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Fiefdom - Traitor's Edition
Fiefdom - Traitor's Edition
FIEFDOM
A SUPPLEMENT FOR THE
WARLOCK! ROLEPLAYING GAME
WOLVES
A FAIRYTALE FROM THE
SOUTHEASTERN KINGDOM
Gather around me, a novice priest as well, a
children, and let me tell woman from the militia and
you a story about the many say they were even
wilderness on this autumn being led by a noble!
evening. After that it’s off to
bed though, you hear me? They came to the Wounded
The events I am about to Fox, whose proprietor at
tell you about happened in that time was Allen, who
exactly these parts, maybe was the grandfather, or
a few miles east of here, great-grandfather, I’m not
a long time ago. Well, not sure, of today’s innkeeper.
that long ago, if I think You can go over and ask
about it, so listen up and be
him if you don’t believe
careful. me. They rested there, and
on the next day they rode
In those days, there was out into the wilderness,
a band of adventurers looking for Mother’s
travelling through our Love, or Widow’s Tongue,
region. They had been sent or maybe all of that and
by the wizard Copperthorn, some more. Magic was
who lives in Biskerstaf, to stronger then, and many
bring him plants and herbs a sorcerer had use for
from the Yalberg forest. such vegetation. After a
Yes, exactly – our forest! day’s ride they arrived at
They were strong and a large moor. It was cold,
capable men and women, for winter had arrived
one and all. There was a when they had set out from
roadwarden with them, Biskerstaf, and night was
4
falling quickly. They were the wolves, and Katarine
Not too long after the first The party probably fought
watch had been set and the bravely, being experienced
rest of the group had gone travellers and warriors
to sleep, Katarine – the and all. But most likely it
militia woman – and noble was not enough. No one
Prospero heard a wolf can stand against a sea of
howl. Not so uncommon, wolves. And that, my dear
you might think. Another sprouts, is why you should
wolf answered. And then never venture out into the
another one. Strangely, wilderness alone, or at
they all seemed to come night, or too far from your
from different directions. homes. Terrible things will
A normal pack would not happen, and not even being
spread out so much on of noble birth or trained
their hunt. Another wolf with sword and spear will
howled. And another one. save you then. And terrible
And more answered. The things will also happen if
howling grew louder, you all don’t get to bed as
more urgent… and it fast as you can now! It’s
drew closer. Closer, and gotten too late already. And
ever more closer, until it is strangely cold outside
Katarine saw eyes shining for autumn, isn’t it? Maybe…
in the darkness. So many maybe… can I even hear a
eyes! The watchkeepers wolf howl out there? Quick,
shouted to wake their under your blankets you
comrades, and to scare off hide, and sleep well!
5
Into the Wild...
INTO THE
WILD...
Despite what royal This book presents a series
cartograper Hugh Graklan of careers that player
will say in the salons of characters may adopt with
Fesselburg, the maps of an eye toward exploring
the Kingdom are somewhat the wild, or at least making
less relaible than one a good attempt to. It also
might imagine. The salient contains a system the
points are represented games master can employ
in clear deliniation, but to create small, inter-
between the great cities conected point crawls
and ports is, well, who called Fiefs. Fiefs are
knows. Fesselmark is sandboxes that can be
mainly wilderness, vast used as the beginning
and unmapped, with of adventures, or as
pockets of local knowledge semi-persistent setting
residing in the villagers elements around existing
and farmers, woodsmen games. Tables of factions,
and hunters who call encounters and locations
the wild their home. And are also included, to make
that is saying nothing of each Fief unique. Finally,
the strange paths in the some simple travel rules
mountains and forests that are provided, to allow
lead to the vast holds of player characters to set
dwarves and goblins and out into the wild.
of the elves, under strange
stars. If they dare...
6
VAGABONDS
ILL-MET ON
Vagabonds
THE ROAD
You meet all sorts of travel. Also presented are
strange folk on the roads six new advanced careers,
and trails of the Kingdom. for those who have made
Some have chosen to the wilderness truly their
make their life among home.
the wild places, learning
skills and techniques to If you want to randomly roll
survive in the dangerous a starting career from this
wilderness. There follow book, roll four d6 as in the
twenty-four new basic core rules to generate four
careers for Warlock! careers and select one of
focusing on exploring and the options presented.
