Fadil Ibn-Kazar

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Goblin Squad Member. RPG Superstar 6 Season Star Voter. Pathfinder Starfinder Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 802 posts (9,737 including aliases). 4 reviews. No lists. No wishlists. 14 Organized Play characters. 23 aliases.


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Shadow Lodge

Forgot to halve the damage the skin took while wrapping the skeleton. Even with that it had 9 left instead of 1, but since Faolan wasn't wrapped yet the skin would take full damage instead of transferring to Faolan.

Bazsil's slash destroys whatever force animated the skin, leaving Faolan's own hide intact.

Turn Tracker Turn 2
Faolan
Skeleton
Krowe
Bazsil
Bor

Skeleton:

Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 7 (1d8+2); fast healing 1
Fort +2, Ref +1, Will +2
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +0 (1d4)
7/7 7/7 7/7

Krowe and now Bor to act in Round 2, Faolan in Round 3.

Shadow Lodge

Faolan's wild attacks do little to deter the skin as it begins to envelop him. The skeletons turn to softer prey and attempt to sink their claws into Bor.

Skeleton1@Bor: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 4
Skeleton1@Bor: 1d20 + 2 ⇒ (14) + 2 = 161d4 ⇒ 3
Skeleton2@Bor: 1d20 + 2 ⇒ (15) + 2 = 171d4 ⇒ 2
Skeleton2@Bor: 1d20 + 2 ⇒ (3) + 2 = 51d4 ⇒ 3
Skeleton3@Bor: 1d20 + 2 ⇒ (8) + 2 = 101d4 ⇒ 1
Skeleton3@Bor: 1d20 + 2 ⇒ (4) + 2 = 61d4 ⇒ 3

His faith proves stronger than his fear as the skeletons fail to find his flesh.

Turn Tracker Turn 2
Faolan
Skeleton
Krowe
Bazsil
Skin
Bor

Skin:

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 22 (4d8+4)
Fort +2, Ref +3, Will +4
Defensive Abilities amorphous; Immune undead traits
OFFENSE
Speed fly 40 ft. (average)
Melee bite +6 (1d4), 2 claws +6 (1d4 plus grab)
Special Attacks constrict (1d4), control body, enshroud,
grab (Medium)
Spell-Like Abilities (CL 3rd; concentration +4)
Constant—detect undead
1/day—command undead (DC 13)
1/22

Skeleton:

--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 7 (1d8+2); fast healing 1
Fort +2, Ref +1, Will +2
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +0 (1d4)
7/7 7/7 7/7

Krowe and Baszil!

Shadow Lodge

The skin shreds under the bird assault. Legs long gone the flying skin leaps off the crumbled skeleton and attacks Faolan, attempting to wrap itself around him.

Skin@Faolan: 1d20 + 6 ⇒ (10) + 6 = 161d4 ⇒ 3
Skin@Faolan: 1d20 + 6 ⇒ (18) + 6 = 241d4 ⇒ 1
Skin@Faolan: 1d20 + 6 ⇒ (1) + 6 = 71d4 ⇒ 1

Claw Attack 1 Grab: 1d20 + 8 ⇒ (14) + 8 = 22

The flying skin begins to wrap itself around Faolan.

Turn Tracker
Faolan
Skeleton
Krowe
Bazsil
Skin
Bor

Skin:

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 22 (4d8+4)
Fort +2, Ref +3, Will +4
Defensive Abilities amorphous; Immune undead traits
OFFENSE
Speed fly 40 ft. (average)
Melee bite +6 (1d4), 2 claws +6 (1d4 plus grab)
Special Attacks constrict (1d4), control body, enshroud,
grab (Medium)
Spell-Like Abilities (CL 3rd; concentration +4)
Constant—detect undead
1/day—command undead (DC 13)
1/22

Skeleton:

--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 7 (1d8+2); fast healing 1
Fort +2, Ref +1, Will +2
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +0 (1d4)
7/7 7/7 7/7

Bor Turn 1 and Faolan Turn 2 actions please.

Shadow Lodge

Initiative:

Bazsil: 1d20 + 3 ⇒ (8) + 3 = 11
Faolan: 1d20 + 2 ⇒ (18) + 2 = 20
Bor: 1d20 + 1 ⇒ (6) + 1 = 7
Krowe: 1d20 + 2 ⇒ (13) + 2 = 15
Skin: 1d20 + 2 ⇒ (6) + 2 = 8
Skeleton: 1d20 + 6 ⇒ (10) + 6 = 16

Turn Tracker
Faolan
Skeleton
Krowe
Bazsil
Skin
Bor

Faolan slams his shield into the skin, cracking the bones of the skeleton underneath but not dropping it.

Rather than wait for Faolan and then skeletons I will post the actions of the 3 unskinned skeletons. If necessary we'll retcon any damage and that'll keep things moving.

Three of the skeletons return the favor by slashing their claws at Faolan.

Skeleton1@Faolan: 1d20 + 2 ⇒ (5) + 2 = 71d4 ⇒ 4
Skeleton1@Faolan: 1d20 + 2 ⇒ (11) + 2 = 131d4 ⇒ 3
Skeleton2@Faolan: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 3
Skeleton2@Faolan: 1d20 + 2 ⇒ (3) + 2 = 51d4 ⇒ 2
Skeleton3@Faolan: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 3
Skeleton3@Faolan: 1d20 + 2 ⇒ (14) + 2 = 161d4 ⇒ 3

Yep, that's about what I figured.

