Blood Valley, Round 2: The Quarry

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angelfromanotherpin
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Post by angelfromanotherpin »

SlyJohnny wrote:Can he redeploy his minions? Is there a risk the demiveult will come back here all healed up?
When a new day dawns (at WAIT 25), he can redeploy minions at the cost of one WAIT each. They don't heal on their own, but one of them (player choice) carries a healing balm.
He can only find me if he stops to search, right? Otherwise we could pass each other on the road and not know it, or how does it work?
You auto-encounter if you're in the same relatively narrow area. Searching lets him find you over a larger area or if you are hidden.

Do let me know if you want to continue west or double-back.
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SlyJohnny
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Post by SlyJohnny »

Let's backtrack on the assumption he'll move southwest to cut us off.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)

The road begins to wind up into the pass that divides the Mountains of Berg here.
WAIT

• If you are traveling south into the mountains...? (683)
• If you are traveling north out of the mountains...? (227) √
I'll keep the double-back going until there are more choices than 'forward or back.'
(Kritos Bloodheart is not patrolling the Barrow Weald.)

South of the River Spate the road continues north-south. To the north is the ford that crosses the river. To the south it leads up to the Mountains of Berg.
WAIT

• Head north to the ford? (147)
• Continue south on the road? (267)
• Keep to the east of the road? (247)
Night has come to the valley.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1x18192021222324

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SlyJohnny
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Post by SlyJohnny »

Keep east.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)

It is slower going off the road.

WAIT TWICE

• Make for the mountain pass? (267)
• Turn southeast towards the balmy humid air of what appears to be a rainforest? (795)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxx2021222324

Last edited by angelfromanotherpin on Sun Mar 04, 2018 3:22 pm, edited 2 times in total.
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SlyJohnny
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Post by SlyJohnny »

Oh god, I messed up. I meant to keep going north, but thought I needed to skirt east again.

Can I cancel my action and backtrack north as planned? If not, backtrack to the mountain pass, then north.
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angelfromanotherpin
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Post by angelfromanotherpin »

SlyJohnny wrote:Can I cancel my action and backtrack north as planned?
I thought that was an odd choice, but since there have been screw-ups on both sides, I think we'll just run with it. Besides, what are the odds the hunter will guess that you've been walking in circles all day?
(Kritos Bloodheart is not patrolling the Barrow Weald.)

The road begins to wind up into the pass that divides the Mountains of Berg here.
WAIT

• If you are traveling south into the mountains...? (683)
• If you are traveling north out of the mountains...? (227)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxx21222324

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SlyJohnny
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Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Keep backtracking.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)

South of the River Spate the road continues north-south. To the north is the ford that crosses the river. To the south it leads up to the Mountains of Berg.
WAIT

• Head north to the ford? (147)
• Continue south on the road? (267)
• Keep to the east of the road? (247)
I'd send you north immediately, but we're waiting on the hunter.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxx222324

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SlyJohnny
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Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

My resolve undeterred by my four extra waits, I head north.
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angelfromanotherpin
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Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)
(The ferryman is dead.)
There are some strange black packages floating in the river, jammed between the crenelations of the ford wall which form its stepping stones. On close inspection, you see that they are parts of a human body that has been dismembered and torn apart by dogs. Sickened, you leave the ford and continue on your way.
WAIT

• Head north? (447)
• Head south? (227)
Again, I'd send you north immediately, but the time mechanic forbids for the moment.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxx2324

edit: Didn't adjust reference numbers.
Last edited by angelfromanotherpin on Mon Mar 05, 2018 2:55 pm, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

((Wait, is the codeword that showed that to me the same one that I got for killing him? Or a different one?))

Head north.
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angelfromanotherpin
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Post by angelfromanotherpin »

There's only one codeword for ferryman death. Must have been wild dogs that got to him in the interim.
(Kritos Bloodheart is not patrolling the Barrow Weald.)

The river is wide and sluggish. The ford is a series of stepping stones and the water flows through the gaps.

(It is night.)
As you near the ford you hear a cry of shrill terror, that of a man faced by something he fears more than death itself. The sound of footsteps retreating is followed by a more measured tread, and then you see two luminous white eyes seeming almost to devour your soul as they come inexorably nearer. You are rooted to the spot.

The malevolence in the wight's eyes is bewitching. Take one from your strike roll as it whispers 'Lie down, sleep, sleep here in the bosom of the earth and rest forever.' You feel an overpowering urge to just give up and lie down, but manage to fight it. Luckily the wight is not as quick as in life, but you know it will attack remorselessly after suffering wounds that would have felled any normal man.

• If you are a priest and wish to try invoking the power of Avatar...
• Fight normally.

WIGHT
HealthStrikeDamage
Torn-2+1
Battered-2+1
Dismembered-30
Shattered hulk-40
At rest

As mentioned above, the Wight's spell of lethargy will give you (an additional) -1 to strike rolls in this combat.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxx2324

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SlyJohnny
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Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Oooh, nightime is more dangerous for wandering around because that’s when the evil things come out to prowl, even on well-traveled roads? I love it.

Let’s try the blue option and see if this thing fears Avatar the One, and hope I don’t need the holy symbol from the monks to make this work.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)
WAIT

Summoning up all your faith, you call on Avatar to dispel the Wight and order it begone from your sight, invoking the name and power of the Supreme Principle of Good. Roll a die.

