Difference between revisions of "Travelers (FiD)"

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=== Opportunities ===
 
=== Opportunities ===
# Cabal opportunity
+
# Cabal opportunity.
# Cartel opportunity
+
# Cartel opportunity.
# Cult opportunity
+
# Cult opportunity.
# Glimmer opportunity
+
# Glimmer opportunity.
# Manhunter opportunity
+
# Manhunter opportunity.
# Traveler opportunity
+
# Traveler opportunity.
# Troupe opportunity
+
# Troupe opportunity.
# Warden opportunity
+
# Warden opportunity.
# Soldier opportunity
+
# Soldier opportunity.
# Air opportunity
+
# Spirit of a random [[Powers (FiD)#Forms|Form]].
# Animal opportunity
+
## Air  
# Barrier opportunity
+
## Animal  
# Darkness opportunity
+
## Darkness  
# Death opportunity
+
## Death  
# Earth opportunity
+
## Earth  
# Electricity opportunity
+
## Electricity  
# Fire opportunity
+
## Fire  
# Flux opportunity
+
## Flux  
# Ice opportunity
+
## Ice  
# Illusion opportunity
+
## Illusion  
# Kinesis opportunity
+
## Kinesis  
# Life opportunity
+
## Life  
# Light opportunity
+
## Light  
# Metal opportunity
+
## Metal  
# Mind opportunity
+
## Mind  
# Order opportunity
+
## Order  
# Plant opportunity
+
## Plant  
# Space opportunity
+
## Space  
# Time opportunity
+
## Time  
# Water opportunity
+
## Water  
# A client wants you to move a strange package around the city for two days straight. Don't stop moving! That would be bad.
+
# Monster of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above.
# A criminal organization needs weapons smuggled into Ironhook to seize control of a cell-block.  
+
# Magic secrets of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above
# A cult wants to smuggle their demon-tainted “chosen one” past the Spirit Wardens and out into the deathlands.  
+
# Sorcerous specialist of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above.
 +
# Magic item of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above.
 +
# Power source of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above.
 +
# A client wants you to move a strange package around the city for two days straight. Don't stop moving!  
 +
# A criminal organization needs weapons smuggled into prison to seize control of a cell-block.  
 +
# A cult wants to smuggle their demon-tainted “chosen one”.  
 
# A cursed cargo is bringing bad luck to all who touch it—will you risk transporting it?
 
# A cursed cargo is bringing bad luck to all who touch it—will you risk transporting it?
# A derailed train in the deathlands has a lot of salvageable cargo. Possibly (wealthy and grateful) survivors, too.  
+
# A derailed caravan has a lot of salvageable cargo. Possibly (wealthy and grateful) survivors, too.  
# A district is quarantined due to ghost infestation or plague. They need basic supplies, and spirit wards even more.  
+
# A district is quarantined due to monster infestation or plague. They need basic supplies and magic even more.  
 
# A hidden trade route has been discovered, offering potential for great profit—or danger.
 
# A hidden trade route has been discovered, offering potential for great profit—or danger.
# A jailbreak at Ironhook means many escaped prisoners seek flight from the city.  
+
# A jailbreak means many escaped prisoners seek flight from the city.  
 
# A massive gang war creates high demand for restricted military weapons and heavy ordnance.  
 
# A massive gang war creates high demand for restricted military weapons and heavy ordnance.  
# A new spice has been “discovered” in Tycheros but it's officially banned. Naturally, everyone wants it.  
+
# A new spice has been discovered but it's officially banned. Naturally, everyone wants it.  
 
# A noble family needs a secret delivery made, no questions asked.
 
# A noble family needs a secret delivery made, no questions asked.
# A noble’s crimes leave their assets frozen. Their leviathan hunter, full from an expedition, is forbidden to dock.
+
# A noble’s crimes leave their assets frozen. Their commercial expedition, full from an expedition, is forbidden to sell its cargo.
 
