The Merchant (Solo Journaling RPG)
The Merchant (Solo Journaling RPG)
MERCHANT
                    Hateful
                    Sun
    Myour
             ost of the dangers        in
                                             The Dying World with
                     journey    can   be       a Forgotten Name
    surmounted with a good blade and
    good sense. The real hazard, my          The world is ancient.
    child, is the lure of the arcane. The    There was a time when water
    unfathomable mysteries from ages        covered the salt deserts and deep
    past and perished realities that the    canyons, giant creatures roamed
    Shifting Wasteland keeps from us.       lush forests, and great empires
    They will tarnish your mortal soul,     built cities of stone and steel. A
    consuming it from within until          time before the cataclysm that
    nothing human remains. Good luck.       boiled the seas and killed the
                                            gods.
             Krrr-Urr, Elder Augurer
6
7
      The Glimmering Cities              tribes not quite human anymore.
     The land is now barren.              The landscape of the wasteland
                                         shifts often; traditional maps no
     The Shifting Wasteland covers       longer have meaning and only a
    all, a land poisoned by arcane       few immutable stars can guide a
    powers emanating from a plane        traversing merchant across the
    of unbound entropy. Time and         land.
    space warp in the land outside
    the few remaining jewels of fallen
                                              Ancient Teachings
    civilizations: the Glimmering
    Cities, wondrous human dwell-         Tradition is everything.
    ings still protected by a sorcery     The few remnants of civilisation
    older than the hateful sun.          follow ancient traditions with
                                         religions fervour; sure that it’s
          The Traversing                 the only true way to survival in a
            Merchants                    harsh world where life is reduced
     You are a Traversing Merchant.      to its utility.
     One of the few daring mortals        Society is stagnant and every
    that travel across the Shifting      scrap of ancient knowledge is
    Wasteland carrying goods and         regarded as the absolute truth.
    news between the Glimmering
    Cities. An endeavour as profitable
    as dangerous, as the wasteland is
    said to have a mind of its own,
    and it’s inhabited by demons,
    corrupted creatures, and savage
8
  Today we followed a yellow river
that sank into a perfectly round hole
 on the ground. Voices resonated in
 a strange language from the depths
of that unholy wound in the earth,
but nobody mentioned anything. I’m
 not sure if others could hear them.
                                        9
              The Learnings                                    of the
             Ancients
     Tyou
              ake note of everything               Solo Journalling
                    see, everything you             Roleplaying
     hear, and everything you feel.
                                              A solo RPG (short for Role-
     Your experiences in the wasteland
                                             Playing Game) it’s a narrative
     can be learnings for those that come
                                             game that you play by yourself
     after us, and it will help you to
                                             with the goal of creating a story
     keep your soul whole and within
                                             with a specific theme.
     yourself, if such thing is even truly
     possible in the Shifting Wasteland.
                                              In the case of The Merchant you
     And by all gods, do not stay longer
                                             play a trader leading a caravan
     than necessary, or you will never
                                             across an arcane wasteland full
     come back to us.
                                             of mysteries and dangers; risking
                                             your life and your soul for no
        Hurryan, Master of the Guild         other reason than great profit
10
and everlasting fame.                   DECK, and add to your story by
 This chapter provides an over-         generating prompts with random
view of the main game concepts          tables found in this book.
and how they relate to each other.
                                          The Auguries of Fate
  The Tools of the Game                  Before you start your perilous
  A standard deck of cards and          journey across the Shifting
a few six-sided dice are used to        Wasteland, and even before you
randomise the events which will         build the TRAVEL DECK for a
fire up your creativity.                crossing, you must roll to find
                                        out what omens are read in the
  It’s encouraged to write at least a
                                        sky by the Augurers.
short paragraph about each event
in a physical or digital journal.        The result of the AUGURIES
The intention is to create the          roll will determine the potential
travel journal for your character       length of the crossing and its
as they cross the unfathomable          difficulty.
arcane wasteland.
