Wandie, Dughall, Fleau and Daryl head back to Bellde. The rest of the group will return with Sournois once she has completed training.
January 23
Wandie et co. arrived back at Bellde, and there were no encounters on the road.
January 24. Wandering from Bellde.
Wandie et co. go exploring (red arrows) with their new horses.
They encounter a patrol just outside Bellde. The Badger patrols roam the area from Casthtown to Bellde. This is the Red Badger group; the others are the Gold, Black, and Brown groups.
Red Badger Company: Fighter 8 (m), Cleric 6 (f), F4 (m), Fighter 3 (f), Fighter 1 (2m, 1f) x3, with plate mail, shield, lance, flail, and long sword as appropriate.
Men-at-arms Level 0 x22, with chain mail, shield, and light crossbow.
At noon, Wandie et al. found a ruined village. They do not explore and head back to Bellde.
I need to determine the specifics of the ruined village.
January 26. Halfling village.
Wandie and the group head out again from Belle (aqua arrows), there are no encounters during the day and they come across the Halfling village of Stonestrand.
There are 494 Stout Halflings (190 m, 190 f, 116 wee ones) along with 380 dogs! This is the village of the halflings encountered in the dungeon. After a bit, Wandie and company come across some of the group they met underground. The halflings do know about the ruined village, but they only have explored it rarely. They prefer to leave it alone, since several years some explorers did not return.
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.
They all have individual and shared adventuring gear, I’ll post that later.
The group heads out at 7h00 makes it to the ruins without encounter, at about 9h30, and enter the dungeon at 10h00.
After 30 minutes (no encounters) they make it back to previous encounter room 8 that had the piercers.
They continue to search the dungeon going through many empty rooms for 1.5 hours with no encounters.
At area 9 they encounter a group of 14 gnomes. The gnomes have already found a bag with 100 pp. The reaction is very friendly, but the gnomes have been exploring and are leaving. They believed they heard something in the next room but they have had enough for today. The gnome clan lives not too far from here. There may be interest to recruit an adventurer from them in the future.
At area 10 they encounter 9 giant centipedes and the party makes short work of them. In an urn they find 2000 sp, I gem worth 50 gp, one 1 worth 1000 gp.
The party rests one turn, and there is no random monster encounter.
They continue exploring and at area 11 they encounter 10 giant rats. The rats were surprised and were wiped out after a the surprise round and first round of combat. Sournois took 1 pt of damage. I need to check if she picked up a disease. In a sack they find 1000 sp and a potion of clairvoyance.
No encounters at the next 30 minute mark.
In area 12 they surprise 3 fire beetles (4, 4 and 6 hp) and wipe them out. In urn they find 100 pp, and 1000 sp.
Oh no, the party got greedy. With their good luck so far they wanted to push on even though it is getting late.
At area 13 they trigger a chute trap down to level 2 (with no way back up). This could be bad, since staying overnight in the dungeon will be a total party kill. They do remember that to the east are a stairway and a chimney down one level, so hopefully they can reach these to get back to level 1 and the exit.
Dungeon level 2
Area 1 is a wandering monster, which is 13 giant centipedes that are easily dispatched, but Snalgatum takes 1 point of damage (now at 11 hp).
Area 2 is a flaming oil trap that burns Snalgatum for 2 points of damage (now at 9 hp).
The part finds the stairs to level 1 and make their back to the exit (no further encounters).
Haul
4000 sp (200 gp/XP)
50 gp gem
1000 gp gem
100 pp
Potion of clairvoyance (500 gp, 300 XP)
Monsters
22 giant centipedes 143 XP
3 fire beetles 80 XP
10 giant rats 75 XP
Total XP 2348, 213 XP, or 235 for those with 10% bonuses.