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CarriageQuest

Carriage + Shopping + Mapgen Example

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

Setting/background

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).

Building the party shopping list

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.

Party weapon proficiencies
The party opted to share some weapon proficiencies during character creation.
Arco (cleric)
Staff, longbow
Boba (rogue)
Throwing knife, dagger
Spear, sling
Cable (ranger)
Longbow
Spear, club, shortsword
Dora (fighter)
Battleaxe, sling
Spear, club, shortsword

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.

Errand sequence

(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.

Purchases at Okapi's Well
Arco
4 sq yards of burlap from Vanazha. The party folds it into a temporary bindle.
6 metal punches, 40 sling bullets from Dovo.
Boba
4 Tinderboxes (with tinder), 3 throwing knives, 2 daggers, a sledgehammer, a metal flask from Dovo.
Cable
4 flint & steels, 2 shovels from Dovo.
Commisions a grappling hook, lockpicks, and 2 short swords from the Murlazh's, ready in 2 mornings.
Dora
Battleaxe, crowbar, hacksaw from Dovo

Everything except the battleaxe, sledgehammer, and shovels are wrapped up in the burlap.

Carriage 1

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.

Map from first queries

Exchanges at Thief's Gibbet
The gibbet contains a civil slave who escaped temporarily. His name is Lano. The party also meets a satcheler named Morashez.
Morashez sells the party some bags and wearable containers.
Boba
8 small pouches, 8 small sacks
Cable
5 backpacks, 2 quivers
The party redistributes their items from the bindle. Arco keeps the hemp to cut into bandages later.
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

Carriage 2

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.

Arco rolls a 23 honor & 84 glean info.
Staves are sold at a general store named Grelaz's Goods in three stops (Svohman Banner).
Boba rolls a 25 honor & 59 glean info.
Soap is available at the same general store. (GM shortens the trip/mapmaking).
Cable rolls a 21 honor & 22 glean info.
The medic kit is sold from a wagon owned by a Sil-karg named Koron. Today Koron is 2+3+2 stops away (at Traitor's Gallows).
Dora rolls a 24 honor & 38 glean info.
Shoddy Shields are being sold in a general store owned by "Ogo" at Traitor's Gallows.

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.

Map as of Grackle Obelisk Disembark

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".

Carriage 3

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.

Marauder's Gibbet Market

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.

"Done shopping"

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.