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h OVERLAND TRAVEL h

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h OVERLAND TRAVEL h

HE PLAYER CHARACTERS’ story

T
USING OVERLAND TRAVEL
will take them far beyond the cities.
Traveling invites a number of questions When player characters seek to travel for longer than a
for players to answer: how will they get day, Overland Travel can be used. Without direct reference
there and by what means? Will they to either Primary Attributes or Movement, it allows
go by horse or on foot? Perhaps they the Historian to track how fast the party reaches their
ride in the back of a procurer’s wagon? Will it be a safe, destination, to examine the hardships they face and to set

OVERLAND TRAVEL
quick travel sequence, or will it be filled with hardship and the measure of danger assigned to each stretch.
adversity? All of these questions must be answered in order Whenever Overland Travel begins, the Historian should
to shape the narrative into a cohesive story. have the Travel Tracker on hand, found in Amendments.

OVERLAND TRAVEL
AS A NARRATIVE TOOL
Precise distances are not a consideration of
FLAMES OF FREEDOM, which relies on
narrative approaches to frame a Journey in an
intriguing way, punctuated by exciting moments
that may lead to exploration, break out into Chase
Scenes, erupt into fierce Combat Encounters or
tense Social Interactions.

RUNNING OVERLAND TRAVEL


Below is a guideline to follow when running Overland
Travel:

K STEP 1: Determine Approach & Terrain

K STEP 2: Resolve Fast Travel

K STEP 3: Chart The Route

K STEP 4: Establish Travel Tracker

K STEP 5: Terrain & Threat Level

K STEP 6: Select Roles

K STEP 7: Make Role Checks

K STEP 8: Roll For Encounter

K STEP 9: Making Camp

K STEP 10: New Stretches

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STEP 1: DETERMINE TERRAIN
The type of Terrain will have an impact both on Fast Travel
APPROACH & TERRAIN and a Journey, as it sets the Difficulty Rating for character’s
Skill Tests. The Historian determines the Terrain type
Initially, the Historian will decide how quick they want using one of the following seven types as a starting point:
travel to be. There are two types of Overland Travel:
K ARDUOUS TERRAIN (Arduous -30%):
FAST TRAVEL: Historians can simply summarize
Consists of rough seas, river rapids, blighted
Overland Travel using Fast Travel, telling the players, “you
OVERLAND TRAVEL

areas, impenetrable forests, mountains and


take horses from Trenton to Boston, arriving at the besieged
city several days later”, and that’s fine. If characters are not open deserts.
actively leading the travel sequence (for example, if they K HARD TERRAIN (Hard -20%): Consists of
chartered a coach to Boston), the Historian should use Fast hills, deep cave systems, badlands, tundra-like
Travel. conditions and barren taiga.
JOURNEY: Unlike Fast Travel, a Journey is a feature- K CHALLENGING TERRAIN (Challenging
length travel sequence. Each character takes on a different -10%): Consists of overgrown forests, caverns,
responsibility, from charting the route, supporting one fast-flowing rivers, open seas, wastelands and
another on the road, keeping the provisions and avoiding foothills.
danger. Much like a Combat Encounter, a Journey takes K STANDARD TERRAIN (Standard +/-0%):
roughly an hour of real-world time, but may span several Consists of paths around large lakes, slow
days, weeks or months of in-game time. moving rivers, marshes and forests with little
undergrowth.
K ROUTINE TERRAIN (Routine +10%):
Consists of rolling hills, discernible trails
through the wilderness, upriver travel and open
badlands.
K EASY TERRAIN (Easy +20%): Consists
of well-worn paths over open ground, easy
hunting tracks, walking across open plains and
meadows and travel down river or on an easily
navigable river.
K TRIVIAL TERRAIN (Trivial +30%):
Consists of well-paved roads, graveled paths
and other roadways that are marked or
demarcated by signs and patrolled.

PROVISIONING
Provisioning is an important preparation to make before
traveling. Unlike rations in other games, one provision
provides a character a day’s worth of beans, bread, a candle,
cider, milk, oats, rice, salted meat and soap. A day’s provision
weighs 1 Encumbrance.
Characters can either buy provisions, or they can hunt &
fish along the path. Should they bring their own provisions,
characters gain an Assist Die to Arrive & Endure Checks
during Overland Travel. If they hunt instead, they do not
gain these benefits.

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STEP 2: RESOLVE FAST TRAVEL STEP 3: CHART THE ROUTE
Assuming there is no danger on the road, the Historian will The characters will have their final destination in mind,
quickly narrate what happens as the characters undertake likely influenced by the adventure or larger story arc.
Fast Travel. The players need only to mark off provisions Announcing their final destination, they will chart each leg
they’ve consumed day over day; then the Historian will ask of their Journey.
characters to make an Arrive Check at their destination:
HOW DO WE GET THERE?

OVERLAND TRAVEL
ARRIVE CHECK Characters will have some general knowledge of how to
Hi ho, hi ho, it’s off to Boston we go... get where they need to go. The players have access to the
FLAMES OF FREEDOM world map and other maps
ARRIVE CHECK: Assuming characters have enough from supporting products as reference material to chart
provisions and arrive at their destination, make a Survival their Journey. Should traveling go off the beaten path,
or Toughness Test. Depending on the type of Terrain, the characters will have to inquire with local folk, buy maps,
Difficulty Rating eases or gets worse: consult a library or do other kinds of research to properly
chart their Journey.
K Trivial Terrain: (Trivial +30%) Skill Test

K Easy Terrain: (Easy +20%) Skill Test Verity Trowbridge, Mendon and Azar Willington are
in Trenton, situated inside the New Jersey Colony.
K Routine Terrain: (Routine +10%) Skill Test Having wrapped up their grim business with the
K Standard Terrain: (Standard +/-0%) Skill Test Quaker Livingstone Hobb, they need to head to the
besieged city of Boston to meet their contact ‘Henry
K Challenging Terrain: (Challenging -10%) Skill Test Jones’.
Unfurling Azar’s map, they chart out that they
K Hard Terrain: (Hard -20%) Skill Test
are headed to the Massachusetts Bay Colony, where
K Arduous Terrain: (Arduous -30%) Skill Test Boston is located. Their first major stopover will be in
Dedham, then to the sleepy village of Brookline and
EFFECT: If successful, each character eats a day’s worth they’ll take the road up to Cambridge.
of provisions for each day of the trip and is Imperiled as Knowing that the Loyalists are occupying the bay
they arrive. If failed, the character eats a day’s worth of outside of Boston, they have to cross the Mystic River
provisions for each day of the trip and is at Ignores 1 Skill to reach Charlestown and remain there until they can
Rank instead as they arrive. be smuggled into Boston.
CRITICAL SUCCESS: As succeeded, but the character
is Unhindered instead.

