Does anything happen in the week building up to departure? 3d20, any 1 = Yes
Encounter? No. Feature? No. Weather? Yes. Lose 1d6 days food to spoilage.
This doesn’t affect the in-town party much, but we’ll reduce their food from 7 to 6 tomorrow.
Does anyone have a secret agenda? (unlikely, roll 2d6 take lowest). Yes/No only.
Each PC rolled No, Oakhills roll Yes! Oracle = “Exploration” (yawn!) Desires = “Aid a Friend”.
Well that seems pretty on the level, but we’ll keep an eye on it.
The camping and travelling supplies are loaded onto Bess and with cheers and good wishes from the crowd, they depart the town, planning to circle round and clear out any danger.
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1st Day of Last Rain (wet season). Food 7. Normal Movement (30MP).
Encounter 1 in 6 (Day and Night). 3, 5. No
Event 1 in 8 (Terrain, Weather and Tide). 2, 6. No
Feature 1 in 10 (Natural and Construct). 3, 2. No
The weather is warm and a light drizzle begins shortly after Jeddak leads the group into the hills west of Managal. There are no encounters and nothing of interest is discovered after spending the whole day searching. With the daylight fading, Chipper scouts to the North West and reports mountain peaks visible through the red mist. At night the mood is cheerful, but soured when they discover mould in their food supplies and must throw some away.
The next day at breakfast, Jaddek proposes they push themselves (forced march) to enable exploring the forested hills fully in one day. Each member gets a vote, 50-50, but the Oakhills (Explorers) and Morgan (Military) have a better chance (1-4 on d6) to side with Jeddak.
The Oakhills and Morgan roll first and get 3, 3, 4 on 1d6 which carries the vote.
2nd Day of Last Rain (wet season). Food 5. Forced March (36 MP)
Encounter 2 in 6 (Day and Night). 2, 1. Both.
Event 2 in 8 (Terrain, Weather and Tide). 8, 8. Tide.
Feature 2 in 10 (Natural and Construct). 3, 1. Construct.
This is going to be an eventful day … working a timeline:
Roll d12 to see when the encounter happens, 6, so around 1pm, during exploration. 50-50 to use Hills or Forest encounter table, despite rolling Forest the encounter is Hill Giant! Next is a Tide Event, for world flavour: “Sense Watcher (Hallucination): Child” - happens around mid-day. The Construct will be uncovered after the exploration, which in this case should be just before nightfall. This only happens if they are not distracted by the Giant or Tide however. I rolled a Ruined Village, we’ll uncover more later. Finally, the night encounter is rolled the same way as before = Giant Hawk.
Given a Hill Giant and a Ruin, this could be its lair (likely, best of 2d6 = Yes, But … “History”. Some Giants were forced to leave. There are 2d4 in a Lair, let’s say 2 groups. 1,4. So this single Giant was exiled by the group of 4. Why? … “Confusion”. This strikes me as a Tide effect. On the single Giant or the group? 50-50 = the single giant. She has been confused by the “sense watcher child” effect and has left to search for a missing child. Is she calling a name so the PCs are alerted, likely = yes. Do the party wish to avoid the encounter? Very Likely. 4,6,6 Yes, and are able to with no significant loss of time.
The party has spread out and are searching the hills and woods thoroughly, it is slow-going over rough ground and through woodland, but they continue pushing themselves hard. Suddenly the quiet is broken. “Who’s that?” hisses Vasily Oakhill, spinning around. “Little Jia?” Rina rushes over, followed quickly by the rest. “Where, Vasily?”. The party searches but there are no tracks or any other signs. Vasily is on edge, constantly looking out into the mist for watchers that are not there.
About an hour later, a voice is heard, faint but also somehow deep and feminine. “Rina!”. It is getting closer, and louder, repeating the same word over and over, occasionally another unknown word or two, until it is clear the approaching voice is from something larger than human. Crashing of trees can be heard, and the ground starts to shudder. The party spread out and hide behind the largest trees - the voice and sound and rumbling get closer - then suddenly stop, increase in volume and urgency, and head away from the group at speed.
