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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.
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.
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.
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:
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
OVERLAND TRAVEL
negatively for this Stretch.
ENDURE CHECK
Keep moving your legs, keep your eyes open and push…
ENDURE CHECK
We have to keep pushing, it’s not far now...
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!
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
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.
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:
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.
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.
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.
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?
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?