CRITICAL FAILURE: As failed, but the character is at


Ignore 2 Skill Ranks upon arrival.

OTHER CONSIDERATIONS: NONE

If Fast Traveling, move onto Step 2: Resolve Fast


Travel. If using a Journey, skip Step 2 and move onto
Step 3: Chart The Route.

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STEP 4: ESTABLISH SHORT STRETCH: This is the distance
TRAVEL TRACKER between settlements and villages, from a town to
a roadside trading post or hunter’s lodge a day or
so from civilization. Anywhere from a day to one
Every Journey is broken into manageable legs called week’s travel is a good measure of the time needed
Stretches. It outlines an itinerary for the Journey, giving to complete a Short Stretch. If using the overland
the Historian the opportunity to pace Overland Travel map, a Short Stretch is 1 to 7 hexes.
in a narrative way and allows players to plan accordingly.
OVERLAND TRAVEL

However, the length of a Stretch is not measured in specific MEDIUM STRETCH: This is the distance across
miles, but abstracted using days. a vast forest, over foothills leading to a mountain
Along each Stretch, players will make Skill Tests to or along the coast of an uncharted island. One or
ensure that they get through the Stretch safely and check two weeks’ travel generally describes the distance
against the Threat Level for encounters. This also grants of a Medium Stretch. If using the overland map, a
opportunities for the characters to investigate geographic Medium Stretch is between 8 to 14 hexes.
points they encounter on their Journey, resupply and LONG STRETCH: This is the distance required
interact with others. to pass through a mountain range into an adjacent
country, explore the coast of the frigid north or
across a great, unsettled plain. Travel over three
HISTORIAN TIP: weeks and beyond constitutes a Long Stretch. If
EVERY STRETCH IS UNIQUE using the overland map, a Long Stretch is between
15 to 21 hexes.
Some Journeys may begin on foot, but continue
in the back of a coach, by canoe and end on stolen
horses. Adjust the Difficulty Rating and make any
necessary adjustments to make the Journey feel
more perilous or easier, working in the narrative Taking account of how the players want to travel,
to tell the tale of the journey. the Historian establishes the Travel Tracker:

Trenton to Dedham: Medium Stretch


Dedham to Brookline: Short Stretch
Each Stretch is recorded on the Travel Tracker – the
tool used to track the Journey. It is secretly maintained by The Historian decides that Brookline to
the Historian, and is not put on display like the Initiative Cambridge and to Charlestown is close enough to
Tracker. one another, so they instead establish the following:
Brookline to Charlestown: Short Stretch
DETERMINING STRETCHES
The Historian also decides that Charlestown
Dividing the charted route into Stretches is the province to Boston poses a different kind of challenge: the
of the Historian. It is unnecessary to disclose the exact players will have to evade the Loyalist ships. The
mileage, unless the players feel it adds to the story. Keeping Historian decides to say that the Journey ends at
the distance abstract can help the Historian introduce Charlestown so that the players can figure out how
rumors, new people, minor events or smaller plot points to make their way into Boston.
to characters, reinforcing the verisimilitude of a living,
breathing world without having to worry about tracking
fiddly numbers. HEXED-BASED MOVEMENT
The Historian will disclose to the players the length of Whenever using hex-based maps in FLAMES OF
the Stretch between each location they’ve plotted out in FREEDOM, simply assume that each hex takes one day
three distinct ways: to travel through.

Brian Bird (order #32081705)


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STEP 5: TERRAIN THREAT LEVEL
A Threat Level represents the possibility that an external
& THREAT LEVEL situation – whether it’s an encounter with a creature, people
or roadside hazard – influences the character’s Journey
Once The route has been charted into Stretches, the during a Stretch. Random chance plays a huge role here.
Historian will assign the Terrain and Threat Level. The The events derived from the randomized results can help
Historian generally won’t disclose to players the Terrain or flesh out the tale, removing some of the pre-planning it
Threat Level for each Stretch. takes for the Historian to craft a memorable adventure.

OVERLAND TRAVEL
The Historian will use the following guideline to assign
TERRAIN an appropriate Threat Level for each Stretch. Following
As detailed in Step 1: Determine Approach & Terrain, the each Threat Level are a number of D6 Chaos Dice. These
Historian will secretly determine the Terrain by Stretch: are the dice players will roll along each Stretch. Only record
the appropriate number of D6 on the Travel Tracker:
K Trivial Terrain: (Trivial +30%) Skill Test

K Easy Terrain: (Easy +20%) Skill Test


NO DANGER (0D6): No danger means just
K Routine Terrain: (Routine +10%) Skill Test that; nothing will impose any sort of challenge
whatsoever on the characters.
K Standard Terrain: (Standard +/-0%) Skill Test
MILDLY DANGEROUS (1D6): Some hazard
K Challenging Terrain: (Challenging -10%) Skill Test
or hindrance exists, especially for those who
K Hard Terrain: (Hard -20%) Skill Test go looking for it. Washed-out roads, forested
paths or less well-traveled areas pose a danger.
K Arduous Terrain: (Arduous -30%) Skill Test
MODERATELY DANGEROUS (2D6): This is
As before, you need not disclose this to the players. Let oftentimes true wilderness areas. Animals and
it act as a story aid as you describe the wilderness. Narrate beasts of all types may hunt these areas, and
what they see during their travels; describe the sounds
easy routes across them are rare.
heard, what sort of plants grow, the coolness of the river,
the fetid stench of a bog, the fragrant smell of a heavily- HIGHLY DANGEROUS High
(3D6):
forested vale, the intense heat of the desert. We cannot mountain passes prone to rockslides, overgrown
provide rules to follow in these cases, as they go beyond
forests where ancient creatures stir, wartime
this book. But approach the narration in the same way that
your favorite storyteller or novelist writes it. Feel free to
encampments and angry locals qualify.
crib their descriptions, jotting them down as you read other
books, or make up your own along the way. We encourage
you to steal, reuse and appropriate when needed! The Historian has already made the determination
that the Threat Level from Trenton to Dedham
will be Mildly Dangerous, due to Loyalist patrols.
Weather may be a factor for consideration of
From Dedham to Brookline, there is No Danger.
Terrain Type. When the Historian feels this would
With Loyalist activities near Charlestown and
impact a Journey (such as extremities like summer
Boston, the Historian rates the final Stretch from
heat, brutal winters and the like), they will change
Brookeline to Charlestown as Highly Dangerous.
the Terrain Type.
The Historian then assigns the Threat Level for
each Stretch of the Journey:
Trenton to Dedham: Mildly Dangerous (1D6)
Dedham to Brookline: No Danger (0D6)
Brookline to Charlestown: Highly Dangerous (3D6)

