Monday, 26 May 2025

Graggar Stories, Part 2

 


Graggar encounters a group of Goblins pursuing another group of human bandits who had robbed a shrine to the Luck deity. After running the Goblins off, Graggar and the bandits share a camp. The bandits give Graggar directions to the shrine, if he wishes to investigate it. He does, and after bidding the bandits farewell, he heads further into the Forest of Ghosts.

Are the Goblins back at the Refuge? Likely = Yes.

Are there any more Goblins? Unknown = No, but … mounts (Wolves)

Is there a dungeon underneath the overgrown shrine? (Likely) … Yes :)

Will the Goblins leave if Graggar waits a little while? Unknown. Yes!

Will the Wolves detect anything of Graggar in this short time? Unlikely. No.


Graggar sits in the undergrowth picking at his teeth with the skinning knife, watching the Goblins arguing about what to do next. There is a short scuffle, and the winner decides it’s time to go. They mount their Wolves and ride off in the opposite direction. Graggar gives them 10 minutes, then approaches the Shrine. He finds there was some sort of landslide trap resulting in a watery pit, and there are 2 human bodies floating in it. The water is apparently coming from underground, as the water is now sloshing over the sides of the pit, causing the corpses to roll and bump against the sides.


Anything useful on the bodies? Unlikely … No.


Graggar searches and finds that the wet mud has shifted and revealed a trapdoor nearby. He lifts it open and sees a set of steps leading down into a small natural cave. Dripping water is constant, and there is already an inch or so on the ground.


Discern Realities, Fail. No XP, this was just for colour. Graggar is unaware that this is a hiding place for dissidents against a once-worshipped god, beneath their enemy’s Shrine! The Shrine is for a Luck god, the dissidents favoured a Fate god, where all was predestined. The heretics were discovered and buried alive. Mostly Skeletons and Zombies, any boss type creature will be a smarter undead with powers or magic.


There are only 2 rooms:

Room 1: Entry cavern: Encounter yes (average), Treasure yes, Hazard no, Feature no

2 skeletons and 1 armoured skeleton.

The basic skeletons have 1 Harm and cause 1 Harm with their bony fingers.

The armoured skeleton has a sword, helm and shield, has 2 Harm and causes 2 Harm.


Fight/STR 4+2+2 is only Partial, the Armour Skeleton blocks the dagger with the shield and stabs into Graggar’s thigh for 2 Harm, but the Wildman’s cudgel smashes into its ribcage and the Skeleton falls into pieces. Graggar leaves the club in his foe’s body, pulls the sword from his leg and turns to face the other skeletons, who are now in grabbing range.

Fight/STR with +1 forward for Berserker 4+3+2+1 = full success! He smashes a blade into the skull of each remaining skeleton, splitting the heads in two. They clatter to the floor. Graggar retrieves his Cudgel and claims the Sword, then he taps the few pieces of skull out of the helmet, and with a satisfied grunt places it on his head. He finds 4 gold coins scattered under some rags in one corner, which became revealed when the rags floated away. The Armoured Skeleton was wearing a necklace with an Agate stone worth 30gp. Graggar bandages his thigh wound and is back to 5 Harm.


Room 2: Dark Cavern: Encounter, Treasure, Hazard and Feature all no.

Graggar has no source of light, and the water level in the tunnel beyond is rising fast. When he reaches the edge of the light shining through the trap door above, he has no clue how much further to press on, and the water is up to his knees. The echo of running water makes the caverns sound like a waterfall. Graggar shrugs and turns around and leaves, taking care on the slippery steps as water cascades down. Emerging into the daylight, Graggar sees that the ground outside beyond has turned into a quagmire, and he is forced to turn back and circle away and around the shrine. He receives 1 XP for his mini-adventure.


Does he encounter the Bandits again? Unlikely. No.


In the afternoon, he encounters an Event - Flood, lose a mount or pack animal. Instead we’ll say Graggar wanders accidentally too near to the flood site from before. He finds himself having to backtrack and circle yet again, and is exhausted and wet come nightfall. He consumes a ration and has to risk a fire tonight, or suffer penalties the coming days. Figuring the flood is some protection from one direction, he uses his last Explorer item as dry tinder to build a campfire, and twine to lash together branches as a shelter/shade.


Double encounter checks because of fire, no encounters. Graggar heals his exhaustion and last Harm injury from the food and rest.


