Blood in the Snow part 2 - The Adventurers go forth!

 In this part I will take the time to introduce my four adventurers, created using four different Character Playbooks for Beyond the Wall RPG.

Hugo of Winterton (Would be Knight playbook) - Class Warrior, Alignment Neutral, Level 1
Strength 17, Dexterity 10, Constitution 12, Intelligence 8, Wisdom 9, Charisma 16
Base Attack Bonus +1, Initiative 2, AC 12. HP 10, Fortune 3
Skills Athletic, Riding, Deceit 

Strawberri Cottoncloud (Fae Foundling Playbook) - class Warrior/Mage, Alignment Neutral, Level 1
Strength 9, Dexterity 19, Constitution 9, Intelligence 12, Wisdom 13, Charisma 10
Base Attack Bonus +1, Initiative 6, AC 15, HP 8, Fortune 3
Skills Fishing, Command , Faerie Lore
Spells Greater Illusion, Inspiration

Culdus (Devout Acolyte Playbook) - Class Mage, Alignment Neutral, Level 1
Strength 9, Dexterity 8, Constitution 14, Intelligence 11, Wisdom 17, Charisma 13
Base Attack Bonus 0, Initiative 0, AC 9, HP 7, Fortune 3
Skills Religious Lore, Folklore, Healing, Sense Magic
Spells Healing Touch, Command Word
Cantrip Blessing, Magic Light
Rituals Goodberry

Rhian (Woodsman Playbook) Class Rouge, Alignment Neutral, Level 1 
Strength 13, Dexterity 12, Constitution 16, Intelligence 9, Wisdom 13, Charisma 13
Base Attack Bonus 0, Initiative 3, AC 12, HP 10, Fortune 5
Skills Survival, Alertness, Singing, Hunting
Rhian has a magical sword which she discovered hidden in a Rowan Tree 

Those are the basic stats for my main four characters, as I write up their adventures I will add more details about them and their back stories. 

Rules: Beyond the Wall by Flatland Games.

Adventure:  Blood in the Snow, Roan Studios

Solo GM Emulator: MUSE 

Scene 2: Searching near the Abbey for clues.

PC's and NPC.  Hugo de Winter the would be knight (PC), Culdus the devout acolyte (PC), Rhian the Forester (PC), Strawberri the Fay Foundling (PC ) Old Mercenary (NPC, Possible PC), Merchant Wife (NPC),Martain Wicklow (NPC).


The snow is starting to fall heavily again as the adventures set off towards the Abbey and the wind begins to pick up to making visibility harder, the group realise that if there are any signs of the missing merchant they could well be covered over by snow, if not already, at least very soon.

This part of the adventure is all about finding the clue to the whereabouts of the merchant and guard, if the adventures cannot find the clues they cannot proceed to the final part of scenario.  I think it is important to note that the combination of the snow and the wind will cover any clues and that the longer it takes them to find the clues the harder it will be.  

Roll 2d6 to see how many turns it will be before the clues start to get covered by snow = 3

Hugo announces that he need to go home to get his sword as he has no weapons with him and will catch the rest up but you all decide to wait for him. 

Culdus asks the Oracle if the Merchant and guard left the Abbey before he set off for the village.
Roll = 4 'Yes but'

Culdus remembers that he left for the village soon after the merchant and must have followed the same path but there was no sign of anyone, they must have taken the wrong path in the heavy snow, the path on the far side of the Abbey.

I roll 1d6 to see how long it takes Hugo to get his sword and his mail shirt. Roll = 6, any searching for clues will already incur a -3 penalty.

Rhian - "What kept you Hugo, the snow is getting thicker and its already way past dark, we need to get going if we are to help that poor lady!"

Hugo - "I needed my sword, my mail shirt in case and I brought two torches"

Strawberri - "not much good to us if they give off no brightness, didn't you think to light 'em?"

Hugo - "I thought one you would have a tinderbox"

Rhian draws her magic sword and a flame about three feet high shoots out of the top.

Hugo - "what the! Where did you get that from?!!"

Rhian - "never mind that, just light the torches and lets get going"

Culdus leads the way holding one torch with Rhian holding the other.

The Abbey is on the other side of the river and in the snow will take a little time to get to it, roll 1d6 to see how many turns it takes the group - roll = 3, any search will now incur -6 to the d20 roll.

In Beyond the Wall, if a character is actively looking for something they need to roll against Intelligence with a D20, as they are searching as a group, it is quicker to roll against only Strawberri as she has the highest intelligence (12) but as they are all searching together, Rhian alertness skill is used to add +2 to Strawberri's intelligence (making 14).  1 roll is allowed per turn.
After 2 failed search attempts things are looking bleak, on the third turn they need to roll 5 or less on a d20 to spot anything and as luck would a  have it a 3 three is rolled.

Culdus leads the party of adventurers down the path by the Abbey in the direction of a snowed in ravine beyond the abbey.

Strawberri gasps "look, blood!"

Spots of blood are splattered in the snow, they brush away some of the snow and uncover the source of the blood, a filthy, dark red cap almost - the blood seeping through to form a bright red patch on the otherwise white roadway.

Using her Farielore skill, Strawberri makes an intelligence test to see if she knows anything about the hat, needing to roll 14 or less.  Roll = 6.

Strawberri - "Redcap Goblins, I'm certain of it, it must have been one of them took the pig"

They decide to carry on searching the snowbank at the sides of the road for further clues, almost straight away they notice what seems to be a badly concealed tunnel entrance.

Question to oracle - "can we enter the tunnel?" Roll = 3 'no but'.

The entrance is partly covered by a thick compacted snow, there is a small hole which they are all two large to crawl through but they do hear strange noises coming from within.

The group decided to leave it at that for now and go back to the blue Goose and tell the merchants wife what they know, they turn and set off back to the village

A small hatless goblin pops out of the tiny tunnel entrance and stops in its tracks.

Culdus makes a roll against his Wisdom to see if he passively notices the Goblin - Roll d20 = 16.
Culdus has a wisdom of 17 so he just spots the goblin out of the corner of his eye.

Culdus calls out "Look, Goblin".

but as they turn around to face the goblin, it dives back into the hole muttering to itself.  

Hugo is keen to go after the Goblin but the other persuade him otherwise, they need tools to dig a way into the tunnel, reluctantly Hugo agrees, Strawberri picks up the red cap and the group make their way back to the Blue Goose.

Unseen by the party, Ranogg the old mercenary smiles to himself, happy to see the young adventures remained safe.

Next post - part 3: The Snow Tunnel.
 


Blood in the Snow part 2 - The Adventurers go forth! Blood in the Snow part 2 - The Adventurers go forth! Reviewed by Wild Duck Models on July 31, 2021 Rating: 5

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