Let’s Play Wanderer: The Shadowed Realm! Part 3: A Dream of Spring
Bardin and Borgan start their second Quest, scouting the edge of the Realm for Captain Yurok
Moving on to our second Quest!
Quest draw: 2 = Scout the area and report back to a garrison captain.
D6: 6 = 8 tracks.
At the edge of the Shrouded Realm, Yurok paced a ruined palisade. A collection of scars crisscrossed the immense ogre Captain’s body, and his dented armor had seen better days. A scrunched expression marred his naturally severe face.
Bardin approached and asked him what was wrong. “Besides the usual, I mean.”
“We’re blind out there, and my men are exhausted. They have been conservative in lighting fires to avoid exposing themselves. Soldiers aren’t returning, vanishing into the woods, and the Shadows are encroaching. I could use some scouting of the area.”
“Borgan?”
He nodded. “We can look for answers, Captain.”
Yurok’s chest swelled as he towered over the dwarves. “You have my gratitude. Don’t overreach, understand? Be safe.”
Event: 9 of Diamonds
Landslide
D6: 3 = Difficulty Score 12, 2 damage.
Wits check, 2d6+1: 5
HP: 10/12
Location: 6 of Spades
Thick tree grove
D6: 5, being
D6 being: 3, Evil.
Ace of Hearts: Goblin Archer
DS 8 | HP 3 | Atk d4 | Def d4 | Morale 4
The brothers clambered up the cliff, the heavy rain making the climb slippery and treacherous. Pebbles start rolling downhill first, then bigger stones. The slope groaned and gave. Bardin shouted a warning, but the landslide thundered down and buried him.
Borgan pulled him into the light. Bardin gasped for air and wiped the mud from his eyes and nose.
From above, he heard chittering and hissing. An arrow whistled a finger away from his beard, then two others pierced the mud in front of them. Three goblins prepared for another round of shots as Bardin got to his feet and ran toward them. The fire in his eyes and the anger in his roar were enough to make two of them flee into the thick grove just beyond.
Combat
Initiative: 5, free attack for me!
4 damage. Hit-kill!
As the remaining goblin hesitated, choosing between running or shooting again, Bardin sprung, axe overhead. His powerful legs threw him high and far, surprising the goblin. The creature shrieked, but Bardin silenced it with a clean strike.
D6 combat find: 1
+2 Tracks (2/8)
Borgan searched the grove for clues, finding bloodied cloth, snapped branches, and different muddy footprints. “They’ve been ambushing the scouts, but others have been through here first. Let’s follow the tracks.”
Event: 3 of Spades
Murder of Crows
D6: 4 = Difficulty Score 12, 2 damage.
Wits check, 2d6+1: 7
HP: 8/12
Location: 3 of Clubs
Abandoned cabin
D6: 4, being
D6 being: 3, Evil.
6 of Clubs: Goblin Shaman
DS 10 | HP 4 | Atk d8 | Def d4 | Morale 10
A rotten stench punched their noses. The grove opened onto a clearing littered with animal carcasses. As Bardin and Borgan moved to investigate, the sound of a thousand wings beating filled the air.
Countless crows rose like a black storm against the gray sky. They swarmed the brothers, claws and beaks tearing at flesh. Bardin dropped his axe and threw his body over Borgan, shielding him from the brunt of the hateful birds’ attack.
The flock scattered, leaving Bardin’s arms raw, and the earth painted with his blood.
Borgan noticed the birds circling them, preparing for another assault. He felt the taste of magic all around, thrumming in his ears, tugging at his gums. He checked over Bardin’s shoulder, and a goblin shaman waved a staff, controlling the flock.
“There, brother!” He pointed to the shaman. He pushed Bardin and ran in the opposite direction, flinging a stone at the goblin. It was enough to distract them and allow Bardin to engage.
Combat
Initiative d6: 5, free strike!
6 damage, hit-kill!