# A notorious bandit gang is targeting your caravans and demanding tribute.
 
# A notorious bandit gang is targeting your caravans and demanding tribute.
 
# A pirate lord demands a share of your profits in exchange for safe passage.
 
# A pirate lord demands a share of your profits in exchange for safe passage.
 
# A rival crew offers a partnership, but can they be trusted?
 
# A rival crew offers a partnership, but can they be trusted?
# A rival traveler is undercutting your prices in a key market.
+
# A rival traveler group is undercutting your prices in a key market.
# A route is closed to traffic (and Bluecoat inspection) due to: imminent collapse—weird events—toxic gas— fires.  
+
# A route is closed to traffic and there are no tolls due to: imminent collapse—weird events—toxic gas— fires.  
 
# A wealthy client wants a dangerous delivery made to a fortified location.
 
# A wealthy client wants a dangerous delivery made to a fortified location.
# An ancient artifact has been spotted outside the barrier and academics need it in the city yesterday. For study, of course.  
+
# An ancient artifact has been spotted and academics need it in the city yesterday. For study, of course.  
# Exiled nobility slumming it in Doskvol has a sudden and urgent need to go home that they won't explain.  
+
# Nobility slumming it has a sudden and urgent need to go home that they won't explain.  
# For a nominal fee, a Bluecoat will help you acquire a vehicle seized from another gang.  
+
# For a nominal "gift", the guard will help you acquire a vehicle seized from another gang.  
 
# Heiress needs to leave the city to meet her forbidden love. If you make it look like a kidnapping she’ll split the ransom.  
 
# Heiress needs to leave the city to meet her forbidden love. If you make it look like a kidnapping she’ll split the ransom.  
# Leviathan hunter made undocumented stops. Meet them outside the city and bring some things in uninspected.  
+
# The fleet made undocumented stops. Meet them outside the city and bring some things in uninspected.  
# Skovlander insurrectionists need supplies for their campaign of terror attacks against city institutions.  
+
# Insurrectionists need supplies for their campaign of terror attacks against city institutions.  
 
