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The Wyvern's Horn - A Solo Ironsworn Adventure
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<blockquote data-quote="BookTenTiger" data-source="post: 8634492" data-attributes="member: 6685541"><p><strong>The Wyvern's Horn, Part 1: Vow of an Iron Spear</strong></p><p></p><p><em>(Note: I'm going to note the various moves I used during this adventure with italic text. It was my first time running Ironsworn, and there are a few moves I would have run differently. But I think it's interesting how the moves change the plot! There were some really surprising results throughout this adventure.)</em></p><p><em></em></p><p><em>(Character creation: I liked the idea of a big, quiet hunter with a dog. I sketched out a loose idea for the character, and assigned abilities and assets.</em></p><p><em></em></p><p><em>Barndt</em></p><p><em>Home: Bearmark</em></p><p><em>Role: Hunter</em></p><p><em>Abilities: Edge 2, Heart 2, Iron 3, Shadow 1, Wits 1</em></p><p><em></em></p><p><em>Assets: Hound, Slayer, Skirmisher</em></p><p><em></em></p><p><em>I came up with three bonds for Barndt. His dog is a close bond, and I liked the idea that he had a brother who was more of a people-person. I also liked the idea of him being in love with his clan chief… this silent giant pining away seemed like a good hook.)</em></p><p></p><p>Many in the village of Bearmark fear Barndt. He is a big man, broad-shouldered, with a dark and gloomy face. The children teasingly call him the Giant. Barndt is a hunter, and goes on long treks into the nearby woods to search out game and forage for mushrooms and roots. He brings with him only a long iron spear and his hunting dog, an orange hound named Persimmon.</p><p></p><p>Despite his craggy face and mountain of a body, Barndt is a kind-hearted man. He loves animals, even the ones he hunts. He never yells at the children of the village, even when they tease him. He has few friends in town, and waits eagerly each season for the return of his brother, Bastien. Unlike Barndt, Bastien is beloved, a quick-witted trader who travels from village to village, bringing goods and gifts to clan chiefs.</p><p></p><p>It was Bastien, in fact, who one day arrived with a squirming orange puppy in his arms.</p><p></p><p>“I named her Persimmon,” he told Barndt. “It’s a sweet, orange fruit from a land far, far away. I’ve only tasted it once, but I will remember it always.”</p><p></p><p>Barndt fell in love with the puppy immediately. He fed her goat’s milk squeezed from a rag, and she proved an adept hunting dog- quick, intelligent, and loyal.</p><p></p><p><em>(I decided to set the story in the Hinterlands, a region of dense forests and dangerous game. I randomly generated some village names and continued to fill in details of Barndt’s background.)</em></p><p></p><p>Barndt has lived all his life in Bearmark. The village sits at the edge of a river, across which stands the Woodwall, an ancient forest of huge spruce and pines. At the center of the village stands an ancient, iron column, strangely untouched by time and weather. It is carved with a massive bear standing beneath a shining star.</p><p></p><p>The mark of the bear- a bear’s paw with a star at the center- is a common sigil found throughout Bearmark. It is painted on shield, decorates doorways; Barndt has two marks tattooed on the backs of his big, callused hands. Most importantly, the mark of the bear is carved onto a huge bear skull that watches over the village from above the doorway to the Great Hall. It is common knowledge that the skull protects the village from the beasts of the forest; it is a sign of the gods’ favor.</p><p></p><p>The Great Hall is the seat of power for Bearmark’s clan chief: Maroshka of Redwillow. She is a tall, strong woman, with flame-red hair and iron eyes. Maroshka is often called the Red Widow. Her husband was the previous clan chief of Bearmark; their marriage finalized a trade alliance between Bearmark and the wealthy village of Redwillow.</p><p></p><p>The clan chief was slain by assassins sent from Wolfcrag, a rival village downriver. Maroshka took a spear in hand and slew the assassins, and was given her husband’s seat. Since then she has overseen much good fortune for Bearmark, leading the hunts and rituals that keep the village safe and prosperous.