Sunday, 29 June 2025

Graggar Stories, Part 6



Rokav and his pet wolf Ash stand in the scorched Tower at 2114. (Red hex)


The fire damage is extensive and the smell of smoke is strong. Normally there is a haze in the air, although last night a thick mist crept in and visibility is poor, even worse than under the normal canopy of trees in the Forest of Ghosts. Rokav knows that beneath the mist is a few hundred yards of black stumps and charred earth before the normal tree line returns. Out there somewhere is a crater where the fireball had struck.


Rokav looks out into the mist, feeling weary but otherwise fighting fit. He cannot return to his tribe, the Nehar, for many reasons. But the hunter has supplies, treasure, and is in a lush unexplored forest with Ash by his side. The Forest of Ghosts is not so terrible, he thinks. With a wry smile, he scratches Ash’s ears, and waits for the noon sun to burn away the mist.


Loading up his supplies, Rokav turns back to the tower and scratches a rune into the door that indicates Graggar and Silvar’s bloodline. Then he turns his back on his tribe. The mist has burned away, so he gets his bearings and strikes north. From his days spent ranging, he has made some friends in the people of the eastern Steppes, and will seek them out.


As he is weary (0HD) he only moves north to 2113 (empty) in the afternoon, no special events for the rest of the day, they take rations and water, and Rokav heals 3 HD, pretty much fully fit. As they are out of water, Rokav and Ash both spend the day hunting and foraging, and looking for a place for the Traps. Nothing happens during the daylight hours. Ash automatically sustains himself, and Rokav gets partial success, finding enough food for 2 days, and enough water for himself and the skins. Overnight there is an encounter! It happens right at the end of Ash’s watch, so Rokav is fully restored before it happens.


Looking online, a D&D5e encounter table says “Blights” which are like small animated twigs, vines, thorns etc. I prefer a “forest imp” type creature which is a small (like 1-2 feet tall) humanoid but with thorns for fingertips, holly as hair, roots for legs and so on. Ash’s animal sense will assist here.


Animal Sense (WIS) 4+6-1 = partial, so yes, we’ll rule here that the Imps want to steal something and they are in Rokav’s pack as he awakens.


Rokav rolls to his feet as Ash growls and nudges him with a wet muzzle. They are surrounded by 6 Forest Imps, plus another who is rummaging in his backpack. It pulls out the (random item=) lantern and turns to run, holding it in both hands. The Imps scatter.


Rokav “Catch Imp” (DEX) 5+5+2 = Crit! He can capture the Imp and regain his item. 1d6=5 of the Imps return to the campsite and chitter angrily. (Speak common? Unlikely = no). Ash snarls, but Rokav picks up all his belongings then pushes the Imp away to his friends, making a “go away” gesture with the back of his hand. Imps retreat? Likely = No but … they aren’t aggressive. They move back into the trees and bushes, watching. Rokav shrugs and packs his kit, then they head out to the Trap site (Did the imps find it? Unknown = yes but they don’t like the food. Survival (WIS) 1+1+0 = only 1 ration found). The Imps follow in the treetops, climbing or swinging like monkeys. Rokav tuts in annoyance. 50XP.


Rokav heads north to 2112 (middle of the yellow oval) in the afternoon, yet another encounter! Half Orc patrol from the tent village? Likely = No, but … Charity. An offering from the half-orcs to the forest imps!


Rokav spots some … shelves? … nailed high up in some trees in a clearing. Metal glints off some of them. The Imps suddenly start chittering excitedly and rush up to the shelves, where they excitedly examine a bunch of brik-a-brak of mostly little value. There are a decent amount of human-type tracks here, heading northwest. Rokav suspects this means he is close to the north edge of the Forest, as such frequent passage indicates a settlement or regular route, as civilised humanoids rarely live or travel in numbers in the deep forest. The Imps seem distracted, and Rokav decides that evil folk wouldn’t try to placate the Imps, so he will follow the tracks northwest to 2012 for the chance of human company and a warm bed.


The Half Orc Settlement at 2012 is a combination of tents at forest level, and single or twin room “tree houses” connected to each other and the ground by vines, rope ladders, planks etc. There are over a hundred souls here by estimate of the lodgings.


Rokav presents himself to the leader of the settlement:

“Drilu?” asks the chief, referring to a nearby tribe. “Nehar” answers Rokav.

“Why are you here?” asks the chief. “Nomad” answers Rokav.

“You are welcome, as long as you head south or east when you leave”.


Rokav agrees. The “man’s business” is at ground level, which includes weapons care, fletching, lumber, racks for skins and hooks for meat, there is even a “bar tent” of sorts, Ash is welcome inside for a tip. Silver is only worth half here, although items not easily obtainable are worth double, and “pretty things” can be found buyers for wives and mothers etc. He trades the “innkeeper” the pretty coral for some silver and all his board, food and drink for 2 nights and arranges a deal with the fletcher and barkeep for some arrows. He also gets some trinkets for offering to the Imps.


He learns of the history of the place by chatting with the locals, and meets an “orphan” called Wushir who wants to accompany him when he leaves. He has no family and is treated badly by the Half Orc tribe. Rokav sizes him up, he has some basic equipment but looks a tough lad. He agrees. Rokav hands over his old sling when he sees that Wushir has no ranged weapon and they agree to meet after first food in 2 days - Wushir looks for Mistletoe (Quicksilver) in the forest and finds 1 each day (weak success x2).


The group head southeast to 2112 back to the Offerings Place and leave some trinkets, then in the afternoon strike out northeast to 2212 intending to skirt the Imp nest. There is an Encounter - Imps? Likely = Yes, they are returning to the Nest with their trinkets and avoid the group. 50 XP. The group are travelling relatively fast so they have some time in the evening, Rokav will set his traps while Ash will forage for himself and Wushir looks for water.


Wushir Survival partial = 2 days water (they can refill their skins in the morning)

Rokav Survival Crit! 2 days rations each, in the morning.

