Travelling merchant campaign

Travelling merchant campaign

The map, as it unfolded during play

Log trip 1

===========

Day 1, location: Oppidum Agricolae (Center of western flower)

Oxecart, 2 wheels (1T) and an Oxe

10 Gold

They know the NW road leads to city, the N road via swamps to exotic town

Dawn watch

-----------------

Buying 1T of Common goods (7G) at 32% discount (4G 8S)

5G 2S

Morning watch

---------------------

Travel north to farming village. EC 1, no event

Afternoon watch

------------------------

Sell common goods (9G), buy foodstuffs (2G).

+10% sell. 9G 9S, -10% Sell (1G 8S)

The village is now out of money, but still has plenty of food

They spend the night in the village (4S).

12G 9S

Day 2, location: Farming village outside of Oppidum Agricolae.

Dawn watch

-----------------

They prepare for the journey. Ikaros has 1 re-roll, Severus has 2.

Morning watch

---------------------

They follow local roads to the NW road, and travel that way. EC1, no event

Afternooon watch

--------------------------

They enter a new area, number 13 (rolled up).

They travel NW along the road. W-check to keep going

(Octavia rolls, succeeds). EC 2, no event.

Dusk watch

----------------

They're in the clear, making camp (Ikaros rolls 1, so a campsite, but

not a great one). EC3, no event.

Severus tells stories around the campfire (C-roll), lowering EC by 2 to 1.

Evening and night watches

-------------------------------------

EC2 and 3: A 1 for the Night: Ambience - Sudden shift

in the weather (Re-roll weather):Warm, Gusty, Torrential rain.

Roll Survival to get into cover.: failure. +1 EC to 4.

Day 3

Dawn watch EC4: No event

-----------------

Breaking camp.

Morning watch EC5: 1: Ambience - Ominous natural sign.

--------------------

As the rain pours down, thunder strikes all around.

Travel, they arrive in the fortified village. They could keep going, or stay

for the rest of the watch and gather intel about the roads ahead.

They do the latter. Streetwise, success.

The road NE forks, along a lake and towards the desert, or north

towards the hills and Exotic town. The road SE continues in the clear,

before hitting the forest on it's way to the city. Beware of roaming

nomad tribes.

Afternoon watch EC5: 5, Hazard (Poisonous flora).

-----------------------

W-check: Failure. They cannot go on, instead stopping halfway

through the watch, along the south shores of a lake. The rain and

thunder continues, and they're soaked. They find shelter under some

shrubberies. (poisonous). R-test to realise (failure). The leaves rub onto

their skins, everyone must make an S test or be poisoned. Severus is fine,

everyone else feels poorly. Now, a Healing roll from Severus, or EC+1 and no travel the following watch: Failure.

Dusk EC7: Exhaustion, that checks out. They now have to spend all day tomorrow here.

-------

Find camp: 4, a good site.

Evening and night EC5*2: Spoilt supplies + ambience

--------------------------

The rain ruins their food. They have to forage or turn back.

Weather: No change. The rain continues.

Strange animal sounds echo across the lake.

Day 4

Dawn EC5: Tracks.

----------

They have to Hunt or go hungry. Octavia manages to find 1 days food.

Grum comes upon strange markings on the trees near the water. Left

by the nomads?

Morning and Afternoon EC 5*2. More tracks

--------------------------------

They attempt to forage, and find 6 days worth of food. They discover

more strange markings on the trees, and an uneasy feeling sets in.

Dusk EC5: No event

-------

They again attempt to hunt, as the rashes start to go down.

Ikaros and Grum fell a deer, gaining 8 rations, for a total of 12 now.

Severus gets lost during the hunt, ending up on a mud patch.

S-test to get out: Failure. Luck roll, or take a wound. No luck,

a Wound before the others find him and drag him out. EC+1

Evening and night EC6: Scattered supplies

--------------------------

As they finally manage to settle down, the camp is in disarray.