                                           Wealth and Renown
      The Travel Deck                    You must invest WEALTH
 The TRAVEL DECK is a small             before crossing the Shifting
deck of around 10 cards built           Wasteland to buy STOCKS and
from a standard deck of 4 suits         SUPPLIES, and optionally hire a
and 52 cards.                           veteran captain of the BLADES
                                        and SCOUTS.
 Each turn of play you will
draw a card from the TRAVEL              The remaining STOCK at
                                                                            11
12
the end of a crossing can be           tion, superstitious fear, or actual
exchanged for WEALTH, but              arcane dangers, no more than a
you might have to leave STOCKS         few souls can venture into the
behind to survive the crossing.        Shifting Wasteland together at a
 If you run out of STOCKS              time. This means that there is a
during a crossing and an event         limit to what you can transport
demands the loss of additional         with your caravan.
STOCKS, you must pay with                Fewer STOCKS and more
your life and lose the game.           SUPPLIES will reduce the risk
 Crossing the wasteland and            of running out of victuals in a
other events will increase your        crossing of uncommon length.
RENOWN.                                  More STOCKS and fewer
 The RETIREMENT roll deter-            SUPPLIES will increase your
mines the ultimate fate of your        profit for the crossing, but at a
character. This is the final roll in   higher risk of never reaching
the game.                              your destination.
 You can attempt it at any time,
but it is unlikely your character          Blades of the Guild
will have good prospects without        The Guild provides trained
WEALTH and RENOWN in                   and eager soldiers, known as
such a harsh world.                    BLADES, ready to traverse the
                                       Shifting Wasteland with your
    Stocks and Supplies                caravan; driven by an excellent
                                       pay and the opportunity for
 Your caravan has a limited
                                       boasting if they make it back.
capacity as due to ancient tradi-
                                        You have a number of BLADES
                                                                             13
     with your caravan set by the           your soul, consuming it with
     Guild. Their lives can be risked       every crossing. The Augurers in
     during the crossing to give a          the temples of the Glimmering
     one-time bonus against a Chal-         Cities call it the TARNISH of
     lenge. Use them well.                  the Shifting Wasteland; but the
      You can invest WEALTH to              nature of such illness of the soul
     hire a veteran captain for a single    can only be speculated upon.
     crossing, increasing the bonus          Your character gains TARNISH
     given by all BLADES.                   as the crossing progresses when
                                            a Spades card is drawn, or as
      Scouts of the Wasteland               described by encounters.
      A few individuals boast that           Your TARNISH affects some of
     they can read the wasteland like       the random tables, generating
     no other mortal, and that they         new and stranger results as you
     could live in it if they so desired.   become acquainted with the
                                            wasteland.
      You can invest WEALTH to hire
     a SCOUT for a single crossing,          Some of the TARNISH you
     which allows you to make a test        accumulate during a crossing can
     to take a detour and avoid the         become permanent CORRUP-
     next card in the TRAVEL DECK.          TION, eventually consuming the
     However, this will naturally make      last remnants of your soul and
     your crossing longer.                  ending the game.
                                             Your TARNISH score always
         Tarnish of the Soul                resets to equal your CORRUP-
                                            TION when starting a new
      The wasteland puts a toil in          crossing.
14
   The lure of the wasteland must not
 be underestimated. Today we saw the
  sun turn black, yet it illuminated us,
and then return back to settle in the east
 for a few hours before welcoming the
 night. I long to see such a magnificent
 occurrence once more, and I’m tempted
   to camp here for a few days; even
     with our supplies running low.