Brian Bird (order #32081705)


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STEP 6: SELECT ROLES The players deliberate amongst themselves to
find the best Character to fill the Trailblazer and
Quartermaster Role. Although none of their
There are three Roles that the characters declare they
characters has a Skill Rank in Folklore or Navigation,
take on at the start of a Stretch, each with its own set of
Verity Trowbridge has a high Intelligence and
responsibilities. Every Role has a Skill Test they’ll make
Willpower. After some deliberation, they decide
as the characters embark over each Stretch. Players should
that Verity will fill both Roles, while Azar
choose among themselves the best-qualified character to
Willington will take on the Scout Role, and
fill each role:
Mendon will Assist Azar. Because Verity has taken
OVERLAND TRAVEL

on one additional Role, her Difficulty Rating will


be adjusted by the Historian when the time comes
THE TRAILBLAZER (Folklore or Navigation):
to make her Travel & Endure Checks (Standard
They are the guide of the Journey. They use the
+/-0%)
position of stars, maps and telltale signs of other
travelers to lead the way.
Once all of these considerations have been taken account
THE QUARTERMASTER (Heal or Survival): of, it is time for the characters to embark upon the first
They are vigilant and watchful. They manage Stretch of their Journey.
foodstuffs, track wildlife if the party ever needs
to make camp, build the fire and attend to other
duties that increase the party’s comfort. STEP 7: MAKE ROLE
& ENDURE CHECKS
THE SCOUT (Awareness or Stealth): They
oftentimes trek ahead of the party, looking for
When the Journey begins, one Character within each
immediate signs of danger. They set the watch
Role must make a Role Check in the order given below.
cycle, determine the safety perimeter and ensure
Only one Role Check is required, regardless of the length
that other hazards are avoided.
of the Stretch. The Historian will consider the Terrain to
determine the related Difficulty Rating, and adjust it if a
character has taken on two or more Roles.
ASSISTED ROLES Player characters will also make Endure Checks in
While each Role must be filled, each Role may be filled by between Role Checks, ensuring that they are able to
more than one character. Players will choose a point person, withstand the rigors of the road. The number of Endure
and they will gain an Assist Die if two characters are filling Checks is determine by the length of the Stretch, and has
the Role. If a character is Assisting another character in a the same Difficulty Rating as Role Checks:
Role, they cannot take on a Role themselves.
SHORT STRETCH: Make one Endure Check
EVOLVING ROLES after the Trailblazer makes a Role Check
Once a character selects a Role, it does not mean that it
MEDIUM STRETCH: Make one Endure
is their Role for the duration of the Journey. Characters
Check after the Trailblazer makes a Role Check,
can change Roles at the end of a Stretch or after Making
and a final one after the Scout.
Camp.
LONG STRETCH: Make one Endure Check
TAKING ON TWO ROLES OR MORE after the Trailblazer makes a Role Check, one after
A single character can also take on more than one Role, the Quartermaster and a final one after the Scout.
but it makes their Difficulty Rating for Role Checks and
Endure Checks worse by one step negatively for each
additional Role. As Role & Endure Checks are made, the Historian will
begin to narrate what happens over the Stretch of their
Journey.

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Effect: If successful, the Terrain eases by one step positively
THE TRAILBLAZER for this Stretch. This means if it was Hard Terrain, it is
If we take this path, I believe we’ll get there faster. Follow me, now Challenging Terrain. If failed, the Terrain worsens by
I’ve got the map. one step negatively for this Stretch. This means if it was
Challenging Terrain, it is now Hard Terrain.

Critical Success: The Terrain eases by two steps positively


for this Stretch.

Critical Failure: The Terrain worsens by two steps

OVERLAND TRAVEL
negatively for this Stretch.

Other Considerations: If the Trailblazer is Incapacitated!


during this Stretch, the party must Make Camp.
Furthermore, if Arduous Terrain is made worse by one or
more steps on this Stretch, the party must Make Camp.

ENDURE CHECK
Keep moving your legs, keep your eyes open and push…

Endure Check: If a Short, Medium or Long Stretch,


all player characters make a Survival or Toughness Test.
Depending on the type of Terrain, the Difficulty Rating
eases or gets worse:

K Trivial Terrain: (Trivial +30%) Skill Test

K Easy Terrain: (Easy +20%) Skill Test

K Routine Terrain: (Routine +10%) Skill Test

K Standard Terrain: (Standard +/-0%) Skill Test

K Challenging Terrain: (Challenging -10%) Skill Test

K Hard Terrain: (Hard -20%) Skill Test

K Arduous Terrain: (Arduous -30%) Skill Test

Effect: If successful, the character suffers no Peril. If failed,


Role Check: As the Journey begins, make a Folklore or the character suffers 2D10+2 physical Peril.
Navigation Test. Depending on the type of terrain, the Critical Success: As succeeded, and you share your comfort
Difficulty Rating eases or gets worse: with another character who failed their check. One other
character may automatically succeed.
K Trivial Terrain: (Trivial +30%) Skill Test
Critical Failure: The character suffers 3D10+3 physical
K Easy Terrain: (Easy +20%) Skill Test Peril instead.
K Routine Terrain: (Routine +10%) Skill Test Other Considerations: If the characters are Incapacitated!,
K Standard Terrain: (Standard +/-0%) Skill Test they must Make Camp. If they are Incapacitated! in extreme
K Challenging Terrain: (Challenging -10%) Skill Test cold or hot climates, they suffer Frostbite or Heatstroke,
respectively.
K Hard Terrain: (Hard -20%) Skill Test
K Arduous Terrain: (Arduous -30%) Skill Test

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Effect: If successful, each character eats a day’s worth of
THE QUARTERMASTER provisions for each day of the trip. If failed, each character
I’ll keep the foodstuffs and ensure we are well-rested along eats two days’ worth of provisions for each day of the trip.
our path. Should it come to it, we’ll make camp and do some
Critical Success: As succeeded, and the party may ignore
hunting.
one Endure Check on this Stretch.
Critical Failure: As failed, but the party must add one
additional Endure Check on this Stretch.
Other Considerations: If the Quartermaster is
OVERLAND TRAVEL

Incapacitated! during this Stretch, the party must Make


Camp. Furthermore, if the party runs out of provisions
during this Stretch, they must Make Camp.