R-check or +1 EC: Success.

Day 5

Weather: Less rainy: Warm, Gusty, Rainy.

Dawn EC6: Fresh humanoid footprints.

--------

They awaken, and find fresh footprints all around the outskirts

of the camp. They quickly pack up their camp and eat. 8 rations left.

Morning EC7: Exhaustion.

------------

They finally keep going, but only get one hex, before they are again

forced to stop, exhausted. They've entered area 18 (rolling up).

Afternoon EC7: No event. Resting

--------------

They enter a barren wasteland. Wind sweeps

across low grass and dry earth. There are hills

in the distance. They rest.

Dusk EC7: Encounter (Ambush!)

-------

They search for a campsite: 6, a very good one.

However, as they climb towards the small

cavern they are ambushed by 4 Rock

baboons!

Combat played out. Result:

Surprise round: Severus takes a heavy hit to

the head, and is dazed and blinded.

One ape scratches Ikaros.

R1: Octavia slashes one ape for 7. One ape engages Grum, and hits

for 2.

R2: Octavia fires her pistol, but misses. The apes will have to roll

morale on their turn.

Apes fail morale, they flee.

Aftermath: Severus attempts to bandage himself, so as to not have

blood in his eyes: Yes. He is now Bruised.

Severus tells stories around the campfire. -1EC

Evening and night. EC6: Ambience: Sacred place

---------------------------

At first they thought it was the apes cavern, but inside they find

a small shrine dedicated to the road spirit. They pray and offer

food (-1EC).

Day6

Weather: Less rain: Warm, Gusty, Rain flurries

Dawn, EC5: No event. Food left 4.

--------

They pack up and travel on.

Morning EC6: No event

-----------

Travel. Foraging. Only Grum can forage, as the terrain is hostile,

however he does find some food (1 ration).

Afternoon EC7: Tracks

--------------

As they round the central barren hills, crowned with ancient burial

mounds, they find the old skin of a snake. It is very large.

Day 5

Dusk EC7: No event (Herders)

----------

Finding camp and hunting (they'll run out of food tomorrow). An ok camp. Grum fells

a few hares, 3 days worth (4 total).

As they eat, 9 herders and their animals join their camp. Will they sell them a

sheep? 6 Civil. They may be persuaded. 1, barely successful. They won't, it's

not their herd. But they can part with some food for 2s a day. They buy 4 rations.

11G 9S. Severus entertains with stories (-1EC)

Evening and Night. EC6: Encounter

--------------------------

The night proceeds. The watch feels watched. The sheep bleets, unrestful.

Perception! A pack of wolves are circulating the camp, no doubt looking for

easy prey.

Day 7

Weather: Warm, Gusty, Rain flurries

Dawn EC 6: No event

-------

Pack up camp, hunt. Grum kills more rabbits (2 days). Total food 6 days.

Octavia scares the sheep, and one might get taken by the wolves. Animal

handling (W) to avoid: yes.

Morning EC7: Encounter

-----------

The road winds among the grassy hills. They spot a deer. Ranged to fell it.

Ikaros does so with his sling! 9 rations (15 total).

They enter a new area, 23 (rolling up).

Afternoon EC8: Camp or caravan

---------------

The hill give way to plains crossed by many streams. They come

upon a caravan - merchants, whos wagon has broken down.

Reaction: Threatening. The merchants, with 3 guards, threaten the

party, wanting their wagon instead. C-roll to talk it over, otherwise

+1EC and pot. combat. 5 vs 4, q1 success. They aren't happy, but

yield. The party scampers away.

Dusk EC8: Hostile sentients

-------

Set camp 5 a great camp.

As they set camp 4 Thiraks attempt an ambush. Spotted by Grum.

Octavia fires her gun. Moral check. Fail. They flee.

Severus tells stories. -1 EC

Evening and night EC 7: Exhaustion, must rest next watch (they are anyway)

--------------------------

Day 8

Dawn EC7: Territorial hunters/scouts

--------

As they pack up their camp, a group of nomads (12) approach. They want toll.