                                             15
                     The Perilous
              Crossing
     Nof this world, or who built
              obody remembers the name        Each journey through the
                                             Shifting Wasteland is built with
     what we call the Glimmering Cities      a small number of cards taken
     and their ancient protective walls.     from a shuffled standard deck
     Did we build them with a magic          of four suits and 52 cards, where
     now forgotten by our own people,        each card represents one or more
     or did we kill those that built them?   days in your journey, and some
     I find that frightening; it would       of them indicate special (often
     mean that we are not actually safe      dangerous) events.
     within these walls after all, and we     The Merchant provides the
     are only waiting for the next ones      basic lore of the setting; all other
     to arrive and take it all from us.      details are defined one card
         Atrahasis, Wise of the Guild
                                             at a time as you play (such as
16
traditions, religion, history, and    • WEALTH : 1
personality of your character and     • RENOWN : 0
companions), making emphasis
on a different theme for each suit    • CORRUPTION : 0
of the deck.                          These will change throughout
 Your overall goal is to retire      your merchant career and will
with plentiful wealth and renown     affect the retirement roll.
before the Shifting Wasteland
tarnishes your soul beyond                  The Auguries
recovery.
                                      The AUGURIES are rolled when
 Your goal for each crossing is to   preparing your next journey
survive the wasteland and make       through the Shifting Wasteland,
a profit.                            and they determine the potential
                                     difficulty and length of your
    The First Crossing               crossing.
  The first time you venture into     You can reroll the AUGURIES
the Shifting Wasteland is a rite     by spending 1 WEALTH, repre-
of passage into a caste of people    senting offerings to your gods
that stand aside from society.       or a sufficient time waiting in a
They are daring and ambitious        Glimmering City while storing
enough to risk their wealth and      STOCKS and paying for the
lives for more than they could       expenses of your people.
ever dream.                           These rules are optional; if you
  Make note of the following         choose to play without them, use
attributes and starting values in    the values for the “Inscrutable”
your journal.                        augury.
                                                                         17
        2d6          Augury               Certain   Uncertain Challenge
        roll                               Path      Path      Cards
          2           Terrible.           6 cards      5 cards      8, 9, 10
         3-4            Bad.              6 cards      4 cards       9, 10
         5-9        Inscrutable.          5 cards      4 cards       9, 10
       10-11           Good.              4 cards      4 cards         10
         12         Propitious.           4 cards      3 cards         10
18
     The augurer threw the bones,
  measured the distance between the
 east and north star, and smelled the
  wind. “A good crossing”, she said.
                                           19
        to the Uncertain Path              of the BLADES
        and shuffle them with            • Hire SCOUTS
        the Ace of Hearts.
                                         • Reroll AUGURIES
     4. Place the Certain Path,
        face down, on top of the         You start with 2 BLADES in all
        Uncertain Path with the         crossings as part of your initial
        Ace of Hearts shuffled          investment, but a veteran captain
        in. This is the TRAVEL          and scouts must be paid for
        DECK for this crossing.         separately.
                                         Due to superstition or an actual
      Investing in the Journey          danger presented by the Shifting
                                        Wasteland, no caravan dares a
      Before each crossing, you must
                                        crossing with more than a few
     invest 1 WEALTH on putting the
                                        souls travelling together.
     caravan together. This includes
     all STOCKS to be transported        You, as the player, can decide
     across the wasteland, animals      what “a few” means, from a
     to carry them, drivers for the     dozen to a hundred, as each
     animals, the BLADES assigned       WEALTH can represent a few
     by the Guild, and SUPPLIES to      coins or incredible riches, each
     survive the trip.                  BLADE can represent a single
                                        warrior or a squad of them, etc.
      You can optionally invest addi-
     tional WEALTH on the following      The number of STOCKS and
     improvements, each one costing     SUPPLIES you carry depends
     1 additional WEALTH.               on your risk tolerance. The sum
                                        of both must always be 8, but
     • Hire a veteran captain           you can allocate them as you
20
  Risk                    Supplies             Stock
  High                    3                    5
  Standard                4                    4
  Low                     5                     3
please. The table above provides      If your STOCKS ever fall below
typical examples of STOCKS and       zero, meaning you cannot lose
SUPPLIES allocation.                 any more of your people and
 You might be forced to lose         pack animals, you never make it
STOCKS during a crossing to          to your destination and lose the
escape failed challenges or due to   game.
other events.