First d6 Third d6
Second d6 Fourth d6
8
Advanced careers
Vagabonds
Elf Ranger
Expeditionary
Halfling Chuck knight
Master of the Hunt
Relic Hunter
Robber Baron
9
ARCHAEOLOGIST
Vagabonds
10
11
Vagabonds
AUXILIARY
Vagabonds
12
13
Vagabonds
BEDEL
Vagabonds
14
15
Vagabonds
BUSHWHACKER
Vagabonds
16
17
Vagabonds
CONSCRIPT
Vagabonds
18
19
Vagabonds
COOK
Vagabonds
20
21
Vagabonds
CUTTER
Vagabonds
22
23
Vagabonds
DESERTER
Vagabonds
24
25
Vagabonds
DWARF CLAIMSMAN
Vagabonds
26
27
Vagabonds
DWARF STONESMITH
Vagabonds
28
29
Vagabonds
ELF DEEPWOOD ROVER
Vagabonds
30
31
Vagabonds
ELF ENVOUI
Vagabonds
32
33
Vagabonds
FIELD RESEARCHER
Vagabonds
34
35
Vagabonds
FREEBOOTER
Vagabonds
36
37
Vagabonds
HALFLING POT WATCH
Vagabonds
38
39
Vagabonds
HALFLING TRAPADOUR
Vagabonds
40
41
Vagabonds
HERBALIST
Vagabonds
42
43
Vagabonds
MOTIVATOR
Vagabonds
44
45
Vagabonds
PACK MULE
Vagabonds
46
47
Vagabonds
PATHFINDER
Vagabonds
48
49
Vagabonds
TRACKER
Vagabonds
50
51
Vagabonds
TRANSLATOR
Vagabonds
52
53
Vagabonds
TRAPPER
Vagabonds
Skills and maximum level: Ostler 10, Small blade 10, Bow
12, Spot 12, Survival 12
54
55
Vagabonds
TUNNEL RAT
Vagabonds
56
57
Vagabonds
Vagabonds
58
ELF RANGER - ADVANCED
Vagabonds
Elves who have spent long its dangerous and
enough time exploring unpredictable wilderness.
the wild of the Kingdom Such rangers as they are
learn its lands and become known as brilliant hunters,
proficient in navigating trackers and navigators.
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EXPEDITIONARY - ADVANCED
Vagabonds
60
HALFLING CHUCK KNIGHT -
ADVANCED
Vagabonds
The bravest of halfling battle upon vicious steeds,
pot watches all aspire to armed with weaponry from
be anointed as a Chuck expeditionary kitchens.
Knight. Charging into
Required equipment: Firepit skewer lance, shining
armor, mighty steed (usually a pig, goat or sheep), a vow
to protect provisions
61
MASTER OF THE HUNT –
ADVANCED
Vagabonds
62
RELIC HUNTER - ADVANCED
Vagabonds
Those who spend long relics. Those that survive
enough searching for long enough to become
treasure can become consumed by this
entranced by the allure obsession are known as
of valuable and magical relic hunters.
Required equipment: Network of leads on relics,
collection of relics, expedition equipment, trusted
assistant
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ROBBER BARON – ADVANCED
Many parts of the as rulers. Keeping such
Vagabonds
64
FIEFS
LIE OF THE LAND
The Kingdom has been GAMING IN
Fiefs
66
CREATING A
FIEF
Fiefs
The rules for the creation of random tables for
of a domain follow, populating the fictional
mainly consisting of lots map.
STEP ONE –
STRUCTURE
Pick up five or more d6, The numbers also tell
and drop them on the you how the dice are
table. Each die represents connected. Choose a
a single location in the starting die and connect it
area, so the ‘size’ of the to two other dice following
area mapped in this way these connection rules, in
can be easily controlled. priority (top to bottom).
The results on each die
tell you what that is at Priority one – The closest
that location, and the die of value one higher or
relative positions tell you lower than the first die.
where the locations are in
reference to each other. Priority two – The closest
die of value two higher or
lower than the first die.
Die result Location type
1 Wilderness Priority three – The closest
2 Wilderness die of any value.
3 Wilderness
4 Isolated Priority four – The next
buildings closest die of any value.