# Strange artifacts from faraway lands have become the latest craze, and clients are desperate for them.
 
# Strange artifacts from faraway lands have become the latest craze, and clients are desperate for them.
 
# The city council outlaws a formerly legal product.  
 
# The city council outlaws a formerly legal product.  
 
# The local government has imposed new tariffs, making smuggling more profitable—but riskier.
 
# The local government has imposed new tariffs, making smuggling more profitable—but riskier.
 
# Union organizers want to arm factory workers in advance of a strike.
 
# Union organizers want to arm factory workers in advance of a strike.
# Escaped Prisoners, Spies (forbidden)
+
# Transport escaped prisoners.
# Workers Fleeing Contracts (forbidden)
+
# Transport contract workers fleeing obligations.
# Insurrectionists or Anarchists (forbidden)
+
# Transport insurrectionists and anarchists.
# Refugees or Immigrants (restricted access)
+
# Transport refugees or immigrants.
# A Noble or Official Seeking Secret Travel
+
# Transport a noble or official seeking secret travel.
# Fine Tobacco, Whiskey, Wine, etc. (high tax)
+
# Transport fine tobacco, whiskey, wine, etc.
# Luxuries—Perfumes, Silks, Spices (high tax)
+
# Transport luxuries—perfumes, silks, spices.
# Livestock or Dangerous Animals (restricted ownership)
+
# Transport livestock or dangerous animals.
# Medicine, Alchemicals (restricted ownership)
+
# Transport medical, alchemicals.
# Military Arms (restricted ownership)
+
# Transport military arms.
# Drugs (high tax)
+
# Transport confidential documents.
# Confidential Documents (restricted ownership)
+
# Transport banned art, seditious materials.
# Banned Art, Seditious Materials (restricted ownership)
+
# Transport arcane implements or documents.
# Arcane Implements or Documents (forbidden)
+
# Transport volatile alchemical explosives.
# Electroplasmic Tech (restricted ownership)
+
# Transport rare beasts for gladiatorial games.
# Volatile Alchemicals or Explosives (forbidden)
+
# Transport relics of ancient cultures.
# Spirit Essences (restricted ownership)
+
# Transport of political prisoners.
# Rare Beasts for Gladiatorial Games (restricted ownership)
+
# Transport merchant guild secrets or ledgers.
# Forbidden Relics of Ancient Cultures (forbidden)
+
# Transport stolen artwork from famous collections.
# Smuggling of Political Prisoners (forbidden)
+
# Transport dangerous magical flora or fauna.
# Merchant Guild Secrets or Ledgers (confidential)
+
# Transport prisoners of war.
# Stolen Artwork from Famous Collections (restricted ownership)
+
# Transport clandestine religious icons.
# Dangerous Magical Flora or Fauna (restricted ownership)
+
# Transport pirate’s treasure map.
# Smuggled Prisoners of War (forbidden)
+
# Transport cursed shipwreck artifacts.
# Clandestine Religious Icons (banned)
+
# Transport assassination contracts.
# Pirate’s Treasure Map (forbidden)
+
# Transport war trophies from a disputed territory.
# Cursed Shipwreck Artifacts (forbidden)
+
# Transport smuggled war correspondence.
# Assassination Contracts (forbidden)
+
# Transport escaped royal heir.
# War Trophies from a Disputed Territory (restricted ownership)
+
# Transport untaxed gemstones or precious metals.
# Smuggled War Correspondence (confidential)
+
# Transport rare manuscripts of forbidden knowledge.
# Escaped Royal Heir (forbidden)
+
# Transport black market luxury goods.
# Untaxed Gemstones or Precious Metals (high tax)
+
# Transport ancient maps to lost cities.
# Rare Manuscripts of Forbidden Knowledge (banned)
+
# Transport escaped sorcerer or mage.
# Black Market Luxury Goods (high tax)
+
# Transport people with illicit magical tattoos.
# Ancient Maps to Lost Cities (confidential)
+
# Transport smuggled sea serpent eggs.
# Escaped Sorcerer or Mage (forbidden)
+
# Transport abducted nobles.
# Illicitly Traded Magical Tattoos (restricted ownership)
+
# Transport high-priced mercenaries.
# Smuggled Sea Serpent Eggs (restricted ownership)
+
# Transport poached magical creatures.
# Abducted Nobles (confidential)
+
# Transport controlled substances from other realms.
# High-Priced Mercenaries (restricted contracts)
+
# Transport disguised royal family members in hiding.
# Poached Magical Creatures (forbidden)
+
# Transport forbidden love letters.
# Controlled Substances from Other Realms (high tax)
+
# Transport escaped djinn or elemental.
# Disguised Royal Family Members in Hiding (confidential)
+
# Transport slaves runaway from highborn families.
# Forbidden Love Letters Between Enemy Nations (confidential)
+
