Characters:
- Belrith (Cleric)
- Rusty (Monk)
- Fae’ael (Ranger)
We venture out from the lake, Heading SW to skirt around the foothills and route up to the northwest. We find a creature’s prints near a deer carcass, which appear feline and lead to a place where the tracks stop and the ground is torn up as if something has flown away.
Further along the journey, we find the horse friends! They’ve moved north from our last encounter. The leader horse is still with them. Belrith casts Tongues to attempt to communicate with the leader horse. It can’t speak, but it does understand us. Eventually we convince the horse friends to come to town to be taken care of. Belrith writes a vaguely threatening note if people don’t look after our horse friends.
We do however find some friends among the horses and gain mounts. They get named for the three musketeers. Faeael names her horse Aramis, Rusty takes Porthos, and Belrith has Athos.
With our new friends, we head north, clearing out undiscovered land. We find some owlbear tracks that are old before slightly getting lost.
We find our way to the shrine, and convert it to be a shrine of Luck! This will boost our encounter rolls nearby.
On our next travel hex, we discover a group of Farmers, lost and newly emerged. We give them directions to town, and we can build them a farm later.
After going back and forth a while, we finally trek north again. Along the way, we find a road! And a Bridge! And a Wight-y thing and some skeletons! Oh.
They get taken care of somewhat handily. However further down the road, there are spectres, which hurt a lot. More spectres surprise us when we camp fro the night, along with many zombies. Travelling along the road, we find a farming village at the end of the road. It’s in poor shape, and has many scared inhabitants. They’re scared and have been surviving zombie attacks. They don’t seem to want anything to do with us.
Their town is under the control of Lady Amathea. Who seems to be in the NW from this farming hamlet. They could be the cause of the undead in the region. She has nasty armed creatures.
There is a worn trail to the North of Crowspire that would probably lead us to the Lady’s Residence. We note this strife for later, and continue on our journey to find the Ewer. While we sleep, we are attacked by Spooky Bois and Ghouls.
After sleeping, we find skeletons and a wight. Undead are thick in these areas.
Continuing our journey, we see a watchtower in the distance. And then spend far too long getting lost in the plains trying to find our way. Discovering a fishing hut that can be used for shelter, we try and sleep, interrupted by a vampire which barely escapes. We finally gather our bearings and head into the forest. Finally. The Ewer isnt in the Forest. Damnit. We wander some more until we find a well, and in searching the well, discover a passage into a dungeon, this might be where the Ewer is.
We note the location, to return another day, and head home. On the route home, we find a tower, a quarry and a Tomb to all be investigated more later.