Bullseye

A Fistful of Koban's page

167 posts. Alias of Pixel Cube.


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Sorrounded by armed and dangerous people and with his leg hurting for a bullet, the man drops the shotgun and reaches for the sky. Alright, alright, just, don't kill me, ok? There is a path leading downwards the Canyon, through that opening in the rocky wall. You will find Slate and the rest down there. He then slowly backs up towards the pathway you came in, with a worried look on his face as he moves close to the elven tribesmen.


Upon more careful examination, the rope reveals to be the trigger for some sort of trap, though you can't make out what would happen if it goes off.


There was another one left! It's a shotgun armed gunslinger, the one that Korren just hit. It's right in the middle of the campfire. Sorry if that wasn't clear

The man reloads the gun, but doesn't fire this time. What do you want!? What the f$** do you want?!!


No problem, during holidays I have much less free time too, go figure.


Needless to say, fear got the poor Pissbucket to his final demise. The lizard screams as the knife sticks into his back, and then drops to the ground, motionless.

It's very difficult to estimate the distance of the gunshots: the Whispering Canyons are famous for their constant winds that make almost impossible to discern from where a noise comes from. That said, the gunshots seem to be pretty distant: there are probably quite a lot of solid rock walls between you and there. And now there is someone yelling, too.

Thel, as you move inside one of the rocky openings of the canyon walls, towards the path that Pete pointed at, you can see something in the sand... Probably some sort of rope, though you can't see what it's attached to.


At the sight of Grymblade slitting Pete's throat, Pissbucket freaks out, at tries to burst the ropes that are holding him. 1d20 + 5 ⇒ (20) + 5 = 25.
He manages to snatch the bindings and, while screaming, tries to escape up the pathway, in the opposite direction of Slate's camp.
Everyone has a surprise round action, then it's initiative.


Judging by how easily you want to slit throats, I hardy believe that you care for the lives of the innocents, elf. Besides, I know no more than what I've already told you. I don't know where those shots came from either.

Meanwhile, another gunshot resonates in the night air.


Rolling concealment...
5d100 ⇒ (60, 97, 1, 43, 85) = 286

Shosuro, you see a man going out of the could, that receives an arrow in the knee from Katz-ne-ate. Your sword slash is enough to finish him.

Korren, despite the dust and the darkness, is able to make out a shadow within the camp area that is reloading a weapon, and hits him with a bullet. The man screams, and moments later another shot is being fired haphazardly at your general direction, missing you. You also see that the elven warriors are now charging at the camp, screaming about their enemies' demise in their native tongue.

Jin, a buckshot grazes you: the man with the gun is very close. Although you missed while he was reloading, your second attack literally decapitates him.
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (14) + 5 = 191d8 ⇒ 1 Jin take 1 point of damage

The dust finally settles.


Oh, shit... I knew this was going to happen... Pete gets up slowly, still dizzy for the sleep poison. Look, just let me go, alright? I'm just here for the money... Not unlike you. The camp's right there... he points at one of openings in the rocks. Follow the pathway, you can't miss it. Good luck with his men, there's 30 at least. He then looks around, seeing all the other guards dead. Poor sods, but I don't want to end like them. A revolution's just not worth it.

All of a sudden, everyone can hear a distant gushot, though you can't make out from where did it come from. Seconds later there's another one.


A bandit does come outside the cloud, and gets Katz's arrow right in the knee. The other two instead stay inside, waiting for it to settle. You can only hear the sound of firearms being reloaded.

Everyone post your next action, I'll take care of the order.


I'm having connection issues, sorry for the lack of posting. An upcoming major event will speed up posts for sure.


Dats right! Ask Pete! He knowss! Me knowss only 'bout these guards! says Pissbucket.
Meanwhile, Pete is slowly waking up. Wh-what? Ouch, my chest...


Connection issues, sorry about the late post.


Pissbucket kept his mouth shut for the whole duration of your ambush, but as Ember drags him down, near the fire, he starts hissing and biting the ropes. Lemme go now, pleasse! They gonna kill me if they saw! Me bring you here, now lemme go!

Thelnyss finds very few sets of footprints, mostly going from the camp to one of the openings in the sandstone walls.


