Asa Shirecut continues his quest to try and help Oakrun rise to glory. This time its undead mutations and goblins.

A Quick Recap

Note: See Part 1 for a quick run down of Korg: Scars of Silvos and other details.

Asa Shirecut is an Oakrun native who has grown up in the shadows of the Thornwood: a cursed woods which threatens the livelihood of his people. When bandits still goods from Oakrun, he sets out on a quest to bring the goods back.

7. A Second Quest (of Three)

ASA has 20HP, 4GP, 1 Quest Completed. He has a Maul (+1Fight, -2Flee), Leather Armor (+1 Flee, +1 Avoid Traps). 1 Shield, 1 Tool. 1 Caltrops. He is currently resting up in Oakrun.

There are three quests remaining and of them “The Goblin Speaker” [go back to the Ruined Keep] and “Corpse Eaters” [a new location: Legion’s Tomb] seem good for the Asa Shirecut storyline. I’ll save the goblins and head out to the new location.

Chatting to a monk who has stopped off in Oakrun, Asa hears a story about a cursed tomb to the south where rats have been feasting on the dead and transforming into foul beasts. If they get strong enough, they might be a threat to Oakrun itself.

Asa agrees to take on the quest of “The Corpse Eaters” for the monk, and promises to return soon.

8. South to The Legion’s Tomb

snipped from 13
  • Move SE. +2 >> 3. Poacher [there are so many of them, huh…maybe Asa needs to be making friends]. +1 ATK >> 3. Poacher is defeated. +1 GP [5]. Poach does not drop Tools.
  • Move S. +4 >> 5. Jackalope. +1 ATK >> 6. Success. +1 GP [6]. This Jackalope does drop a Lucky Foot (reroll any d6 roll). This is the first special drop of the campaign, I think.
  • Move SW. +6 >> 9. Landslide [Trap 4 | Take D6]. +1 AVOID >> 7. Asa does not get caught in the landslide.

And with that, Asa has come to the Legion’s Tomb.

9. The Legion’s Tomb

We know from the quest that the Bone-Gnawing Swarm are in Rooms D, F, & H. However, like with the Ruined Keep, Asa would not know this. So he’ll have an explore.

The Tomb is a left-over from soldiers who gave their lives defending Lunaria from Donkirk. It has long been swallowed up by Thornwood and is full of undead and tomb-robbers [and, you know, Bone-Gnawing Swarms of rats].

There is also a -1 Flee and -1 Avoid Traps here. Meaning the Leather Armor just negates this. Good thing I bought it.

  • Room A. +2 >> 7. Sarcophagus. Asa ain’t a grave robber. He ignores it. Room A is Explored.
  • {Room B | Room C | Room E} >> C.
  • Room C. +2 >> 3. Wendigo (!?) [Aberration 2 | 3 | 1 (and you can eat its corpse and possible become a Wendigo?!]. +1 ATK >> 6. +1 GP [7] and absolutely no corpse eating. Lordy. C is Explored.
  • Only one way to go, so Room E.
  • Room E. +0 >> 1. Gravemoss [Plant 3 | 1 | 0 and you can also eat its corpse, pfffft]. +1 ATK >> 6. Room E is Explored.
  • {B | D | H | I | G | -} >> G.
  • Room G. +4 >> 6. Zombie [Undead 2 | 2 (1:6 of becoming a Zombie) | 1]. Presumably you can also eat this corpse because why not. +1 ATK >> 5. +1 GP [8]. Room G is Explored.
  • Room I is the only new room so…
  • Room I. +4 >> 6. Another Zombie. +1 ATK >> 4. +1 GP [9]. Room I is explored.
  • On to Room H. Which is a Bone-Gnawing Swarm [Beast & Aberration 3 | 2 (1 with Shield) | 1 | Cannot Flee]. +1 ATK >> 7. First of the three Swarms is beaten. +1 GP [10].
  • Back to E. Check for Repopulation >> 4. No, Room E remains empty.
  • {B | D | F | G | -} >> -.
  • This unlettered room only has an urn and, again, Asa is not the type to graverob so he’ll back out.
  • E. Repopulates? >> 4. No, again.
  • {B | D | F | G} >> B. +2 >> 7. Another Sarcophagus. Nope. Room B is Explored.
  • I’ll say it’s 50/50 that Asa realizes the other door leads back to A >> He does. So back to E. Repopulate? >> Another 4, so again no.
  • {D | F | G} >> F. Another Swarm. +1 ATK >> 4. Another one dead. +1 GP [11]. Two of the Swarms are dead.
  • Goes through to another unlettered room, again does not bash an urn. Back to F >> 6. No repopulation.
  • E. Repopulate? >> 6. No. {D | G} >> D. +0 >> 1. Final Swarm. +1 ATK >> 4. Finished. +1 GP [12]. Again back to E >> 5. Still not repopulated.
  • A >> 2. Does Repopulate >> +2 >> 7. Ha! same Sarcophagus. Still not corpse eating or graverobbing.

