Adventure Leads
Last Updated: 2002-Apr-27
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[2002-Apr-26] News Flash - updated with clarifications and additions from Da DM!
Please submit more!
- The rumor is that the Wizards from the Sea are offering a reward for the capture of a rust monster alive and unharmed. Some say the reward would be 200 gold at least, but this too is a rumor.
- The merchants of keep-town are still offering bounties on goblins (55 silver), wolves (40 silver) and kobolds (25 silver) -- the bounties for goblins & wolves was raised early this spring
- The increase in trade has seen an increase in banditry, and most caravans make the run through Pike Hollow (between keep-town and the stockade) with as many guards as they can hire. Even large and well guarded caravans are not entirely safe. Rumor is that Armuth the Crooked or another magician is among the bandits (see Wanted Posters).
- The increase of spiders in the Wil Wood is a recent and fairly serious concern; hunters avoid the eastern wood entirely now, and one wonders how long it will be before they roam out onto the tower road
- Sunken Fort on the coast (pirates galore)
- Moat house in Harbor Wood
- Secret Lake & Lizardmen, oh my!
- Kobold Caves (where does that river section lead? Or does it dead-end?)
Dwarven Caves (pretty thoroughly explored and sacked)
- Opal Caves
- Hall of Kings (existing and as yet unexplored)
- Haunted Monastery (partially and injuriously explored)
- Fight goblins and worgs, oh my
(Remember, their surveillance parties are getting closer...)
- Watchtower, and lands beyond
- South to the sea
- Cult of Fenris (where was that altar?)
- In-town intrigues:
- Werewolf in the dungeons
- Wizards' Tower
- Trawling for leads at the Marsh Spider
- If a new prelate arrives, what will Corwin do?
- Wanted Posters (details to come)
- Barrow Mounds/Wights
- Re-visit the Old Keep ruins (?)
- Hunting down Oosric ("this time it's personal")
- Hunting wolves, werewolves, owlbears, and other trash
- Hunting spiders
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