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Difference between revisions of "Week 2: Whistlehog's Way"

 
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#Isha
 
#Isha
  
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<br />
 
=====Day One Morning=====
 
=====Day One Morning=====
  
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'''<span class="col-blue-navy">Exploration Game</span>'''
 
'''<span class="col-blue-navy">Exploration Game</span>'''
  
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-man, half-goat) has been wounded.
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When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.
  
 
<br /><blockquote>“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”</blockquote>Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:
 
<br /><blockquote>“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”</blockquote>Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:
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As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.  
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As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.      
  
 
<span class="col-blue-navy">'''Infiltrate the Villain’s Lair Game'''</span>  
 
<span class="col-blue-navy">'''Infiltrate the Villain’s Lair Game'''</span>  
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*It looks like you can climb up to the second story.
 
*It looks like you can climb up to the second story.
 
*The guard hears something and starts looking around!
 
*The guard hears something and starts looking around!
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If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!
 
  
<br />“Another one found my hideout? I can’t believe I trusted Elwood with the construction of this place! Who are all of you, anyway? Not that I suppose it matters much. My pet beast here will ensure you never leave!
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If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!<blockquote><br />“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!"</blockquote>Cinna releases the freeze on Trackers. The "little pet" steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.
  
  
 +
Skip to the next game to continue.
  
If they retreat, they encounter
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If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.
 +
<br /><blockquote>“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!"</blockquote>
  
  
After the advance or retreat plays out, Trackers end up flanked by Cinna and Lysander.
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<span class="col-blue-navy">'''Dire Bear Projectile Game'''</span>
  
 +
*Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.
 +
*For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.
 +
*<u>Both Lysander and the dire bear must be hit</u> once in a round in order to "block" their attacks. If one or both is missed, the team loses one of their throws for the next round.
 +
*If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.
 +
*The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be "blocked."
 +
*When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!
 +
*12-20 more causes the bear to retreat!
  
Structured Combat Game - The Trackers will be defending themselves against Lysander’s lightning-speed attacks. Add in a mechanic where hitting a called out target will weaken the enchantment on the faunus, eventually breaking it entirely.
 
  
 
+
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone or where he Cinna might be headed next.
Now free, Lysander sides with you against Cinna. You’re able to chase him to the entrance of the lair, but another burst of unnatural weather cloaks his escape. Lysander tells you he’ll deal with the guards, you all had better search Cinna’s lair before he can come back with reinforcements.
 
  
  
 
'''<span class="col-blue-navy">Exploration Game</span>'''
 
'''<span class="col-blue-navy">Exploration Game</span>'''
  
The Trackers may come across three storytelling artifacts: <span class="col-red">'''Cinna's files'''</span>. They can be downloaded and printed, written by hand, Try to space the files out broadly, so different teams have opportunities to find them:
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The Trackers may come across three storytelling artifacts: <span class="col-red">'''Cinna's files'''</span>. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:
 +
<br />
 +
[[File:Cinna's Files.pdf|center|thumb|Download Cinna's Files.]]
  
  
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'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:
 
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:
  
* He’s using the Hearthstone, but doesn’t really understand it
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*He’s using the Hearthstone, but doesn’t really understand it
* The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command
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*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command
* The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village
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*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village
* He learned of the Trackers and set up this ambush
+
*He learned of the Trackers poking around his hideout and was ready for them today
* He plans to go to the village personally tomorrow
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*He plans to go to the Village personally tomorrow
 +
 
 +
 
 +
End the day with these revelations!                         
 +
 
 +
======Day Four Morning======
 +
 
 +
 
 +
Begin the day with a '''<span class="col-blue-navy">Pure Play Game of Choice</span>'''. 
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 +
At the beginning of Morning Adventures, Trackers have time to prepare for a final raid. Instead of 
 +
 
 +
<br />'''<span class="col-blue-navy ve-pasteProtect">Stick/Sword Fighting Game/ Raid Day 4</span>'''
 +
 
 +
Cycle through two rounds of the following:
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 +
*As the Guide, mark out three targets to represent three attacking creatures.
 +
*Change targets between rounds.
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*After the first two rounds, add a four target: Cinna!
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 +
Team Positions
 +
 
 +
*Cloaks stay in the shelter and repair or reinforce what the Guide tears down.
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*Pathfinders stealth out of shelter and choose a target for their teammate's to focus on.
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*Whiskers, armed with sticks or swords, rush out of shelter and strike the designated targets.
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 +
After two rounds, Cinna makes an appearance! He will gloat and use the Hearthstone magic to attack. taking him out will be a challenge: once per round, Cinna can force three Whiskers (no more than one per team) to attack one of the other three targets rather than him. End the game when everyone has a chance to hit something.
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 +
 
