Barbarian Prince sample adventure diary Setup: Cal notes his Skill= 8 & Endurance= 9 per r202. Then he rolls 2 for Wit & Wiles (Huh?) and 6 for Gold r225 giving him the maximum 4 gold to start (as per the basic Wealth Code 2 line of the table), up to 100 of which constitute 1 "load" r206a of the 10 he's allowed r206b. Last he rolls 4 for start hex e001 and begins in hex 1301 of the map. Day 1: Cal wants to travel r204e South across the river (to be away from the danger of pursuit by royal guards e001) to Swamp hex 1302. His Cross River r205d Lost roll r207 is 6 and r204b Event roll is 5; then his Swamp Terrain Type entry Lost roll is 4 and Event roll is 3. Thus he acts without let or hindrance (hopefully a good omen - check that nifty dice roll sequence). For his evening meal r215 he must elect to hunt in the wilds r215b as he has no "food units" r215a now in his possession, and rolls 4 so scares up a bounteous 8 units leaving 7 after his repast. Day 2: Cal packs up his 7 food units and 4 gold into 8 loads and tries to travel to Forest hex 1202. However, getting out of this Swamp morass looks to be prohibitively daunting (note to self: 2d<5= only 1/6 chance) and his Swamp Terrain Type exit Lost roll is 9, leaving him skirting the unreachable Forest as his Forest Terrain Type Event roll 5 nets no encounter. He resigns himself to another day of hunting and rolls 8 so adds 4 leaving 10 units after the meal. Day 3: Casting off the extra 1 food unit he can't carry, Cal again slogs toward the Forest hex 1202, but his Lost roll is 5 and Event roll is 10 so as he stands stymied he's set upon by r207 Forest denizens roll 3 Traveling Event Ref r242 roll 2 e071 roll 2 three Elves. Cal chooses the talk option as seeming to offer the most promise per the table, but his roll is 6 making him surprised r309 then his Wit roll is 3 so he must stand for 6 whacks r220d before he can do anything. Even with the Elves at -3 r220c Cal gets 2 wounds, and seeing there's no hope for this battle his Escape r220e roll is 5 and direction roll r218a is 6 to Forest hex 1201. No Forest entry Event roll is required, but as he squelches along the northern river bank his e002 roll is 3 and roll 2 two Guardsmen are seen. Figuring he might be able to handle 2 in the event of a chance battle resulting with them per the table, Cal chooses evade and rolls 5 r311 to Escape without a die roll by ducking back into the river to r218 direction roll 4 Forest hex 1202 (well, yeah). Hunting roll 6 with his reduced Endurance gains 5 food units leaving 13. Day 4: Cal decides to rest r222 for the day in Forest hex 1202 so doesn't discard any food, with Forest Event roll 8 (something sniffing around?) and heals 1 wound which improves his solo hunting roll 9 leaving 15 food - a real merry men campsite without the men. Day 5: Another day of rest in Forest hex 1202 but Event roll 9 Forest roll 6 r240 Ref roll 5 e079 Heavy Rains Cal's roll 6 means no wound is healed as he catches cold (one wet week). Hunting roll 4 increases his food stockpile to 22. Day 6: Rains e079 roll 5 continue and though Cal could travel since he's already caught cold, being under the weather he rests again in Forest hex 1202 roll 4 to heal the last lost wound, with hunt roll 6 leaving 27 food in camp. Day 7: Abandoning all but the 9 food units he can pack, Cal feels he's had his fill of the low country's charms, and ..