ruvial-the-hunter
Ruvial the Hunter
3 posts
an Ironsworn Solo Campaign. [Start Here.]
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ruvial-the-hunter · 3 months ago
Text
Chapter Two: Pursuing the Beast
This nightmare. This oversized, knotty, unholy lizard-beast. Is this the Child-Taker? Ruvial grimaces at the thought, trying to find some dark corner in which to hide from it. What if the Child-Taker is one of the missing children transformed?
What would that mean for Kenrick's girl?
No time for this. They have to hide.
[I'll be treating this more like one of Starforged's progress trackers than a combat, so we will not be Entering the Fray at this time!]
Face Danger. (+Shadow)
Challenge Dice: 8, 6. Kind of high, but fair.
Action Roll: 6+2 = 8. Weak hit. Two progress ticks (halfway to Progress 1). Ruvial is afraid; -1 Spirit, 3.
Ruvial abandons the campfire immediately, ducking through one of the collapsing stone structures and into the deep, dark undergrowth. This is hardly safer. They'll just end up running into some other nastiness if they venture too far.
They settle into a nook behind a sizable fallen log, and shudder as the great nightmare climbs onto it. It opens its jaws, and the false child within howls out an echolocating screech. Ruvial holds as still as they can manage.
Good enough. The beast moves on, still hunting.
Gods. What even to do, in the face of that?
Ruvial gets up. Watches the monster stalk into the deep grass. One of its uncanny hands roots into a hollow somewhere, and it lifts out a badger. The squirming thing is dead long before it's eaten, crushed in sinewy fingers.
Ruvial tries to glean some useful information from observing it.
[This is the point at which I realize Delve has added the Failures tracker! When I miss on dice rolls, I'm meant to mark a tick on the tracker. Four ticks is a full box, and at 6 boxes or greater, we can roll some challenge dice, see if our Failure progress beats those dice, and do some character changes / upgrades. I love this. I immediately ported this to my Starforged campaign. Ruvial has so far experienced 4 misses, so that's one full box on the failure meter!]
Gather Information (+Wits)
Challenge Dice: 6, 10. Fifth miss incoming.
Action Roll: 2+1 = 3. Miss.
The fiend is almost inscrutable, but it's... animalistic. This isn't the source of the voice.
That's right. It called her "Adda." Separate from itself. This is just some corrupted Nightspawn, same as any other. Except, they suppose, in terms of size.
This might have been what took Maya — fooled her by looking like her friend — but it's not even their true quarry. What to make of that? What kind of monster keeps this as a pet? They shudder.
Ruvial thinks carefully. The crows had shown them that the only way forward was to light the fire. To draw this beast out. Could there be some way to take advantage of this?
Maybe...
Maybe it has a nest. A home somewhere.
If they could avoid it long enough (but stay near enough to see where it goes), it might just head back to its hole in the earth. Back to its master.
Godsdamnit. Time to get closer.
Secure an Advantage! (+Shadow)
Challenge Dice: 5, 7.
Action Roll: 4+2 = 6. Weak hit, Progress: 1. +1 Momentum, 9.
For a while, they're able to shadow it easily. The abominable reptile is loud and ungraceful, so the sounds of crushed undergrowth are enough to mask their movements. Still, being so near it... It's nerve-wracking. It could turn at any moment, and—
And it does.
Hide. Right now.
Face Danger. (+Shadow)
Challenge Dice: 4, 2.
Action Roll: 3+2 = 5. Strong hit! Two progress ticks. +1 Momentum, 10. Momentum is now full!
You ugly thing. You won't catch them that easily.
Ruvial moves swiftly and silently into heavier foliage, easily outsmarting the Child-Taker. It bares its teeth — maybe considering an echo — but ultimately it moves on.
Deep breaths. Keep moving. Quickly, now — it's getting away.
Secure an Advantage! (+Edge)
Challenge Dice: 9, 7.
Action Roll: 5+3 = 8. Weak hit, Progress: 2. Momentum is 10.
Okay. Okay okay okay. Over this log here, and through the stone doorway of no building anymore, and...
This is deeper. We're going deeper in.
Is it really so foolish as to lead them to its home already?
Is it setting up a trap?
Ruvial glances backward. The campfire, unattended, is dying down. They're glad of it; Donovan's voice was pounding in the far back of their mind. "Never leave a flame unattended, Ruvial. It could start a blaze."
They grimace. Beyond even the natural destruction, a forest fire would give that magic voice a little too much amplitude.
The Child-Taker slithers its way deeper in; downward, in fact. Into a chasm?
No choice but to approach. Just be careful.
Face Danger. (+Shadow)
Challenge Dice: 1, 8.
Action Roll: 6+2 = 8. Weak hit, two progress ticks. Ruvial faces a new danger; -1 Momentum, 9.
This is no small burrow.
Discover a Site.
Theme: Corrupted.
Domain: Shadowfen.
Gods, what is this place?