Negotiation ensues: 3 vs 1, a 2 quality success. They wanted a gold, they agree

to 6 silver. 11G 3S.

Morning EC8: Travellers in need

-------------------

As they make their way across streams throughout the watch. Towards the end

they see a cart in bright colours stuck in one of them. It's a troupe of

entertainers. S to get it out. Yes. Grateful, the entertainers give a rumour.

"In the forest ahead, there is a fortified inn at a crossroads. It's a safe haven."

Afternoon EC9: Ambush!

---------------

W-test: 4, ok. They keep going, leaving the streams and entering more forested

areas. New area, 27, generating.

In these dark, hilly woods, they are set upon by brigands! The party hears them

coming. Can they hide or avoid? No, the wagon must remain on the road. They

prepare for combat. There's 6 bandits, a part of a scouting party of 12, in turn a

part of a camp of 30.

R1: Octavia shoots one as he rushes her, 9 damage(!) - Dislocated shoulder.

Morale: Ok. One brigand slashes Octavias mail, but fails to penetrate.

R2: One pirate slashes Grum for 4 wounds and knocks him out, unconcious.

R3: Octavia devastates one for 16 wounds with her sword! She breaks his neck.

Severus hits (!) for 3 wounds.

A bandit pierces Ikaros for 6 wounds. Blow to shin or calf, stunned for 6 r.

R4: Octavia slashes one across the chest, it bleeds and takes 9 wounds.

Severus hits again (!) for 3 wounds. A leg breaks with a nasty crack!

Morale: fail. The remaining brigands flee.

Severus tends to Grum, who will have a nasty bulge on his head.

Dusk EC9: Stalked

--------

Set camp 2, an on camp, tell stories 6, -2EC, Perception 3 - Grum spots something in the

woods, but it takes off.

Evening and night EC7: Ambience

--------------------------

They slumber. The forest is unnaturally silent.

Day 9

Dawn EC7: Hostile sentient

------------

They break the fast and pack up. As they get ready to go, a large horrid creature, part

giant, part seemingly made out of the forest, come crashing through the undergrowth.

It roars as it rushes towards them.

R1: Octavia fires, doing 9 damage. It hardly dents it, but it must make a moral check.

Morale: It flees.

Scared now, worn and in need of rest, they quickly pack up and continue.

Morning EC8: Tracks

----------

They follow the winding path deeper into the woods. After about two

hours they come upon a fortified tower with colourful banners hanging

from it's sides. Severus, who can read, exclaims 'Crossroads Inn'!

They spend the day eating, drinking and sleeping, recovering wounds

and heart. 8S. 10G 5S.

They ask about the roads. N leads to the desert, NE leads to the mining

town and SE leads to the city.

Day 10

Morning EC 1

-----------

As they take the southern road they encounter a group of hunters. The

road twists and turns amongst forested hills.

Afternoon EC2: Herders

--------------

They continue, entering a new area, 32. Generating.

A lowland, rather dry in places, spreads before them.

They pass a group of pig herderes who wave at them.

Dusk EC2: No encounters.

-------

Set camp 3, ok. Tell stories 4, -2EC

Evening and night EC1: No encounters

-------------------

Day 11

Dawn EC1: No encounter

--------

Morning EC2: Wretches

-----------

They follow the road, now flag stoned, to a grand old bridge across a

meandering river. On the bridge is a gaggle of wretches, begging for alms.

They give a silver. 10G 4S.

They come to a town, and eat in an inn. Across the bridge, some km

ahead, is a town. They pass through, eating a meal at a tavern (4s). 10G.

Afternoon EC3: Tracks

--------------

As they continue, river to the right, farmsteads and small villages are

plentiful. In the late afternoon they arrive at the coastal city.

Dusk EC1: No event

-------

Toll 10% of base price, or 5S

They sell their goods. Base price 6G/T of foodstuffs. 2% above is 6G 1S.