5 Ruins
6 Settlement
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Then choose the next further connections to the
die and repeat, adding ‘outside world’, i.e. beyond
further connections to the edges of the area you
Fiefs
ROADS AND
THE WILD DISTANCES
WAYS Finally, the relative
positions of dice as they
Connections between
fell on the tabletop tell
settlements are likely
you roughly how far
to be roads. They might
apart they are. Take the
not be well-maintained
largest different between
or good quality, but they
connected locations and
are designed to allow
assign that as ‘far’ then
travel. Note also that
assign the other locations
settlements may have
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as either ‘far’, ‘near’ or rivers or streams etc.,
‘close relative to the first or any other factor that
distance you assigned. slows travel. Also note that
Fiefs
What does that mean? It travel might be quicker if
depends on the scale of the the party have horses or
area you are constructing. ponies, but only on roads
between settlements
Note that days’ travel – paths in the wild are
might not necessarily precarious and often in
have to translate directly a poor state, so travel
to distance – it could also with a mount is easier but
reflect the difficulty of the generally no faster.
ground, the need to cross
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STEP TWO
– DEFINING
Fiefs
LOCATIONS
The next step is to pick crawl and remove the die.
up each of the dice and
determine what, exactly, is
the terrain at the location? POPULATING
This can be done by
consulting the following LOCATIONS
tables. Once you have
determined what a die Roll on the tables below to
represents, draw or write see what is represented
an indication on the point by each of the dice on the
point crawl.
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treacherous terrain and harsh weather conditions
are common – only the hardy live here. Mountainous
regions also provide a place for pilgrimage and
Fiefs
religious retreats, and also a place for bandits to
hide.
3. Marshes: Wetlands are also a common feature of the
Kingdom’s wilder regions, providing resources such
as reeds and fish, but also posing dangers to those
who dwell nearby such as the source of diseases
and frequent flooding. These areas also provided a
place for hunting and fishing.
4. Deserts: Traditional deserts such as those of Far
Hissain are not commonly found in the Kingdom, but
areas of dry and inhospitable wasteland are – wild
and uninhabitable places, home to none but nomadic
tribes.
5. Grasslands: Grasslands are another feature of the
Kingdom, providing resources such as pastureland
for cattle and sheep, but also providing rich pickings
for raiders and wild animals. These areas also
provide a place for farmsteads and villages to
blossom.
6. Rivers: Rivers and other bodies of water are
common in the Kingdom, providing resources such
as fish and transportation, but also posing dangers
such as flooding and disease. These areas also
provided a place for trade and commerce, but sadly
also a place for bandits to prey on travellers.
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2. Towers: These are isolated structures built on high
ground to provide a vantage point for observing and
Fiefs
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Fiefs
Settlements, roll d6
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3. Market towns: These settlements are primarily
focused on trade and commerce, with a central
Fiefs
Ruins, roll d6
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2. Religious ruins: These are the remains of religious
Fiefs
communities, such as abbeys or monasteries, and
typically include churches, cloisters, and residential
buildings for the monks or nuns. Before the church
of the Thrice-Blessed became the official religion of
the Kingdom, other creeds were popular, and their
communities could be found dotted about the land.
3. Settlement ruins: These are the remains of towns
and villages, now deserted. They could have
fallen foul of attackers, disease, or just become
unsustainable as trade route change or resources
dry up.
4. Palace ruins: These are the remains of grand
residences of royalty, nobles and wealthy merchants,
often including grand halls, courtyards, and gardens.
Many great families have come and gone in the
Kingdom over the years, and sometimes locations
fall out of favour as fashions change.
5. Tower ruins: Many towers dot the landscape of the
Kingdom – watchtowers, wizard’s laboratories,
secluded hermitages, and structures but for other
more bizarre purposes. Many have fallen into
ruin, their outlines marking prominent hills and
mountains.
6. Ancient ruins: These are the ruins of pervious realms
that once ruled the Kingdom, such as the elvish
Golethan Empire. Such ruins are extremely old and
consider ghost-haunted by most and are avoided by
most sensible folk.
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STEP THREE –
FACTIONS
Fiefs
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sorcerers, wizards, or cults who seek to gain power
through the manipulation of the arcane.
6. Survivalist factions: These factions are driven by the
Fiefs
need to survive in a harsh and dangerous world, and
may include nomads, tribes, or outcasts who seek
to gain power through their strength, skills, and
resilience.
77
stand in their way.
6. Forest Guardians: These are a faction who are sworn
to protect the forest and its inhabitants from any
Fiefs
78
79
Fiefs
6. Mountain Guardians: These are a faction of beings
such as dwarves, giants or stonemen who are sworn
to protect the mountain and its inhabitants from any
Fiefs
80
Desert factions, roll d6
Fiefs
the desert, and are skilled in survival, horseback
riding and camel herding. If such a faction are in the
Kingdom, it is unlikely they originate there.
