Lands Beyond Larm

Solo RPG Project 2026: Scene 6

With no other options, the adventurers retreated from the ruins, dragging Thatcher's corpse north into the woods and toward the lumber camp.

What had begun as an exploration of the ruined temple was now a desperate attempt at survival. Thatcher the Cleric was dead, and Edmur the Fighter was afflicted with a rapidly worsening disease, infected from the bite of a Giant Rat. The adventurers moved slowly, stopping just long enough to cobble together a crude stretcher to help carry their fallen comrade's body. Gossamer the Magic User and Gunderson the Dwarf carried the stretcher while Edmur did his best to carry Thatcher's weapons, shield, and backpack.

Begin Wilderness Adventuring procedures to resolve the journey to the lumber camp.

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Step 1: Decide Course: The remaining three head north, hoping to reach the nearest lumber camp before nightfall.

Step 2: Losing Direction: In wooded terrain, there is a 2-in-6 chance of getting lost. Roll = 4, the group is able to stay on course and journey toward the lumber camp.

Step 3: Wandering Monsters: In wooded terrain, there is a 2-in-6 chance of a random encounter. Roll = 3, no encounter triggered during travel.

The forced march through the thick forest is grueling. Gossamer, Gunderson, and Edmur make frequent stops to rest and to watch for possible threats. At every stop, the others ask about Edmur, how he's holding up. His breathing is labored, he is sweating uncontrollably, and dark red bumps have broken out on his arm where he was bitten.

"I can keep going," he says, "not sure what I'll look like come morning. Have to figure it out when we get to safety."

Gossamer and Gunderson share a concerned look as they pick up the stretcher once again and begin walking.

With darkness falling and hope fading, they catch sight of the campfire and the sounds of workers ahead. The three survivors begin shouting for help with the last of their strength, and a group of woodcutters come to meet them on the trail and help them back to camp.

Step 5: End of Day: The Referee rolls to determine the severity of Edmur's disease. The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month. Roll = 2. Edmur is sick and incapable of further travel, but he is not dying. He will be required to stay and rest at the lumber camp until he has healed.