New total 16G.

They take rooms at an inn, 8s. 15G 2S.

Profit! 5G of it anyway.

Next step is probably to purchase 1T of common goods and go to

Mining town. Then ore, and go Farming town or something like that.

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u/Hefty_Love9057 — 10 hours ago
▲ 5 r/osr

Arden Vul play report session 3 - Explorations and descent

(NOTE: Session 2, I misstyped in the header)

Session 1 here: Session 1

We make camp in the small cavern halfway up the Long stair.

A half an hour passes and we could here hooting. Sounds like a large ape-like creature. Kendra pokes her head out the door and looks up. Four white creatures were climbing down quite rapidly. Splendyr joins Kendra at the door. They disappear once they reach the road. Kendra douses the flame and both take up positions at the door. The apes passed by and continued travelling down, disappearing into the woods.

We set up a watch, and sleep for 7 hours. Kendra, Astrid, then Splendyr for watch order, each 2 hours 20 minutes.

During Kendra's watch, she hears a whisper 30-40' up the stairs. She peaks out cautiously looks up the road and sees 6 normal troops and a sergeant. They are anthropomorphic animals (dog, pig, goat, rat, and a sheep). Kendra wakes up Splendyr and Astrid to have them ready for a possible attack. Splendyr hits Kendra with her warhammer before taking up posts next to the door. The sergeant orders the soldiers to check out the smoke and fire. The beastmen stop in front of the door and tells the sergeant about there being people in the cave. The sergeant stops in front of the door. Splendyr waits for the sergeant to speak. He greets us and tells us his name is Sergeant Garker of the Beastmen, and asks us our business. Splendyr addresses the sergeant letting him know that we are adventurers. Deino the leader needs to be visited if we were in Beastmen territory. Steel, food, and wood are items we can trade with them. They march off into the woods below.

The rest of the night goes off without incident. We wake up at 4 am. We break camp and it's 5 am before we are ready to head out. Weather is clear and hot.

4th of August 2993 AEP.

We head back up to the top. 1500 square foot area; 20' tall walls mostly collapsed; 24 towers surrounding the city in various states of repair; swift river that runs through the western third of the city; two islands inside of the river; northern island has the ruins of a donjon; the southern island has a solarium and a palace; headless statue of Vul and a statue of Arden (just the feet), one on each side of the river; broken bridge on the nothern part of the river; longhouse with smoke coming out of the chimney in the northern wall; south plaza with a giant oak and a tower to the south of the temple; an eastern plaza to the temple contains a huge fountain with something in the fountain, also a beam of light coming from an area in the south of the plaza; there are 3 obsidian obelisks (southern island, the swamp, and the one we already checked out); two buildings to the west of the temple lie in ruin; NNE ruined villa; W gladiator school; SW a ruined villa.

We go to check out the tower south of the temple. 50' boulevard with buckled cobblestones with trees growing out of the cracks. Broken pillars line the plaza, with only 3-8" left. Busts lie all over the pavement, staring at us. Three large trees (1 oak in the center and 2 maple to the south of the plaza). The area is flattened, like a great wind came through. Paths have been made through the rubble. In the roots of the oak tree is something made out of white marble. The tower has a bronze door surrounded by and covered by arcane runes. The tower is windowless except for some slits near the top. The pyramid is made of marble and is 90' square and goes up 45'. A 30' platform with a canopy stands at the top. A statue is in the center of the covered area. Both the pyramid and the tower are fully intact.

We go to check out the oak tree as it peaks both Splendyr's and Kendra's curiousity. Splendyr notices that it is the arm of a stature. The arm appears to be made of the same material as the feet of Arden. We go to check out the tower. 40' square, 45' tall. Both Astrid and Kendra sense massive discomfort as we approach the tower. We sense something truly evil inside. Magic is coming from the doors, which are 8' tall. The symbols are of Thoth and Archontean alphabet (which don't spell words). Possibly a prison. On the southern side, one of the barred windows is broken which would give us an entry point. But we decide to leave it be.