# Transport rogue alchemists selling experimental potions.
# Escaped Djinn or Elemental (forbidden)
+
# Transport stolen merchant fleet cargo.
# Slaves Runaway from Highborn Families (forbidden)
+
# Transport cursed weapons from a lost civilization.
# Rogue Alchemists Selling Experimental Potions (restricted ownership)
+
# Transport illicitly traded dragon’s blood.
# Stolen Merchant Fleet Cargo (confidential)
+
# Transport hostile tribe seeking passage.
# Cursed Weapons from a Lost Civilization (forbidden)
+
# Transport smuggling heirs of disgraced nobility.
# Illicitly Traded Dragon’s Blood (restricted ownership)
+
# Transport dangerous beasts captured for scientific study.
# Hostile Tribe Seeking Passage (restricted access)
+
# Transport black market medical supplies.
# Smuggling Heirs of Disgraced Nobility (forbidden)
+
# Transport escaped mutants from forbidden experiments.
# Dangerous Beasts Captured for Scientific Study (restricted ownership)
+
# Transport documents detailing military secrets.
# Black Market Medical Supplies (high tax)
+
# Transport contraband from the Feywild.
# Escaped Mutants from Forbidden Experiments (forbidden)
+
# Transport stolen naval plans from a rival kingdom.
# Smuggled Relics of Fallen Empires (banned)
+
# Transport illegally traded living constructs.
# Documents Detailing Military Secrets (confidential)
+
# Transport unauthorized maps of hidden passageways.
# Contraband From the Feywild (forbidden)
+
# Transport poached legendary game animals.
# Stolen Naval Plans from a Rival Kingdom (confidential)
+
# Transport rebel leaders seeking safe passage.
# Illegally Traded Living Constructs (restricted ownership)
+
# Transport dangerous storm lore or weather manipulation artifacts.
# Unauthorized Maps of Hidden Passageways (confidential)
+
# Transport smuggling cult artifacts.
# Poached Legendary Game Animals (forbidden)
+
# Transport stolen obsidian blades from dark temples.
# Rebel Leaders Seeking Safe Passage (forbidden)
+
# Transport fugitive rival smugglers.
# Dangerous Storm Lore or Weather Manipulation Artifacts (forbidden)
+
# Transport captured pirate lord.
# Smuggling Cult Artifacts (forbidden)
+
# Transport sealed royal decrees.
# Dangerous Flora From the Shadowfell (restricted ownership)
+
# Transport arcane siege engines.
# Stolen Obsidian Blades from Dark Temples (restricted ownership)
+
# Transport sentient objects.
# Fugitive Smugglers (forbidden)
+
# Transport necromantic ingredients.
# Captured Pirate Lords (forbidden)
+
# Transport wild fey beasts captured for exhibition.
# Stolen Sealed Royal Decrees (confidential)
+
# Transport contraband from the Underdark.
# Livestock Infected with Magical Diseases (restricted ownership)
+
# Transport runaway automata.
# Plundered Vaults of Fallen Kings (restricted ownership)
+
# Transport treasures of the undersea kingdoms.
# Stolen Plans for Arcane Siege Engines (confidential)
+
# Transport treasures of the drow.
# Illicit Exports of Sentient Objects (forbidden)
+
# Transport illegal portal device.
# Illegal Transport of Necromantic Ingredients (forbidden)
+
# Transport spices from infernal realms.
# Wild Fey Beasts Captured for Exhibition (restricted ownership)
+
# Transport seditious propaganda.
# Contraband from the Underdark (restricted ownership)
+
# Transport dangerous alchemical weapons.
# Runaway War Automata (restricted ownership)
+
# Transport stolen military uniforms and identification.
# Forbidden Treasures of the Undersea Kingdoms (forbidden)
+
# Transport poisonous creatures.
# Forbidden Treasures of the Drow (forbidden)
+
# Transport stolen ship logs from pirate captains.
# Dangerous Explosive Cargo for Rebel Factions (forbidden)
+
# Transport cursed amulets of ancient deities.
# Illegal Portal Technology (forbidden)
+
# Transport smuggling flesh grafts from forbidden lands.
# Lost Blueprints of Arcane Cities (confidential)
+
# Transport prisoners of an overthrown kingdom.
# Smuggling Spices from Infernal Realms (high tax)
+
# Transport dwarven underworld blacksmith secrets.
# Seditious Propaganda Against the Crown (banned)
+
# Transport elves on the run.
# Dangerous Alchemical Weapons (forbidden)
+
# Transport royal family lineage records.
# Stolen Military Uniforms and Identification (confidential)
+
# Transport illicit animal trading of exotic monsters.
# Poisonous Creatures from Other Planes (restricted ownership)
+
# Transport poached phoenix feathers.
# Stolen Ship Logs from Pirate Captains (confidential)
 