When the party discovers the ruined village/lair, is the Confused Giant present? Unlikely, 2,1 No and nowhere near. Do the lair giants have a watch? Unlikely, 5,5 Yes! The Distance is halved or doubled for each relevant fact, so - (half) force march, hills, woods but (double) it’s a village. 2d6x50 = 350/4 = 90 feet. Chipper would be scouting although due to the forced march he has a reduced chance to stay hidden. 33 = no. Surprise dice next, but with a penalty of 1 to the giants because tree-line humans vs, well, giants in a village built for humans. 3,3 means due to the bonus, Chipper sees the giant patrolling and is able to back-pedal into the trees and alert the party.
It is well into evening when Chipper motions the party to stop, and works his way back to the main group. Everyone is sweating and tired, and the warm rain does little to help. Chipper catches his breath before reporting, “Ruined village up ahead, Hill Giant patrolling”. Jeddak grimaces. “We’re all tired and craving our blankets, but we cannot rest here. While we are unnoticed, let us return to the safety of Managal, recover our strength and plan again”.
Does the party agree? Likely. 1,3 = no but agree to move away to camp. BFRPG gives the first day of forced marching “free” so there are no penalties yet until they either rest (removing all fatigue) or forced march again (risking damage).
“Giants cannot see in the dark, and there’s no sign of that roamer” offers Ghost. “Let’s move away and camp in the woods. It’ll be safe enough and we won’t return home with nothing to show for it”. The group agrees, and Jeddak shrugs and re-shoulders his pack.
That just leaves the Giant Hawks. Reaction roll, with +1 for Chipper’s “Friend to Animals” quality. 2d6+1=10, favourable.
Just as dawn is breaking, there is a great flapping of wings, and crashing of branches. (1d3=) 2 Giant Hawks land in the treetops nearby, boughs bending under their weight. The larger of the pair, the male by the colouration, leaps from the tree to the ground and caws loudly, his wings spreading out to a good 12 feet in length. Most of the group are cursing and reaching for weapons when Chipper stands up openly. He makes some loud whistles and grabs a loaf of bread, breaking it in two and throwing it to the huge creature. It whistles in return, eats one of the pieces, and takes the other to its mate, who eats it, and they fly away. Morgan claps Chipper on the back. “I’ve never seen anything like it!”, he declares. “We’ll have to call you ‘Chirper’!” laughs Vasily Oakhill. “That bread is coming out of your rations,” mutters Ghost to herself.
The party earns half XP (total 240) for “negotiating” with the Giant Hawks.
3rd Day of Last Rain (wet season). Food 4. Normal Movement (30MP)
Encounter 1 in 6 (Day and Night). 3, 3. No.
Event 3 in 8 (Terrain and Weather, Tide). 3, 8. Terrain, Tide.
Feature 1 in 10 (Natural and Construct). n/a
The group plans to use a normal pace to explore the woodlands to the east. Can they go directly there or do they need to circle around the Giant’s Lair? 50-50 = no, and it takes them an extra (1d3+1=) 2 hours. Another forced march will risk killing some of them, so let’s not.
Terrain event is: Vermin eats (1d4=2) days of food. Tide Event is: Sight (misleading)/Home.
The group circles to the south to avoid the Hill Giant Lair. Unfortunately some steep elevation changes force them much further off their route than anticipated, and it takes them half the day in travel to move clear of the hills. At the last rise, Ghost waves and points. She claims to be able to see Managal’s rooftops rising through the mist. The others gather round and after some time and discussion, the wind shifts and merely more tree canopy is revealed. It is then they discover that one of Bess’s saddlebags has been chewed open by some large-toothed vermin and lies flat and empty. Ghost curses at the beast, but Chipper rubs the pony’s nose and gives her an apple. They are frustratingly close to finishing their exploration when night falls, and occasionally this frustration leads to raised voices. Morgan, however, points out that the rain is now only a trickle and eventually the night passes easily.
4th Day of Last Rain (wet season). Food 1. Normal Movement (30MP)
Encounter 2 in 6 (Day and Night). 6, 1. Night.
Event 1 in 8 (Terrain, Weather and Tide). 3, 7. No.
Feature 1 in 10 (Natural and Construct). 1, 6. Natural.
The party is running out of food, and is surrounded by difficult terrain. The only reasonable course here is to finish exploring the hex, scout the surroundings, then return home.
