Friday 26 April 2024

Ironsworn - Deshi the Healer: Session 4, A friend in a high place

 

Session Start

Health: +5
Spirit: +1
Supply: +2
Momentum: -2
Tethered: Nabuma village

We dive straight in with an Undertake a Journey roll for the new journey to get back to the village. Please actually be just troublesome this time.

Journey to Nabuma village (Troublesome)

Undertake a Journey + Wits +1 (Tethered): Weak Hit
Mark progress. -1 Supply (+1)

Journey to Nabuma village (Troublesome)
***_
_ _ _ _ _ _

Waypoint: Beautiful Hovel

Unable to believe his eyes, Deshi sees lights through the dark and the storm. It's only been an hour since he started walking downriver so it's definitely not the town, and he's not aware of any settlements in this location. He gets closer and sees that there seems to be a very well kept little house that blends into the hillside. With nothing to lose, he walks over and knocks loudly on the door, trying to be heard over the sounds of the storm. To his relief the door is opened and framed in the doorway is a figure.

Deshi doesn't know this figure's name yet, but we need to.

Name: Dotani
Role: Mystic
Descriptor: Affectionate
Disposition:  Unfriendly
Goal: Defend a place
 
And this is one of those occasions where my brain just latched onto something in the random Oracle results and the storytelling followed it. This was going to be a hunter's cabin, but as soon as I rolled up the Character Oracle attributes I thought "who might you bump into that's Mystic, living in a beautiful but isolated hovel in the middle of nowhere, unfriendly to the human traveler knocking on their door in middle of a horrific storm, and dedicated to trying to defend a place"? And I immediately went back and re-rolled the name on the Elf Names table.
 
At first with water in his eyes and in the darkness that now surrounds him Deshi doesn't notice anything unusual, but when seconds pass and he hasn't been greeted, let alone invited inside out of the rain, he wipes his face and takes a closer look at the figure in front of him. It doesn't have a face. And it dawns on him that the figure is wearing a mask. He's never met one of the firstborn but he's heard the tales, and most of them end badly. However, the storm is lashing down around him - though as he now notices, a little less fiercely in the vicinity of the building - and he has very little to lose. Deshi does his best to adopt a respectful stance, averts his eyes downward, and chooses his words carefully, speaking them loudly but firmly over the storm-noise.
 
"Greetings friend. My name is Deshi, a healer of Nabuma village. I am honoured to meet one of the firstborn of this land. On any other day I would respectfully take my leave, as I understand the firstborn do not welcome the company of humans and I do not wish to intrude upon your home. But the storm is fierce and my supplies are low, and I am on a mission to gather herbs to treat an outbreak of disease in my home village. It is imperative for my people that I find my way back to them. I beg leave to shelter here until the worst of the storm has passed."

Deshi keeps his eyes down for a full count of ten before glancing up to see how this has landed with the elf. He can't read their expression through the mask, but they regard him for several more seconds before warily gesturing him forward and watching him closely as he enters the house. The elf closes the door and the noise of the storm disappears entirely. Deshi is no mystic himself, but he has his own connection with the magics of this land and there is a feeling here of a web of ritual workings and effects. He doesn't begin to understand what they are or how they work.

Removing his sodden cloak and boots, Deshi arranges them as best he can beside the door but keeps his silence until the elf finally speaks. Her voice is soft but utterly controlled and gives no hint of her inner thoughts.

"Greetings Deshi, healer of Nabuma. You should know that this place is warded, I was surprised you were able to find it. But now we are close I think I understand. You have the spirit-sense, yes?"

Deshi explains, briefly, the connection that healers traditionally held with the magics of the old world and the tether-sense he has with his home village. She nods and he senses that, though she is still wary, this is a common thread that could help bridge some of the divide between them.
 
"You may call me Dotani, that is my glade-name that we share with those outside our families. I too have the spirit-sense, you humans would call me an 'elder mystic' I believe, yes? One who is experienced in ritual and magic? It has been long since I had news of the wider world. Please, I understand you are tired from your journey but perhaps we can talk a while? I too was a healer in my community, and I would hear more of this disease you mention."

