Let’s Play Riftbreakers 2nd Edition! Part 2: Escort in the Wilds
Daena arrives at Kar Helos, the hub area, and picks up a Board Quest. One Page Mythic throws a little adventure on the way.
The Thunderbird flies for two kilometers over farmland and forest, swamp and dell, until eventually it reaches a high alabaster tower at the top of the walled city. Waiting there is a wizened man of august bearing, who apologizes offhandedly for the roughness of the trip, and introduces himself as Fernalion Thren.
We’re in Kar Helos, the main city in Kaethor! Fernalion explains that I’m a Stranger, someone brought into this world from elsewhere.
He directs you to seek and close Rifts, portals to other places, and to grow your power and influence as you do.
Fernalion suggests I familiarize myself with the city and visit the Quest Board offices in the Strangers’ District to start my adventures. As a welcoming gift, he hands me an Astral Stone.
Once each 24 hours, you can spend ten minutes concentrating on it (which means you cannot use it during combat) to immediately teleport you to the tower in Kar Helos.
We’re quite literally thrown into the sandbox and told ‘good luck, have fun.’
And I love it! There’s no railroading here. The world is wide open, and I can think of a few options on what to do:
Roll encounters in Kar Helos and generate a storyline to follow.
Wander the map without a goal and explore, farm items, and, if in the mood, follow up on the random events and create plots and adventures.
Pick up quests from the Board to give us some structured gameplay.
There’s more if you’re not feeling up to any of those. It’s always an option to just chill out in town, create NPCs, and interact with them.
I think the best option to start is questing. It gives us a clear goal and good rewards. Let’s go to the Adventurers Guild in the Stranger’s District.
Despite the uncertainty and confusion that comes with losing one's memories, the district is still a bustling hub of activity, filled with laughter and hope.
Daena sauntered through the bustling district admiring the diversity. People talked, bartered, or ran up and down the streets, dressed in the most varied manner and carrying all sorts of weapons and equipment.
Children with skin glittering like constellations laughed playfully. Merchants with horns and scales, others with feathers instead of hair, shouted their strange wares as she passed by rows of stalls and shops. Colorful banners waved overhead as if greeting her.
As she reached a square framed by trees and shrubbery of green, purple, and lemon-yellow, a small group of plain-looking humans, wolfkin, and catfolk lingered by an immense burbling fountain and talked to each other.
As the twin suns set on the orange horizon, Daena felt like she belonged.
That should give us a picture of the district variety and MMO-ishness. I find that writing these flavor passages really grounds me into the gameplay.
I enter the building across the fountain, its forefront marked by runes reading ‘Adventurers Guild.’ An enormous Board dominates the main hall, plastered with parchments and tokens.
A woman with pigtails and an eyepatch stands behind the counter. She pegged Daena as a newcomer immediately and beckoned her to approach.
“I’m Helen Liaveroni. Welcome to the Guild.”
She tells me how the quests work and where I can find gear, board and lodging, appraisers, what to look out for, and other tips and tricks for adventurers.
We can generate d4+2 quests every 3 in-game days. Let’s do it!
D4+2 = 5 Quests availableQuest 1
D12 for type: 11 = Rift Closure
Distance: 2d10+10 hexes away, d6 for random direction = 20 hexes southwest
D10 for reward: 10 = Random Companion
I’ll generate the others and put new information when necessary.
Quest 2
Rift Closure
Distance: 19 hexes south
Reward: Random Magic Item
Quest 3
Monster Hunt
Roll d20 for target: 17 = Storm Giant
Distance: 10 hexes northwest
Monster Hunter Quests expire in distance x2 days = 20 days
Reward: x3 Skill Books
Quest 4
Escort
Distance: 9 hexes northwest
Reward: 200A
Quest fails if the caravan doesn’t arrive at its destination.
Quest 5
Monster Hunt
Target: Cloud Drake
Distance: 6 hexes northeast
Expires in 12 days
Reward: Random Magic Item
Very tough selection. I’m tempted by a Monster Hunt, but it’s got some powerful enemies. They’re both ranged, and when turned to Elite (double hp, +2 damage that ignores protection) they can be a nightmare.