Deep mud, giving way to vile, stinking puddles. Some kind of bog or fen? You'd heard of no such thing this way. The trees at its border have sunken into the earth, and gnarled, angrier roots have taken their place.
This is not meant to be here. The work of some devil, surely. The flame voice. The master of this unholy dominion.
Ruvial spots the Child-Taker some distance away now, rising from the bog water.
Vow Progress is 3.
They sigh, and keep an arrow prepared. Onward into oblivion.
Site Rank: Dangerous.
Delve the Depths. (+Shadow)
Challenge Dice: 1, 8.
Action Roll: 2+2 = 4. Weak hit. Roll on the results table.
Results: 73. Choose one: Mark Progress or Find an Opportunity. Ruvial will Find an Opportunity.
Opportunity table: 49. You locate a secure area.
Even with the choking mud and desolate terrain, some of the ruins they'd made camp in still pock the landscape. Ruvial is able to duck into a quiet stone building, ruined with vines, and watch the Child-Taker from a distance. +1 Momentum, 10.
The great and sickening beast is moving towards something with intent.
Ask the Feature Oracle: Decaying Craft.
Ruvial can hardly recognize it at first, but recognition does not bring understanding.
A shipwreck, massive and imposing. Here opon the land, where foul water trickles from its many injuries. The beast climbs up and into one of the holes in its side, and a few Bughounds are buzzing around the mast.
This is not good. Ruvial cannot hope to take on a fiend this powerful alone.
They are not alone.
Ruvial prepares a shot the moment they notice movement by the doorway, but it isn't a Nightspawn crossing the threshold. It's Vojan. Ruvial relaxes, and motions her closer. She speaks in a whisper.
Vojan
"Apologies, Hunter, but it did not sit right. I felt compelled to watch your struggle, and to intervene if I must."
Ruvial
"Nevermind that. Take a look."
They let Vojan have a look through the window which reveals the ghost ship aground.
Vojan
"Great Mother, what is that?!"
Ruvial
"The domain of some devil or another. That, friend Varou, is where my quarry resides."
Vojan looks to Ruvial with fear and concern.
Vojan
"You would die in minutes! You must abandon this hunt."
Ruvial grimaces.
Ruvial
"I can't. I've sworn a vow. The beast that took the Threaholder's daughter has to die."
The Varou huffs, her tail sticking out straight behind her.
Vojan
"Ironlanders and their promises. You would rather die than go back on your word?"
Ruvial is conflicted. The wolf girl isn't wrong. This is foolishness. The Thresholders should be made aware of this unholy site, and they should be made to evacuate. Rushing in is sure to result only in their death. Who is protected or honored by that?
Still. A vow is a vow.
Ruvial
"Just the Child-Taker then. That is my quarry for tonight. If I can kill the lizard, I can say my Vow is honored."
Vojan
"It is still folly! A thing of that size..."
Ruvial
"It would be folly to do it alone."
Compel; Convince. (+Heart)
Challenge Dice: 8, 1.
Action Roll: 4+1 = 5. Weak hit. They need something in return.
Vojan
"I—!! I cannot... !"
Her tail is between her legs, and she hunches. Ruvial gestures for calm.
Ruvial
"I see your bardiche. I know you can fight."
Vojan
"It is suicide!!"
She's getting too loud. Ruvial gestures a little more enthusiastically for calm.
Ruvial
"I will make it worth your while, however I can. Ask it of me, and it's yours."
Vojan still looks nervous, but she steadies herself, and makes her request:
Vojan
"If I am to follow you into this battle... You must take me to the Thresholders when we are finished. They would not trust a Varou alone. A Varou with an Ironlander..."
Ruvial nods, but does not understand. Why would she need their help? Surely she knows her way through these woods.
Gather Information. (+Wits)
Challenge Dice: 4, 3.
Action Roll: 4+1 = 5. Strong hit! Momentum is full, 10.
Ruvial
"You're an outcast, then?"
She bristles, but Ruvial nods, empathizing.
Ruvial
"I've lost my circle. I am alone as well."
Vojan lets go of her anxiety a little.
Vojan
"Will you do as I ask, then?"
Ruvial nods.
Ruvial
"I'll swear it, if you'd like."
She again tenses.
Vojan
"No Ironlander mysticism, Hunter. An honest promise is enough."
Ruvial smiles a little.
Ruvial
"I promise."
I can't help myself, friends; I love an adventurer party. I initially planned on giving Ruvial a companion asset here, but it just didn't feel significant enough. Instead, I'm going to play as a pair of characters at the same time. Is it silly? Very! But all of this is very silly, and I'd like to give Ruvial some help.
Vojan may stick around long-term, or there may be a number of characters who cycle in and out over time. I'll let the story direct me!
We're gonna finish this chapter with some Vojan character building.
Vojan of Thornburrow
First things first: Vojan does not have a background vow, nor has she sworn any at all! The Varou are disinterested in this system of forced loyalty; they feel stronger without it.
