Securing the Ruins
With the Dream Masters knowing where we are and knowing that the archways in the Halls of Deep Corruption can transport people/creatures, Asbjorn and I decide to venture back there to find a way to close the portals.
The halls are a mess and it is clear the taking of the book resulted in the quick retreat of the cultist. The search of the rubble we find a rune stone which may have the ability to close down the portals.The hourglass rooms are heavily damaged with debris on the floor and it’s clear something significant took place here. Asbjorn is certain that the rune stone we found will lock these gates from being used.
The first door is closed easily, but the second bursts to life and a Wight appears before the group. In game mechanics I scored a Weak Hit on Locate Your Objective so there is resistance to closing the second gate.
We are very fortunate that the battle goes well early on and here is why I love this game so much. With the Theater of the Mind combat, the narrative drives the game. In this case, I’ve been able to push the Wight back through the portal and this is the point I could “End the Fight” but I have only 6 progress meaning if I decide to “End the Fight” I’ll need to roll 2 successes to defeat the Wight and close the gate at the same time.
In a game like D&D this decision would come about in a different way, but does not play out as well in solo. In Ironsworn I use the narrative to drive the mechanics and in this case I might not be in this position again to close the gate. I take the roll and get a 2 and 1. I literally throw my hands in the air in victory. Something I don’t typically get when playing a game like D&D solo.
We are successful getting the gates closed down and now the Dream Masters will not be able to use this location to teleport in so close to Stoneford.
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