2. Bandits: Even the sands of the desert are home to
bandits and ne’er-do-wells. Is nowhere safe?
3. Tomb Raiders: These are a faction of adventurers,
who raid ancient tombs and ruins in search of
treasure, artifacts, and knowledge. Driven by greed
they are typically hostile to ‘competition’.
4. Desert Clans: These are a faction of humans who live
in the desert, and are skilled in hunting, tracking, and
survival. You must be tough to survive out here...
5. Traders: These are a faction of traders who criss-
cross the desert with goods from distant lands. Their
routes are often ancient, and their caravans well-
guarded.
6. Desert Guardians: These are a faction of desert-
dwellers, such as sandpeople or desert goblins,
who for reasons of their own protect the desert and
its inhabitants from any harm, including unwanted
visitors. They are hostile to those who they consider
would harm the desert or its people.
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3. Swamp creatures: These are a faction of intelligent
and semi-intelligent creatures that live in the
swamps, such as lizardmen, frogmen, or other
Fiefs
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Grumpy at best and rarely responds well to being
disturbed.
3. Bandits: A group of bandits who have taken over the
Fiefs
location, using it as a base of operations for their
raids and plundering of passing travellers. These
reprobates are everywhere.
4. Cultists: A group of fanatics who worship dark gods
and perform human sacrifices within the structure,
far from prying eyes. Best avoided!
5. Undead: The listless dead have claimed the location
as their lair, either because they have been
summoned by someone, or the site rests on their
bones. You think people would choose building sites
more carefully…
6. Monsters: A group of monstrous beings have made
the location their home, guarding a hoard of treasure
and attacking any who dare to come close.
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Fiefs
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Settlement factions, roll d6
Fiefs
1. Town guard: These are a faction of town guards
or watchmen, who are sworn to protect the town
from any harm and maintain order… for good or for
bad. They may have a strong sense of duty and are
typically hostile to outsiders of those who break the
law.
2. Guilds: These are a faction of powerful trade
organizations such as merchants, craftsmen, or
thieves’ guilds that control the economy and politics
of the town. They may have a strong sense of greed
and may be hostile to those who stand in their way.
3. Secret Societies: These are a faction of secret
organizations, such as cults, fraternities, or cabals
that operate in the shadows, with their own agendas
and secrets. They avoid detection and operate in
secret and are hostile to meddling.
4. Religious factions: These are a faction of religious
types that may have a strong influence in the town
and its inhabitants. They may have a strong sense
of devotion to their god of choice and are often
unfriendly at best to those who do not share their
beliefs.
5. Outlaws: These are a faction of criminals who
operate outside the law, such as bandits, thieves, or
smugglers. They have taken over the settlement and
run it as their private plaything.
6. Peasants: This is a faction of common people who
live in the town, such as farmers, merchants,
or artisans. They may have a strong sense of
community and what is right, and bristle at
interference from outside.
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RELATIONSHIPS relationship between two
factions that are aware
Once the factions present of each other. Feel free
Fiefs
86
87
Fiefs
but is longer lasting and more ‘formal’.
6. Dependent: Two factions have a dependent
relationship, characterized by one faction being
Fiefs
STEP FOUR –
STORY ARC
Once you have determined extra dimension if there is
the factions and their there is something greater
interactions, the games than themselves which
master can then consider is affecting the location.
the kind of story arc they Choose or be inspired by
would like to play out. This the very general list below
can be ignored and the or roll for a random story
player characters left to do arc.
as they will, but it adds an
88
with uncovering the truth behind a crime, a
disappearance, or a supernatural occurrence.
4. Survival and exploration: The players travel through
Fiefs
a hostile wilderness, trying to survive against the
odds, and uncovering ancient ruins, lost treasures,
and dark secrets.
5. Religious conflict: The players get caught up in the
middle of a religious conflict, between different
cults, sects, or gods, with their beliefs and practices
clashing in violent and dangerous ways.
6. Open War: The players are forced to enter a full-
blown war between nations, armies, or different
races, where they must choose sides, fight battles,
and deal with the consequences of war.
89
important?
4. One faction invades the territory of another. Why?
5. A treaty between the factions is broken. By whom
Fiefs
and why?
6. A magical disaster caused by one faction affects
another. What’s the disaster, and who is really to
blame?
7. A famine or natural disaster hits one faction and they
blame another. Resources are coveted by all.