ENDURE CHECK
We have to keep pushing, it’s not far now...

Endure Check: If a Medium or Long Stretch, all player


characters make a Toughness or Survival Test. Depending
on the type of Terrain, the Difficulty Rating eases or gets
worse:

K Trivial Terrain: (Trivial +30%) Skill Test

K Easy Terrain: (Easy +20%) Skill Test

K Routine Terrain: (Routine +10%) Skill Test

K Standard Terrain: (Standard +/-0%) Skill Test

K Challenging Terrain: (Challenging -10%) Skill Test

K Hard Terrain: (Hard -20%) Skill Test

Arduous Terrain: (Arduous -30%) Skill Test

Effect: If successful, the character suffers no Peril. If failed,


the character suffers 2D10+2 physical Peril.
Critical Success: As succeeded, and you share your comfort
with another character who failed their check. One other
Role Check: At the middle of the Journey, make a Heal character may automatically succeed.
or Survival Test. Depending on the type of terrain, the Critical Failure: The character suffers 3D10+3 physical
Difficulty Rating eases or gets worse: Peril instead.
K Trivial Terrain: (Trivial +30%) Skill Test Other Considerations: If the characters are Incapacitated!,
K Easy Terrain: (Easy +20%) Skill Test they must Make Camp. If they are Incapacitated! in extreme
cold or hot climates, they suffer Frostbite or Heatstroke,
K Routine Terrain: (Routine +10%) Skill Test respectively.
K Standard Terrain: (Standard +/-0%) Skill Test
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
K Arduous Terrain: (Arduous -30%) Skill Test

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Effect: If successful, the party watches effectively on the
THE SCOUT Stretch and reduces the Threat Level by 1D6 Chaos Die.
I’ll trek along the roads ahead and set the watch. Don’t tarry too If failed, the party watches marginally well on the Stretch,
long here - we’ve got a lot of ground to cover before dusk. but increases the Threat Level by 1D6 Chaos Die.
Critical Success: As succeeded, and if the party encounters
any danger, they gain Surprise on their first Turn against
foes.
Critical Failure: As failed, and if the party encounters any

OVERLAND TRAVEL
danger, foes gain Surprise on their first Turn.
Other Considerations: If the Scout is Incapacitated!
during this Stretch or characters need to recover their
Damage Condition Tracks due to an encounter, the party
must Make Camp.

ENDURE CHECK
It’s not that much further… just over yonder hill!

Endure Check: If a Long Stretch, all player characters


make a Toughness or Survival Test. Depending on the type
of Terrain, the Difficulty Rating eases or gets worse:

K Trivial Terrain: (Trivial +30%) Skill Test

K Easy Terrain: (Easy +20%) Skill Test

K Routine Terrain: (Routine +10%) Skill Test

K Standard Terrain: (Standard +/-0%) Skill Test

K Challenging Terrain: (Challenging -10%) Skill Test

K Hard Terrain: (Hard -20%) Skill Test

K Arduous Terrain: (Arduous -30%) Skill Test

Effect: If successful, the character suffers no Peril. If failed,


the character suffers 2D10+2 physical Peril.
Critical Success: As succeeded, and you share your comfort
Role Check: Near the end of the Journey, make an with another character who failed their check. One other
Awareness or Stealth Test. Depending on the type of character may automatically succeed.
terrain, the Difficulty Rating eases or gets worse: Critical Failure: The character suffers 3D10+3 physical
K Trivial Terrain: (Trivial +30%) Skill Test Peril instead.
K Easy Terrain: (Easy +20%) Skill Test Other Considerations: If the characters are Incapacitated!,
they must Make Camp. If they are Incapacitated! in extreme
K Routine Terrain: (Routine +10%) Skill Test cold or hot climates, they suffer Frostbite or Heatstroke,
K Standard Terrain: (Standard +/-0%) Skill Test respectively.
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
K Arduous Terrain: (Arduous -30%) Skill Test

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STEP 8: ROLL
FOR ENCOUNTER
After all Role & Endure Checks are made for the current
Stretch, the Scout will roll an appropriate number of D6
Chaos Dice equivalent to the Threat Level. The number of
Chaos Dice is determined by Threat Level. If it is Mildly
OVERLAND TRAVEL

Dangerous, roll a 1D6 Chaos Die. If it is Moderately


Dangerous, roll 2D6 Chaos Dice instead. But if it is Highly
Dangerous, roll 3D6 Chaos Dice. Additional Chaos Dice
may fall upon the party if they previously failed their Role
Checks.
If the Scout generates one face ‘6’, an encounter is sprung
upon the party as they break camp early in the morning.
If they generate two face ‘6s’, an encounter is sprung upon
the party in the afternoon. If they generate three or more
face ‘6s’ or more, an encounter is sprung upon the party as
they are asleep.
Following these results, the Historian will either
craft their own encounters or randomly roll against the
Encounters table in Amendments.

HISTORIAN TIP:
FRIENDLY ENCOUNTERS
The Historian should sometimes present friendly
encounters with others along the road, leading
to opportunities for players to gain news, rumors
or trade opportunities. The Encounter tables are
purposefully vague, without any sort of game
mechanic for their effect and resolution. This
loose approach works best, so you can custom
tailor each pre-made encounter to your wishes.
Clever Historians can chart out unique encounter
tables beforehand.

