The tower golem looms menacingly over nothing, and a kobold is already pouncing. Some marsh bats and frogs join the assault on the void. The underground magic vault is complete, and the trophy room already has a modest collection. Light pattering on the soil above agitates their rest.
It's raining and the surrounding hills of trees are a dark jagged contrast from the bright blue morning sky. Bruv wipes away a thick splattering of mud from his face, replacing it with a smear. He is working diligently on the log fence, the one that forms the perimeter around Keyforged Outpost. After patching up a hole, he heads back to rejoin Aywen's Adventurers over at the gate and gives the thumbs up.
Garrett carries the thrashing greenskin intruder. Ayes and Brightbuckle go to either side to pull the gates open. Garrett sets it down, and it immediately turns to attack the party, before the doors slam before its' pointy nose. They all turn back to look at the watchtower, where Ripclaw nods down on them and tracks the scampering beast with a sideways blinking sickle sharp eye.
"I saw which way it went. Follow me!"
Purses:
Blacktooth 103g
Aywen 101g
Bruv 100g
Garrett 100g
Items:
1 x Advanced Bow (+1 sleight)
1 x Wand of Monster Hunt (Once per turn but without expending your turn, during a hunt you may cast this spell on any Keyforged square plot and reveal how many square sides away the nearest monster is from both squares' nearest corner. Extends the turn timer by at least 24 hours, starting as soon as the host reveals this information. 10 used left.)
1 x Mysterious Sword Mountains Ore
1 x Decorative Banjo (+1 insight)
1 x Aventurer's Pocketknife (+0 sleight)
1 x Mysterious Sword Mountains Souvenir
1 x Mysterious Gorm's Maw Meat (Slight healing for the whole party when consumed. 1/3 per individual to be unable to act for 1 room.)
1 x Mysterious Gorm's Maw Leather
3 x Potion of Skin Blistering (Extreme pain on contact. High damage if swallowed. Medium non-fatal damage on contact, with mild permanent scarring.)
1 x Rusty Halberd (+0 might)
Something missing? Unequipped class gear has been left at home.
Ranger Aywen 6/6
2 1 0
Warrior Garrett 6/6
0 0 1
Rogue Bruv 6/6
2 0 0
Bard Blacktooth 6/6
0 1 1
Total
4 2 2
Sleight. Insight. Might. What a fitting stat system acronym "SIM" is for a fantasy kingdom sim!
Get ready...When we arrive, we'll stop outside the goblin camp and assess, so there's no need to activate your class abilities yet. Each room I will give all party members at least 48 hours to act, before I post the next room. You can say "do nothing" if there's no need to wait for you. Warriors have no active abilities, so I will not wait for Garrett if no contextual options have been given.
Curious PossessionsUnidentified items have abysmal trading value, due to low haggle confidence, and edible ones may make you sick if consumed, due to improper preparation. This is despite potentially having better attributes once identified. If you do identify some of your mysterious items, for this adventure they will remain mysterious until we return, but they will gain fitting benefits for next time.
Out and AboutAs I happen to be a Cartography Guild member, why don't you
choose a travel activity for me to record? We are headed to the
Hills of Armandis in the east. The items you gather will be useful for trade or potentially, in and of themselves. I'll use the same rare item rolls as last time since no one traveled on that cycle, and this one will end when we finish, rather than on a timer.