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Rauvindale fields forever.

General Summary

Let me take you down to Rauvindale Fields

  Always know, sometimes think it's me.
But you know, I know when it's a dream.
I think a "No," I mean a "Yes,"
But it's all wrong.
That is, I think I disagree.
  After dispatching the troll the group, spreading its bits across the area, the heros moved along, tired, exhausted, hot, sweaty, and drawn out. It wasn't long before they saw, in the distance, a camp, unidentifiable at range, any host of possibilities exist in it's nature. Closing in on the camp, a virtual platoon of Gnolls rise up from the high grass and unload arrows on its people, a band of Orcs. Sitting back, and watching who would rise the victor, A separate scout would find the party hiding. As he attacked he would signal out to his band of marauders, alerting them to the presence of the party, as our warriors dispatch him. Now aware of the Knights, They turn their attention and begin to move in. The group, particularly Hugh, realizes they can't win this fight and must retreat.
The group moves away, rushing to get out of range, but they eventually veer off and travel out of the way of the path they were on. The sound of yips and barks surround the party, echoing in the fields, also alerting the others who reside here. In evacuating the group found this small army of Gnolls are under the coordination Father Griffen, from the Keep. That may make this group more dangerous than initially suspected.
The group successfully evade the Gnolls but don't get very good rest, haunted by night terrors, much of the party is just exhausted, but Gortox and Hugh are among the worst. Wandering through the fields the group zigs and zags avoiding Gnolls at every turn, hiding in the high grass, they make their way and find a carriage in the distance. Most of the way through the field, they really weren't sure where bout they were. They approached The carriage cautiously, finding an elven man trying to repair his wheel. There is some contemplation about what to do, but ultimately the group decides to guide Beelith to the path to the Moonwood entrance.
Finishing the second day of travel, the group finds itself at the entrance path Beelith was seeking. They all move inside the edge of the woods but no one was aware enough to hear the overlapping howls of wolves in the distance of the woods, blending in with the Gnolls. Melech takes notice that the carriage does not leave a trail in the mud. When he looks a little deeper, he finds the donkeys pulling the cart ere in fact celestial beings. When confronted about the nature of his travel, Beelith, explains that he bought them from where he was traveling to, a temple in the woods. The carriage is also his home, so he has invested in it to be comfortable, and purpose, he's hauling heavy goods over paths that are unpaved. The group talks a bit, and has a hearty meal, share with Beelith some wine, and prepare for the night to take watch. The Gnolls never enter the forest edge, and for the first time in a bit, the entire party has a comfortable rest, no night terrors. Though in the middle of the night, Kolbrin, on his watch falls asleep. Sha'drin asks him what the hell happened, and he explains he feels like he was put to sleep, that he would never fall asleep on his watch. That, and Beelith is gone. No trails to speak of.
This leaves the party just inside the Moonwood, Due East of the Camp, Winter Edge. Gnolls are in the grassy fields ahead of them. They are fully rested and prepared for the journey ahead, at least as far as they are concerned.

Missions/Quests Completed

Good Nights Sleep

Character(s) interacted with

Beelith
Father Griffen
Report Date
05 Oct 2023
Primary Location