Posted in Wildermyth

Wildermyth: The boy who cried wolfhead

The fourth chapter of the saga dawns with the Mothragi on the march again. However, the Order receives a mysterious note telling it to come to a certain pass and gain an advantage over them. Brothers Norlon and Norloth suit up.

It’s certainly unique to be adventuring with a party that is half made up of members from a single family. The little story scenes they include sons and dads talking back and forth, which is really impressive. I do miss Norly, though. A lot. She was the backbone of the Order, and it’s sad to see Erick venturing on without her.

While some of Wildermyth’s interludes are reflective, moving, or weird, others can be quite hilarious and personable. It kind of brings the game down-to-earth in a good way.

At a stone outcropping that looks like a wolf, Erick encounters the god that’s been calling to him for his entire life. He elects — against his son’s advice — to take an oath and become wolfkind. Practically, this means that Erick gets a big ol’ wolfhead for the rest of the campaign and his retirement age is bumped back a few years. Meanwhile in another province, Jenshae recruits a new warrior for the group named Helen. She’s a bit greedy, but she’ll do in a pinch. They also pick up Scraff, a hunter who can replace Keen when she retires at the end of this chapter.

One cool thing about defending against huge incursions is that you can use ALL of your heroes for the fight instead of just the normal five. It’s a good way for the greenhorns to get in some practice.

Seems like everyone is adjusting to Mr. Wolfhead pretty well at this point.

Stricken by a neigh-incurable disease, the party splits to find a cure for Wyn. The cure is found, but it could also be used to help a local pilgrim restore his long-lost sister. It’s no choice, really — Wyn sacrifices her future for the girl. It’s why the Order is made of heroes. The saved girl, Lonbera, asks to join the Order and help as she was helped.

Meanwhile, Helen makes a little friend when she chases a critter who stole her lucky coin into a cave. Love at first nibble!

The Order finally arrives at Foxrun Ring, where they find an enclave of “good” Mothragi who have been persecuted by all of the bad ones. What follows is a tense escort mission through a stream of never-ending spawns. It’s a nasty fight, and Scraff gets killed when she’s grappled to a spot and then surrounded by the enemy. Then, if that isn’t enough, Norloth sacrifices himself to create three friendly Mothragi to aid in the rest of the battle. The team triumphs, but at what cost?

Posted in Wildermyth

Wildermyth: The wings of walking

The third chapter of the campaign opens with the Order of the Holey Sock investigating even more far-flung areas infested by the Mothragi. Erick and Norly’s kid tags along — he’s a fine enough mystic, but he’s kind of a sixth wheel in our perfect five-person group. Still, I should invest in him if my other guys get too old and retire before the campaign is through.

At a town renowned for its brews, the group is shocked to find a brewmaster making foul concoctions for the Mothragi because his wife is being held by them. Well, that’s not going to stand, especially since it gets in the way of Wyn getting her ale! Well, that’s a noble reason if I ever heard one.

After a fight, a bizarre beacon of light is seen shooting up into the heavens over the horizon. And you can bet that the Order wants to investigate.

Along the way, Jenshae — who will never not touch or talk to a spirit in the woods — makes contact with a giant walking tree. She gives it her heart, and he infuses her with legend and a new sense of purpose. She’s almost become a mythological creature herself.

It’s always exciting when a character levels up, because he or she gets to choose between four abilities that can drastically benefit fights or adventuring.

During an overnight stay in a rainstorm, the party encounters a — witch? seer? reader? — who speaks to Keen of a dream she has. A dream of flying. And the next morning, Keen is forever changed.

The journey to the beacon leads them back to their friend’s forge… which is now strangely devoid of life and full of used mothragi equipment. The crew fends off an assault from all sides before being left with no real answers.

Eleven more years of peace follow. Wyn goes drinking at her friend’s establishment, Norloth falls in love with a traveling salesperson, and Norly, my amazing front-line fighter, retires to be a rancher. However, Erick and Norly’s second son, Norlon, joins the Order in her stead. The game also let me choose who Norly imparts her life’s wisdom to, which I chose to be Norlon. He needs the hand up with an extra level.

Posted in Wildermyth

Wildermyth: Stories from the fire

The next chapter begins for the Order of the Holey Sock. The Mothragi are on the march again, and so many questions swirl about these bio-mechanical monstrosities.

As the team begins to gather, Erick makes a shocking announcement: He’s not planning to return to the Order. Maybe not ever. This line of thought is broken when he encounters a group of “heroes” who are actually some sort of protection racket, shaking down the locals. Erick and Jenshae confront them and try to reason, but it soon ends in bloodshed. Realizing that real heroes are always needed, he quietly comes back to the gang.