8. One faction begins enslaving members of another.
Why did they suddenly decide to do this?
9. A prophecy reveals that only one faction can rule.
How did the prophesy come to light?
10. A member of one faction marries into the leadership
of the other, causing political upheaval. Who married
who?
11. One faction discovers another is secretly plotting
against them. Why?
12. A secret society within one faction works to
overthrow another. Who are they, and why are they
plotting?
13. A magical portal opens and creatures from another
realm, an new faction, threatens the status quo.
What are they?
14. One faction uses forbidden magic, angering another.
Is corruption spreading?
15. A trade route is blocked by one faction, causing
economic hardship for others. What’s causing the
blockage?
16. A powerful artifact is discovered, and all factions are
fighting for control. What power will the owners gain
over their rivals?
17. A member of one faction defects to another, bringing
valuable information with them. What is it and who
wants it back?
18. A popular uprising occurs in one faction, leading to
civil war. How are the other factions involved?
90
19. A charismatic leader rises to power in one faction
and challenges another. What’s the prize?
20. A war between other nations spills over into the
Fiefs
territories of the factions. Who is aligning with who?
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Quest for player characters, roll d6
Fiefs
EXPLORE!
Now the map is set up, the player characters
the locations decided, are free to wreck havoc!
the factions and their Unleash the players into
relationships placed and the sandbox, and see what
defined and the local happens…
situation determined,
92
ON THE TRAIL
SORE FEET
On the Road
AND HUNGER
Moving through the wild is camp. They need a good
not without its perils. The survival skill. Ideally, a
following simple system character should have only
can be used to relate one of these roles. If they
the process of travel to have more than one (for
the adventuring skills of example travelling alone),
the player characters. then the time taken for
Generally, only one player journeys is doubled (this is
character attempts the in addition to the effect of
Navigation and Survival failed Navigation roles).
tasks outlined below,
and it must be a different
character in each case. HARDSHIP
Every day, all characters
PARTY ROLES must make an Endurance
roll each day to avoid
There needs to be three exhaustion from the rigors
defined roles for the player of travel. If a character
characters in the party fails the test, then their
when they are travelling. maximum Stamina (i.e. the
First is the navigator, who level they return to after
determines the route. This a good night’s sleep) is
character needs a good reduced.
Navigation skill. Then there
is the leader, who leads Failed Endurance test: Roll
the party when they move. a d6, on a 1-3 maximum
They need a good Stealth Stamina temporarily
skill. Finally, there is the reduced by one point, on a
outdoorsman, who sets up 4 to 6 by two points.
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The effects are cumulative. RIDING
Stamina returns to its
On the Road
maximum value if an Travelling by horse
effected player character generally halves the
spends one night in a time taken to reach a
comfortable bed. destination if travelling by
Travelling by riding road. Off road however, in
removes the need to make the wild, travelling is no
a hardship Endurance faster. However, at the end
roll, providing you have of each days travel, and
food and don’t mind a sore Ostler skill test is required
behind! to curry your mount, find
it food etc. and generally
keep it happy. If this fails,
NAVIGATION then the beast becomes
unimpressed, and riding
One character in the party, becomes as slow as
the navigator, must pass walking. A success on the
a Navigation test at the next test on the following
start of the journey to day, the animal has perked
determine the best route up and resumes a faster
to their destination. If they pace.
fail, then then travel takes
longer than expected. This
roll is not required when SURVIVAL
travelling by road, unless
there is a reason the road When camping for the
is hard to follow. night, the outdoorsman
Failed Navigation test: roll must pass a Survival test
a d6, on a 1-3 the journey to find a suitable campsite
takes fifty percent longer and gather enough food
than expected (rounding and water to last through
up), on a 4 to 6 twice as the night.
long as expected.
95
On the Road
96
DEADLY
On the Road
DANGERS
As well as the interactions ignore it or roll another.
with the points on the map,
characters might also have When you have determined
random encounters in any an encounter, have the
of the locations, especially leader make a Stealth test.
in those that don’t have If they pass, they are aware
factions present or on the of the encounter before
open road. Once every day it happens – maybe they
or part there of, roll on the find the spoor of an animal
following tables below. or spot the smoke of a
campfire. If they fail, then
Some of these encounters the party blunders into the
could be interpreted encounter, for good or for
as combat orientated, ill…
some are more suited
to wilderness locations The first three tables how
than near settlements, more general encounters
so use with caution. Also, as sparks to fire the
many make more sense imagination. The final table
occurring at night, or in the of ‘strange sights’ adds a
darkness under the eaves very ‘Warlock!’ feel to your
of a forest. If an encounter game...
makes no sense either
97
3. A band of bandits hiding in the landscape, waiting to
ambush wayward travellers.
