Campaign Notes
Campaign Notes
1. If they end up in the woods, they will see a dryad. 121 It is non-confrontational, but will definitely try
to charm Jeremy if he is there and keep him. 3 beasts - dire wolf, 321 brown bear, 319 giant poisonous
snake 327. XP: 800
2. Ghast/ghoul encounter: 148 Rhaz the Ghoul is actually a ghast. He has 2 ghoul underlings. They will be
in a lower-level mausoleum during the day, belonged to a wealthy ship captain, with a DC 13 lock, or out
digging up a grave during the night. XP: 850 Treasure: Ring of swimming from a corpse, dust of dryness,
DMG 166, 193, chain mail on a mannequin with an ornate trident
3. If they wait long enough, Laine Claveau, on the hunt for her fugitive ex Bron Morris (intentionally
imprisoned for his own safety), will stumble upon Miss May. She will allow May to turn her into a
slithering tracker in the name of vengeance (volo's 191) XP: 700 Treasure: she was in posession of a
Wind Fan, DMG 213, and a silvered dagger.
The Ruby, Olivia, and Marcus are home; Raphael is out on work with Einara. Ruby is hospitable and
provides salted pork, greens and squash from the garden, and fruit cobblers for dessert. The foreman,
Rudd Slater, will report that the men who went to investigate the strange sightings in the forest
northeast of the property have not returned since they left yesterday. He is visibly concerned, and so is
Ruby. She will tell the party that there has been a tinge of fey magic in the area, strangely. She wants
them to find whatever fey predator has wandered here and bring her its heart. If they find a dryad, she
will give them a bonus for it, but it's not the main problem.
It is 10 miles to the forest, a thick growth in a sheltered valley often cloaked in mists until late morning.
Strange sightings have been reported around there by men hunting and scavenging around those parts.
A mysterious young woman, a great night bird, and now missing scavengers.
The party will be looking for 3 men. Griggs, Zellmer, and Boyd are their names.
A mated pair of huting Owlbears makes the clearing their lair. They commonly hunt at night and often
flush prey into their lair with loud screeches.
The building on the left as they come in has a huge hole torn out of the rear wall, facing them. The door
is unlocked but very creaky. DC 12 survival to notice running tracks of a couple of men. Inside, there is a
basket of fresh mushrooms spilled on a broken table, a couple of mostly broken chairs, a crumbling
fireplace, and a lot of blood. They may also find 4 gold pieces in a torn pouch and a bent shortsword.
The building farthest south has the tracks of one man, dc 16 to find. The door has rotted away and
stands open. The remains of a trail ration are on an old table here: a few bread crumbs and fruit cores
are all that are left. DC12 dex save for 2d10 if too many go in, collapsing the floor into an old cellar,
littered with broken barrels.
The Ghost house is the home of Marianne Thatcher, who is unaware of her demise. She will greet them
as if nothing is wrong, attempting to cook. There are plates of scum and moss on the table which
apparently were food long ago. She will call her husband and his brothers to supper. She has unwittingly
raised them as skeletons. The husband has a dark metal +1 mace. The four skeletons attack the party,
but she doesn't mean to. Her attacks are her trying to sit them down at the table, take their coats, etc.
She gets confused and uses frightning visage, revealing how she died to the mace. Behind the house is a
small cove in which the graves of the family reside. A pair of rings worth 400 G are there under a wilted
boquet.
The area around the shambler house is devoid of vermin, DC 20 survival check.
The shack with poison thorns was a storehouse. The door has a DC 15 lock. There is a large tapestry
worth 500 G, but it is very large and heavy. There are also some barrels full of salt and what used to be
rice and grains, and a small chest witha DC 20 lock with 100 G in it. Everyone who pushes through the
light blue thorns makes a DC 13 Con save or falls asleep. They are poisoned for the next hour and
numbed, (keep track of their damage)
T building also has very weak floorboards, DC 11 to notice. As above, but is also overgrown by the forest
in one corner.
Tiny shack has tracks going up to it and leaving. The door works but is noisy. There is nothing but a
skeleton inside in tattered clothing.
The lair is a hideous mess. Treasure hoard of the slain - 150 G, one large peridot worth 450 G, Scroll of
Phantom Steed (3) and Rope Trick (2), Potion of Greater Healing (4d4+4), Ring of Swimming, greataxe,
light crossbow, 2 handaxes. Upstairs, Boyd is camping. The stairs are weak and can't hold much wieght.
The doors are open, but can be barred shut.