Skin:

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 22 (4d8+4)
Fort +2, Ref +3, Will +4
Defensive Abilities amorphous; Immune undead traits
OFFENSE
Speed fly 40 ft. (average)
Melee bite +6 (1d4), 2 claws +6 (1d4 plus grab)
Special Attacks constrict (1d4), control body, enshroud,
grab (Medium)
Spell-Like Abilities (CL 3rd; concentration +4)
Constant—detect undead
1/day—command undead (DC 13)
16/22

Skeleton:

--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 7 (1d8+2); fast healing 1
Fort +2, Ref +1, Will +2
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +0 (1d4)
2/7 7/7 7/7 7/7

Faolan, Krowe, Bazsil are up.

Shadow Lodge

GM Stuff:

1d20 + 13 ⇒ (13) + 13 = 26
1d20 + 1 ⇒ (16) + 1 = 17

As the group searches the area they find hobgoblin tracks leading into the camp from the South and away to the North. No sign of the missing six loggers is evident in the Northern tracks. Moving closer to the longhouse you view the skins with disgust and the smell of the bubbling red mud grows worse.

Faolan notices that one of the skins seems to be moving on its own.
Before he can warn you bloody clawed hands burst from the muddy ground as four skeletons rise from twisted earth. If that were not enough to drive a man mad the skin Faolan saw moving flies off the nails, wet skin tearing, to wrap itself around one of the skeletons.

Faolan may act in the Surprise round. I rolled for Krowe but he did not beat the Stealth check of the skin.

Shadow Lodge

You make your way towards the camp, some of you quieter than others. The mite elects not to reveal your position, quite certain Krowe would happily slit his throat as soon as look at him.

Gristledown appears to have consisted of a longhouse, several canvas-walled huts, and a work shed. Most of these are gone now, leaving only 2 charred walls of the longhouse. Of the residents you see ample sign in the form of a half dozen bloody flayed skins nailed to the burnt timbers.

Near the former longhouse you also see a large patch of red mud which seems to move and bubble as you watch. The smell of badly cooked meat is strong without the trees to block your senses.

Estimate you are 100 feet from the longhouse and mud patch. You see six skins nailed up, leaving you at least 6 unaccounted for.

Shadow Lodge

Ahhhhh, smurfy.

Shadow Lodge

What the smurf is consistent?

Shadow Lodge

You resume your journey to the logging camp, Gristledown, leaving behind the wolf den and a handful of mite corpses. You make the best time you can with the mite in tow, its constant whining and small size slowing you down.

As you near Gristledown and the edge of the forest you can again feel the wind. Taking a moment to breathe in after days of heavy trees and rough travel you catch a hint of smoke and blood on the air.

Shadow Lodge

The mite looks at you unhappily.

"Is long walk human, take all day. You untie hands?"

You estimate the logging camp is four or five miles to the northwest. The mite has indicated the shiney house is directly east of where you are and a day of travel. This would put you almost back to the camp.

The wolf watches as you leave camp and you hear a howl as the clearing is left behind.

Let me know which direction you decide to go, logging camp or shiney house. Didn't have my pdf handy for the last few days so I wasn't sure exactly how far it would be. I've updated the Chesernado link above so you can make an informed decision.

Shadow Lodge

"Show? No show, it not here. It that way."

The creature points deeper into the woods, northeast of your current location.

"House, lots of shinies. You get there easy."

Shadow Lodge

It nods in fear, the oversized ears and mismatched eyes moving around in uncomfortable directions.

"All shiney, all shiney. You no kill and I tell where shinies. Promise?"

Shadow Lodge

Scrolling scrolling scrolling. Looks like the one you heard talk would still be breathing for a round or two. We can rule that you finished the rest off and let this one stay in range of the channel in order to question it.

The wolf immediately calms as the healing energy washes over her and the pup. She still watches you warily but edges the pup back into the den then stands vigilant at the entrance.

Waking up groggily the mite looks at the rope tied around its small arms. Assuming you use some of your rope or the rope you found in the bag. "You no kill, you give me to wolf now, humans?"

Shadow Lodge

The wolf does not make any move towards you as you back away. The bag contains:

50 feet of spider silk rope
a bag of caltrops
a healer’s kit
clothing dyes
three bolts of cotton cloth
eight sewing needles
a pair of scissors
four spools of thread
a shaving kit
two potions of pass without trace
Medium +1 dagger
one boot from a pair of boots of striding and springing

Shadow Lodge

The last of the mites dodges Faolan's first swing and begins to shout just as the backswing caves in its bulbous head.

"Mercy, I tell you where shiney hou..."

You stare at each other as the sounds of combat fade, surprised at how quickly you were able to down the vicious fey. The wolf continues to growl from in front of its den, but you now notice a rattle to its breathing. You're not sure it will survive the injuries received before you arrived.

Looking about for any other creatures you also see a bag sitting abandoned near you, most likely dropped by one of the mites during their attack on the wolf.

Shadow Lodge

With the pup holder cut down and the mites in disarray at your appearance, the wolf withdraws with her pup to the den entrance, growling viciously at everything.

The mites howl in anger at being denied their prize as the wolf withdraws and one of them is cut down by the flaming bird. The largest headed one points at the party and shouts, "They no take shinies!"

The remaining creatures throws their torches toward Bor and draw daggers.

Mechanically nothing happens to Bor, but there are now 4 Small torches burning between him and the mites.