</p><p></p><p>Still, there are some who do not trust this outsider, and would rather see a native of Bearmark in the seat of power.</p><p></p><p>Barndt, meanwhile, is madly in love with Maroshka of Redwillow. He is struck by her beauty, by her skill with bow and spear, by her wisdom. Barndt knows his love is not returned; he doubts Maroshka even knows anything but his name. But perhaps one day the Red Widow will look into Barndt’s dark eyes and see his kind heart.</p><p></p><p><em>(Barndt’s Background Vow is Win Maroskha’s Love. Now it was time to generate an Inciting Incident to make my first Iron Vow. When selecting Truths about the world, I chose this one for Defense:</em></p><p><em></em></p><p><em><u>Here in the Ironlands, supplies are too precious, and the lands are too sparsely populated, to support organized fighting forces. When a community is threatened, the people stand together to protect their own.</u></em></p><p><em></em></p><p><em>That truth came with the following Quest Starter:</em></p><p><em></em></p><p><em><u>A settlement is unable, or unwilling, to defend itself against an imminent threat. Why? What peril do they face? What will you do to protect them?”</u></em></p><p><em></em></p><p><em>I liked the idea of Barndt having to face off against a dangerous beast. I chose a wyvern, because it’s cool. I thought it would make sense for a wyvern to attack when most of the hunters are gone, and only Barndt is left to hunt down the serpent. Things took some interesting twists and turns, though!)</em></p><p></p><p>In the last few weeks, a wyvern has been spotted circling above the Woodwall. The green-scaled serpent has attacked some sheep, and one villager swears it snatched up his horse. But Maroshka has been hesitant to attack the wyvern, fearing it would easily slay her hunters.</p><p></p><p>Scouts have spotted the annual arrival of a massive herd of elk. This hunt is important for Bearmark; it is a ritual the hunters partake in to give glory to the gods. A few days ago, Maroshka rode out of town, leading her hunters towards the migrating elk.</p><p></p><p>Barndt stayed behind. It is around the time of the season that his brother usually visits Bearmark. Barndt has been waiting for his brother to pass through the Woodwall, burdened with strange gifts from across the lands. But Bastien is late.</p><p></p><p>The wyvern, the hunt, the Woodwall… Barndt has a bad feeling about all of this.</p><p></p><p>Barndt is sitting inside his simple hut at the edge of Bearmark. The fire in his hearth crackles. He is sharpening his iron spear. Persimmon sleeps at his feet.</p><p></p><p>Barndt hears a terrible scream from outside, and a sound like a howling wind. He races outside, Persimmon following. He sees the wyvern, its body bigger than a horse, its great winged arms cutting through the air. It hovers over a child who has fallen to the ground. Villagers are running about, some hurling stones at the wyvern, other screaming and fleeing.</p><p></p><p>Barndt doesn’t hesitate. He and Persimmon charge forward!</p><p></p><p><em>(I roll for Enter the Fray… and miss! Not only that, I roll a match, which means something dramatic happens.)</em></p><p></p><p>Persimmon’s barking startles the beast, and it quickly snatches the child off the ground, its great talons closing around her limp form. Wings beating heavily, the wyvern starts to lift back up into the sky.</p><p></p><p><em>(The wyvern has initiative, and I assume it’s going to try to fly away with the child. I decide to Turn the Tide, giving myself initiative. But it’s risky. If I miss, I could suffer grave consequences. Luckily, I get a Strong Hit on my Strike!)</em></p><p></p><p>Barndt ducks beneath the wyvern’s snapping jaws and sinks his iron spear into the creature’s leg. The wyvern gives out a piercing screech as Persimmon snaps at its wings.</p><p></p><p>Barndt grabs the child and tries to pull it from the wyvern’s talons. The leg is weakened by his strike, and the unconscious child tumbles into his arms.