Quinn of Axeford (Ironsworn Actual Play - Session 10)
- Ash Adler
- Oct 13
- 11 min read
Updated: Oct 15

I'd expected this to be mostly travel montage stuff, but that miss on Undertake A Journey gave a pretty fun detailed scene. Which, yes, I understand that that's the point of the Move, but even so, it's neat that it worked out like that and finally gave Quinn a chance to lean into his Trickster asset, since that seemed like the one which has seen the least impactful use overall (aside from Awakening, but it's hardly fair to compare one he started with to one that he just got last session).
In a rare event, Quinn can fallen asleep again, and he found himself being roused by the sunlight shining on his face now. Consciousness returning slowly, he was pleased to still feel Morell around him. "Are you up?" he whispered, and he felt the nodding movement of Morell’s cheek against his head. "Why didn’t you wake me?"
"You’ll have to leave now, won’t you?" Morell asked in reply.
"Yes," Quinn said reluctantly. "But it doesn’t have to be right away."
Eventually, he gathered the belongings he had left at Sibila’s hut and prepared to continue his journey. Most of the villagers were busy with their own lives, but Sibila, Eleri, and Morell stayed to see him off. After some final advice for directions to his destination, they said their farewells, and Quinn shared a last kiss with Morell before departing.
Journey: Reach Greatstead (Troublesome)
Undertake A Journey: 6 + 2 Wits + 1 Bond + 1 Bonded = 10 vs 8/8 -> Strong Hit + Match (choice: Speed)
Oracle 6 (Location Descriptor): 03 = Remote
Oracle 1/2 (Action/Theme): 82/23 = Debate/Tool
Reach A Milestone: "Reach Greatstead" Progress: 0 + 3 = 3
Momentum: 8 + 1 = 9
Supply: 3 – 1 = 2
After following the wooden footpath towards the other side of the marsh, Quinn headed towards the cluster of bare rocky hills visible in the distance, eating on the move from his prepared provisions to make up for the late start. The approach took a couple of hours, and the climb up the scree-covered slope was not easy. The sun was starting its descent by the time he reached the top, but as Sibila had described, the secluded valley on the other side was still vibrant with late-autumn life, and the hills promised a break from the cutting wind.
Seeing no better options for shelter from the elevated vantage point, Quinn descended into the valley and decided to use what daylight was left to take stock of any boons it had to offer.
Secure An Advantage: 4 + 2 Wits = 6 vs 2/10 -> Weak Hit
Momentum: 9 + 1 = 10
Resupply: 6 + 2 Wits = 8 vs 6/9 -> Weak Hit
Supply: 2 + 2 = 4
Momentum: 10 – 2 = 8
Make Camp: 4 + 4 Supply = 8 vs 5/6 -> Strong Hit (choices: Recuperate, Partake)
Health: 3 + 2 = 5
Supply: 4 – 1 = 3
There was so much to be found that Quinn scarcely knew where to begin. Deadfall from the evergreens provided ample material for a debris lean-to, while some desiccated creeper growth gave him an opportunity to fashion a basic rope, and the fresh sweet sap from bird and insect bores on the trees was an unexpected treat to offset the saltiness of his preserved food. Since he was not as pressed for time this day, Quinn decided to prepare somewhat more of a meal than he usually would. It filled his stomach easily, but the isolation wore at him, especially in contrast to the previous night’s company. His thoughts dwelled on bittersweet reminders of a missing warmth that could not be made up with pine needle bedding.
Secure An Advantage: 3 + 3 Heart = 6 vs 2/3 -> Strong Hit (choice: Take control)
Awakening: 6 + 3 Heart + 1 = 10 vs 4/7 -> Strong Hit
Simulacrum Health = 3
In the morning, Quinn found himself looking at the straw doll that he had agreed to deliver. Memories of the sigils he had dreamed of resurfaced, and despite the need to continue his journey, he found himself gathering more fallen branches and dried vines until he had put together a simple effigy. Thinking of Morell, he spoke words he did not know.
Something poured forth from Quinn, as if it was trying to pull his stomach out through his mouth. He fell onto his hands and knees over the figure, trembling with the effort it took to resist the force.
It vanished suddenly, causing Quinn to fall back onto his haunches. He sat, panting, but before he could make any sense of what had just happened, the effigy stood.
Stunned, Quinn stared silently as the effigy seemed to stretch and marvel at the movements of its wooden limbs. Understanding dawned on him gradually, and with some quick testing, he realized that the creation was fully under his influence, though it had some will of its own when not given commands. The discovery disturbed Quinn, even as he had to admit that its aid would likely prove useful. "If nothing else," he thought as he dressed the effigy with a spare cloak, "anything that might try to prey on a lone traveler would have to give more thought to two."
