
Travelling merchant campaign
The map, as it unfolded during play
Log trip 1
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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
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Buying 1T of Common goods (7G) at 32% discount (4G 8S)
5G 2S
Morning watch
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Travel north to farming village. EC 1, no event
Afternoon watch
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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
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They prepare for the journey. Ikaros has 1 re-roll, Severus has 2.
Morning watch
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They follow local roads to the NW road, and travel that way. EC1, no event
Afternooon watch
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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
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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
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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
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Breaking camp.
Morning watch EC5: 1: Ambience - Ominous natural sign.
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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).
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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.
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Find camp: 4, a good site.
Evening and night EC5*2: Spoilt supplies + ambience
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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.
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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
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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
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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
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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.
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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.
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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
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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!)
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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
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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.
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They pack up and travel on.
Morning EC6: No event
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Travel. Foraging. Only Grum can forage, as the terrain is hostile,
however he does find some food (1 ration).
Afternoon EC7: Tracks
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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)
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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
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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
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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
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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
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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
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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)
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Day 8
Dawn EC7: Territorial hunters/scouts
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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
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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!
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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
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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
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They slumber. The forest is unnaturally silent.
Day 9
Dawn EC7: Hostile sentient
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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
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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
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As they take the southern road they encounter a group of hunters. The
road twists and turns amongst forested hills.
Afternoon EC2: Herders
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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.
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Set camp 3, ok. Tell stories 4, -2EC
Evening and night EC1: No encounters
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Day 11
Dawn EC1: No encounter
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Morning EC2: Wretches
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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
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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
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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.