Turn Tracker 3
Bazsil
Krowe
Faolan
Wolf
BMG
Bor

Wolf:

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
5/13

Mite:

DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 3 (1d6)
Fort +0, Ref +3, Will +3
DR 2/cold iron
Weaknesses light sensitivity
OFFENSE
Speed 20 ft., climb 20 ft.
Melee dagger +0 (1d3–1/19–20)
Ranged dart +2 (1d3–1)
Special Attacks hatred
Spell-Like Abilities (CL 1st)
At will—prestidigitation
1/day—doom (DC 10)
3/3 3/3 3/3 3/3 0/3 0/3

4 mites remain. The wolf as well though she is out of the way/fight. Bor Turn 3 and then turn 4.

Shadow Lodge

Bor based on your Survival ranks and Sense Motive roll you believe they intend to kill the wolf and take the pup(s). The wolf is female and the hole is a wolf den, it's reasonable to assume the wolf is defending her young. You may take your actions in Turn 2 based on this knowledge, or jump in after Bazsil and before the Wolf in Turn 3.

Bazsil chops the creature holding the wolf pup in half.

Turn Tracker 3
Bazsil
Krowe
Faolan
Wolf
BMG
Bor

Wolf:

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
5/13

Mite:

DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 3 (1d6)
Fort +0, Ref +3, Will +3
DR 2/cold iron
Weaknesses light sensitivity
OFFENSE
Speed 20 ft., climb 20 ft.
Melee dagger +0 (1d3–1/19–20)
Ranged dart +2 (1d3–1)
Special Attacks hatred
Spell-Like Abilities (CL 1st)
At will—prestidigitation
1/day—doom (DC 10)
3/3 3/3 3/3 3/3 3/3 0/3

Krowe and Faolan up.

Shadow Lodge

The blues turn their attention back to the wolf and attempt to bludgeon it further with their torches. Now that you've taken a moment to collect yourselves you see the animal is already badly burned.

BMG Beat Down:

Blue1@Wolf: 1d20 - 4 ⇒ (15) - 4 = 111d3 - 1 ⇒ (1) - 1 = 0
Blue2@Wolf: 1d20 - 4 ⇒ (18) - 4 = 141d3 - 1 ⇒ (3) - 1 = 2
Blue3@Wolf: 1d20 - 4 ⇒ (6) - 4 = 21d3 - 1 ⇒ (2) - 1 = 1
Blue4@Wolf: 1d20 - 4 ⇒ (4) - 4 = 01d3 - 1 ⇒ (1) - 1 = 0
Blue5@Wolf: 1d20 - 4 ⇒ (10) - 4 = 61d3 - 1 ⇒ (2) - 1 = 1

The 6th blue beats the pup again, causing it to whimper in pain. You hear this echoed from the cave as the wolf snarls in rage and attempt to bite the foul little beast.

Wolf1@Blue6: 1d20 ⇒ 31d6 + 1 ⇒ (3) + 1 = 4

Turn Tracker 2
Bazsil
Krowe
Faolan
Wolf
BMG
Bor

Wolf:

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
5/13

Blues:

DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 3 (1d6)
Fort +0, Ref +3, Will +3
DR 2/cold iron
Weaknesses light sensitivity
OFFENSE
Speed 20 ft., climb 20 ft.
Melee dagger +0 (1d3–1/19–20)
Ranged dart +2 (1d3–1)
Special Attacks hatred
Spell-Like Abilities (CL 1st)
At will—prestidigitation
1/day—doom (DC 10)
3/3 3/3 3/3 3/3 3/3 3/3

Bazsil Knowledge:

You recognize the creatures as mites, LE fey who consist mostly of puffy heads and foul intentions towards dwarves and gnomes. They are assuredly torturing the wolf pup, to what end you know not.

Bor Turn 1 and Bazsil, Faolan, Krowe Turn 2 actions.

Shadow Lodge

The roots of an ancient oak tree crisscross the ground like the tentacles of some subterranean beast. A shadow beneath the tree marks the mouth of a den dug deep into the soft earth. A tuft of pale gray fur clings to the edge of the hole, and a musky animal stink lingers in the air.

Bursting into the clearing you see a half dozen small blue creatures. 5 of them are swinging torches at a wolf while the sixth holds a small wolf cub by the scruff and lashes it with a branch. The creatures squeak in surprise at your sudden appearance.

Initiative:

Bazsil: 1d20 + 3 ⇒ (9) + 3 = 12
Faolan: 1d20 + 2 ⇒ (9) + 2 = 11
Bor: 1d20 + 1 ⇒ (1) + 1 = 2
Krowe: 1d20 + 2 ⇒ (10) + 2 = 12
Blue Man Group: 1d20 + 1 ⇒ (4) + 1 = 5
Wolf: 1d20 + 2 ⇒ (7) + 2 = 9

Turn Tracker
Bazsil
Krowe
Faolan
Wolf
BMG
Bor

You are on the far side of the clearing from the wolf, the cave is between you and off to the right while the blues are between you and the wolf. The one holding the pup is closest to the cave. Bor and Bazsil are one Move away from the blues and Faolan and Krowe are two.

Wolf:

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
7/13

Blues:

DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 3 (1d6)
Fort +0, Ref +3, Will +3
DR 2/cold iron
Weaknesses light sensitivity
OFFENSE
Speed 20 ft., climb 20 ft.
Melee dagger +0 (1d3–1/19–20)
Ranged dart +2 (1d3–1)
Special Attacks hatred
Spell-Like Abilities (CL 1st)
At will—prestidigitation
1/day—doom (DC 10)
3/3 3/3 3/3 3/3 3/3 3/3

Shadow Lodge

Day 4:

Scout NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%.