Sorry, was very busy
Korren rides halfway down the path, overtaking the elven warriors.
Meanwhile, you can hear the guards stumbling to get outside the cloud of dust, and the cocking of a firearm. Then a powerful shot
Shosuro gets out of the way just as an handful of pellets flies past him: the attacker just didn't see him.
1d20 + 5 ⇒ (7) + 5 = 12

The axe guars tries to chop the head of the charging Jin, but misses. The samurai instead strikes true despite the darkness, killing him.
1d100 ⇒ 671d100 ⇒ 65
1d20 + 7 ⇒ (2) + 7 = 9

To clarify: everything inside the cloud has total concealment (50% miss chance) while outside it's just (20%), assuming nobody sets up a light source.

Katze is up.


Sorry for the delay, was really busy

Between Boss' blade and Mord's powerful kick, the guard drops on his knees and then ceases to move. Except for Pete, who is snoring, everyone on the site is dead.

A quick examination of the camp and the bodies reveals the following things:

2 banded mail armors
2 studded leather armors
2 masterwork longswords
1 fully loaded volcanic pistol (use the same stats of a revolver, but has a capacity of 10 rounds)
7 metal cartridges
an handful of rations

and a small barrel, about 2 feet long and 1 wide, which appears to be completely loaded with gunpowder.

Before you, the path interrupts, and there are several crevaces in the Canyons. Wind and dust pass through. The way to Slate's camp is probably one of these, but which one?


Grym's knife passes through the man's body as if he was made of butter, and the pointy end sticks from the other side. A desperate look appear on the guard's face.
You don't understand... he mumbles while spitting blood.
Boss is up.


Yep. A full attack actions need a full round action.
From outside the dust, that is slowly setting, you can hear a man screaming in pain, and more people coughing: the sleeping guards are now waking up and rising. Nobody ventures out of the dust so far.
1d20 + 6 ⇒ (7) + 6 = 131d20 + 6 ⇒ (1) + 6 = 71d20 + 6 ⇒ (8) + 6 = 14
Korren and Shosuro, you are up now. Korren is still pretty distant, and Shosuro is in the dust too. Korren, you notice that the Elven Warrior are slowly getting down the path.

Updated Initiative:
Katze-ne-ate
Guard 1
Guard 2
Korren
Axe Guard
Guard 3
Shosuro
Jin-Darus


Korren Blake wrote:
Do I hear the men making noise?

Yep.

Both guards are caught by surprise by Jin and Shosuro's attacks. The one with the axe survives Jin's arrow, but the same cannot be said for the other guard, that falls to the ground in a puddle of blood.

Meanwhile, Katze's escavation gambit works: the bullhorn disappears into the ground, and between the ground lowering and the dust rising, the campfire is soon swallowed too. Darkness falls in the area: you can only hear the sound of the remaining guards, coughing due to the dust. Shosuro, you are in this area too.

Guards' initiative 1d20 + 1 ⇒ (1) + 1 = 21d20 + 1 ⇒ (9) + 1 = 101d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (9) + 3 = 12

Initiative order
Katze-ne-ate
Guard 1
Guard 2
Axe Guard
Guard 3
Jin-Darus

Missing rolls: Shosuro, Korren


What footprints? These are just ours.

Yeah, right, maybe I'm just being paran- says Pete, but it's interrupted by Thelnyss arrow that gets him in the stomach. He makes a surprised face, and an instant later he falls face down in the sand. His hat goes into the fire, starting to burn. Fort Save 1d20 + 2 ⇒ (7) + 2 = 9

Meanwhile, Grym's sudden appearance and Boss'charge put the sleeping guards out of their misery.

The remaining guard, very confused, quickly unsheaths his sword, facing towards Boss and thus turning his back to Grymblade. Damn you! Initiative: 1d20 + 1 ⇒ (2) + 1 = 3

Initiative
Boss
Grym
Thel
Ember
Guard


The hammer is indeed an earthbreaker.
1d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (19) + 5 = 24

... the sphere is our chance for victory, and a bloodless one at that. Too many people have died already.

Whatever, I just my share, that's all says Pete. You don't need to convince... Hold on, whose footprints are these? Pete spotted Grymblade's tracks in the sand, but doesn't see him or the missing horn.

You all have the surprise round to act, then roll for Initiative in case you want to attack them.


1d20 + 7 ⇒ (16) + 7 = 23
There are 2 awake and 3 asleep. The two are armed with axes and swords, and wear mail armors, while the sleeping ones seems to be carrying firearms.

Who's there! Is that you Logan? says one while turning towards the place where Shosuro made some noise.