# Illicit Trade of Teleportation Devices (restricted ownership)
 
# Cursed Amulets of Ancient Deities (forbidden)
 
# Smuggling Flesh Grafts from Forbidden Lands (forbidden)
 
# Prisoners of an Overthrown Kingdom (restricted access)
 
# Dwarven Underworld Blacksmith Secrets (confidential)
 
# Elves on the run (confidential)
 
# Stolen Royal Family Lineage Records (confidential)
 
# Dangerous Arcane Batteries for Siege Engines (forbidden)
 
# Illicit Animal Trading of Exotic Monsters (restricted ownership)
 
# Poached Phoenix Feathers (restricted ownership)
 

Revision as of 20:11, 18 January 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

Travelers are versatile adventurers and seasoned navigators, skilled at traversing various terrains and overcoming obstacles. Their expertise ranges from guiding people through perilous regions to hauling valuable goods across dangerous routes. Whether crossing hostile landscapes, dodging dangers on the high seas, or managing logistics in treacherous environments, Travelers thrive on dynamic and risky endeavors where adaptability and resourcefulness are crucial.

Claims

Investments
During downtime, roll your Tier. Earn coin equal to the highest result minus your heat.
Cover Operation
You get -2 heat per score. What’s your cover?
Wagon Train
+2 coin in payoff for scores that focus on cargo.
Informants
+1d to gather information for a score. Your network of local contacts helps you navigate unfamiliar terrain.
Turf
Reduces the reputation needed to advance by one.
Luxuries
+1d to the engagement roll for Social and Deception plans.
Suppliers
+1d to acquire asset rolls. You have established contacts with local suppliers.
Hub
Your base of operations.
Mobile Hub
Move your lair as a downtime activity, and shift between Hidden, Secure, and Quarters improvements.
Hidden Paths
+1d to the engagement roll for Stealth and Transport plans.
Secret Approaches
+1d to the engagement roll for Occult and Transport plans.
Turf
Reduces the reputation needed to advance by one.
Coaches
+2 coin in payoff for scores that mainly involve passengers.
Fleet
Your cohorts have vehicles, doubling their income from downtime activities.
Established Route
During downtime, roll your Tier. Earn coin equal to the highest result minus your heat.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Adaptable Routes: Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
  2. All Hands: By spending 3 stress, a crew member can do a downtime action in a flashback. This does not affect past or future downtime.
  3. Flexible Operations: Your crew manages and adapts to diverse transport needs. Whenever you gain rep, gain +1 rep.
  4. Hidden Routes: Crew members can use hidden routes and secret pathways for travel, gaining +1 effect for avoiding detection.
  5. Reavers: When you go into vehicle combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
  6. Route Masters: When you go into vehicle or transport combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
  7. Signature Ride: Treat one of your vehicles or mounts as a cohort (p. 95). Use the vehicle edges and flaws below. Its quality is equal to your Tier +1.
    • Vehicle Edges: Nimble: The vehicle handles easily. +1d for maneuvers. Simple: +2d to repair. Sturdy: The vehicle takes no penalties for damage until broken.
    • Vehicle Flaws: Conspicuous: +1 heat when you use it on a score. Costly: The vehicle costs 1 coin score when used. Finicky: The vehicle suffers -1 quality except with its one expert operator.
  8. Additional Playbook: Select another crew playbook. From now on can now choose its Claims, Special Abilities, Crew Contacts, and Upgrades. You gain immediate access only to the Crew XP.

Crew XP

At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).

  1. Execute a transport operation or acquire new clients or transport sources.
  2. Contend with challenges above your current station.
  3. Bolster your crew's reputation or develop a new one.
  4. Express the goals, drives, inner conflict, or essential nature of the crew.

Contacts

  1. Alen, a waystation owner.
  2. Decker, a nomad.
  3. Kyris, a customs agent.
  4. Nyce, a patroller.
  5. Orin, a merchant.
  6. Thalen, a guide.

Crew Upgrades

Start Rover cohorts, a boat or carriage.

Travelers ☐ Carrying Slings (2 extra load to entire crew), ☐ Movable Lair (move as a downtime action).

Hardware: ☐,☐ Boat, ☐,☐ Cannon, ☐,☐ Carriage, ☐,☐ Stable.

Lair: ☐,☐ Hidden, ☐,☐ Secure, ☐,☐ Quarters, ☐☐☐☐ Training, ☐,☐ Vault, ☐ Workshop, ☐ Prison.