</p><p></p><p><em>(Face Danger - Strong Hit)</em></p><p></p><p>“Take the child!” Barndt shouts out, his voice barely raised above the roar of the wyvern’s wings. He ducks beneath the serpentine neck and shoves the child towards a villager. Suddenly the wyvern turns, and its long tail slams into Barndt’s side. He’s driven to the ground, but stays on one knee.</p><p></p><p><em>(Face Danger - Weak Hit - Endure Harm - Strong Hit. Combat Action - Intimidate or Frighten)</em></p><p></p><p>The wyvern continues its slow spin in the air, roaring and snapping at the villagers, trying to free enough space to lift up to a higher position. Barndt barks out, “Grab nets! Bring the wyvern to the ground!”</p><p></p><p>But the people of Bearmark are in a panic. They flee from the great beast, and from the lone hunter.</p><p></p><p><em>(Secure an Advantage - Miss & Match - Pay the Price / Action & Theme - Something of Value is Lost or Destroyed / Raid Pride)</em></p><p></p><p>The wyvern rises into the air, circling, screaming, and then with a few flaps of its huge wings lands on the roof of the Great Hall. Its tail sweeps through the thatch roof, shattering the beams. Half the roof collapses into the ever-burning hearth at the Great Hall’s center. Flames erupt and the wyvern roars. The great bear skull above the Hall’s door falls and shatters in the village square.</p><p></p><p><em>(Combat Action - Attack with Precision / Face Danger - Strong Hit)</em></p><p></p><p>The wyvern turns its serpentine head, seeking out Barndt. Its yellow eyes narrow, and it launches from the roof, tearing away more thatch and wood with its claws. Blood drips from the wound in its leg. The wyvern roars and dives!</p><p></p><p>Barndt sprints towards the river, and dives in. He swims as deep as the waters allow, scraping against the rocky bottom. Above him, talons scissor through the water. They lift, empty, and the shadow of the wyvern passes overhead.</p><p></p><p>Barndt knows the wyvern will destroy Bearmark searching for him. He swims to the surface then charges towards the treeline of the Woodwall. He knows the wyvern will see him- in fact, he counts on it. If he can draw the wyvern towards the forest, he can keep his village safe.</p><p></p><p><em>(At this point I decided to use the Battle move to play out the end of this conflict. Battle - Weak Hit - Pay the Price - A new danger or foe is revealed!)</em></p><p></p><p>The shadow of the wyvern passes over Barndt, and he hears its great wings cutting through the crisp winter air. Before the wyvern can dive Barndt has safely charged into the dark shadows between the trees. The wyvern circles, and circles again.</p><p></p><p>Suddenly a horn rings out across the forest, a deep reverberating call. The wyvern turns, and with a few flaps of its massive wings, sails straight towards the sound. Barndt loses view of the creature. Someone is calling to it, someone controls it.</p><p></p><p>Barndt mulls over this as he limps back towards the village. He crosses a log bridge and whistles for Persimmon. Barndt knows the land once belonged to mythical folk: giants and elves, spirits who controlled the land and air. But who could be powerful enough to control a wyvern?</p><p></p><p>The Great Hall is in ruins. Barndt squats and checks Persimmon for wounds. She has escaped the conflict unharmed. Barndt wishes he could say the same, his ribs ache where the wyvern’s tail had slammed into him.</p><p></p><p>Barndt sends Persimmon to retrieve his iron spear. He surveys the ruins of the Great Hall, the smoldering beams, the shattered skull. This is the seat of Maroshka’s power. Those who already doubted her will have their suspicions doubled. They will blame her for this, for going on a hunt while the wyvern lurked.</p><p></p><p>Barndt takes his iron spear from Persimmon. He grips it in his massive hands, feels the iron rings set along the wooden shaft. He thinks of his beloved Maroshka of Redwillow, her fiery hair, her flinty gaze. He makes a vow, so quietly that only Persimmon hears him. Persimmon, and the iron.</p><p></p><p>“I will restore your honor, Maroshka. I will hunt down whoever controls the wyvern, and slay them!”