Forage or Hunt Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Lirosa: 1d20 + 3 ⇒ (6) + 3 = 9
Taidel: 1d20 + 3 ⇒ (17) + 3 = 20
Halfling: 1d20 + 2 ⇒ (20) + 2 = 22
Aristocrat: 1d20 + 2 ⇒ (16) + 2 = 18

Chemist: 1d20 + 1 ⇒ (13) + 1 = 14
Commoner: 1d20 + 2 ⇒ (18) + 2 = 20
Commoner: 1d20 + 2 ⇒ (8) + 2 = 10
Commoner: 1d20 + 2 ⇒ (5) + 2 = 7
Commoner: 1d20 + 2 ⇒ (18) + 2 = 20
Commoner: 1d20 + 2 ⇒ (12) + 2 = 14
Commoner: 1d20 + 2 ⇒ (17) + 2 = 19
Commoner: 1d20 + 2 ⇒ (1) + 2 = 3
Commoner: 1d20 + 2 ⇒ (11) + 2 = 13

Herd Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check.
Taking 10 gives you 2 sheep/goats.

Stand Watch An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
Felix: 1d20 ⇒ 12
Harris: 1d20 ⇒ 6
Julia: 1d20 ⇒ 19
Clang: 1d20 ⇒ 16

44 PP. Need to name the halfling and the aristocrat, they're really killing it out there.

Shadow Lodge

Sorry guys, should've pushed this yesterday after Faolan's failed check.

You wake the next morning refreshed, your night undisturbed. Preparing for travel and concealing the signs of your camp, Bor spots some hoof prints in the soil at the edge of your camp. The prints appear a short distance from your camp and the prints leaving disappear a short distance away as well. The shape of the prints is not consistent with landing/take off.

Wondering how your people are faring in their first day without you you find yourselves eager to find the logging camp and find out what is happening so you can return.

Perception:

Bor: 1d20 + 6 ⇒ (17) + 6 = 23
Bazsil: 1d20 + 6 ⇒ (14) + 6 = 20
Faolan: 1d20 + 7 ⇒ (7) + 7 = 14
Krowe: 1d20 + 1 ⇒ (6) + 1 = 7

Bor and Bazsil hear high pitched yips and thin, growling laughter coming from the clearing about 20 feet ahead.

Shadow Lodge

You spend time burying the woman, finding an out of the way place to hide your presence. Faolan can tell she hasn't been dead for long and Krowe's warning of Legion scouts have borne swift and unpleasant fruit.

You travel a few more miles from the body and make camp for the night.

GM Rolls:

1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 10 ⇒ (18) + 10 = 28

Whomever is on second watch please make a perception check.

Perception DC 15:

You catch sight of something white moving through the trees during your watch. Before you are able to wake your companions a large form moves out of the darkness. A heavily muscled white horse stands looking at you from the trees. As it snorts and moves swiftly back into the forest you catch a glimpse of the horn at its brow.

Shadow Lodge

Rounding the corner you see that the body is well past standing up. You believe it to be a human woman but she has been savaged. Beneath the bruises and wounds you can barely tell what her face looked like and it is some time before Krowe recognizes her as Gilida Dravonich, a local trapper.

Faolan and Bor spot a long black fingernail in one of the wounds and are able to confirm the wounds match hobgoblin weapons, as does the nail.

Her backpack glows of magic and should you take and search it you will find the following:

handy haversack
a bear trap
climber’s kit
4 days’ worth of rations
two waterskins
animal skins worth 150 gp

Heal DC 15:

Examining the body you determine that while the injures were fatal, none are decidedly lethal blows. Instead the wounds were shallow and carefully placed to cause pain and a slow death.

Shadow Lodge

Bazsil estimates there are at least 100 hobgoblins that he can see, in addition to wolves and the occasional bugbear. Far more than you are able to handle right now.

Moving swiftly back into the forest you continue your trek to the logging camp. Crossing the road with caution and dropping into an old creek bed running parallel to the road, Bor's sharp eyes spot a leather boot sticking out of the undergrowth. You are unable to see more of the body from where you crouch.

Shadow Lodge

Aubrin

"I'm fine boy, fine. That ballista bolt took it out of me, think not all the pieces have regrown yet you know."

Logging Camp

You set out, the camp busy assigning guards, building paddocks, and foraging for food. You note one or two glances as you leave but most seem confident. You begin moving through the forest, skirting the edge every so often. Your plan is to observe the bridge and town, then cross the forest road as quickly as possible then make your way to the logging camp.

Terrain in the Fangwood is difficult. Rolling hills, gullies, sudden drops, house-sized boulders, and thick stands of undergrowth make for a confusing and treacherous landscape that generally prevents travel in straight lines for more than 100 feet at a time. Strands of ancient elven magic sometimes cause the terrain to shift seasonally, rotating copses of trees, raising hills, and uncovering previously hidden canyons. Trees grow over 100 feet high and blot out the sun in most of the forest, leaving the forest floor in a perpetual twilight and often supporting entirely separate ecosystems in their upper branches. Though beautiful, the constant switchbacks and shifting terrain make travel hard for even seasoned rangers.

Phaendar Bridge

Approaching the bridge you see several hobgoblins standing watch. Your attempt to blow up the bridge was successful and the entire middle span has been removed. You see a crude rope bridge has been strung up to replace it. While certainly not what you'd hoped for it is only good for foot traffic and would not allow a large force to cross in a timely fashion.