With that, he is back out into the woods and heading home.

10. Back to Oakrun

ASA has 20HP, 12GP, 1 Quest Completed. He has a Maul (+1Fight, -2Flee), Leather Armor (+1 Flee, +1 Avoid Traps). 1 Shield, 1 Tool, 1 Caltrops, 1 Lucky Foot.

  • NW. +6 >> 8. Thorn Blight [Plant 2 | 1 | 0]. +1 ATK >> 5. He bashes through.
  • NW. +4 >> 10. Faun. +1 ATK >> 4. Check for Peryton >> 3, No. +1 GP [13].
  • N. +2 >> 5. Another Jackalope. +1 ATK >> 4. Victory. +1 [14]. Another Lucky Foot drops! That’s 2 (and a full inventory).

Back in Oakrun, Asa gives the monk proof that the Bone-Gnawing Swarms are finished off. The Monk offers a special holy symbol which gives +2 to Flee Undead. Asa will take it and stash his second Lucky Foot at home. Oh, and his Caltrops…I miscounted. We’ll say he has dropped that.

That night, he hears that goblins are building up in the old Ruined Keep and says he will go to help.

11. Return to the Ruined Keep

ASA has 20HP, 12GP, 2 Quests Completed. He has a Maul (+1Fight, -2Flee), Leather Armor (+1 Flee, +1 Avoid Traps). Holy Symbol (+2 Flee Undead). 1 Shield, 1 Tool, 1 Lucky Foot.

  • N. +2 >> 4. Poacher’s Trap. +1 Avoid >> 6. He avoids it. Stupid poachers.
  • NW. +4 >> 9. Another Landslide. +1 Avoid >> 4. Ooo, he gets hit. 1d6 DMG >> -3HP [17 remain].
  • SW. +6 >> 9… +1 Avoid >> 7. Building up a strange CV of killing Poachers and dodging (some) landslides.

Now he his back at the Ruined Keep. Last time I said he was new to the place and had to move haphazard. Since he has been there, I’ll say he has a better idea (but not precisely where the Goblin Speaker is).

  • A. Repopulate? >> 4 = No.
  • B. Repopulate? >> 1 = Yes. +2 >> 5. Oaken Thorn [Plant 4 | 2 + POISON | 3]. +1 ATK >> 2. Boy is Poisoned and takes 2 DMG [15]…though he rubs his Lucky Foot and.. >> 3. Hah. Ok, still poisoned. -1 Lucky Foot. He’ll be at -1 to Fight for now. +0 ATK >> beats the stupid bushes. +3 GP [14].
  • Room H. +4 >> 5. Lord. +0 ATK >> 1. -2 HP [13]. +0 ATK >> 3. -2 [11]. +0 ATK >> 5. +3 GP [17].
  • Room B. RePop? >> 4. No.
  • Room A. RePop? >> 2. Yes. +2 >> 8. Worg. +0 ATK >> 4. Success. +2 GP [19].

He’s having to runaway to try and get this poison off. Buy a couple of potions. All that.