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STEP 9: MAKING CAMP Characters always Make Camp for no less than
24 hours. Account for any spent supplies during
this time. When awakening from Making Camp,
During normal gameplay, Characters can simply Sleep to characters recover their Peril Condition Track
restore Peril with natural recovery, Bind Wounds wounds to Imperiled. After breaking camp, characters
with the Heal Skill and use other medicines to recover. can continue on their Journey where they left off
However, once a party has struck out in Overland Travel, without additional penalty.
they cannot restore their Damage & Peril Condition
Tracks or account for Recuperation from Injuries unless

OVERLAND TRAVEL
they Make Camp, or unless their Journey is interrupted by
an encounter. STEP 10: NEW STRETCHES
Sometimes, a party may have no choice but to Make
Camp for a day or more. During this time, they can take on Once the players reach the end of a Stretch, it’s time to
any number of activities, such as changing Roles, healing, celebrate! You should likely Make Camp to prepare for the
hunting, recuperating from Injuries, reorienting, resting next Stretch. Afterwards, you’ll simply start a new Stretch
or committing to other tasks which require an extended by beginning once again at Step 6: Select Roles. Do this for
amount of time and effort. One example of an activity subsequent Stretches until your Journey comes to its end.
players may use is below, but Historians may devise their
own rules for other activities: CONCLUDING OVERLAND TRAVEL
HUNT & FORAGE CHECK As a reward for the characters engaging in a Journey, the
Let’s head out to find something to eat... Historian will remove any remaining Coins but 1 from
their pool and place them into the players’ pool.
Hunt & Forage Check: One character makes a Survival
Test. Depending on the type of Terrain, the Difficulty
Rating eases or gets worse:

K Trivial Terrain: (Trivial +30%) Skill Test


K Easy Terrain: (Easy +20%) Skill Test
K Routine Terrain: (Routine +10%) Skill Test
K Standard Terrain: (Standard +/-0%) Skill Test
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
K Arduous Terrain: (Arduous -30%) Skill Test

Effect: If successful, a character sources enough days of food


for themselves equal to 1+[PB] within 1D6 hours. If failed,
a character sources no food and wastes 1D6 hours. Expend
ammunition equal to the number of days of food acquired.
Critical Success: If successful, a character sources enough
days of food for themselves equal to 3+[PB] within 1D6
hours. Expend ammunition equal to the number of days of
food acquired.
Critical Failure: If failed, a character sources no food, and
wastes 2D6 hours
Other Considerations: If they are Incapacitated! in extreme
cold or hot climates, they suffer Frostbite or Heatstroke,
respectively.

Brian Bird (order #32081705)


12
h AMMENDMENT: ENCOUNTERS h

D100 ENCOUNTER NAME COASTAL ENCOUNTERS


A group of Indigenous fisherfolk have just rowed onto shore with their latest catch. They
are willing to trade with those interested, but upon inspection their bounty seems slightly...
AMMENDMENT: ENCOUNTERS

1 to 8 Catch of the Day off. The fish are discolored, strangely proportioned, and have unnatural mutations. When
asked, the fishers say their catches have been like this for some time.
The characters sight a naval battle only a mile off shore between a British convoy and a
Continental army ship. Both ships seem severely damaged, and lifeboats are starting to
9 to 16 Crossfire drop into the water to row to shore. When the two forces meet on the beach, the fighting
will no doubt continue and the characters will find themselves caught up in the middle
of it.
A seemingly abandoned lighthouse sits on a small, rocky island just offshore. Upon
exploring the lighthouse and adjacent lighthouse keeper’s house, the characters find
17 to 25 Help Me Recollect the corpses of two wickies and evidence of extreme violence. An eeriness hangs over
the lighthouse, and characters feel a near constant sense of deja vu while searching the
grounds.
An enormous dead creature lies beached on the shoreline and has attracted a group
It Came from Beneath the of onlookers. Some say the corpse is a decayed whale, others a prehistoric shark, while
26 to 33 Sea still others claim it is a kraken or sea serpent only hinted at in sailor’s tales. Characters
experienced with marine biology will have difficulty classifying the corpse as well.
Deep within a cliffside cave sits an old wooden chest, believed to be a lost pirate treasure.
The chest is surrounded by what looks like the skeletons of the crew, but there is no
34 to 41 The Cursed Chest sign of struggle or entrapment. The chest itself has a heavy padlock, and upon closer
inspection the bands of the chest seem to be engraved with arcane sigils.
While camping on the shore one night, the characters notice an eerie light off shore. If
viewed through a spyglass, the light is revealed to be a large man o’war glowing a pale
42 to 49 The Ghost Ship green color. The ship looks worn and damaged, and there are no crew in sight. Could this
be a fabled ghost ship, or could it just be a trick of the light and weariness after a long
journey?
The characters sight a cave off in the distance, its mouth open to the sea. Every time a
wave enters the mouth of the cave, there is a massive roar as if a great beast has awoken
50 to 58 The Howling Cave from slumber in a violent anger. It could simply be the sounds of waves echoing in the
cave, but perhaps the idea of a beast has at least some amount of merit.
A small dockside tavern is currently home to a group of whalers, preparing to go to sea
again to hunt. Their leader, an old bearded man who likes to wax poetic, speaks of an
59 to 67 The Leviathan enormous white sperm whale that has eluded him for years. He offers the characters fame
and riches if they join his latest excursion to find the beast, but he makes no guarantees
of their safety.
A fort sits offshore on a sandbar, the only way to access it is at severe low tides when a
natural land bridge connects the fort’s entrance to the coast. The water is far too choppy
68 to 76 The Lonely Fortress to navigate by boat, so the residents must stretch their provisions between the low tides –
which can occur as far apart as a month from each other with little consistency.
A huge storm is seen blowing in, one that has whipped the winds and waves into a
fervor the characters have never seen before. Trees bend and break, boards and shingles
77 to 85 The Maelstrom fly off shacks and buildings, and ships smash against the rocks like fine porcelain. If the
characters do not find shelter fast, the storm could prove deadly.
The characters stumble across a small village inhabited by strange folk. Many of them
have a batrachian-look about them, and they view the characters with scorn and dismissal.
86 to 92 The Shadow over Newbury Residents suggest the characters stay at a local tavern to rest, but the characters get an
unnerving feeling that nightfall will bring new dangers.
A rough storm has revealed the remnants of what appear to be an ancient vessel, grounded
centuries ago. Little can be salvaged from the wreckage aside from a broken axe and an
93 to 100 Vinland Saga old barrel which contains many shale pieces carved with Nordic runes. What they mean
or what they do is unknown, but they emanate a warmth and power both unnatural and
mysterious.