                                                                        21
       Crossing the Wasteland               caravan. Describe a peaceful
                                            or religious activity involving
      Use the TRAVEL DECK to draw
                                            a new or already named
     a new card each turn. Each new
                                            character; such as a particular
     card represents a length of time
     in which you consume SUPPLIES          ceremony of tea making, or a
     and focus on describing a portion      holiday curiously celebrated
     of the journey. This period of         in all Glimmering Cities.
     time could be from a single day      • Diamonds - [Greed/Con-
     to several weeks, depending on         flict]. Name a new character
     how you want to present your           in the caravan. Describe an
     world.                                 action of greed or conflict
      It’s strongly encouraged that you     involving a new or already
     take notes of your experiences as      named character; such as a
     you play, writing a travel diary       vicious fight between two
     for the crossing and creating rich     drunken guards, or a dispute
     characters and cultures one piece      that requires your judgment.
     at a time with each card prompt.
                                          • Clubs - [Legends/Supersti-
      The suit of each card provides        tion]. Describe a legend or
     the theme of the event. This is        superstition of the dying
     for narrative purposes only and
                                            world and how it affects the
     it can be completely ignored, but
                                            mood of the people in your
     it helps to keep a good mix of
                                            caravan; such as the “army of
     themes in your journaling.
                                            the dead” that is said wanders
      • Hearts - [Religion/Society].        close to your destination,
        Name a new character in the         or how one of the animal
22
  drivers believes we are all          for a full day, or how most
  part of the same lost being          of the food has been rotten
  shattered by an angry god.           by some unknown miasma.
• Spades - [Unnatural/Corrup-         The card you draw each turn,
  tion]. Describe something          aside from providing a theme,
  unnatural that happens and         has a different game mechanic.
  how it affects the sanity of the
  people in your caravan; such       The Destination
  as one of your companions           The Ace of Hearts, the Glim-
  talking strange languages          mering City you were headed for
                                                                       23
24
these last few days or weeks. You   the next chapter to define details
made it alive, but at what cost?    such as the landscape, weather,
                                    strange sightings, etc.
 Respites
                                     Use the theme of the card in
 Aces of Diamonds, Clubs, and       your narration to add depth
Spades represent an oasis or any    to the dying world as you play;
other place in the wasteland that   introducing people, relations,
offers respite in your perilous     religions, cultures, history,
journey.                            legends, superstitions, etc.
 You recover 1d6 SUPPLIES
                                     Challenges
when you encounter an Ace in
your crossing.                       Cards numbered 8 or 9 to 10,
 The sum of STOCKS and              depending on the difficulty of
SUPPLIES can never go above         the journey (according to the
8, but you can leave STOCKS         AUGURIES roll), represent chal-
behind to load up on additional     lenges in your journey.
SUPPLIES.                            Roll 1d6 on each column of
                                    the Challenges Table in the next
 Simple Days                        chapter to define details of the
 Cards numbered 2 to 7, 8 or        encounter.
9, depending on the difficulty       Assume the landscape is the
of the journey (according to        same as in the previous event or
the AUGURIES roll), represent       reroll on the Wasteland Table.
simple days in your journey.         To resolve the challenge, roll
 Roll 1d6 + TARNISH on each         2d6 against the number on the
column of the Wasteland Table in    drawn card.
                                                                         25
      A result equal or higher than         Artefacts
     the card’s number is a success.
                                            Knaves represent strange arte-
     You escape unscathed.
                                           facts from a forgotten place and
      A result below the card’s number     time that you find along the way
     is a failure. Escaping comes at a     in your journey.
     cost, and you might be forced to       Roll 1d6 on each column of the
     leave valuable goods and people       Artefacts Table to define details
     behind, or even part of your soul.    of the relic.