The next day, he strikes deeper into the Forest. The daylight hours are uneventful, but cresting a rise just before dusk, Graggar makes out what appears to be a mine entrance.


Current state = Broken and ruined.

Contents = filthy animal leavings


In the last rays of sunlight, Graggar sees the spoor of unknown forest creatures, and supposes this might be a lair. He crosses the rise again and climbs a tree overnight. Extra encounter check for animal lair = 1, A giant serpent comes home for the night! The Snake can easily coil around a human, and has 4 Harm. It causes 2 Harm crush or bite.


Perception roll to spot, 2+2+0 = Total fail, 1 XP and Graggar decides that in the morning another look at the animal lair is worthwhile. Defy Danger PER to hear the slithering coils from inside the mine entrance. 2+6+0 = Partial. As the huge snake rears up, towering over Graggar, he stumbles and drops his Sword and Rations. He can flee or fight for his belongings! Graggar grabs his spare weapons and prepares for the snake’s strike.


Defy Danger (AGI) = 3+1+1 = Fail! 1 XP.  The snake loops around Graggar and squeezes …

Defy Danger (STR) = 2+2+2 = Fail! 1 XP. 2 Harm damage. Breathing is getting harder ...

Defy Danger (STR) = 6+4+2 = Success! He loosens the coils slightly and takes a breath.

Defy Danger (STR) = 1+1+2 = Fail! 1 XP. 2 Harm damage. Things look bleak ...

Defy Danger (STR) = 1+6+2 = Partial. He can get free or cause 2 Harm, at cost of 1 Harm. He opts to cause 2 Harm and go for broke. His vision is getting blurry as he raises his weapons!

Fight (STR) = 6+4+2 = Full success! 


Graggar bludgeons the snake in one eye and stabs his knife in the other. The snake hisses and thrashes, releasing Graggar who rolls out of the way, wincing at the pain in his ribs, and his head hits a rock and he blacks out …

Coming to, Graggar finds it is still morning. There are a few flies buzzing around the snake’s ruined eyes, but otherwise it is quiet. Graggar investigates the mine ...


Here I rule that there will simply be a snake nest and the remains of a dead traveller, in order to give Graggar the ability to explore underground if it ever happens. Snake Nest = 1d4-2 eggs worth 1 meal each = 2! Snake meat worth 2d4+1 rations = 8! Dead adventurer with a backpack containing 2d3 Explorer kit items = 2! Taking pity, I will decide this includes a separate Lantern, and if he wants to use it he needs the Kit for oil.


Graggar decides that he will make a shelter over the nest-cave and rest for the whole day. He takes a lunchtime meal of raw snake meat, then drags away the remains of the carcass. He makes a low fire for the evening in order to heat some rocks and cook one of the eggs. There is no disturbance overnight, and Graggar wakes having restored 3 Harm, now at 4. I decide a Giant Serpent counts as a “noteworthy enemy” and award 1 XP, level up!

New ability:

Camaraderie (#3) Talking to Warrior type NPCs in any situation will always have a chance to persuade them to your side - no Leverage needed to Parley.  


Graggar decides that he will move on in case the Snake had a mate.

After a few hours, he has another Encounter … Wolves (normal) 1d3 +1 = 2.

Graggar decides to throw 4 portions of snake meat to see if he can buy time to escape.


Defy Danger PER = 2+5 Partial, the wolves chow down with incredible speed and growl at him as he tries to back away … he can throw more of the snake or fight. He throws 1 more behind the wolves, and they turn their backs and snarl at each other, challenging for the food. Graggar backs away and the snaps and growls recede.


Do the Wolves follow (unlikely) 20 = Yes! Are they successful? Very Likely = Yes, But! They fought and only 1 remains. Graggar decides enough is enough and draws his weapons.

Fight (STR) 3+3+3 = 8, Partial. The Wolf bites the Wildman but takes a stab in exchange - whining and limping, the creature flees. Defy Danger STR for seriousness of injury.

3+1+2 = 6, Fail! 1 XP and it’s a serious leg wound, 2 Harm and movement/AGI reduced!


Graggar curses. He takes some time to look if this is a good place to camp and rest his leg.


Discern Realities INT 1+3-1 = Fail. 1 XP. He fears that the sounds of battle and trails leading to this spot make a bad campground, so he is forced to travel on at night and injured.