Overnight events = no.


Picking up their supplies, the group head east to 2312. Every so often they leave some trinkets for the Imps, until they leave their domain with no encounters, and strike out northeast to 2412. The forest is quiet but in the mid-afternoon they discover a clearing with a sloped entrance leading underground. Interesting! What’s also interesting is they fail to notice the cocooned animals and humanoids concealed hanging in the treetops above! The burrow is home to a colony of Large Flying Ants, and the cocoons are the remains of meals hunted by Giant Spiders. Are there spiders above? Unknown = No but … on their way. Are there any Ants outside or in the first chamber? Unknown = No but … on their way!

"Graggar stories" continues soon!

Friday, 20 June 2025

Graggar Stories, Part 5

 


Silvar, Rokav and Ash have defeated the Hellcat, and located Graggar's body.


Silvar's Cure heals her 3 points from the cat's swipe. The party gain extra 100 XP for discovering Graggar’s fate - and claiming his inventory. Level up! This only provides an extra Hit Dice in World of Dungeons,


They make a cairn for Graggar in the rocky ground, burying him with his sword, knife, helmet and 4 gold coins. They take the necklace, provisions and equipment. When the rocks are placed, they share stories of his prowess, and marvel at how he came so far and had so many possessions when he started out tied to a tree with nothing. Rokav leaves Silvar alone with her brother and searches the ruins. Ash licks Silvar’s hand, then joins his master.


Ash Assist Rokav (+2) 3+6+2 = success, +1. I allow this because Silvar is clearly better.

Rokav Discern Realities (WIS) = 2+3+1 = fail. Oh well it’s not about the money!

The group confer and decide to continue with the quest.


In the afternoon, the trail takes them into untracked lands, the forest seems to open and close around them. It seems to be taking them approximately North East through easy paths and forage areas. They are able to easily pick up rations and water for all, and travel uneventfully at a good pace North East into 2116 (travelling from the left-most yellow circle into the middle circle). As the afternoon wears on, they will have an Encounter and an Event … Toxic Roots - Kalimi will steer the group away, although Ash is not a graze animal. The encounter will need to be “special” in order to get through Kalimi’s protection (normal animals or humanoids will be ushered away by her Maze powers). Well, I rolled a website with D&D forest encounters and got Fire Beetle, perfect!


Fire Beetle x6: HD1/HP2, Armour 2, Flame jet (d4+1 +pierce). Small, Burrowing. XP 70.


Ash Aid Rokav (+2) 5+1+2 = partial.

Ash tugs at Rokav’s trousers with his teeth. Rokav drops to 1 knee and draws his sling. The path made by Kalimi is clear ahead and behind. Everyone hushes in order to Listen for danger ...


Rokav Discern Realities (WIS) 6+1+1 = partial

Rokav touches the ground and feels the vibrations, getting stronger and stronger. “Back!” he shouts as the ground opens with a geyser-like jet of flame, and antennae poke through, questing for targets. The group have time to grab their hand weapons as the beetles emerge …


~~ Note at this point I revised a load of house rules. I didn't note what exactly, unfortunately! ~~


Ash Aid Rokav 6+5+2 = Crit, +1 to Rokav and Ash can attack if Rokav hits.

Rokav Melee 6+5+1+1 = Crit! Ash can re-roll.

Rokav does 6! Killing 1 beetle. Ash does 3 wounding a beetle.

Silvar Melee 1+1+1 = fail, her foot plunges through the earth, immobilising her. 


Ash Aid Rokav 2+6+2 = success +1 to Rokav, and not in danger. 

Rokav Melee 6+4+1 = success, another beetle dead. 

Silvar Melee 1+6+1 = partial, she chops up a beetle but can’t avoid its jet of fire (3)

Golden opportunity: the beetle on Silvar starts crawling up the back of her leg. 


Silvar Defy Danger (STR) 1+1+1 = fail, the bug is at the back of her neck. 

Rokav will ignore his beetle to assist Silvar. A jet of flame from behind incinerates his rope. 

Ash Melee 1+6+0 partial, unfortunately fails to kill his bug and takes 5 (at zero!)

Rokav unawares tries to stab Silvar’s attacker.


Rokav Melee 3+6+1 = success. Dagger fails to penetrate the beetle's armour! The pickax attack from his off-hand will force a Defy Danger on Silvar as he's swinging right at her - but it’s better than the alternative! It only does 1 damage …


Silvar Defy Danger DEX = Snake Eyes! fail …

She takes 2d6 (lowest). And rolls 5 & 6! That 5 from Rokav (KO) plus another 5! from the beetle.

100% Dead.


Silvar's head erupts in flames and she was lucky to be unconscious when the fire caught. Rokav enraged kills the beetles on Silvar and Ash (Crit!) but his ax gets stuck in the ground on the final swing. Fighting with just the knife he takes a horrible burn on his arm (5) as he finishes the final beetle. 


----------------------------


So here are the new healing rules I started using: resting for 1 hour heals 1 HP per 1 HD spent.

There is no healer and there are no bandages to speed things up.

1 hour later, Ash wakes up on 2 HP and Rokav gains 2, Ash is out of HD..

If Silvar was alive, she could provide +1HP/hour (Heal) and 2x1d6 Cures per hour.

It’s now night, and we need to ask - does Kalimi abandon Rokav and Ash (unknown) = Yes!

Not even a but!


The night draws in, and Rokav spots the forest return to normal, the mazy paths are gone …

Rokav and Ash consume a ration and the waterskin, build a low fire pit and a shelter of branches for them and the fire, and settle in. Rokav takes the first 4-hour watch. He can sit and “rest” or patrol, get firewood etc. He decides to “rest” which gives a penalty to his check if anything happens.

.

