Boundless - Edrik 3
Delving a Dungeon
Last episode Edrik set out with Mira into the Derweald forest to find a place called the Barrowdale. Edrik wants to help her find a cure for her ailing father as he feels responsible for her predicament - having murdered 2 members of the Church of the One Light who were going to take her there.
Edrik knew the Barrowdale long ago, before it was taken by the Derweald. Also, Edrik was revealed to be a type of Thornmouth.
We pick up their journey in the Derweald as the pair follow a Shambler Edrik is able to control…
Day 4. Watch 2
Travel Fortune Roll likely 3d: 1 hit. Mark progress. Journey complete. Setback: Lost -1D to next travel roll. We will make the place a bit harder to find. They will need to camp and search the hex/area.
Edrik sent the Shambler off in a new direction when his hold began to show signs fading. He was certain they must be near where the 1 Verdant Medicinal Gardens once were. Noticing what had to have been to Overlord’s Night Tower - he knew they must be close! Light was beginning to fade and Mira called for them to set up camp and search in the morning.
Day 4. Watch 3.
Camp Fortune roll likely: 1 hit. Boon: better position next check. Setback: Flight: Break camp immediately.
Edrik kept watch, sitting with his back to the low coals of the spent fire. A presence began to stir in the roots and vines of the Derweald. Edrik could sense 2 the Derweald straining. It felt as if the very air was becoming heavy - the Derweald was surging! Edrik wasted no time waking Mira. She could tell the need for upmost haste and was almost running ahead of Edrik before slowing to follow his lead.
They ran and ran and finally slowed to a walk, beginning to circle back. Edrik spoke a little about his connection to the Derweald and how he knew a surge was happening. A surge was the Derweald having something like a localized intense growth spurt where the vines and roots grew with abandon - claiming all life for itself.
He assured Mira it would be safe to return now, but they would see an increased amount of dense greenery.
Day 5. Watch 1.
Scout and Supply Fortune roll likely odds with good position 3D: 1 hit. Find the Verdant Medicinal Gardens. Boon: 1 rations. Ground: Succeed an Agility Check or gain an “Exhausted” Condition 4D: 1 hit. Cost (it’s dark down there): Roll on Torch pool: 1 torch used up.
The greenery was indeed dense, but it also moved some of the surrounding walls of a ruin. They were cresting the top wall when it shifted. Luckily they maintained their footing - however the ruins underneath were dark.
We get to check out Delving mechanics now. It starts with the Setup. Some form of light is always needed. No lightsource makes all rolls from a worse position. Lightsource dice pools are rolled every 20 minutes of real time.
I will give this Delve a track of 6. I will show the Explore Fortune Rolls as a footnote. 3
Edrik leads the way down into what was known as the Verdant Medicinal Gardens of Barrowdale. Now, the once tall blown glass fitted ceilings have all but been shattered and ground to crumbled scree. It is an underground ruin with dirt, dust and white roots hanging from almost every part of the cracked and collapsed building.
Mira stays close behind with the torch. The hiss and sizzle of the flame seems so loud in the darkened damp hallways. The hallways are like a maze, with tunnels leading into large rooms where everything looks to have succumbed to the ravages of time.
There are some strange pale flowers growing from between the cracks of broken planters.
They end up traversing the same hallways more than once. Some areas are completely blocked. At one point they notice some signs of recent activity, bones picked clean.
Mira stops and points out a large cocoon that is gently swaying. They both freeze and take in their surroundings. This area is fairly large, stone walls with columns holding up a high ceiling. They look up and see more hanging cocoons above.
Edrik pulls both daggers and Mira keeps the torch up while grasping the cudgel in her other hand. They have their backs to each other as they slowly circle.
Pre check: 0 Hits, Push the roll taking 1 Fatigue. 0 Hits. Lose initiative. 4
A wet spurting sound is followed by a thick strand of heavy silk that hits Mira hard, covering part of her legs and gluing her in place. Edrik tracks the origin of the silken spit and charges in with both daggers at the ready. He sees the Halflit hanging in the shadows on a column and nicks the it with Oh'amunh, to peel away 10 years of its remaining life. The Halflit flutters up and away into the dark.
