GM JaceDK's Fangwood Keep

Game Master Jacob Trier

A game of infiltration, subterfuge and close-quarter combat for 4th level PCs, set in the disputed lands between Nirmathas and Molthune.


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AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

Stochelo bows with a flourish before adopting a military 'rest' stance.

"Sir, Clayton has the large and short of it. Our planned ambush was reversed on us, and the Molthuni used werewolf mercenaries. I imagine our crew managed as well as we did since we possessed most of the teams magic assets, and carry silver weapons as well."

Indicating the druid Elduin, he continues.

"The forest guardian Elduin proved most advantageous, as well. His magic worked wonders to lock the wolves down, and let us pick them apart one at a time."

"We followed protocol, but no-one else managed to rendezvous. Dunno if they got snatched, killed, or lost in the woods. We waited until we heard the wolves get closer, until we couldn't risk getting caught anymore. We headed here, since that was our last objective, and here we are."


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The Forest Marshal returns Elduins greeting with a courteous nod.

I remember both you and your father well, Master Faenan. I am pleased that you could be convinced to come here, as I believe your skills and knowledge of the Fangwood could be of great help to us.

Gavirk listens intently as Clayton and Stochelo give their report. His brow furrows at the mention of werewolves and the lack of additional survivors.

So, the rumors of lycanthrope mercenaries within the Molthune army are true. They have been trying to disrupt our raids on their supplies for years, and it seems they have finally managed to spring an effective trap. This will set back the Foxclaw's operations for some time, I'm afraid. We'll need to reorganize our teams with new recruits and develop tactics to counter this threat.

Forest Marshal Garvirk pauses for a moment, and lets his eyes wander over the motley crew before him. His lips narrow in a thin, defiant smile.

However, if there is some silver lining to all this, it is that you all managed to defeat a trio of werewolves without taking a single scratch. It would seem that your combined skills make you a force to be reckoned with. And it just so happens that I have need of such a force....and it appears that you are without other assignments for the time being.

He points to a map of the Fangwood on the wall, and indicates a symbol in the southern part of the forest, at a bend in the Marideth river.

A few days ago, my Chernasardo scouts reported that a unit of about 30 Molthuni soldiers have defeated our garrison at Fangwood Keep, a minor stronghold, and occupied the keep. The keep has changed hands several times, but with the current state of the front lines, it does not currently hold great strategic value. The scouts report no other troop movements...indeed, reports from our agents at Fort Ramsgate seem to indicate that this is an unsanctioned mission carried out by a platoon of irregular skirmishers. All the attackers bore the same insignia...a mailed fist grasping a broken arrow...and there was a changeling spellcaster among them.

Gavirk strokes his beard thoughtfully.

This incursion presents a bit of a dilemma. From a purely military standpoint, taking the keep does not make much sense. Especially if no additional reinforcement advance to secure the supply lines and bolster the garrison. This has a more...personal...feel to it. In any event, I would rather not risk upsetting the status quo in our engagement with the Molthuni. Right now, we have an unstable calm which our troops dearly need. If I deploy forces to recapture the keep, the Molthune army is certain to respond in kind. But the keep must be reclaimed. This is where you come in. A small band of elite operatives like you could likely infiltrate the keep using stealth and neutralize the occupying force. Then I will be able to quietly send in a new group to garrison the keep and reclaim our control of the area. And we have an advantage...

He grabs a piece of paper and scrawls a symbol of four interlocking rings.

Only the senior officers assigned to the keep know this, but there are several hidden passages within the keep and a tunnel leading under the wall to access them. The entrance is hidden near a stone with this symbol. I also have a small supply of magic items that might be helpful, and our quartermaster may have more for sale. The mission warrants a collective hazard pay of 250 gold pieces and an additional 750 upon completion. So, what do you say?

He leans back, and gives you all an expectant look.


Elduin listened carefully and nodded with his face looking angry. "I'm in. I need to restore the peace in the forest. At least a little. If it means breaking a few Molthunes' bones, the better. This chaos must end."


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

Stochelo listens carefully to the briefing, committing the important details to memory.

