You write a note for Chel, telling her how you miss her and of your adventures, and pay an Elven ranger to deliver it to her.
(-20 Copper Coins)Max starts gathering branches to set up a pen for Sprint. After about an hour of working, he has a decent looking fence set up for the ostrich to live in, held together with vines.
You have Mark scout out the most likely route for the supply caravan to take, and when he returns he explains the layout to you:
The path is cut out of the forest and is pretty narrow. It would be easy to hide on the sides of the path due to the foliage.
It's long and mostly straight.
He says he noticed several small patrols as he was investigating the area.
You think for a while and come up with plans for landmines, tripwires, barbed wire, and flash bombs. You can buy the materials to make a landmine for 10 copper coins each, trip wires for 2 copper coins each, flash bombs for 7 copper coins each, and barbed wire for 3 copper per 2 feet.
(Schematics Added)You decide to make 6 landmines, 4 tripwires, 4 flash bangs, 4 grenades, and about twenty feet of barbed wire.
(-1 Silver, 54 Copper Coins, +That Stuff)You think of the layout of the caravan trail. How would you like to
set up your traps? And after, what would you like to
do?[4 flash bangs instead of three because there was a suggestion to have one attached to a tripwire.]
The light blue inverted triangles represent villages. None of them are named on this map, but you know by heart your old home and the nearby human town.
The red X represents your location.
Orange spots represent ruins or interesting locations.
Blue triangles represent friendly Kobold camps.
Red triangles represent greenskin camps.
Crossed out towns are ruins.
Foothill Village: Your old home, there's no going back now.
Stockton: A Human village, your village used to trade with them frequently. There is a group of local bandits there who want to kill you.
Cryptsocks: A Dwarven mountainhome that you were told is incredibly rich but exclusive on who can even enter. Max is wanted there.
Changedgrove: An Elven settlement that sits at the border between the forest and the plains. It is your current location.
Kilroy, Gnome Tinkerer, Heathy
Max, Dwarf Thief, Healthy, In a constant state of mild inebriation
Mark, Human Hunter, Healthy
Pets:
Mavrick, Smart Toddler Giant Rat, Healthy
Equiped: Nothing
Sprint, Make Pack Ostrich, Healthy
Equiped: Leather harness, Large Cloth Bags (empty), Small Barrel (0/40L)
Healthy
Refreshed and Awake
Alcohol Dependent
Reputation
Foothill Village: Exiled [0/100], Fairly Known
Stockton: Neutral [17/20], Pretty Unknown
Changedgrove: Friendly [4/30], Pretty Unknown
Equipped:
Gnome Styled Cloth Clothing
Perfectly Fit Leather Armor
Wooden Walking Stick
Yew Bow (slung over shoulder)
Steel Short Sword (sheathed)
Leather Backpack
Herbal Bag
Leather Quiver
Enchanted Wooden Ring
Herbal Bag:
Handful of White Mushrooms, Green Spots (slightly poisonous) (unidentified) x1
Healing Herb Leaf x5
Aloe Leaf x1
Pipeherb Leaves x11
Green Mint Leaves x6
Leather Quiver:
Wooden Steel Tipped Arrows x10
Flint and Steel x1
Flask (6/6) x1
Elvish Oak Pipe x1
Bronze Knife w/ Wood Handle x1
Enchanted Small Cloth Map x1
Brass Compass x1
Brass Whistle x1
Small Black Powder Bomb x6
Black Powder Landmine x6
Tripwire x4
Flash Grenade x4
Barbed Wire x20 Feet
2 Days of Food
Water Skin (6/6L) (2L/Day)
3 Silver Coins
24 Copper Coins
Key to Chest in Camp
Skills:
You can identify poisons.
You can use a bow pretty well.
You can whittle wood skillfully.
You can track animals.
You can identify many plants in the area around Stockton.
You know basic Alchemy.
You know basic mechanics.
You know decent engineering.
You can skin an animal properly.
Crafting:
Wooden Figurine: Small piece of wood
Deadfall Trap: Small sticks, flatish rock, small vines
Javelin: Long thin branch
Walking Stick: Long wide branch
Mechanical Parts: 5 parts for one metal bar
Bear Trap: One metal bar, one pressure plate, one mechanical part
Giant Mouse Trap: One metal pole, one metal bar, one pressure plate, a large wood board, two mechanical parts
Small Black Powder Bomb: One mechanical part, handful of black powder, fuse, wood block or round shell, metal scraps, made for 7 copper coins each
Gnomish Lighter: One metal bar, piece of flint, piece of steel, flammable gas, wick
Gnomish Switchblade: One bar of metal, one mechanical part, wood or metal for a handle
Dwarven Lantern: One bar of metal, chunk of glass, wick, mechanical part, flammable gas
Sapper Charge: One mechanical part, two handfuls of black powder, long fuse, incendiary gas, block of wood
Land Mine: Materials for 10 Copper Coins each
Trip Wire: Materials for 2 Copper Coins each
Flash Grenade: Materials for 7 Copper Coins each
Barbed Wire Strand: Materials for 3 Copper Coins per 2 Feet
The druids want you to destroy a greenskin supply caravan that is traveling through the area tomorrow.
Mark is a hunter who is traveling with you. You are becoming good friends.
Max Yeskly, Dwarven thief and adventurer extraordinaire. You seem to have a habit of helping him out of tricky situations, while he keeps getting you into them. He is traveling with you.
Stockton:
Chel is a human Tinkerer who has connections within the guild. She is somewhat friendly to you.
Changedgrove:
Medium Sized Tent (yours)
Your Sleeping Bag
Max's Sleeping Bag
Mavrick's Leaf Pile
Small Wooden Chest (locked)
Giant Rat Sized Bear Trap w/ Wooden Parts x4
Healing Tea x1
Silver Flask x1
Silver Rings x3
Large Unreadable Dwarven Book of Spells x1
Vagabond Battle Figurine Set x1
Quart of Rat Milk (3/10) x1
Baby Bottle x1
Iron Armor Plates x17
Figurine of Overwhelmed Goblin x1
Max's Stuff
Jar with Glowing Mushroom
Small Sized Tent (Mark's)
Mark's Sleeping Bag
Mark's Stuff
Locked Coffer
Small Lantern
Fire
Wood Pile