As they have a fire, and Kalimi has gone, that’s 2 encounter checks, Rokav = no. They both heal up as a 4 hour rest. Rokav switches with Ash, encounter = no. They made it to morning, both heal up 4 points of HD and/or HP. They take another 2 hour break and Rokav uses 1 more HD to heal, and an hour with his pickax to bury Silvar. As per custom he buries her with her shield and hand axe, and anoints her with Holy Water. He collects all other equipment, then speaks over the grave:


“I care not for the spirits in this forest, Silvar my friend, but these flame creatures were the death of you and the future of our tribe. I will see this quest through!” Ash howls agreement.


Does Kalimi hear of this … Unknown = No.

Is there some trace of the Mazy Path for Rokav to follow? Very Likely = Yes.


Survival 2+3+0 = weak success

Rokav studies the land and figures where the path initially went. He tells Ash to forage for himself and they move North. No events occur in the morning, and in the afternoon he looks for forage. While searching, he finds that there is fire damage evident in the woods further north (we rolled 1 for the Feature, so no encounter here but this will be the Fire Wizard). He forages water, berries, edible plants and a large squirrel - enough for 2 days. He finds a spot for his traps and a campsite for the night’s rest-and-watch. Luckily, the night is quiet.


Both restore 4 points of “hits” which puts Ash at 100% and Rokav at full health and 4/2 HD. Forage will likely be harder in the fire-blasted woods, and will only get harder the longer they stay in the area. The traps are poor pickings (-1 for 2nd forage, weak success = 1 ration). They must search for water but can ignore food, so they will both auto succeed, and Rokav only has weak success so there is no extra found. The skin is filled, and that’s it. 


Encounter roll while they search for water = yes.

Kalimi Patrol? Unknown = No, but … a creature who reports to her.

Rokav and Ash scare up a group of wood pigeons who fly away to the south.

They move North into 2114 (the red hex!). 

The fire damage is extensive and the smell of smoke is strong. There is a haze in the air, although visibility is generally better. A crumbling watch-tower, stone blackened, roof missing can be spotted a few hundred yards away across a field of stumps and charred earth.


Fire Wizard: Lv2/HP9, CON +1. Fire Spell (2d6+2) or Staff (1d6). 2xQuicksilver. XP 800

Spirit 1 Speed/Fire - saved - a damage spell.

Spirit 2 Animal/Fire - already used on creating “fire birds” (ritual). He will re-summon in battle.

Fire Birds x6: HP1, Armour 0, Fly-by burn/claw (1+pierce per bird). Small, Fly, Alert. XP 10


As Rokav and Ash approach the tower (both roll success) Rokav sneaking through the remaining trees and Ash alert for danger, they spot the Fire Birds roosting in and around the tower, small smoke plumes seem to rise from where they have landed. There is no way there is enough cover to get to the tower unnoticed from the air, so Rokav orders Ash to hide, while he finds a good spot to fire his Sling.


Rokav Volley (DEX) 6+3+2 = hit, auto kill, it evaporates, the others fly up and start circling. 

Rokav Volley (DEX) 2+6+2 = hit, auto kill, they now are circling overhead.

Rokav Volley (DEX) 1+4+5 = partial, take -1d6 damage (1+2-3 = zero).

The 4 fire birds fly back to the tower, and a figure can be seen on the exposed roof.


Rokav and Ash are still in their good cover, a fair distance from the tower. What do they do?

1 = retreat, 2 = charge/evade, 3-4 missile, 5 parley, 6 wait and see. Wait and see.

(Note here that Kalimi has been alerted and could aid or interfere!)


“What do you want here, wolf-man?”

“Your fire creatures slew two dear friends of mine!”

“Ah yes the minions are hard to control now, but practice makes perfect!”

“Bastard” whispers Rokav, “this is going nowhere. Stay down Ash!”


Rokav Volley (DEX) 4+3+2 = partial, he decides to stay in cover and inflict -d6 (2+2-3=1)

The Wizard is cut by chips of stone and moves out of sight, and the 4 firebirds swoop in.


Rokav Volley (DEX) 1+1+2 = fail, the birds dive-bomb!

Rokav Defy Danger (DEX) = crit, Ash leaps up and snaps his jaw on one of the birds.


(Golden opportunity, Wizard is being ignored - he casts his fireball and a large ground burst sends tree roots and earth flying, leaving Ash and Rokav in a large empty crater).


Rokav and Ash decide to split up, and charge/evade. Half way to the tower … another fireball!


Rokav is the target: Defy Danger DEX = fail! 2d6+2 (-1) damage = 9

Any of the birds caught? 1d6-3 = 2! Only 1 firebird remains! The Hermit screeches his ire!

That remaining bird is on Ash: Defy Danger (DEX) 5+1+1 partial, take the damage or stop! Ash has to keep running with his master, so takes 1 point.


They make it to the lee of the tower. There is a frail looking door that Rokav boots open and they get under cover - they hear a bird squawking outside. On this level the stones are blackened and it smells of soot. There are a few boxes and barrels here, and a sleeping mat. There is a stone spiral staircase heading up. Rokav decides they will rush up in case the wizard is preparing more spells.


On the next floor, they find the “study”.There are drawings on the walls “cave painting” style - of animals with smoke, flames, red eyes and so on. There are scrawls of gibberish, words in demonic languages or elemental runes. There are bird and dog-sized cages made of wood and twine. Another set of spiral stairs leads up. Daylight can be seen shining in from above.


The roof is exposed and the Wizard is there with his Bird, waiting staff raised in ambush. 

As there is nowhere else to go, Rokav and Ash can assume the Wizard will be waiting. Essentially they can try scaling the tower but unlikely to work, given the time required and the fact the Wizard has a bird scout and 360 degree view. Rokav has armour and Athletics so he will go first. We’ll say the Athletics lets him run up the stairs safely and speedily.


Rokav Defy Danger (DEX) 4+6+2 = Crit! He ducks under the swinging staff, rolls away from the bird, and comes to his feet drawing both weapons. His success is so astounding that Rokav or Ash can take +1 forward.