Edge: 2. Vojan is light on her feet, and capable with a bow.
Heart: 1. Being abandoned by her friends and family, Vojan finds it hard to connect with others.
Iron: 1. Vojan can fight with her bardiche, but she's honestly not great at it.
Shadow: 2. Vojan is skilled at sneaking from her time spent hunting in the dark woods.
Wits: 3. Vojan is very knowledgeable about the Ironlands, and she is able to make decisions quickly and skillfully.
Now some assets.
Combat Talent: Skirmisher. Level 1 Ability: If you wield a spear, when you Face Danger by holding a foe at bay using your spear’s reach, roll +iron or +edge. If you score a hit, you may: • Iron: Strike (if you have initiative) or Clash now, and add +1. • Edge: Take +1 momentum.
Vojan is mostly going to be using her bardiche to keep things away from herself, and affording her a way to roll +Edge to do exactly that feels perfect.
Path: Outcast. Level 1 Ability: When your supply is reduced to 0, suffer any remaining -supply as -momentum. Then, roll +wits. On a strong hit, you manage to scrape by and take +1 supply. On a weak hit, you may suffer -2 momentum in exchange for +1 supply. On a miss, you are Out of Supply.
The ability seems useful, but more importantly, I couldn't justify not giving her this card.
Path: Wayfinder. Level 1 Ability: When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.
Vojan is clearly very skilled at finding her way through wild, uncharted territory! We should acknowledge that here.
Okay! That's Vojan. This should be fun!
Next time, Ruvial and Vojan will work together to plan out their battle with the Child-Taker. See you then!
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ruvial-the-hunter · 3 months ago
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Chapter One: The Hunt for the Child-Taker
It's an obvious mistake. A careless one.
The Thresholders are the folk meant to guide travelers through the Deep Wilds; those pleasant, superstitious sherpas of the common folk. Traders who need safe passage; sailors from the Barrier Islands seeking a new and safer way of life. The Thresholders bring those folk safely through the murk and danger of the Deep Wilds and into the Havens.
They should know better than to ignore the superstitions of a child.
The late sun still hangs over the horizon, though the deep trees make it a rare sight. Still a little ways to go. Kenrick told them of a clearing for making camp, and it shouldn't be far now. That's where they'll call it out of hiding.
There's a Varou settlement a ways south of here. Best not to make too much noise.
Undertake a Journey: Find the Campground
Rank: Dangerous.
We're going to roll dice for the first time here! The way this works is that I roll 2d10 Challenge Dice, which are the numbers I'm trying to beat with my 1d6+modifier Action Roll. For example, I'm rolling the challenge dice for the first segment of our journey now:
Challenge Dice: 8, 2.
If we beat both of these numbers, it's a Strong Hit. Beating just one is a Weak Hit. Rolling lower than both challenge dice is a Miss. If the two challenge dice match, it's going to be a crit success or a crit fail. Simple enough!
Ruvial is going to roll +Wits. Their Wits stat is 1, so this is 1d6+1.
Action Roll: 3+1 = 4. Weak hit. -1 supply, 4.
These woods aren't easy to traverse. There's a long section where things get shockingly vertical, and it's a brutal upward climb. Ruvial is exhausted, so they're getting an early start on their rations to try and muster up the strength to keep going.
Still. They've made it to a trail sign. One of Kenrick's marks. They drink a little water from their canteen and catch their breath. This is good. This is the way forward.
Challenge Dice: 3, 1.
Action Roll; 5+1 = 6. Strong hit!
Okay, fantastic. Ruvial is making phenomenal time now. After that arduous climb, a downhill journey feels light and refreshing. Plus, there's something of an actual trail here. It's poorly maintained, but some boards in the ground mark the way forward clearly. Always good to find your way onto a Thresholder Trail.
Challenge Dice: 4, 9.
Action Roll: 2+1 = 3. Miss.
Shit.
Movement in the trees. Unmistakable. They've gotten too comfortable on the trail. They should've known better. The creatures of the woods must stalk these grounds for easy prey.
(Here is where I decided to grab the Delve expansion. Felt like it would suit what I wanted to do with Ruvial.)
Nightspawn Oracles
Size: Small (hound sized).
Primary form: Spider.
Characteristics: Scarred, Winged, Multi-segmented body.
Abilities: Swift, Climber, Constrictor.
Rank: Dangerous.
The moment they get a glimpse of it, they know they're in the right part of the wilds. This is a Nightspawn. One of the Bughounds; their little guard dogs. Huge millipedes with wings and spider faces. Love to wrap up your limbs and crush ’em.
Let's just hope it hasn't seen us yet.
Enter the Fray! (+Shadow)
Challenge Dice: 2, 7.
Action Roll: 2+2 = 4. Weak hit. Taking initiative.