There is someone here... says the other one, while going for the the horn beside the fire.

Unless Shosuro wants to change his action, do your readied actions now, then roll for Initiative.


1d20 + 5 ⇒ (13) + 5 = 18
The horn is now inside Grymblade's bag, and nobody seemed to notice that. The two guards keep discussing.

Why do you joined him, anyway? You aren't in this for the money, I know that asks Pete to the man in armor.

You wouldn't understand it. Slate is not a bandit. He fights for a just cause, against an unfair king. And we might be this close to put an end to this sensless war.

Sounds to me that he just stepped on the wrong set of toes, and now is playing the "fighter of the freedom" role just to save his ass.

Why don't you tell that to his face? replies the other bluntly. I'd love to see that.

For what? You know you can't touch him now, not with that wierd sphere of his...

Grym, you are very close to them, no more than 15 ft, and just beside one of the sleeping men. The other one is on the opposite side of the camp fire.


1d20 + 5 ⇒ (12) + 5 = 17
You go ahead whispers Four Winds, as he and the other warriors crawl slowly down the path. You try to take them out without much havoc, and if necessary we will run down to kill them if they try to alert Slate.
While Korren stays behind to cover, the rest of the group is able to sneak down the path silently. Everyone can see five people sitting close to a campfire. Three of them are sleeping, while the other two, a man with a scale metal armor and sword and and another wielding a waraxe, are awake. They listlessly scan their surroundings, while talking with each other.

...five of them I tell you. They didn't come back. Either they betrayed the Chief, or got themselves killed, which is bad news anyway.

Bad news? Good riddance to bad rubbish, I say. We don't need more scumbags around. replies the other one.

We need more men. We are never going to be able to get the town by losing men at this rate. Chief should stop leaving them for dead in the desert.

We've been over this. That Jaxus killed three unarmed... wait, what was that?

While Katze and Jin were positioning themselves behind a group of rocks to the west of the fire, (Shosuro was ableo to flank the patrol on the opposite side), some rubble fell to the ground, and the armored man is looking that way. You are now circling them, just outside the light cast by the fire, at about 60 ft of distance. Between you and them, it's open ground.

@Katze: low light vision does apply to this case. If fact, you are also able to see that there is a large bull horn beside the fire, and a small barrel with a red X painted over it.

State your actions. You are in a circle, at 60 ft from them, while Korren is still on the path at 200 ft. The Awakened Moon tribes men are halway between you and Korren.


1d20 + 5 ⇒ (10) + 5 = 15
While Ember and Pissbucket follow more slowly and not so silently, the rest of the group is able to sneak down the path unnoticed. Everyone except Ember is able to see four people sitting close to a campfire. Two of them are sleeping, while the other two, a short figure wearing a cowboy hat and a man with a scale metal armor and sword, are awake. The short one is cutting a piece of wood with a small knife while talking to the armored one.

...darned coyotes, that's what they are. I don't get why the chief would surround himself with thieves and bandits.

Oh, like you aren't one, right? replies the other one.

What! I take offense to that, did't they teach you manners in the Capital? Pete the Giant never killed or robbed anyone.

Sure, sure, so the Marshal is just put a bounty on you for what, your charming conversations?

That AND because of all the families I ruined. Married ladies just can't get enough of ol'Pete here.

Taking advantage of their distraction, Thel and Boss position themselves behind a group of rocks to the west of the fire, while Mord and Grym flank the patrol on the opposite side. You are now circling them, just outside the light cast by the fire, at about 60 ft of distance. Between you and them, it's open ground.

@Thelnyss: this isn't really desert terrain, but mountain terrain, so the bonuses can't apply while you are in this part of the canyon.

Grymblade:
The lizard looked scared by your menace, maybe TOO scared. You suspect that he might flee at the first opportunity.
You also notice, while approaching the patrol, that there is a large bull horn beside the fire, and a small barrel with a red X painted over it.

State your actions. You are in a circle, at 60 ft from them, while Ember is still on the path at 120 ft.


Katze-ne-ate:
You have seen similar warpaint on someone at the Elven Mission back in town. He was on a member of the Awakened Moon Clan too, and you also remember talking to him about their tribe. These elves are ruthless in battle, and, more importantly, not entirely humanoid. It is said that they commute with the Spirit so much, that they can actually turn into animal as well.