We’ll say that the 2 “pets” are assumed to be duelling each other while the masters fight!


Rokav Melee (STR) 2+4+1+1 = Partial, Rokav does 4 and takes (3-1) = 2. Wizard on 4HP.

Rokav Melee (STR) 2+1+1 = Fail. Rokav blacks out, on -1 = KO as he has 2 HD currently. 


Ash could save the day!


Ash Melee (STR) 2+5 = Partial. Ash does (6-1=5!) which puts the Wizard down to -1!

In return Ash takes combined d6+1 pierce = 3! He’s only gone and done it! 1HP left. The Fire Spirit is now free of the Wizard’s control and leaves the poor bird which collapses ...


Rokav and Ash spend 2 HD and restore 2 HP in an hour’s rest.  Rokav also claims his kill XP, and a 100XP story bonus.


Rokav wakes with a wet sensation on his face. Blood? No, Ash is licking him. The Fire Wizard is nearby, his throat torn out while unconscious. A small bird hops to its feet, flaps its wings and flies away.


Rokav wearily climbs down the stairs and secures the door with a heavy barrel of water behind it. Then they rest another 4 hours, until early afternoon, which restores them 1 HP each. They can spend 1 hour of this searching the tower and securing the door.


I decide that there must be a good supply of water and rations here, d6+1 = 6 days of each. There are 2 empty vials which might be useful (taken) and a Staff which is discarded. 


Treasure! Some of the goblins and bandits probably fell foul of the Wizard, or offered him tribute. There will be a few coins, a few gems/jewelry and many “trade goods”. 6d6x10 Silver value of stuff, and a max of half can be coins or gems. 230s.


10x Bandages (20) 3x Rope, Backpack, Waterskin (10) 2x Grapple Hook (10)

Sword (30) Bow (30) Javelin (30), Shield (10), 2x Oil (40) = 180. 25s gem and 25s left. There are also various poor quality hides and furs that Rokav leaves behind, as too bulky.


No encounter in the afternoon, they rest another 4 hours to restore another 1 HP.

There is a night time encounter! 1d8=3 so it comes near the end of Rokav’s shift.

Creature unable to open doors, or unwilling to assault tower? 1-4 yes 5-6 no. Yes.

They consume a ration each and water, and overnight (8h) this heals 3 HP/HD.


They rest another 24h. In the afternoon a group of Jaguars roam past, growling at the tower.

At night, a deep mist covers the moon, even seeping into the tower, persisting until morning. They light a fire to keep the cold and wet at bay, but otherwise the rest is uneventful. (24 hours rest restores 2HP/HD each 8 hours, plus 1 HP for food and rations, for a total of +7. Ash is at 100% HP/HD, Rokav is at 100% HP and zero HD, and bored). He looks out into the mist, feeling drained but otherwise fighting fit. He has avenged the deaths of Graggar and Silvar, and while the fight was caused by the Wizard, his mis-timed blow contributed to her demise. He cannot return to his tribe for many reasons. But the hunter has supplies, treasure, and is in a lush unexplored forest with Ash by his side. The Forest of Ghosts is not so terrible, he thinks. With a wry smile, he scratches Ash’s ears, and waits for the noon sun to burn away the mist.


THE END

Of Silvar and Rokav’s story.

BUT

"Graggar stories" continues in the next post!


Sunday, 15 June 2025

Graggar Stories, Part 4

 


“Let’s press on” urges Silvar and they follow the tracks towards the flooded Goblin shrine.


Are there Goblins here: Likely = Yes

Are they trying to repair the flooding: Likely = Yes

Will this be completely audible: Likely = Yes

Will they stop working at night? Unknown = No

How many Goblins? 2d3= 4 workers and 1d3+1 guards = 3.


As the sky darkens, Ash lifts his head and gives a soft growl. The group stop and listen, and hear what sounds like pickaxes and shovels up ahead. In the final light of the day, they spot 4 Goblins in rags with tools, trying to dig a channel around a flooded shrine, while 3 Goblins in patchwork clothes with fire-hardened spears idly look around, occasionally throwing mud and curses. “We must attack,” Rokav hisses, “We can’t make camp here!” Silvar nods.


Goblin guards HP3, damage melee/range = 1d4. Workers are HP2 and melee damage = d3

Rokav Volley (DEX) = 1+6+2 = Partial. Damage = auto kill, but the guards spot him. One guard grabs the dead guy’s spear and throws it, while the other tries to rally the workers.

Rokav Defy Danger (DEX) = 3+6+2 = Success. Dodge, roll, come to knees and sling again.

Rokav Volley (DEX) = 1+3+2 = Fail, miss. The rallying Goblin manages to get 2 of the workers to trudge out of the mud in the direction of battle. Silvar and Ash make their way forward and meet 1 Goblin guard and 2 workers in melee.


Silvar Melee (STR) = 1+6+1 = Partial, she slashes a worker for 1 and the return hits her shield.

Ash Melee Physical = 1+3+1 = Fail, the guard grounds his spear and Ash leaps ...

Rokav Volley (DEX) = 2+2+2 = Fail, he misses the rallying guard who gets the final 2 Goblins engaged and moving towards the melee.


Silvar Melee (STR) = 6+4+1 = Success, (Do extra damage to take a hit) She bashes the wounded worker with her shield, downing him, and trades hits with the other, killing him and quickly bringing her shield back to avoid the pickaxe aimed at her head.


Ash Defy Danger (Physical) = 5+5+1 = Success, he leaps over the spear and the goblin, who squawks in alarm as the wolf lands behind him, but Ash carries on running towards the 3 new enemies.


Rokav Volley (DEX) = 3+3+2 = Partial, instakill, he kills the guard behind Ash with a stone to the back of the head. All the Goblins are now behind his friends, in melee.


Will the Goblin workers flee? Likely = No!

Will they charge? Unknown = Yes, but … not the Guard. He flees.