Deshi is happy to oblige and they talk for a couple of hours of the vow he has undertaken and the finer points of herb-lore. Gradually Dotani lets down her guard and eventually she steers the conversation toward the problems she has been having with a nearby human hunting camp.

And we get to roll one of my favourite Tables! The Settlement Trouble oracle. This Oracle is where sidequests are made and tangents are born.
 
Settlement Trouble: Roll twice
    - Broken truce
    - Revolt against a leader
 
This is a pretty neat result for a double-roll. A classic case of new leader deposing the old and reneging on a long-standing agreement that the old leader had agreed and abided by.

Under the old overseer the hunters of the camp would leave her glade alone. There was little contact, but the couple of times she had met him he seemed honourable and keen to co-exist. However, recently hunters from the camp have been trespassing onto her land, taking advantage of her charms and rituals to trap wildlife and harvest her provisions.
 
Deshi does his best to sympathise and follow the conversation but his eyelids are heavy and he is betrayed by a drooping head and a sudden jolt as he snaps back to wakefulness. Dotani apologies, it's been a long time since she had company and she has been talking much longer than she intended. 
 
Sojourn: Strong Hit
+2 supply (+3)
+2 momentum (0)
 
She offers Deshi a pallet in front of the hearth and the chance to restock his supply of medicines from her warded enclave in the morning. Deshi gratefully accepts. She's also able to share a sketched map of the paths and major landmarks down to the coast which should help him on his journey. He barely remembers putting his head down before waking rested to a bowl of nourishing grains and rejuvenating herbs warmed by the fireplace.

Come the morning the storm has abated and Deshi is ready to leave. He feels that he's made a friend here, and would like to return once his mission is complete.

Forge a Bond: Weak Hit
They ask something of you first. Envision what it is and do it, or swear a vow.

Dotani is happy for him to return and actually seems pleased that he might want to come back, but asks that he helps to stop the hunters from trespassing in her enclave and stealing her provisions. As a human, she hopes he can wield some influence with his fellow men and women.
 
Swear an Iron Vow (I will stop the hunters trespassing and stealing from Dotani(Troublesome)): Strong Hit
+ 2 Momentum (+2)

Deshi stands and closes his fist around the pendant to Eir that he wears around his neck. Closing his eyes, he focuses on the feeling of the iron talisman in his palm and speaks clearly.

"I swear on iron that I will stop these hunters trespassing and stealing from you. I will speak to this new overseer at their camp and I will make it right."

I mark a tick into my bond tracker to represent my new bond with Dotani.
 
I also mark progress on my background vow to Heal the Ironlands. This is an epic vow and I don't expect to get anywhere near completion in this series, but I think finding a magic user that he could learn from is a big step for Deshi, and a potential route to getting some of the skills and tools he'll need to understand what's wrong with the land and how it can be fixed.
 
Of course, actually becoming a student of Dotani means earning the ritualist Asset, which means fulfilling a Formidable vow for her. Maybe we'll come back to that.
 

Session End

Health: +5
Spirit: +1
Supply: +3
Momentum: +2
Tethered: Nabuma village

Ironsworn - Deshi the Healer: Session 3, A Bridge Too Far

 

Session Start

Health: +5
Spirit: +4
Supply: +1
Momentum: +2
Tethered: Nabuma village

Deshi knows he needs to move quickly, but he's also down to crusts. As he pushes ahead he starts diverting off course to inspect likely spots for foraging on the move - fallen wood where mushrooms might grow, or thickets of bushes where he might find berries - hoping investing a bit of time in investigating likely spots will save time finding food overall.

Secure An Advantage + Wits: Miss. Find nothing, Pay the Price
Pay the Price: -1 Momentum (+1)


The most likely and most relevant price here is to lose more time, so no need to roll for it. We lose momentum.

However, all it does it slow him down further. As he climbs higher the forage is different, he's not used to foraging in these lands, and Deshi finds nothing useful. Finally he accepts that he's no use to his overseer starved to death on the hillside and he takes a long detour to a distant stream to refill his water bottle where he knows there will also be edible plants.