Mira continues to struggle to free herself from the silk, waving the torch around. The Halflit quietly lands in front of her and pulses out a soft warm glow. Mira’s eyes lose focus. Edrik turns his head and squints as he comes in from behind stabbing with his stiletto into the soft body of the Halflit.
The glow abrubtly fades as it lurches around to face Edrik, extending a viscious proboscus into Edrik’s leg. The Halflit just begins to slurp as Edrik pulls back, wincing at the pain from the sharp proboscus sliding raggedly out of his leg.
Mira yells, pulling herself from the sticky silk, to smash her cudgel into the side of the Halflit, allowing Edrik to stab the steletto cleanly into its head.
Both recover lost HP after a short rest. Torch pool roll. Pre check to look for usable items. 1 hit. Find something and setback is roll on the torch pool again: no change. Treasure Table: Form: Chain. Features: Balanced and Threaded. Worth to Healers. This will be a Relic belonging to the Church of the One Light. Used in healing rituals. Braided Chain Relic. Can ward off disease and some conditions. Oracle: Could this help Mira’s father? Very likely: 3 hits = Yes, very much yes.
Some time later, Edrik and Mira solemnly pick through the piled castoffs from the Halflit’s many victims. Their torches cast eery shadows amongst the hanging cadavers. As they shift ever so slightly in the gloom, both flick their gazes up from time to time, warry of further danger.
Eventually, Edrik pulls out the wide golden Braided Chain Relic. He cannot help but feel its power and yet is repulsed by the Church insignia emblazoned on its heavy clasp.
They do mange to find some of the healing flowers they originally came for, however it turns out to be the Relic that will set Mira’s father on a course to be cured.
After they return back to Mireroads, indeed, the mere presence of the Relic ensured Mira’s father was well on the road to being cured day after day.
Before leaving, Edrik bid Mira to keep the Relic as something belonging to the Church of the One Light could only be a curse for him, in his mind. He believes the Church was deceiving Mira and that they were in fact after this relic for themselves. Better it rests in her hands than theirs.
Time for an advancement for Edrik. +2 HP and +1 Pre (there seemed to be opportunities where an extra point in Presence could have made a difference with some crucial tests).
I feel like I am getting more a feel for the mechanics of Boundless. It seems like there is so much for Edrik to do. I’d like to figure out ways of introducing NPCs while out adventuring more. The Delve felt very dangerous and fun!
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.
[Roll on Where Table: Farm = gardens]
[Edrik has an ability called The Pull - connecting him to the Derweald.]
Explore Fortune roll likely 3D: 2 hits. Mark 2 progress. Explore fortune roll (EFR) even (now that they are further in) 2D: 0 Hits. No progress and setback. Exhaustion: Take a Short Rest or gain a “Fatigued” Condition. I’ll roll on the torch dice pool. EFR even: No hits. Disorientation: Suffer -1D on the next Explore roll. EFR even -1 1D: 1 hit. Progress and setback. Disorientation: Suffer -1D on the next Explore roll. EFR even 1D: 0 hit. Setback: Threat: Start and/or roll a P4 Event Pool for an immediate danger. Event Pool Immediate Danger: P2. EFR even 2D: 1 hit. Progress and setback. Disorientation. -1D on the next Explore roll. EFR even 1D: 0 hits. Setback: Darkness: Roll the active light source’s Pool. EFR even 2D: 0 hits. Sign: Start and/or roll a P4 Event Pool for an encounter. Event Pool: Encounter: P2. EFR even 2D: 1 hit. Progress. Setback: Event Enc: 0 hits. Is the encounter an NPC? Unlikely: No.
Halflit starts with Silk Spit at Mira because she has the torch. 2 Damage to Mira and she gains Grappled. Halflit HP 8. Edrik comes in with both daggers: 3 Damage and 10 Years off the Haflit’s life (d6 x 10 years of life left: 60) (50). Mira tries to pull herself from the silk Str test 1D: 0 Hits. It is no use. Halflit does Luring Glow (all who see it must come towards it). Mira loses her next action. Edrik will check Pre 2D: 1 hit. The set back is only being able to get one attack in. 1 Damage. Halflit uses Proboscis on Edrik 1 Damage to edrik and it recovers one damage. Both Mira and Edrik attack: Edrik Kills the Halflit. Combat is no joke!


Great display of the delving mechanics.
Great picture of the cocoons to illustrate the story!