The Feature rolled was a Cave. The Encounter is Grizzly Bear. Is the cave the lair of the Grizzlies? 50-50 = No. The Grizzly will approach their camp if the party is still in the hex at night. Is the cave some sort of dungeon? Likely = No, but a trap with treasure. Trap = Environment. (Gas, Pit, Rockfall, Water. d4 = 1, gas)
In the first hour of daylight, the party finishes their exploration, discovering a cave entrance in a rocky mound where the woodland is clear. Bess is not willing or able to go inside, so the Oakhill siblings stay outside on guard while the PCs enter. Jeddak does not need a torch and enters first, reporting that the cave splits into 3 natural-looking tunnels each heading deeper underground. 2 of them can have 2 people walking abreast, the last only one person. No noises can be heard ahead. They choose one of the large paths at random.
Clues to trap? Likely. 6, 1, Yes and obvious. Jeddak is a Dwarf (1-2 on 1d6 to spot traps underground) and is “Educated, Scholarly” which will apply a +1. He will also get assistance from another party member (1d3 = Ghost) for another +1. 1d6 (1-4) = 4.
“I don’t like this” huffs Jeddak, “the smell is not right”. Ghost pulls on his sleeve. “And look here, there are no droppings or other signs of rodents like the other tunnels”. Jeddak nods. “You three, wait here with those torches. I will explore a little further”. He tears some fabric from his sleeve and sloshes some water over it - then advances alone.
I decide that the treasure here is worth 1d100 gold worth of items. 51gp.
Ahead the tunnel stretches on. Jeddak starts to get light-headed and is about to turn back when he spots a body sprawled on the rocky floor. The woman has been dead for some time, evidently poisoned by the bad air. Her furs are falling apart, but the Light Crossbow and quarrels look intact, as does the shortsword and money-pouch at her belt. Jeddak stumbles as he kneels to retrieve the items, and knows he needs to get out.
Jeddak needs to save vs poison, needing 12 (+4 Dwarf, +1 Con, +2 for precautions). Rolls 2. He takes a few steps, then crashes to the ground. The rest of the party can make Hear Noise checks to immediately understand the trouble. That’s 1 in 6 for each character, and an additional 30% Hear Noise for Chipper. Chipper and Ghost hear the noise.
“Wait!” says Morgan as they make light and more wet rags. He empties out his whole waterskin. “Ghost, you are the fittest, and have the best chance of saving Jeddak. Seal your lips around this spout, and only breathe the good air within. Take a deep breath before pulling out our Dwarven friend!”. Ghost considers arguing but the steely glare of Morgan has stared down rougher characters than Ghost. She nods.
Does this plan work? Very Likely. 5, 2, 1 = Yes. Can they retrieve all items? 5, 5, 3 Yes.
Prize = Shortsword, Light Crossbow, 10 quarrels, 10 gold and 30 silver coins.
What is the effect on Jeddak? Damage, KO, Vomiting, Headaches. d4 = Headaches. -1d3 to all rolls for 1d3 days. The lucky Dwarf rolled 1,1.
There is enough good air in the waterskin to drag Jeddak out to safety, and return for his weapons, shield, and the loot from the corpse. Out in the fresh air, Jeddak coughs and takes many deep breaths, and endures the good natured jibes about “toughness of Dwarves” from the rest of the group. Ghost lays out the treasures and weapons - the group decide that the Oakhill siblings will get the weapons, and the treasure will fund provisions for the next trip.
There is plenty of daylight remaining, and the group scout out the unknown wilderness to the north and east (taking 3 hours) revealing more forest to the NW, and plains to the NE and E.
The group find a little forage of wild mushrooms (+0.1 Food) as they break the tree line and enter the plains to the SW, and return to Managal, the guards on the crumbling walls waving in welcome. The group look at each other, picturing how easy a Hill Giant would stride through their weak defenses. Something to mention in their report.
Normally the PCs would need to pay for more rations, room and board etc. Until they get a bit more treasure in their sacks, the town will waive this in lieu of the updated maps, monster reports and so on. Also Duke Rolf does not want to give them a reason to not go back out!
The Campaign continues in the next post!