We go to check out the light coming from the ground. A once covered 5' dia well with a 3' tall frame surrounded by a courtyard. The light was not there yesterday. Splendyr peaks into the well and she is blinded by the light. The interior of the well is covered with mirrors and glass, reflecting light both up and down. She could not see the bottom, but can see 40-50' down. The placement appears to be intentional. Astrid notices a party of 6 armed humanoids coming down the northern boulevard towards the temple. We hide and they climb to the top of the temple. They manipulate the statue and descend into temple. They appear to be adventurers, with the leader being extremely good looking.

Kendra brings up the fact that we were supposed to find adventurers who had descended the Well of Light to the secret halls of the Thoth priests.

In the eastern plaza is a 15' dia dry basin for a fountain. In the basin is the other arm of the statue of Arden. The arm weighs about 8000 pounds. As we debate our next move, Kendra hears an evil snarl to the south about 100' away. Kendra lets the other two know of the sound. The building to the south is completely destroyed. Red eyes stare at us from the cavern underneath it. The creature appears to be afraid of the light. Cautiously we head around the temple to check out the outer buildings. We notice that on each step is worn in the middle and that there are symbols in a specific order in the center of the riser (Ibis-headed Thoth pointing at a robed human descending a staircase; Ibis-headed Thoth pointing his left arm at a bowing human, who is presenting the god with a plate of scrolls and coins; Ibis-headed Thoth spewing forth a long scroll inscribed with (abstract) writing into the hands of grateful humans; and a baboon squatting with an open book on its thighs, holding a pen in its paw, and gazing at a group of humans; a feather appears between the baboon and the people.)

The southern building is completely destroyed, though there seems to be a basement. The northern building is larger in area, but not as tall. Maybe some kind of complex. One of the sections seems to be standing, though the floors above it have collapsed. We see a chimney about man height, the rest having collapsed, coming out of the rubble. We find a staircase relatively free of rubble, which Splendyr has noticed was cleared recently. We descend into the darkness. Kendra gave Astrid 2 torches.

We enter into an immense pillared hall some 60' down. Light is almost absent except from the stairs. The area is covered in cobwebs and destroyed furniture. To the left and behind us is a white marble structure. There is a 3' wide path to a set of double doors in front of us which stand ajar. Two corpses are face down in front of the doors. (8:20)

XP: 100

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u/Hefty_Love9057 — 23 days ago
▲ 9 r/osr

Play report, session 1 of Arden Vul

Starting at the base of the cliff of Arden Vul.

The stairs/ramp are super wet and slippery. The flagstones have become overgrown and appear to not be used. There appears to be a cave across the river.

Splendyr leads the way up the ramp using a rope to help guide Astrid and Kendra to prevent them from falling off. After reaching the first ledge, we are about 500 ft up and have only reached Vul's hips. The second ledge is at Arden's shoulder and we discover a 20 ft wide entrance. Astrid scoots to the edge of the cliff to look into Arden's hand. It appears to be at a weird angle. There doesn't seem to be anything in it other than moss and mold. From this angle, we can see a joint in her elbow, her shoulder, and her hand.

As we pass the entrance, it is 8 ft tall but seems to taper off to about 6 ft. There doesn't seem to be any ornamentation. There seems to be something (a bundle) in the far back. The hallway is man-made with two chambers, but we cannot determine what it was made for though it seems to be related to the city on top. We go to check out the bundle in the back. When we enter, we can feel the weight of mountain above us. Inside there is a campfire, and next to it is a bundle of wood, about 2-ish weeks. Astrid goes to pick up some of the wood, and discovers something white and glinting. As she takes it out, she discovers it is a small ivory statue (250gp). (Vol. 1 P. 85) The statue is of  Archontean male. The Archontean's are who built the city.