     The cost of failure or reward of       Assume the landscape is the
     of success is rolled in the Chal-     same as in the previous event or
     lenges Table.                         reroll on the Wasteland Table.
      You can use BLADES to provide
     a bonus of 1d6 to the roll for each    Denizens
     BLADE used. You can decide to          Queens represent strange folk
     use them after rolling 2d6 against    inhabiting the Shifting Waste-
     the challenge.                        land.
      BLADES used this way are no           Roll 1d6 on each column of
     longer available for the same         the Denizens Table to define the
     crossing. They are either dead or     details of your encounter with
     injured.                              other merchants, hermits or
      If a veteran captain of the          tribes of the wasteland.
     BLADES was hired when                  Assume the landscape is the
     investing in the crossing, each       same as in the previous event or
     BLADE provides a bonus of             reroll on the Wasteland Table.
     1d6+2 instead.
26
 Demons                                    Using Supplies
 Kings represent dangerous           Whenever you draw a card from
demons and forsaken gods of the     the TRAVEL DECK, except for
old world that you pray to never    the Ace of Hearts, you must roll
encounter.                          for SUPPLIES.
 Roll 1d6 on each column of          To roll for SUPPLIES, roll 1d6.
the Demons Table to define the      On a result of 1, 2, or 3, reduce
details of your encounter and the   your SUPPLIES by 1. On a result
costly toll to your enterprise.     of 4, 5, or 6, your SUPPLIES are
 Assume the landscape is the        not reduced.
same as in the previous event or     Each section of the crossing
reroll on the Wasteland Table.
                                                                        27
     without SUPPLIES, you lose            Place each card drawn from the
     1 STOCK and 1 BLADE. This            TRAVEL DECK on the table in
     represents a portion of your         front of you and adjacent to the
     caravan dying for lack of food       previous card, forming a record
     and water.                           of your path as you cross the
                                          Shifting Wasteland.
         Finding your Path                 You can use SCOUTS to choose
      The wasteland warps time and        to go around a drawn card by
     space outside the Glimmering         drawing 3 more cards from the
     Cities. No path remains the          original shuffled deck (not the
     same after being traversed, and      TRAVEL DECK) and placing
     the only constant indication of      them around the bypassed card.
     direction are some of the stars in    If you decide to use SCOUTS (if
     the night sky, kept immutable by     you have paid for their cost when
     an unfathomable sorcery.             investing in the crossing), roll
                                          1d6 to see if the scout survives to
                                          come back to you and warn you.
                                           On a roll of 1-2 the scout dies,
                                          on a roll of 3-4 the scout dies but
                                          warns you by pre-agreed signals
                                          or a messenger, on a roll of 5-6
                                          the scout survives and can be
                                          used again in the same crossing.
28
               1st card
2nd card
3rd card
    5th card
(1st detour)   4th card
    7th card
(3rd detour)   8th card
9th card
10th card
                              29
         Reap the Rewards                  Discovering artefacts during the
                                          crossing might further increase
      At the end of each crossing you     your RENOWN as rolled on
     can exchange each remaining          the last column of the Artefacts
     STOCK for 1 WEALTH, and              Table.
     increase your RENOWN by 1
     for each of the following:            You can try to retire at any
                                          time between crossings, ending
     • Completing a crossing.             the campaign for this character.
     • Succeeding in a challenge          Roll 1d6, add your RENOWN
       (maximum 1 per crossing).          and WEALTH, and subtract
                                          your CORRUPTION before
     • Encountering a demon.
                                          consulting the following table.
     • Finding an oasis.
Result Retirement
30
     The corpse spoke a third time.
   “Leave”, it said. And so we did,
 abandoning a dozen men and women
 behind, trapped in that forsaken tomb
that will be sealed for another thousand
 years or more. Only the gods can tell
  how long; but maybe not even them
 have power over this accursed place.