  • N. +6 >> 11. Thorn Cults [Plant Human 2 | 2 (chance of Poison) | 1]. +0 ATK >> 5. +1 GP [20].
  • NE. +4 >> 5. Jackalope. +0 ATK >> 1. Poor Asa. -2 HP [9]. >> 6. Wins. +1 GP [21]. Lucky Foot? >> 4 = No.
  • SE. +2 >> 5. Jackalope. +0 ATK >> 2. Success. +1 GP [22]. Foot? >> 1 = Yes!

12. Healing Up in Oakrun

It will take 6GP to heal up and 1GP to cure the poison. That’s -7 [14].

He will also drop off his fancy new Holy Symbol and buy a High Potion [-5 | 9GP]. This will cure statuses once and heal 2d6.

Ok, back out it is. Stupid thorns.

13. Once Again into the Thorns

ASA has 20HP, 9GP, 2 Quests Completed. He has a Maul (+1Fight, -2Flee), Leather Armor (+1 Flee, +1 Avoid Traps). 1 Shield, 1 Tool, 1 Lucky Foot, 1 High Potion.

  • N. +2 >> 4. Poacher Trap. Burns Tools and avoids.
  • NW. +4 >> 9. Landslide, because of course. +1 Avoid >> 7. Does.
  • SW. +6 >> 8. Faun. +1 ATK >> 3. Faun’s Dead. +1 GP [10]. Peryton? >> 6. No.

Back at the Keep. Again.

  • A. Repop? >> 1 = Yes. +2 >> 3. Trip Alarm. Ok… +1 Avoid >> 7. Thank goodness.
  • B. Repop? >> 5.
  • H. Repop? >> 4.
  • North to Room I. +4 >> 5. Stupid. Stupid. Thorns. +1 ATK >> 3. Burns the shield. +1 ATK >> 6. Wins. Take that you overgrown roses. +3 GP [13].
  • {J | -} >> J.
  • Room J has the Goblin Shaman [Humanoid 3 | 5 (and all rooms Repop) | 4]. +1 ATK >> 4. Goblin Shaman is dead. Take his necklace (can heal instead of getting GP). +4GP [17].
  • I. Repop? >> 2 = Yes. Of course. Should I assume it’s stupid thorns? probably… +4 >> 5. Of course it is. +1 ATK >> 3. -2 HP [18]. +Poison. +0 ATK >> 2. -2 HP [16]. +0 ATK >> 1. -2 HP [14]. +0 ATK >> 4. Suck it! +3GP [20].
  • Drinks the potion because screw it. +11 HP [20]. No longer poisoned (at least until the next room is also thorns).
  • H. Repop? >> 6. Thank you.
  • B. Repop? >> 5. Yessssss…..
  • A. Repop? >> 3. LET’S GOOOOOOO!

Back through the forest, one last time.

  • North. +6 >> 12. Peryton. +1 ATK >> 6. Dead Peryton. +2 GP [22].
  • North East. +4 >> 10. Faun. +1 ATK >> 2. Check for Peryton >> Yes. +1 ATK >> 6. +3 GP total [25].
  • South East. +2 >> 7 [I’m a little sad it’s not one more Poacher for old times sake]. Harpy. +1 ATK >> 5. +2 GP [27].

And…home.

14. Wrapping Up in Oakrun

Asa declares the Goblin Shaman dead.

He is offered a place to make his home and he declares that he wants the old Ruined Keep if people are willing to help.

The monk and some others travel with him. Off to establish Keep Shirecut.

Where my boy can make sure absolutely no damned thorns grow ever again.

FINISHING THOUGHTS

I had a lot of fun with that. That’s a couple of hours of gameplay and I am less than a third the way through it. There’s another Oakrun quest and both Lunaria and the….other one…have four quests. Plus a Kickstarter Exclusive includes two special bonus quests.

The equipment only hitting certain type of enemies feels a little too constrained with the variety of enemies all around. I think maybe it needed a bit of paper-scissors-rock style simplicity. Also, the Bow costs 1GP per use but there could be a bonus [like no status effects the first time you get hit].

If I do play again, and I might, I think I’m going to declare The Ruined Keep as Keep Shirecut and null all quests that might use it. Make the world feel a bit organic.