Good. Then we must go. May the Moon bless our path. As you start riding towards the Whispering Canyons after your brief rest, the elves follow you at short distance on their own feet. You see that the run much, much faster than the average person, and don't seem to be tired as much as you would expect. You also all notice that they look much more feral now, almost as if they were slowly losing their fair elven features.

It's 3 hours before dawn when you arrive at the Canyons. The half moon illuminates massive walls of sandstone, eroded by millennia of constant winds that blow on the area. The wind passes through clefts and cracks, creating eerie sounds. The desert elves use to say that it's the spirits of the dead that whisper, and certainly the Canyons have seen many deaths.

This way says Four Winds in a very low voice. You should leave your horses here, they won't be of any use where we're going.
He then starts to lead you towards a crevice to the West of the Canyon, and then down a rocky pathway that descends towards the bottom of the canyon. Suddenly he stops, sniffing the air, and whispers Someone's aheadpointing at a place where the pathway makes a curve. You can see a distant fire in that direction, at about 200 ft.

Do a Perception check, and Stealth if you want to approach unnoticed.


The night falls on the desert, and you keep riding towards the Whispering Canyons. It's 3 hours before dawn when you arrive there. The half moon illuminates massive walls of sandstone, eroded by millennia of constant winds that blow on the area. The wind passes through clefts and cracks, creating eerie sounds. The desert elves say that it's the spirits of the dead that whisper, and certainly the Canyons have seen many deaths.

Thiss way says Pissbucket in a very low voice and getting off his mount. We need leave horse now. They ain't good on rocks.
He then starts to lead you towards a crevice to the East of the Canyon, and then down a rocky pathway that descends towards the bottom of the canyon. Suddenly he stops, and whispers Firsst patrol there pointing at a place where the pathway makes a curve. You can see a distant fire in that direction, at about 200 ft.

Do a Perception check, and Stealth if you want to approach unnoticed.


Sorry I forgot

Good. Then we walk the earth tonight. We will need just a few moments to rest, then we can attack their first patrol, the one on the east side of the Canyons. Four Winds pulls out an handful of bright yellow sand from his purse, and starts to put it on his companions' faces.

Knowledge (local or nature) check everyone please, also I still need a confirmation from another player before going to the camp.


Jade is in mines. Sslate wants Jade too.
Is anybody still there? Is everyone ok to move things on?


Korren Blake wrote:
I simply sit and watch the conversation.

They are also speaking in common, so you pretty much know what they are saying.

Waiting for at least another player to confirm the above decision.


Good. The visions can show you what's about to happen, but only by accepting the Spirit you can commute with the flow of things. says Four Winds. We can keep on resting, or try to reach the Canyons before dawn. We warriors are not tired, and can run fast. What do you say, travellers?


Embrianna presses the barrel of his rifle to Jarrus'temple. May ye all rot in Hell, cowards, he utters, but you can catch a glimpse of terror in his eyes moments before Embrianna pulls the trigger and splatters his brain on the dust. The vultures are startled by the shot, and bandit's head ceases to move. The puddle of blood is quickly absorbed by the thirsty sand.

The sun is setting on the Salt Flats.

You can either camp now, or explore the nearby mines. If you want to proceed to the Canyons instead or do something else entirely just tell me. Also, Happy Thanksgiving to whoever's American.


The elven warriors light up a fire and prepare food for everyone. The warriors greet everyone of you personally, and introduce themselves in akwardly spoken Common if you don't know elven. Their names are Four Winds (the leader), Fang of the Fox, Red Vulture, Radiant Raimbow and Summer Blossom (the only female of the group).
Our people is slowly disappearing. We know that the Awakened Moon tribe will soon be forgotten by this land, but we won't allowed to be humiliated by bandits and evil people. This is why we want to get our revenge on Slate.

Nothing is in sight, and the night slowly falls on the desert. The food is delicious and plenty. The warriors don't eat much, and seem to be very focused on what's about to happen. While you are eating, the leader traces lines on the sand, drawing a rough map of the Whispering Canyon zone. The easiest way to go there is through this opening here, halway through the main canyon. We know that Slate has at least one group patrolling the area. If we want our attack to be successful, we must get rid of them first.

SOUNDTRACK

While Four Winds draws the map, two warriors start beating on their small drums and begin to dance a propitiatory dance. Soon enough, Radiant Rainbow pulls out a pipe from his pouch, and after puffing for a while, he passes it to the person to his left, and eventually the pipe comes to you. This is the Herb of the Spirit. It will show you what's whitin. It's good to know more about yourself before going into battle.

