6th-12th Day of Last Rain (wet season). Food 0.1. Rest in town.
Encounter 1 in 20 (3x per week). 8, 13, 15, No.
Event 1 in 20 (3x per week). 9, 10, 7, No.
Urban Adventure 1 in 20 (3x per week). Not rolled (town grieving) and PCs decline.
The next 7 days are spent quietly for Managal, resting, recovering and grieving. Duke Rolf checks on the PCs often, expressing gratitude, sympathy, and reassuring them all costs are covered. The gem-encrusted belt buckle is traded with Governess Mae, who is responsible for the social welfare of the town. The cash is divided, a 20th-share is allocated to the PCs (75gp each to the living members of the party) as well as the other survivors and families of the bereaved. The Oakhill family agree to use their combined share to equip Vasily, a male Human Fighter with upgraded weapons and armour, and he joins as a new PC. Next, Naki, a male Halfling Thief (who is widely known as a bit of a cad about town) offers his services. He fits in well, a bit of a social chameleon. He wears his hair shaved to the skin, and is deeply tanned. Finally, the brave “medic” who saved Morgan volunteers as a spear-woman, and is equipped jointly by the town, her own share, and party hand-me-downs. She is Trix, a Human Retainer and when not helping the town healers she makes use of her skills in tattooing and needlework. She is quiet, and has a face full of freckles. Everyone seems happy with the new party. There is a brief nod of acknowledgement passed between Trix and Naki at their greeting. Ghost arrives late, lifting her arms wide to show off a bandolier of throwing daggers and a “utility belt” of carefully-packed oil flasks.
Thus the new party is Morgan, Ghost (and Bess the pony), Vasily, Naki, and Trix (Retainer). The party have upgraded some armour and weapons, bought a week’s more provisions, and plan to explore the forest to the east before swinging north and west.
13th Day of Last Rain (wet season). Food 7.1. Forced March (36 MP).
Encounter 1 in 6 (Day and Night). 3, 5. No
Event 1 in 8 (Terrain, Weather and Tide). 4, 8. Tide.
Feature 1 in 10 (Natural and Construct). 9, 9. No.
No disruption at all, so the hex is marked as clear. There is a Tide Event: “Sight/Eyes (hallucination): Prophet”.
Morgan is on watch that night, when he realises another pair of footsteps are patrolling the camp with him. To the Cleric it seems perfectly normal that the Great Prophet should be here with him, as the legendary man is clearly a servant of the gods. “No my son” utters the Prophet, as if reading Morgan’s mind, “I was wrong, this place is cursed. But the mist is clearing and we may return. Come, come with me and prepare the way!” Morgan takes a couple of steps, but then turns sharply when he hears a sound behind him - but it was merely a sneeze from Bess the pony, followed by two more. Then there is the rustling of blankets, as Trix turns over in her sleep. When all of the noise abates, Morgan turns again to follow the Prophet - but he is gone. Morgan shivers and says a quick blessing for the pony.
14th Day of Last Rain (wet season). Food 6.1. Normal Movement (30MP).
Encounter 2 in 6 (Day and Night). 5, 2. Yes, Night.
Event 2 in 8 (Terrain, Weather and Tide). 2, 4. Yes, Terrain.
Feature 2 in 10 (Natural and Construct). 10, 10. No.
Terrain Event = “Trap in the grass”. 50-50 to see which hex (first or second travelled) = 2nd. The trap is (roll a random crime for inspiration=) “Blackmail”. The first thing that comes to mind is that someone (d3=Morgan) saw the little nod that passed between Trix and Naki, and will confront them. Someone might get a little roughed up! Morgan will approach (1) Naki, (2) Trix, (3) Both. d3=Naki.
By nightfall, the group are half way to finishing the exploration of their second hex. They will have to finish the rest tomorrow, assuming they aren’t run-off in the night. PCs normally succumb to traps on 1-2 on d6. Usually there is a Save to avoid. I will assume the 1-2 already came up for Morgan and Naki, hence why they are in this situation, and give the Save to both. Failure will mean they will take 2d2 damage from a couple of punches.
Later, Morgan approaches Naki and stares down at him: “Listen Short-Arse, I saw that look you gave Trix, and you’re not fooling anyone calling yourself a ‘rogue’. She proved herself when the Stretched attacked. You hid in the sewers. You better pull your weight out here or you’ll get us all killed.”