Brian Bird (order #32081705)


13

D100 ENCOUNTER NAME FOREST ENCOUNTERS


Trod in the dirt on the path the characters are following is a giant human footprint.
Bootless and roughly the length of a grown man’s arm, looking at the footprint brings

AMMENDMENT: ENCOUNTERS
1 to 8 A Big Foot about memories of legendary creatures spoken in myth, like the sasquatch or hidebehind.
The track seems fairly fresh, and finding its owner could prove fruitful – or potentially
dangerous.
The characters find themselves in a small, supernaturally quiet grove in the middle of the
9 to 16 Enjoy The Silence woods. They cannot hear any animals or insects, or the stirring of the breeze, and it seems
that even their speech is muffled to the point of being almost incomprehensible.
Deep in the woods is a log cabin, seemingly abandoned for many years. While exploring
the cabin, the characters discover a root cellar that holds a mysterious book which appears
17 to 25 Klattu Barada Nikto to be  bound in human flesh. A letter sticking out from inside the front cover warns not
to read the book aloud, lest a mighty evil descend upon the reader and mark them with
death and terror.
The characters come across a gentle stream resplendent with fish and lined with bushes of
ripe blackberries and sturdy fallen logs to rest on. The air hums to the sound of bird calls
26 to 33 Peace at Last and dragonflies buzzing, and the weather is warm and comforting like a blanket. This is a
rare moment of peace, quiet and bounty and should be savored as such.
The characters discover  what appears to be the site of a ritual killing – three bodies have
been mutilated in a ghastly yet darkly artful way. Any character knowledgeable in biology
34 to 41 Sounders of Three notices that the bodies are all missing their kidneys and livers, expertly cut out as if by a
skilled butcher or barber – this couldn’t have been done by any known animal.
The characters come across a village of Indigenous foresters who identify themselves as
‘the Mandoag’. However, many of the villagers seem to be of partial European stock and
42 to 49 The ‘Lost’ Colony speak an older dialect of English. Could they perhaps be descendants of the settlers who
fled Roanoke, or is there something else more dire going on here?
The characters pass a massive sinkhole in the middle of the forest. The pit extends more
than 100 feet down toa stinking lake full of sulphur. The steep descent looks dangerous,
50 to 58 The Devil’s Millhopper but the sides of the sinkhole are craggy and can be climbed and it seems a prime place to
hide treasure or a secret of some kind.
The characters come across a massive fairy ring – a circle of toadstools said to be
supernatural in origin – standing in the center of a forest grove.Myths tell of those who
59 to 67 The Fairy Ring walk through fairy rings being subject to terrible misfortune and death, while others say
trespassing through one is a good omen that can bring luck and sway fate to one’s side.
A small shack, home to a farmer, his wife and their four children, sits nestled at the
entrance of a dark wood. The household is in distress, as a few weeks ago their infant son
68 to 76 The Witch of the Wood was spirited away. While the father believes a wolf may have taken the child, the young
twins accuse their eldest sister of consorting with the Devil in the form of a black goat.
The characters stumble through a bush of poison ivy on their journey. Slowly their skin
breaks out in hives and they begin to itch severely. While poison ivy is a mild irritant for
77 to 85 Three Leaves the most part, some – especially Europeans not familiar with the plant – may have a more
severe allergic reaction that could put them in mortal danger if not treated quickly.
Coming across a logging camp, the characters find the loggers working at one of the
largest trees any of the characters have ever seen – larger than a redwood and towering
Tumbling Through the
86 to 92 nearly hundreds of yards into the air. No axe or saw blade has been able to pierce the
Trees millenia-old bark. The lumber of the tree would net a fortune, but the tree could be the
last of its kind.
A giant wolf, larger than most of the characters have ever seen, lies dead in a small glade.
On closer inspection, it seems the wolf was killed recently and was pregnant – and the
93 to 100 Wolf & Cub cubs are alive! If a Character cuts open the dead wolf, they find 1D6 surviving wolf cubs
who will eventually grow to the size of their mother if cared for and trained correctly.

Brian Bird (order #32081705)


14

D100 ENCOUNTER NAME HILLS ENCOUNTERS


While traveling over some cracked ground, the characters hear a cry for help from a
nearby crevasse. Looking down into it, it appears a traveller has fallen into the pit and
1 to 8 127 Hours their arm has been pinned by a massive boulder. They beg the characters to help them, as
AMMENDMENT: ENCOUNTERS

they have been stuck in the ground with little food or water for almost five days.
The characters come across what the knowledgeable will recognize as a Mandoag burial
ground. Small cairns are organized in a large circle, but it looks like no burials have taken
9 to 16 Dead is Better place here in many years. Those with mystical inclination can sense a great darkness from
the graves, as if the dead do not stay buried here for very long.
A feud has broken out between competing mining companies, one French, one British,
over the same vein of gold that both parties ‘claim’ to have discovered. Work by both sides
17 to 25 Gold Fever has ground to a halt and everyone can sense that the feud is about to turn violent. The
amount of gold in the vein is negligible, but the feud has the potential to further sour
French and British relations.
The weather takes a sudden turn towards the cold and windy, and squalls of snow and hail
start pelting the characters. The snow is piling up on the ground fast and the temperature
26 to 33 Imminent Front is plummeting, so characters must find shelter and warmth quickly lest they risk exposure
to the elements or even potential frostbite.
While looking for a shelter from a sudden storm, the characters dash into a nearby cave.
Upon entering, they hear a low growl and quickly discover they have stumbled into a
34 to 41 Into the Lion's Den mountain lion den. Roughly a half dozen of the beasts begin padding forward, their teeth
bared and their hair bristling, showing little hesitation in protecting their home.
The characters find what appears to be a ring of standing stones, similar to what ancient
druids constructed in ancient Ireland. The stones bear no explicit markings, but anyone
Mysterious Standing
42 to 49 trained in astrology can see they line up with the path of the sun, the North Star and
Stones several other constellations. Though the stones seem intensely old, they are well taken
care of.
The characters see a group of drunk teenagers on the edge of a large waterfall, gathered
around a large barrel. They dare one of the characters to be sealed into the barrel,
50 to 58 Over the Falls whereupon it will be pushed over the falls, with bets being made on the outcome. If the
character lives they’ll win a large betting pool, but the jagged rocks at the bottom of the
cliff look quite deadly.
The characters find a makeshift camp of Indigenous folk who look haggard and harried.
They say their village was ambushed in the middle of the night by Loyalist soldiers, and
59 to 67 Ran to the Hills many people were lost in the violence that followed. Though the refugees have little to
offer as payment, they would be eternally grateful if the occupiers were driven out.
A huge rumbling noise comes from overhead, and the characters look up just in time to
see a rock slide coming towards them! Boulders ranging from the size of a head to the
68 to 76 Rockslide size of a small cart start raining down on the path, and the characters must act fast to get
to safety lest they be crushed under several tons of granite and earth.
The characters come across the disturbing sight of a cliff face into which have been carved
dozens of human shaped holes. Looking down each of them reveals an impossibly long
The Enigma of Hollowton
77 to 85 and narrow cut through the rock, and worse, some of them fit the exact shape of the
Fault characters. A few of the characters are drawn to these holes, feeling a primal urge to
surrender and crawl into the hole which matches their shape and size.
Journeying through the hills, the characters stumble upon a massive grave of human bones
hidden under an outcropping. Rumors abound that cannibals, mutated by witchcraft and
86 to 92 The Hills Have Eyes other vileness, haunt these hills for victims. If examined, the human bite marks on the
bones seem to indicate that there is at least a little credence to the rumors.
The characters reach a hill that seems to ignore normal physics. Carts and stones roll
uphill, and metallic objects can stand freely on their edges on any part of the incline. The
93 to 100 The Magnetic Hill phenomena is due to a large deposit of magnetic rock sitting underneath the hillock, but
only the keenest geologist would attribute it to anything other than sorcery.

