Following on our initial session, Svell, Kent, and Gingersnap were welcomed house guests of the Baron of Deep Forest.
What’s so Good about this Morning?
The session opens with Kent waking with Lady Sarah at his side; She is full of regret, and while she is dressing, Kent slips out.
Meanwhile Gingersnap is puttering around the kitchen heavily salts the morning wine, but draws the attention of one of the hunting mastiffs. A chaotic chase ensues, leading to a study.
As the mastiff is chasing Gingersnap, Kent engages in conversation with Sir Allen Smythe, who had recently had his tea spilled on his shirt by a marauding mastiff. It turns out Sir Allen is Lady Sarah’s father.
And with that revelation, Gingersnap, having been chased into a study, successfully escapes, leaving the mastiff to tear apart the room.
Lady Sarah comes down the stairs…somber…Sir Allen seeks to comfort her. Kent adjourns to the dining room. Sitting at the table with Lady Katherine of Deep Forest. Kent makes small talk with Lady Katherine…and both drink the salty wine.
I Demand Satisfaction
A roar erupts from the hall, “I’ll kill him!”
The door bursts open, and Sir Allen orders everyone out – save Lady Katherine and Kent. He then explains that his daughter’s honor had been sullied and he demanded satisfaction – a duel at sunset.
Kent is hesitant to accept the duel, confident he could easily out duel Sir Allen. Fortunately, Lord Arthos, late to the morning meal, enters and insists that Kent be detained until something can be decided.
I Will Aid Him with Fire
Kent was shackled and confined to the tower. Svell and Gingersnap decided they would try to rescue him. Ultimately they were able to get the guards to abandon their post.
So Svell went to work at unlocking Kent from the chamber above. Not to be too useless, Gingersnap opted to get one of the torches and help aid in “taking care of the door.” Needless to say things went terribly sour from there.
Kent was free but the tower had caught on fire. The household evacuated and bucket brigades were started, but it looked like the tower was going to be lost.
Svell thought, looked at some guttering, the well in the courtyard, and hatched a plan. However, as he was trying to construct a water pump and chute, his gloves had come undone and sunk into the well.
Needing them to complete the task, he dove after them…and while he was down there he noted that there was an underwater passage in the well. Not wanting to be distracted he surfaced.
During this time, Kent was attempting to coordinate the villagers.
I Wish for a Storm
As the village is scrambling to put out the tower fire, Kent realizes that he won’t be able to be the hero of this situation. So turning to Gingersnap, he mutters, “I wish for a storm!”
Below is the move for Gingersnap’s the wish:
When you grant a mortal’s wish, spend 1 Boon and roll +Wis. *On a 10+, you may choose up to 3. *On a 7-9, you may choose up to 2.
- The wish seems to give them what they want.
- The wish gives them what they need.
- You may choose whether the wish later brings them misfortune or not.
- You choose whether the wish has an immediate unpleasant side effects or not.
Gingersnap got an 8, and chose no later misfortune for Kent and gives them what they need.
Having already established the coming war between fairy and mortal, it was easy.
From the fairy forest, sorrowful winds pick up, driving rain and gusts towards the village. Drenching the burning tower as thunder claps… vengeance…all so very fast…lightning strikes…Lady Sarah is struck…then the tower…exploding timbers…others struck…the rage passes.
Sir Allen and Kent scramble to Lady Sarah’s aid, dragging her to shelter in the Deep Forest manor.
We Can Maker Her Stronger
Lady Sarah’s breath had stopped, but a quick thinking Svell jury-rigged a breathing apparatus for her – a manual ventilator with a hand cranking wheel. Her father, Sir Allen, asked if she could hear him.
Svell again jury-rigged something up, and Sir Allen began speaking to her. Though she did not respond.
Kent, now more than a little angry at how his wish was fulfilled, grabbed Gingersnap and made a hasty egress.
And the Bait was Raspberry Pie
Gingersnap went looking for some snacks, and found a raspberry pie. Which turned out to be a trap by a village witch. She unloaded a few portents about the coming war but ultimately let Gingersnap abscond with a piece of pie.
Back at the Homestead
Without discussion and collaboration, the characters ended back up at Svell’s house to plan their next course of action.
- I need to come up with a list of campaign questions to use for rewarding XP
- I need to work on the Fronts for this campaign; Things escalated and I have an idea of what might be happening.