
An ale cart slowly creaks past, a boisterous Dwarf driving the mules with the lash even as he samples the wares.
Roll 1d6 and add the Leader’s Initiative. On a 7+ you manage to convince the Dwarf that you are a group of trustworthy kindred spirits and would be glad to escort the cart to the next Settlement. Pleased, the Dwarf offers to pay each Warrior 10 gold for each remaining week of travel to keep his wares safe. Upon reaching a Settlement he also gives each Warrior a cask of ale (see the rules for the General Store)!
If there is a Dwarf in the party, add +1 to the Leader’s Initiative Test, or if there is a Troll Slayer then add +2 instead.

The still-smouldering wreck of a cart straddles the narrow road, its contents scattered over the ground. Of the original occupants of the cart there is no sign.




Pursued by the howling of hungry wolves, you eventually find a sheltered outcrop to make your stand. As dusk settles, your pursuers track you down, eager for a meal, even one as difficult as armed Warriors…
As night draws in you are to be found around the camp-fire, huddling in the warm embrace of the flames. Howls erupt from the darkness and suddenly the light of the fire seems precious little protection against the night. Into the light slink the unmistakable forms of a pack of Great Wolves, ridden by cunning-looking Goblins.


A road has been trampled through the countryside which is not shown on your maps. Trees are felled where they stand, and rivers hastily forded. Do you stand in the wake of a rampaging army, a hurried defence force or simply on a new trade route between towns?