In a basement, the Order finds a lockbox — no, not those lockboxes — which is activated by a phrase. They guess it, and it pops open to reveal… a single hide. OK, fine, we’ll take it, but I was hoping for something more grand.

Fight after fight, the Order of the Holey Sock prove their mettle and acquit themselves marvelously. They have so many options during combat — tossing out traps, throwing poison, making trees sprout — that it’s hard to choose sometimes.

But the group could always use more help, and so they recruit Wynwaen — Wyn for short. She’s a headstrong warrior who’s been trying to protect her village from Mothragi attacks for over a year. Now it’s time to take the fight to them.

Group picture time before the fight! Everyone say “that girl has something in her eye ewww” on three! But don’t mistake their smiles, because Norly and Wyn became (for some reason) rivals not long after.

Jenshae comes across a fire that is curiously not hot — and is telling her stories. So she chooses to let it transform her (or at least her arm) so that she can always carry the story with her. Fire arm! It does mean that she can now shoot fire from her hand, which is kinda cool.

“Where would we be if none took risks?” Keen says.

The final fight of Chapter 2 in a Mothragi workshop is a doozy. Not only is there a machine spitting out toxic smoke that hurts everyone for a point of health a turn as long as it’s active, not only is said machine behind barricades that need to be cut through, but there’s also another machine deeper back that’s constructing new enemies at a rate of one per turn. It’s a flat-out race to kill as fast as possible, and the team does what it can. Everyone pulls through OK, except for their Mothragi pet, who perishes to the flame.

10 years follow. Keen hunts a golden stag, Wyn learns smithcraft, Jen’s fire transformation progresses, and Erick and Norly have a son — Norloth — who comes of age and joins the Order.

And while the Mothragi remain a threat, there are those that look to this technology as a way to extend life and cheat death.

Posted in Wildermyth

Wildermyth: The Order of the Holey Sock

It’s been a little while since I last booted up Wildermyth for a campaign — perhaps too long. I’ve wanted to take a party through the other four or five hand-crafted campaigns in this wonderful RPG, and so today I’m going to kick off an adventure through module 2: The Enduring War.

Our starting party this time is Norly (greedy hothead Warrior), Erick (romantic poet Hunter), and Jenshae (snarky romantic Mystic).

In their village, the trio are sharing old tales of long-forgotten monsters like the Morthagi, which are these bone-and-metal constructs housing souls. I think. And wouldn’t you know it, a bunch of Morthagi suddenly pop up everywhere! Time to grab a pitchfork and get to pokin’.

After a fight, the crew decides that they need to become an official company to face this threat. Norly also has a bit of a crush on Erick. “Who would’ve thought Norly and Erick would make such a great team?” she says. Jenshae glares. “You’re nice too,” Norly adds sheepishly. They call their new company (drumroll please) the Order of the Holey Sock. The Sockies, for short.

The world is doomed.

After a follow-up fight in the middle of a forest (during which a giant, mysterious shape is seen lumbering by), Jenshae and Erick officially become rivals. Not quite sure why, but there we are. The crew heads back to their home town to recruit another party member: Keen, a goofish snark who takes up a bow. I like Hunters in this game. She’s a bit of a dolt, though, because the first thing she does is try to grab a gem from a statue and get it firmly lodged in her right eye. Eye gem!

I had forgotten how much I genuinely enjoy the tactical combat in this game. It’s so smooth and offers all sorts of interesting choices. Personally, I like using Jenshae’s mystic abilities to interfuse with objects and then turn them into booby traps against the enemy.

So all of Wildermyth is a series not so much of quests but of “opportunities” and encounters. And one of these involves two giant spirits — a hill spirit and a forest spirit — debating over the ownership of a shrine. Jen is called in to arbitrate, and she deems it the hill spirit’s, since it created it in the first place.

Subtle, Norly. Subtle.

In a tower full of abandoned Morthagi machinery, Keen decides to test her “theory.” Which is, basically, to build a friendly Morthagi. And she does! Sommelier the Morthagi joins the party as a helpful companion. As Norly says, “Well. This’ll be weird.”

If Wildermyth doesn’t make you laugh, I’m afraid you have a heart of stone. The best part of this game is witnessing your party have kooky conversations with each other. It really draws out their personalities. As the company journeys, Norly and Erick make a side trek to get some extra training from an ancient order of weird mystic knights. It’s a helpful week of, among other things, “hog dodging.”

A strange and fierce battle erupts around a forge, where a Morthagi is fleeing other of these bio-machines. We get no answers as to why, but it’s an intriguing development.

At the end of Chapter 1 here, 11 years pass by. Jenshae grows a mountain leg for having helped the mountain spirit, Erick and Norly marry, and Keen falls in love with a barman. All in all, a good start for the Order of the Holey Sock.

But the weirdness with the Morthagi is only beginning, it seems…