We proceed to the next ledge which has another cavern. The stone door that was there is laying on the floor. Inside, there appears to be multiple rooms carved out of the stone. Splendyr checks it out and discovers the door was lockable from the inside and is of old Archontean construction. There are lots of thick cobwebs inside the cavern. We head inside and discover that it is H-shaped with us entering in the bottom right of the H. The cobwebs fill the corridor to the left. Spendyr discovers a dwarven skeleton in the top of the right H. It is still clothed in chainmail and it is holding a warhammer. Kendra asks Astrid to light the cobwebs on fire, but as she does that, she notices that the smoke goes out the door and up the cliff, which would alert anyone in the area. Kendra uses her polearm to clear the cobwebs instead of lighting them on fire. Rubble covers the floor, with some of them appearing to be beds in a previous life, giving us the impression of it being a barracks before. Astrid asks Spelndyr about the presence of dwarves in the area. Spelndyr knows that dwarves were used in the construction, but this dwarf seems to be newer than the construction. Kendra heads left and discovers a pile of rubble. Upon further investigation, she finds a rotting pouch and a pair of fresh burgundy colored leather half-boots, with fancy blue-tooled designs. Inside the pouch is a small vial with a light-blue powder laced with sparkling motes. Kendra shows Splendyr. Astrid succeeds on identifying the potion as a reduced one which requires liquid to be added to make about 2 potions. (Vol. 1 P. 78). However, she cannot tell which kind of potion without trying it. Splendyr leads the way to the other side of the corridor. We find nothing up that section other than broken rubble.

We head back to the dwarf so that Splendyr can grab the chainmail and warhammer from the dwarf. She first tries to determine the cause of death. The dwarf is clutching the warhammer in the left hand and the right arm appears to be broken. On the body, upon further investigation, is a dwarven life stone (Life-stones are carved oblongs about 4” long; they are frequently threaded upon a leather cord. Members of the powerful clans of Kazildor are given a life-stone when they reach adulthood; through an enchantment known only to dwarven rune-smiths, the stone is enchanted such that it glows with a low, yellow light so long as its owner lives. Should the owner die, the stone loses its enchantments. The life-stones allow trained dwarven delvers to locate missing members of the clan (via a locate object type enchantment). The life-stones are considered sacred by the clans, and great effort is expended to locate and recover the life-stones of dead clansmen (of course this is difficult to do once the life-force that has enchanted a stone is dead). Those dwarves who are clanless lack life-stones. Typically each life-stone is carved from a specimen of the stone for which the clan is named (i.e., malachite stone for clan Malachite). In addition to the basic enchantment, runes identifying the clan and the specific dwarf in question are carved into the life-stone. Experience Point Value: 500 G.) (Vol 1. P 84). (17:30)

Splendyr makes the decision to continue climbing up. At the second switch-back, the stairs start to turn into actual stairs. The second switch-back has trees growing on it and we ascend the stairs to Arden Vul. The Halls of Arden Vul lie within an massive rock plateau that looms over the valley of the Swift River. From the top of the plateau, the Swift River drops 1,500’ to the valley floor in an enormous waterfall. Carved into the face of the cliff is a set of broad steps that winds upward through three cutbacks until it reaches the top of the plateau; this is the infamous Long Stair, which varies in width from 5 to 50’. Two giant towers, in bad shape, guard what used to be a 45' wide wooden gate. An obelisk is made of black material and we can see the pyramid of Thoth. There is also a main road which travels through trees to the pyramid of Thoth. There is a marshy area to the west as well as a lake. We get to the top close to 18:00. Arden Vul was in it's hay-day about 1200 years ago.