Ash Melee Physical = 1+2+1 = Fail, 1d3 damage = 2.

Silvar Melee (STR) = 3+3+2 = Partial, (4) kills Goblin, takes (1) the shovel on her shield.


The final worker Goblin surrenders, gibbering in his strange language. The Nehar tribe are not known for their mercy, but this creature was simply a worker at a shrine. A guard has already fled, so … Silvar lowers her axe. The Goblin drops his shovel and runs.


Rations? Unknown = Yes, but … half are inedible to humans (dead rats etc) 1d4/2 = 1, so 1 good ration and the other can be eaten by Ash.

Treasure? Unlikely = No

The Goblins are worth 50XP each, and they engaged 6, so 300 XP.

Silvar collects the 2 wooden spears and Rokav takes a short handled pickaxe. There is plenty of water here, making marshy ground, and filling a nearby pit and cave. Silvar chants a purification ritual over it. Moving away a small distance, they make a cold camp where they eat rations, and Silvar changes Ash’s wound dressing before chanting a tribal hymn of rejuvenation, healing all after a full night's rest.


No Night encounters, and the group decide not to explore the flooded cave. Rokav finds Graggar’s trail again, and they continue zig-zagging SE into the fringes of marshy 1716 then away SW to 1617 (in between the left and middle yellow circles) where they find Graggar’s camp and shelter. There are no daytime encounters and Ash goes roaming for his own forage before night, and while Silvar makes camp, Rokav (Crit success on Survival!) to his delight finds a grassy clearing containing a fresh pool with a fat wood pigeon drinking - which he kills with an expert sling shot. It is an ideal place to drink, refill the waterskin, and set his animal traps for the morning. There are no night time encounters, so in the morning they fill the waterskin, collect some fat rabbits (2 rations) from the traps, and pick up Graggar’s trail again heading SE into 1717 (the mid yellow circle).


The first few hours are uneventful, and the trees start to thin out as the ground starts angling upwards. (Weather event = Yes. Foot fungus. Who affected? 1-2 Silvar 3-4 Rokav 5 both 6 Ash) result Rokav). The Hunter’s pace starts to slow and after an hour he curses, removing his moccasins. His feet are covered in fungal growths and he slams his fist on the ground in frustration. Silvar puts a calming hand on his shoulder and recites a healing prayer …


Silvar Cure/Heal (WIS) 3+2+2 = Partial, the ritual takes an hour and is noisy. Extra encounter check = no. After another hour the fungus is gone and they continue (100 XP) but the dice show an encounter in the afternoon.


Is it the Serpent from the mine’s mate? (See Graggar Stories, Part 2) Likely = Yes.

Is the Serpent so large that Ash cannot effectively bite it? Likely = Yes.

Up in the trees? It’s big, so Unlikely = No.


Ash Animal Sense (WIS) 3+3-1 = Weak success, the Wolf and Serpent spot each other, but Ash is foraging alone for the encounter!

Does Ash flee before combat? Very Likely = Yes.

Ash returns to the group, where Rokav can tell the Wolf is upset, but cannot determine anything more than that. He decides to keep Ash on “Heel” for the rest of the day, so Ash will roll to see if he needs Rations tonight. 3+1-1 = Fail, so yes he will.

The trees dwindle away to almost none, and a steady rain is falling. A few miles of raw hills stand above the forest to their south and east, before the tree line picks up again. The group can make out the edge of the forest to the north and behind them, west, as well as large features like the Ice Sea and Koshaar Hills to the north and Spear Peak to the South.

The tracks are harder to follow on hills and in the rain, but Silvar spots what appears to be a mine entrance in the hills ahead, and it seems the trail heads that way.


Snake in Lair? Unknown = No, but … on it’s way!


The group spot what looks like a body just inside the entrance to the mine. Silvar gasps and starts to run. Rokav calls after her, and suddenly Ash starts to whine. Rising from some boulders behind them is a Giant Serpent! Its body could easily coil around 1 or 2 people, and is wider than Ash’s jaws, the head looks like it could swallow a man’s head easily!


Snake: HD3/HP18, Bite or Squeeze (d6+1). Ash cannot harm the Snake directly. XP600


Range (2d6) close, near, far. 8 = Near.


Silvar turns around and with a shiver draws a spear. Rokav grabs his sling and starts backing away, barking an order to Ash “Circle!” - the Wolf growls and moves to one side.


Silvar Volley (DEX) 1+6+2 = partial “put in danger” and do damage. She takes a few steps run-up and launches the spear, 2 damage. Her feet slip as she throws.

Ash Aid Rokav (Physical+Bond) = 2+1+1+2 = Fail, the snake loops around Ash!

Rokav Volley (DEX) = 2+2+2 = Fail! He drops his sling stones which clatter away.


Silvar Defy Danger (DEX) 5+5+2 = Crit! She slips down the loose gravel and turns it into a controlled power slide, giving her the momentum to throw her last spear on the approach:

Silvar Volley (DEX) 5+5+2 = Crit! +2 damage, +d6 = 6! Snake is now on 10 and Silvar skids to a halt close by to Rokav.


Ash Defy Danger (Physical) 1+2+1 = fail, the poor wolf is crushed for 1d6+1 = 7! Lupine ribs crack and the wolf goes limp (on zero HP again!)


Does the snake try to escape with Ash? Unknown = Yes, but … “Transform hope”


Both the Nehar tribespeople pull their melee weapons and charge at the fleeing snake, yelling war cries and insults. The snake drops Ash and slithers away, one spear stuck completely through it, and now lost. Rokav looks pleadingly at Silvar, while she bandages as best she can, and begins a slow healing chant:

Silvar Cure/Heal (WIS) 1+2+2 = Fail!

The injury is too much for a simple healing ritual. Ash is still breathing, but appears to be in a coma. Tears fall down Rokav’s face. “Come” says Silvar “Let us move into the mine entrance for shelter”. They discover the remains of a body that is not Graggar, and has no belongings save scraps of clothing. There appears to be the remnants of a human-made shelter here, and signs of battle.


