Boundless - Edrik 2
Quest for a cure
Systems Used:
Boundless early access ttrpg. Boundless Core Rules itch page.
Last episode Edrik, driven by his past pain and suffering at the hands of the
Church of the One Light, murdered two of their members in the streets of Mireroads.
Backgrounds in Boundless have “Ties” to create a connection with an NPC. I rolled: “They carry a relic you recognize from centuries past; what lie do you tell them about it?” I want to loop this in to the story somehow now.
I am going to use Adventure Crafter to help set the next scene:
(Note: This was before the massive amount of tables was added to the Boundless Early Access document. I have been using Adventure Crafter more often now to help set a scene. It may be may favourite tool for that.)
New Plotpoint:
Theme Plots Points (Link to the fiction in brackets)
Personal A character is untouchable. (edrik’s former Master)
Mystery None
Action Crucial life support system begins to fail. (person dying)
Mystery Motive free crime (the murders Edrik just committed have caused a stir)
Mystery The secret to their power. (Something found in the Derweald may save theperson)
I have got enough to set up the next scene and adventure premise. The “former master” plot point will come sometime during the session if it fits. You do not need to use all Plot Points - just need to get a sense of what a scene can be.
Edrik has been laying low for a number of days in a hovel of an Inn. While getting his meal from the kitchens to bring upstairs, he overhears a hushed snippet of tense conversation about the murders.
“You cannot! The forest claims all! You know this!”
“But he’s dying! The Acolyte knew where to find the cure - they said it was not too far to the Barrowdale - but now they lie murdered… and Father will soon be dead too!”
Edrik paused on the stairs.
He turned, his mask hiding all emotion, if a desiccated visage could still show emotion. The hostler and maid halted their conversation and stared back.
“I will take you.” Edrik’s voice sounded like dried corn husks.
The maid looked unafraid and stepped forward, pushing away the hostler’s grasping hand. “Then we must go at once!”
I envision a site nestled in the consumed forest of the Derweald.
Off camera, Edrik will prepare for the journey. Sell the shovel for 10 c. Spend remaining funds on torches and rations. A second dagger (Stiletto). Mira, the NPC, will have a cudgel, rations and a few torches.
Journey to Barrowdale
Looking at the map, I will make the trip on the road east from the Mireroads a Short Journey Track with 2 Boxes. Heading further east into the Derweald (in red) will be a Long Journey Track with 6 Boxes.
Mira and Edrik set out on the road heading east from Mireroads to the edge of the Derweald. They brought light provisions, since Edrik basically knows the way. He knew Barrowdale, before it was taken by the Derweald long ago.
Looking back at the first post, I did not describe the 2 abilities (out of 4) I chose for Edrik:
“RISE OF ASHES. Your gaze carries the weight of graves and time. You have lived too long, and know more than you would like. Gain a better Position when drawing on the knowledge of your long years.”
“THE PULL. The Derweald calls to all, but you know how to resist its pull. Gain a better Position when resisting or redirecting the Derweald’s control over you.”
You can see where the inate flavour of the Backgrounds (Like PC classes, kind of) really sets you up with juicy aspects to draw upon.
There is a built in Procedure for Journeying. A set up, preparing and setting the tracks as above. There are 3 watches per day, Morning, Afternoon and Night, with 3 main Actions for each watch: Traveling, Scout and Supply, and Make Camp. As always, you are free to do anything. The Actions call for a Fortune Roll as described last episode.
Day 1 Watch 1
Journey Fortune roll Likely (3D). Good position due to the road: 2 Successes = 2 progress. They make it to the edge of the Derweald.
Day 1 Watch 2
Next Journey Fortune roll Likely (3D) from standard position due to Edrik being somewhat familiar with the Derweald: 1 Hit = 1 Progress and a setback d6: 4 = Roll ration usage pool. P4 down to P1 for one of the rations (They took 4 total for the journey. Each Ration has a Pool of 4 Dice).
Day 1 Watch 3
Camp Standard Fortune Roll (3D): 2 Hits. We get to pick a Boon: +1d on the next travel roll and from better position.
After a full day’s journey, the pair finally make camp within the claustrophobic forest of the Derweald. Edrik was able to lead them true, finding an excellent spot under a large rock outcrop. They did not share much talk during the first leg of the journey and Edrik was startled when Mira suddenly asked “What happened at the Barrowdale?”
Edrik turned his mask to her, the low fire causing shadows to dance across it.
She smiled “I don’t mean to pry, it’s just that, it is a place connected with pain for you, yes? I saw you hesitate, back at the Inn, when it was mentioned.”
“Hmm, long history there, kin, sorrow.” Edrik stoked the fire.
Day 2 Watch 1
Journey Good Pos. Fort. roll (2D+1 from camping boon): 2 Hits. 2 Progress. Halfway there. I am allowing Edrik’s Rise of Ashes Ability to make the rolls from Good Position and set of Even odds due to the nature of the derweald itself.