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The Trackers overpower Cinna and the enchanted creatures. The enchantment broken, the creatures wander away in a daze. Cinna is furious!
 +
<br /><blockquote>“If you hadn’t meddled in my plans, these useless puppets would’ve found my Hearthstone shard by now! Don’t think I’m beaten, though! Even broken, the Hearthstone has power!</blockquote>
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 +
 
 +
Slamming the Hearthstone staff on the ground, Cinna triggers a violent weather shift. Clouds of fog roll in on all sides of the Trackers, reducing their visibility to an arm’s length. 
 +
 +
<span class="col-blue-navy">'''Improv Game: Fog  OR  Blindfolded Game of Choice'''</span>
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 +
 
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Once free of the fog, Cinna is nowhere to be seen. However, his tracks are headed in the direction of (according to Lysander) a nearby harbor where Cinna keeps a steam-powered getaway boat. Scandalous!
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 +
 
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Lysander knows a shortcut to the harbor, but it’s a bit of a tough path, best traversed by ungulates. The Trackers have to choose: long and easy route, or difficult short-cut. Either way, Lysander leaves to check on his friends, the enchanted creatures.
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 +
'''Trackers take the longer, easier path:'''
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 +
 
 +
<span class="col-blue-navy">'''Traversing Game of Choice'''</span>
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 +
After a nice nature walk, arrive just as Cinna is reaching his ship… and they’ve triggered a trap! 
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 +
 
 +
'''Trackers take the shortcut:'''
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 +
<span class="col-blue-navy">'''Shortcut Game'''</span>
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 +
Lead the way on an improvised path with as many natural obstacles as your teams can handle.
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 +
*Lead off the path and into areas difficult to traverse (but safe)
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*Splash through a creek
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*Walk through underbrush
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*Climb over rocks
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*Go up or down a steep incline
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*Walk under low branches that force ducking or crouching
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*Call out an end point for Tracker to approach stealthily
 +
 
 +
 
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After completely the course, the Trackers arrive before Cinna. There’s time to set a trap! 
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 +
======Day Four Afternoon======
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For the Trackers who took the '''longer path''', they’ll start the afternoon hacking their way out of a rope trap!
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<span class="col-blue-navy">'''Free Yourselves from Rope Game'''</span>
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This game is a variant of the Human Knot game.
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 +
Trackers form a close knit circle. Next, they must reach out and grab the hands of two different people. Now, they must unknot the group with teamwork and communication, ending in a circle with everyone holding the hands of the people next to them.
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 +
 
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For Trackers took '''the shortcut''', they’re able to set an ambush. Each team gets to set up their own trap.
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 +
 
 +
<span class="col-blue-navy">'''Tripwire Setting Game'''</span>
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 +
Trackers can either use or fabricate cordage to set up tripwires across Cinna's probable pathways.
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Whether breaking free of a trap or catching Cinna in their own, Trackers will now have a chance to confront him directly. Knowing he’s caught, but unwilling to give up the Hearthstone, Cinna uses it to upset nature forces once more!
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<br /><blockquote>“The harbor begins to bubble and roil. Suddenly, a giant tentacle shoots out from the water, slamming into the ground next to you! Two more follow, blocking escape routes and helping the mighty kraken pull its head above the rolling waves.”</blockquote>
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<span class="col-blue-navy">'''Kraken Fight Game'''</span>
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This game is a variant of Red Light, Green Light. Mark the spot where Cinna stands, protected by the possessed and angry kraken! Luckily, krakens aren't known for their eyesight. Stay perfectly still on when the Kraken Thrashes (Red Light) and advance on Cinna on when the Kraken Watches (Green Light)!               
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 +
At the conclusion of this encounter, Cinna is drops the staff in an effort to stay out of reach, and the Hearthstone shatters! Uh-oh.
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 +
<br />
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======Day Five Morning======
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<blockquote>"As the Hearthstone shatters, Cinna loses his influence on the kraken! Its tentacles thrash around, knocking Cinna into the water. We need to get the Hearthstone shards out of range or they may fall in as well!</blockquote>Start the day with a <span class="col-blue-navy">'''Relay Obstacle Course'''.</span> Set up a pile of small rocks in the same amount as there are Trackers, possibly even the Trackers own Hearthstones.
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Use a band to mark a starting distance roughly 10-20 feet away. Trackers must follow a specific path through the space to avoid the kraken's tentacles! This path should be improvised based on natural terrain (''touch that tree before crawling to this tree, jump over this rock, etc.'').
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 +
One member from each team at a time, Trackers run the distance, pick up a rock, and run head back. The next teammate can begin when their teammate is halfway back to the start! If added challenge is necessary, change one element of the path each round.
 +
 
