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Gloom of Kilforth: A Fantasy Quest Game» Forums » Sessions

Subject: Land Ho! (Don't Think It) - Part One rss

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Nick Hughes
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I hope your not getting too bored with these posts but I'll throw another up that's in a different style.

Just let me know (politely please) if you've had enough.

Ar’Klar was the best Scout in the Realm, everyone knew it even if they didn’t want to admit it. And why didn’t they want to admit it? Two reasons, Dwarves rarely give credit where credit is due “Not bad for a Dwarf your age” is about the highest compliment most will pass on and Ar’Klar couldn’t even get that, probably due to the gender bias she was working against. There definitely was a crystal ceiling in Dwarf Hierarchy. Still continue to Scout she did and any job tasked and some that weren’t was performed quicker, more thoroughly and in complete secrecy. She had a supernatural lightness of foot that allowed her to move into rooms, buildings, dungeons and palaces obtain the information and get out and it was for this reason she had been chosen for her latest task.

The Gloom was coming and behind it who knows. The Dwarves bigger concern however was finding somewhere to hide their considerable wealth while the problem was dealt with and this was the task at hand.

(I’m attempting a slightly more serious tone with this session report, but only slightly. Random draw was Dwarf Female Scout and I chose Spotter Skill for +1 Sneak and an additional +1 into Places. Handy I felt for the Saga DISCOVER LAND so looking at the keywords grabbed a TITLE Dark Arts to go with SHADOW 2/6 complete and on to the Night Card to begin – Freezing Snow)

First stop was The Sprawl and provisions where Ar’Klar heard rumours of a practitioner of the Dark Arts out in the Badlands who was only too happy to pass on their knowledge but there were more immediate concerns Freezing Snow was making questing difficult, well difficult for most but not for Ar’Klar who pulled her cloak tight around herself and headed out beyond the wall. The Plains allowed the winds to roar around her but something loomed up ahead abuilding with one door and no windows already snow was piling up around the walls and Ar’Klar wanted shelter. Unfortunately all her talents escaped her and she was left to camp outside for the night. Perhaps tomorrow she thought.

(So much for new dice! Failed the hide roll twice gave up and moved off, I’m beginning to think that I may leave hiding to when an enemy is already in play and I need the additional dice. The Plains revealed a Secret Library which would have got me two keywords PLACE and SPELL. Despite my abilities no joy)

Dawns light could barely been seen as the snow become a Fierce Storm and the building that had been so readily apparent was lost in the weather. It was time to move on pride can be a harmful thing but wasting time looking for something that just wasn’t there was not going to fulfil her task. Heading cautiously into the Badlands Ar’Klar only heard the Lich that loomed out of the storm at the last minute, attacking at once the Lich’s chilling touch brought her to her knees and she knew she could not withstand another attack. Using the cover of the storm she fled back the way she had come following her own carefully obscured tracks to safety.

(Secret Library turned face down due to Storm so moved on to Badlands, turned up a Lich. I scored no wounds for three in return and decided to flee)

That night the weather turned to Pelting Hail.

The sting was sapping her strength but the change in weather had led to the strange building appearing before her as an outline upon which the hail beat down. She knew that she need shelter perhaps now more than ever and tried the door again. There was not even a hint of movement and as she slumped to her knees she prayed to her gods that no one would ever hear of how this great Scout was unable to enter a stone building, albeit one coved in runes and markings. Her strength gave way and only the timely intervention of a trader en route back to The Sprawl saved her. Time was running out a new plan was needed.

