A hidden camp nestled in the woods of Balmoral
A player-created Guide is available for this content: The Tale of the Clay Highwayman (Guide) |
See Category:A hidden camp nestled in the woods of Balmoral for cards or storylets that are found in this place or location.
See Category:A hidden camp nestled in the woods of Balmoral Moves for actions that change player location to this location.
Unlocked with Captured by the Clay Highwayman!
Neither the Bazaar nor any other market is accessible in this location.
Deck
- Card deck: Cards - A hidden camp nestled in the woods of Balmoral
- The deck in this location is unlimited. You do not need to wait to draw a new card.
- The hand size in this location is always 3, regardless of your Lodgings.
As a Hostage[edit]
After encountering an event that is triggered by having Seeing Banditry in the Upper River at level 8 or higher, you are kidnapped and held against your will. You start with 8 x Waiting on a Ransom, and will be automatically kicked out when that expires. You should try to raise The Tale of the Clay Highwayman to 3 before that happens, which can be accomplished with either Investigating... or Fascinating....
Storylets[edit]
- Your Captor, the Clay Highwayman
- Consider your options: This branch is locked out as soon as you become involved with the Highwayman in any way, e.g. getting this quality or this quality.
Cards[edit]
The first three cards only appear when held as a hostage. The latter two remain.
- Whiling away the hours
- The Clay Highwayman's Gang
- Darkness at the camp
- The Edge of the Woods
- The Clay Beast
As a "Hostage"[edit]
Your character may return to the camp by pretending to be kidnapped, in exchange for a cut of the ransom. The mechanics are the same as when your character was kidnapped for the first time, but with additional reward for you.
This option disappears after returning as a Marauder.
As a Marauder[edit]
One way of returning to the Clay Highwayman's hideout is to join the Clay Highwayman's gang, with an assumed identity. This replaces all of the storylets and several of the cards, and allows you to advance The Tale of the Clay Highwayman (see the Guide for details). You are able to enter and leave at the cost of an action.
Storylets[edit]
Cards[edit]
- The Edge of the Woods
- The Clay Beast
- The Clay Highwayman, alone
- Larceny at Ealing Gardens
- Larceny at Jericho Locks
- Larceny at the Magistracy
- Larceny at Balmoral
- Larceny at Burrow-Infra-Mump
The first two cards may also be drawn while kidnapped, although some options are different.
The Larceny cards all have four options that follow a pattern, described below. Note that Larceny cards are non-discardable, and you will have to engage in criminal activity to free space in your hand.
- Gain 4 CP of Casing..., with a Shadowy check varying with the Darkness quality of the relevant station
- Spend 21 CP of Casing for 12.5 of rewards and 1 CP of A Marauder of the Clay Highwayman
- Spend 36 CP of Casing for 24.5-25 of rewards and 2 CP of A Marauder of the Clay Highwayman
- Spend 55 CP of Casing and a Cover Identity with 80 Backstory for 312.5 of rewards and 3 CP of A Marauder of the Clay Highwayman