"I'm in as well. Seems like these lads are working off book, so the regular army won't miss them when they don't report in, eh?"

With a slightly troubled expression, Stochelo addresses the Forest Marshal again.

"Sir, do you happen to have any names on these Molthuni? Any chance a Captain Belton got mentioned around this mission? If not, no worries, just wondering."


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

Pay isn't important... the mission is, Georghu states bluntly. I'm in.

He then scrutinizes the symbol, committing it to memory.


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

Clayton turns around at the others and is shocked at their dedication to the mission, "250 gold pieces right now?" He does some counting on his fingers and gives a wry smile, "On one condition. If I don't make it out, you send the other 750 to this address here; no ifs ands or buts about it." Pulling out what looks like a blank harrow card, he steals the fountain pen off the desk in a flash and writes down something quickly before handing it to the marshal.

"That's my condition, non-negotiable." He stares him down and crosses his arms, giving the best poker face he can.

Bluff: 1d20 + 7 ⇒ (19) + 7 = 26

He knew full well the 250 would help them escape for at least half a year, enough to buy him time to find another identity and job... But 750... that was unheard of. They could be free forever.


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Silas stood silently in the corner of the room listening to the back and forth as he had since they arrived in the marshal's office.

Clayton's gambit prompts Silas to speak up. I believe the offer is "a collective hazard pay of 250 gold pieces and an additional 750 upon completion" Clayton. Meaning that is to be split 5 ways? Unless the Marshal misspoke?

The Tiefling then addresses Gavirk directly. Can you clarify? I have two other questions as well. What is the nature of the small supply of magic items you mentioned? And is it possible that the Molthuni are aware of the secret tunnels and entrances as well? They were able to defeat the garrison. Perhaps they used them to their advantage.


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Once everyone have had a chance to speak up, Forest Marshal Gavirk responds each of you in turn.

Silas is correct, Clayton. The pay is a lump sum, to be divided among you as you see fit. However, you are also free to keep any cash and other valuables of enemies you defeat. That combined with gold should make a handsome reward for a few days work, dangerous as it may be. And should any of you fall, we will of course honor any arrangement you wish us to take, including sending along your share of the pay and any personal belongings recovered.

He looks at Clayton. Given these terms, I hope you can still be persuaded to join the mission, Clayton.

Gavirk turns to Stochelo. The enemy unit is reported to be led by a Molthuni officer. I don't know his name or rank, though.

Acknowledging the swift commitment from Grumbles, Stochelo and Elduin. Your sense of duty serves you well. I have no doubt that a swift and decisive strike will be of great value for our war efforts, and serve to prevent further bloodshed.

He then produces two vials and two scrolls from a nearby cabinet and hands them to Silas.
These vials contain elixirs of hiding. One scroll holds a spell that will break down doors, while the other will help help you hold them. Knock and hold portal

I can't say for sure if the enemy is aware of the hidden passages. That information was reserved for our own senior officers, and I would imagine the same was true when the keep was occupied by Molthune. However, the invaders have been there for several days now,and there's no way to tell what they may have discovered. Proceed with caution.

Any other questions?


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

None that I can think of. Silas takes the scrolls and elixirs. It should go without saying that I am in. I've never refused an assignment and I don't aim to start now. Besides, sneaking into places is right up my alley.

He turns to inform his companions, I'll use my share of the hazard pay to procure some additional scrolls if the quartermaster has what I'm looking for.

Hoping to find scrolls of alarm (x1) and detect secret doors (x2) spending 25 gp more from personal wealth.


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Go ahead and add those items, Silas.


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

"Hey, Silas, you wanna take a look through my spellbook? We're gonna be working side by side, so might as well know each others strength and weakness."

Stochelo also goes with Silas to the quartermaster, more interested in mundane goods and survival supplies.


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

Clayton shakes his head and stands up, "Dammit. Its never that easy is it? Fine you have me on board but I expect my cut to go there as soon as possible. If you could get it to them sooner rather than later it may motivate me a little more." The words coming out of his mouth were almost mercenary, though those who knew him knew that he was just trying to keep his kid and wife safe.