Spirit: 5 – 1 = 4
Endure Stress: 4 + 4 Spirit = 8 vs 4/9 -> Weak Hit
Undertake A Journey: 2 + 2 Wits = 4 vs 6/8 -> Miss
Oracle 6 (Location Descriptor): 28 = Blocked
Oracle 1/2 (Action/Theme): 15/64 = Raid/Structure
Oracle 9 (Settlement Trouble): 81 = Trade route blocked
Pay The Price: 30 = Something of value is lost or destroyed
Ask The Oracle: "Is the way blocked by straightforward bandits?" (Unlikely) = 98 -> Yes
Oracle 7 (Settlement Name): 03/70 = Deepwater
Soon after departing the secluded valley, Quinn came upon traces of an old road worn along the bank of a slow-flowing river, which he presumed was the road he had been told would lead to Greatstead. The road led to a ravine, with dense forests looming on the elevated ground above and a stonework gatehouse spanning the divide. Taking that to mean he was on the right path, Quinn approached openly, the animate effigy trailing him, until the twang of a crossbow presaged a bolt burying into the ground in front of him.
"Stay where you are!" a high-pitched voice called out. "The way’s closed, by orders of Qamar Deepwater!"
The name meant nothing to Quinn, but the warning shot had sent enough of a message. He raised his hands and shouted in reply, "I mean no harm. Is there another route to Greatstead?"
"The woods are lousy with elves," the voice said. "You won’t make it even halfway to Greatstead without an escort. We might be able to offer one, for the right price, but otherwise, you’d best turn back."
Quinn backed up a step and scanned the terrain. The earthen cliff faces would be treacherous, but they did not seem too tall to climb reasonably. It would take time to find a good location to scale, though, and then more to find the road again. He thought about the tales he had been told of elves, and an idea formed in his mind. After a whispered command to the effigy, he shouted, "I appreciate the offer, but that’s part of the reason for my journey. The companion with me is a hollow, reborn of an elf whose mask was damaged in defense of their haven. They had been on a spirit quest to find a new mask when a chance encounter with a wyvern among the Barrier Islands left them mortally wounded. In their dying moments, they told me that their folk would know of their fall and likely blame the Ironlanders, with little we could do to appease their vengeance but to bring them back to their haven to plead for relief. I understand your duty to defend this pass, but if you could grant us passage, it would benefit us both. The hollow’s haven in life is but two days’ travel from Greatstead, and completing their journey would also end your vigil here."
Compel: 6 + 2 Shadow + 1 Trickster = 9 vs 2/6 -> Strong Hit
Momentum: 8 + 1 = 9
Oracle 8 (Quick Settlement Name Generator): 04/76 = Bleakmount
Oracle 12 (Character Descriptor): 88/52 = Selfish/Cautious
After some delay, the voice called out, "You may approach, strangers. We’ll inspect you and your belongings, and if all seems to match your story, Qamar may grant you passage."
Part of Quinn was surprised that his retelling of the tale of the Bleak Rider Setara had seemingly been believed, but he was glad to take the turn of good fortune. They walked calmly up to the gatehouse as the portcullis raised. Six figures, armed with an assortment of weapons and wearing hardened leather armor, stood blocking their way there, with a battle-scarred man in a grimy chain hauberk standing behind them, hands on his hips. They collectively drew back with a gasp when the effigy lowered the hood of its cloak, granting a clear view of its woodcraft construction. Nervous glances were exchanged, but the one in the hauberk ordered two others to advance for a closer inspection while the remainder stayed ready.
Face Danger: 5 + 2 Shadow + 1 Trickster = 8 vs 2/3 -> Strong Hit
Momentum: 9 + 1 = 10
Ask The Oracle: "Is this enough to make Qamar believe the story?" (50/50) = 49 -> No
"You say this…thing is a hollow?" the leader asked, seeming uneasy.
Quinn opened his pack for the inspector and started taking out the contents as he replied, "You can see them for yourself. What else would you say they are?"
"All I’ve heard about hollows says that they’re ravening creatures of wrath and madness. Why is this one so docile?"
"In life, this elf was an ally to my people. They meant no harm to any who did not deserve it, and while there were sometimes misunderstandings, their honor was as pure as an iron vow. They’d said that they suspected their folk would think their death was caused by an Ironlander, due to how long they’d survived in the wilderness on their own in pursuit of their spirit quest. Seeing an end to any hostility from that would be what lays their spirit to rest, not any amount of malice or terror."
Face Danger: 4 + 2 Shadow + 1 Trickster = 7 vs 4/5 -> Strong Hit
Momentum: 10 + 1 = 10
Ask The Oracle: "Is this enough to make Qamar believe the story?" (50/50) = 66 -> Yes
The inspectors returned to the hauberk-wearing figure. "No weapons or valuables, Qamar," one said, not quite quiet enough to avoid being overheard while Quinn worked on repacking his supplies. "Seemed like just traveling supplies, and the thing really is a walking bunch of twigs."
Qamar shook his head in astonishment as he stepped aside. "You tell a strange tale, but on the chance it is true, you may proceed. Just don’t blame us if that creature turns on you the first chance it gets."