(Naki rolls 17 = save, Morgan rolls 4 = fail)
“You spent that fight face down in the mud! Now shut your yap if you like having kneecaps!” Naki retorts. An enraged Morgan swings his fist, but the Halfling easily dodges, and true to his word, kicks Morgan in the knee, causing him to fall and take (2d2=4HP). Morgan curses and the others rush over to break up the fight. Bess brays loudly, and Vasily nonchalantly says “Look, now you’ve upset the pony”. The tension breaks and there are a few chuckles. Naki says quietly “We were in the north ruins placing range markers in case the Giants came. Nowhere near the battle.” Morgan’s face reddens. “The way you handle yourself, next time let me place the stakes. Now help me up, I tire of ending fights on my arse!”.
(‘Trap’ hit Morgan, -4HP, on 4HP). Encounter: 2 Giant Flies. Morale roll to see if they engage (2d6=11 vs 8, fail). The party hears the drone of large wings, but never see the creatures. Morgan restores 1HP overnight and the group moves on after breakfast.
15th Day of Last Rain (wet season). Food 5.1. Normal Movement (30MP).
Encounter 1 in 6 (Day and Night). 6, 3. No.
Event 1 in 8 (Terrain, Weather and Tide). 4, 6. No.
Feature 3 in 10 (Natural and Construct). 10, 5. No.
The party finishes up in the plains, finding nothing to report - then they move west, the rest of the day spent criss-crossing the nearest section of the forest that separates the plains from Managal. At dusk, when Ghost declares the light is too poor for any further progress, there are no disagreements. An hour or two in the morning should finish the task.
16th Day of Last Rain (wet season). Food 5.1. Normal Movement (30MP).
Encounter 2 in 6 (Day and Night). 6, 2. Yes, Night.
Event 2 in 8 (Terrain, Weather and Tide). 6, 1. Yes, Weather.
Feature 4 in 10 (Natural and Construct). 10, 1. Yes, Construct.
(Morgan +1HP). Weather = “Raging Torrent, must move back”. A swollen river blocks any westward movement. Construct = Ruined Monastery. Floors/Levels (1d6=) 2. The construct must be fully explored and cleared as necessary to deem this hex “safe” and earn XP.
A few hours before dawn, a deluge begins, and awakens everyone with the din of heavy raindrops on the tree canopy. “This might be a problem if that river we saw to the west breaks its banks”, cautions Trix. “No choice”, responds Morgan with a shrug.
Some random rolls show that there are 11 locations here, 3 above ground and 8 below. The entrance underground will be in (d4=) none of them, in the rubble somewhere. Is this the lair of the night time encounter? Rolling on dungeon or forest encounter table = Skeletons. Seems Likely = No! So what lives here? Rolling same as above = Cobras. Ok, so (1d6=) 1 Cobra lairs in the ruins, and some Skeletons live underground and patrol/wander at night. The underground entrance is a ‘concealed door’, so the PCs have a good chance of simply happening across it. None of the PCs spot anything at this distance, through the heavy rain.
Within the hour, Naki waves his hand from up ahead and beckons the group, pointing through the rain at the crumbling structure covered in vines and roots. “Typical monastery layout” says Morgan. “Looks like only 3 buildings are even partially intact”. “Can’t see no-one or nothing” adds Naki. They glance at sharp-eyed Ghost, who concurs.
The nearest building is (d4=) the remains of a shrine, but in a stroke of luck the group have to walk past the dungeon entrance to get to it. Both Vasily and Ghost point out the large shadow that is actually a hole in the ground nearby, but they (likely = yes) all agree unanimously to check out the rest of the ruins first.
The snake lair is in the (d3=) 2nd building. The Cobra is only 1HD but 7 feet long, has a blinding spit and a deadly bite, but sportingly will spread its hood in warning if it feels threatened. There is no surprise on either side between party and snake. Given this, the most likely course of action for PCs is to avoid the snake until all the ruins are clear, then go back and kill the snake. I feel this has a Likely chance of simply working, 2d6=Yes.
Will the PCs block the door of one of the structures and leave Bess the pony, or leave Trix as a guard? Likely to fence Bess in = Yes, and Bess doesn’t mind.
The PCs discover a large snake nested in what seems to be the remains of a bathing chamber. When it spreads its hood they back away, and leaving Trix on watch they explore the rest of the ruins for an hour, revealing nothing further. While everyone else was occupied, Trix formed a crude noose with branches and vines, and captured the snake. It is quickly beheaded, and Naki declares the evening meal to be “sorted”.