He swaggers out with an air of nonchalance, but deep down there was something else to him, a bit of excitement and fear for what was to come.


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Glad to have you on board after all. You can have the advance pay right now, and the rest will be waiting on your return, the Forest Marshal says and hands over a pouch of gold coins from a strongbox in the corner of the office.

You can find virtually any item you can currently afford either with the quatermaster or elsewhere in town. Please update your sheets with any purchases.


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

How much each?


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

50gp, I think. 250 split 5x

At the quartermaster, Stochelo picks up a bunch of rations, some more crossbow bolts, a length of silk rope, a grappling hook, and a crowbar.

"Humping all this through the woods is gonna be unpleasant, but I figure we can dump anything that proves to be too heavy for its usefulness."

Once his gear is stowed away, he waits in the gather spot for the rest of the team.

"Ready when you lot are, let's do this thing."


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4
Stochelo Carmenta wrote:
"Hey, Silas, you wanna take a look through my spellbook? We're gonna be working side by side, so might as well know each others strength and weakness."

I can't see the harm. Mirror Image is a spell I wouldn't mind learning . Anything in my spell boot that interests you?


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

"I'm ready, I don't have much that I need to buy. Perhaps some antitoxins and antiplagues. Who knows what we will be exposed to in those depths." And I would rather not die to filth fever.


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

Grumbles moves to inquire if there is a vial of Oil of Bless Weapon for sale...


"I'm good, I guess. Nature will provide for me"
Ready to leave.


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After a brief stop at the quatermaster, who provides you with all the requested items as well as a few days worth of rations, your small band heads back toward the Fangwood.

Down with a nasty bug for the past few days. Will update with more detail once I’m a bit better.

Grand Lodge

Get well soon


Mummy's Mask Campaign slides | Storyteller extraordinaire

Leaving the city of Tamran behind you, you make good speed back towards the Fangwood.

Elduin, being well familiar with the entire area, is able share a few local points of interest that may guide your choice of route to the keep.

As Forest Marshel Gavirk showed you on his map, Fangwood Keep is built to overlook the Marideth River, about 15 miles northwest of Fort Ramsgate, the largest Molthuni settlement in the area.

The Marideth River Valley splits the Fangwood in two. In the Northern part, several hobgoblin tribes make their home, as well as an old Troll mercenary named Sigurx. His cave, several miles directly North of Fangwood Keep, is best avoided by anyone not looking to stir serious trouble. Further east, a tribe of nomadic centaurs claim much of the land around Seesaw Rock as their territory. Another fortress, Raven's Beak used to overlook the Marideth as well, but it was destroyed 3 years ago during a battle between a Molthuni magi strike force and a powerful earth elemental summoned by a Nirmathi druid. It is now overrun by ettercaps and giant spiders. And in an area known only as Dark Grove, the blight that is rampant further North has taken hold of a small patch of trees.

South of the Marideth, the road from Tamran splits and the northern branch leads around the southern Fangwood to Fangwood Keep, passing through the small village of Purt along the way. Plagued by raids during the conflict, the small hamlet has enlisted the help of the druids from Acorn's Rest to raise a 20 ft high thorn wall around the entire village. The southern branch of the Tamran road, which leads to Fort Ramsgate, passes close to Deadeye's Haunt, a valley once sacred to Erastil now rumored to be overrun with undead risen from a gruesome battlefield.

Such is the lay of the land. How do you chart your course?


As the Marshal explains the map, Elduin nods in agreement and adds some information on the lay of the land.
"we need to avoid anything north of the river. While I prefer to travel through the woods the first part of the journey should be easiest if we just followed the road."
He points at the center of the map.
"To reach Purt, we can save some time be short cutting through the forest, if you don't mind. The Undead should be much further south and not be a problem. Finally, passage through the Acorn druids' woods should be no problem. I don't know them in person, but they will not refuse a fellow druid. Then we can approach the keep safely from the forest. The undergrowth will hide and protect us."