The Snake was worth 300 (3xd8 HD) tripled for 2 effects (constrict, Ash can’t hurt it) to 900 XP, which we’ll call 400 because it fled at over half HP.


Rokav is in no mind to search for tracks or evaluate the situation. Silvar decides that leaving to forage, track or investigate would not be wise, so she decides to consult the Spirits:


Silvar Ability = Vision. She consumes 1 Holy Water and communes with the Spirits. They tell her all her answers lie with “Kalimi” (see Graggar Stories, Part 2) in the forested hills to the South East. She tells Rokav of her experience, but he is loath to leave Ash. Silvar agrees, and says she will trust in her Visions to guide her, like in her Spirit Quest. She leaves Rokav with 1 Rations, eats, and drinks her share of the water and leaves him the skin, also leaving the Traps. Then she heads back into the trees at 1818 (in between the mid and right yellow circles) to make the most of the last few hours of daylight. She has no encounter in the afternoon, and decides to press on with a torch for a few more hours. After 2 hours of uneventful trudging through the torchlit darkness Silvar decides she will wait until daylight, little knowing she has been exposed to the toxic plants, same as her brother mere days before!


Silvar has used 2 torches and had no encounters (rolled once per hour in torchlit darkness). There is no regular night time encounter, although she will encounter Kailimi as prophecy!


When Silvar wakes, she feels a little light-headed. Rising, she takes a few steps before dizziness overtakes her and she stumbles. Forcing herself upright, she staggers forward, stumbling and falling every minute or two, muttering to herself “Kalimi … Kalimi ...”

A translucent Forest Spirit called Kalimi is gliding through her domain, and comes across the injured party. Recently a forest hermit has been dabbling in dangerous fire magic and she wants it stopped. Kalimi can manipulate the forest into sending the adventurers in the direction she wants, and force a confrontation. First she needs her puppets at full strength. Also, how does this human know her name?

Kalimi makes an antitoxin potion from forest herbs, and bids a passing water-bird to collect the potion in its beak, stand over the delirious tribeswoman, and drip it into her mouth. Silvar wakes to see a shimmering spirit floating nearby. They converse, talking of Silvar’s vision, Graggar, and Kalimi’s opponent. Kalimi agrees to provide a healing potion for Ash and if they return to aid her, she will show the Nehar where Graggar went. She will ensure no threats from creatures of the forest, although the hills are not in her domain so they must hurry back. Silvar returns to Rokav's camp a little after noon on the day after she left him.


Rokav had no night-time or morning encounters, and hasn’t left Ash’s side, dripping water into his mouth and stroking his blooded fur. There are 1 rations remaining and the water is all gone. He looks up exhausted as Silvar approaches, hope rising in his eyes as she tells her story. Silvar urges that they head into the forest as soon as possible and build a litter. No encounters happen under the canopy of trees, and the sky above is glowing orange with the setting sun as the Nehar arrive back in Kalimi’s clearing. The water-bird from before is flapping its wings near a pool, and Silvar bids Rokav to drink and to water Ash. Upon doing this, a young wolf cub enters the clearing, bearing a gourd in its mouth. It approaches slowly and gently puts the gourd on the ground near Ash, before “play bowing” and retreating. Rokav eyes wide smears the contents on his hands and puts them into Ash’s mouth, who feebly starts licking … gradually with more and more gusto, and when it’s all gone, Ash stands on unsteady feet, gives a loud wolf-howl, then curls up.


Rokav says he will search for forage and water, and comes back within 15 minutes saying “the forest led him” to a patch of nutritious plants and a clear-water spring. Everyone eats and drinks well, and after a trouble-free night, all are fully recovered, even Ash!


Note. At this point I realised the Rokav / Ash combo was OP, like having an extra PC in the party. I decided to reboot Pet as a ‘free’ Torchbearer hireling with an auto +2 relationship to his master. His stats total 0 and his damage is less than a light weapon in exchange for animal abilities. 


They head off in the morning, the most obvious path through the trees is east to 1917 (right most yellow circle) on which Rokav can see recent signs of travel. The trees clear again and the weather above is cloudy but dry. At noon they see a ruined cluster of buildings, which historically was a "Cultural Purist Storehouse ruined on the surface by an earthquake". In the ruins will be an encounter and a treasure! The creature is a jungle cat possessed by a fire breathing spirit! It will have the same sort of stats as a Hellhound - jet black fur, panther grace, red eyes, fiery breath etc. Also, the remains of Graggar, a helmet on his head and a smile on his face (see Graggar Stories, Part 2).


Hellhound: HD2/HP14, Fire Bite or Breath cone (d6+1 +pierce), Panther Grace. XP600

Treasure box in rubble: Mirror with a copper engraved frame (20s) Dented silver goblet (20s)

If Wizards or Clerics are present, there is 1 quicksilver and 1 holy water. 

On Graggar's body: Sword, Rusty Knife, Helmet, Flint and Steel, Lantern, Oil x2, Rations x2, 4 gold coins (40s) and a Necklace with Agate stone (40s)


The group approaches, eyes and ears open.


Ash Assist Rokav 4+5+2 = Success, Ash gives Rokav +1 to his “Perception”

Rokav Discern Realities (WIS) = 5+6+0+1 = Crit!


Ash gives a low growl, and they all crouch behind a low wall with some stones missing. Peering through, they see a large panther prowling around the ruins. As it turns it’s head they see fiery embers glowing and brief flashes of flame inside its maw. They also spot behind it the still body of a large muscled man - fits the description of Graggar! They attack!


Rokav Volley (DEX) = 1+1+1 = fail. He knocks over half the ruined wall, exposing them.

Silvar Volley (DEX) = 2+6+2 = success, she does her damage d6=1, she can’t hurt for toffee, but her success lets her organise herself for melee.