Brian Bird (order #32081705)


15

D100 ENCOUNTER NAME MARSH ENCOUNTERS


A thick and heavy mist rolls over the characters, obscuring nearly all sight. It’s hard to see
more than a yard or two in front of yourself, and torches and fans do little to cut through
1 to 8 A Heavy Mist the fog. As the characters journey on, they notice strange shapes and noises within the

AMMENDMENT: ENCOUNTERS
bank of mist. Could these just be illusions, or something much more dangerous?
While crossing a muddy river, the characters dredge up a perfectly preserved corpse out
of the riverbed – saved by the mud, peat and moss that lies below the water. Upon further
9 to 16 Bog Bodies inspection, it seems that several of these bodies are buried near each other, all similarly
preserved. The question is, who is using this riverine graveyard – and why?
A dilapidated hut sits in the middle of a gloomy bog, home to an old woman who fits
the image of a stereotypical witch. She claims that she is simply a traditional healer and
17 to 25 Bog Witch a hermit, and she is kind and welcoming enough to share her home for a night. However,
there is something unsettling about her and her home – something that is hard to pin
down.
While crossing the marshlands around a still lake, the characters come upon what seems
to be severed human body parts. Looking out into the lake, they see the ridged spine of
26 to 33 Lake Placid what could only be a massive bull crocodile. The creature is easily 30 yards in length, and
capturing or killing it could prove helpful to nearby swampfolk.
After travelling for many long hours in the trackless marsh, one character notices that
they passed a nearby tree over an hour ago. It occurs to the characters that they are
34 to 41 Lost in the Marsh hopelessly lost, and the lack of distinguishing landmarks and hazy sky make it difficult
to get one’s bearings.
One of the characters suddenly finds themselves sinking into the muck of the swamp!
Mounds of dead leaves and rotten foliage have hidden a patch of quicksand which slowly
42 to 49 Quicksand! pulls them under. The pull is very strong, and most attempts to grab the character cause
the ‘savior’ to be pulled further in. Unless they can find a solution quick, the characters
will be pulled and drowned.
A loud commotion can be heard coming from a riverboat moored on a sandbar. Aboard,
the characters find several people competing in games of skill and chance – a shocking
50 to 58 Riverboat Gamblers occurrence to most in Puritan society. The games do offer a way to earn some easy money,
but they could just as easily put a character into debt.
The characters find their path blocked by a shoulder-deep pond, but it is their only way
forward. When they emerge on the other side, they find that their bodies are covered
59 to 67 Stand By Me with fat, black leeches. Removing the leeches by hand is extremely painful, some having
even attached themselves to ‘sensitive areas’. Burning them off is safer, but also more
frightening.
The characters find their path blocked by a shoulder-deep pond, but it is their only way
forward. When they emerge on the other side, they find that their bodies are covered
68 to 76 Swamp Gas with fat, black leeches. Removing the leeches by hand is extremely painful, some having
even attached themselves to ‘sensitive areas’. Burning them off is safer, but also more
frightening.
A handful of swampfolk sit on the porch of a stilted shack, all of them holding musical
instruments seemingly made of pots, pans, washboards and broomsticks. They are all
77 to 85 The Swampers playing raucous, fast paced music that instills in the characters an urge to dance playfully.
The swampfolk invite musically inclined characters to join along in their songs if they
wish.
The characters seem to come across a large stone ruin, mostly submerged in the muck of
the swamp. The ruin is a stepped pyramid, reminiscent of drawings of Aztec buildings.
86 to 92 Tomb of the Lizard King However, the steps and walls of the temple are carved with images of humanoid lizards.
Could the Aztecs have journeyed this far north, or is there something else lurking here?
In the middle of the night, pin pricks of light start appearing around the characters’
camp. You think these might be will-o'-wisps, but whether their intent is benevolent or
93 to 100 Will-o'-wisps malevolent, it is hard to determine. Many of the lights gather together and head off into
the distance. Perhaps following them will bring good fortune – or ill?

Brian Bird (order #32081705)


16

D100 ENCOUNTER NAME PLAINS ENCOUNTERS


The characters come across what looks to be a research camp, including a handful of
scholars digging in a pit. At the bottom of the pit, they appear to have unearthed the
1 to 8 An American Dragon skeleton of a massive reptilian creature. Some of the researchers claim it is a dragon, while
AMMENDMENT: ENCOUNTERS

others say the skeleton is something different and much older.


