Session 1: Go Left, Go Right
General Summary
The caravan sets out from Karst. At the gates, Nurse Nancy and quartermaster Lell Cizek take account of everyone who will join: Twig, a sphinx-taabaxi transporting a large unmarked crate. Jared Elmer, local manufacturer of mushrooms and all around fun guy. Thava, a goliath ranger with rodent fashion. Father, an automaton on a search for... well... something. And of course Nancy herself, now a cleric guiding others to new worship.
Some banter ensues, as the question of leadership is brought up. Naturally, a campaign called ''Nurse Nancy's Journey to the West'' falls into Nancy to lead, although the entire group, expecially Jared, takes some responsibility too. The archdruid Yvonne Hearth says goodbye to eight small ratkin, a new species that just gained their sentience. Their introduction is a little awkward with Twig the cat-man and Thava the Rat-hunter, but Jared vows to keep an eye on the small beings, as per an contract made some weeks ago at A Big and Spontaneous Party in Upper Karst Report. Upon hearing that Nancy is looking for Burt Bell , who debuted with saving the small Ratkin, Yvonne gives Nancy an... acorn as a gift, should they find the old man.
The caravan heads out, with 45 people seeking a new destination. The first three days are uneventful, as the journey takes the caravan out of the valleys around Karst, and into the open plains of Lövasfold. On the forth day, the caravan passes a small forest, and some travellers decide to look for fresh water or food. Thava and Twig does some wilderness survival to varying success. Some more scouting is done by all, and eventually a plan to steer towards the hills around Grafagarth is made. As the forth day ends, the caravan camps in shadow of the dwarven lands. While scouting, Jared spots a herd of Rothé illuminated by dancing lights in the distance. Father enters sentry.exe mode, and spots a small mounted creature. Thava summarizes it must have been a goblin worg-rider, which have run off to alert it's tribe. Twig hears some wolf howls, and while everyone going to sleep with no watch seems tempting, the party keeps a dedicated vigil. Thava ends up staying up all night outside camp, which allows him to catch low, perioding rumbling under the hills. Panicked at the threat of dwarves, he alerts the whole camp, using Tim Üthy, a small gnomish man as messenger. The rest of the party calms the situation down, but decides to travel at first light. Thava promptly goes to sleep in a carriage, and even manages a long rest despite the bumpy road.
Arriving at an entrance into Grafagarth, the party approaches a large, blank stone wall blocking the valley. They are met with Kurum, a heavily armored dwarf bearing a masked helmet. He is at first inhospitable, and questions the party on wether they are bringing goblins with them, or bad intentions in general. Jared requests his business acquaintance Ilver Snubb meet them, but Kurum is distrustful. Thava tries some dwarven, which despite a dialect-difference brings the dwarf's guard down, and explains that the goblins seem to hunt them as much as the dwarfs. Jared finally chimes in with his own hill-dwarven accent, and manages to ace some diplomacy with Nancy's guidance. Kurum receives Jared's papers, and returns to the fortifications. After a while, the gates open, and the caravan get passage.
On the other side, an arcanist has copied Jared's papers to send to Ilver Snubb, who resides in Grafagarth proper. Kurum has convinced his superiors to allow the caravan to use their own patrolled roads, but only with one guide as escort. Kurum takes this role himself, and the caravan is off. The lands of Grafagarth covers a large swampy area surrounded by hills, with constant overcast. Regiments of soldiers patrol the main roads, and drake-riders pass on large amphibious mounts, staking the bogs. The caravan gets access to some stores along the way, but has to buy every supply at high prices, and gets no lodging for their travels.
Jared and Nancy split their large funds to buy some essensials and luxuries for the caravan to have a more comfortable journey with well-seasoned food. Thava ends up buying a large skin of a drake, which he later uses to impress some of the travellers from their hometown. Father finds two curious small cylinders, seemingly containing some kind of energy. By doing some experiments, Father finds their power to be weak, but even without being of the Weave, they still give Child a little boost. The caravan eventually camps out in a little valley on the edge of the swamps. Supplies are in abundance, safety guaranteed, and as the pioneers find comfort in each other's company, Kurum pulls out a lyre and plays a tune. Something him and the other dwarves picked us as a mysterious old bard had travelled through their lands a few months ago: ''Love story'' by Burt Bell.
Rewards Granted
Passage through the dwarven lands
A truly impressive drake-skin
Two small cylinders of unknown origin, one bearing the letters R-A-C-E
Missions/Quests Completed
Got signature and deal with Ilver Snubb on behaf of Brunel & Co (Elmer)
Kept watch during a howl-filled night
Successful powernap
Had no loss of life during the first week of travel
Created Content
Tim Üthy, male gnome from humble background
Kurum, dwarven private
Report Date
05 Feb 2025
Primary Location
Secondary Location
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