Some very lucky combat rolls to compensate for my terrible Event checks.
Bardin shortened the distance in a blink, burying the axe deep in the shaman’s gut. The murder of crows shrieked in pain as the hex lifted, wings beating madly, until they finally flew away.
D6 combat find: 3 = +2 Tracks (4/8)
As the flock left, a piece of torn cloth fluttered down, suggesting the passage of soldiers in the area.
Event: 4 of Hearts
Rough terrain
D6: 2 = Difficulty Score 14, 3 damage.
Wits check, 2d6+1: 8
HP: 5/12
I’ll use a ration here. D6+1: 2. SHIT.
HP: 7/12
Location: Queen of Hearts
Forgotten well
D6: 4, being
D6 being: 6, Evil.
10 of Hearts: Orc scout
DS 8 | HP 6 | Atk d4 | Def d10 | Morale 6
The forest floor demanded attention with its slick roots and jagged stones hidden under the moss. The brothers pressed on, but every step punished them. Bardin slipped and crashed his shoulder into a rock, while thorns tore at Borgan’s legs.
They stumbled clear into an old well half-buried in brambles. A heavy-armored orc leaned into it, fiddling with the bucket inside.
Bardin gestured for Borgan to hold as he crept closer to the enemy.
Combat
Initiative: 6, free strike!
0 damage.
2d6+4: 14
4 damage.
Morale check: 8, enemy flees!
A slash from behind clanked on the orc’s mail. She turned with knife in hand, lashing at Bardin. He ducked and countered, rending her arm at the junction in the elbow. She dropped the knife and jumped over the well, fleeing into the forest.
D6 Combat find: 4 = 1 Thing
Jack of Hearts: Spring Song’s Bow (+2 Combat Skill, d8+1 damage)
Amazing find! There are no weapon restrictions in the game, so I’ll discard the axe for the bow. However, for roleplaying purposes, Borgan will use the bow, and Bardin will continue with his axe.
Bardin looked into the well and pulled up the vine-covered bucket. He found no water inside, but a bow made of pale wood, etched with delicate patterns of leaves and birds. As he lifted it, a faint melody hummed from the weapon.
“Borgan, come here.” He handed the bow to his brother. A weapon of elegance and patience held no interest for him, but perfectly complemented Borgan’s tactical and contemplative nature. “It sings for you.”
Borgan hesitated, then accepted the bow. As he touched it, his frown softened. “It dreams of spring.”
Event: King of Hearts
A secret stash (1 Thing)
Ace of Diamonds: Wind Dancer sword (+3 Combat Skill, d6 damage)
Not as good as the bow for me right now, so I’ll pass.
D6: 5 = Difficulty Score 10, 1 damage.
Wits check, 2d6+1: 5
HP: 6/12
I’ll use another ration. D6+1: 4. Finally some decent healing.
HP: 10/12
Location: 9 of Clubs
Bubbling bog
D6: 6, draw 1 Thing and gain 1 Track. Best possible roll!
+2 Tracks (6/8)
8 of Clubs: Fireworks (+4 to flee roll)
To flee from a battle, we roll 2d6 + Wits. If it’s equal to or lower than the enemy’s DS, we successfully escape. The idea is that enemies with higher CS are easier to run from.
The item, however, is saying +4, which would make fleeing harder, so I’m going to assume it’s -4.
Inside a toppled tree, they uncovered a chest with a rusted lock. Bardin broke it with his axe and found a sword inside. He lifted the fragile looking blade with abandon, and the impossibly light weight caught him by surprise, biting into his forearm.
The air hissed around the sword as if it cut the wind itself. Bardin carefully wrapped it in a cloth and fastened it to his waist. It clearly wasn’t his kind of weapon, but Captain Yurok could put it to good use.
