Session 10(Roland)

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Rumors:

Lily Teskertin is "stepping out" with several hunters in town. Deep in the southern swamps is a Lizardman King who talk to the spirits of his ancestors. Unicorn living in the Narlmarches, but hasn't been seen. Driven out by Bandits? Trolls: No one can verify that people have been attacked.

6/14/4712

F3 Forest Hex Unintelligible cursing. Small wagon in a swiftly flowing river, two more wagons are safely on the far bank. One stands above on a hillock

Leader of the Gnomes: Jubilost Narthropple Ancient abandoned Dwarven Outpost. Band of Lizard Folk attempted to drive them off. Adventurer, Scholar, and a Raconteur

H2 Forest Hex - Extensive Village of Lizard Folk

H3-The_Greenbelt Hills Hex

Huge Tower - Candlemere Tower is a crumbling ruin in the middle of Candlemere lake. Island has rumor of haunting. Gnomes saw lights (multishaded lights)

G0-The_Greenbelt Forest Hex Old Elven Keep. In ruins, but seems to be occupied by something.

G2-The_Greenbelt Forest Hex Careful avoid a mad hermit who had a home in a hollowed out tree

G5-The_Greenbelt Hills Hex Gurdin River Ford - shallow ford for an otherwise deep river

I4-The_Greenbelt Hills Hex Abandoned Fairy Station - Shrike river - buildings used lairs. Gnomes said these were unoccupied.

6/15/4712

Finished exploring F3

G3-The_Greenbelt Swamp Hex Dilapidated hut, wooden fence, stick, feathers, and animal bones. Grik rings the bell. Woman peers out and demands to know who we are. As we enter the area inside the fense, the scarecrow's eyes begin to glow menacingly. Grik casts detect magic, a few minor things appear as magic. A semi-stereotypical witch scene. Old woman with a greenish cast to her skin and pointed ears. "Seems Human" Says her name is "Old Beldame" Known as the swamp witch. Some say she sold her soul to the devil or a hag. The pumpkin headed scarecrow that will attack uninvited visitors. She can craft arms, armor, and various kinds of wondrous items. Quest-Black Rattle Caps the place called the "mud bowl" H4-The_Greenbelt and around it fungus grows. Take as many as we can find. 100GP for ever rattle cap we bring back.

Be careful of will-o-wisps on the island.

Old Beldame says that the Lizardmen may have driven out the trolls.

6/16/4712

Finish exploring G3

Entered G2-The_Greenbelt which is a Forest Hex

Old Hermit is said to live here. Notice a man and a puma following along behind us. Onica approaches in friendship. "YOUR BLOOD WILL QUIET THE VOICES!" And he attacks.

We win!

Boots = Striding and Springing Armor = ??? Whip = +1 Ring = Protection + 1

We find his home and search it.

Potions 2 (Invisibility, UNKNOWN) Silver Locket = 10 GP The cloth is a faded map of the greenbelt. - Recognize that this is a map to and shows a burial carne somewhere between the shrike and the goodran river (G4,G5, G6). It is protected by an undead guardian who will retreive the weapon if we steal it.

Session 9(Roland)