Skip to main content

Longwinter Nights - Session 1

It's shaping up to be the coldest winter Brezim has ever seen, and two men find themselves far, far from home. 

Meet our poor, lost souls adventurers: 
Toshiro - The sensible and practical exorcist that hails from the quiet Tensia Town
Furio - A mysterious assassin with a shadowy past. 

A local researcher who specializes in old architect ruins, one red-haired Sigma Delmar, has finally secured funding from the Whiteyes Institute to investigate an old unsecured bunker near the Dimnaya stream. Our aforementioned fellows have been sent to accompany her and provide any extra security she may need on this project. Allegedly, this bunker houses an untouched seed vault left behind by the Old Architects

Our expedition starts in the middle of the winter season, just twelve days after the Winter Solstice. Furio and Toshiro share a wool-covered snowjeepney, driven by Rufus Scarborough, an honest man who runs a taxi line from the metropolitan hub of Barston, to the regional capital of Gomiliy, making a trip into and out of town once a week. Usually, the Winter Solstice marks the downturn of winter, but not this year. This year has seen record-setting snowfall and uncharacteristic flash-coldfronts. 

Once in Gomiliy, the two set to task, and quickly secured a local guide named Thorne (accompanied by his pet direwolf and lifetime companion Gorne) to help them make the trek to the northernmost village of the Barony, the picturesque Pey Dimna. Thorne very obviously had oldsettler blood in him, the light patterned markings across his neck and face gave him away. 

The first leg of the journey was relatively quiet and uneventful, with the exception of the faux pas Toshiro nearly committed when asking Thorne about the 'Skintakers' (a harmless nickname for Wolffolk for some, a racially charged locution some use for Oldsettlers). While the two shared an awkward conversation, Furio nearly slipped and fell off a narrow cliffroad, but his ninja-like training kicked in as he flipped through the air with balletic grace and fully recovered safely. No one saw him. 

The group stopped for the night in Belna, where Thorne apologized profusely for the weather causing such severe delays in their original plan. What was supposed to be a one-day trek turned out to be taking much longer than that, pointing to at least two more days of travel. 

While unwinding in Belna drinking wine and eating buffalo cheese at the Foaming Giant, a womanly scream was heard outside. A ghost made of ice, stepping out of a pond was approaching a raven-haired young woman, and was quickly cut-down by the Demon Slayer, Toshiro. She thanked him, and tipped him two cash to boot (per his request). 

On the way to Pey Holzey, a father-son duo of trappers sporting similar big-game hunting pants, safari hats, and matching handle-bar mustaches (as well as matching elephant guns) crossed paths with the group, and regaled tales of old hunts, magniloquently waxing poetic of exotic dishes, and just all around talking their ears off. Another uneventful day. 

Afterwards, Thorne to the trio on a detour, as they had spotted no less than a dozen separate ape-cat trails dangerously close to the hunterway they were travelling on. They also found a frozen pile of corpses off the main path. At first they thought a large family or group of people must have been caught out in the cold, but upon further inspection numerous large, round, stab wounds were found in each person. Between the signs of an unseen danger, and the growing unwelcomeness of the weather, the group decides to march through the night to Pey Dimna

Unfortunately, an encounter with a quartet of unsavories with large knives and larger egos came to a standoff which ended with blood drawn and life loss on both sides. Furio nearly welcomed the sweet embrace of death but narrowly avoided it by regaining consciousness via a well timed adrenaline rush. Gorne the direwolf was not so lucky. The bandits were dispatched, and Thorne silently led them the rest of the way to Pey Dimna.

A somber goodbye with Thorne, a late booking at the Last Hearth Inn, and a hazy start the next morning, the session drew to a close talking with Sigma Delmar about the details of the expedition. 

AdventureLongwinter (Written by Luka Rejec of WizardThiefFighter)
System: Whitehack RPG (Written by Christian Mehrstam)
Characters: Toshiro - Level 1 Deft Demon Slayer, Furio - Level 1 Deft Ninja-Assassin



Comments

Popular posts from this blog

More Than a Bucket of Bolts

Next up on my journey through solo rpg space is a little zine called Bucket of Bolts ( buy it here ), where you take on the POV of medium sized spacecraft, and explore its journey through time and space, cataloging adventures, upgrades, and a timeline of several Captains that have the privilege of being at the helm. It's based on another rpg called Artefact (in which you write from the POV of a sentient magic item or weapon). I had enjoyed  Artefact before, so I was excited to try this one out.  Source:  abduzeedo The game starts with you describing your ship; writing about some basic details like the type of ship, the model and make, the crew who designed and built it, as well as some defining traits like if it's sleek , or powerful , or intimidating .  My particular ship for this game was nicknamed Ladybug, and was the mid-range value model of Hyperion Industries called the Prospect-QX . Sporting the same engine and basic design as their flagship luxury spaceship line, the Pr

Lichdom - A Reflective Ascent to Power

 I recently sat down and resolved to start tackling the mountain of rulebooks and rpgs that seemed to be growing by the week before me. That, paired with a sort of terse relationship with video games at the moment, lead me to tackle some of the solo roleplaying games that I had begun to subconsciously collect. I had played one or two before, most notably the famous and award-winning Thousand Year Old Vampire , which was a surreal experience at the least (and a profoundly introspective jaunt at its best).  Source: Dungeon Crawl Classics (seriously great game, check it out too) This week I decided to try one of the newer ones I had picked up: Lichdom (buy it here) . Thanking the past version of me that had the foresight (or the money burning a hole in my digital wallet) for backing the Kickstarter that came with the hardcover and a custom deck of themed playing cards, I cracked open the cards, uncapped a new pen, and creased the spine of a brand new journal to start playing.  Lichdom is

The Mighty - A Whitehack Class

The Mighty Level XP HD AV* ST Slots Groups Raises 1 0 1+2 11 5 1 2 - 2 2,000 2 11 6 1 2 1 3 4,000 3 12 7 1 2 1 4 8,000 4 13 8 2 3 2 5 16,000 5 13 9 2 3 2 6 32,000 6 14 10 2 3 3 7 64,000 7 15 11 3 4 3 8 128,000 8 15 12 3 4 4 9 256,000 9 16 13 3 4 4 10   512,000 10 17 14 4 5 5  Might characters rely on their melee combat skills and heroic strength. They can for example be warriors, guards, brigands, knights, bounty hunters, or barbarians. Whenever their attack puts an enemy at zero or negative hit points, they may use the momentum of that action to attack another, adjacent enemy. This requires a separate roll.     Mighty characters may use the same combat options as everyone else, but they also have slots for unique and powerful combat techniques or fighting styles called Deeds which give t