Rift closures will also be tricky as a first Quest. I still have a low weapon skill, so I’m not very confident to go for it.
The Escort mission is not that far away, and while the reward is not amazing, I can surely use the money. I guess I’ll take it!
Commerce is key to the survival of most villages and Kar Helos itself; unfortunately, the journey across Kaethor is marred with dangers, especially since the appearance of the Rifts. Nowadays, a caravan without proper escort is something almost unheard of.
Before starting, I need to buy a few things and then rest to recover my HP. I head to an armor and gear shop called ‘Helm & Hammer.’ I’ll sell the small shield and tunic I found in the tutorial area for a total of 18A (all gear sells for 50% its listed price, rounding up).
I get a hunting knife, a pickaxe, and a sickle for 30A. I need these tools to harvest monsters and gather ingredients.
Then, 4 bandages, 2 torches (UD6), and some flint & steel for 13A.
I have the blacksmith repair my armor. Each UD repair costs 10% of the armor value, up to its maximum. My Mail is at UD8 from a UD10 max, and a new Mail costs 60A. So I spend 6A to repair it. Brand new.
Finally, I spend the night at the ‘Pacific Rift Inn’ for 10A.
I’m left with 109A.
I meet the caravan at the northern gate of Kar Helos and we set off.
Hex 1, Kar Helos region
Every region has a Travel Die and Travel Tables we must roll whenever we enter a hex.
The region of Kar Helos has a d6 as Travel Die, and one travel day lasts 3 hexes. These are the results of all Travel Dies:
1-2 = Noteworthy encounter
3-5 = Interesting finds
6+ = Combat
However, while on an Escort quest, combats happen on 5+.
Let’s do the first hex!
D6: 3, interesting find
D20 on Kar Helos’ interesting find table: 17
A wandering merchant has gathered a small crowd; they claim to be selling a loom that threads fate itself.These are the kind of hooks and threads we can dive into to generate other quests, adventures, plots, and any kind of narrative. You can use an oracle, a journal-style entry, or whatever you like. The game has an entire section for GM-less play, so you don’t need any external resource.
Like I said, for now I just want a more focused adventure. I’ll keep escorting the caravan and ignore other events.
Daena glanced at the crowd gathered around the peddler, but ignored them, escorting the caravan close toward their destination.
After the Travel Die, we can check if the hex has Mineral Deposits and Alchemical Ingredients to harvest. We have different chances to find them in each region. In Kar Helos, it’s 40% for both ores and ingredients.
Check for ores: 36, there is ore!
Check for ingredients: 99, there is definitely none around.
Gathering skill check (40): 68, I fail to harvest ores.And that’s it for our first hex. I’ll keep traveling until I interact with some event or combat.
Hex 2, Kar Helos region
Combat!
D20 on Kar Helos enemies: 14, cutpurse.Combat starts
Cutpurse (Humanoid, Melee, Stalker, 12 HP, 10 Parry)
The Stalker trait doesn’t allow us to ignore the enemy. We have to enter combat, but we can flee if we want to.
Round 1
Initiative
Daena (36) = 28, success
Cutpurse (60) = 01, successWhen both succeed, the highest value goes first. That’s me!
My hand: x2 shield, x2 desperate attack, unyielding
That’s great. I use shield and unyielding.
+10 Parry
3d4+1 extra hp: 9My remaining shield becomes weapon strike. I discard it and move to zone 2. The cutpurse moves to zone 3. They have a move they might use.
D6: 1, nope.Round 2
I draw desperate attack, cleave, and 2-handed weapon master. I use weapon master, getting +d4 damage, and move into zone 3. I use desperate attack.
Bludgeoning weapons (51): 49, hit!
2d6+d4 bludgeoning damage: 8, becomes 16!
D6 protection: 1
Bludgeoning ignores it! 16 damage.Daena crouched inside the wagon as the cutpurse creeped closer, clutching a knife. As soon as they got in range, she leaped, hammer drawn back. The downward strike landed with a sickening crack, shattering the cutpurse’s skull.