Quality: ☐ Documents, ☐ Gear, ☐ Implements, ☐ Supplies, ☐ Tools, ☐ Weapons.

Vices: ☐ Faith, ☐ Gambling, ☐ Luxury, ☐ Obligation, ☐ Pleasure, ☐ Stupor, ☐ Weird.

Cohorts ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Cohort: (Max 2 per tier +1 for strong hold) ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Add Elite, Edge, or Type to one cohort

Cohorts

Name:

☐ Gang or ☐ Expert.

Type: ☐ Adepts, ☐ Rooks, ☐ Rovers, ☐ Skulks, ☐ Thugs.

Edges & Flaws: ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal, ☐ Principled, ☐ Animal, ☐ Savage, ☐ Unreliable, ☐ Wild.

Damage: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.

Opportunities

  1. Cabal opportunity.
  2. Cartel opportunity.
  3. Cult opportunity.
  4. Glimmer opportunity.
  5. Manhunter opportunity.
  6. Traveler opportunity.
  7. Troupe opportunity.
  8. Warden opportunity.
  9. Soldier opportunity.
  10. Spirit of a random Form.
    1. Air
    2. Animal
    3. Darkness
    4. Death
    5. Earth
    6. Electricity
    7. Fire
    8. Flux
    9. Ice
    10. Illusion
    11. Kinesis
    12. Life
    13. Light
    14. Metal
    15. Mind
    16. Order
    17. Plant
    18. Space
    19. Time
    20. Water
  11. Monster of a random Form—See Spirit, above.
  12. Magic secrets of a random Form—See Spirit, above
  13. Sorcerous specialist of a random Form—See Spirit, above.
  14. Magic item of a random Form—See Spirit, above.
  15. Power source of a random Form—See Spirit, above.
  16. A client wants you to move a strange package around the city for two days straight. Don't stop moving!
  17. A criminal organization needs weapons smuggled into prison to seize control of a cell-block.
  18. A cult wants to smuggle their demon-tainted “chosen one”.
  19. A cursed cargo is bringing bad luck to all who touch it—will you risk transporting it?
  20. A derailed caravan has a lot of salvageable cargo. Possibly (wealthy and grateful) survivors, too.
  21. A district is quarantined due to monster infestation or plague. They need basic supplies and magic even more.
  22. A hidden trade route has been discovered, offering potential for great profit—or danger.
  23. A jailbreak means many escaped prisoners seek flight from the city.
  24. A massive gang war creates high demand for restricted military weapons and heavy ordnance.
  25. A new spice has been discovered but it's officially banned. Naturally, everyone wants it.
  26. A noble family needs a secret delivery made, no questions asked.
  27. A noble’s crimes leave their assets frozen. Their commercial expedition, full from an expedition, is forbidden to sell its cargo.
  28. A notorious bandit gang is targeting your caravans and demanding tribute.
  29. A pirate lord demands a share of your profits in exchange for safe passage.
  30. A rival crew offers a partnership, but can they be trusted?
  31. A rival traveler group is undercutting your prices in a key market.
  32. A route is closed to traffic and there are no tolls due to: imminent collapse—weird events—toxic gas— fires.
  33. A wealthy client wants a dangerous delivery made to a fortified location.
  34. An ancient artifact has been spotted and academics need it in the city yesterday. For study, of course.
  35. Nobility slumming it has a sudden and urgent need to go home that they won't explain.
  36. For a nominal "gift", the guard will help you acquire a vehicle seized from another gang.
  37. Heiress needs to leave the city to meet her forbidden love. If you make it look like a kidnapping she’ll split the ransom.
  38. The fleet made undocumented stops. Meet them outside the city and bring some things in uninspected.
  39. Insurrectionists need supplies for their campaign of terror attacks against city institutions.
  40. Strange artifacts from faraway lands have become the latest craze, and clients are desperate for them.
  41. The city council outlaws a formerly legal product.
  42. The local government has imposed new tariffs, making smuggling more profitable—but riskier.
  43. Union organizers want to arm factory workers in advance of a strike.
  44. Transport escaped prisoners.