More troublesome is the clear view you have of Phaendar. Most of the town is being torn down by the former villagers. They work under the lash of hobgoblin masters and are moving the lumber from dismantled houses to another area where more people are constructing a palisade. You see clearly the large black tower in the center of town, no windows or doors mar the surface but a gaping opening at the base seems to lead directly into the earth.

Shadow Lodge

Bob and Nancy nod along at Krowe's plan. Not the most eloquent explanation they nonetheless are familiar with Zeke and believe the camp to be safer.

It is 20 miles to the logging camp through temperate forest. General travel would be 24 miles, trackless forest would be 12 miles in a day. There are some trails that can be followed but for the most part you'll want to avoid those. I also assume you're traveling more carefully given the hostile force in Phaendar. Call it 2 days to the logging camp and 2 days back. You could also swing by the southern edge of the forest to see what's going on in town without changing that time overmuch, or you can cut straight across the forest from where you're located. If you take any supplies for the travel mark them as negative in the PC section of the camp sheet.

The camp leaders approach as you're preparing, offering little in the way of advice but small encouragements.

"Good luck boys, if those loggers are smart they'll have kept their heads down and you can bring 'em back to us," Aubrin growls from her place of rest. Missing these last few days is the boisterous woman you first met, her injuries not threatening her lift but certainly sapping her energy.

Edran watches with the rest as you make your plans and mark your travel on the map.

You swing by Phaendar:

"So close to town? Is that safe? What if you're seen?"

You cut across the forest:

"You're not curious to see what's going on in town? And what of that tower you spoke of, maybe you can get a better look in the light."

Shadow Lodge

Day 3 Camp

Scout NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%.

Forage or Hunt Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Edran: 1d20 + 2 ⇒ (6) + 2 = 8
Lirosa: 1d20 + 3 ⇒ (10) + 3 = 13
Taidel: 1d20 + 3 ⇒ (16) + 3 = 19
Halfling: 1d20 + 2 ⇒ (20) + 2 = 22
Aristocrat: 1d20 + 2 ⇒ (20) + 2 = 22
Julia: 1d20 - 1 ⇒ (8) - 1 = 7
Clang: 1d20 - 1 ⇒ (19) - 1 = 18
Chemist: 1d20 + 1 ⇒ (7) + 1 = 8
Commoner: 1d20 + 2 ⇒ (3) + 2 = 5
Commoner: 1d20 + 2 ⇒ (2) + 2 = 4
Commoner: 1d20 + 2 ⇒ (4) + 2 = 6
Commoner: 1d20 + 2 ⇒ (6) + 2 = 8
Commoner: 1d20 + 2 ⇒ (16) + 2 = 18
Commoner: 1d20 + 2 ⇒ (10) + 2 = 12
Commoner: 1d20 + 2 ⇒ (9) + 2 = 11
Commoner: 1d20 + 2 ⇒ (8) + 2 = 10

Herd Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check.
Taking 10 gives you 3 sheep/goats.

Stand Watch An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
Felix: 1d20 + 0 ⇒ (7) + 0 = 7
Harris: 1d20 + 0 ⇒ (2) + 0 = 2

Shadow Lodge

I wasn't very clear, the berries were on bushes and this plant creature was hiding in the bushes, so you're not eating the berries of a sentient plant, just the berries of the non-sentient plants around it.

Shadow Lodge

The strange plant gives one last half hearted swipe at Bazsil.

Plant@Bazsil: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 1 ⇒ (3) + 1 = 4

The wound forms a nasty gash on the half elf, leaving him bleeding far more than you'd expect.

Bleed 1 condition.

As the plant drops you poke the bushes a few more times to see nothing else move. Gathering the berries you continue your patrol through the forest.

+5 Provision Points.

The rest of your patrol proves uneventful and you return to camp to learn of that days successes.

Sounds like the plan is for you guys to head to the logging camp on Day 3, make any adjustments you need to the camp jobs and I'll roll it up then we'll have you heading out.

One note, you may have trail rations on you from character creation. One day of trail rations plus a waterskin counts as 1PP. Should you use up such rations as your daily PP simply add it to the PC Contribution section of the chart.

Shadow Lodge

Berries and things:

Krowe: 1d20 + 1 ⇒ (1) + 1 = 2
Bazsil: 1d20 + 6 ⇒ (3) + 6 = 9
Faolan: 1d20 + 7 ⇒ (9) + 7 = 16
Bor: 1d20 + 6 ⇒ (6) + 6 = 12

Krowe finds the berries both ripe and delicious. As you set about finding a container to carry the berries in, you fail to notice that one of the plants in this particular patch is moving until it lashes out.

Plant@Krowe: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 1 ⇒ (1) + 1 = 2

Krowe's natural caution serves him well as he pulls his arm out of the way, a razor sharp tendril whipping through the air past him.

Initiative:

Bazsil: 1d20 + 3 ⇒ (5) + 3 = 8
Faolan: 1d20 + 2 ⇒ (5) + 2 = 7
Bor: 1d20 + 1 ⇒ (3) + 1 = 4
Krowe: 1d20 + 2 ⇒ (20) + 2 = 22
Plant: 1d20 + 2 ⇒ (2) + 2 = 4

Turn Tracker Round 1
Krowe
Bazsil
Faolan
Plant
Bor

Krowe, Bazsil, and Faolan are up.

Plant:

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (3d8)
Fort +3, Ref +3, Will +1
Immune mind-affecting effects; Resist electricity 5, fire 5
Weaknesses vulnerable to acid
OFFENSE
Speed 5 ft.
Melee 2 slams +3 (1d4+1 plus bleed)
Space 5 ft.; Reach 10 ft.
Special Attacks bleed 1, breakage
13/13

Shadow Lodge

The water is covered, given available containers and to leave a little challenge I'm only counting it as 1/4 of a PP for each person, giving you 8 total.

