Blood Valley, Round 3: The Hunter

Stories about games that you run and/or have played in.

Moderator: Moderators

User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Blood Valley, Round 3: The Hunter

Post by angelfromanotherpin »

Anyone on the Quarry team (or contemplating being on the Quarry team) should not read this thread until the game is over. All information from the previous run's threads is fair game.
The Valley of Gad

You have chosen to be the Archveult, lord of the Valley of Gad. As you sit in the topmost turret of your castle which has been your home for three hundred years, you survey your kingdom secure in the knowledge that your sovereignty is unchallenged. You chose this valley carefully as a great ring of mountains separates it from the rest of Orb where other powerful men might have confronted you.

When you began your reign of terror after slaying the old king, your people renamed your home Castle Remorse. They fear and hate your evil ways. Your appearance alone is enough to terrify even the stoutest of heart. You are a Firedrake, one of the elder races of Orb that live north and east of the Mountains of Undying Solitude. But you are no ordinary Firedrake. You stand eight feet tall and your fierce head is topped by a bony spiked carapace like that of an ancient giant reptile. Your eyes are smoldering pits of fire. When you are angered they ignite, burning with a deep red flame that also bursts out over the blue scales of your body. You have large blue wings, but unlike your son the Demiveult, you cannot fly. You are more powerful than he, however, for you are an Archveult, a rare thing even amongst the powerful race of Firedrakes. The Firedrakes are a naturally cruel race but you have taken their lust for cruelty to the greatest lengths and are never happier than when demonstrating your superiority over your pathetic human subjects.
Image

The Hunt

It is spring and the month of Weir has just begun. At this time of year you indulge yourself in your favorite pastime, the annual hunt. Each year a slave is set free from the standing stones near the castle and hunted down like an animal. If found, the slave is torn to pieces by your Hounds of Hell, giant dogs with flaming breath which are from the nether planes and were a gift from a Demonlord. If the slave can escape the valley, you will have been cheated of your prey. But the slaves seldom escape.

This year you have bidden Kritos Bloodheart, your ally and only human friend to spare no effort in acquiring strong slaves who will run fast and far, giving good sport. He has scoured the slave pits of Upanishad for your prey and has brought three slaves back to the valley. You will mercilessly hunt down one of these slaves until at last, exhausted and broken, he (or she) will beg you to put an end to his wretched life. Turning from the window you see Kritos giving the order to present the slaves.
The Slaves

Your quarry will be one of three possible types of slaves. Your opponent will choose which one and will inform you of his choice.

The Priest
Image

The castle guards drag before you a slim young man, dressed only in a torn white robe and manacled. You allow flame to play over your body for effect as you sneer at this puny human.
'He looks weak,' you growl.
The young man, who has been gagged, makes a gurgling noise and Kritos cuffs him into silence.
'He is a priest, magnificence, he knows spells, he nearly escaped on the road from Upanishad. He speaks the Word of Helpless Palsy and has the Touch of Harm, and,' he chuckles, 'he has Avatar the One on his side.' There is a gale of laughter as he says this.
'Oh Avatar, where are you now, free thy servant from this evil place of torment,' you mock. There is silence in the chamber. 'Your god has deserted you,' you cry, and with that you clap your hands and he is dragged away. It pleases you that he holds his head high and there is a look of contempt in his eyes.


The Barbarian
Image

The second slave is led before you. This one has his arms tied to a yoke, as if prepared for crucifixion, and is stripped to his loincloth. He is an enormous man, not much more than a foot shorter than you, heavily muscled but showing the bruises gained in an earlier attempt to escape. His blonde hair is wild like a horse's mane.
'I had to pay a small fortune for this one, magnificence. He was to be sent back north to become a gladiator in the Arena of Death at Mortavalon. He is the strongest man I have ever met and still barely more than a boy,' Kritos tells you proudly.
The young barbarian growls at you, he has overcome his fear. At a sign from Kritos, however, pressure is applied to the yoke and he is slowly forced to his knees, grunting all the while with the effort of trying to avoid abasing himself before you. You clap your hands once more and the barbarian is taken away.


