Midden, Waldschnayzin

Notes
  • Holbirt is a survivor and has been around the camp from months. As long as the players are on his good side, he can give them all the information they desire, although, he will demand a 'donation' for every question after the first
  • the donation can be anything thrown on the trash pile - he has no standards
  • Possible Threats
  • There is a 1-in-6 chance of a group of 1d8! slaves throwing garbage on the pile
  • They know about Holbirt and his triggers
  • Holbirt is extremely territoral of his trash
  • Any who does any of the following will be instantly attacked
  • Get too close to him
  • Pick up anything from the pile
  • Look through the trash
  • Take anything
  • Treat as neanderthal for stats
  • He doesn't need to make any Checks to move over the trash
  • Description
  • A massive pile of trash
  • All of it is useless junk made even more useless by exposure to the elements
  • Holbirt has hidden his den inside the trash pile
  • Finding Holbirt's Hole
  • Risk: +2d20!
  • Complication: You have to travel 60 ft / Complication
  • Success: find his hole, inside which is:
  • 2 throwing knives of bark pocket maple wood and iron. The handle is painted light green. It's pretty worn (5 Wear).
  • 13.75 sc
  • A bark pocket maple wood warbow, the tips of which are painted and stained pink and pinkish orange (the stain having smudged a bit with age. Along the inside is an engraving of beetles and dragonflies. It's pretty worn (6 Wear).
  • 647.25 sc
  • A chamois leather gloves, finished to reveal a lovely umber color.
  • 2.7 sc
  • A lead necklace with a round white topaz, ~1 mm in size. It has a little worn (2 Wear).
  • 2.55 sc
  • A copper storm lantern. It depicts a group of settlers on a boat, looking forward to a new land. Above them fly 4 geese. It's slightly worn (3 Wear)
  • 103 sc
  • A handful of sesame seeds
  • 1 sc
  • Freshly caught carp
  • 1 sc
  • Traveling across the trash is tricky and loud.
  • Multi-tasking. Make a Check whenever the players move:
  • Not Slipping
  • Risk: +1d10! / 60 ft traveled, rounded down
  • Ease: 4
  • Complication: Slide further than you expected (+1d4! Stress)
  • Failure: Slip and cut yourself on something nasty:
  • 1d10! damage
  • Infection: +4d8!/1 Day/Con
  • Traveling Quietly
  • Risk: +1d10! / 120 ft traveled, rounded down
  • Ease: 4
  • Complication: Cause more noise than you expected (+1d4! Stress)
  • Failure: Cause a massive trash slide, alerting the camp

  • Comments

    Please Login in order to comment!