Jane’s Journey, Chapter 6 – The Missing Healer

ACTIVE QUESTS

Main Quest
Synchronize the Three Blighted Pillars of the Ages
Rank: Epic
0 ticks out of 40

Quest #1
Retrieve the Draught of Healing Miasma
Rank: Dangerous
24 ticks out of 40

Quest #2
Gather Books for Master Vigo from Wolfstone
Rank: Formidable
0 ticks out of 40

CHAPTER 6 MOVE LOG

Start Walking Back to Wolfspire
–Resupply -> strong hit = bolster resources (+2 supply)
–Make Camp -> strong hit = Recuperate (+1 health), Prepare (Add +1 for Undertake a Journey)
–Undertake a Journey -> weak hit = waypoint (-1 supply)
–Face Danger (rain) +wits -> weak hit = delayed (-1 momentum)
–Enter the Fray (Wolf) +shadow -> strong hit with a match = +2 momentum, initiative, Ask the Oracle -> already hurt wolf (50/50) -> yes, +2 harm to foe
–Strike +edge -> miss = lose initiative
–Pay the Price -> trip and fall
–Endure Stress (-2 spirit) +heart -> weak hit = press on
–Clash +edge -> strong hit = initiative, +2 harm, find an opening (+1 harm)
–End the Fight -> strong hit = foe defeated (killed), press on
–Undertake a Journey -> weak hit = waypoint (-1 supply)
–Enter the Fray (Wolf) +wits -> weak hit = initiative
–Strike +iron -> miss -> lose initiative
–Pay the Price -> bite on leg
–Endure Harm (-2 health) +health -> strong hit = shake it off (-1 momentum, +1 health)
–Clash +iron -> miss -> lose initiative
–Pay the Price -> separated from something (-2 supply)
–Clash +iron -> miss -> lose initiative
–Pay the Price -> it is harmful (Endure Harm)
–Endure Harm (-2 health) +iron -> miss = -1 momentum
–Clash +iron -> miss -> lose initiative
–Pay the Price -> it causes delay (Endure Stress)
–Endure Stress (-1 spirit, -1 momentum) -> strong hit = +1 momentum
–Clash +iron -> strong hit with match = +2 harm, initiative, Ask the Oracle -> +2 spirit (likely) -> no
–End the Fight -> strong hit = foe defeated (killed), press on
–Heal +iron -> weak hit = +2 health, -1 momentum
–Resupply -> weak hit = +2 supply, -2 momentum
–Make Camp -> miss = no comfort
–Pay the Price -> tent blows away in the wind
–Undertake a Journey -> strong hit = +1 momentum (Wayfinder), waypoint, mark progress
–Reach Your Destination -> weak hit = arrive, face hazard, Ask the Oracle -> gate closed, no wardens, sleep outside for the night (50/50) -> yes
Back in Wolfspire
–No Move -> sleep in own bed, recover +2 spirit, +2 momentum, obtain 2 progress for Quest #2
–Fulfill Your Vow -> weak hit -> more to be done, mark 1 experience (it was all a diversion) (Hirsham sent Jane away because he was being held hostage by a man named Tahir and Tahir didn’t want Jane to stop it)
–Gather Information -> weak hit = +1 momentum, Hirsham was taken to nearby Foxhovel and you can’t replenish health without Hirsham in town
–No Move -> resupply to 5
–Secure an Advantage (sneak into Hirsham’s shack and steal some health potions) +shadow -> strong hit = 5 health, prepare to act (+2 momentum)
Walking to Foxhovel
–Undertake a Journey -> weak hit = waypoint, mark progress (-1 supply)
–Compel (traveler) -> weak hit = +1 momentum, asks for something in return (-1 supply)
–Gather Information -> strong hit = +2 momentum, directions to Foxhovel
–Undertake Journey -> miss = waylaid by perilous event (misdirection from traveler)
–Pay the Price -> no trip progress
–Make Camp -> weak hit = relax (+1 spirit)
–Resupply -> miss = no resupply
–Pay the Price -> sleep hungry
–Undertake Journey -> miss = waylaid by perilous event (storm)
–Pay the Price -> no waypoint, return to Wolfspire
Back in Wolfspire Again
–Gather Information -> weak hit = +1 momentum, Hirsham may not be in Foxhovel any longer
–Gather Information -> weak hit = +1 momentum, Sickness has taken more people
Start Walking to Foxhovel Again
–Undertake Journey -> strong hit = waypoint, mark progress
–Enter the Fray (traveler = common folk) -> weak hit = take initiative
–Battle -> weak hit = achieve objective (foe defeated)
–Pay the Price -> -2 health
–Undertake Journey (burn momentum -> strong hit = waypoint, mark 2 progress
–Reach Your Destination -> strong hit = +1 momentum
Reach Foxhovel

BONDS

3 ticks out of 40
#1 – Jane’s village, Wolfspire
#2 – Wolfspire’s leader, Chief Hannion
#3 – Wolfspire’s head healer, Hirsham

ASSETS

Wayfinder
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.

Divination
When you take a drop of blood from a willing subject (not yourself) and cast the rune-carved stones, roll +heart. On a strong hit, you may read the runes to gain insight about the subject and people close to them, including information you and the subject have no knowledge of. If you use the reading to Gather Information, Compel, or Forge a Bond, add +1. On a weak hit, as above, but the runes reveal their secrets only with extra time and focus; suffer -2 momentum.

Pretender
When you establish a false identity, roll +shadow. On a strong hit, you may add +2 when you make moves using this identity to deceive or influence others. If you roll a 1 on your action die when using your false identity, someone doubts you. Make appropriate moves to reassure them or prevent them from revealing the truth. On a weak hit, as above, but add +1 (instead of +2).

TRUTHS

The Old World
The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships. However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures —tossing overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.

Iron
Inscrutable metal pillars are found throughout the land. They are iron gray, and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them.

Legacies
Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.

Communities
We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.

Leaders
Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.

Defense
The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.

Mysticism
Magic is rare and dangerous, but those few who wield the power are truly gifted.

Religion
The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.

Firstborn
The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high mountains. Most believe they were never anything more than myth.

Beasts
The beasts of old are nothing but legend. A few who travel into the deep forests and high mountains return with wild tales of monstrous creatures, but they are obviously delusional. No such things exist.

Horrors
Nothing but stories to frighten children.


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