(Another game were the Hail finishes me off, I was damned no matter what course of action although I suppose a rest Action and a pray for a change in Weather would have been the sensible option. Instead I was fixated on the Library which I again failed)

The Sprawl was busier than ever as the Tribes had arrived to exact their yearly tithes, the market was in an uproar and many a horse and scroll was gone by the time they had left. All this affected Ar’Klar not one bit as she was destitute after rewarding the Trader. Heading into the Old Woods an ancient foe, a Goblin, dropped down from the trees to ambush her. This time the fight was more evenly matched and despite a stab to the leg the goblins head was soon bouncing across the clearing. Better than that though was the map he had upon his person for it led to not just any treasure but the ancient Dwarven heirloom the Thunder Hammer thought lost or destroyed. What better item to lead her people (or at least their wealth) to safety. Through the woods she pushed until she reached Lava Canyon where she sneaked up upon a Traveller who was standing admiring the flows. Announcing her presence he was slightly startled but offered his assistance if he could be escorted back to The Sprawl.

(So no break in the weather my choice was thus moot. The Goblin got one wound in but a superb roll had him dead in one turn and scored me the Thunder Hammer very in theme. I moved to the Lava Canyon where a Traveller was waiting and joined me)

Now to find this Hammer she thought as the heavens opened above her but first rest she was not about to make the same mistake twice. Carved into the canyon wall was a statue of the first Dwarf and it seemed that the hammer he was carved holding was in fact the well concealed treasure. Heading off into the woods she found herself near a pool that exhibited calmness and would she felt be a safe place for the night

(more crap weather so rested up and played the Hammer. Moved on and discovered a Healing Pool that was no good due to my health but also “closed” due to weather ☹ )

(question: if start turn in empty space no new card is required I take it? Also if you spend a turn healing is the recovered HP available as an AP?)


The rain became a Veil of Fog and knowing that movement would be a risk Ar’Klar decided to explore the edges of the Healing Pool with the Traveller in tow. The whitest sand and the clearest water were to be found all along its banks and its taste restored vigour, quenched thirst and abated hunger. Well worth the time she had spent there. It seemed the only other tracks leading to and from the water’s edge appeared to be those of a large hoofed beast. She would have to find the time to follow those later.

(Again a PLACE remains stubborn to my skills got it in the end but you’d think the character and skill I have I should be running through these aggghh upon reflection I also thought perhaps I should have left it so I could use healing later but I was frustrated and wanted a card anyway picked up Camel Rider TITLE, fit that into the narrative I dare you!)

The Sprawl was under attack it was the only thing that could explain the red glow in the North that night. Ar’Klar and Minceir the Traveller decided that the heading there was not an option open to them for now and the next morning headed further into the forests before stopping in an area of woodland that had carved tree trunks all around a central Pedestal. R’Klar spent hours trying to decipher the carvings and she determined the Pedestal to be a guide perhaps she had finally found the key she needed to her quest.

(For sale 12 Dice barely used luck iffy. Any reasonable offer considered - took me all three of my remaining Actions)

END OF PART ONE

So I have SHADOW, TITLE, RESPITE and PLACE

To get BADLANDS, QUEST, POTION and SPELL so I think I need to visit the Sprawl after all…
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Sam Lawton
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Quote:
(question: if start turn in empty space no new card is required I take it?


If you start your turn in an empty space you do not need to draw a new card before moving off. Essentially everything is exactly the same in the morning as when you went to bed.

Quote:
Also if you spend a turn healing is the recovered HP available as an AP?)


No. The Action points will be only available at the start of your next turn. It means you have to decide whether to plow on and risk dying or spend a turn healing.

Hope this helps.

Ps.

Another fantastic report, I can honestly say that because of these ND is constantly grinning like a hedgehog in a field on pineapples...

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Tristan Hall
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LIFEFORM - LATE PLEDGE NOW!!!
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LIFEFORM - LATE PLEDGE NOW!!!
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Agreed - another fantastic report. Grinning and giggling too - so keep em coming, it's your duty as Lead Quester Nick! laugh

Mmzomba covered the rules already, so I'll just say that anyone who's subscribed to these forums won't ever have 'had enough' so roll on Part 2. You've got your Respite, let's see if you can pick up that Potion too, then I'm sure everything else will fall into place just perfectly... whistle
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TTDG
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Click saver link to part 2:
http://www.boardgamegeek.com/thread/702985/land-ho-dont-thin...
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