Rune Warnings

 We begin our trip toward Ravenfalls (Formidable Journey) and the first leg goes very smoothly.  We are able to heal up and this in turn lifts our spirits.  The road is very quiet and as this road is used often during the mining season, it is well kept.

We begin to see runes on the trees and rocks as we continue our journey.  We recall these runes can be used to communicate, so we begin to destroy them as we move even taking some time to search off road if we’ve gone a time without seeing them.  Unknown to us, this has warned the Dream Masters of our approach and some good information as to our location and speed of travel.

During camp one night we are surprised by a Broken who comes charging into our camp.  He’s scared and not making much sense.  What we are able to gather is something is being done to his people in his settlement.  We decide to venture out to find it and see what information we can gather.

We move through the hills and come to a deep valley with steep hills, almost mountain like.  The temperature begins to drop and it is unseasonably cold in this area.  We come to a wall spanning a narrow part of the valley and a small settlement is behind it.  Several guards can be seen at the small entrance and we sneak to the opposite end to see what options we might have.

While the main gate is well guarded, the wall is obviously old and not well maintained.  We find a hole we can make our way through and are able to sneak into the settlement.  We are fortunate to be able to find an archway with runes on it.  Game Note, I’m using the Game Master’s Apprentice Cards with the 24 different runes.  I’ll be randomly selecting these to help tell the story.  In this case for the Theme and Domain I’ve selected Fortified and Frozen Cavern which fit in well with how well the front gate was protected and the lower temp in the area.  The two runes I select have the key words of Balance and Security.  Again, I use security to show this place is well protected and Balance I interpret as the Dream Walkers are being careful to balance out how they are taking the essence of people as the reduced temp in the area is due to a mystic backlash.

We move into the cavern and immediately encounter some mystics.  I’m able to convince them that I have captured Asbjorn and one of them escorts me to have him questioned.  We cross an icy river and the mystic explains to me that the rituals they’ve been conducting have sapped the heat from the area and have caused these unusually low temps.  As he’s talking I’m able to throw him into the river.  I’ve attempted to break his neck as I do, but I’m not sure if I was successful.

We quickly move over the bridge and walk right into a bunk room for the mystics and zealots working here.  There are 8 in the room and they will not be fooled if I try to convince them that I’m escorting this Wookiee, I mean, Broken prisoner.  Combat begins with me scoring a solid blow, but the 8 (Making them Formidable instead of Dangerous) are too much for me and I’m captured.  

I’m held and it is clear they know who I am and that I’m responsible for taking the book.  They will be transporting me to be questioned.  I have been separated from Asbjorn and I do not know his fate.  I’ve lost my axe as well as the rune stone I had in my possession.  Now all I can do is sit and wait.

Comments

Popular posts from this blog

The Truths (World Building)