The Border Hills (Week 1)
- The warband wakes up in the small border town. Its market stalls are thin, its chapel roof sagging, its people gaunt.
- A wandering healer passes through, offering herbs and poultices, but no one is injured enough to need him. His presence underscores the fragility of life here and the lack of infrastructure
- The warband helps the town guard patch walls and drill, earning goodwill and getting a place to stay for the night.
- They take on hard labor, earning a few coins; Thirwen’s craft skills bring in a little more.
- A friend of the Thirwen sends aid—supplies and coin. This is Edrig son of Mallor, a fellow Cardolan soldier from Thirwen’s past, now a true mercenary. He will fight for anyone with the coin - even the Witch-king. For the Warband: His gifts are ambiguous. Are they charity, or payment for debts owed? Do they tie the company to Edrig’s mercenary dealings? Born in Cardolan, son of a petty yeoman who lost his land to taxes and levies. Fought beside Thirwen in the border levies during Cardolan’s collapse. They shared trenches, hunger, and the bitter retreat when their captains abandoned them. Once dragged by Thirwen from a collapsing palisade, saving his life. Their bond is forged in survival, not sentimentality.
- The Ruin: Following Maeric’s directions, they reach the abandoned watch‑post. Among the rubble lives Tiriel, a hedge‑healer. He recalls when soldiers once garrisoned the place, and mutters that both Faith and crown abandoned it when the roads grew unsafe. Halros recognizes a fellow herbalist and exchanges lore of plants. Over a shared fire and bitter herbs, Tiriel becomes a tenuous friend—prickly, mercenary, but bound by shared survival.
- Rumors spread that enemy patrols are roaming the wilderness. A new threat—maybe the Witch-King from Angma’s forces —is stirring nearby.
- Step: Local Events - Town Event Table: 37 -> Wandering healer, but nobody injured
- Step: Hard Times: Upkeep is d3, and I rolled a 5, treat 1 as 1, 2 as 2, 3 as 3, 4 as 1, etc means upkeep will be 2 gold.
- Step: Campaign Activities
- Help the Town Guard - no Upkeep this turn
- Hard Work - +1 gold, then [Crafting] test a 10 so +2 total.
- Step: Trade
- Two Rare Item rolls, a Repair Kit (31) and a set of Full Armour (13). Too expensive and I don’t really know what I need yet. Pass on Trading.
- Step: Research
- Connections: 54 -> a Friend sends aid +1 Story Point - maybe the Adventurer Friend from the Avatar History.
- Step: Decide Your Adventure
- I’ve decided to Explore Location specifically the Unexplored Location from the Contract
- Step: Outfit for Adventure Phase
- No changes
- Travel Roll: 24 -> Uneventful
- Arrived at the Unexplored Location: rolled a 15, making it an Old Ruin. Meaning add a Delve and have a Travel Encounter: 42 -> a Physician who is Friendly so I add as a Friend.
- Maybe they should explore the Old Ruin, but the warband decides not to risk it and sette into Camp
- News (100) reveals that: Enemy patrols are roaming. A new location for Curse of War in the Wilderness where they are roaming. To defeat them, you must travel there, fight a Meeting Engagement, and Hold the Field.