Resupply + Wits: Weak Hit
+2 Supply (+3)
-2 Momentum (-1)

Journeys in Ironsworn are brutal. Combat gives you lots of options to take consequences other than harm and spread the damage, but even a troublesome journey is only a couple of bad rolls from leaving you Unprepared. So I'll gladly trade supply for Momentum here, and hope that the weak hit is a sign of my dice rolls turning the corner.

With his satchel slightly damp with edible river plants but reassuringly heavy on his shoulder Deshi turns once again to the horizon and sets forth hoping that the worst of the journey is behind him and he can focus on grabbing the medicine and getting back before the disease progresses past the point of no return.

Undertake a Journey + Wits: Miss, with matched 10s.

Well, fuck. That is the worst possible result. This one will have to hurt.

Pay the Price: You are separated from something or someone
Action / Theme
: Withdraw / Shelter
Major Plot Twist: A new danger appears

And I have everything I need. Please dice, be kind for the next few minutes.

That forboding sky suddenly takes on a new aspect. Deshi hears the rain before he sees it, and by then it's too late. There is no shelter as the storm sweeps in from the mountains and his visability is reduced to a few yards in front of his face. Hail pelts his eyes and he pulls his travel cloak tight up over his head. Thunder splits the sky, and he realises he's the tallest point for hundreds of meters around. Deshi pushes forward into the sudden cold wind and hopes that he can hold his course to the distant bridge now hidden by sheets of water from the skies.

By some miracle he finds the bridge and looks nervously at the river which is beginning to swell with the rainwater that has no doubt been chasing this storm all the way from the mountains. This is a large river and impossible to ford at the best of times and the bridge has seen better days. The old wood creaks as he sets foot onto the planks. Deshi gets most of the way across before the hairs on the back of his neck stand on end and a deafening roar of thunder drives him forward. He doesn't even look back as he sprints and dives for the far bank.

Face Danger + Edge (we are relying on our speed): Weak Hit

Deshi barely makes the far bank before a crashing and groaning of splintered wood behind him tells him that the bridge did not survive the lightning strike. He braces himself to look around from his prone position and where there used to be a bridge there's now a small splintered jetty, a rapidly rising river and a charred, smouldering mess on the far side. His heart darkens as it sinks in that the only way back is the week long trek downriver to the estuary where there's a settlement that will have boats and traders. The medicine supply in Nabuma won't last that long, especially if others get sick. This may have spelled death for the village.

Endure Stress + Heart (-1 Spirit (+3)): Weak Hit
Press On

The moment of despair passes. He cannot control storms, thugs or random acts of lightning, but Deshi has sworn an Iron Vow and will see it through whatever the cost. He picks himself up and pushes on into the teeth of the storm. First he must find the medicine. The fates will weave what they will. He tries to focus his mind on Eir and her teachings and block out the danger that still surrounds him.

Undertake a Journey + Wits: Miss
No Progress, Pay the Price -1 Momentum (-2)

I roll 50/50 to see if the price is momentum or supply and we lose momentum.

The falling rain stabilises into a heavy downpour but the wind seems to be driving directly into his face. Deshi ploughs on but his progress is slowed to a crawl.

Undertake a Journey + Wits: Miss
No  progress, Pay the Price -1 Spirit (+2)

Endure Stress (-1): Miss
-1 Momentum (-3)

Deshi's whole world shrinks to the action of placing one squelching foot in front of the other over and over again. He is wet, frozen and increasingly exhausted. The vow weighs heavy, but without it he might have just laid down here in the mud. He repeats the mantra in his head, "Whatever it takes, whatever it takes...". Even Eir seems distant as his internal world starts to come apart around him.

Undertake a Journey + Wits:  Weak Hit
Mark Progress, reach a waypoint. -1 Supply (+2)

Journey to Heathlands (Troublesome)
*********_

Deshi looks up as the endless climb through wind an rain levels off and slowly realises that he's at the place where he gathered Moonwort all those years ago. Feverishly he gets down on hands and knees in a likely spot and scans the ground.