The Thief
Image

'I have saved the fairest till last, magnificence,' says Kritos.
Two guards enter the chamber and between them, chained to them both, is a young woman dressed like a man in leather breeches and shirt. There is a murmur of appreciation from the guards.
'It's a woman!' you exclaim. 'They are weaker than the men.'
Kritos does not look unduly troubled by your displeasure. 'Not this one, magnificence, she is a skilled swordswoman and, until she was delivered into our hands, was a master in the Thieves' Guild of Upanishad.'
You can tell from the reaction of the guards that she would be considered beautiful amongst humans, but you are more concerned with her powers of endurance. Unlike the two men, she is taking in every detail of her surroundings, watchful for a chance to escape, but Kritos has ensured there is none. The guards force her to her knees and invite her to beg for mercy, but she replies: 'It is you who will beg for mercy out in the wilderness, Firedrake.'
You smile and order her to be taken back to the dungeons, confident she will soon change her tune.
*

Your victims will find little help out in the valley for all know of the annual manhunt and few would dare to oppose you in any way. It took you forty years to subdue the whole of the valley to your rule and you have used fear to discourage revolt ever since. Almost everyone pays heavy taxes to your tax-house in the valley's city, Askelon, and your troops man the wall at the town of Gap which seals the western entrance to the valley. The monks and the wizard Callisto in his tower might dare to oppose you and there are strange beings in some of the forests, but you walk abroad in the valley without fear. Now that the slaves have been led away you are free to peruse the map that hangs in the topmost turret and to guess which way the hunt will twist and turn across the valley.
Escape

Image

Your opponent will be trying to find a way out of the valley. Obviously you know much of the valley, but it is a large place and even you do not know it all.

Important points to remember:
1. Castle Remorse seals the eastern end and there is no escape for the quarry there.
2. The only exit known to your quarry is a large gate at the west entrance to the valley. This is close to Gap Town.
3. Gap Town is heavily guarded by your own troops which should make it difficult for the quarry to escape there.
4. There are three other exits, determined at the start of each game.
There seems to be a mistake in the text, because the random table that determines possible exits always includes the gate near Gap Town as one of the three, so it should really be two other exits.
In this game, the exits are A (Gap Town gate), K (near the ice waste), and L (in the lake).
The Archveult's Allies

You have three allies or henchmen: Kritos Bloodheart, the Captain of your guard, a pleasantly evil and bloodthirsty warrior; Ka-riim, the Hashishin, your chief assassin; the Demiveult, a large winged reptile which some say is a Firedrake in its larval form, while others believe it is a product of your genetic experiments. He is actually your son, but can never become a full-fledged Archveult due to a druid's curse.

As soon as you start this game you will be given the opportunity to place these three allies in certain areas of the valley to wait in ambush, should the quarry pass that way. You can communicate with your allies through a crystal ball, which enables them to tell you when they have found the quarry. you will have the chance to move your allies as time passes. Remember to keep a record of how many wound levels each ally has lost - you will have the opportunity to heal only one of them.
The Archveult

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

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
Savage
(+2 strike, +1 damage)
Vicious (+1 strike)
Wounded (-1 damage)
Whimpering (-1 strike, -2 damage)
Dead
If you like, you can wait to hear which slave you'll be hunting before making any decisions, otherwise you can just start making your set-up choices.
The Beginning

You have ordered the slave to be tied to one of the standing stones to the west of the castle. The bodies of previous victims adorn the stones. At dawn your quarry will be set free.

Image
It is dawn, the magical chains which have held your captive against cold stone all night long will be fracturing now. Your court magician casts a spell and you speak words which your quarry will hear as if the stone itself was talking. 'Run, run for all you are worth, you cannot escape me and my Hounds of Hell. You have a few hours' grace before I take up the chase.'

You will not be idle during these next few hours, however, there is much to be done. You have to decide where to station your allies, Kritos Bloodheart, Ka-riim your assassin, and the Demiveult. A man-servant coughs discreetly, reminding you that you must decide where to set your mantraps and send messages via crystal ball to your servants in the valley.
WAIT

You turn to your map of the valley. In past years you have used trap in nine different places. This year you have decided to order five mantraps of various types placed at strategic points in the valley. These traps are designed to wound and delay rather than kill. The nine possible locations are as follows

• The bridge at the cataract.
• The road from the Barrow Weald to the mountain pass.
• The route into the jungle.
• The Misty Wood, southwest corner.
• The Moorland near the misty wood.
• The entrance to the Mines of Smelt.
• The track in the icy wastes.
• The Volcano.
• The town of Gap, at the wall.

