Shrouded by Sunlight

 

Shrouded by Sunlight

One Shot Open Table Play Report

Mythic Bastionland

The Leaf Knight
The Weaver Knight

Myths

The Wyvern
The Dwarf
The Sun
The Wight
The Bat
The Cave

Prologue

For this one-shot I rolled up 6 random myths, rerolled the Glade (which I have no desire to play during a one-shot), then placed them randomly. When the Company encounters the first two myths those are set in stone for the session and all others fall away.

I asked my players if they wanted to start with a goal, and after some back and forth we decided the Company had been tasked by the leader of a chapel to deliver a chain of precious prayer beads, a gift to the newly arrived Seer.

Wight 1 - 008.008

The Company came upon a young fellow washing clothes in a creek. They all had a chat and then went on their way. Although not much happened I was glad to see that we encountered an omen from this myth. This is one that I have been looking forward to running for a while. Sure hope it gets the room to shine.

Sun 1 - 009.008

The Company camped in an idyllic countryside. Luscious greens with berries and apples and squirrels and rabbits. But then we rolled the first omen of the Sun and the company awoke in the middle of the night. The sun a bright orb on the horizon. The idyllic green replaced by a field of dense yellow flowers. The Leaf Knight took some of the flowers, but to my surprise didn't try to eat them.

Awake anyway, the Company decided to get an early start to their travels.

Sun 2 - 011.008

The Company startled 2 vagabonds who were carrying baskets of produce. The book states these two individuals distrust knights and it made sense to me that they thought that knights in general are compulsively violent and had the cards been shuffled differently would've all ended up as run-of-the-mill thieves. So when the Leaf knight offered to let them go on their way for one of their baskets, well they saw that as a steal.

That evening, the sun showing no sign of actually dipping below the horizon, the Leaf knight sought out some leaves and the Weaver knight used them to weave a tightly woven tarp, constructing an improvised tent that blocks out enough light to actually be able to sleep. Seeing as this is very fitting of the knights and since they had enough daylight they succeeded without needing a single roll.  
 

Sun 3 - 011.008

In their dark shelter the Company was oblivious to the sun's movement during the night. They emerged in the early morning, greeted by a swollen sun in the sky above. The situation, while being odd, didn't call for much interaction so the Company was soon on its way.

Orbis Henge - 011.007

The Company arrived at this Monument. A ring of standing stones of dark purple volcanic glass, the main attraction being an upright ring. The Weaver knight walked through the ring and felt blessed, the Leaf knight cautiously walked around it.

There was a pack of colourful tents setup close by and the Company soon made acquaintances with the acolytes of the Rising Seer. The Rising Seer only shows up at night and since the sun had been hogging that stage these guys had had nothing to do for a few days and were keen to kill the boredom by socialising with the Company.

The Weaver Knight phrased some sentences in such a way that Elrynn, the lead acolyte, figured this knight as a herald of the seer, an unwitting prophet, and decided to pledge temporary service on behalf of himself and the other acolytes.

The Company waited until nightfall to speak to the seer, but alas, he was yet again a no show. The sun remained high in the sky.

The fellowship decided to head north, maybe the folks at Finn Rock would know more. 

On the road - 011.006

The Company remembered their goal today was to deliver the prayer beads to the seer and this gave me a means to have the seer contact the nights despite the lack of night. The Leaf Knight fondled the beads in his hand and noticed that the glass beads gave off a strange green light, reflected from out over the eastern sea. After a brief trip to the coastline the Leaf Knight stood facing the sea and summoned the seer again, but to no avail.

The two knights had a brief back and forth until and decided the seer only shows up at night and therefore artificial darkness need be created. So an acolyte erected a tent, the knights spent some time getting leaves and mud to seal off any openings. And then the two knights and Elrynn entered the tent.

To utter silence.

So the Leaf Knight, fondling in the dark, passed the prayer beads to Elrynn and suggested he attempt a prayer. He held up the beads and before he could start a prayer he saw he reflection of his seer in the glass beads. The seer reached out and touched him and gave him a vision.

There was a moment where it made sense to me that this would have him leap up and bolt outside to act upon the vision. But after a few minutes it really seemed to me to be uncharacteristic of him, so my players were okay with me ret-conning this to a more suitable chain of events.

Instead he leaped up, dropping the beads and exited the tent, exclaiming to his fellow acolytes that they have to warn the realm of a being with insatiable hunger. The knights picked up the beads and promptly followed.

Epilogue

The Fellowship headed north to Finn Rock and send out a messenger to The Pale Keep. The silos and warehouses and granaries and cellars are to be filled asap. Whatever is coming has the potential to consume entire harvests.

The Leaf Knight discovered that the Rising Seer can communicate through the prayer beads, given the knight is in complete darkness. The acolytes were pretty adamant that the knights should hold onto the beads, so going forward the Leaf Knight has a portable seer in their pocket.

Final Thoughts

I am keen to see how the next few session go, seeing that the sun doesn't set and the realm is in a mid frenzy getting ready for an impeding disaster.

My hopes of encountering the Wight were dashed by the dice.

I really liked how the Sun myth and the Rising Seer interacted with each other. Another lucky roll I guess.


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