Effective moonlight? Unlikely = No, but … there will soon be a break in the clouds or trees allowing another Discern check. 2+3-1 = Fail. 1 XP. Graggar stops despite a close danger …


Terrain Event = toxic plants, can’t move for d4 days = 2. Graggar unknowingly lays down in an unusual grass strain, which makes his head spin and limbs shake if he walks for more than a minute or two. He slowly builds a shelter over the course of the first day, eating his snake egg and 1 ration before falling into a troubled sleep. It is almost dawn when a Forest Spirit drifts past his camp, and so Graggar will be at +3 = 5 Harm. 


Is the Spirit aware of Graggar. Very likely = Yes.

Has Graggar offended the Spirit. Unlikely =  No. 

Does the Spirit need help? Unknown = Yes!

Will the spirit help Graggar on his “quest” Very Likely = Yes.

What sort of quest is it? Mazy Paths


A translucent Forest Spirit called Kalimi is gliding through her domain, and comes across the sleeping Barbarian. Recently a forest hermit has been dabbling in dangerous fire magic and she wants it stopped. Kalimi decides to manipulate the forest into sending the Wildman in the direction she wants, and force a confrontation. But first she needs her puppet at full strength. She makes a healing potion from her magic and forest herbs, makes a small hole in the ground to form a puddle, and pours it in. Then she uses the language of beasts to find an injured hawk nearby. Studying the ground she determines where the Wildman came from, and uses magic to block off the trees except the direction she wants him to go.


Graggar awakes with a start, the faint smell of magic in the air - was it a dream? He can’t be sure. He can’t see or hear any movement or signs of activity. His leg is still aching and the wolf wound hasn’t fully healed but he feels well rested. He is idly chewing on a small piece of dried fruit when an injured hawk flies into the clearing, landing unsteadily with one crooked wing. It hops around and finds a small puddle and starts to drink. Graggar watches amazed as the wing repairs itself before his eyes. He hobbles over and the hawk takes flight - the pool still contains water, and Graggar drinks - it heals 1 Harm and removes his debility! Feeling completely refreshed he looks around and sees that the trees are impenetrable except for 1 direction with a clear route, so he takes it.


Let’s roll the base Encounter/Event/Feature where all action is related to the conjurings of a fire wizard. Smoke, Fire, Imps, and so on. We’ll roll 3/day encounters and 2/day others until we get a 2nd Feature, which will be the Hermit’s lair. Kalimi will divert the path to go through obvious (to her) foraging areas once per day, Graggar will get a PER check to notice.


Well, Graggar gets a Feature right away! At noon he sees a ruined cluster of buildings, which we see was a Cultural Purist Storehouse ruined on the surface by an earthquake. In the ruins will be an encounter and a treasure! The creature rolled is undead, fast and powerful, so I’m going to replace that with a jungle cat possessed by a fire breathing spirit! It will have Harm 5, do 2 Harm with breath or bite, and is fast and stealthy enough to surprise Graggar.


Defy Danger (PER) to notice the Fire Cat stalking him 3+4+0, Partial. The Fire Cat gets to within breath range when Graggar notices, so it breathes! Defy Danger (AGI) 3+1+1, Fail, 1XP. Takes 2 Harm from a gout of flame from the Cat’s maw! Graggar charges, and the cat with astounding agility leaps to the top of a support column. Graggar ducks behind a low wall as flames scorch overhead. Graggar decides to lob his knife. He throws a rock to try and distract the creature, then comes up at the other side of the wall.

Volley (AGI) = Partial, the knife slashes the flank of the Fire Cat, 1 Harm. But the blast of flame in return cracks the wall, which crumbles, leaving him exposed! Graggar decides to charge at the column in an attempt to collapse it! He braves the flames once more (Defy Danger AGI) 5+2+1 = Partial, He can choose to be at the bottom of the column unharmed, or take 2 Harm and smash the column. Graggar powers through the burn and smashes the column! The Fire Cat comes tumbling down but lands on all fours like nothing.

Odds are not great for Graggar now, but he fights! (STR) 2+5+2 = Partial, glancing blows.

Next round, Partial … Graggar’s chest is slashed open, and he drops.


Defy Death = Partial. Death comes to Graggar, says he has lived life according to the best Barbarian traditions of drinking, womanising, adventuring and reckless combat, and if he crosses over to the Afterlife he can have more of the same for eternity. Graggar accepts :)


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