Characters:
- Rusty (Monk)
- Belrith (Cleric)
- Teslan (Paladin)
- Taget (Druid) The journey begins! We take a longer route than necessary, to aim to arrive at the goblin tribe base in the daytime. We also scour each hex to explore thoroughly and pace our journey properly.
We very quickly get slightly lost and end up somewhere unintended.
We sight a dragon to the SE, though can’t quite tell how large the dragon is, so have a bit of a difficult time gauging which hex it might occupy. The map is marked with a range of 3 possible hexes.
After sighting the dragon, we camp for the night, taking watches. During the 2nd watch we are ambushed by a huge spider, laden with 8 goblins.
The spider was given to the goblin by “nasty witches”. Likely connected to the Witch House in the North. With the war spider, the goblins are formidable foes, taking down a lot of our health and resources. We were able to overcome the goblins, and then got back on track with our journey.
Toward the SE of the Portal Town, we discover managed farmlands. and the Anderson Family who live there.
Crossing a small stream, we entered the hex we expected to find the Goblin Base in, only to find no base, but we did discover a Shrine to Pan, with a Magical Apple Tree that can grant Temp HP.
We spoke to some squirrels, and found that the base was further SW. We move into that hex and locate it, and attempt to scout the area.
We scout the area, notes located within the Blood Eye Tribe Info.
Map is in Handouts.
The leader is having a conversation, mentioning they haven’t heard from their patrols, and also that a liaison from the orcs is overdue. Expect Orcs soon, likely to be there on the return.
We return to town safe, and plan to build a party to travel to the base and take it on.