Rust's Revenge Session 1
Rust is searching for her tribe after 5-10 years of being banished. Her tribe, the Enten, roamed the vast grasslands of Ern. The grass dances as Lorn's breath passes over it. Rust stands at the peak of a great hill.
Does she see anyone? I'm going to go ahead and consult my oracle, leaning heavily towards unlikely. Roll: No, And.
Nothing in sight. She thinks it's almost... to quiet. So does the sword on her back.
"Not even a bird, little one. This place is far different from the last time I walked this world."
"This is... was a common grazing area. I'll find tracks."
"Perhaps, perhaps not. My power is always available, should you fail."
Rust ignores the sword. She begins to search the area for tracks, and I roll to see if her tribes tracks were even here in the first place. I roll doubles on my oracle, meaning that the question has a wrong presupposition.
The question is not whether or not her former tribe's tracks are here - It's another set of tracks entire. I roll Intelligence to determine whether or not she picks up on them, and fail with a 13, just 1 over her target. She gets a brave die (1d6 which can be added to any roll later on), and I roll for an encounter. Finding nothing, she clicks her teeth and thinks about the sword's offer. It's tempting, but Rust is fully aware of the risks. She cannot let the Horned God take her. Yet.
She walks towards the sun, remembering a creek that the tribe frequented on their travels. She had only been there alone and with her mother. Her secret was still hidden then.
I roll for surprise, and get a 1 on a d6. Rust is surprised.
Caught in her daydreams, she doesn't notice the bearers of the tracks that she could not see moments ago. Then, she feels the earth rumble under her feet. Turning, she faces 3 Rhinos, one sprinting at her. It's time for battle.
Battle
Rust is no fool, realizing immediately that this is a battle that she cannot win head on. However, she does not have enough time to react on that information as the territorial male of the herd charges.
The Rhino rolls for it's charging attack, which will do a 1d10+1 damage. I roll a 17.
Rust somehow has enough time and awareness to throw herself to the floor, narrowly escaping the sharp horn ready to spill her guts. That's only one round, though...
Round 2, I'll just roll a d6 for each side, with actions resolving simultaneously on a tie. Both sides roll 6.
The Rhino once again prepares for a gore. Rust draws her sword and attempts to slow the beast with it's spell, Spike. The spell always has an hp cost of 2, and I'll say that the Rhino will get a save to see whether or not it can dodge the spikes forming underneath its feet. Because this spell's cost is higher than her level, she'll roll a save or double the damage. I roll a 19, meaning that Rust will take a full 4 damage. She better hope the spell works. The Rhino saves on a 15... and passes with a 13.
It attacks: 12, a clean hit. Rust will use one of the Brave's special effects, causing the beast to fail. Typically, this ability is only available once per session, but I'll have to figure out a different system for this solo game. Either way, dodging the spikes which spring up from the ground forces the Rhino off balance, causing a near miss.
Round 3: 5 against 3, the Rhino goes first. It swings and gets a 3, hitting Rust's studded leather armor. Realizing her situation and drained by the sword in her hand, She'll book it. I'll consult my oracle on this: Will the Rhino give chase?
It notices something on the horizon that causes it to freeze in fear. What is it? I roll on a random encounter table from the Monster Overhaul tables. It’s a band of humans: 12 mercenaries, 3 hirelings, and an adventurer. This should be interesting… and I ended my session there, finally ready for bed.
Post Game
Overall an interesting first session. I’ve gotten a lot of good ideas here, wh ich I’ll probably spread over the course of this play report, to keep things interesting. The process so far is that I play off the screen with index cards and character sheets. After a session, I write up one of these play reports. I’d like for this to become a consistent thing, because I find solo play meditative as both quiet time to myself and as an outlet for creative expression.
For this one, I’ve tried to keep commentary on different things separated out into annotations, for ease of reading. I’ll probably play around with this system, as I think both going over the events of the game and commentating on how I got there is interesting.
I’ve rolled an adventurer, and apparently he’s a duelist. I’ll name him Naris. I pulled for 3 traits for him from the GameMaster’s Apprentice deck and got: Pride, Bite scars, and uniformed. That generates some ideas for me… for next time.