Astrid notices what appears to be a dam at the edge of the lake. She notes how amazing it is that it still works, and she looks for approval from Splendyr, side-eyeing Kendra as she does so. Astrid asks Splendyr about the obelisk, but Splendyr is not familiar with the construction. Kendra suggests checking out the obelisk to have something against our back for camp. The granite obelisk is weather-beaten 10' wide and 35' tall, with inscriptions from base to tip. Astrid tries to read the inscriptions and recognizes the script as using the same script as Archontean (Mythric), meaning she recognizes some names and makes the connection that some of them are old Archontean emperors. There is a lot more on there that cannot be read. At the base, the pictograms are humans interacting with lizards, riding lizards, and killing animals. Higher up the theme changes to that of the sun. As we explore, we discover that there is a wide band of stone on the south face, 5' tall, with no names or images, but there is a 1' tall ankh with an inscription in Mythric. Thoth uses the symbol of an Ankh. Astrid makes the connection based on what we see that the religion of Thoth was not the original religion and ended up taking over the city.

Astrid checks out the lizards more. They appear to be horse-size or bigger for the ones being ridden. Some of them are also walking on two feet with some holding spears. We get the feeling like they are slimy lizards and not scaly. As the sun sets, the obelisk casts a long shadow to the east and we hear an animal cry to the northeast. We try to pinpoint where it comes from, but we are not able to determine exactly where it is coming from as it echoes around the ruins. We get the sense that we are very alone and that we are in danger in this area. Splendyr checks out the obelisk more and discovers that the ankh is almost shelf-like and might accept something. Astrid starts to head down towards the area that had the campfire, but stops to check out the east tower. It seems to be in more disrepair than the other. The north side is intact, but the south side has collapsed. The interior is in bad shape. She notices thick strands of webs on the ceiling. Thicker than anything she has ever seen. She then checks out the other tower. The wood is rotten, but the walls are intact. The cobwebs are normal sized in this one. As she explores, she finds under some rubble, a sack with 45 ancient gold solidi coins. While she is doing this, Kendra and Splendyr look for an ankh shaped thing in the general area, but do not find anything. Kendra and Splendyr join Astrid just as she shoves a sack inside her toy. Astrid lets Kendra and Splendyr know about the webs. Splendyr goes to check out the east tower and decides not to enter.

Splendyr decides to check out the dam and as we leave the path, the area becomes difficult with lots of rubble showing that there was a catastrophe at some point. As we get closer to the lake, everything gets wetter and wetter with the western side being especially wet to include pools of water. The water is very silty and cloudy, with reeds and lily pads dotting the area. Astrid harvests cattails for a future prank against Kendra. As she harvests the cattails, she hears splashing in the lake. Failing to see where it came from, she does not notice what it was. The sound was much bigger than a fish. Splendyr notices the wreckage of a boat in the lake. She sheds her chainmail and swims out to the boat. Astrid and Kendra tie a rope around Splendyr's waist before she starts swimming out. As she gets near, Splendyr notices that it looks like a barge. Two very log like shapes start to approach Splendyr, Astrid yells at Splendyr and Kendra starts pulling her back. We are able to pull her back to shore successfully. The two logs appear to be very swift crocodiles. The crocodiles don't appear to want to follow us onto shore. The crocodiles make have been pets of Archontean nobles. We untie Splendyr and head to the campfire to make camp. As we head down, we notice smoke coming out of a chimney in the barn area to the north of the city.

Elapsed time: 4 hours and 10 minutes. XP awarded: 1050 (they got really lucky with treasure finds, and also I deemed them to have discovered an important location, as well as explored five locations (the toll station, the guard station, the obelisk, the western tower and the pond).

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u/Hefty_Love9057 — 1 month ago
▲ 23 r/MapPorn

A hex map of earth, each hex is 1250km side to side.

Obviously, when making an abstraction like this, tough decisions has to be made. For instance, in order to get more continent definition, while also keeping the ocean-land ratio, I reduced the number of land tiles in Antarctica and added some dubious ones that really contain more water than land to various continents. Japan and Britain have been glued to their respective continents too, Madagascar is nowhere to be seen etc etc.

The dark red dotted line is the equator, the bright red lines are teuctonic plates. Here, as well, there are many simplifications.

u/Hefty_Love9057 — 2 months ago