The two caravan drivers regarded her with a mix of fear and respect.
That makes me think about violence, and how—hey, LET’S LOOT!
D100 on Humanoid looting table: 22, Alchemical Creation
D20 Alchemical Creation table: 10
Balm of Fortune: For the next D4 hours, increase your Luck by +5.Interesting! I put it in my backpack.
Now that we have a knife, we can try to harvest Monster Parts and cooking ingredients from enemies! Even humanoids. That’s disgusting and against my principles.
Daena is fine with it, though.
Gathering check (40): 08, success!
D10 on Monster Parts table: 6, uncommon Monster Part.
D6 on Beast & Humanoid ingredients: 4, Heart (base).To cook a meal, we need a cooking kit and 2 base ingredients, or 1 base and 1 spice. Then we roll a Cooking skill check. Failing ruins the ingredients.
No ores or alchemical ingredients here.
Hex 3, Kar Helos region
Nothing of interest. It’s our third hex, however, so we rest the night before moving on. We recover 1d8 HP after a night’s rest, but mine is full.
Hex 4, Kar Helos region
Another uneventful day. The caravan enters the tangled undergrowth and towering trees of the Arenmist Forest.
A bad feeling settled over Daena as the thick forest mist engulfed the caravan and covered the road.
Hex 5, Arenmist Forest Region
A vast and untamed wilderness, the Arenmist Forest is home to a variety of dangerous creatures and treacherous terrain, a sprawling and ancient woodland that covers much of the north-eastern region of Kaethor.
The Travel Die is a d10 now, and a hex lasts a whole day.
I rolled combat against bandits, and I’m wondering: should I write a complete blow by blow of all battles? Is it too repetitive? I don’t mind writing it at all, I think it’s very fun to do it, but how is it reading all combat logs?
I’ll skip them for now and just write a general report of what happened. Please let me know what you think!
Three bandits jumped from the thick bushes to ambush the caravan, but Daena had her hammer ready. She met them with precision and fury, making short work of the raiders.
Loot: Formula for Potion of Healing! I need x3 uncommon ingredients. Incredible drop. Too bad I don’t have any point in Alchemy.
I fumbled trying to harvest the bandits, and my hunting knife broke. Got a skill improvement for later, though.
No resources in this hex. Chance in Arenmist Forest is 20% for ores and 70% for ingredients.
My Mail is intact.
Maybe now is a good time to add some chance and narrative to the playthrough. I’ll use One Page Mythic!
Does Daena lose sight of the caravan as she fights the bandits?
50-50: 39, yes.Daena traces her steps back to the caravan, but it is gone. The forest mist is thick as syrup, hindering visibility. It couldn’t have gone far.
Birds cawed and insects droned in the humid air as she trudged through the thick carpet of moss and ferns.
I’ll make a Survival check to search for tracks (15): 07!
I have to admit I wasn’t expecting that to work.Daena crouched over a subtle dent on the forest floor that marked the passage of wheels. She followed the trail onward.
Do I find the caravan?
Likely: 39 (again), yes.
I’ll roll on the Action table a couple of times to see how it goes: Mundane, Fears.
Mundane and Fears for a caravan escort could be bandits. Are bandits attacking the caravan again?
50-50: 08, exceptional yes!The caravan driver clutched a hand, bleeding and fingerless, pleading at knifepoint. Two other bandits boarded the wagon and stuffed supplies in sacks. Daena shouted and startled the robbers, who soon realized she wouldn't let them go.
One of them got a good stab at me, leaving my HP at 18. My Mail didn’t degrade.
Loot: Potion of Bodily Strength (Increase your Endurance by 20 until the end of combat).
I hurry toward the caravan driver and pull out a bandage.
I’ll roll a Medicine check (10): 27, fail.The driver screamed as Daena, heavy-handed and clumsy, tightened the bandage around his severed finger. He thanked her, then asked if she could spare another so he could wrap it himself.
I’m down two bandages and a caravan driver. He’s nowhere to be seen.
What happened to the other driver?
Action table: Nature, Uncertain
I’ll interpret this as the man vanishing into the wilds when the bandits attacked, into an unknown direction.
