Toronto - Ottawa - Seattle - Abu Dhabi
Smuggled out of my own kingdom by my faithful servant Olaf, the caravan dropped me at the base of a great mountain range.
The path through the mountains was worn with age and difficult to follow. For 2 days and nights I starved as I tried to find the path to the South. On the second night I came across a small hut in the high mountains. Before I knew what was happening the Wizard inside burst forth and commanded me to leave or feel his wrath. Weak and hungry I had no choice but to dart back in to the woods. Finally, while trying to keep the wizard’s hut at my back, the path became clear and I made my way down to the countryside below. Finally able to gather enough strength to hunt for some game, which at this altitude as plentiful. The roast rabbit restored some of my strength as I continued my quest. With a road before me I decided to take the safer path and follow it where it may. Sunday brings me within sight of a great temple.
I decided to take my luck with the priests and seek an audience but was refused. The following day I went to make an offering to the temple and fortune smiled upon me: the priests assigned me a Monk to be my guide. With this fellow I decided to make another attempt on the temple’s hospitality. My new friend proved no help whatsoever, quite the opposite in fact: the Master of the Household refused my offerings and banished me from ever returning for another audience. Dismissing my new friend I continue South, hopefully towards greener pastures. The mountains prove even harsher than those I first encountered and I spend the remainder of the week lost.
Finally some progress on the 4th day a clearing before me and the mountains fading to hills below me. As I make to cross the open stretch before me I spy a band of 8 Goblins working their way through the brush on the other side, not before I have been spotted however. The chase lasts for the remainder of the day, but finally as night begins to fall I manage to escape my pursuers by retreating back in to the highlands to the North. The next day I continue South but also East to stay clear of more Goblin raiders. After a day I come across a small band of mercenaries heading North. My attempts to convince them to join my cause are for naught and the leader takes the opportunity to attempt to rob me instead. Fending off their attacks I manage to blind all three and make my escape South.
It is here that my sad tale comes to an abrupt end: Searching the Ruins of Pelgar for Gold or other Items to help my cause, instead I come across a wicked Spectre who banishes me to another plane without a second thought.
So ends my tale.
Excellent session report! These paragraph games create the best story arcs, on par with the best RPG, and it's interesting how deep and involved the story feels, while having almost no major plotline (apart from "earn money" in BP). Great report. Makes me want to play.
Poor Prince. Doomed from the start. Nice session report.
I played this game much many years ago and the map is one of the most beautiful I have ever seen. The rules are not overly complex and it moves quickly.
Week One (first game EVER back in 1982)
Upon my exit from the familial home where the obscene Usurper has taken place upon my dear Fathers throne, I sought my escape across the Tragoth. Hunting has been well for I believe in preparations lest weak body lead to weak mind and some uncertain decisions.
Five of the Royal Mercenary Guardsmen have spotted me. I can evade, but I’m sure I can take them. Their horses will speed my travel….
The Usurper’s hand clutches the report where it is described the sole claimant to his stolen throne, the Prince, had been overcome by a patrol of his Royal Mercenary Guardsmen. As proof of the deed, some personal belongings and the head of the dead Prince are being sent and should arrive in the next day or so.
Week One RESTART
Blah blah as before.
Several patrols of the Royal Mercenary Guardsmen have been after me, Though my strength of body and iron will have earned many honors in our tournaments, I know even weakling knaves, in enough numbers; can overpower the strongest warrior. Fortune has smiled upon me. Only three of the Guardsmen are on patrol this day.
The Usurper crumples up the report and cast it into the fireplace. Three of his Royal Mercenary Guardsmen where found dead near Jakor’s Keep, far in the southeast. It will be sent out that goblins were responsible for their deaths while they were looting the Keep, probably looking for hidden treasure, as mercenaries often do. But it has the stink of that Princeling, that loose thread that could not quite be snipped...
Yes, I learned that the Cal Arath was no superhero and was quite dismayed to fine out that five or even FOUR of those Royal Mercenary Guardsmen were too strong to defeat. Three or less he could handle.
It was not an easy game to win, with many twists and turns. The hunting rules seemed to keep the party from getting to big, the bandit event which set in two more than your party preventing bulking up with weak party members .
The wolves got a bit much thought and I notice some players have "house rules" when dealing with them. I considered the mounts (horses etc) as they were not passive victims in this drama so had them defend /attack at combat skill 1 endurance 1 each, which helped in those encounters. As a bonus if I won, any dead wolves could be skinned, tanned (one day to do so) and wolf hides sold at 1 gold apiece in town or to a merchant.