Reach your destination (Journey to Heathlands): Weak Hit
Reach destination but there is a hazard or complication.
Action / Theme: Journey / Trade

Mark progress: Heal the village overseer (Dangerous)

****_ _ _ _ _ _

Finding a source of the medicine gets me another progress mark on the inciting incident quest. Given the Action / Theme prompt, I'm going to say that the complication is that I can't go straight home. I might even have handled the journey back as narrative with no dice rolls since it would be back along a known route, but now I need a new journey via the estuary.

Medicine secured, Deshi looks round for somewhere to rest hoping for a thicket of trees, an outcropping of rock, anything that might get him out of the driving wind for half an hour.

Make Camp + Supply: Miss.
Take no comfort. Pay the Price. -1 Spirit (+1)

But there is nothing, just open grassland and relentless storm. Deshi could almost weep, but at least the journey downriver will be downhill toward the coast. There's no getting lost, and he should see the lights of the town when he gets near even in this weather.

He turns downriver and begins the long trudge downhill to the coast. 

Session End

Health: +5
Spirit: +1
Supply: +2
Momentum: -2
Tethered: Nabuma village


Wednesday 3 April 2024

Ironsworn - Deshi the Healer: Session 2, A Troublesome Journey

Session Start

Health:  +5
Spirit: +5
Supply: +4
Momentum: +2
Tethered: Nabuma village

Deshi sets out in a North Easterly direction. It only takes a couple of hours before the ground slopes upward and what started as a brisk walk becomes an uphill trudge. From the top of this first hill he can see a broken sky, and makes a mental note that he'll need to keep an eye on potential spots to shelter if the weather breaks. The path opens before him as the hill gently slopes downward to the foot of the next hill a mile away.

Undertake a Journey + Wits: Weak Hit, -1 Supply (+3).

Journey to Heathlands: Troublesome

*** _ _ _ _ _ _ _

Reach Waypoint: Wild Rapids

Straightforward narrative here. Rapids are an easy place to lose supply.

Deshi sees a fast-running river about halfway to the next hill. As he approaches he remembers fording this river last time he travelled to the heathlands. There are large stones blanced across the fifteen or twenty foot span that can be used by those who don't want to get soaked to the knee with freezing water. The river has obviously been slowly removing the soil that holds them steady because two or three steps from the other side one of the stones gives way and Deshi is forced to lunge to the far bank. There's no danger of drowning but his bag is soaked, and he spends 5 minutes picking through some of the ruined provisions, eating anything that looks like it now won't keep and throwing anything beyond rescue into the rushing water. "Should have just waded, idiot" he mutters.

Undertake a Journey + Wits: Miss, Pay the Price

Action/Theme: Defend / Bond

I decide to use the action and theme Oracles to give me some inspiration for my Pay the price move rather than the pay the price table. I decide that the price relates to my ability to defend my bonded settlement.

As Deshi shivers his way up the next hill with wet feet he remembers the little pack of dried Moonwort tucked into his pocket to help identify the plant when he reaches the heath. His hand rubs painfully cold against his soaking wet travel cloak as he fishes around for the tiny linen parcel and finds it disintegrated, with the Moonwort little more than a green slime coating the inside of the wrapping. He takes a moment to direct a couple of carefully chosen swear words at the sky and wonders what he did to Eir lately to merit this extra little test. He stuffs the linen back into his pocket, unable to bring himself to waste good material even if the contents are now useless, and carries on up the hill a little less hopeful than he was before.

-1 Spirit (+4)

The loss of Moonwort is purely narrative, but rather than take a point of supply I decide  that mechanically my price will be a loss of spirit as it starts to look like this journey is conspiring against Deshi.

Cresting the next hill, Deshi sees a welcome stretch of flat walking over solid ground. He aims for a stand of trees in the distance that will take him in roughly the right direction, puts his head down, and tries to pick up the pace.

Undertake a Journey + Wits: Strong Hit. Make progress. -1 Supply (+2), +1 Momentum (+3)

Journey to Heathlands: Troublesome

****** _ _ _ _

Reach Waypoint: Strange Lake

What's strange about the Lake? My land is supposed to be dotted with mysterious Iron columns, time to introduce another one.