I've chosen to take initiative instead of momentum. We'll get into momentum later, but it mostly represents how much your character is in the groove and holding advantage. Ruvial isn't making a great move here, but they are in control. Initiative means just that: I am choosing my actions instead of reacting to the enemy!
Ruvial is careful to move off the boards quietly, back into the heavier undergrowth. The Bughound hasn't noticed them just yet. Good. They aren't nearly so far from this thing as they'd like to be right now, but maybe a well-placed shot could end this early.
(Ruvial's bow will inflict 2 harm. Their dagger will inflict 1.)
Strike! (+Edge)
Challenge Dice: 7, 10. (shit)
Action Roll: 5+3 = 8. Weak hit. 2 harm (4 progress) inflicted. Initiative lost.
Fuck! The damn thing shifted at just the last moment. That would've been perfect. Instead, they've clipped the side and damaged one of its giant fly wings.
Shrieking. Spitting. Moving, and fast. It knows exactly where they are.
Damn it. They have to draw that awkward knife already. It's almost on top of them!
Clash! (+Iron)
Challenge Dice: 6, 1.
Action Roll: 4+2 = 6. Matches are misses. Weak hit. 1 harm inflicted. Pay the price.
At the last moment, they manage to plunge their dagger into the oncoming jaws of the monstrosity. It gnashes its mandibles around their hand, and they yelp in pain, tearing themselves away.
Ruvial feels lucky to have even held onto the dagger; their hand is cut up pretty badly. (-2 Health. 3.)
The thing sizes them up, before leaping for their throat again, wings buzzing out a horrid drone to carry it forward.
Clash! (+Iron)
Challenge Dice: 2, 8.
Action Roll: 5+2 = 7. Weak hit. 1 harm inflicted. Pay the price.
Goddamn it! They turn and duck, rolling under the thing as it sails over them. They slash at the air above them, and they connect, but it still isn't enough. The viscous, foul-smelling blood of the creature spills over their back, and it makes it hard to focus on the fight. (-1 Spirit. 4.)
The Bughound skitters up the side of a tall tree, and suddenly, it's gone. Ruvial knocks an arrow. When they see it again, release.
Clash! (+Edge)
Challenge Dice: 7, 9. (jesus christ)
Action Roll: 4+3 = 7. Miss. Pay the price.
The huge, spider-faced creature sails right under their shot, colliding with Ruvial and wrapping around their neck. Their now is out of their hand. Has to be the dagger now.
The thing is trying to choke them.
Clash! (+Iron)
Challenge Dice: 1, 5.
Action Roll: 3+1 = 4. Weak hit. 1 harm inflicted; the hound is dead. Pay the price.
Ruvial plunges their dagger into the beast. Over and over. They knick themselves with the knife a time or two, and the constricting insect is making them see stars. (-1 Health. 2.)
Finally, the horrid, screaming mass goes limp. Ruvial takes a moment to catch their breath, slumped on the ground. Wretched creature. How had it tripped them up so badly?
Vow Progress is 1.
They look up. A Varou scout is standing nearby, looking in their direction.
Name: Vojan (she/they)
Descriptor: Proud
Role: Outcast
Disposition: Curious
Activity: Learning
Goal: Build a relationship (Vojan? 👀)
Vojan
“You could have died.”
Ruvial grumbles, pulling themself up from the brush.
Ruvial
“I'm still here to criticize, aren't I?”
Let's take a closer look at Vojan.
Tumblr media
Striking! One of the wolf people of the forest. They don't seem… unfriendly.
Ruvial
“What are you doing this far out?”
Vojan
“Odd for the Ironlander to be the one asking.”
She still isn't approaching. Maybe she's afraid of them?
Ruvial
“Come closer. Let's talk.”
She's shaking her head. Maybe try to seem genuine.
Compel (+Heart; Convince)
Challenge Dice: 3, 7. Action Roll: 5+1 = 6. Weak hit. They want something in return.
Ruvial
“I'm not going to hurt you, Varou friend. Please.”
Vojan
“You're a beast hunter, aren't you? A slayer of monsters?”
They nod, a little dazed from the fight.
Vojan
“Am I not your prey, then?”
They shake their head.
Ruvial
“No, ma'am. Some girls have gone missing from the Thresholder settlement to the West. I'm here to find what's done that, and it doesn't sound like Varou to me.”
She nods at this. Starts to move closer. Cautiously, but cautious is fine. You can hardly move.
Vojan
“There have been more of them lately. The Nightspawn. Something truly foul must be around here.”
She sits down next to them, taking some supplies from a bag. Medicine, perhaps?
[I'll be using the expanded definition of the “Heal” move that appears in Starforged. Long story short: there's more specific ways to heal in Starforged, but it still otherwise works the same, so porting it backwards doesn't feel weird at all. In this case, as per Starforged, a non-companion NPC is healing us, so we roll +Iron.]
Challenge Dice: 6,5. Action Roll: 1+2 = 3. Ruvial, your luck is really shit.