Bazsil:

Three weeks is reasonable. Per the AP you have the following "Together one trail ration and a waterskin also translate to 1 Provision Point." I didn't calculate those but we can work it in.

Shadow Lodge

The farmers are not happy to be separated from their child for the day, however they understand that catching sheep and goats may be too much for her. After scouring your immediate area the villagers return with various roots and berries. Edran manages to bring down several birds; a spikey haired teenager wearing badly dyed black robes (and insists that everybody refer to her as Cinder instead of Sharlene) has managed to spear a small pig.

Felix and Harris report no sighting around camp that would concern you.

Bob, Nancy, and another local farmer manage to return with 2 sheep and a goat.

Your group begins to scout the immediate area. You find little of excitement until Bor spots a large patch of bramble vines. They vines are ripe with berries and would prove a welcome addition to your stores.

Do you wish to harvest the berries or push on with your scouting?

Shadow Lodge

Day 2 Camp

Scout NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%.

Bazsil Stealth: 1d20 + 1 ⇒ (13) + 1 = 14
Faolan: 1d20 + 2 ⇒ (14) + 2 = 16
Krowe: 1d20 + 1 ⇒ (16) + 1 = 17
Bor: 1d20 + 6 ⇒ (17) + 6 = 23

Forage or Hunt Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Edran: 1d20 + 2 ⇒ (18) + 2 = 20
Zeke: 1d20 + 3 ⇒ (2) + 3 = 5
Lirosa: 1d20 + 3 ⇒ (8) + 3 = 11
Taidel: 1d20 + 3 ⇒ (4) + 3 = 7
Halfling: 1d20 + 2 ⇒ (15) + 2 = 17
Aristocrat: 1d20 + 2 ⇒ (6) + 2 = 8
Julia: 1d20 - 1 ⇒ (9) - 1 = 8
Clang: 1d20 - 1 ⇒ (16) - 1 = 15
Chemist: 1d20 + 1 ⇒ (3) + 1 = 4
Margaret aid Chemist: 1d20 + 0 ⇒ (12) + 0 = 12
Commoner: 1d20 + 2 ⇒ (1) + 2 = 3
Commoner: 1d20 + 2 ⇒ (5) + 2 = 7
Commoner: 1d20 + 2 ⇒ (5) + 2 = 7
Commoner: 1d20 + 2 ⇒ (15) + 2 = 17
Commoner: 1d20 + 2 ⇒ (4) + 2 = 6
Commoner: 1d20 + 2 ⇒ (6) + 2 = 8
Commoner: 1d20 + 2 ⇒ (3) + 2 = 5
Commoner: 1d20 + 2 ⇒ (20) + 2 = 22

Herd Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check.
Taking 10 gives you 3 sheep/goats.

Stand Watch An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
Felix: 1d20 + 0 ⇒ (19) + 0 = 19
Harris: 1d20 + 0 ⇒ (5) + 0 = 5

Foraging returns 25 PP. Assume Aubrin casts Create Water and you have enough containers to grant 1/4 of your need, that's another 8 that I'll count as Production. For ease of rounding I'll count the animals as their daily Production (assuming you aren't slaughtering them).

Shadow Lodge

Oberon Krowe wrote:


Should we roll their checks now or after a day? Also, are we spending a day with them or departing for the logging camp immediately?

Will push the story forward as soon as I know this. Happy to roll or have you guys do it. Probably easiest to declare the roles then make the rolls at the beginning of a Day. Consider Day 1 to be the day it took you to go from your first night camp to the redoubt. With everyone moved in these assignments would be for Day 2.

Shadow Lodge

Zeke grins at Bazsil. "Guess we'll find out if you're a fighter. Yeah, Mr. Krowe here's got the right of it, we can stay here and hunt up some while you check on the loggers."

Jet has taken official charge of the provisions and motions you to the side.

"I've checked the stores, we've got enough to make it through today and maybe tomorrow, but we'll need to hunt if we're survive here for long. Going to be tough in this swamp but it has to happen."

You have 31 mouths to feed and started with 36 Provision points. Jet generates 1 Provision Point a day. You'll need to assign scouts, hunters, and day camp personal as appropriate before you proceed. I'll post the spreadsheet shortly.

Shadow Lodge

Several of the camp scowl at Bazsil's proclimation.

"You ain't from around here are ya?" A large man with leathers and chapped skin shakes his head. [b]"We don't run, and we sure has hells ain't running from some hobgoblins. They'll leave and we'll take our homes back."

There are cheers in the redoubt at this. "Name is Zeke, I'm a local and a forester. There's a camp, here, on the other side of this section of forest. Might be a few men there that know there way around the forest better than me. Mostly I just followed the edge and my woodcraft is lacking."

Bor's search of the surroundings, accompanied by Taidel and Lirosa, turns up scant sign. You do find evidence that the Rangers withdrew from the area in good order and covered their tracks well. Even your sharp eyes almost missed the tracks. Too old and scant to follow but what you found led into the woods.

I've updated the map for the 3 points of interest you have. I can update the smaller map as well if you find it useful, else I'll just remove it.

Shadow Lodge

See links for Nesmian Plains and Chernasardo above. Latter has your current location and is roughly 30 miles by 50. Larger map is 50 by several hundred.

Aubrin sketches out a quick map with the help of Jet.