Deshi reaches the trees and sees the lake stretching to the East, confirming that he's on the right path. And if he's remembered correctly, there's something here that he wants to visit...

Rising from the Western shore of the lake is a large black iron obelisk set firmly into the ground. It looks very out of place surrounded by nature and he wonders again, as he did last time, why no settlement had grown up around this iron monument. Especially given its proximity to fresh water. A small mystery, and one he won't solve today.

Deshi takes a moment to place a hand on the hard iron surface, lay his forhead against the cold metal, and renew his vow to heal his friend and Overseer Shekhar. He lifts his eyes feeling slightly renewed by the ritual, but his visage darkens as his eyes meet the clouded sky which is looking more brooding than ever. No time for rest then.

Deshi fishes around in his satchel and pulls out a small stoppered bottle of  Elderberry wine from his dwindling provisions. With pang of regret, he pours out half at the foot of the obelisk and takes a good swig of what's left before placing the bottle back into his pack. Whatever spirits guard this place, they'd better appreciate that little sacrifice. Turning, Deshi heads toward the next upward slope his eyes deliberately avoiding the growing cloud above.

Undertake a Journey + Wits: Miss, with matched 8s.Waylaid by a perilous event.

Pay the Price: It wastes resources

Action / Theme: Take / Resource

Sometimes the Oracles just gang up on you. Rolling a match on the challenge dice triggers a twist or complication. Common practice among those who play Ironsworn is to envision a positive event for a match on a strong hit and a negative event for a match on a miss, and to scale the event to the number rolled. So matched 10s would be the worst roll in the game, and would result in something catastrophic happening. Matched 1s would result in something highly beneficial.

8 is bad, but not terrible. Given the Oracle results I feel that narratively I'm being signposted a pretty clear message about the nature of the price I'll be paying.

Eyes down was a mistake. The dangerous creatures usually don't come this far down toward the Ragged Coast and bandits usually stick to the roads, but there's no such thing as safe travel in the Ironlands. As Deshi passes through a field of large rocks deposited apparently by Gods, giants or the raw fury of the elements on the next large plateau, he hears the creak of a bow being drawn and looks up to find himself face to face with a small group of rough looking men and women.Their hideout must be nearby since there's no profit to bandits hanging round the middle of nowhere. These hills must be full of caves.

They take almost everything he has left, leaving him half a water-damaged loaf and what's left of his waterskin. Deshi takes a moment of pleasure remembering the wine he poured out onto the ground an hour ago - better to give it to the dirt than these scum - but keeps his face carefully neutral. Adding insult to injury, his attackers bind his arms and legs and leave him helpless on the path as they head back to whatever hole keeps the rain off their heads. It's lucky they didn't kill him really, they must know he'll be back here with the wardens if he makes it back to civilisation. Maybe they were planning to move hideout anyway.

It's getting late in the day by the time he's free of his bonds. Picking up his staff, discarded on the dirt beside him, he sets off again in the direction of the heath making a note of the location. He will be back. Letting this group go would be like allowing a wound to fester, it goes against everything he stands for, but one man with a stick isn't going to last long against a gang and he has a mission to complete. He needs to find somewhere to bed down for the night before darkness sets in, but maybe it's best to put some distance between himself and these brigands, lest they decide there's more sport in chasing him up the hill than letting him go.

I decide that the mechanical results of the complication will be -1 Supply (+1) and -1 Momentum (+2). Having Deshi bound and losing time on his journey seemed like a serious enough complication along with the robbery to satisfy a matched 8 roll. And since it's my first time playing I wasn't quite ready to go to 0 supply and suffer the Unprepared debility quite yet. Time to wrap up this session and come back fresh, hopefully with better luck next time (this is called foreshadowing, I was very wrong).

Session End

Health: +5
Spirit: +4
Supply: +1
Momentum: +2
Tethered: Nabuma village


Ironsworn - Deshi the Healer: Session 4, A friend in a high place

  Session Start Health: +5 Spirit: +1 Supply: +2 Momentum: -2 Tethered: Nabuma village We dive straight in with an Undertake a Journey ...