Everyone who wants to smoke, RP a vision of your choice. If you want to know more about the Herb or the Awakened Moon tribe, do a Knowledge (local or nature) check.


Jerras looks at Pissbucket. That smelly thing over there? That's your guide? Good luck with that! 've seen him at the camp once, and I bet he couldn't find his own tail in broad daylight. If ye want to sneak into Slate's tent, I'm your man.

Then he replies to Grymblade and Embrianna. You ain't hanging no body. If you want me dead, then kill me now and be done with it, you bunch of cowards. Because if you bring me behind bars and I escape, something I did before, I'll make sure I pay a nice visit to each and every one of you.

Unless you really want a guide that doesn't alert everyone in miles with that smell. Whaddya say?

Thelnyss: the Undeath Vultures have been roaming this desert for centuries, and the one that flew was just scared of the noises of your horses.


We will gladly share a fire and some fresh food with you, shaman he says the one in the middle, showing a dead sand rabbit on his back. The night is not for travel, but for battle and contemplation. The others start to set up a camp fire.

The youngest warrior, a tall and slender elf with dark skin carrying a short spear, answers to Jin-Darus.
Good thing you met us then, your encounter is already favoured by the spirits. Slate has done many harm to our tribe, though he didn't attack our camp, he stole food and supplies from us, and many warriors tried in vain to stop him. Talking Bones said that we must wait for better times, but we want to stop Slate once and for all, that's why we are going to his camp too. We can show you were it is. We saw two groups of riders on our way, but we don't know where they were going.

Then the oldest one, obviously the leader, speaks again.
Normally we wouldn't desrepect an order from our shaman. But the Moon is forgiving and the spirits of our deads claim for vengeance. Shall you join us on our way to the Whispering Canyons?


The man looks at all of you with a very stern gaze. Shit. Bounty hunters, aren't you? Trust my wrinky ass to be saved by a bunch of marshall wannabes. He then replies to your questions.

To Thelnyss: Slate, that ol'bastard, put me in this cozy hole, may he rot in hell. We assaulted this goddamned caravan and I figure out: heck, might as well get rid of those merchants too. But he said no, we don't kill civilians. Civilians! You should have seen him, acting like a goddamn general, just because of that blasted sphere of his and all that mambo-jumbo. So he put me here to punish me, and told the others to watch and learn that he don't want his men to kill civilians. That f**&er left me here to rot, one straight day watchin' the Vultures turn the merchants into bloody walking dead, with nothing to do until they started to crawl here to eat my own face. That's when I saw you comin'.

To Grymblade: I can help you alright, just get me some water, an horse and I'll bring to Slate's camp.

To Embriana: What the f*~! is your problem, lady. I ain't going to no jail. You might as well let me die here, cause I'm not gonna get myself killed by ropes and lawyers. The only trial I know is the trial by gun, so you either give me one now or bugger off somewhere else. He spits to the ground near him. Dunno why you know my name, but if you're looking for a knife-trowing man, that backstabbing scumbag killed one of my men and disfigured my idiot brother before giving me the courtesy to die. A courtesy I would be happy to receive from you as well.


Sorry, was out of town for the weekend
SOUNDTRACK
The group proceeds through the desert at a good pace. You don't encounter anything else along your way, apart from a distant wagon you see going towards the town at noon.

Shortly thereafter, you reach the Choke Hills, one of the few lankmarks in the whole Flats: a zone of rocky mounds and hills with sporadic shrubs and small trees. The zone is famous for two things: there are a few ponds of muds here that survive despite the insanely hot weather, and many bandits choose to hide the bodies of their victims in the aforementioned ponds, ence the name Choke Hills. Here, among the shrubs, Katz-ne-ate notices erratic horse and boot tracks, among with a few small puddles of already dried blood and a long trail in the sand. A fight took place here: the few empty firearm cartridges you find on the ground are still warm, so it didn't happened a long time ago. Traces of a small wagon, that headed West on your way, suddenly stop and head back.
Something definitely happened here, but there are no bodies around.

At about sundown, you are about to reach the Jade Mines, the middle point between the town and the Canyons, when suddenly you see 5 figures in the distance. They are on foot, and look like members of an elven tribe of the desert. They don't attack you, and instead come close to you without showing any sign of belligerance. Once you reach them, you recognize them as members of the Awakened Moon tribe. They put their hands in the air to make sure they see they don't carry any weapon, and address Katz in elven (though anyone who has the language understands).
Greetings, shaman brother. We mean no harm. May the moon bless your nights and protect your kin.


