Deep within the Sablewood forest the light from a Spire has gone dim.
With unease spreading through the forest, a group who have recently arrived in the village of Hush, is asked to assist the spire keeper in brining the light back.
They must navigate through the ever moving paths of the Sablewood under shadowy canopy of its giant trees. Will they avoid the sly winged Styxwolf and the predatory Eligator. What secrets will they learn of the mysterious Spires. Or will they fall foul of the corruption they encounter.
This adventure is based on epilogue of the Daggerheart quickstart adventure "The Sablewood messengers"
No previous Daggerheart experience is necessary as I have (hopefully) designed this as an easy to learn as you go scenario.
From the creator's website:
"An ancient device has sent you and your friends, in the blink of an eye, to distant reaches unknown. The key to returning home—or anywhere else—lies within another prior-world site. But entering the towering Icon, topped by its mysterious, many-armed statue, is taboo to the locals—and the ruin contains a dangerous legacy of its original function. . . .
Ashes of the Sea is a complete adventure—plus complete quickstart rules that introduce concepts and character types from Numenera Discovery and Numenera Destiny—for novice and veteran Numenera players. If you’ve never played Numenera, or don’t even own the game rules, you’ll find everything you need (except dice!) to learn, run, and play the adventure. And experienced players will love the adventure itself. It even comes with a set of six characters, fully pregenerated and formatted to make it easy to learn Numenera."
Ashes of the Sea was the 2018 Free RPG Day adventure for Numenera.
This will be my first time running a Numenera scenario so I'm curious to see how the system handles itself at the table.
You are a hero sworn to undertake perilous quests in the Ironlands. As an Ironsworn, you will explore untracked wilds, plunge into subterranean caverns, fight desperate battles, forge bonds with isolated communities and uncover the lost secrets of this harsh land.
Are you ready to swear iron vows and see them fulfilled--no matter the cost?
In this session you will create Ironsworn and the iron vows they have sworn, and play to find out whether they can fulfil those vows. We will also set the setting dials for further games of Ironsworn run in Games on Demand over the rest of the weekend. There is no requirement to play in further games and no requirement that you play in this one to play in the others at GoD, it's just a neat way of building a shared set of stories and experiences over the course of the convention.
Content Warning: depending on the table horror elements are likely, also murder is highly likely. We will use the Script Change safety tool, Open Door policy, and begin with a discussion of lines and veils.