The Journal

A record of the journeys taken by the party in their adventures across Brivernia. The dates below are tracked according to the Brivernian calendar.

Day 1 | 12th of Birchrad
We arrive at the ruined fortress infested with undead, and clear our way through to the necromancer hiding in the center. We kill him and rescue Myerd, a man he had taken from the village that was attacked, Brygwaun, and was being drained to power his spells.

We find a diary and a strange amulet on the necromancer’s body - which Nari is able to determine can be used to cast the spell Bind Undead. It is also cursed, and makes the bearer susceptible to suggestion.

Having cleared the tower completely of both undead and loot, we begin our journey back towards Brygwaun.

Day 2 | 13th of Birchrad
Nari wakes before the rest of the group, and spends some time reading the necromancer’s diary. He began as a man clearly in grief and with a strong desire to hunt and kill undead. The first time he drained a person it was accidental, and the person he tethered to - Owain - was overrun by undead while attempting to flee as a result. Hiding afterwards, and frightened, he was found by an older man who offered him help. This man gave him the cursed amulet.

We complete our journey back to Brygwaun, and reunite with Callwen, the village elder; Cari, the sparger; and Llewelyn, the chronicler.

We share our story with Llewelyn, and then determine our next course of action should be to head to Bridun to have the cursed amulet locker in the Vault there.

Day 3 | 1st of Druaraich
About an hour outside of Tambara - the trading town on our way to Bridun - we encounter a boy being attacked by four insectile creatures. He is frantic and says his mother sent him to Bridun to fetch Cari, the sparger, to deal with an infliction of nightmares in Tambara. Nari offers to help instead but the boy is insistent, and runs off in the direction we came.

We arrive in Tambara to overhear a loud argument between several townsfolk about whether there is a true “sleeping sickness” or if the children are just having nightmares as children do. The mayor, Dylan Moyl, gives us permission to ask around the town.

Garwen, a female gnome at the barber surgery, says there seems to be no physical cause of the children’s nightmares.

Fendric, however, detects magic on the children - and we find a common thread in the dreams. Feelings of drowning, and a massive frog coming out of the mud.

On investigation we find frog tracks! The frog is real! We set up a stakeout all along the river and into the village to wait for nightfall and catch the evil dreamfrog.

We are able to catch the frog alive - and, noting it’s humanoid shape and the fact that it seems to be speaking an actual language, we decide to take it alive and incarcerate it in the town’s jail.

Day 4 | 2nd of Druaraich
We finally wake up after the night’s exploits and head to speak to the chronicler - a half-elf by the name of Erin. She helps us search her records and we discover the creature is a boggard, who worship a deity called Goguntr.

We go and investigate in the daytime and find their lair!

We have a violent meeting with the boggards’ first line of defense, but Rhiann begins to have second thoughts about solving the problem with murder. We instead try to collapse the entrance to their tunnel to trap them inside and buy us some time to find an alternative, but our efforts are interrupted by more boggards - and this time one of them can speak enough Common to communicate that death will be the only thing that stops them. Okay. We can do that. Back to death.

Inside the boggard compound we find a small creature hiding in a jar, who draws our attention by loudly repeating the phrase, “Please don’t notice me.” He refuses to tell us his name, or anything about himself, insisting that we’ll only forget him. Determined to not forget him, Fendric draws a sketch of him and labels it - “Forgotten One.” He does, however, agree to accompany us as we explore further in, only because he is looking for a friend of his.

We find this missing friend - a wandering trader who offers no real explanation as to how he ended up inside the boggards’ stronghold. He seems to be older than human lifespans would allow, and implies he was around the first time the boggards attempted to summon their god. He describes himself as the most useful trader we will ever meet and says he can get us anything, though it may take time.

As we walk away from the trader, all but Nari forget the encounter with both him and the Forgotten One.

Delving deeper into the stronghold, we find and eliminate what seems to be the last of the boggards. A crudely drawn map found in the same room appears to depict the local area, with three specific locations marked on it. The first is the stronghold we are currently in, the second is a point about a day's travel away close to another town, and the third is several days out and doesn't appear too close to any other known landmark. There are notes written by each point, presumbly in the language of the boggards, but we are unable to decipher them.

We return to Tambara and report to the mayor. We show him the map and he agrees to send a runner out to the town located near one of the map markers, in case it is also going to be threatened by a faction of boggards. Having claimed our reward, we rest for the night and prepare to set off (finally) for Bridun in the morning.

Day 6 | 5th of Druaraich
After two days of travel we arrive in Bridun in the early evening.

Day 19 | 5th of Holleaich
We spend a fehn in the city before picking up on the rumor of missing people, all last seen near a specific crypt.

We reach the crypt after about two hours of travel time, seeing two people running out of the gate in fear. As they were being chased by Zombies, we decide to intervene and destroy the zombies, pushing through the gate and taking care of all the zombies we could find, including a brute. Afterwards, we talk to the fleeing couple.

Finn and his girlfriend tell us how they came to visit the grave of a loved one, and noticed the other people there were acting odd. Their fearful exclamation upon realizing the people were, in fact, zombies, instigated the flight from the area. Upon questioning they revealed they had in fact not seen Theo in the area.