  45. Transport contract workers fleeing obligations.
  46. Transport insurrectionists and anarchists.
  47. Transport refugees or immigrants.
  48. Transport a noble or official seeking secret travel.
  49. Transport fine tobacco, whiskey, wine, etc.
  50. Transport luxuries—perfumes, silks, spices.
  51. Transport livestock or dangerous animals.
  52. Transport medical, alchemicals.
  53. Transport military arms.
  54. Transport confidential documents.
  55. Transport banned art, seditious materials.
  56. Transport arcane implements or documents.
  57. Transport volatile alchemical explosives.
  58. Transport rare beasts for gladiatorial games.
  59. Transport relics of ancient cultures.
  60. Transport of political prisoners.
  61. Transport merchant guild secrets or ledgers.
  62. Transport stolen artwork from famous collections.
  63. Transport dangerous magical flora or fauna.
  64. Transport prisoners of war.
  65. Transport clandestine religious icons.
  66. Transport pirate’s treasure map.
  67. Transport cursed shipwreck artifacts.
  68. Transport assassination contracts.
  69. Transport war trophies from a disputed territory.
  70. Transport smuggled war correspondence.
  71. Transport escaped royal heir.
  72. Transport untaxed gemstones or precious metals.
  73. Transport rare manuscripts of forbidden knowledge.
  74. Transport black market luxury goods.
  75. Transport ancient maps to lost cities.
  76. Transport escaped sorcerer or mage.
  77. Transport people with illicit magical tattoos.
  78. Transport smuggled sea serpent eggs.
  79. Transport abducted nobles.
  80. Transport high-priced mercenaries.
  81. Transport poached magical creatures.
  82. Transport controlled substances from other realms.
  83. Transport disguised royal family members in hiding.
  84. Transport forbidden love letters.
  85. Transport escaped djinn or elemental.
  86. Transport slaves runaway from highborn families.
  87. Transport rogue alchemists selling experimental potions.
  88. Transport stolen merchant fleet cargo.
  89. Transport cursed weapons from a lost civilization.
  90. Transport illicitly traded dragon’s blood.
  91. Transport hostile tribe seeking passage.
  92. Transport smuggling heirs of disgraced nobility.
  93. Transport dangerous beasts captured for scientific study.
  94. Transport black market medical supplies.
  95. Transport escaped mutants from forbidden experiments.
  96. Transport documents detailing military secrets.
  97. Transport contraband from the Feywild.
  98. Transport stolen naval plans from a rival kingdom.
  99. Transport illegally traded living constructs.
  100. Transport unauthorized maps of hidden passageways.
  101. Transport poached legendary game animals.
  102. Transport rebel leaders seeking safe passage.
  103. Transport dangerous storm lore or weather manipulation artifacts.
  104. Transport smuggling cult artifacts.
  105. Transport stolen obsidian blades from dark temples.
  106. Transport fugitive rival smugglers.
  107. Transport captured pirate lord.
  108. Transport sealed royal decrees.
  109. Transport arcane siege engines.
  110. Transport sentient objects.
  111. Transport necromantic ingredients.
  112. Transport wild fey beasts captured for exhibition.
  113. Transport contraband from the Underdark.
  114. Transport runaway automata.
  115. Transport treasures of the undersea kingdoms.
  116. Transport treasures of the drow.
  117. Transport illegal portal device.
  118. Transport spices from infernal realms.
  119. Transport seditious propaganda.
  120. Transport dangerous alchemical weapons.
  121. Transport stolen military uniforms and identification.
  122. Transport poisonous creatures.
  123. Transport stolen ship logs from pirate captains.
  124. Transport cursed amulets of ancient deities.
  125. Transport smuggling flesh grafts from forbidden lands.
  126. Transport prisoners of an overthrown kingdom.
  127. Transport dwarven underworld blacksmith secrets.
  128. Transport elves on the run.
  129. Transport royal family lineage records.
  130. Transport illicit animal trading of exotic monsters.
  131. Transport poached phoenix feathers.