Back on the road again.
- Paran and Ronin explored the hag’s cave with Yngvild.
- Defeated the hag.
- Saved Yngvild’s daughter.
- Long rest and parting ways with Yngvild.
29th Flamerule, 1514
Weather: Very Hot
Party previously travelled 6 hours in this location to locate Hag’s Cave. Will only need to travel 2 hours to continue north.
1 x Goblin Boss, 3 x Goblin
Goblins always try to ambush and fight dirty. As the heroes enter a small valley, goblins on either side will begin firing at them. Stealth/Perception checks confirm goblins surprise the heroes. They sink an arrow into each hero. Paran puts two to sleep on one hill while Ronin attacks the other two. They then converge and dispatch the last two.
Continue traveling north.
Continue travelling north.
Continue travelling north and reach 1,1,:3,1.
Heroes decide to continue travelling while they have day.
Constitution Saving Throw to stave off exhaustion. DC10
Paran fails. Ronin succeeds.
The pair decide to setup camp for the night.
Campsite Survival Check. DC6. Success. (I’m wondering if the DCs suggested in TSAT1 is a little too easy?)
Are the pair disturbed during the night? Unlikely. No.
Long Rest had without incident.
30th Flamerule, 1514
Weather: Unseasonably cold
Following breakfast, the heroes continue north.
Time to expand our map again as our heroes reach 1,2:3,5. Rolling for terrain card type as per Pocket Lands 3 rules. 1 = Forest.
Is the manor directly north of current position? No. Party has to move west then north from there so location is directly north of Drasnia.
To save some time and number of images to upload, I’ll roll terrain and draw card for this map tile now in advance. Terrain roll: 1 = Grassland.
The heroes head west through forest as per direction given by Bennet.
Continuing through forest as takes 4 hours to traverse a forest square.
Heroes will now head north. Due to the river, it will take 6 hours of travel to exit this tile.
Encounter: Random Event
Trying using the GMA cards only (From James Turner’s awesome app) for this as my physical cards should be arriving any day now.
Punish, diabolical, wreckage
Some fiends again try to attack Paran and our heroes must fight them off. Combat difficulty roll: Deadly+.
Just as the pair are getting foot sore and thinking about looking for a campsite, a great tearing sound roars in the sky above the heroes. A fiery portal opens and from it plunges a scream Tanarukk swinging it’s sword. Does it get surprise? Yes.
The creature lands atop Paran, biting deep into his shoulder (crit) then drives it’s greatsword straight through his side (crit :(.. ) dropping Paran to the ground. Ronin is aghast as neither he nor Paran have any healing potions. He uses his Potion of Fire Giant Strength and attacks using Booming Blade. The fight goes on with Ronin’s plate armor taking many dents as the fiend’s rage allowed it to strike ack every time it was hit. Paran stabilized through Death Saving throws (3 v 1) during fight. Ronin overcomes the beast with a crit for 29 total damage (2d8 longsword + 2d8 Booming Blade + 8 damage modifier from Fire Giant Strength potion).
Ronin then rushes over to Paran. He patches him up and begins searching for a safe camp site. Success. He take Paran and after patching him up as best he can, settles in for a long rest.
Is there rest disturbed? Unlikely as smashed the campsite Survival DC. 18 vs 6. NO!
They rest throughout the day and night. Ronin is relieved to see Corellon favours Paran. Neith wounds are fatal and in he appears to be mending at a magically enhanced pace. (Normal Long Rest).
1st Eleasias (Autumn) 1514
Because of the river, the party still has 4 hours or 2 encounters before they reach 1,-2:2,4
Ronin waits for Paran to awaken. When he does he explains what happened. Paran thanks him for saving his life once again. The heroes then continue their road to Bennet’s Manor.
Neutral Encounter: 9: Lair
A small fortress built by an ancient dwarvish clan. Currently inhabited by Dwarves. Are they hostile to the heroes? No. Ok through the magic of random rolls we’ve found our second settlement. A dwarven fortress, Nice.
|Demographics||Demographics: Dwarf (87%), Human (<1%), Halfling (<1%), Elf (<1%), Gnome (<1%), Half-Elf (<1%), Half-Orc (<1%)|
|Fortification||Heavy stone wall with walkways|
And that’s where this session will end. Next time I’ll pick up with them entering the settlement.
In this session I realised I had previously been getting coordinates messed up in that tiles going north should be at -1, -2, etc. I’ve corrected it in this session but will leave it for previous. Have to be willing to show mistakes made.
I’ve now been waiting over a month for delivery of my physical Pocket Lands, GMA and Axebane Deck of Many Things. While I have workarounds to use the digital versions purchased with them, my eagerness to use them is waning. Increasingly thinking of using Worldographer for world map, rewriting my dungeon generator and creating tiles I can assemble and using the digital assets for the GMA fantasy deck. Will persist for now and hopefully when I receive the physical cards, it reignites my interest in using them.