 +
 
 +
As you get the Hearthstone pieces away from the kraken, it submerges, sending up a mighty splash of water. You can see Cinna, unhurt but without his staff, disappearing into the wilderness on the far side.
 +
<br /><blockquote>"Cinna's control over Lysander and forest animals is broken for good! Unfortunately, the Hearthstone might also be. We should get back to the Village quickly... the weather looks like it's shifting again!"</blockquote>
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<span class="col-blue-navy">'''Weather Improv Game: Windstorm'''</span>
 +
 
 +
Announce which compass direction the wind is blowing. Trackers can only move in slow motion against it, but can speedwalk when moving with it! Lead teams back to the Village in an indirect path with these weather conditions.
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 +
 
 +
However, once everyone is safely at the Village, the weather calms back down.
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 +
======Day Five Afternoon======
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 +
Isha both waiting in the Village for the Trackers. Shebelieves the Hearthstone can still be mended. She recommends crafting a basket or container to collect the Hearthstone pieces.
 +
 
 +
 
 +
<span class="col-blue-navy">'''Foraging and Crafting Game'''</span>
 +
 
 +
 
 +
Work is interrupted by the “raiding monsters,” who are now just gentle forest mems and creatures like unicorns and faunus. Lysander apologizes on all their behalf for the damage they caused, and offers their help in repairing the Village's damaged buildings.
 +
 
 +
Lysander adds an extra apology... while returning the missing Hearthstone piece! He stole it from Cinna as revenge for Cinna stealing forest creatures' free will. He had no idea how much trouble fragmenting the store would cause.
  
 +
Return the last piece of the Hearthstone to the basket, and a peace and calm falls over Cascadia. The time and weather anomalies are dispelled for good!
  
End the day with these revelations! 
 
  
 +
Finish the day with celebration and pure play games with Lysander, the villagers, and the forest creatures!
 
<br />
 
<br />

Latest revision as of 17:11, 27 June 2021

In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.


Advance Preparation

Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:

  • A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.
  • A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.
  • Five short documents to be found in various games through the week.
  • A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.


You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:

  • Visual description of a hideout that is designed to blend in with the environment around it
  • Location of the main entrance
  • Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)
  • Placement of guards, number determined by difficulty group can handle
  • One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover
  • Possible addition of goat tracks or blood (see Day 2 for context)
  • Methods for creating distractions


Non Playable Characters (NPCs)

These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative.

  1. Lysander
  2. Cinna
  3. Isha


Day One Morning

Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.


The first game of the day sorts Trackers into teams. Choose one of the options below:


Forehead Dots

Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The "dots" can be masking tape, a post-it, or even washable marker.

When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.


OR


Hide and Seek Out Your Team

Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!


In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.


When you reach the Team Camp site, greet the Trackers as the Guide, a native of the nearby Village.


“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”

Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *

*Actually 15-20 minutes, some of which will require coaching in basic lean-to construction skills. You can also start a lean-to for them to finish or rebuild.


Lean-to Construction Game/ Raid Day 1


While they're working, fill in the situation:

  • Other villagers are around the area, trying to shore up shelters and defenses
  • The Village has been raided by monsters every day for five days
  • It’s not just daily raids, it’s the same exact raid repeating over and over
  • Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.
  • The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies


Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin!

As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.


"The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still."


Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions.

Isha believes the source of the time anomaly is the Village's Hearthstone... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.

As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.


Structured Improv Game: Lightning Storm

Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.

  • The winds begin to whip up and push you forward.
  • The rain begins to fall heavily. Find cover under that tree!
  • Lightning arcs out, hitting the nearby tree! Get low to the ground.
  • Separate out to prevent multiple injuries from one lightning strike.
  • Run towards the shelter!


Day One Afternoon

Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.


Make a Weather Station


While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:

“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”

When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.


Investigate the Area Game: Ends when someone finds the clue, giving the group a heading for the next day!


Day Two Morning

Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.


Pure Play Game of Choice in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own Wisdom of the Marks.


Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.


Stealth Game/ Raid Day 2

Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover.

One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:

  1. The day starts with a herd of whistlehogs
  2. There are four wolves
  3. There is one lynx
  4. There are three stags
  5. There are five monstrous humanoids
  6. The humanoids seem to be creatures of the forest
  7. The humanoids all carry weapons
  8. The attackers seem to be looking for something
  9. The creatures' eyes are all red
  10. The creatures seem especially attracted to your new shelter
  11. The tallest humanoid has a horn
  12. When the horn sounds, the animals start behaving like regular wild animals


After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.