The tracking led them into the foul-smelling gases of a bog, bubbling and churning. They picked their way through planks and roots, stumbling upon an abandoned satchel on the way. A bundle of intact powder sealed in wax lay inside. Borgan suggested they could use it to distract enemies and retreat, putting it away.
“Let’s share some with Captain Yurok,” Borgan suggested. “His scouts will appreciate it.”
Event: Queen of Spades
Raging fires
D6: 5 = Difficulty Score 10, 1 damage.
Wits check, 2d6+1: 5 again. I wonder if I’ll ever pass an Event check.
HP: 9/12
Location: 5 of Spades
Roadside inn (B-Good)
Good being: 4 of Diamonds
Burdened merchant. Discard 1 Item to Gain 1 Thing.
I’ll discard the Fireworks, as I don’t see the need to flee with Bardin (famous last words).
Thing: 5 of Hearts
Healing potion. Recover all HP and 1 Wound.
Nice! Not having to depend on rolls to heal is always a good safety.
Bardin and Borgan found part of the forest burning wildly, the air choked with ash and heat. Flames leaped across blackened trees and falling branches. Bardin forced his way through the wreckage as the smoke burned his lungs and the roaring fire licked his arms.
The forest stayed behind as they pressed on until nightfall. A lonely road wound into a battered old inn. A merchant near the entrance moved goods in packs and bags over a sagging mule. He noticed the brothers and waved them over. “Any burdens to spare, Wanderers?”
“Not to spare, old man,” Bardin replied. “We found some fireworks we’re willing to trade.”
“Hmm, hold on.”
He offered a few items for them to pick. Inspecting them, Borgan took a healing potion and offered the fireworks, but kept the portion destined for the garrison.
They spent the night at the inn, easing their wounds and weariness as wolves howled in the distance. By morning, they stepped back onto the road.
Event: 7 of Clubs
Raging fires
D6: 4 = Difficulty Score 12, 2 damage.
Wits check, 2d6+1: 6.
HP: 7/12
I’ll use my last ration. D6+1: 6!
HP: 12/12
Location: 8 of Diamonds
Watermill brewery
D6: 1, gain 2 tracks.
That would give me 3, but it maxed at 8, which means Quest completed!
Epilogue draw: 10
You are blessed with inner strength. +1 HP.
Nice little bonus for Bardin!
Reputation d6: 4
+2 Reputation
The brothers circled back to the Shrouded Realm when they met another wall of flames. Heat and smoke forced them low as spitting fire seared their skin.
Beyond the blaze, the sound of rushing water drew them to an abandoned brewery. A watermill stood still and empty, and barrels lay scattered. Among the tracks in the mud, Borgan detected footprints. Scouts, soldiers, a large group on the move.
They finally made it back to the ruined palisade. Captain Yurok loomed at his post.
Borgan laid the report for him: signs of soldiers’ movement, enemy ambushes, fires raging. Bardin set down a charred scrap of cloth from the watermill brewery as proof, along with the Wind Dancer sword and the fireworks.
The ogre captain’s jaw tightened as he considered the report, but then his shoulders relaxed and he clapped them in approval. “Good work. I can make better plans knowing what’s out there. You’ve bought us time, and for that we are all in your debt.”
Borgan nodded, weary from the journey. “Your job makes us all safer, Captain.”
Bardin’s eyes, however, stayed on the treeline. He was never at ease with the Shadows so close.
And that’s it for today! Overall, I’m feeling lucky with my rolls. Even failing all events, I didn’t get any jokers so far (they trigger a Shadow event if drawn as Events or Locations, and always reshuffle the deck in any draw).
I recover all HP, Rations are set to 3, and gain 3 Spirit (12 total!).
Deck is finally shuffled, and a new adventure awaits.
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This reads like a nice, punchy system that is easy to sit down and play. Really enjoying your play through of it!
The direct guidance for setting out on missions and how many tracks needed to complete it is sometimes just what I am looking for in a game. I'm liking this game - and your actual play - a lot!