Sorry, was out of town for the weekend. I'm gonna consider the roll as an 18 anyway, to speed things up a bit.

Mord's kick bashes the undead's skull, and the thing drops to the ground without a sound. There isn't anything else moving, and the vultures are high in the sky, but still circling around the place.
As you get closer to the ruins of the cart, you can see something in the sand right in the middle of it. It's an human head, and he's addressing you: Took you long enuff'! Now get me the hell out o' here!. The man has a dark tanned skin and he's covered in dust: he has been buried shoulder deep in the ground, and left there.

Embrianna:
He may be uglier than before, but you would recognize that face everywere: it's Jerras Blackstone, the man who killed your husband.


The body is very light, due to all the water that he lost. Putting it on the back of one of your horses won't slow him down that much.
Alissera, you examine the body and are able to determine that he's not an undead that you know of.


Close, we are. In deep of the night we be there says Pissbucket, that seems to be riding at your speed despite the tied hands.

There are no obstacles of any kind between you and the undeads, but two of them instantly fall to the ground and cease to move due to your arrows and bullets. The third one keeps going, and as you close up you can see his lifeless eyes glancing at you. You can also hear the cries for help more distinctively. Help! Come on, dammit! Get me out of here!


Sorry, I missed your check above.

Vultures:
Those are the Undeath Vultures, a species of foul, rotting flying carcasses that eat other carcasses as well. And the half consumed carcasses they touch rise up as undead as well. Their presence is considered a very bad omen by the Elven tribes.

Thel can clearly see that the men approaching are most definitely not alive anymore. They creep towards you, slowly and growling.

But Thel also notices something else.

Spoiler:
You can also hear someone calling for help. It's a human voice, but you can't see where it comes from, you just realize it must be in the general vicinity of the wagon.


As you reach your destination, you can see what appears to be the remains of a wrecked caravan wagon. The thing was set on fire and there are no horses. There are large vultures in the air, and one of them flies away when it sees you coming. Knowledge (Nature) checks DC 20, please.
You also see three human figures slowly staggering towards your direction. A Perception check too, meanwhile state your actions.


Korren and Jin don't remember anyone called Damien during their stay at Hangman's Noose, but they do remember something very well they learned when you accepted the mission: that Slate was once a noble himself, and a rebellious one at it, and the King himself is paying for the bounty on his head.

Adder and Farda are both small town, close to the Valderran capital, which is very far from here. 12/82 is most definitely a date, referring to about 1 year ago, around the time the rebellion started to be noticed. The dates go on like this on the book till the last page, where the most recent date is 3 months ago.

I'll advance the game once you decide how to dispose of the corpse.


Both the sword and the brooch are revealed to be magical upon a quick inspection I'm using one of Alissera's rolls as a Spellcraft check. The sword's properties are quite rare: it is a +1 allying sword. The brooch is a brooch of shielding, and the symbols on it belong to the Leveroin, a noble family of the Reign of Valderran, which is the reign Hangman's Noose is part of too.

There are also a potion of cure moderate wounds and a potion of barkskin +2.

Getting the book out of the corpe's hands is more difficult than you tought it would be, since it's holding it very tight, but you eventually manage it.

Inside, its pages and pages of numbers and notes, with very few phrases written in discolored ink. Phrases like "1000 g to D", "out of Adder (a Valderran city) by 12/82", "43 losses in F". By the looks of it it's not exactly a code, but rather notes written in a very sketchy manner.

There are also two short letters held inside the book. One of them is half burned, so you can only read the first part.

Dear Damien,
everything is settled. The defeat of our contingency in Farda gave us enough distraction to gather things up in Adder. We currenly have about 100 swords on our side, and Adrian will provide...

The other one looks more recent and goes like this:

Dear Damien,
my greatest respect for what you are doing for the cause. I'm glad that you decided to join us here. The desert is an harsh place, but it will be perfect for our plans here. The town is of the utmost strategical significance to the reign, so it's almost unbelievable how that crowned bastard isn't protecting it with his army. Unbelievable, but very lucky for us: the town will be an easy prey, and they won't ignore us anymore after that. I am gathering my own personal army here, and doing small hit and run attacks and raids to get enough weapons and supplies. I have about 30 men on my command, and more will follow surely. It's mostly outlaws and gallows birds, but that will do for now. My most loyals are still with me, so don't worry for my life. I just have to figure out how to organize a direct strike on the town, then everything will go according to our plans. It won't be easy, but I won't back down now. I am glad that more friends like you decided to put their lives at stake for the true realm. Hoping to see you soon.

