The party is four player characters:
Name | Race/class | Honor | Glean Info Skill | Starting SP |
Arco | Half-elf cleric of The Traveler | 16 | 18 | 48 |
Boba | Sil-karg rogue | 14 | 21 | 32 |
Cable | Human ranger | 9 | 8 | 57 |
Dora | Dwarf Fighter | 6 | 6 | 43 |
The party is in Svohmani with a specific job.
A nearby island holds ruins of a prison ran by the old Meznamish regime. Prisoners were required to grow hemp and weave it into burlap. The nobles who owned shares of the prison would have intermediaries sell the burlap overseas.
The island prison was abandoned after a civil war. In the years since, pirates would use it as a spot to repair their ships and make deals with other pirates. No one stays on the island for long, it is plagued by undead prisoners and outlaw mermen, as well as poisonous snakes and carnivorous bats.
Dora's uncle Mumohz is a former inmate. He told her that another prisoner named Yurosh was a captured Zazahni spy, who had swallowed a decoder ring. Mumohz has a pile of copies of encrypted Meznam communications. He wonders if the ring can be used to decrypt them.
If so, the party could go after assets referred to in the documents. Alternatively, Mumohz thinks he could sell the decrypted documents on the party's behalf, in a way that keeps him out of jail this time.
Yurosh's ring is probably in his cell's chamberpot, or maybe inside a body in the island's mass grave.
A boat can take the characters to the island in 3 days (morning 4). This is enough time to have light armor fitted if they are going to buy some. They may leave early. The same skipper will pick them up the next night. (If they miss the boat they'll be stuck there until pirates find them).
All characters begin with free clothes based loosely on their backgrounds. Arco starts with one free divine catalyst, a small silver star, which he keeps on a pendant. (Mages would start with a sensible spellbook).
To make this example easier to follow, sought-items are organized by trip ahead of time. Also, members cooperatively seek items for the whole party. Careful planning isn't necessary in actual play.
The party wants a few items for getting into prison rooms and surviving outlaw territory. They divide the responsibility of acquisition. The shopping lists look like this.
Planned Trip # | Arco | Boba | Cable | Dora |
1 | Staff | Small pouches | Backpacks | Scabbards |
2 | Leather Armors | Small sacks | Quivers | Battleaxe |
3 | Torches | Tinderboxes | Field Surgery Kit | Crowbar |
4 | Waterskins | Throwing Knives | Short swords | Hacksaw |
5 | Hemp cloth | Daggers | Flint & Steel | Slings |
6 | Metal punches | Lockpicks | Preserved Rations | Small shield |
7 | Sling Bullets | Sledgehammer | Miner's Lamp | Clubs |
8 | Soap | Metal Flask | Shovels | Small bucket |
9 | Rope | Arrows | Grappling Hook | Sifting frame |
10 | Longbows | Spears (*don't fit on carriage) |
☛The GM decides to go with "zoneless" rolls for neighborhoods.
(Mumohz's House, 5AM) The game starts in Dora's uncle's house. The party receives their briefing. Dora's uncle informs them that the nearest carriage stop is Okapi's Well, and (the random-add shop:) tells them there is a weaver's shop there.
Dora asks her uncle where to buy a battleaxe. Her player rolls a 16 (3d6p+6) for shop type & 92 (d100p+6) for location. Mumohz tells his niece there is a clan of smiths near Okapi's Well, called the Murlazh family. They can sell her one.
The party heads to Okapi's Well. There they meet a weaver assistant named Vanazha, and an apprentice of the Murlazh smiths, named Dovo.
Everything except the battleaxe, sledgehammer, and shovels are wrapped up in the burlap.
The party waits 6 minutes to board a carriage. Two women in skimpy clothes board with them; they are pearl hunters heading off to work.
The driver informs the party that the next stop is Thief's Gibbet and there is a jeweler there named The Terse Partners. The carriage arrives at Thief's Gibbet in 2 minutes.
Updated wishlists | ||||
Remaining Purchase # | Arco | Boba | Cable | Dora |
1 | Staff | Arrows | Field Surgery Kit | Scabbards |
2 | Leather Armor | Preserved Rations | Slings | |
3 | Torches | Miner's Lamp | Small Shield | |
4 | Waterskins | Longbows | Clubs | |
5 | Hemp cloth (again) | Bucket | ||
6 | Soap | Sifting Frame | ||
7 | Rope | Spears |
The party waits 8 minutes to get on a carriage heading the way of the Leatherwork Guild. Four Reanaarian mercenary guards are already aboard. The party asks the passengers where they could buy a staff, soap, field surgeon's kit, and a small shield.
The driver announces the next stop is Starry Fountain, where there is a monastery of The Hall of Oaths.
The party stays on when the carriage stops at Starry Fountain. The driver adds a large fletching workshop to Grackle Obelisk. They leave at Grackle Obelisk hoping to buy Boba's arrows.
A low-ranking fletcher is running the storefront for a large guild of fletchers called the Bantams. Her name is Yozha and she sells the party 10 "hot and ready" longbow arrows. Arco asks where they can buy some hemp rope, rolling 25 honor/65 glean-info. Yozha tells him it's sold by the peddler Isi. Isi's shop is by Ember Guard Tower, in 3+10 stops (about 3 hours away).
The party decides to walk one stop away to get to Grelaz's shop. The walk takes them 40 minutes and they are stopped by Leopard Guards who spot Dora's axe. The guards issue the party a sword tax of 4 copper. The party receives receipts for the tax.
The party rearranges acquisition responsibilities for their pending items. | |||
Items with known locations are asterisked. | |||
Arco | Boba | Cable | Dora |
Leather Armor | Bucket | *Miner's Lamp | Clubs |
*Waterskins | Sifting Frame | *Field Surgery Kit | *Scabbards |
*Hemp cloth | Longbows | *Slings | |
*Rope | *Small Shield | ||
Spears |
The party is now at Svohman Banner. Here is their current itinerary:
*an experimental 9d10p roll yielded "44".
The party is now heading to Marauder's Gibbet to buy slings at the open market. They share the carriage ride with 3 women in bronze splint mail.
The rolls indicate a general store at the next stop, but in the spirit of convenience, the GM makes the bucket, sifter, and clubs available at the open market they're going to.
The carriage's next stop is the Royal Guard Barracks. The driver announces the presence of a wainwright at the barracks stop. The carriage arrives and the NPC passengers disembark at the barracks. The driver indicates a farrier business at Marauder's Gibbet, and takes the player characters there.
At the market of carts and crates strewn around the gibbet, the party buys a bucket, burlap, clubs, rope, a sieve, and 2 slings.
While they are at it, Arco asks where they can have new leather armor fitted, Cable asks where they can buy longbows, and Dora asks where spears are sold.
Here is the map including a new stop added for transit convenience. The random stores have been added in lowercase to stops on the party's path. After the Hizavha's trip they take a carriage back to Mumohz's house. They'll pick up their armor and weapons the next morning.
Then they go get on their boat.