d10. Result: 3.

I'll decide that Auko and myself are the only people to be seen at the river bank right now, but the other survivors might come into play later.

Auoko helps me to my feet, we can see the boat some way off, one side raised in the air as it's taking on water. It must have struck a rock or perhaps a large tree trunk just below the surface. We hear some calls, it's time to escape into the jungle.

Face Danger with speed and agility (Edge).

Action Die, Roll 1d6 + Edge (3) = 3 + 3 for a total of 6.
Challenge Dice, Roll 2d10 = 4 and 4.

That's a strong hit and an opportunity because of the matching challenge dice.

I get +1 momentum



We are lucky to be so close to the trees and within moments we crash our way through the undergrowth into darkness of the forest. It doesn't seem like anybody saw us.

If we can sneak away from the other survivors without leaving a trail, then the others will assume we didn't make it out of the river alive.

Secure an Advantage with deception, stealth or trickery.

Action Die, Roll 1d6 + Shadow (1) = 2 + 3 for a total of 3.
Challenge Dice, Roll 2d10 = 7 and 2.

A weak hit for a short lived advantage, +1 momentum.

We do our best to sneak off through the forest without leaving a trail, but after a little while we hear shouts behind us. It seems that if we're not careful we'll be found and caught. I look around to see if there's some way we can hide or otherwise lose our pursuers.

Gather Information with Wits.

Action Die, Roll 1d6 + Wits (2) = 4 + 2 for a total of 6.
Challenge Dice, Roll 2d10= 7 and 4.

The information complicates your quest or introduces a new danger, +1 momentum.

I'm not sure what the complication is so I roll on the Aspect and Focus oracle tables.  89, Dead and 2, Attack. 

We're running across the forest floor when we see a figure up ahead, it's one of the men from the boat. He must have been carried further down river before coming ashore. He's clutching his side which is bleeding profusely. It doesn't looks like he will live much longer but he's standing in our way and is calling out to the others that he's found some runaways. I decide I need to take him out so I run towards him and attempt to roughly tackle him to the ground.

Normally he'd be a Troublesome foe which would take me 3 hits take down. But because he's outnumbered and so badly injured I think it will just take 2 to fill up his damage track after which I can attempt to end the fight.

Enter the Fray with Heart.

Action Die, Roll 1d6 + Heart (1) = 2 + 1 for a total of 3.
Challenge Dice, Roll 2d10 = 4 and 3.

That's a miss but I decide to burn momentum to get a Strong hit and to get the Initiative. My momentum resets to +2 but because of the Strong Hit I get +2 raising my total momentum to +4.

I launch myself at the man and tackle him to the ground, I start punching him with all my might, aiming for his bleeding side as much as I can. 

Strike with Iron.

Action Die, Roll 1d6 + Iron (2) = 6 + 2 for a total of 3.
Challenge Dice, Roll 2d10 = 7 and 9.

A Weak Hit. I inflict damage but I lose initiative.

I get some good punches into the side of his chest which cause him to scream out in pain, but I can't get a good grasp on him. He wriggles out from under me and starts flailing at me.

Clash with Iron.

Action Die, Roll 1d6 + Iron (2) = 1 + 2 for a total of 3.
Challenge Dice, Roll 2d10 = 2 and 2.

Strong Hit with an Opportunity.

I manage to get close to him and land more punches into his bleeding side, Auko rushes up behind him and muffles his mouth preventing him from crying out.

End the Fight. As mentioned earlier because he we was outnumbered and already dying I decided it would only take two hits to fill out his damage track (10 out of 10). 

Roll 2d6: 5 and 3.

A strong hit.

Auko wraps his arm around the man's neck and squeezes until his body slumps to the ground. We hide him in the undergrowth as the calls of his friends draw closer. If we can make a run for it now we should be able to lose them in the vastness of the forest.

Secure and Advantage with Edge

Action Die, Roll 1d6 + Edge (3) = 3 + 3 for a total of 6.
Challenge Dice, Roll 2d10 = 6 and 2.

Weak Hit. We succeed but face a cost. I choose to Endure Stress, -1 to spirit to leave me at +4 Spirit.

Make the Endure Stress move.

Action Die, Roll 1d6 + Spirit (4) = 6 + 4 for a total of 10.
Challenge Dice, Roll 2d10 = 3 and 4.

Strong Hit. I choose to embrace the darkness and get +1 momentum bringing me to 5 momentum.

Auko and I escape into the forest and the calls of the boatsmen is soon drowned out by the cacophony of the birds. I've been running on adrenaline for the past couple of hours and the fact that I had to wrestle with a man for my life and freedom has left me somewhat shaken. 

As we walk we keep a look out for fruit or other edible plants. 

Resupply with Wits.

Action Die, Roll 1d6 + Wits (2) = 3 + 2 for a total of 5.
Challenge Dice, Roll 2d10 = 2 and 9.

A Weak Hit which means we can take +2 supply in exchange for 2 momentum (down to 3).

I have a d20 table with a list of fruits that I roll on (Plant, Animal, Mineral and other Resources of Sundaland). 2 and 15.

We find some Bay Berries and Rambutan. It's already dark under the jungle canopy but we can tell night is approaching so we decide to make a rudimentary shelter with some branches and large leaves.

Make Camp with Supply

Action Die, Roll 1d6 + Supply (2) = 6 + 2 for a total of 8.
Challenge Dice, Roll 2d10 = 4 and 3.

Strong Hit. I choose to take +1 Spirit bringing me back to 5 and +1 momentum bringing me up to 3.

As we build our shelter we discuss our plans for the next day. Our boat was headed down the river towards the sea and from there along the coast towards the City of Pearls. I've never been there but Auko has and he believes that is still in our best interest to head there. If we travel by river it should take us a couple of days to get there. 

We take turns to sleep while the other holds watch. As I drift off I remember the stories I've heard of the riches of the City of Pearls. I vow to reach the famed city and build a new life for myself there.

Swear a Vow.

Action Die, Roll 1d6 + Heart (1) = 4 + 1 for a total of 5.
Challenge Dice, Roll 2d10 = 1 and 7.

Weak Hit. I'm determined but begin the quest with more questions than answers take +1 momentum.

I decide the Vow and Journey rank will both be Dangerous.

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