Day 2 Watch 2.
Journey even at standard F roll (2D): 1 Hit. 1 progress and setback: Sign: Start and/or roll a P4 Event.
Roll Event Encounter Pool P4: Down to P2.
Day 2 Watch 3
Camp F roll 2D: 1 Hit = Boon: Better position on next check. Setback: Chilled condition. Event encounter P2 not rolled (I will usually roll when asked - but also roll when it feels right in the fiction.)
This time Mira made the fire. She was skilled and kept the embers low to avoid too much notice should denizens of the reaching growth of the Derweald be out and about. Unexpected freezing winds came down from the few mountains far to the north and caused them both to become chilled to the bone.
While Mira was adjusting her pack, Edrik took notice of the large pendant she wore around her neck. Noticing, she commented, “It belonged to my mother. She said it brings good luck. Hopefully, the luck will see us through and we can save my father.”
Edrik nodded, “Yes, I know that symbol. It is for protection.” He then tucked in to sleep while she kept watch, carefully adjusting the Mask of the Swallowed. He did not share that the protection was for the dead. To keep the Derweald curse out of the bones of a corpse. The hole, where her leather strip passed to carry it around her neck, was where a heavy iron nail would be driven, through the bluesteel pendant and into the front of the skull of your loved one after they passed. Edrik lamented that he was the last of his kin - no one to drive the iron spike into his skull when he first passed. No protection against the dark master hiding in the Derweald woods, and so it took him.
Later, he drifted off to into a nightmare, or memory, of the thorns and roots of the Derweald scratching their way into his bones.
Note: I started listening the the soundtrack for Boundless here. Link on game page. I think it helped set the ominous tone well while coming up with the origins of the relic Mira carries.
Day 3. Watch 1.
Scout and Supply. Edrik has a feeling there may be a small deposit of Spell Marbles somewhere. Likely Fortune Roll due to Edrik’s sensitivity (flavour element I gave Edrik during character creation: He can sense Way of Blight Spell Marbles) 3D: 1 hit. Choose boon (Gain item with P4 usage pool) and roll setback: Ground: Succeed an Agility Check or gain an “Exhausted” Condition. Agility d4: 4 hits! Let’s allow extra hits to allow Mira skip the Agility check.
With the nightmare memories clinging to his thoughts, Edrik felt unsettled when he awoke. Mira had already packed up and was surveying the way ahead in the gloom. Edrik’s attention was pulled slightly to the north. He led Mira on a search.
As they traversed a large incline of thorn, root, stone and moss Edrik felt shifting underneath them. He quickly signalled for Mira to follow his lead as they avoided debris falling into a hidden crevasse. On the other side and bottom of the incline Mira noticed a body. Desiccated beyond recognition and prey to the thorned roots of the Derweald. The corpse did not stir when they approached - it was beyond even the Derweald’s power of reanimation. It was in the rotted pouch that Edrik found what was pulling him: a small Spell Marble.
This is a great spot to go over Spell Marbles. RP @farirpgs was kind enough to answer some questions I had. In game, we are given some basic truths: Spell Marbles hold spirits captured during the great purge. They contain a spirit and can cast one spell. Casting uses the spirit as fuel. Casting the spell once per day is no problem. Casting the same more than once per day strains the spirit and the marble becomes a limited use spell (P4) for some time. The spirit will need time to restore itself. PCs do a Wil check after casting or become fatigued. I like this - it is a great way to limit over usage along with the Willpower check.
A really cool side lore is that the Church of the One Light always burns out their Spell Marbles - seeing the spirits as resources to be used up. Each Church spell has a finite Pool. Their Spell Marbles cannot be “re-charged”.
Spell marbles are rare and limited. From there players are free to explore and interpret the lore further.
Edrik’s torture, and subsequent first death, by the Church makes me beleive he is inclined to view many things in opposition to the Church - like buring out spells. I was thinking he would prefer to set the spirits free if possible. I would assume this is an arduous task - yet possible.
I will further say Edrik is sympathetic to the spirit and will only cast if the spirit is amicable. He will first always do a Pre check to get a sense if the spirit will be ok with him using it. Maybe this will be a daily thing - not permanent.
Either way, he will seek out ways to set the spirit free. I am thinking certain druids could do this.
Further to Edrik’s affinity for finding Ways of the Blight Spell Marbles. I also now read that failing the Blight Spells can cause a permanent Condition. If over half a PCs equipment slots have the Corrupted Condition they will effectively die - permadeath even for Edrik. I do not envision Edrik as primarily a magic user (to push the boundaries of spell use to the breaking point) - but I am leaning a bit for him to learn of the Corrupted Condition the hard way.