                                           31
      Tarnish and Corruption              TARNISH as described in the
                                          rolled event.
      Your very soul will be warped
     by the Shifting Wasteland as you      When you roll on the Wasteland
     experience the corrupted and         Table to generate a landscape,
     sorcerous landscape outside the      add your current TARNISH to
     protecting walls of the Glim-        the results, producing a changing
     mering Cities.                       terrain as the wasteland consumes
                                          your soul and shows you more of
      You will hear incomprehensible
                                          its arcane weirdness.
     truths with the last words of your
     own friends; you will encounter       At the end of each crossing, roll
     arcane entities born in another      1d6, if you roll equal or below
     plane; and you will uncover          your TARNISH score, you gain
     forsaken artefacts from the time     1 CORRUPTION, which can’t be
     before the Cataclysm that would      removed.
     make you a god if only you could      If you reach 4 CORRUPTION,
     learn how to use them.               the wasteland owns your soul
      The Shifting Wasteland corrupts     and you lose the game. Describe
     and changes everything in it,        how your character ends their
     including your own soul. To          days, perhaps venturing into the
     represent this, every time you       wasteland alone, never to return.
     draw a Spades card, you must          When you start a new crossing,
     increase your TARNISH score by       you start with TARNISH equal
     1, up to 4.                          to your CORRUPTION.
      Other events, such as discov-        TARNISH can only increase up
     ering ancient artefacts or failing   to 4 during a crossing. Additional
     challenges, can also increase your   TARNISH is ignored.
32
33
                        Outside the Wasteland
34
                                              Draw a new card from the TRAVEL DECK
                                                • Ace of Hearts = End of journey
                                                • Roll SUPPLIES
                                                • If the card is Spades, increase
                                                  your TARNISH by 1
                                                • Roll on the Wasteland Table
     Describe a scene in your caravan. Aces   Roll on the Challenges Table           Roll on the appropriate table for the
     allow you to replenish your SUPPLIES.    and describe the scene.                drawn card and describe the scene.
         • Hearts: Religion/Society             • Roll 2d6 against difficulty.          • Knaves: Roll on the Artefacts Table.
         • Diamonds: Greed/Conflict             • Spend BLADES for +1d6 bonus           • Queens: Roll on the Denizens Table.
         • Clubs: Legends/Superstition             (+1d6+2 with a Veteran Captain)      • Kings: Roll on the Demons Table.
         • Spades: Unnatural/Corruption
                                                                                                                                    Crossing the Wasteland
                                              Determine consequences.
                                                • Apply the changes described
                                                  in the relevant table.
                                                • If your STOCK falls below
                                                  zero, you lose the game.
35
                 Infinite
                 Realities
     Iread
              t is a mercy we cannot             Playing the Game
                     the ancient script
                                             As you draw cards to find out
     written on the artefacts that are
                                            about the next part of your
     brought back by the merchants.
                                            journey, you can roll on the
     It would surely destroy us, as it
                                            tables presented in this chapter
     destroyed those that came before us.
                                            for inspiration when writing
     Only in the safety of ignorance of
                                            your story.
     the arcane mysteries, and the blind
     obedience of our ancient traditions,    You do not need to follow the
     we will find peace and stability.      exact descriptions provided here,
     Safety from the madness that           and you are free to ignore, change
     screams outside those walls.           or adhere to these tables as much
                                            as you like.
          Suppiluliumas, Priest of Fire
36
 The Wasteland Table                 The Denizens Table
 Roll 1D6+TARNISH per                Roll 1D6 per column on this
column on this table for each       table when you draw a denizen
section of your journey, that is    card (Queen) to find out the
for each card drawn from the        nature of your encounter with
TRAVEL DECK, or whenever            the denizens of the wasteland.
you feel like a change.