Not medicine. Doesn't feel like medicine. Ow. Ow!!
Vojan
“Steady, ape-thing. It stings because it disinfects.”
(Sorry, but I have to heal them. +2 Health, 4. -1 Spirit, 3.)
Ruvial
“Fucking, shit that hurts.”
They can't deny they're feeling better, but they can bitch about it.
Vojan
“Your prize. What is it?”
Ruvial
“Not sure. I just know it has a habit of speaking through flames. So, I'm following that path there to an old camp site. Try to lure it out with a campfire.”
Vojan looks off in the direction they've indicated.
Vojan
“I know the one. It's a little ways still. Come with me.”
A friendly Varou. Miracles can happen, they suppose.
Undertake a Journey. (+Wits)
Challenge Dice: 4, 3.
Action Roll: 5+1 = 6. Strong Hit! Let it be known I changed my virtual dice here. :)
With their new friend guiding the way, the path gets much easier. She leads them up a ridge and past some deep flowing waters, where some marsh rats are drinking cautiously. Ruvial takes a deep breath, and tries to relax a little. (+1 Spirit, 4.)
Challenge Dice: 7, 1.
Action Roll: 1+1 = 2. Weak hit. -1 Supply.
The thick woods make it hard to keep up with their spry wolfkin guide. Ruvial sips deep from their canteen, panting and sweating, when they come to a slight clearing. An overlook.
Vojan
“That's your campground, down there.”
They look to see. Sure enough, a slight opening in the trees, with some stone structures and maybe a fire pit. That'll work perfectly.
Ruvial
“You’ve been kind to me. Why?”
Vojan shrugs.
Vojan
“You did not accuse me. You talked to me instead of treating me like a savage. And I want these Nightspawn out of our woods.”
Ruvial nods.
Ruvial
“Take me down there.”
Challenge Dice: 10, 4.
Action Roll: 5+1 = 6. Weak hit. -1 Supply, 2.
They're too proud to ask her to slow down. Hurtling down this mountainside feels more than a little stressful. Still, even drinking way more of their water than intended (and spilling a fair bit, as well), they're making great time. The sun is still perched right on the edge of the horizon, ready to sink below the Earth.
Reach your destination: Automatic Success. +1 Momentum, 3.
It's a quaint little remnant of some fool's attempt to settle the untameable. Honestly, it feels cozy.
Vow Progress is 2.
Ruvial
“Thank, you, friend. What's your name?”
Vojan
“Vojan. You?”
Ruvial
“Ruvial.”
They both settle quietly around the ring of the firepit. Not dark enough yet. Not for Ruvial's plan.
Ruvial
“I'm still hunting my quarry, Vojan. You might not want to stick around.”
Forge a Bond. (+Heart)
Challenge Dice: 9, 5.
Action Roll: 3+1 = 4. Miss. :(
Vojan
“True, best not. I'm no great hunter of beasts.”
Ruvial winces. They were hoping they'd stay.
Ruvial
“Might I ask a favor? If you wouldn't mind, come back to this camp at dawn. If I'm a corpse, I'd like someone to know about it.”
Compel. (+Heart)
Challenge Dice: 3, 4.
Action Roll: 6+1 = 7. Strong hit! +1 Momentum, 4.
Vojan
“Cheerful little Ironlander, aren't we? Yes, Hunter, I will come for your body at dawn.”
With that, she disappears into the woods. Alright. Time to find out what we're hunting.
They pull a small satchel from a deep pocket. Shiny river shells. Broken coins. Dried venison.
Ruvial
“Friends of the high roads above. I seek your counsel.”
It's not long before they descend. The gentle, cackling companions of the deep woods.
The crows are here.
Augur. (+Wits)
Challenge Dice: 7, 2.
Action Roll: 5+1 = 6. Weak hit.
Ruvial
“Tell me the nature of my quarry.”
The crows are disinterested in their question. It's too simple. Too much of a misunderstanding.
The little bodies hop and dance around the fire pit, roughhousing and laughing together. The little tricksters. They are asking Ruvial to commune with it first. Begging them to meet the beast unknowing. At least they're certain now it'll speak through the flames.
They sigh. Alright. Thank you, little friends. They offer some venison to the sky cousins, and one takes hold of a shell instead. This makes Ruvial grin like a child. They love when one of the crows takes a prize instead of a snack.
The sun is finally low enough. Time to perform the ritual.
Make Camp. (+Supply)
Challenge Dice: 6, 3.
Action Roll: 2+2 = 4. Weak hit. Focus: +1 Momentum, 5.
Ruvial stares deep into the fire. Feels their increasing certainty. This is where they will draw out the beast.
Secure an Advantage. (+Iron. Preparing to fight the beast, take +1)
Challenge Dice: 1, 5.
Action Roll: 5+2+1 = 8. Strong Hit! +3 momentum, 8.
Deep, calming breaths. They prepare their arrows. Sharpen their dagger. Prepare for the coming hunt.
