“Yea, though I walk through the valley of the shadow of death, I will fear no evil: for thou art with me.” — Psalm 23:4 (KJV)
Created by Marcus Draper • deskatur.com
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Your Hero
Hope starts at 3 + players. Supplies start at 24. The company purse starts at 12 five-coins. Elder Miriam gifts you one Yellow healing stone.
The Company
1Day
—Hope
24Supply Points
12Coins (5s)
—Hero HP
0Grace (max 3)
Hero HP:Hope:Grace:
Journey to Millford — 0 of 12 leagues
🎉 You have reached Millford! The flock is home. Light the lamps, share the bread, and tell the story of the valley.
🎲 Dice Tray — click a die and watch it roll
Roll a die to begin.
🗓️ Each Day on the Road
Roll the weather and the Journey Die to begin the day.
Choose today’s route
Route: River Road. Travel costs 4 SP (storm days +2; High Trail storm days +4; a Clear Skies day costs only 2).
At camp
Each camp duty may be used once per day.
⚠️ Encounters, Camp Events & Rescue Missions
An encounter or camp event will appear here.
Rescue missions
🐾 The Company’s Dogs — name them in session one!
Dogs act when any player commands them. If a dog is hurt, the company loses 1 Hope until it is tended — and dogs are never killed for shock value.
💎 Healing Stones — usable at any time
White: full heal + cure all (very rare) • Red: 2d6+2 HP • Yellow: 1d6 HP + 1 Hope • Green: 1d6 HP + cleanse poison, disease, or exhaustion. A used stone crumbles into light.
🪙 Villages & Shops — coins stamped with a 5
Rations restore 2 Supply Points. White stones are never sold — only found. Coins buy goods, never Hope, Grace, or proof.
🗼 The Tower of Babble
Where the routes rejoin stands an ancient tower of pride, and its curse is confusion. Your table’s little block tower is this tower. Roll a d5: that many pieces come down from the top. 36 pieces, about twelve turns. Roll a 1 and the babble whispers. If the tower falls early, the babble breaks loose (−2 Hope, road blocked a day).
36 pieces standing. The tower waits.
👥 The People of the Company
Tap a card to read it aloud at the table. (In GM Mode, Bram’s card tells the truth.)
⛪ Sanctuaries — Divine Protection Areas
Old holy places along the trek. Rest at one for a safe night: full health restored, +1 Hope, no ambush, no sabotage — and the sanctuary's own healing stone. Each sanctuary can be used once per journey.
Chapel of the Still WatersStanding StonesThornwood ShrineSpring of the Valley
Choose a sanctuary to rest there.
🃏 Card Gallery — Every Character & Item, Pictured
The same cards as the printable deck, with their pictures. Tap any card to read it aloud. (The two red GM cards appear only in GM Mode.)
⚠ GM ONLY — The Truth About the Saboteur
Players: look away! This panel holds the secret of the campaign.
The saboteur is Bram, a woodcutter widowed last winter. He believes the journey is doomed and sabotages it — loosened wheels, moved markers, salted flour — to force a turn-back. He never harms a child directly. The best ending is his confession and forgiveness.
Clue tracker
Bram’s nightly move (secret)
A negative total means Bram acts tonight; a positive total means grief stays his hand.