Wandie goes wandering

January 3

Wandie decided to escort the dwarfs back to their mountain range. The four dwarfs, Wandie and the two dogs (Clover the hunting dog, Turtle the war dog) depart Bellde for several days of walking (about 8-10 hours per day). Each hex is six miles, so about 1.5-2 hours.

Luckily, there are no encounters through the plains and hills to the base of the dwarf’s mountain lair, including for camping overnight. 

January 4

The make it the clan, a hidden fortress with an entrance at the base of the mountain. The dwarf chieftain is pleased with Wandie and gifts her a fine hand-axe that marks her as a dwarf friend and a gem (1d10 x100 gp), worth 100 gp! That was a lucky roll.

Wandie stays one day and sets off in the morning.

January 5

No encounters in the hills, plains, and a “quick” traverse of the swamp, with camping in the plains. Heading into the swamp was risky.

January 6

Wandie comes across a single dwelling in late afternoon. A small farm with four people (a family). Good reaction encounter and she stays the night. She agrees to scout a bit of the forest to the east.

January 7 

With the dogs she comes across a lair of giant wasps (Wandie has the surprise) in the forest and they evade confrontation. 

On the way back to Bellde, Wandie stops by the farm and lets them know about the wasps. The farmer now suspects why some animals have gone missing (among other predators). 

It will be necessary to take out the wasps at some point.

Map. Bellde and the dungeon are shown. Arrows show the path taken. Each hex is 6 miles.

1. Farm

2. Giant wasp lair

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