When you have chosen five locations you can relax, secure in the knowledge that your minions will set the traps.
WAIT

You decide also to equip one of your allies with a healing balm. Will you give it to your trusted henchman, Kritos Bloodheart who is resplendent in black armor with a scarlet plume atop his helm and impatient to begin; to Ka-riim the Hashishin, your accomplished assassin; or toyour own son the Demiveult who is far larger than you, like a great flying reptile with his fierce beak, yet no more powerful than you. You may use the balm to restore all the wound levels of the chosen ally, once only.
WAIT

So, mantrap locations and who gets the healpot. Then, your agents.
Kritos Bloodheart is the first ally you send to take up his position. He is used to patrolling the following areas during a hunt, but you can only send him to one of these.

• The Barrow Weald
• The Jungle
• The cataract at the gorge
• The Moorland
• The Wizard Callisto's tower
• The wall at the town of Gap

Make your decision, then WAIT.
Image
Ka-riim the Hashishin is the next ally you will deploy. He is familiar with the following areas and may only be used in one of these at a time.

• The city of Askelon
• Braggart's Hold
• The Monastery
• The Misty Wood
• The Forest of the Living Dead
• The Mines of Smelt

Make your decision, then WAIT
Image
The last ally you deploy is your son the Demiveult who can soar above the valley and then stoop on your quarry on sight. He will patrol one of the following areas at a time:

• The mountain pass
• The icy wastes
• The plains
• The volcano

Make your choice, then WAIT.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

If you were waiting on the quarry's choice, your prey this hunt is the Priest.
User avatar
SlyJohnny
Duke
Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Traps:
• The bridge at the cataract.
• The route into the jungle.
• The entrance to the Mines of Smelt.
• The track in the icy wastes.
• The Moorland near the misty wood.

Kritos Bloodheart: The Moorland
Ka-riim the Hashishin: Misty Wood
Demiveult: Mountain Pass

Demiveult has healing potion. Will use it as soon as necessary to prevent having to make a roll to flee.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Kritos Bloodheart has found the Quarry in the moorland! Alas, he is stricken by the Word of Helpless Palsy and defeated, and the quarry taunts you through Kritos' crystal ball. That takes place before you place the Demiveult, so let me know if it changes your deployment of him.
The allotted time is up and you ride to the standing stones, the Hounds of Hell yapping at the horse's heels. A grisly exhibition of trophies adorns the monoliths, the heads of your previous victims. The more recent have been crudely embalmed. One of last year's victims was the young sorceress, Noquila, you growl in annoyance at the sight of her, her spells had been love spells, she was powerless against you and poor sport. Next to her is the body of the big barbarian Torvald Bloodaxe, his plaits still swinging in the wind, his face a mask of agony. He had been good sport.

Image

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 the hills of the Barrow Weald. To the west lies the rising swell of the rough moor. The hounds are confused, for some reason they find it difficult to tell in which direction your quarry set off. Sorcery is at work. Someone has tried to thwart you by aiding the quarry.
WAIT

• Head due west across the moor? (50)
• Take the road south? (70)
• Take the track north? (90)
The Archveult

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

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
HealthStrikeDamage
Savage+2+1
Vicious+1+0
Wounded+0-1
Whimpering-1-2
Dead

Time:
Day 1xxxxxxx8910111213141516
Night 11718192021222324

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

Post by SlyJohnny »

South.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

(The quarry has left no tracks here.)

The hounds' tongues are lolling as you run down the north-to-south road that leads from the standing stones through the hills.
WAIT

• Search the area?
• Go south towards a ford? (448)
• Go north towards the standing stones where the hunt began? (490)
• Turn west? (408)
The Archveult

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

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
HealthStrikeDamage
Savage+2+1
Vicious+1+0
Wounded+0-1
Whimpering-1-2
Dead

Time:
Day 1xxxxxxxx910111213141516
Night 11718192021222324

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

Post by SlyJohnny »

North.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Really? South, then immediately back north? I just want to confirm the double back.
User avatar
SlyJohnny
Duke
Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

He definitely didn't come this way, right? And despite the 5 turn head start, he hasn't run into my minion to the west? I'm assuming he's headed for the bridge so he can teleport to the river and beat me to the monastery.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Oh, scouting for tracks keywords makes sense. Although, he definitely did hit your minion to the west.
User avatar
SlyJohnny
Duke
Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

!

Christ, how the hell did I miss that?? Not an auspicious start!