Ash “stay” (behind the little cover)


Defy Danger Silvar (DEX) 1+1+2 = fail, d6+1 = 2 through armour.

Defy Danger Rokav (DEX) 3+4+1 = partial, fall over or take the damage. He takes it (4)


Rokav Volley (DEX) 3+1+1 = fail, the sling stones are too hot to pick up from the flames.

Silvar Defend Self (CON) - Partial, Hold 1. Advances, shield held high.

Rokav tells Ash “sneak” - Ash circles away, darting between the rubble.


Silvar Defy Danger (CON) 3+4+0 = Partial, block flame breath attack, shield heats up, drop it or take damage. 50-50. She drops the shield!


Rokav runs in, away from Ash’s approach, drawing both weapons and yelling. Ash is now flanking the Hellhound.


Silvar Melee (STR) 4+2+1 = partial, a simple swing/dodge with no effect, but she chooses to spend Hold now to give Rokav an opening (+1 forward) by putting the Hound between them.


Ash Assist Rokav 1+5+2 = partial, Rokav gets a further +1 but Ash is exposed.

Rokav Melee (STR) 3+1+1+1+1 = partial, he decides to give (5) and take (7) damage.


Silvar Cure (WIS) 5+3+2 = success, she moves in and cures the horrible bite! (Rokav +7HP)

Rokav calls Ash to “Retreat” and stands in defence of Silvar 5+4+2 = success, 3 Hold!


Golden Opportunity (nobody is attacking) -  the Hellhound leaps to the top of a nearby column and breathes flame! (spend hold: half effect, half damage (3), open to Ash +1 forward)


Ash, Distract! (Aid Rokav) = 2+6+2+1 = success, Rokav gets +1 as the Hound turns on its podium to look at the growling darting wolf. He swings the pickaxe at the column! 4+4+1+1 = success! He needs 2 swings but gets them because of Ash’s distraction. The Hound comes crashing down at his feet, but lands with cat-like agility on all 4 paws!


Silvar Cure (WIS) 3+6+2 = success, healing the last burn (Rokav +3HP)


Ash Retreat, Rokav Melee (STR) 3+2+1 = fail, flame surges from the hell beast’s mouth (separate the party) Rokav dodges left, Silvar right. Out of Defend, Cure, Assist range.

Silvar Melee (STR) = 3+1+1 = fail, claw swipe = 3 damage.

Ash Assist = 4+6+2 = Crit! Rokav gets +1 and +1d4 for Ash if he does damage.

Rokav Melee (STR) 4+6+1+1 = Crit!! allows Ash to re-roll his damage. Rokav 5, Ash 3. No re-rolls needed! 8 damage, puts the Hound on zero, and it is defeated.


"Graggar stories" continues in the next post!


Tuesday, 10 June 2025

Graggar Stories, Part 3

 


Silvar stormed out of the Chief’s hut. She had returned from her Spirit Quest in the wastelands of the Koshaar Steppes (as was the custom for the highest ranking tribal shamans) to learn that her brother Graggar had been sentenced to death in her absence. Without stopping for belongings or rations she headed towards the Forest of Ghosts, where her tribe staked out their worst criminals for death. 

A few hours later she was joined by Rokav the hunter and his wolf companion, Ash. She gratefully took a swig from his waterskin, and nodded her thanks. He shrugged and fell in alongside her, and Ash a step behind them both. Rokav had already been out to the Forest of Ghosts and knew what Silvar would find, and knew that she wouldn’t return. He was going to make sure that the future wisewoman of his tribe would not go unprepared or undefended in search of her brother’s fate …

The Nehar tribe barbarian village stands at 0413 (the left most yellow circle on the map). Normal travel movement is 30 miles/day equals 5 plains hexes, travelling SE for 1 day (yellow arrow on the map) places them right at the edge of the forest of ghosts at 0915 (yellow circle after the arrow). This is where the criminals of the Nehar tribe are lashed and left for the Spirits, most recently Silvar’s brother and Rokav’s friend, Graggar.

The sight greeting them at dusk is a lightning blasted tree and the burnt corpse of Fair Uleene, the Chief’s wife. Of Graggar there is no sight, but his shredded bonds are visible. Silvar agrees to investigate the site in the morning before calling on her spirit guides for assistance.

An Encounter/Event/Feature roll for the journey comes up with “No Water” event, which matches the narrative. The waterskin will be empty by night and Rokav will have to forage first thing in the morning, which was a given as they left in a hurry with almost no gear. Silvar takes first watch for 3 hours, then wakes Rokav for another shift, who hands over to Ash,

When the camp awakes, Ash is acting strangely, pacing around and staring into the Forest. He whines a little, it is clear something occurred in the night to upset him, but Rokav claps his hands, and gives a “guard” order - Silvar will break camp while Ash watches, and Rokav will forage - he will not set traps as they are intending to move on.


World of Dungeons rules say that a Fail becomes a Weak Success when using a skill your character possesses, eg Survival, Athletics. This comes into play immediately below ...


Rokav Skill=Survival / Foraging (WIS) 4+1+0 = Weak Success. He only finds food and water for 1. Pretending he drank and ate on the hunt, he gives the forage to Silvar, and whispers to Ash to go hunting for his own. Ash disappears for most of the day and finds his own day’s sustenance. Rokav will be at -1 for all rolls today. He will save the rations for Silvar.

Rokav Skill = Survival / Tracking (WIS) 4+2+0 = Weak success. The storm has obliterated all tracks, although he can piece together than a man Graggar’s size did walk away from the incident, and into the forest. Probably he got free after his tree uprooted. Silvar decides to commune with her spirit guides for direction, consuming 1 Holy Water and giving her a "spiritual trail" to follow.

