Found a safe room to take a long rest; defeated the rest of the twig/needle blights; killed the Gulthias tree and its thralls.
In which the party finds that trying to take a long rest in an unsecured room results in many interruptions from wandering monsters.
Defeated the Bugbear tribal chieftan; descended to the next level to seek Belak the Outcast. Briefly met and avoided an angry gardener. Currently battling some twig blights.
Added a Monk to the party; killed some more goblins and made peace with the tribal Shaman. Followed her back to the Goblin Throne Room.
Full-circle through the Citadel, encountered some members of the Kobold tribe. Killed two; the third fled. Set the dragon wyrmling free. Retreated back to goblin territory.
Found (and ignored) a room full of burial crypts and some necromantic magic items.
Long rest and level-up, then traps! Goblins! Hobgoblins! Oh, my!
The white dragon wyrmling is joining the group for now.
Released some captured kobolds and a gnome.
After meeting the white dragon wyrmling, the group retreated to a (presumably) safe room where they plan to take a long rest and level-up.
Gilga Mainz baited a horde of goblins with a promise of magically-enchanted rations. Many of the horde dispersed, but a few remained to squabble over who would eat the last (presumably enchanted) bite.
The party met with the chief of the kobold tribe, who promised a reward if the party would find and return their lost white-dragon wyrmling, which was stolen by raiding goblins.
The party has begun to explore the Lost Citadel. Still no signs of the missing adventurers, but they're planning to meet with the chief of the local Kobold tribe.
After reporting to the mayor of Oakhurst, the party let the two young orcs free with a warning. Then they attended the sale of the magic apple. Each party-member bought a seed of the magic fruit in hopes of planting it later.
The party helped a family who fell victim to a band of young orcs who were raiding their home. They captured two of the young orcs and killed or drove off the rest.
Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They were never seen again. Two human members of that ill-fated party were brother and sister, Talgen Hucrele (a fighter) and Sharwyn Hucrele (a wizard). They were part of an important merchant family based in the nearby village of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to you and your team if you can find and return with the two lost members of her family — or at least return the gold signet rings worn by the missing brother and sister. She also offers a reward of 125 gp per signet ring, per character. If the characters bring back the Hucreles in good shape (of good mind and body), she offers to double the reward.
The goblin tribe infesting the nearby ruins, called the Sunless Citadel, (though no one knows why) sells a single piece of magical fruit to the highest bidder in Oakhurst once every midsummer. They’ve been doing this for the last twelve years. Usually, the fruit sells for around 50 gp, which is all the townsfolk can bring themselves to pay a goblin. The fruit, apparently an apple of perfect hue, heals those who suffer from any disease or other ailment. They sometimes plant the seeds at the center of each fruit, hoping to engender an enchanted apple tree. When the seeds germinate in their proper season, they produce a twiggy mass of twisted sapling stems. Not too long after the saplings reach 2 feet in height, they are stolen — every time. The townsfolk assume the goblins send out thieves to ensure their monopoly of enchanted fruit.
Cattle herders don’t graze their stock too far afield these days. They’re frightened by stories of new monsters that maraud by night. From time to time, cattle and people who have gone out alone at night have been found dead the next day, bearing dozens of needle-like wounds. No one has seen the creatures that cause this mayhem, nor do they leave a discernible trail.
Two party members negotiated with Mayor Vurnor Leng for a horse, carriage, and supplies to bring the night-time cattle marauders to justice. Or at least, to an end.
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