At last, the wretched thing comes calling.
???
“Ruvial Qualm. Why do you seek in these woods?”
It is a whisper at first. A barely-there shaping of the hiss of the burning wood. They grab hold of their bow, stepping away from the flames.
Ruvial
“Don't play with me. I know what you are.”
???
“Do you?”
From behind a stone wall, a young girl walks into view. She doesn't look anything like Kenrick, so it can't be Maya. This must be Adda.
Ruvial
“You're the foundling, aren't you?”
The child doesn't reply. The fire does.
???
“She was, once. She is more useful now.”
Fuck.
Nightspawn Generator
Size: Giant.
Primary Form: Lizard.
Features: Rows of sharp teeth. Bony protuberances, Inner jaw.
Abilities: Poisonous, Keen senses, Echolocation.
Rank: Extreme.
That is not a child.
Adda's feet lift off the ground, as the great beast emerges from behind the wall. The little girl's face is acting as an inner mandible, attached on a long, strange tongue. She is tucked behind its many horrible teeth as the jaw closes.
It's goddamn huge.
???
“You have been unkind, Ruvial, to our many lovely children. We will ask dear Adda to avenge them.”
They can't take this thing on in plain sight like this. They have to move. They have to hide!
The horrid lizard beast is moving. Gods, it's the size of a catapult. Unusually human hands grasp at the ends of angular, skeletal limbs. It's eyes are sickening and strange.
They have to get away from this thing.
Ruvial's journey is continued in Chapter 2!
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ruvial-the-hunter · 3 months ago
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hi! i'm lily grave. i've been running a campaign of Ironsworn: Starforged for some friends over the course of about a month now, and i've been having a fantastic time! i think it's a phenomenal rpg, and my players and i are having a blast.
that said, i did kind of go against the recommended way of playing. for starters, i'm GMing; the game is designed with solo or cooperative play in mind. i did a lot of meticulous worldbuilding, on and off, for what wound up being nearly a year; the game intends for you to pick up the book and get started in about an hour. i don't think this has hurt our experience — this is the kind of game i wanted to run, and the system i wanted to run it in — but I am curious what it feels like to use the Ironsworn system for unguided solo play.
so! since the original game is literally free to download, I decided I would go ahead and do that! welcome aboard the record of my solo campaign in Ironsworn!
Prologue, Part One: Reading the Intro
I'm familiar with the Starforged core book, so a lot of the preamble is about things I already know. That's a good sign! It should make this easier.
I'm going to use the default setting, The Ironlands. I'm already doing way too much worldbuilding for my active campaign; might as well go easy on myself. :)
Let's go over this setting's truths together!
Two generations ago, your people were driven to the Ironlands from their former homes in the Old World.
Not dissimilar from the Exodus from our homeworld in Starforged. Fun to see how this inspired that!
The weather here is harsh. Winters are brutal. The rugged terrain makes travel and trade difficult and dangerous.
Viking-coded fantasy then, I imagine. I can get down with that! I love a wintery setting, and I'm permanently down for hiking through dangerous terrain in games. (Death Stranding, my beloved…)
There are no thriving cities. Instead, Ironlanders live in isolated villages or steadings. Their homes are modest buildings of wood, stone, and thatch.
Oh, I like this. If Starforged is more Star Wars than Star Trek, then this is more, I don't know, King's Field than Tolkien. Apologies for the choice of reference, but it's all I had. Go play King's Field. I haven't.
Many areas of the Ironlands are unexplored and uninhabited except by the firstborn—beings such as elves, giants, and the wolf-like varou.
Very glad to see mythical monsters here! I've missed them in the very human-centric setting of my campaign. I was sort of looking for Solo D&D that plays like Starforged, and that's what I seem to be getting! Except that everything is collapsing and grimy and cold, which is how I like it.
Coins have little value here. Most commerce is made through barter and favors.
Okay. Yes, I like this. Ironsworn seems very against making you keep track of some specific number of money units while gaming, and honestly? thank God. Leave rigid spending math for the games with computers behind them. When there's humans in the loop, it's way more fun to just barter.
Some communities remain isolated and independent, while others trade in basic goods such as iron, grain, wood, livestock, wool, and coal.
Settlements work the same. Good to know.
There is a diverse mix of peoples and cultures within the Ironlands, even within a single community. You can envision your character and those you interact with however you like, unbound by considerations of geography, lineage, sexual orientation, and gender.
Cool! I'm hoping for some fantasy races as well, if you're willing to give them to me. Still, always appreciate when TTRPGs go out of their way to encourage you to be creative and inclusive when creating your worlds.
Communities sometimes band together under a powerful leader, but there are no kingdoms. Territorial lines are sketchily drawn, if at all.
Love it. I hate borders, I hate monarchy.
Large-scale warfare is unheard of, but raiding parties and skirmishes between communities are a constant menace. Some communities subsist entirely on raiding.