Exploration Game

When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.


“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”

Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:

  • The villain is always cloaked, but his voice is of a young adult
  • The villain has a mysterious power source that , looks like an egg
  • The egg can compel creatures to attack, but the charm doesn’t last
  • Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.
  • He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track


The faunus will give the Tracker’s time to deliberate and make a plan of action.


Day Two Afternoon

If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick First Aid Game. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!


Blood Trailing Game


Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover.

“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!"


Villain’s Lair Reconnaissance - Improv Game


Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything "visible" on the lair’s exterior. Recommend they draw out a map or keep notes in their journal.

At the end of this mini-game, a weather event begins and you must all find cover, quickly!


Improv Game: Snow Storm

Give Trackers a series of prompts to act out.

  • The wind gets blustery and chilly.
  • The temperature starts dropping very fast... to freezing!
  • Snow starts swirling around your faces, making it hard to see.
  • Vision is completely obscured!


Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.


Day Three Morning

Before the official beginning of the day, make and plan a time to plant the note from Lysander in the morning and Cinna's files in the afternoon.

Begin the day with a Pure Play Game of Choice.

Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.


Projectile Game/ Raid Day 3

Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment ("hit that tree to force the wolf to back off").

Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.


As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.

Infiltrate the Villain’s Lair Game

This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily "see" a Tracker, the individual will be chased back and have to stealth back in to join the group.


As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.

  • One of the guards walks right over to where you need to go!
  • The entrance is locked from inside.
  • It looks like you can climb up to the second story.
  • The guard hears something and starts looking around!


The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. Ensure the note from Lysander is hidden none-too-well along this stretch. It's written in a hasty scribble:

“turn back!!”

Dun dun duuuun! Break for lunch.


Day Three Afternoon

On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either advance into or retreat towards the exit of the lair.


If they advance, they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!


“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!"

Cinna releases the freeze on Trackers. The "little pet" steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.


Skip to the next game to continue.

If they retreat, they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.


“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!"


Dire Bear Projectile Game

  • Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.
  • For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.
  • Both Lysander and the dire bear must be hit once in a round in order to "block" their attacks. If one or both is missed, the team loses one of their throws for the next round.
  • If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.
  • The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be "blocked."
  • When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!
  • 12-20 more causes the bear to retreat!


Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone or where he Cinna might be headed next.


Exploration Game

The Trackers may come across three storytelling artifacts: Cinna's files. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:
File:Cinna's Files.pdf


A Letter from Isha - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.

A Message from the Artisan’s Guild - In which Cinna was kicked out for plagiarism of his guildmate’s work.

Cinna’s Journal - A newer journal, with the last few entries revealing key elements to his plot:

  • He’s using the Hearthstone, but doesn’t really understand it
  • The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command
  • The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village
  • He learned of the Trackers poking around his hideout and was ready for them today
  • He plans to go to the Village personally tomorrow


End the day with these revelations!

Day Four Morning

Begin the day with a Pure Play Game of Choice.

At the beginning of Morning Adventures, Trackers have time to prepare for a final raid. Instead of


Stick/Sword Fighting Game/ Raid Day 4

Cycle through two rounds of the following:

  • As the Guide, mark out three targets to represent three attacking creatures.
  • Change targets between rounds.
  • After the first two rounds, add a four target: Cinna!

Team Positions

  • Cloaks stay in the shelter and repair or reinforce what the Guide tears down.
  • Pathfinders stealth out of shelter and choose a target for their teammate's to focus on.
  • Whiskers, armed with sticks or swords, rush out of shelter and strike the designated targets.

After two rounds, Cinna makes an appearance! He will gloat and use the Hearthstone magic to attack. taking him out will be a challenge: once per round, Cinna can force three Whiskers (no more than one per team) to attack one of the other three targets rather than him. End the game when everyone has a chance to hit something.


The Trackers overpower Cinna and the enchanted creatures. The enchantment broken, the creatures wander away in a daze. Cinna is furious!


“If you hadn’t meddled in my plans, these useless puppets would’ve found my Hearthstone shard by now! Don’t think I’m beaten, though! Even broken, the Hearthstone has power!


Slamming the Hearthstone staff on the ground, Cinna triggers a violent weather shift. Clouds of fog roll in on all sides of the Trackers, reducing their visibility to an arm’s length.

Improv Game: Fog OR Blindfolded Game of Choice


Once free of the fog, Cinna is nowhere to be seen. However, his tracks are headed in the direction of (according to Lysander) a nearby harbor where Cinna keeps a steam-powered getaway boat. Scandalous!