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

"Sounds like a good plan, Elduin. Any chance we might be able to recruit some of the locals for assistance? I mean, they wont be coming in with us, but a distraction or some harrassment might be nice. Heck, even a few predators on the walls might be good enough to throw their schedules in whack."

Stochelo makes sure all his (newly heavier) gear is stowed, wrapped, and secured, then nods towards the rest.

"Elduin as our scout, then Grumbles and Clayton fanned out, with myself and Silas forming our 'center's as it were? Keep it loose and flexible, stay within eyesight of one another? The road seems good for travel, but I'm concerned we'll run into patrols."


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

"I don't mind traveling through the woods if we can keep stealth. We must be discreet and frankly I don't think that we should risk being seen at all considering our circumstances." He points down at the map, "Take the trees the whole way to the keep. While it may be dangerous it is the most direct route and each stop we make we make more noise."


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Scrutinizing the map, Silas can't help but comment, The cartographer needs to hone his craft, as he taps the compass rose.

The road to Fort Ramgate is effectively the border and therefore likely means an increased chance of encounters with Molthuni patrols. And still means we need to traverse over ten miles of forest and foothills in hotly contested territory to get to the keep.

I agree that we should remain out of sight as much as possible. Avoid any and all settlements unless absolutely necessary. We can parallel the road to Purt but we need not enter the town. Can we cross the Eldress somewhere other than the town?


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Looks like everyone agrees to go south of the Marideth and keep mostly to the woods. Can you reach a consensus about stopping at Purt and/or Acorn’s Rest.


"I don't mind entering the town, if you think we need to."

how long will the trip be? Do we need to prepare for camping? In that case, I can prepare Campfire Wall, for example.
I will have bought a few silver arrows, of course. And I will prepare a ferw different spells


Mummy's Mask Campaign slides | Storyteller extraordinaire

It's about 4-5 days on foot to the Fangwood Keep, depending on the route. The first two should be fairly easy travel along the Tamran road, leaving the need for 1-2 camps in the woods.


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

Towns' not a bad idea, Grumbles offers. At the least Acorns Rest... gather information on enemy patrols and restock on any supplies we need.


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

"Agreed, and if we come into the town as pairs or threes, it will seem even less suspicious. We could easily be refugees or otherwise fleeing the war, and noone would be the wiser."


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

"Yeah, refugees fleeing a war." Clayton looks down and stifles a laugh, "Sure got to pull the wool over those eyes if we look anything but a strike team. Fine, not a problem, if we lay low the questions will never be asked. I'm good to hit the town should you all want."


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Silas doesn't feel strongly enough to voice an opinion either for or against anything being discussed.


"We can always decide on the fly. Circumstances may change. So, everyone got his rations?"
Elduin leaves the tent, takes out some sticks and looks into the sky for about a minute.

Casting Read Weather, to get a 48 hours forecast


Mummy's Mask Campaign slides | Storyteller extraordinaire

Your group set off back along the Tamran road. The weather is fair and you make good time, spending the first couple of nights at roadhouses, blending in with the other travelers.

Before noon on the third day, you reach the fork in the road and turn off towards Purt. After a few miles, you move off the road and onto the forest trails, heading due West through the Fangwood.

Guided by Elduin's woodland skills, you have no trouble navigating and avoiding any natural hazards. You see no sign of hostile forces, or other signs of sentient life for that matter.

So, stay in the wild or head past Purt or Acorn's Rest? If so, please specify how you approach and present yourselves. If you use a cover story, add a bluff check. Note that Clayton is correct, your appearance and equipment will likely make it hard to pass as regular refugees.


GM JaceDK wrote:
You see no sign of hostile forces, or other signs of sentient life for that matter.

But there ARE animals in the forest, right? Deer for hunting. And more dangerous stuff like a Grizzly or a Dire Boar?

Survival: 1d20 + 7 ⇒ (7) + 7 = 14
Knowledge Nature: 1d20 + 4 ⇒ (10) + 4 = 14


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

"Well, risk reward decision time, gents. If we pop into the town, we might be able to score some local Intel, find out what and who is in the area. Of course, they may rat us out to the Molthuni earlier than we'd like."