On the Road
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Encounter table 2, roll d20
On the Road
1. A group of trolls living in a cave system, hunting for
food in the surrounding wilderness.
2. A young, immature dragon hoarding treasure in an
isolated peak, fiercely defending it from intruders.
3. A group of dwarves delving deep in search of
valuable minerals.
4. A cursed mine where dead miners were raised as
undead, still working in the dark tunnels.
5. A giant, carnivorous bird nesting in the landscape,
attacking anyone who comes too close to feed its
young.
6. A ghostly apparition of a long-dead miner, still
searching for the vein of gold that eluded him in life.
7. A giant, ancient black-skinned wyvern sleeping in a
cave, surrounded by eggs.
8. A group of goblins making raids from their mountain
hold.
9. A group of cursed vagabonds who have turned
to worshiping dark gods, sacrificing travellers to
appease them.
10. A powerful shapeshifter, taking on different forms to
deceive and hunt travellers.
11. A group of alchemists experimenting with dangerous
substances in an isolated laboratory.
12. A group of mercenaries hired to protect a valuable
mine from rival factions or monsters.
13. A giant, carnivorous frog hunting in the murky
waters of a swamp or river.
14. A pack of lizard beasts hunting in the swamps at
night.
15. A powerful sorcerer scouring the swamp for the
vestiges of an ancient empire of arch-magicians.
16. A pack of frogmen a swamp or a river, with a taste
for flesh but happy to trade.
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17. A group of elves trying to cleanse the land of evil
emanations.
On the Road
100
15. A group of pilgrims on a holy quest, seeking
blessings or guidance from a powerful deity.
On the Road
16. A group of refugees, fleeing some catastrophe.
17. A giant serpent after an easy meal.
18. A group of unmen on the rampage attack the party.
19. The party stumbles upon an ancient tomb filled with
treasure and traps.
20. The party comes across a group of slaves being
transported by a ruthless dark goblin slaver.
101
Strange sights… roll d20
On the Road
102
7. Yours if you take the baby. Three unmen call out,
On the Road
offering a sack of turnips if you’ll relieve them of
a human child. They won’t say why they want to do
such a deal, but the baby brings bad luck, and that
smell, that’s the taint of corruption.
8. Out of thin air. A terrible screech, like metal
shedding sparks on metal, sounds through the
air. Suddenly, at the wayside a small hut appears.
A decrepit thing it is, close to crumbling. It will
disappear again in only moments, taking those who
enter with it back to yesterday.
9. You ain't from round 'ere. A mob of peasants
cautiously surrounds you and wishes to know what
you are doing in the area. If they are happy with your
answers they soften their stance, inviting you back to
their village. Despite the banter and good cheer, they
intend to throw you in a pit, claiming a reward from
the local magistrate for whatever crimes they can
think up.
10. May She protect your voyage. A mossy likeness of
the Wild Wood stands by the side of the road, the
grey and white stone it is hewn from shimmering
in the sun. What will you place in Her hand - if
anything?
11. Come and join us!! The cry comes from the side of
the road where a bunch of men sit around a fire,
roasting a pair of coneys over it. The smell makes
your mouth water in anticipation. You sit down by
the men. Tell me, says the largest of them, have you
heard tell of the Seven-Eyed Spider?
12. Nature’s bounty. Your path leads through a circle
of standing stones wherein grinning body painted
halflings merrily prance around in the preamble to
dark and ridiculous fertility rites. Stick around and
lose sanity.
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13. We want you! Soldiers on horseback are leading a
shambling column of armed peasants towards you.
On the Road
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On the Road
19. New friend. Beside the trail is a skeleton, picked
clean and gleaming white in the sun. Rusty bits
of armour cling to decayed clothes. Strangely, it
appears to be sitting upright, and all its bones are
connected. As you approach, it cheerfully calls out
good day, and asks for directions to the nearest
town…
20. New hat. Laying in the middle of the road is a mitre
of the church of the Thrice-Blessed. What’s it doing
there? Maybe you should try and return it to the
church. Maybe however, you should try it on… people
like priests. No harm in seeing what people think of
it, is there?
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