Between the Hunter and the Grove

Introduction

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Does it piss you off when phase spiders waltz through your walls and chew on you while you're trying to sleep?

Do you hate it when twits and villains dispel your shelter and summon the entire encounter table on your head?

Wouldn't it be nice if Stealth could do something else with that 4th level spell slot?

If you said "yes" to all three, the party agrees. That's why they've been wanting to commission a sturdy yet portable shelter from the dwarves for a long time. Unfortunately, these things take a lot of time and don't come cheap, so they've had to make do with what they could cast.

Thanks to Kharnzeel, the party has gained possession of the Alchemist's Dream, a relic that transmutes ordinary lead into gold that satisfies the most exacting dwarven standards. So they're on their way to the dwarven caverns in the northern mountains, where they intend to trade the Alchemist's Dream for the shelter of their dreams.

Meanwhile, Frankel's been feeling guilty about writing off the centaur tribe the party had briefly investigated after the Dustplane mission. Since they're going to be in the area again, the party's decided to take another look and see what they can find out.

Rahul:
"Most people, when they make name level, think about building a castle. Only a crazy party like this one would want to throw a similar amount of money into a reinforced tin can."
Steve:
"That's because we have style and flair."
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Maintained by Erich Greene; last changed 3-25-99