Travel subsystem: BY CANOE ON [FEYWATER]
TRAVEL BY CANOE ON FEYWATER
(1d6 per hex)
- Good wind. Gain 1 [full ration] per PC.
- No issues.
- {Rough} Wet gear. Each PC loses 1 [full ration] or the benefit of their last meal.
- {Obstruction} Bathing herd. (1 per PC + d100) animals blocking the way. Roll {reaction}.
- {Surprise}. Territorial response from crocodile, snake, raptor, giant carp, or similar.
- {Wobble} Canoe flips Confusion. Roll [FEYWATER] TABLE.
[FEYWATER] TABLE
(1d6 if canoe tipped)
- Each PC loses 1 item but counts as [fully fed and hydrated] for two days.
- PCs share a vision of the next hex. Roll {encounter} for details.
- PCs resurface 1d6 hexes away, in a {random direction}, in an oxbow lake.
- Covered in mud and regret. All leather changes 1 detail or color (PC’s choice) as it dries.
- One war canoe of scouts (1 per PC + d12) arrives. They offer to build a fire, dry and feed the party, speak only of the present, and then proceed toward the ocean.
- Each PC loses 1 item (make a list). If any PC dies in the next 24 hours, they return to this spot, alive, with what was lost.
GLOSS
[Feywater]: all rivers in Brinemarch are Feywater. There are no known exceptions.
[full ration]: A day's food and water—enough to avoid fatigue, morale loss, or other penalties.
[fully fed and hydrated]: Treated as if having consumed 2 [full rations].
[by the Fey]: a type of consequence which triggers a new event table.
{surprise attack}: Ambush or immediate danger with no time to prepare.
{reaction}: Roll 2d6 — 2–5: hostile, 6–8: uncertain, 9–12: friendly.
{encounter}: Use the local table or roll based on hex contents.
{random direction}: d6 = 1–N, 2–NE, 3–SE, 4–S, 5–SW, 6–NW.