The Brinemarch Run

Travel subsystem: BY CANOE ON [FEYWATER]

TRAVEL BY CANOE ON FEYWATER

(1d6 per hex)

  1. Good wind. Gain 1 [full ration] per PC.
  2. No issues.
  3. {Rough} Wet gear. Each PC loses 1 [full ration] or the benefit of their last meal.
  4. {Obstruction} Bathing herd. (1 per PC + d100) animals blocking the way. Roll {reaction}.
  5. {Surprise}. Territorial response from crocodile, snake, raptor, giant carp, or similar.
  6. {Wobble} Canoe flips Confusion. Roll [FEYWATER] TABLE.

[FEYWATER] TABLE

(1d6 if canoe tipped)

  1. Each PC loses 1 item but counts as [fully fed and hydrated] for two days.
  2. PCs share a vision of the next hex. Roll {encounter} for details.
  3. PCs resurface 1d6 hexes away, in a {random direction}, in an oxbow lake.
  4. Covered in mud and regret. All leather changes 1 detail or color (PC’s choice) as it dries.
  5. 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.
  6. 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