                                     The Demons Table
 The Challenges Table                Roll 1D6 per column on this
 Roll 1D6 per column on this        table when you draw a demon
table when you draw a Challenge     card (King) to find out how
card, which depends on the diffi-   badly your encounter with a foul
culty of the crossing according     demon of a forgotten age, or a
to your AUGURIES (cards             forsaken god of a dead religion,
numbered 8-9-10, 9-10, or just      went for you and your enterprise.
10).                                These things are really not great
                                    for profits.
 The Artefacts Table
 Roll 1D6 per column on this
table when you draw an Artefact
card (Knave) to find out what
arcane and hazardous relic you
or your people have found while
crossing the wasteland.
                                                                        37
                                  Wasteland Table...
     1d6+       You Traverse...         With                   And/or
     Tarnish
     1         Barren plains           Nothing but the        Eerie silence.
               and bushes.             hateful sun.
38
                     ...Wasteland Table (continued)
 And...              And...         And...                  And...
 (Hearts)            (Diamonds)         (Clubs)             (Spades)
Nothing special.    Nothing special.   Nothing special.    Nothing special.
                                                                                  39
                                  Wasteland Table...
     1d6+       You Traverse...         With                    And/or
     Tarnish
     6         Rolling dunes of        Sharp obsidian rocks    A turbulent sky.
               burning sand.           jutting out towards
                                       the sky like the
                                       bones of a giant.
40
                      ...Wasteland Table (continued)
 And...               And...         And...                    And...
 (Hearts)             (Diamonds)           (Clubs)             (Spades)
A herd of creatures The remains of an Statues of salt.        A black sun.
adapted to the      unknown creature Did they move?           Worms crawl out
wasteland.          buried in the sand.                       of the earth.
A dry oasis with     You feel the        Lake of rock oil,    A day without
burnt trees.         malevolent eyes of an extremely          sun. The night is
                     a hunting creature. flammable and        filled with lights
                                         sticky liquid.       that you have
                                                              never seen before.
                                                                                    41
                                   Challenges Table...
     1d6    When                      What                    What
                                      (Hearts)                (Diamonds)
     1     In the dawn of day,       Temperature drops       Lizard raiders.
           before the caravan        or increases suddenly
           sets off for the day.     to dangerous levels.
42
                          ...Challenges Table (continued)
 What                          What                         Cost and Reward
 (Clubs)                    (Spades)
Carnivorous plant          Dark holes that seem            Gain 2 TARNISH
hidden under the surface; to scream your names,            if you fail.
consuming its victims over calling you to their depths.    Reduce 1 TARNISH
several agonizing days.                                    if you succeed.
A cult to Belz, the lord      A sorcerer that cannot       Lose 1 STOCK and 1
of flies, which they want     die, but desperately         SUPPLIES if you fail.
to awaken by making a         wants to. He needs           Gain 1 WEALTH
massive sacrifice of blood.   souls to gain strength.      if you succeed.
                                                                                   43
44
                                 Artifacts Table
1d6    Relic          Made of        That            And            Value
                                                                                  45
46
                               Denizens Table
1d6    Denizen                   Claiming                     And
2     A small nomadic tribe. The sun is the last god, Demands a tribute.
                             and the wasteland is     Lose 1 STOCK or roll a
                             her curse. Someday she Challenge difficulty 10.
                             will forget her hate.
                                                                                      47
48
                           Demons Table
1d6    Shape                Lair                      Threat
                                                                              49
                                         Merchant Career Sheet
                           Name &
                           Description
     Merchant Attributes
                           WEALTH
                           RENOWN
                           CORRUPTION
                           STOCKS
     Crossing #1
                           SUPPLIES
                           BLADES
                           TARNISH
                           STOCKS
     Crossing #2
                           SUPPLIES
                           BLADES
                           TARNISH
                           STOCKS
     Crossing #3
                           SUPPLIES
                           BLADES
                           TARNISH
                           STOCKS
     Crossing #4
                           SUPPLIES
                           BLADES
                           TARNISH
50
51