</p><p></p><p><em>(Swear an Iron Vow - I will slay the wyvern’s master - Weak Hit. I trace out some possible milestones for this formidable quest:</em></p><p></p><ol> <li data-xf-list-type="ol"><em><em>Follow the wyvern’s blood trail</em></em></li> <li data-xf-list-type="ol"><em><em>Discover who is controlling the wyvern</em></em></li> <li data-xf-list-type="ol"><em><em>Separate them from the wyvern</em></em></li> <li data-xf-list-type="ol"><em><em>Kill them</em></em></li> <li data-xf-list-type="ol"><em><em>Bring a token back to the village)</em></em></li> </ol><p></p><p><em><u>To be continued…</u></em></p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8634492, member: 6685541"] [B]The Wyvern's Horn, Part 1: Vow of an Iron Spear[/B] [I](Note: I'm going to note the various moves I used during this adventure with italic text. It was my first time running Ironsworn, and there are a few moves I would have run differently. But I think it's interesting how the moves change the plot! There were some really surprising results throughout this adventure.) (Character creation: I liked the idea of a big, quiet hunter with a dog. I sketched out a loose idea for the character, and assigned abilities and assets. Barndt Home: Bearmark Role: Hunter Abilities: Edge 2, Heart 2, Iron 3, Shadow 1, Wits 1 Assets: Hound, Slayer, Skirmisher I came up with three bonds for Barndt. His dog is a close bond, and I liked the idea that he had a brother who was more of a people-person. I also liked the idea of him being in love with his clan chief… this silent giant pining away seemed like a good hook.)[/I] Many in the village of Bearmark fear Barndt. He is a big man, broad-shouldered, with a dark and gloomy face. The children teasingly call him the Giant. Barndt is a hunter, and goes on long treks into the nearby woods to search out game and forage for mushrooms and roots. He brings with him only a long iron spear and his hunting dog, an orange hound named Persimmon. Despite his craggy face and mountain of a body, Barndt is a kind-hearted man. He loves animals, even the ones he hunts. He never yells at the children of the village, even when they tease him. He has few friends in town, and waits eagerly each season for the return of his brother, Bastien. Unlike Barndt, Bastien is beloved, a quick-witted trader who travels from village to village, bringing goods and gifts to clan chiefs. It was Bastien, in fact, who one day arrived with a squirming orange puppy in his arms. “I named her Persimmon,” he told Barndt. “It’s a sweet, orange fruit from a land far, far away. I’ve only tasted it once, but I will remember it always.” Barndt fell in love with the puppy immediately. He fed her goat’s milk squeezed from a rag, and she proved an adept hunting dog- quick, intelligent, and loyal. [I](I decided to set the story in the Hinterlands, a region of dense forests and dangerous game. I randomly generated some village names and continued to fill in details of Barndt’s background.)[/I] Barndt has lived all his life in Bearmark. The village sits at the edge of a river, across which stands the Woodwall, an ancient forest of huge spruce and pines. At the center of the village stands an ancient, iron column, strangely untouched by time and weather. It is carved with a massive bear standing beneath a shining star. The mark of the bear- a bear’s paw with a star at the center- is a common sigil found throughout Bearmark. It is painted on shield, decorates doorways; Barndt has two marks tattooed on the backs of his big, callused hands. Most importantly, the mark of the bear is carved onto a huge bear skull that watches over the village from above the doorway to the Great Hall. It is common knowledge that the skull protects the village from the beasts of the forest; it is a sign of the gods’ favor. The Great Hall is the seat of power for Bearmark’s clan chief: Maroshka of Redwillow. She is a tall, strong woman, with flame-red hair and iron eyes. Maroshka is often called the Red Widow. Her husband was the previous clan chief of Bearmark; their marriage finalized a trade alliance between Bearmark and the wealthy village of Redwillow. The clan chief was slain by assassins sent from Wolfcrag, a rival village downriver. Maroshka took