Does the remaining driver want to spend a day looking?
Very unlikely: 04, exceptional yes!“He’s my brother, Stranger,” he told Daena. “I can’t bear the thought of abandoning him in this cursed place.”
“I understand. I promise I’ll do my best to find him. Call me Daena.”
“I’m Percy. My brother is Renny. And I appreciate your assistance, Daena.”
With his help, I’ll roll on Survival to look for tracks. Assisted checks get a +10. With my 15 Survival, let’s roll against 25: 18!
I can’t believe some of these rolls.A faint trail of scuffed earth and broken twigs marked the fleeing driver’s path.
I’ll search the area and use a UD4 to track it.
Description table: Important, Rotten
UD4: 4, the search continuesPercy and I find a rotting carcass with pieces of torn cloth hanging on the protruding ribs. Renny ran through here and must have tripped on the corpse. It’s an important clue to the direction he went. I’ll add +10 to Survival checks.
I’ll roll Survival again for clues (35): 98, nothing. We keep walking.
Description table: Valuable, Loud
UD4: 3, the search continues
Perception check (46): 74After a couple of hours, we hear the roar of a waterfall. Behind it lies a small, shallow cave, but we don’t find new clues or anything of value in it.
Survival check (35): 46, no new clues.
Description table: Rustic, Full
UD4: 2, last area!As the sun set, I lit up a torch to cut the mist and keep the shadows at bay. Percy and I march forward, the underbrush crunching under our feet, when we come across a wooden shed. It looks small and simple, and I hear clanging inside. There are no windows, so I inch closer and check the door.
Is it locked?
50-50: 84, no.
Is Renny hurt?
Likely: 68, no.I carefully open the door and see Renny inside, making tea on a stove fire. The shed is filled with supplies, tools, food rations, and even some Aetherite (currency). One of the bandit groups in the forest used it to store stolen goods.
Renny jumped in fright before he recognized Daena, then a wide smile opened on his face as he saw Percy. The brothers embraced, and Renny told them what happened.
“The mist in this place is magical or something. We didn’t mean to push ahead and leave you behind,” he told Daena, “we just steered the horses ahead to get out of the way, but when we looked back, you were gone. The same happened the second time. The robber pulled me from the seat, and I stumbled to hide behind a tree a couple of feet ahead, but it seemed a different place when I peeked back. I thought I was running in circles, but I never wound up in the same place twice.”
He got hungry and thirsty, afraid to keep meandering at nightfall, when he stumbled upon the shed.
I tell the brothers to stock up on supplies so we can move on. Rummaging through the shed, I get a bandage, a cooking toolkit, a torch (UD8 now), and 2d20A (17).
Do bandits arrive while we are there?
50-50: 61, no.Since we spent the day searching for Renny, no rest for us tonight. We plunge into the mystical fog of Arenmist Forest and get on our way.
Torch consumption (UD8): 1, down to UD6.
Weapon Master is at 66/400.And I’m calling the session here! Rolling on the skills marked for improvement, Gathering increased by 2 points, and Bludgeoning Weapons by 4! Nice.
That little diversion was really fun. I hope that illustrates how you can shape the gameplay to your current mood. Focus on one thing, or let the narrative take you into the unknown.
That ‘exceptional yes’ to the ‘very unlikely’ caravan driver question was a wonderful surprise. The entire story developed because of that roll.
To me, that’s extremely MMO coded. You will find a lot of NPCs with question marks on your travels, but it’s up to you to interact with them or not.
Riftbreakers keeps growing on me.
I also decided to keep the tone lighter. It would be easy to write a dark adventure in those woods, with a very different outcome, but it just doesn’t fit the vibes for me. Blackoath games are usually on the grimmer side, but Riftbreakers has some levity to it, most of the time. At least in my interpretation. It’s part of why I love it.
We’ll continue the Escort Quest next time. Thank you for reading!




This has been a great read! I love the blow by blows for combat. I’ve only finished the tutorial area and this is helping me get a better grasp on combat!
Really enjoyed this and will check out the rest of the series. Really nice write up and examples of solo play.