| Story & Plot Happenings |
Hook : Our characters all fall asleep in their own eds, yet to dream
of adventures and fame. Slowly
they drift of to sleep, dreams begin to fill their heads. All have the
identical DreamsÉ
á
Floating above the
mountains, yet below the storm clousds, they cruise over land and sea, through
the rain and lighting crashing all around. A huge castle approaches, though it appears to be floating
above the skyscape with no supports.
You land upon a nearby cloud as you observe the castle that is almost
beyond scope, you begin to notice the bones of humans and demihumans all
scattered around. Suddenly a flash
of light. A creature with 7 heads
and the body of a dragon appears in front of you. FLASH! Another blinding light
and when the vision returns you are standing in a throne room. In the center of the room sits a soft
pink and green crystal throne.
Upon the throne sits the bodily remains of a skeleton holding a cepter
and a crown resting at his feet.
Upon he walls hang 4 portraits ((our players)) the skeleton begins laughing as a final flash of light
strikes transforming the portraits to dismemebered and zombified pictures. The characters awake at the image,
though they are not in their bed.
They awake in a temprate forest clearing. It is night. It
is raining. You are naked.
Four bags hang alon the treeline. Each bag is marked and labeled. Each bag contains the same gear. Aside from a DM goodie and a piece of a
sharded gem stone. Each shard is a
different color. Red, Blue, Green,
White & Purple.
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our party is currently en route to wildwood, a small trading outpost on the edges of the Dalelands, from there to the city of ARCHENDALE (pg 118 FRCS)
TOWN OF WILDWOOD
á population;
1478 (humans 1330,
elves 30, ½ elves 30, dwarf 30, Halfling 30, other 30)
Drunken SOB (inn) blacksmiths 2; healer 1; weapon/armorer 1; bower 1; leather 2; tailor 2; jeweler 1
A slight trading/market area, more of a trading post build around logging and furs.
Notable npcs;
á
A young but tired
and haggard mage can be found to life the reduce
wielder effect, however, he is haunted by a polterguiest. He tells of
a staff, held in a long dead mageÕs cave to the north. If the party retrieves the staff he
will cast the spell.
ENCOUNTER PAGE -=- THE MAGE
CAVE
The party went to
discover what they could about the cave; they cleared the encounter however,
failed to retrieve the staff. They
are currently staying at the Drunken SOB until they can speak with the mage in
town for more direction.
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ENCOUNTER PAGE -=- THE MAGE CAVE PT 2
The party retrieved the staff and has returned it to the
wizard. The wizard prepared to use
the staff to remove the polterguiset.
The cleric has been returned to
the proper size. The noble has gathered the info to
begin his travels to WILDWOOD. ((8 days))
| Encounters & Dungeons |
17% chance per night for a random encounter (83+)
10% chance of wondering monster encounter when in a dungeon,
1 roll every hour or when a loud noise is made.
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doors
A Stone, stuck (STR DC 28)
B Wooden, strong, locked (DC 25)
C Wooden, locked (DC 15) trapped Fusillade of Dart

D Iron, stuck (STR DC 28) trapped Box of Brown Mold

Traps
1 well camouflaged pit trap

2 extended bane trap

3 deeper pit trap

4 javelin trap
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Rooms.
1 monster & features 2 minor (3 human skeleton warriors)
á Pot, with sludge in it (OLD soup)
á Broken Equipment (sword hilt, decayed bag, 1gold)

2 features only 2 major
á Curtain (shredded, some writings on it)
á Partially collapsed ceiling
3 monster & features 3 both (1 drow elf)
á Weapon Rack
á Ash from a dying fire
á Bedroll

*** hp 32 ***
á
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4 features only 2 minor
á Dripping Water
á Clothing
5 2x stone gargoyle statues
rest to either side of a giant clear pillar, the the pillar can be seen a plain
looking staff. (STR DC 15 to
break) Opening the glass calls forth a Janni.

***
62 hp ***
| DM story notes |
9% chance for arcane magic to surge
*by spending the gold from the trap, the original owner is summoned from the dead. A minor noble form the lake town of Sarlmur. He is raised as a 4th (depending on party level) skeletol knight, he hunts the party relentlessly. 7% chance per day to gather their direction. 1d20 days to get to their current location. The summing raises an alarm at the Burial site of the noble, and upon finding the body gone the estate guard & town milition get involved. Clerics divine that the party has absconded with the body for nefarious purposes. Hey also begin to hunt the party. 5% chance to gather their location, 1d20+13 days to travel, 1d20 + 4 in the party. The noble has a gemstone pressed into his skull that prevents him from being turned. The only way to beat him is to take him to –hp, strip the corpse and dunk it in holy water.
Noble (( 8 days to get to their wildwood locations )) **
Just & ½ Orc tavern keep from Drunken SOB (Wildwood)
á 2 children (twins)
á 1 STD (will reveal itself in 9 days)
|
days past *** |
***looted***
á hat of disguise; eyes of the eagle
(from mage cave round 1)
á ring of force shield; viper rod
just bought some MW thiefÕs tool. (150g) also 4 healing potions (4 x 50g)
bonus XP to Ariel for Logging Report. ((game sawdust))
don partially encased in a dryad tree.
| page markers |
pg 88 DMG2 – random hooks & rumors
pg 44 DMG – random hooks & rumors
pg 102 DMG – random urban encounters
pg 99 DMG – npc agendas
pg 60 DMG – doors/dungeon creation
| house rules |
ˆ 9% chance for arcane spell surges
ˆ 3d6 drop lowest +1d4
ˆ Death = -CON
ˆ HP 0 = uncosious