Quinn nodded in understanding. "Thanks. Should anything happen to me, I won’t hold you responsible; the risks of this journey are mine alone."
They let him and the effigy through, with whispers swirling in their wake. Quinn’s face split into a wide grin once they were out of the gatehouse’s shadow, and it was a struggle to just keep walking calmly until they rounded a bend that took them out of sight.
Once he felt it was safe to do so, Quinn let out a laugh. "I can’t believe that worked, thanks to you," he said, looking at the effigy. It gave no apparent response, and they continued.
Undertake A Journey: 4 + 2 Wits = 6 vs 1/10 -> Weak Hit
Reach A Milestone: "Reach Greatstead" Progress: 3 + 3 = 6
Supply: 3 – 1 = 2
Reach Your Destination: 6 Progress vs 5/9 -> Weak Hit
Oracle 1/2 (Action/Theme): 81/26 = Defend/Barrier
Oracle 9 (Settlement Trouble): 71 = Beast on the hunt
Oracle 6 (Location Descriptor): 50 = Inaccessible
In time, the old road wound up a slope into the thick woods. Even with the deciduous trees having shed their leaves for the autumn by now, the branch canopy alone was still dense enough to turn the late afternoon sunlight into a dim gloom, and the hindered range of visibility had Quinn on edge. He did not think he was really at risk of an elf ambush; the stories he had been told said they were untrustworthy and unpredictable but not capriciously cruel without warning, and surely the warnings of their aggression were exaggerated if the gatehouse guards had believed his lies so easily; but that did little to calm the persistent itch of anxiety between his shoulders.
A shape unlike any he had seen before loomed suddenly beyond a clearing in the forest, and it took Quinn a moment to recognize that it was a tall wooden palisade wall. "Finally," he thought, his heart racing, but before he gave in to the impulse to run up to the wall, he remembered the effigy. Even if he could convince the people here of the same lie, that would likely mean they would expect him to deal with the elves menacing the woods, and that group would not be fooled by his story. Besides that, he had other reasons for coming here that needed to be dealt with directly. He directed the effigy to wait some distance off the trail, concealed among a cluster of bushes, until he could return for it.
With the effigy hidden for the moment, Quinn crossed the clearing alone. The road ended at a spot where the walls from either side overlapped with a gap in between, acting as a barrier to free traffic, but a pair of guards holding spears signaled for him to stop short of them, while two more atop the wall held bows ready. Quinn gaped at the sight in astonishment for a moment, needing to apologize when one of the guards called again for his attention.
"Sorry traveler," the woman standing closest to him said once he was facing her, "but the overseer’s not allowing anyone unknown into Greatstead just now."
"Oh, I’ve heard about the elf troubles," Quinn said, hoping that some dismissive bluster could open the way.
"Elf troubles?"
Quinn cocked his head. "You aren’t having troubles with elf attacks in the woods?"
"No?" the guard replied, clearly unsure what he was talking about, before saying, "Oh, maybe rumors have twisted the truth. No, traveler, not elves, as far as I know, but some beast has been taking our game and our hunters alike. Until it’s dealt with, the overseer’s decided we can’t take in any more mouths to feed. You’re welcome to stay in the shanty camp; just follow the wall around to the Havenward entrance, you can’t miss it; but be aware that you’re responsible for looking after yourself there."
"I swear I can take care of my own food," Quinn said. "I just need to find the Summersong tribe, and I was told they should have a presence here."
"They do, but the overseer’s word is law here. You can wait at the shanty camp in hopes of meeting one there, if you want, but you can’t come in."
Quinn nodded and backed off, not wanting to press his luck lying his way through another guarded gate. He returned to the effigy. "It’ll be getting dark soon," he thought, as the darkening shadows and thickening mists already made it a strain to make out the wall thought the trees, "and I’d rather not trust my safety sleeping in a camp where I haven’t met the people first. We’ll keep to ourselves for tonight and then see about finding a way into Greatstead tomorrow."
Character Summary: Quinn of Axeford
Edge 1 / Heart 3 / Iron 1 / Shadow 2 / Wits 2
Health: +5 / 5
Spirit: +4 / 5
Supply: +2 / 5
Momentum: +10 (max +10, reset +2)
EXP: 0 available / 6 total
Bonds: 1.25 / 10 Progress
Vows:
Heal the scars left by the haunt that had attacked Valeri (Epic, 0.75 / 10 Progress)
Confront the figure from the ruins (Formidable, 2 / 10 Progress)
Deliver the doll to Serene (Troublesome, 0 / 10 Progress)
Assets:
Bonded (x / - / -)
Sighted (x / - / -)
Trickster (x / - / -)
Cutthroat (x / - / -)
Awakening (x / - / -) (Simulacrum Health 3, Strong Hit)
























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