Edrik solemnly picked up the Spell Marble, Mira watched in rapt silence. He held it up to the grey sky. Faint, yellowed smokey swirls slowly shifted and turned inside the otherwise murky translucent sphere. Edrik put his other hand to his mask, paused as his eyes flicked to Mira, then turned away from her. He then lifted his mask and placed the marble against his desiccated forehead and closed his sunken eyes.
He could sense the spirit within, he was sure it could also sense him.
Pre check 2D: No hits. I will have Edrik push the roll: 1 hit and a cost or setback and Fatigued Condition for pushing the roll. The setback will be that it has P2 uses (less than usual).
Spell choice: 11 spells under the Ways of the Blight 2d6: Wooden Womb: Your character touches a willing or unconscious creature. Bark slowly encases their body in a protective cocoon. They cannot move or act, but after 4 hours, reduced by 1D-1 hours, min 1 hour total, they are fully healed of any disease or harm.
A furtive spirit of Ways of the Blight resided inside this Spell Marble. Its incantation had something to do with protection and healing - curious for the Blight. The spirit shrank back. Still, he could feel the connection, a delicate strand of… essence that linked with the roots of the Derweald and therefore himself.
He pocketed the marble and adjusted the mask before turning back to Mira. She seemed to sense the sacredness of the ritual and did not seek to understand, simply holding space for it.
Day 3. Watch 2.
Travel Fortune Roll 3D: 1 Hit. 1 progress. Setback: Roll rations pool: stay same. (For now I will roll on the Encounter timer when prompted).
Note: Lots of Tables were added to the game file at this point in my playthrough. I rolled up a Point of Interest using the Ruins and Remnants Table: Cinder Foundry. Mold.
The rest of the day progressed fairly well. Edrik thought he recognised some familiar landmarks here and there. Mira thought they looked like any other large thorn and bracken covered mound. They stopped to eat near one such landmark. Ruined walls with snaking dried vines made up the outer portion of the site. Edrik pointed out the deep basin, saying it was called Cinder Foundry long ago. Fine weapons and large ironwork parts were created here for the king. Now it was a moldy remnant to a forgotten time. They decided the eastern side might be a good place to camp - hopefully out of the elements.
Day 3. Watch 3.
Camp fortune roll 3D: 1 hit. Long rest cleared the conditions of Chilled and Fatigued. 1 boon: better position on next check and 1 setback: Gear: Roll the Usage Pool of a random piece of equipment: Torch, maybe affected by the mold.
The pair were feeling well rested and were eager to set out finding their destination. While Mira was checking gear she saw some of the mold gathering on 1 of the torches and threw it away in disgust.
Day 4. Watch 1.
Travel fortune roll likely from good position 3D: No hits! Setback: Event Roll for encounter. The pool was at P2: Encounter occurs. I want there to be at least the chance of meeting an NPC: Fortune roll unlikely 1D: no hit. I’ll pick the Pallid Shambler from the Bestiary. Edrik uses the Mask of the Swallowed P4: P2.
The Derweald became more dense as they traveled. Progress seemed fitful by midday. Mira heard the snapping of a branch first and signalled to Edrik. They took defensive positions and as a Pallid Shambler broke through the dense underbrush. It rocked from side to side at each heavy step and turned the empty sockets of its skull towards Edrik. The creature seemed to be the Derweald itself come to life, all twisted branches and roots winding around yellowed bone and tendon. Thick bark grew like a gorget with a foul skull sitting atop. Edrik leaned forward as he walked towards the Pallid creature, his mask taking on a moonlike glow. The Pallid Shambler stopped and slouched. The skull sat tilted as if eager for the latest gossip.
Mira, eyes wide, finally exhaled. She stared at Edrik who seemed lost in another of his reveries. Mira hissed a steely whisper. “Well?! Edrik! Snap out of it! What’s happened?!”
Edrik indeed did appear to snap out of it. His head quickly turned to Mira, birdlike. “Ah, yes. It will not harm us… I…”
Mira’s eyes somehow grow larger “You’re a Thornmouth?!”
Edrik nodded and shrugged, looking like a terible ghoul of a child with their hand in the cookie jar, “Yes… and no. It is complicated.” Edrik turned back to the Pallid Shambler, “Show us Barrowdale.”
Off the Pallid Shambler trode in its rocking gait to lead the way.
Session end, and what a session! I’m enjoying drawing out more and more of Edrik’s personality. It’s a lot of fun. I’ll have more to say about the game in the upcoming Role Player’s Digest edition put together by Niamh Celeste.
Boundless is approaching a full release soon. In the meantime check out the Boundless 2 page rules on itch!
For this and other Actual Plays check out my Table of Contents Page.
I also make games! Check out my Itch.io page: Kerova Archive. I am also on DriveThruRPG and RPGTrader.



Nice! Love the marbles. The game is interesting.
Fun stuff! I never got into The Adventure Crafter, since I had the one-page version and always used that instead. The full version always seems like a big time investment, for some reason. Seeing it in action so quickly is really cool.
Boundless is shaping up really nicely.