"We are here, see. Southern Chernasardo. Fangwood above us and the Nesmian plains in that direction. Molthune is here to the south. Hundreds of miles with no major town. Small houses and steadings but most of those folk would've been in Phaendar for market. The while town of Phaendar was accounted easy to defend because of these plains. Try crossing them now and the hob's'll find you for sure."

She gazes over the sketch.

"Hard to say where this Fort is. Might be some other knows but could just as easy be code."

Krowe checks with the others if they've heard of Fort Trevalay. Most shake their heads but Taidel pipes up. "I think I heard a ranger in town talking about that once. He said they had a place to go if there was trouble, a hidden fort they could fight back from. Didn't say where of course."

His sister Lirosa adds, "They are the Chernasardo Rangers though, it can't be too far from here. Southern Fangwood at least and that's closer than any town that could help. It'd be months on the road just to get to any standing army and months back, assuming they were ready to march when you got there."

If you're spending the rest of the day organizing the camp and survivors you'll need to subtract the appropriate Provisions.

Shadow Lodge

No more spiders are discovered hiding in the trees. Krowe's magical sight reveals a glow in the two man sized bundles. Cutting them down and searching the nests you find the following:

+1 chain shirt
cloak of resistance +1
masterwork shortbow with 15 +1 arrows
single sleep arrow
masterwork light mace
holy symbol of Erastil
scroll tube (containing scrolls of charm animal, cure light wounds, lesser restoration, and plant growth)
Several gemstones are scattered among the nests
three agates (worth 10 gp each)
one star rose quartz (worth 55 gp)
four amethysts (worth 110 gp each)

Neither of the men were rangers and of them you find no further sign. Your return to camp is safe and you begin moving people to the redoubt.

Aubrin is disturbed by the information presented. "No sign of them? Recall to Fort Trevalay? I've never heard of it."

Lirosa and Taidel take great interest in the immediate area. "My brother and I should be able to setup snares, but we'll need to keep watch for spiders and whatever that purple thing was."

Krinnig doesn't seem to think much of the accommodations. "You expect me to live in a tree? I ain't no damned elf!"

Shadow Lodge

Bazsil's scan of the trees shows spider nests in the higher branches. Many of them contain web wrapped shapes, ranging in size from squirrels and rabbits to two that could contain something man sized.

The main redoubt itself is a large building places cunningly in the trees. Though visible from where you are it would be very difficult to spot from far away, and indeed now that you stand below it you realize just how close you were before you saw it at all.

Searching around the trees that hold the building out of the swamp you spot a hidden spiral staircase. Ascending you find the building is abandoned, with no sign of the rangers.

Survival DC 15:

This building has been abandoned for several weeks at least.

Faolan spots a half-burned letter in the fireplace. The missive is direct and short. "Recall. Fort Trevalay."

The building itself is suitable to your short term needs, if just. This location would make a poor fortress but is hidden enough for you to keep your people out of the weather.

Shadow Lodge

The final spider drops and you are out of combat.

I'll let you collect yourselves and then proceed.

Shadow Lodge

Turn 2

Quicksand?:

1d100 ⇒ 19

Before Bazsil can make his way to the spider he encounters a quicksand trap.

DC 8 Survival check to avoid or you are 1d2 ⇒ 1x5 = 5 feet in before you notice. Should he avoid the trap he will make his way to the spider (and miss).

Turn Tracker Round 3
Spider
Faolan
Bazsil
Bor
Krowe

The spider attempts to bite Faolan.

Spider2@Faolan: 1d20 + 2 ⇒ (13) + 2 = 151d6 ⇒ 1

Giant Spider:

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2)
5/16

Shadow Lodge

It's a move action to switch positions on the field but no problem to switch targets. So Faolan takes a Move to engage new spider, correct. The eagle was already attacking the purple thing, but had it chosen to attack the spider last turn and switch to the purple thing this turn it would still get a full attack. Bor you can position yourself to avoid AoO no problem.

Turn Tracker Round 2
Spiders
All-Eyes
Faolan
Bazsil
Bor
Krowe

Quicksand?:

1d100 ⇒ 91

Bor heals Bazsil while the eagle finishes off the purple creature. Faolan avoids any quicksand and smashes his shield into the final spider.

Giant Spider:

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2)
5/16

Shadow Lodge

Faolan beats the sticky out of the spider just in time for Bazsil to move up and give the purple creature a hearty chop. Bor shields himself and Krowe summons the familiar flaming eagle, nearly eviscerating the abomination.

Turn Tracker Round 2
Spiders
All-Eyes
Faolan
Bazsil
Bor
Krowe

The remaining spider moves up and bites Krowe.

Spider2@Krowe: 1d20 + 2 ⇒ (17) + 2 = 191d6 ⇒ 5

The creature shouts.

"No hurt, just talk!"

It then attempts to lay into Bazsil.

All-eyes bite@Bazsil: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 2 ⇒ (4) + 2 = 6
All-eyes claw@Bazsil: 1d20 + 5 ⇒ (14) + 5 = 191d4 + 2 ⇒ (2) + 2 = 4
All-eyes claw@Bazsil: 1d20 + 5 ⇒ (12) + 5 = 171d4 + 2 ⇒ (3) + 2 = 5

Krowe Fort DC 14 poison:

Str: 1d2 ⇒ 1
4 Rounds or 1 Save

Bazsil DC 15 poison:

Dex: 1d2 ⇒ 1
10 Rounds or 2 Saves

Giant Spider:

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2)
16/16

All-eyes:

Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d8+12)
Fort +6, Ref +4, Will +6
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +5 (1d6+2 plus poison) and 2 claws +5 (1d4+2)
Special Attacks traps, web (+6 ranged, DC 15, hp 4)
3/30

Shadow Lodge

Faolan and Bor navigate the tricky terrain and make their way to the spider. It thanks its lucky Lloth that the prey is so eager to be bitten and snaps at Faolan.