The characters find a nude man wandering through a nearby field, looking quite confused.
The man claims that he is from the far future, and has journeyed to 1776 to prevent
9 to 16 Blast from the Future something from happening – though he claims to not remember what that something is.
Could the man be suffering from a delusion or could his story hold some kernel of truth?
Crossing a large corn field, the characters discover several children playing unsupervised
among the stalks. When asked who is watching them, they mention someone called, ‘The
17 to 25 Children of the Corn Man Who Walks Behind the Rows’. If the characters continue to question the children,
they slowly turn malevolent and eventually outright hostile.
While walking through a wheat farm, the characters notice large portions of the crops
have been stamped down. From a higher vantage point,it becomes apparent that intricate
26 to 33 Close Encounter patterns of circles and lines, covering hundreds of yards, have been worked into the fields.
Who, or what, could have done this is a mystery, let alone why, but the characters have a
feeling it is otherworldly.
The characters come across a large Indigenous village that is celebrating the end of a
successful hunt. There is plentiful music, dancing, food, alcohol and tobacco to enjoy, and
34 to 41 Last Days of Babylon the residents invite the characters to join the celebration. However, there is a somber air
to the activities, as if there will be soon nothing to celebrate.
The characters encounter a massive pile of bison skulls, nearly ten yards in height and
bleached white by the blazing sun. Many of the skulls sport musket ball holes, meaning
42 to 49 Mound of Skulls the bison were most likely poached. Remnants of a poacher’s camp can be found nearby.
Bringing these vicious killers to justice is the right thing to do.
A half-burnt out church sits in the middle of nowhere, seemingly long abandoned.
Anyone entering the ruins will discover that the remaining religious iconography differs
50 to 58 Ruins of Faith from a normal Christian church – crosses are inverted, pentagrams adorn the walls and
the partially melted stained glass windows depict the fall of Lucifer. Could this church
have been, or still is, a haven for Devil worshippers?
A sudden rumbling fills the air, its source quickly revealed to be a band of wild horses
stampeding towards the characters. These large animals seem spooked by something, but
59 to 67 Stampede! nothing will stop their flight as they barrel forward at high speeds. The characters must
react quickly lest they be trampled under the hoofs of the massive beasts.
The characters come across a large, open field where people are warming up for a game
of ‘rounders’ – the ancestor to modern day baseball. One of the teams is down a few
The Great Colonial Pas-
68 to 76 players, and its captain desperately invites the characters to make up the numbers. A local
time magistrate is offering a prize for whoever wins the game, and the money is too tempting
to turn down.
As they pass through a small village, the characters discover a massive human statue made
of wicker at its center. The villagers say they are celebrating their spring planting and invite
77 to 85 The Wickerman the characters to participate in the festivities. However, they seem overly welcoming and
look at some of the characters with hungry, lecherous eyes.
A sudden storm whips up, and descending from the clouds like God’s finger is a massive
tornado! It begins tearing across the plain, ripping up trees and rocks, sending them
86 to 92 Twister soaring for miles. The path of the cyclone is unpredictable, but it could easily sweep up
the characters if they do not get to safety as quickly as they can.
The characters come across a ghastly scene – the remnants of a recent battle between
Loyalists and Rebels. Makeshift graves litter the field, and in between them are the fresh
93 to 100 War Never Changes corpses of those who ‘lost’ the battle, already being swarmed by flies and buzzards. It’s a
sobering and disgusting scene that is sadly becoming more common these days.

Brian Bird (order #32081705)


17

D100 ENCOUNTER NAME MARSH ENCOUNTERS


A large, overturned wagon sits by the roadside, seemingly picked clean of any goods
it holds. The bodies of the wagon’s riders lie strewn about, obviously the victims of an
1 to 8 A Bloody Prize ambush. If the wagon is examined more closely, a secret compartment is found that holds

AMMENDMENT: ENCOUNTERS
the deed to a large farm a few miles away – could the ambush be more than a random
attack?
The characters are suddenly accosted by a ragtag group of bandits. The bandits, rather
jovial and dressed in forest green, are led by a charismatic woman with auburn hair and
An American Robbing
9 to 16 impressive musketoon skills. How they react to the characters will depend upon their
Hood wealth. Simple travellers will be asked to join them in some merriment, but if they are
laden with riches, the bandits will gladly steal from them and humiliate them.
A large pillar of smoke can be seen in the distance. Drawing closer, the source is revealed
to be a hemp farm almost totally ablaze. Several farmers are working to put out the fire,
17 to 25 April 20th but they don’t seem too particularly bothered or in a hurry for some reason. The longer the
characters stay near the farm, the more relaxed and carefree they feel themselves become
as well.
Upon coming to a fork in the road, the characters see a dashingly dressed person sitting
on a stump, carrying a fiddle. The person greets the characters jovially, and offers to have
26 to 33 At The Crossroads a musical duel with them. If they win, they’ll be known as the best fiddler in all the
Thirteen Colonies. The person grins and says, “You’ll see” if asked what happens if a
Character should lose.
The road is blocked by the collision between two carts – one with a giant sausage painted
on the side, the other apparently  owned by farmers. People stand around the carts
34 to 41 I Think You Should Leave arguing, one of them dressed in a hand-made sausage costume who keeps attesting that
the person who caused the accident is still at large and should be punished.
A large dog is found barking at a stone well. When they go to investigate, the characters
find that a child has fallen into the well. Luckily, he is unhurt, but the pulley system for
42 to 49 Little Timmy the bucket is broken so the obvious solution isn’t possible. A little ingenuity, and maybe
some canine help, could possibly save the day here.
The road the characters are on begins to climb a cliff, scaling back and forth through a
series of harrowingly narrow switchbacks. In places the characters will have siddle along
50 to 58 Long & Winding the edge of the road, to say nothing of their mules and horses. One wrong move could
send character or animal plunging towards the ground – risking serious injury or even
death.
When the characters reach a bridge they need to cross a sizable stream, they find their
way blocked by a large, imposing person standing in the middle of the bridge. They
59 to 67 No Tolls, No Rolls demand a toll to let the travellers pass. If they refuse to hand over any money, the large
extortioner will instead offer a duel to first blood in order to let them pass.
A group of Loyalist soldiers march towards the characters, likely en route to a battle or
a fortification. The soldiers will ignore the characters, but if questioned or they overhear
68 to 76 Off to War the characters express Rebel sympathies, their commanding officer will readily order their
soldiers to confront and apprehend the characters.
The road the characters are currently on seems to go on forever. Though they pass new
locations, judging by the movement of the stars and the sun it seems as if the characters
77 to 85 Road to Nowhere make no progress towards their destination. Could this be some kind of supernatural
anomaly, or merely a result of fatigue and frayed nerves?
While on the road at night, the characters suddenly hear the thundering of horse hooves
behind them. Rapidly approaching behind them is a horseman riding a black steed, and
86 to 92 The Headless Horseman in place of his head is a wickedly carved jack-o-lantern. It’s hard to tell if the rider is real
or an apparition, but the characters must react quickly lest they be trampled.
A pale woman clad in completely white clothes asks the characters to escort her to her
village nearby. If they agree, the woman will engage the characters in polite conversation,
93 to 100 The Woman in White but will describe vaguely disturbing events which have befallen her. Once they reach the
village, the characters will suddenly realize that the woman has mysteriously disappeared
– did she leave, or was she some sort of spectre?

Brian Bird (order #32081705)

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