a spear in hand and slew the assassins, and was given her husband’s seat. Since then she has overseen much good fortune for Bearmark, leading the hunts and rituals that keep the village safe and prosperous. Still, there are some who do not trust this outsider, and would rather see a native of Bearmark in the seat of power. Barndt, meanwhile, is madly in love with Maroshka of Redwillow. He is struck by her beauty, by her skill with bow and spear, by her wisdom. Barndt knows his love is not returned; he doubts Maroshka even knows anything but his name. But perhaps one day the Red Widow will look into Barndt’s dark eyes and see his kind heart. [I](Barndt’s Background Vow is Win Maroskha’s Love. Now it was time to generate an Inciting Incident to make my first Iron Vow. When selecting Truths about the world, I chose this one for Defense: [U]Here in the Ironlands, supplies are too precious, and the lands are too sparsely populated, to support organized fighting forces. When a community is threatened, the people stand together to protect their own.[/U] That truth came with the following Quest Starter: [U]A settlement is unable, or unwilling, to defend itself against an imminent threat. Why? What peril do they face? What will you do to protect them?”[/U] I liked the idea of Barndt having to face off against a dangerous beast. I chose a wyvern, because it’s cool. I thought it would make sense for a wyvern to attack when most of the hunters are gone, and only Barndt is left to hunt down the serpent. Things took some interesting twists and turns, though!)[/I] In the last few weeks, a wyvern has been spotted circling above the Woodwall. The green-scaled serpent has attacked some sheep, and one villager swears it snatched up his horse. But Maroshka has been hesitant to attack the wyvern, fearing it would easily slay her hunters. Scouts have spotted the annual arrival of a massive herd of elk. This hunt is important for Bearmark; it is a ritual the hunters partake in to give glory to the gods. A few days ago, Maroshka rode out of town, leading her hunters towards the migrating elk. Barndt stayed behind. It is around the time of the season that his brother usually visits Bearmark. Barndt has been waiting for his brother to pass through the Woodwall, burdened with strange gifts from across the lands. But Bastien is late. The wyvern, the hunt, the Woodwall… Barndt has a bad feeling about all of this. Barndt is sitting inside his simple hut at the edge of Bearmark. The fire in his hearth crackles. He is sharpening his iron spear. Persimmon sleeps at his feet. Barndt hears a terrible scream from outside, and a sound like a howling wind. He races outside, Persimmon following. He sees the wyvern, its body bigger than a horse, its great winged arms cutting through the air. It hovers over a child who has fallen to the ground. Villagers are running about, some hurling stones at the wyvern, other screaming and fleeing. Barndt doesn’t hesitate. He and Persimmon charge forward! [I](I roll for Enter the Fray… and miss! Not only that, I roll a match, which means something dramatic happens.)[/I] Persimmon’s barking startles the beast, and it quickly snatches the child off the ground, its great talons closing around her limp form. Wings beating heavily, the wyvern starts to lift back up into the sky. [I](The wyvern has initiative, and I assume it’s going to try to fly away with the child. I decide to Turn the Tide, giving myself initiative. But it’s risky. If I miss, I could suffer grave consequences. Luckily, I get a Strong Hit on my Strike!)