Well fuck. let's backtrack and hope we can get to the swamp before he leaves.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Image

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 the hills of the Barrow Weald. To the west lies the rising swell of the rough moor. The hounds are confused, for some reason they find it difficult to tell in which direction your quarry set off. Sorcery is at work. Someone has tried to thwart you by aiding the quarry.
WAIT

• Head due west across the moor? (50)
• Take the road south? (70)
• Take the track north? (90)
As mentioned previously, the hunter doesn't have a separate entry for coming back to the standing stones, and you technically get the full intro again, some of which I have omitted.
The Archveult

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

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
HealthStrikeDamage
Savage+2+1
Vicious+1+0
Wounded+0-1
Whimpering-1-2
Dead

Time:
Day 1xxxxxxxxx10111213141516
Night 11718192021222324

Last edited by angelfromanotherpin on Thu Mar 22, 2018 5:06 pm, edited 1 time in total.
User avatar
SlyJohnny
Duke
Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

West.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

You know every inch of this rough inhospitable moorland and your horse and the hounds can cross it more quickly than can your quarry. The bracken and moss underfoot are spongy and wet.
The hounds have found the tracks of your quarry, but there is some magic at work, they cannot tell which direction the intended victim was taking. Of one thing you can be sure, however, the quarry passed this way.
Your horse occasionally sinks into the mire, but you are not much delayed.
WAIT

• Search the moorland?
• Ride down into a gully to the west which you know to be a dead end? (150)
• Climb the spur to the west? (330)
• Go north to the track which leads past the standing stone to the cataract and on to the accursed monastery? (90)
• Go south to the road of beaten earth that crosses the Barrow Weald? (70)
The Archveult

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

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
HealthStrikeDamage
Savage+2+1
Vicious+1+0
Wounded+0-1
Whimpering-1-2
Dead

Time:
Day 1xxxxxxxxxx111213141516
Night 11718192021222324

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

Post by SlyJohnny »

How does searching work? On a successful roll, does it ask for all the same keywords that I was picking up when I was stumbling around the moorlands as the quarry, or only some?
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Depending on the roll, you get to ask for 1, 2, or all (max 4) codes in the region (if you have a negative modifier, you can crap out completely). If you get 'all' you also penetrate the 'hidden' status. Normally, you can be pretty close and not run into the quarry unless you're actually in the same code-region, but searching lets you get some area-of-effect going on encountering them.
User avatar
SlyJohnny
Duke
Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Search.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

You conduct a quick methodical search of the moorland.

(It's super effective!)
(The quarry is not here.)
WAIT

You know every inch of this rough inhospitable moorland and your horse and the hounds can cross it more quickly than can your quarry. The bracken and moss underfoot are spongy and wet.
The hounds have found the tracks of your quarry, but there is some magic at work, they cannot tell which direction the intended victim was taking. Of one thing you can be sure, however, the quarry passed this way.
Your horse occasionally sinks into the mire, but you are not much delayed.
WAIT

• Search the moorland?
• Ride down into a gully to the west which you know to be a dead end? (150)
• Climb the spur to the west? (330)
• Go north to the track which leads past the standing stone to the cataract and on to the accursed monastery? (90)
• Go south to the road of beaten earth that crosses the Barrow Weald? (70)
The Archveult

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

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
HealthStrikeDamage
Savage+2+1
Vicious+1+0
Wounded+0-1
Whimpering-1-2
Dead

Time:
Day 1xxxxxxxxxxxx13141516
Night 11718192021222324

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

Post by SlyJohnny »

How many code words did I get?
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Super effective meant 'all of them,' which in this case was four.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Waitin' on ya, Sly.
User avatar
SlyJohnny
Duke
Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Sorry about the wait! Let's try going North, and see if he is heading to the monastery.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

(The quarry has left no trail 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 the hunt began. To the north it winds higher into the hills. To the southwest 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

• Search the area?
• Return to the standing stones? (490)
• Go North? (600)
• Head southwest to the rough moorland? (50)
The Archveult

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

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
HealthStrikeDamage
Savage+2+1
Vicious+1+0
Wounded+0-1
Whimpering-1-2
Dead

Time:
Day 1xxxxxxxxxxxxx141516
Night 11718192021222324

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

Post by SlyJohnny »

North.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

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

(No relevant keywords are had.)

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

• Cross the bridge? (640)
• Return to the moorland? (90)
• Return to the monastery? (460)
The Archveult

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

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
HealthStrikeDamage
Savage+2+1
Vicious+1+0
Wounded+0-1
Whimpering-1-2
Dead

Time:
Day 1xxxxxxxxxxxxxx1516
Night 11718192021222324

Post Reply