• On a 1, 2, or 3, you successfully destroy the Wight...
• On a 4, 5, or 6, the strength of will of the Wight overcomes your powers of faith and it hacks you with the sword. Lose one wound level and...
The die roll is a 1.
The Barrow Wight falls rigid to the ground in tatters, its limbs held onto its body by sinew alone. You may take its scimitar, which is still a serviceable weapon. (The wight has been defeated.)

The shattered body rises once more but this time it walks away towards the hills and you let it go. You cross the ford without mishap.
WAIT

• If you are now traveling south...
• If you are traveling north and wish to stay on the road... (407)
• If you are traveling north and wish to turn northwest... (427)
The night is nearly done. At your next WAIT, you will lose a health level to fatigue.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
No modifiers
(-2 Strike if without a weapon)

Equipment:
Scimitar

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 225262728293031323334353637383940
Night 24142434445464748

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SlyJohnny
Duke
Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Loot! Hooray!

Go directly north to the standing stones.
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angelfromanotherpin
Overlord
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Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

The road leads south towards a range of hills.To the north it leads back to the standing stones where the chase began.
WAIT

• Continue along the road to the hills? (407)
• Return to the standing stones? (647)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
No modifiers
(-2 Strike if without a weapon)

Equipment:
Scimitar

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xx2728293031323334353637383940
Night 24142434445464748

Last edited by angelfromanotherpin on Tue Mar 06, 2018 12:41 pm, edited 1 time in total.
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SlyJohnny
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Posts: 1418
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Post by SlyJohnny »

North.
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angelfromanotherpin
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Post by angelfromanotherpin »

Soon you are back at the standing stones. The wind is chill and it fills you with fear to see the corpses of the Archveult's poor victims for you know you are far from finding an escape from the dreaded Valley of Gad. You are so disheartened, cold, tired, and afraid that your spirit of defiant struggle is broken. Lose 1 Wound Level. If this kills you, then you have curled up in a miserable little ball to die. If you still live, you resolve never to return to this horrifying place as long as you live. The sound of hounds baying brings new drops of sweat to your brow.

The stones are on a conical hill-top. Behind you, the dark towers of Castle Remorse deter all attempts at escape to the east. A track leads north towards high ground, and a road of beaten earth winds south towards a range of hills. To the west lies a rising swell of rough moorland.
WAIT

• Head due west across the moor? (49)
• Take the road south? (69)
• Take the track north? (89)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
No modifiers
(-2 Strike if without a weapon)

Equipment:
Scimitar

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xxx28293031323334353637383940
Night 24142434445464748

Last edited by angelfromanotherpin on Tue Mar 06, 2018 2:02 pm, edited 1 time in total.
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SlyJohnny
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Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

That seems like an entirely gratuitous punishment for backtracking. I’m actually feeling really good about this genius plan! The Archveult is probably wandering around the southern jungle right now or something, while I am mere hours away from being given a steaming mug of hot cocoa by sympathetic Avatarian priests!

Anyway, let’s head North and probably run straight in to the hunting party rushing south.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the cataract.)
(You leave tracks here.)

You are on a twisting track running virtually north to south across high ground. It clings to the spurs of the hills and is partly paved with flints. The track runs south towards the standing stones where your ordeal began. To the north it winds gradually higher into the hills. To the west is hilly broken ground where stunted trees warped in the direction of the prevailing wind point forlornly at the horizon. To the east is the impenetrable mass of the Mountains of Remorse.
WAIT

• Cross the broken ground? (579)
• Follow the track north, climbing into the hills? (599)
• Follow the track south, descending towards the standing stones? (647)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
No modifiers
(-2 Strike if without a weapon)

Equipment:
Scimitar

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xxxx293031323334353637383940
Night 24142434445464748

Last edited by angelfromanotherpin on Tue Mar 06, 2018 3:23 pm, edited 1 time in total.
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SlyJohnny
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Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Follow the track north and prey to Avatar the One that there’s a passage through the hills to bypass that stupid bridge.
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angelfromanotherpin
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Post by angelfromanotherpin »

You come to the lip of a great gorge. (Neither you nor the hunter have a relevant keyword.)

An old rope bridge is the only way of crossing to the other side. Far below are the white waters of a cataract which pours into a deep blue pool where the river whirls and eddies before plunging on down a series of rapids.

The rope bridge looks a little frayed and rotten but it would probably still bear your weight, you think.
WAIT

• Do not cross the bridge and return to the hills? (89)
• Do not cross the bridge and return to the monastery? (459)
• Cross the bridge? (639)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
No modifiers
(-2 Strike if without a weapon)

Equipment:
Scimitar

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xxxxx3031323334353637383940
Night 24142434445464748

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SlyJohnny
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Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Did I fuck up again? I thought we crossed the broken ground last time.
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angelfromanotherpin
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Post by angelfromanotherpin »

SlyJohnny wrote:Did I fuck up again? I thought we crossed the broken ground last time.
Last time that did happen, and it puts you further along the gorge, where you can walk either to the bridge or along the rim. But for some reason the path from 'further along the gorge' to the bridge is one way.
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