The party PCs are not exploring, but their travel speed is half for heavy forest, 30/2 = 15 (2.5 hexes). They are still having to be wary for dangers, so I’ll rule this is 2 hexes per day. They find Graggar’s first cold campsite not long after noon on the first day. They encounter the Camp of the Restless (yellow circle 2nd from the right, also see Part 1) as evening is drawing in. Having returned from the hunt, Ash growls at the bodies, and everyone is at range and prepared when the dead rise. Zombies are 6HP and can latch on with bite. Rokav whirls his Sling, taking -1 forward for hunger:

 

Rokav Attack Volley (DEX) 5+3+2-1 = Partial, he does damage but does not get his dagger out in time to meet the Zombie attacks. Damage = 4+2 will kill 1 Zombie.

Silvar Attack Melee (STR) 2+2+1 = Fail. She is knocked off her feet by a closing Z.

Ash Attack Melee 4+4+1 = Partial, both are “unarmed” - Ash takes 3HP, Zombie takes 1

Silvar Defy Danger (DEX) 6+3+2 = Success, she rolls aside and gets up unharmed.

Rokav Defy Danger (DEX) 6+2+2-1 = Partial, he is grappling with the Z.

Ash Attack Melee 1+5+1 = Partial, Ash takes 4HP, and is on Zero. Zombie takes 2.


Rokav screams as Ash collapses, a Zombie looming over the helpless wolf. He tries to lob his dagger at the foul creature threatening Ash, heedless of his own risk,

Rokav Attack Volley = 6+2+2-1 (that hunger!) = Partial. The knife slams into the Z biting at Ash, sticking in its head and knocking it down (4+2 will kill that Z). Rokav’s Z gets a bite for the partial and latches on for the Golden Opportunity (automatic damage). 2d6 = 1+2 = 3, each hit reduced by 1 for armour = 1 total! These dice!


Silvar Attack Melee, 4+5+1 = Success, 1d6 = 2 damage.

Rokav Defy Danger (STR) = 6+1+1-1 = Partial, the Z rends his neck, bypassing armour for … 1 damage, while Rokav head butts the Z for 2.

Silvar Attack Melee, 6+5+1 = Critical Success, 3 damage, and enough momentum to repulse her Z away and create some space (1HP remains).

Rokav Defy Danger (STR) = 6+5+1-1 = Success, he head butts the Z again in the teeth, smashing them and breaking it’s grip - he rolls away.


Silvar and Rokav run together to retrieve the thrown dagger.

Silvar Attack Melee 1+4+1 = Fail, and she gets clawed by a Z for 6-1 = 5.

Rokav Attack Melee 4+6+1-1 = Success, 4 Damage kills the toothless Z, and they easily defeat the single HP Z remaining.


The party gain 100xp per Zombie.


Silvar uses her Cure on everyone, healing the biggest wound taken. Ash needs bandages because of the seriousness of the wounds. “I saw you shaking, Rokav" she says accusingly "Don’t you ever go hungry when we have rations again.” He nods, face reddening.

Silvar regains her 5 HP to full

Ash recovers to 1 with the bandages then 4 more to 5 HP

Rokav regains 1 to 11.

Rokav examines the area. “Graggar had a fight here then stayed a while. See the recent fire signs and all these tracks, coming and going? Foraging most likely. Maybe a week old. We should camp here too, good spot if you ignore the undead! I’ll set the traps and look for water.”


Rokav Survival (WIS) 5+6+0 = success. He finds enough food and water for everyone, sates his own extra hunger, and his traps provide 1 ration in the morning. He needs to roll a CON check for the extra effort to stay awake on his Watch.

Rokav CON 5+5+2 = critical success! He is fully refreshed and revitalised even on short sleep and can take +1 forward on his next action. Everyone wakes, healing 3 HP for food, rest and Silvar’s care, which puts everyone on max HPs and no penalties. Rokav picks up Graggar’s trail while Silvar breaks camp, and Ash patrols for danger. They head South East into 1217 (yellow circle 2nd from the right) where Rokav can roll to spot the Hunting Pit (see Part 1). There is no encounter for the Pit or the Hex itself. However ...,

Rokav Survival (WIS) = 3+5+1 (rest)  = Partial.


Rokav feels his foot give way and pulls it back, disturbing the pit cover. It crashes down, making quite a racket (extra encounter check = no). The pit is empty save for a few animal bones. (100 XP award). Searching the area, he determines that there was a skirmish here, and the tracks head North East. As the pit indicates intelligent life, Rokav calls Ash to heel as they travel. (2 encounter checks because of Bandit Patrols = no). In the early afternoon Rokav sees more skirmish signs before tracks split North, and a single set of prints head North East. (2 more encounter checks = no) and they have made good time because they find signs of many feet before another single set branches away east - finding another lone camp site a good 2 hours before evening (right-most yellow circle). “Let’s press on” urges Silvar and they being to follow the tracks North East heading (unknown to them) towards the flooded Goblin shrine.


"Graggar stories" continues in the next post!

Wednesday, 4 June 2025

Graggar Stories, World of Dungeons setup


So we return to Koshaar, and the Forest of Ghosts:


WoD Character Creation:

Silvar, a Human (F) Shaman from the Koshaar Steppes.

Description: "Spunky"


Stats:

Strength +1

Intelligence +1

Dexterity +2

Wisdom +2

Constitution +0

Charisma +2


Level 1


Skills:
Decipher
Heal

Special Abilities:
Cure
Vision

Arms & Armour:
Shield
Hand Axe
Holy Water

Rokav, a Human (M) Ranger from the Koshaar Steppes.

Description: "Loyal"


Stats:

Strength +1

Intelligence -1

Dexterity +1

Wisdom +0

Constitution +2

Charisma +0


Level 1


Skills:
Survival
Athletics

Special Abilities:
Volley
Pet (Ash, a young Wolf)

Arms & Armour:
Leather Armour
Sling
Knife


Both characters are from the "Nehar" tribe, as Graggar was, and will start in their home hex.


"Graggar stories" continues in the next post!