Kharn continues his trek through the grasslands in search of the a former high priest of the demon Malakai…
Day 3.
Summer Weather: Windstorm means no travel. Minus 2 to Lost check = Kharn is lost. No POI but we do have an encounter. Hunters 6 HP; 6 HP; 5 HP. Longbows d6, and daggers d6D.
Not far into the day’s travel a severe windstorm blows heavily from the west. Kharn soon realizes he must be lost and almost stumbles into 3 hostile trophy hunters. The weather has ruined any chance of the hunters finding worthy prey. Kharn, sensing he is at a serious disadvantage, offers the bounty of Malakai (3 rations) before attempting to move on. They take the rations, and Kharn turns to leave.
Failed PRE check.
One of the hunters yells over the gusting winds that maybe they should just take all of his rations. Kharn tries to cut his losses and runs into the tall grass hoping to lose them in the storm.
Failed AGI check.
They soon catch up to Kharn and surround him. Gorechild starts hum in his grasp as a rage takes him over.
Rage counter 3 rounds.
Kharn reacts first, charging the hunter in the middle, Gorechild beheading him. One hunter backs away shooting his bow. The arrow glances off Kharn’s leathered shoulder. The other hunter thrusts with a dagger, Kharn sidesteps and counters with on overhead swing ending with Gorechild burying itself in the hunter’s chest. As Kharn pulls the greataxe from the man’s chest, an arrow buzzes by his head. Kharn turns his grim blood covered face towards the last hunter who turns and flees into the storm. The rage leaves Kharn, as the winds start to abate. Gorechild, dripping in blood, still hums in his hand. Kharn takes back his rations, along with the hunter’s rations, 20 sp and 3 doses of Gruul. He moves to a spot to camp for the night.
No night encounter. Plus 1 XP.
Day 4.
Gruul Tea = +1 agility for the day. Heatwave reduces travel by half and double rations. Successful INT roll, get lost is not rolled at disadvantage. No point of interest, encounter or camp encounter.
The day begins with extreme heat. Kharn brews a tea of Gruul before setting out and is able to regain his bearings and heads east once more. Kharn makes camp feeling exhausted and famished after a difficult trek in the heat.
Day 5
Light rain. Not lost. POI: sunken cistern hole. Encounter: dangerous beast.
The day begins with a welcoming light rain after the previous day’s intense heat. He manages to stay on track heading eastward. Kharn comes upon a sunken cistern. It is open and has clean water. As Kharn fills a water bag, a Lion growls as it comes out of the nearby grasses. Kharn slowly reaches back for some meat from his rations, places it on the ground and backs away. The Lion keeps growling until Kharn fades further into the grasses. Kharn makes camp further east from the cistern.
Night encounter: 2 Sons of Akai. Reaction: Killing 4 HP, 4 HP; Spears d6; Morale 8
Two Sons of Akai creep into Kharn’s camp intent on killing him. Their patrols are always a dangerous possibility. Kharn wakes to the sound of footsteps crossing the ground near him. He leaps to his feet Gorechild in hand facing 2 foes. They jab with their spears as Kharn dodges and backs away before engaging and killing the first Son of Akai. Gorechild hums in his hands, seeming to enjoy so much blood given in Malakai’s name.
Morale save: Son of Akai keeps fighting.
Kharn parries another spear thrust and follows with a gash in the opponent's side. The Son of Akai screams with rage in a last ditch attempt to wound Kharn and succeeds in making a long cut along his thigh. Kharn yells in return ending the battle with Gorechild embedding in the Son of Akai’s head. After searching the bodies, he finds 4 rations and 20 sp.
Notes:
I really tried to avoid the fight in Day 4, assuming Kharn would be overwhelmed but using the rage skill helped him out of it. When deciding on the number of foes in an encounter, such as d6 Trophy Hunters, I use d6 at disadvantage, taking the lower number. This encounter seemed to warrant XP.
Kharn almost died in the encounter with the Sons of Akai which helped me get over the feeling that I might have been giving Kharn easy encounters. I envision the Sons of Akai as roaming patrols seeking to elicit fear of the Demon Lord they serve.
Kharn should be reaching his destination very soon.
Glad Kharn pulled through when facing those hunters - my experience of Kal-Arath has been that being outnumbered is really, really bad. It’s good to pick your battles and run when you need to, but clearly the rage of Malakai was with Kharn when he needed it!
A bloody few days for Kharn, but at least Gorechild is happy! Great write up