diff --git a/journals/seventh/_posts/2024-04-03-tern_2.md b/journals/seventh/_posts/2024-04-03-tern_2.md new file mode 100644 index 0000000..c3038b9 --- /dev/null +++ b/journals/seventh/_posts/2024-04-03-tern_2.md @@ -0,0 +1,44 @@ +## Events + +- After making our way through Barri's Tunnel, we finally make camp near the Bridge of Dreams. + +- Sir Tern dreams of a tree on a mountain top, surrounded by dark purple water. A stream flows by me, and I hear whispering in the water. The tree bears delicious looking fruit. + - The river is filled with insanity, the tree filled with madness. The fruit, however, may grant me wisdom and knowledge. + - I fail considerably at all my trials, but emerge with an ability + +- The remainder of the party has dreams as well. They're just as cool, but Tern didn't have them and I didn't write them down. Wicked! + +- Stackor _teleports_ to Shrine Lake, summons a _phantom steed_, and makes to join the army. + - On the way, he sees several heads on spikes, with signs labelling their crimes + +- Syrup has sent out scouts: + - Forest of the Verdant: Not yet returned; no signs + - Flint: 4 men, currently sending reports back; gathering information for 4 days + - Flint as it was: + - Relatively large settlement actively practicing anarchy. Only armed forces of note are the marketplace guards. Only enforcement of peace is mob-justice. + - There is a communal mine, communal tools. + - Flint as it is: + - Things devolved into cult worship. Promenantly, worship to the Elemental Lord of Earth. Sacrifices to him are rising. + - Several paladins of Damerrich, the Weighted Swing, are attempting to establish order in the town. + - A group adhering to the teachings of Arconis are attempting to restore anarchy to Flint + - Sir Jack Flint, former leader of Baron Barri's knights, leads a mercenary company currently paid for by Pate, the richest man in Flint. + - Many orcs would trade with Flint. They speak of wars and demon armies, and tribes falling to madness. + - The future of Flint is being left to Syrup. + +- We have decided to investigate the Flint Pits. Given the options of going around or through Flint, we go through the town. We approach at early evening along the main road. + - We ride by a house with the symbol of Damerrich, and a sign warning ne'er-do-wells that their crimes will be punished. + - We ride around the market. The people scurry in fear, and the guards walk around paranoid. + - We ride by a shack with the symbol of Arconis and The Noose. Notably, the people are impressively resourceful, reusing everything they can. + - As we progress, I sense a lingering aura of evil, indicating that something powerful moved through the town. Where it is now is unknown. + - We decide to head back to the Spout House, the inn where the Syrup scouts are staying. Two smelly orcs stand guard outside. A stable hand takes our mounts, and we enter. We sync up with the scouts, and then rest for the evening. + +- + +## Locations + +- The Bridge of Dreams, and Dreamland +- Flint + +## NPCs and Notable Characters + +## Other Notes \ No newline at end of file