Lysander knows a shortcut to the harbor, but it’s a bit of a tough path, best traversed by ungulates. The Trackers have to choose: long and easy route, or difficult short-cut. Either way, Lysander leaves to check on his friends, the enchanted creatures.


Trackers take the longer, easier path:


Traversing Game of Choice

After a nice nature walk, arrive just as Cinna is reaching his ship… and they’ve triggered a trap!


Trackers take the shortcut:


Shortcut Game

Lead the way on an improvised path with as many natural obstacles as your teams can handle.

  • Lead off the path and into areas difficult to traverse (but safe)
  • Splash through a creek
  • Walk through underbrush
  • Climb over rocks
  • Go up or down a steep incline
  • Walk under low branches that force ducking or crouching
  • Call out an end point for Tracker to approach stealthily


After completely the course, the Trackers arrive before Cinna. There’s time to set a trap!

Day Four Afternoon

For the Trackers who took the longer path, they’ll start the afternoon hacking their way out of a rope trap!


Free Yourselves from Rope Game

This game is a variant of the Human Knot game.

Trackers form a close knit circle. Next, they must reach out and grab the hands of two different people. Now, they must unknot the group with teamwork and communication, ending in a circle with everyone holding the hands of the people next to them.


For Trackers took the shortcut, they’re able to set an ambush. Each team gets to set up their own trap.


Tripwire Setting Game

Trackers can either use or fabricate cordage to set up tripwires across Cinna's probable pathways.


Whether breaking free of a trap or catching Cinna in their own, Trackers will now have a chance to confront him directly. Knowing he’s caught, but unwilling to give up the Hearthstone, Cinna uses it to upset nature forces once more!


“The harbor begins to bubble and roil. Suddenly, a giant tentacle shoots out from the water, slamming into the ground next to you! Two more follow, blocking escape routes and helping the mighty kraken pull its head above the rolling waves.”


Kraken Fight Game

This game is a variant of Red Light, Green Light. Mark the spot where Cinna stands, protected by the possessed and angry kraken! Luckily, krakens aren't known for their eyesight. Stay perfectly still on when the Kraken Thrashes (Red Light) and advance on Cinna on when the Kraken Watches (Green Light)!

At the conclusion of this encounter, Cinna is drops the staff in an effort to stay out of reach, and the Hearthstone shatters! Uh-oh.


Day Five Morning

"As the Hearthstone shatters, Cinna loses his influence on the kraken! Its tentacles thrash around, knocking Cinna into the water. We need to get the Hearthstone shards out of range or they may fall in as well!

Start the day with a Relay Obstacle Course. Set up a pile of small rocks in the same amount as there are Trackers, possibly even the Trackers own Hearthstones.

Use a band to mark a starting distance roughly 10-20 feet away. Trackers must follow a specific path through the space to avoid the kraken's tentacles! This path should be improvised based on natural terrain (touch that tree before crawling to this tree, jump over this rock, etc.).

One member from each team at a time, Trackers run the distance, pick up a rock, and run head back. The next teammate can begin when their teammate is halfway back to the start! If added challenge is necessary, change one element of the path each round.


As you get the Hearthstone pieces away from the kraken, it submerges, sending up a mighty splash of water. You can see Cinna, unhurt but without his staff, disappearing into the wilderness on the far side.


"Cinna's control over Lysander and forest animals is broken for good! Unfortunately, the Hearthstone might also be. We should get back to the Village quickly... the weather looks like it's shifting again!"

Weather Improv Game: Windstorm

Announce which compass direction the wind is blowing. Trackers can only move in slow motion against it, but can speedwalk when moving with it! Lead teams back to the Village in an indirect path with these weather conditions.


However, once everyone is safely at the Village, the weather calms back down.

Day Five Afternoon

Isha both waiting in the Village for the Trackers. Shebelieves the Hearthstone can still be mended. She recommends crafting a basket or container to collect the Hearthstone pieces.


Foraging and Crafting Game


Work is interrupted by the “raiding monsters,” who are now just gentle forest mems and creatures like unicorns and faunus. Lysander apologizes on all their behalf for the damage they caused, and offers their help in repairing the Village's damaged buildings.

Lysander adds an extra apology... while returning the missing Hearthstone piece! He stole it from Cinna as revenge for Cinna stealing forest creatures' free will. He had no idea how much trouble fragmenting the store would cause.

Return the last piece of the Hearthstone to the basket, and a peace and calm falls over Cascadia. The time and weather anomalies are dispelled for good!


Finish the day with celebration and pure play games with Lysander, the villagers, and the forest creatures!