That first statement is begging me to explore how large-scale warfare might come about in a setting like this! Still, I'll respect that it would take quite a lot; people sound rather disconnected in this setting.
Spear, axe, shield, and bow are the dominant weapons. Swords are rare and highly prized. Some warriors choose to wade into battle clad in iron, while others trust in their prowess or in the strength of their shields.
I love this, because I picked the option in the Starforged worldbuilding questions that vows are Always sworn on swords, so everyone has swords in that campaign. Their rarity here will be a very funny contrast!
Magic is subtle and mysterious. Mystics seek to ward away the darkness through the practice of magic, but often succumb to it. Rituals are performed as blessings and to gain insight.
I might start looking for homebrew magic systems; I've seen a few floating around, and I'd love to incorporate a little more witchery into this universe. As it stands, I'll be starting with the core book before I decide on any changes or add-ons!
Supernatural creatures and beasts are rare, frightening, and dangerous.
But not unheard of!
And that's it. These are the bullet points at the outset of the first chapter. I'm liking this so far! No complicated thoughts yet, but a lot of threads to pull on. They hint here that the worldbuilding questions I loved so much in the sequel are forthcoming, but they first give us some notes on Iron Vows. I'll give you the shortened version:
Vows are sacred. You promise to serve or aid someone, or to complete a personal quest, and abandoning or recanting an oath is seen as a terrible, shameful failure. These oaths are sworn while touching a piece of iron; either a coin, a weapon, or a piece of armor.
Vows function as your way of gaining experience. Starforged adds some secondary legacy tracks that let you gain XP through forming bonds or making discoveries, but if I'm not mistaken, it's just vows in the original game.
We'll start our character with a background vow, which will inform us what their personal quest is, and a vow that starts the story we're telling!
A quick note that I will be using Iron Fellowship to keep track of my campaign! Forever grateful to the independent developers that make virtual tabletop experiences possible.
The next few pages explain the mechanics of Ironsworn, which I won't be going over in detail. I think the game is largely self-explanatory, and I'll explain the exact way action rolls work the first time I have to do one and so on. If you'd like to learn how to play the game in detail, the core book is free!
Prologue, Part 2: Character Creation and Worldbuilding
The book advises me that I can do worldbuilding first, or character creation first. Honestly, I have an easier time making characters with the world questions answered, so let's start with those!
The Old World. Selected: The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships. However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.
I love a plague world. Give me a plague world any day of the week.
Iron. Selected: Inscrutable metal pillars are found throughout the land. They are iron gray, and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them.
Very spooky. Offers some cool religious angles. Maybe some cosmic horror elements to throw into the fantasy soup!
Legacies. Selected: We are the first humans to walk these lands.
I wasn't in love with the other options, and I kind of like what this adds to the mystery of the pillars we just introduced.
Communities. Selected: We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.
No complicated commentary here, I just like this. Feels right.
Leaders. Selected: Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.
Give me weird cultural diversity between the circles, please! Everyone does things differently and everything is clannish and different wherever you go.
Defense. Selected: The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.
The Free Wardens are technically a Circle, united under a common cause and banner. Even so, it's hard to say they have a leader, or a land to call their own.
Mysticism. Selected: Magic courses through this land as the rivers flow through the hills. The power is there for those who choose to harness it, and even the common folk often know a helpful ritual or two.
Sorry, but I'm weak for a hypermagical setting. We fled disease to a land with strange, unrusting pillars and abundant magic energy. Things are strange here, but we have come to accept it.
Religion. Selected: The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.
Arguments are frequent between the two schools of faith. Surely the old gods have abandoned us! Surely the new gods are devils in disguise.
Firstborn. Selected: The firstborn live in isolation and are fiercely protective of their own lands.
Seems like the Firstborn are magical races. Exciting news. We have Ironlanders in weird Circles and Firstborn in Ancient Societies. I know I said “less Tolkien” earlier, but I'm always game for some reclusive high-fantasy elves.
Beasts. Selected: Beasts of all sorts roam the Ironlands. They dwell primarily in the reaches, but range into the settled lands to hunt. There, they often prey on cattle, but attacks on travelers, caravans, or even settlements are not uncommon.
We did not come to the Ironlands for their convenience. This magical place seems to be the only realm resistant to the horrors of the plague, and its fauna take strange shapes in the mystic currents.
Horrors. Selected: We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes.
I've been reading Berserk on and off for a while. I like a little bit of undead / demonic horror in my fantasy worlds!
Okay! That's it. I feel ready to introduce you all to:
Ruvial the Hunter.
Ruvial is being ported in and modified from a character I played in the excellent open world RPG Moonring. Let's see how they fit in this universe!
We'll be setting Ruvial's stats first: assigning one 3, two 2s, and two 1s to their character sheet.
Edge: 3. This determines quickness, agility, and ranged combat prowess. Ruvial is fast, and they are accurate with a bow.
