120-minute plan · 4 players · Make time and supplies count A caravan must cross a misty meadow before its reception closes. Three star lamps and four water flasks can support either a marked ridge crossing or a slower sheltered hollow. Content notice: Night travel and tired travelers. No one is abandoned; a staffed warm shelter remains available under every outcome.
Describe what your character tries and the help they offer. Ask the GM what a choice will cost before committing. The group may pause, change a detail or stop. Write names, promises and unanswered questions on paper.
Three star lamps stand beside a travel tally.
Mist climbs a marked weather pole.
Two empty lamp cups mark the ridge entrance.
A low path curves between reed banks.
A star chart hangs caught under a low wooden arbor.
A warm house closes its reception at the appointed hour.
Three star lamps. Four water flasks. One weather cover. Ridge: two lamps, one rest flask, one cover. Hollow: one lamp, two walking flasks. Chart recovery: one lamp and two work turns. Choose a complete plan for everyone. Try this: Allocate supplies to a route and decide whether the chart fits.
Our names and useful skills: Our shared aim: Places we have visited: Evidence and promises: What we still want to know: