“Nothing wagered, nothing gained!” Not bad for someone’s last words.
Isolde Heisenberg is about to meet the spirit of the mask face-to-face… so to speak. Will she emerge unscathed? What other bad ideas will our heroes follow through on?
Sunrise rouses our heroes after their long, terrible night. They have one chance to nurse their wounds before they must venture deeper in the dark of the Verdwood. Soon, they will reach Semel Atsum and foil the plans of Jeanne Arquebus.
In the meantime though, they face the morning, and mornings are a time for consequences.
Reed oozes. Kaija oozes. Isolde undertakes a foolish experiment.
Dark nights in deadly woods can go poorly and they can go well. Wary travelers make necessary precautions. Watches are set. Fires are tended to. The greatest safeties are assured.
The forest demands its price.
Reed stands watch. Kaija stands watch. Isolde sleeps until she awakens feeling… arachnid?
Recovering from their ambush at Sapstring Ridge, our heroes make camp in the deadly Verdwood. They tend to their wounds, pay heed to the demands of their faiths and cultures, and discover danger hiding in their very midst. Who’s been keeping secrets? What dangers do those secrets bring?
Isolde interrogates, Kaija goes on a walk, and Reed makes a sacrifice.
As our heroes rush through the Verdwood, they are ambushed at Sapstring Ridge. In the bitter-cold rain, they struggle for their lives against unfeeling, masked opponents. Anton, Riku, and Tristran were meant to provide aid, but will they be mere burdens? How heavy will the guilty conscience weigh should one of these brave souls fall prey to the forest’s predators?
Reed endures, Isolde stomps, and Kaija conducts a strange interview.
Our heroes return to the Verdwood at the bidding of their now much-less-mysterious benefactor, Sir Dagmar Karppinen and the True Originalist “Truthseekers”. Though, our heroes do not embark on this journey alone. Alone or not, the woods are listening, and they will take their toll.
Kaija shoots. Isolde casts. Reed makes a peculiar decision.
“I sometimes have regrets.” – Impediment Reed
Our first arc of the Iron Immortals podcast has been an amazing experience. The last time I regularly ran RPG game sessions was back when I was working on Red Dead Redemption down in San Diego. That campaign died, however, when the regular 80-hour work weeks sent me to the hospital for the second time. If I tried to do more than sleep and work, I would collapse. I just lacked the fortitude to go on.
Our heroes finally meet their mysterious benefactor and are faced with a terrible decision. Do they do as they have promised and seek out the perpetrator of the Messertag murders, or do they face a new challenge before it grows to endanger the whole of the Empire?
Reed makes an entrance. Kaija makes a friend. Isolde makes an unusual call.
Fragment of the titan in hand, Kaija, Islode, and Impediment have only a scant few hours before their plot is discovered. They need to skip town and fast. However, Reed has other plans.
Reed endangers the party. Kaija tracks. Isolde takes an unexpected nap.
Adventure Moves inspired by The Sprawl: http://crookedthimble.com/wp-content/uploads/2016/10/HarrasreikaAdventureMoves.pdf
Iron Immortals Class Sheets: http://crookedthimble.com/wp-content/uploads/2016/09/DW_Iron_Immortals_Play_Sheets_Reduced.pdf
Iron Immortals Setting Primer: http://crookedthimble.com/wp-content/uploads/2016/10/IronImmortalsSettingPrimer.pdf
Game Master: Trick Dempsey (@trickdempsey on Twitter)
Players: Briana Dempsey (@BrianaNDempsey on Twitter), Bob Poteete (@RobertPoteete on Twitter), Hannah Garbacz (@CindersElla on Twitter).
Game System: Dungeon World! http://www.dungeon-world.com/
Support our Patreon! http://www.patreon.com/crookedthimble
Search and Fight by Sergey Cheremisinov – http://freemusicarchive.org/music/Sergey_Cheremisinov/Dream/Sergey_Cheremisinov_-_Dream_-_05_Search_and_fight
Moonlight by Sergey Cheremisinov – http://freemusicarchive.org/music/Sergey_Cheremisinov/Dream/Sergey_Cheremisinov_-_Dream_-_02_Moonlight