Stochelo gnaws on a hunk of cheese and bread, replacing by the fire.

"We could send in one or two of us, ask around, maybe spread some copper, act like mercs looking for work? Or straight up wandering adventurers, even. I'm game for heading in, but if we think it's too much of a risk, we can easily stay in the woods."


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Elduin Faenan wrote:
GM JaceDK wrote:
You see no sign of hostile forces, or other signs of sentient life for that matter.

But there ARE animals in the forest, right? Deer for hunting. And more dangerous stuff like a Grizzly or a Dire Boar?

[dice=Survival]1d20+7
[dice=Knowledge Nature]1d20+4

Yes, all kinds of normal forest fauna and predators. With the wwodland skills to avoid provoking them, they won't give you trouble unless you actively seek it out.


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Whatever the group wishes. We could pop into town for a brew at the local tavern and see if we can pick up on the latest gossip and rumors, or we could forge on past, Silas shrugs.

Both communities are well within Nirmathas and therefor assumed "friendly" and "safe" for Foxclaws yes? Are we aware of their attutude towards travelers/visitors in general?

knowledge (local/geography/history): 1d20 + 8 ⇒ (12) + 8 = 20


Mummy's Mask Campaign slides | Storyteller extraordinaire

In the border areas, most communities adopt an official praxis of guarded neutrality, knowing too well that the power balance can shift suddenly. Individual loyalties are another matter, of course.


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

"We can move as a smaller group, let the woodsy folk stay on the outskirts to see what's happening. Myself and whoever else hits the town for restock and information. I've been on the run for a long time, so at the very least I can lie about who and what we are."


"It's usually not wise to split the group. But maybe you're right. The smaller the party that enters the town, the less supicious. I can scout the woods in the meantime..."


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

"Okay, Clayton, we can head in and look around town. Anyone need rations or anything in particular? Otherwise we'll just drop some copper on beer and bread, maybe bring a few flagons back with us."

Stochelo secures his sword and moves the rest of his gear to remain as inconspicuous as possible.

"Just a couple of traveling bros, stopping in for some beers and info, eh?"


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

Grumbles gives them a nod as they depart.

Scream if you get into trouble, he says deadly serious by way of parting advice.


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

"You'll hear screaming all right Grumbles."

Clayton has very little gear to offload, "One of the benefits of fighting bare knuckle." He nudges Stochelo on the shoulder and goes forward, "The trick is to give as little information as possible, until they ask." When speaking of deception, the ex-convict has almost an air of professionalism about the whole thing.

Moving into the town Clayton looks for the nearest tavern, somewhere where he can get some information about the area's current state... and maybe a place to restock.

K:Local: 1d20 + 5 ⇒ (19) + 5 = 24

"Just passing through with my friend here. I heard there have been some dangers on the road as of late, some traveler spoke of all sorts of dangerous beasts and monsters... Is it true?"

Bluff: 1d20 + 7 ⇒ (15) + 7 = 22


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

Kn(local) aid another: 1d20 + 4 ⇒ (13) + 4 = 17

Stochelo tries to look like a road-worn hired sword, rubbing mud into his cloak and stomping around in the dust.

"I'll follow your lead, big man. Hopefully we can keep a low profile."


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Which community are we currently dealing with? I don't see where we decided between Purt and Acorn's Rest.

Silas looks on as the group splits. I don't think I fall into the "woodsy folks" but... he mentally shrugs.


Mummy's Mask Campaign slides | Storyteller extraordinaire
Silαs wrote:

Which community are we currently dealing with? I don't see where we decided between Purt and Acorn's Rest.

Please specify this. Then I should be able to update tonight.


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

I had assumed Acorn as it is closer and the moat concealed.


Mummy's Mask Campaign slides | Storyteller extraordinaire
Clayton Stenos wrote:
I had assumed Acorn as it is closer and the moat concealed.

Given that Acorn’s Rest is a druid community, leaving the woodsy types behind seems a bit counter intuitive, as they would be most likely to blend in. Elduin would definitly be known and accepted in that community.

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