Heart: 1. This determines courage, willpower, empathy, sociability, and loyalty. Ruvial is not naturally gifted in socializing or empathizing with others, but they're trying.
Iron: 2. This determines physical strength, endurance, aggressiveness, and prowess in close combat. Ruvial is pretty good up close, too, but better at range.
Shadow: 2. This determines sneakiness, deceptiveness, and cunning. Ruvial is a hunter, after all, and moving in the shadows is their bread and butter.
Wits: 1. This determines expertise, knowledge, and observation. It's not that Ruvial isn't smart, it's just that they aren't very familiar with the world. They're something of a nomad, and so their knowledge and expertise are somewhat lacking.
Time to choose their Assets! Assets are cards that make your character unique, and there's a few different kinds. They're pretty intuitive, and they can be upgraded (or added to a character) using XP earned from completing vows! We'll be starting with 3 assets. I'm gonna start with a Path, a Combat Talent, and a Ritual.
Path: Slayer. Level 1 Ability: When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.
Ruvial the Hunter, after all.
Combat Talent: Archer. Level 1 Ability: If you wield a bow, when you Secure an Advantage by taking a moment to aim, choose your approach and add +1. • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit. • Line up your shot: Roll +edge, and take +1 momentum on a hit.
I was tempted to take something other than Archer at the start and let them get better at using a bow over the course of the story, but it just felt right.
Ritual: Augur. Level 1 Ability: When you summon a flock of crows and ask a single question, roll +wits. On a strong hit, you interpret their calls as a helpful omen. Envision the response (Ask the Oracle if unsure) and take +2 momentum. On a weak hit, the crows ignore your question and offer a clue to an unrelated problem or opportunity in this area. Envision what you learn (Ask the Oracle if unsure), and take +1 momentum.
Leech was also very high on my list of choices; Ruvial in Moonring was a blood-drinking maniac who ran around eating badgers in the woods. This is a more refined and stoic Ruvial, who seeks communion with crows.
Finally, let's give Ruvial the Hunter a background vow. This will tell us their story so far.
Ruvial Qualm was born into the Circle of the Hunt, a collection of trappers and butchers who helped provide food to the Circles of the Ragged Coast. As they got older, their skill with a bow made them something of a prodigy, and they were sent out on their own for hunts at a young age. It wasn't cruelty; the child had wanted things that way. They were quiet, and antisocial; staring down a deer with a knocked arrow seemed their happiest place.
Returning home from a hunt, Ruvial finds the encampment of their family has been utterly destroyed. Their loved ones as blood and as parts, shredded by the maw of some unknowable horror. Their stockpile of meat on sawn river ice annihilated by the greed of a monster.
They howled with grief. Abandoned in the world. No longer loved by anyone alive. The futile rage of a teenager, pushing out of their body so violently at the terrible sight.
They grab hold of the iron coin on a cord around their neck. The gift from Donovan. The thing that makes them a member of the Ironsworn Circle of the Hunt.
“Here and now, I swear that I will find the beast that did this. I will learn its nature, and I will strike it down alone.”
This is their vow: Avenge the Fallen Circle of the Hunt. Rank: Epic.
When we join them, however, their most recent vow is a little different:
Kenrick and Shona are inconsolable. Their little girl has disappeared.
When little Adda vanished — that strange girl the Circle of the Threshold had found by a stream — it was assumed to be some kind of accident. A tragedy, but not unexpected for a foundling. The child had simply wandered off, and gotten mailed by some horrid, Deep Wilds beast to the East. A tragedy, certainly, but nothing greater.
But then, one of the Thresholders' girls started talking. Kenrick's girl, Maya, would babble at times about The Voice in the Candles. She'd swear she was hearing things — sweet things — in an unfamiliar voice from the flames. The imagination running wild? An ill omen? It was debated, but not taken seriously.
Until she disappeared.
Here, now, arrives Ruvial the Hunter. They have been called here by reputation. Some supernatural thing is stealing their children away, and it must be stopped. The Circle of the Free Wardens has thrice refused this task, and it seems only a matter of time before the fire starts whispering again.
The hunter agrees. Doesn't say much more. Swears a vow:
“Here and now, I, Ruvial the Hunter, swear to you, Kenrick of the Circle of the Threshold, that I will find what has taken your missing children, and slay it.”
Kenrick is a little stunned.
“That's it? You have nothing more to say?”
Ruvial stands, shaking their head.
“No. If this is indeed a horror that needs hunting, there's nothing more you can tell me that'll make this easier. I just have to track it down myself.”
This is their vow: Find the Child-Taker. Rank: Formidable.
Last thing to do before we continue: Picrew. Sorry, but I love to visualize a character, and Picrews are a great way to do that quickly! I'll be using Ame's Pixel Fantasy Character Picrew to shape up a Ruvial.
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Perfect! That'll do. That's our friend Ruvial.
Next time, we'll start exploring the story of Ruvial in greater detail.
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