Bloom: Playthrough


Bloom: Playthrough

Players:

  • Thornkin (Karr) – Defender of the grove, slow but strong
  • Spoorling (Ixa) – Nimble scout, swift and ephemeral
  • Solarleaf (Ori) – Gentle light-harvester, fragile but radiant

Colony Stats:

  • Root: 3
  • Sprout: 3
  • Bloom: 0

Turn 1: Starting at the Grove
The seedlings emerge beneath the boughs of the Rootsong Grove. Moist light drips through the canopy. Ori stretches upward. Karr spreads a wide rootplate to defend the emerging ground. Ixa quivers, already dreaming of far-off growth.

They choose to move northeast, into the unknown.

Terrain Roll: d8 = 3 → Glassbark Grove
The trees here are tall and hollow, their trunks filled with refracted light and a hum like memory.

Encounter Roll: d8 = 6 → The Luminous Root
From beneath a broken log, a glowing tendril pulses. Ori touches it. The GM reveals: There is danger to the northwest — the scent of rot is thick.

GM awards Ori +1 Sprout for communing.

Turn 2: North to Bloomspire Rise
Ixa leaps forward, reaching a high hill where ancient flowers bloom in sequence. Karr lumbers after. Ori, slow but certain, follows.

Terrain: d8 = 7 → Bloomspire Rise
The wind here carries seeds far and wide.

Encounter: d8 = 1 → Nothing Stirs
A rare moment of peace. The seedlings take root here.

Dewroot is spawned using 1 Sprout. It anchors the Bloomspire.
→ Bloom increases to 1.

Turn 3: West into the Blightfields
Despite Ori’s warning, the colony pushes west. They must learn the boundaries of their land.

Terrain: d8 = 6 → The Blightfields
Everything is sick. Trees slouch like broken arms. Vines hang limp and oozing.

Encounter: d8 = 8 → Blight Attack!

From the poisoned soil erupt three Blight Seedlings — with twitching roots and bark-black thorns. They lurch toward Ori and Ixa, ignoring Karr’s warning growl.

Battle Begins:

  • Advantage Calculation:
    • Blight attack with Advantage!
    • Karr (Thornkin) = Advantage from Strong. Normal Rolls!
    • Ori (Solarleaf) = Disadvantage. from Fragile. They will roll twice, and always take the lowest result
    • Ixa (Spoorlijn) = They will roll twice, and always take the lowest result

Round 1:

  • Karr rolls d8 = 6 → Success — slams a Blight Seedling into the ground with his thorned limbs.
  • Ixa rolls d8 = 2,4 → Failure — a Blight vine rakes her side. She loses 1 Root.
  • Ori rolls d8 = 5,7 → Success — channels sunlight in a desperate beam, burning spores from the air.

Round 2:

  • Blight attacks again. Ixa is nearly overwhelmed. Ori begins to glow brighter, feeding energy to the others.
  • Karr rolls d8 = 8 → Success and gain — crushes the second Blight, and the Grove’s Root increases by 1.
  • Ixa rolls d8 = 4,7 → Succeed and lose — slays the final Blight but loses another point of Root. She's wilting.

Aftermath:

The Blight is destroyed. The colony survives. Ori feeds on the broken soil to restore her light. Karr defends the edge. Ixa limps back to the Grove.

Bloom: 1
Root: 3
Sprout: 1

Files

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