So last time we left Kargan and this mystery woman, they were heading back to help the Merchant.
Kargan pulls the girl to her feet. She looks at him with a little bit of fear and shakes her head yes and follows him.
He keeps his axe ready.
He pushes her through the dark trees toward the road.
Tracking check: roll Wits 1 + Survive 1 = 2d8 to find the cart fast.
Results: 6 and 2.
No success.
He stumbles through thick brush, walking in circles. The girl whimpers. The night feels too quiet.
Random Encounter Check: Roll the oracle to see if something approaches.
Result: 7.
No, and things get worse.
Suddenly in the distance, a deep howl is heard through out the forest. Kargan is not sure what it is. He can only tell its not a wolf. Too deep.
The girl freezes, in fear after the howl.
Kargan grabs her arm and drags her.
Roll Agility 2 + Survive 1 = 3d8 to move fast without falling.
Results: 8, 7, 4.
Solid success.
Kargan takes a lucky turn and they break from the trees onto the road. The overturned cart is ahead, wheels half-buried in mud. The figure of the merchant is still there. The girl seems to quicken her pace.
The merchant still breathes, shallow and ragged. His eyes open when he sees the girl.
She runs to him. He grips her sleeve.
Kargan checks the tree line.
Oracle Check: Does he see anything or do the howls get closer?
Result: 1.
Yes, and it is worse.
In the distance up the road, Kargan can see two animal like shapes stalk onto the road. Lean, black-furred things with too many joints. They sniff the air as if trying to locate their prey. They spot Kargan instantly.
Kargan plants himself between the creatures and the cart. He roars and lifts his axe.
Intimidation Roll: Heart 0 + Intimidate 1 = 1d8.
Result: 7.
Weak success.
The weird creatures hesitate, look at one another briefly, the first one lunges at our “hero”.
Roll Might 2 + Fight 1 + Heavy 1 = 4d8 to meet the attack.
Results: 8, 8, 5, 3.
Two solid successes. Exploding 8s: 6, 7.
He splits the first creature’s skull. It falls twitching on the ground, as its blood splatters on the ground and on its companion. The creature looks at his dead friend with horror.
The second creature decided to leap back into the trees, vanishing into the dark.
The girl sobs over her father. Kargan scans the shadows, waiting for another howl.
None comes.
He kneels by the merchant to check him.
Can he move the Merchant without killing him?
Roll Wits 1 + Survive 1 = 2d8 to check move him.
Results: 7 and 2.
Weak success.
That’ll do.
He can move him, but it will hurt and slow them down.
Kargan lifts the man onto his back and signals the girl to follow.
They leave the bloody camp and the corpses behind, heading west toward the nearest village.
For now the creature is gone and hopefully wont return anytime soon, but who knows?
---
Paperwork Section
Current NPCs Met:
Dying merchant (alive, stabilized but weak, carried by Kargan.
The merchant’s daughter (rescued, shaken but unharmed)
Possible Threads:
Return the daughter and her father to safety in the nearest village.
The merchant’s fate (will he survive?)
Kargan’s mounting stress (2/3) and his dislike of helping others
The unnatural creatures on the road at night (what are they?)
The unnatural silence and emptiness of the road (something drove others away)Oracle
d8 oracle:
1 yes, and it is worse
2 yes
3 yes, but it costs you
4 unclear
5 no, but there is an opening
6 no
7 no, and things get worse
8 something unexpected happensCharacter:
Name: Kargan Blacktusk
Concept: Brutal wandering sell-sword
Edge: killing faster than fear
Trouble: anger never cools
Drive: get paid and keep moving
Stats
Might 2
Agility 2
Wits 1
Heart 0
Skills
Fight
Intimidate
Track
Survive
Gear tags
Heavy
Armored
Special
Once per scene, re-roll one die
Hits: 8
Stress: 2/3



Really solid pacing here. The oracle mechanic driving escalation (1 being "yes and worse") creates that snowball effect where danger compounds naturaly without feeling railroaded. Back when I was running solo campaigns the hardest part was always balancing player agency with narrative momentum. Those unnatural creatures with too many joints are perfectly unsettling btw, hits that sweet spot of threatening without overexplaning.