This is a continuation of my solo adventure campaign using the Mydwandr Rules Light Fantasy Roleplay game created by James and Robyn George of Olde House Rules.

My current map of Bree was made by Watabou, creator of procedural programs to generate all kinds of rpg goodness. It is all free to use and a wonderful resource for all GMs. You can create everything from city maps to villages and even caves using these programs.
Beck returns to Bree with Montague Hog trotting by his side. His first concern is to tend to Monty’s wounds and then find the wizard, Cornwall, and deliver the charcoal rubbings he made in the Barrow-downs.
Several villagers pass the young warrior. Gone are their good natured jests at his expense. Gone are the smirks and wry smiles. One look at the lad and anyone could tell that he has faced death. Blood trickled down the youth’s sword arm and his tunic was stained with wolf blood. He carried the fresh pelt over his shoulder. Even Montague showed sign of a fight out in the grasslands. The hog had fresh wounds on his legs where the wolves savaged him.
The last couple days had tempered the youth by the trials of combat. Beck had persevered against ghouls, wolves, and one enraged ram. He had come through this changed. Now he was ready to claim his calling as an adventurer.
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Mother Patience saw it too. As she gently cleaned Beck’s wounds, she knew the headstrong lad was no longer a youth with a head full of fantasies. He had gone out into the wilderness, tested himself, and returned to tell of it.
She applied an herbal ointment and wrapped clean gauze on his arm. “I’ll take a look at Monty next. I have to let Cornwall know that I’m not running an infirmary for farm animals at the church.”
“Beck, I will not try to dissuade you, but you’ll need to find companions if you wish to continue. Monty is quite formidable, but he will not stray far from Cornwall’s side. Promise me that you won’t join up with an unsavory lot…the kind of men that take a notion to ‘adventure’ but end up robbing travellers on the the King’s roads. Remember where you come from and who you are. Keep your faith at your side, carry it with you and you will receive the blessings of Eos.”
Beck heard the holy woman’s words and took them to heart. He abhorred bullies and those that would take everything from the weak. He would never be like that.
With their wounds dressed, the young warrior thanks Mother Patience and Monty gives her a friend grunt. They run off to find the wizard.
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Cornwall is in a semi-lucid state of mind. He actually remembers what task he sent Beck to do. Montague is made presentable by Mother Patience before returning to its master. Still, Cornwall’s brows furrow when he sees the dressed wounds on the large boar.
“My, my, Monty, you were supposed to keep Beck safe. It looks like you’ve been scrapping…both of you, in fact! Trouble seems to follow you, Beck.”
Beck describes the encounter with the wolves and the angry ram. “Well, you both returned safely. There is that,” said Cornwall.
Beck hands the wizard the parchment with the rubbings from the stone plinth. The wizard unrolls it and clucks his tongue, “Hmmm, this is interesting. These are keys to entering The Ways, a path best travelled by wizard folk. Now, why in the blue blazes did I ask you to bring this to me?” the wizard scratches his beard and takes a pull on his pipe.
“I seem to recall needing to get somewhere, but I can’t for the life of me remember why.” Cornwall sets the parchment down. “Well, anyhow, lad you’ve done a fine job on this errand. I suppose you want payment?”
Beck chose his words carefully, “No, sir. It’s just that I’ve been having no luck finding anyone wanting to join me in looking for adventure.”
“Well, of course not. Do you think there would be anything to discover out in the wilds if everyone wanted to go on an adventure? Perhaps I can help you recruit a travelling companion. Monty was good in a pinch, but he had chores here at home and I can’t spare him. Give me a little while and I’ll see what I can drum up. Now, run off, lad. I’ll send word when I hear of something.”
Beck left the wizard with mixed feelings. He knew that Cornwall would try to do as he promised, but Beck feared he would forget in time.
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Two weeks later, Beck hears a knock at his cottage door. Standing in the doorway is a young dwarf. He is dressed in a travel-stained cloak and has a stout oaken club on his belt.
“Beggin’ yer pardon, but I’m lookin’ for a lad called Beck. You see, the wizard Cornwall sent for me. I’ve been driving wagons for Agnes Gum and she was kind enough to leave me off to help you out. Me name’s Lugan…Lugan Axeborn, at your service.”
Lugan appears to be about as poor as a soul can be. He has no backpack, only a small belt pouch. Nevertheless, Beck is happy to see a fellow adventurer at his doorstep. He invites Lugan into the cottage and offers him food and wine.
Lugan is the last of his family to travel into the lowlands. His father and uncle were merchants by trade, travelling into the human lands. But misfortune overcame them and they were sent to debtors prison for not fulfilling a contract. Lugan’s father died and his uncle and he were eventually released. His uncle travelled back to the Five Kings (mountain home of the dwarves) and Lugan stayed in the lowlands working as an indentured servant to Agnes Gum. Cornwall must have offered the right sum, for Lugan was released into Cornwall’s care.
Beck and Lugan spend several days discussing possible areas to explore. Beck also uses some of his new found wealth to outfit the young dwarf with a few bits of gear.
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Lugan Axeborn, 1st level dwarf, HP 10, armor-shield
Abilities-Pilgrim (roll doubles when attempting to converse with another creature)
Gear ~ soiled cloak, belt pouch, wineskin, rations (5 days), oak club, backpack, bedroll, flint & steel, torches (3), knife, round shield
Lugan is prejudiced against wealthy humans (and rightly so). He is a hard worker and loyal to friends, but it’s been a long time since he’s had a friend or someone to trust.
More to come…
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