[/I] Barndt ducks beneath the wyvern’s snapping jaws and sinks his iron spear into the creature’s leg. The wyvern gives out a piercing screech as Persimmon snaps at its wings. Barndt grabs the child and tries to pull it from the wyvern’s talons. The leg is weakened by his strike, and the unconscious child tumbles into his arms. [I](Face Danger - Strong Hit)[/I] “Take the child!” Barndt shouts out, his voice barely raised above the roar of the wyvern’s wings. He ducks beneath the serpentine neck and shoves the child towards a villager. Suddenly the wyvern turns, and its long tail slams into Barndt’s side. He’s driven to the ground, but stays on one knee. [I](Face Danger - Weak Hit - Endure Harm - Strong Hit. Combat Action - Intimidate or Frighten)[/I] The wyvern continues its slow spin in the air, roaring and snapping at the villagers, trying to free enough space to lift up to a higher position. Barndt barks out, “Grab nets! Bring the wyvern to the ground!” But the people of Bearmark are in a panic. They flee from the great beast, and from the lone hunter. [I](Secure an Advantage - Miss & Match - Pay the Price / Action & Theme - Something of Value is Lost or Destroyed / Raid Pride)[/I] The wyvern rises into the air, circling, screaming, and then with a few flaps of its huge wings lands on the roof of the Great Hall. Its tail sweeps through the thatch roof, shattering the beams. Half the roof collapses into the ever-burning hearth at the Great Hall’s center. Flames erupt and the wyvern roars. The great bear skull above the Hall’s door falls and shatters in the village square. [I](Combat Action - Attack with Precision / Face Danger - Strong Hit)[/I] The wyvern turns its serpentine head, seeking out Barndt. Its yellow eyes narrow, and it launches from the roof, tearing away more thatch and wood with its claws. Blood drips from the wound in its leg. The wyvern roars and dives! Barndt sprints towards the river, and dives in. He swims as deep as the waters allow, scraping against the rocky bottom. Above him, talons scissor through the water. They lift, empty, and the shadow of the wyvern passes overhead. Barndt knows the wyvern will destroy Bearmark searching for him. He swims to the surface then charges towards the treeline of the Woodwall. He knows the wyvern will see him- in fact, he counts on it. If he can draw the wyvern towards the forest, he can keep his village safe. [I](At this point I decided to use the Battle move to play out the end of this conflict. Battle - Weak Hit - Pay the Price - A new danger or foe is revealed!)[/I] The shadow of the wyvern passes over Barndt, and he hears its great wings cutting through the crisp winter air. Before the wyvern can dive Barndt has safely charged into the dark shadows between the trees. The wyvern circles, and circles again. Suddenly a horn rings out across the forest, a deep reverberating call. The wyvern turns, and with a few flaps of its massive wings, sails straight towards the sound. Barndt loses view of the creature. Someone is calling to it, someone controls it. Barndt mulls over this as he limps back towards the village. He crosses a log bridge and whistles for Persimmon. Barndt knows the land once belonged to mythical folk: giants and elves, spirits who controlled the land and air. But who could be powerful enough to control a wyvern? The Great Hall is in ruins. Barndt squats and checks Persimmon for wounds. She has escaped the conflict unharmed. Barndt wishes he could say the same, his ribs ache where the wyvern’s tail had slammed into him. Barndt sends Persimmon to retrieve his iron spear. He surveys the ruins of the Great Hall, the smoldering beams, the shattered skull. This is the seat of Maroshka’s power. Those who already doubted her will have their suspicions doubled. They will blame her for this, for going on a hunt while the wyvern lurked. Barndt takes his iron spear from Persimmon. He grips it in his massive hands, feels the iron rings set along the wooden shaft. He thinks of his beloved Maroshka of Redwillow, her fiery hair, her flinty gaze. He makes a vow, so quietly that only Persimmon hears him. Persimmon, and the iron. “I will restore your honor, Maroshka. I will hunt down whoever controls the wyvern, and slay them!” [I](Swear an Iron Vow - I will slay the wyvern’s master - Weak Hit. I trace out some possible milestones for this formidable quest:[/I] [LIST=1] [*][I][I]Follow the wyvern’s blood trail[/I][/I] [*][I][I]Discover who is controlling the wyvern[/I][/I] [*][I][I]Separate them from the wyvern[/I][/I] [*][I][I]Kill them[/I][/I] [*][I][I]Bring a token back to the village)[/I][/I] [/LIST] [I][U]To be continued…[/U][/I] [/QUOTE]
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The Wyvern's Horn - A Solo Ironsworn Adventure
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