Spider1@Faolan: 1d20 + 2 ⇒ (3) + 2 = 51d6 ⇒ 3

A second spider drops from the other side of the trail and moves towards Krowe and Bazsil.

While the spiders attack a large purple creature with a spider like head steps out from behind another tree!

"More food, more talk."

It thrusts a sickle like hand at Faolan.

All-eyes@Faolan: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 171d4 + 2 ⇒ (1) + 2 = 3

Turn Tracker Round 1
Spiders
All-Eyes
Faolan
Bazsil
Bor
Krowe

Giant Spider:

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2)
16/16 16/16

All-eyes:

Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d8+12)
Fort +6, Ref +4, Will +6
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +5 (1d6+2 plus poison) and 2 claws +5 (1d4+2)
Special Attacks traps, web (+6 ranged, DC 15, hp 4)
30/30

Shadow Lodge

Nothing to see here:

All-eyes: 1d20 + 7 ⇒ (16) + 7 = 23
S1: 1d20 + 11 ⇒ (19) + 11 = 30
S2: 1d20 + 11 ⇒ (1) + 11 = 12
Bor: 1d20 + 6 ⇒ (15) + 6 = 21
Bazsil: 1d20 + 6 ⇒ (11) + 6 = 17
Faolan: 1d20 + 7 ⇒ (15) + 7 = 22
Krowe: 1d20 + 1 ⇒ (2) + 1 = 3

Traps?:

Bor: 1d20 + 6 ⇒ (4) + 6 = 10

Initiative:

Bazsil: 1d20 + 3 ⇒ (4) + 3 = 7
Faolan: 1d20 + 2 ⇒ (14) + 2 = 16
Bor: 1d20 + 1 ⇒ (6) + 1 = 7
Krowe: 1d20 + 2 ⇒ (2) + 2 = 4
All-eyes: 1d20 + 7 ⇒ (9) + 7 = 16
Spider: 1d20 + 3 ⇒ (14) + 3 = 17

Bor moves ahead, checking for quicksand and other hazards. He fails to see the gossamer strand across the trail and quickly finds himself stuck fast.

Bor begins the encounter Entangled.

Bor, Faolan, and Bazsil all notice a giant spider hiding in the trees among some thick webs.

Those 3 can act in the surprise round.

The spider, seeing Bor caught in the web, drops to the ground next to the tree it was in.

Move action to leave trail and go to spider, should you choose.
No charging over this terrain and you risk hitting a quicksand patch.

Turn Tracker Surprise Round
Spiders
All-Eyes
Faolan
Bazsil
Bor
Krowe

I can't insert it now because of the dice rolls, but since Faolan was moving cautiously and spotted the spider I will allow him a Perception roll to see the web across the trail. If he makes a 20 then Bor is not Entangled, under the assumption that Faolan would warn him.

Giant Spider:

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2)
16/16

Faolan, Bazsil, and Bor may now act.

Shadow Lodge

Completely forgot the two hunters you saved in the forge. Add 2 more level 1 warriors to the tribe.

Shadow Lodge

You leave your excess gear with the camp and move towards the gulley following Aubrin's directions. The forest grows thick here, trees pressed close together with their branches intertwined. A gloom hangs in the air. Foliage around the base of the trees is sparse, stunted by lack of sunlight. The songs of birds and noises of small animals have ceased, adding to the eerie atmosphere of the ancient woods.

You see a structure ahead through a break in the trees. You don't have a good idea of it from here but suspect it is the wall of a building. Before you can move forward too quickly Bor spots a patch of quicksand just ahead. Careful observation shows the area has many such patches, though there is a clear path now that you know to look.

Shadow Lodge

The group smiles at Bor as the healing energy flows over them, removing the small injuries suffered so far. You continue your trek through the forest with little stealth but renewed purpose. After a few more hours a break is called and the group hunkers down as best they can. Aubrin and Rhyna approach your huddle.

Rhyna starts with a nervous smile, "The group is handling this well, no serious injuries so far and we've got most of the load distributed. There is a boy, David, who fell in with us. His parents aren't with us so we've got some of the others watching out for him."

Aubrin waits for any questions of Rhyna before speaking.

"I'm worried fellas. The Rangers patrol this area of the Chernasardo and they haven't contacted us. I don't like the idea of taking these people into more danger. They hid their base in a hidden gully a few miles from here. Maybe after the break. You'd be willing to go on ahead and scout it out? The Rangers won't attack you and you can tell them. I sent you."

Shadow Lodge

The march picks up again as Eldarn continues to talk.

"The bugbear? A huge, terrible beast. Fangs like you've never seen and he was covered in scars and scabs. That's really all I saw. How did you all escape? Looks like a lot of you, I'm surprised you got away. Don't suppose any of you have some spare healing aye?"

Shadow Lodge

Jet speaks up.

"I recognize him, he was staying at the Inn."

Krowe you do recall seeing him at the Inn, and can confirm that he was at least there.

Edran smiles at Bor then turns to Krowe.

"Well I ran, you know. Made it to the bridge and across. I've been stumbling around this forest all night. No merchant, not me. Just a traveler."

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