For the Cause,
S.


Mordechai: Sanzu will take care of that. Before departing he said: I'll go to Castle, and tell him to prepare some sort of defense. If by tomorrow night you're not back, we'll get properly worried. Until then, good luck.

Embrianna: your thinkering with the gun while riding produces no results so far, but perhaps you will be able to make it work once you rest for the evening. Also, any gunslinger with the Quick Clear deed can spend a grit point to remove the broken condition from it, so maybe you can hand it over to one of you mates.

By the way, how have you split the loot up? Please update your character sheets, and don't forget the object that Sanzu gave you.

Pretty much anyone sees the mines nearby, but only Mordechai and Thelnyss notice that past the mines, at about half a mile away from the path to the Canyon, there are large birds flying in a circle...


Shosuro climbs down the tunnel. It is solid, with just a little sand falling as he goes down. There is a strong odour here, probably the one of the snake. On the bottom the nija finds a golden brooch with a symbol on it. The boot, instead, is still attached to the corpse of his former owner: it's deeply buried in the sand, but with the help of the rope and Jin's horse, both Shosuro and the corpse are dragged outside.

The corpse is almost mummified by the heat and the dryness of the enviroment, but doesn't look like he's dead from too long. It a man, dressed in fine dark red clothes now ruined by the sand. His eyes are now two empty sockets and his skin is grey and wrinkled. It has a finely crafted longsword on his belt, and a pouch with 2 colored flasks inside. But what gets your attention the most is the fact that he's still holding a small book with a red cover very tightly on his chest.

To recap, you find the following:
a finely crafted longsword
2 potions (Craft Alchemy to identify)
a golden brooch (Knowledge: Hystory or Nobility to identify the symbol)
a small book with a red cover still in the corpse's grasp.


Looks like the majority wants to go to Slate now. I'll move things accordingly but please give a confirmation for this

SOUNDTRACK
Sanzu takes care of the prisoners, and uses the wagon to bring them back to town. Whit the fresh horses of Waxton's band, you are able to press foward to the West much faster than before. Pissbucket rides with you, a bit akwardly since he's still tied up. He mumbles incomprehensible things in his native language, but other than that isn't doing anything suspicious.

You ride fast, and by the late afternoon, just before the sun is starting to set, you pass the Jade Mines, headed to the Canyons.

Perception checks please. Also, bigger update coming later, once you confirm that you're going for Slate.


The stuff is half buried, so there's quite a lot of sand to move. Jin's horse would accomplish this, but one of you still needs to go down to actually tie the rope to the stuff.


It is high noon, so the sun is directly above you. This makes Jin able to spot something on the bottom on the hole: it looks like a boot, half buried in the sand, and there is something shiny down there too...
If anyone wants to go down, it's a Climb DC 15 without a rope, 10 with a rope, and a Str check DC 15 to drag the things up (more people can pull and give the aid bonus). The hole's too narrow for more than one people.


The viper is still trying to figure out what attackers are real or not, when Katz-ne-ate starts speaking to it in a sibilant tongue. The snake can feel the desert's druid spirit commuting with its soul, advising it to get away fast if it wants to live another day. And the snake listens. It dashes away, very fast, but not before Jin's katanas plunges deeply into its scaly skin. The viper leaves a long trail of blood, and at about 100 ft away, it disappears in the sand.

You all notice a 5 ft wide hole in the sand, probably the snake's hideout. It looks pretty deep, but solid enough to be climbed down with the help of a rope.

We are out of initiatite, glad to see Kyto and Alissera back.

Full Name

Alexa Grunwald

Race

Human (Varisian(Ustalav))

Classes/Levels

Druid(Menhir Savant)/4 - Monk/1 HP: 33/36; AC16, T15, FF15; F+7,R+5,W+11; Per +13; Init +3

Gender

Female

Size

M - 5' 3", 110lbs

Age

23

Alignment

NG

Deity

Green Faith

Location

Ustalav

Languages

Common(Taldan), Druidic

Occupation

Druid - Wanderer

Homepage URL

Experience: 15601/23000

Strength 14
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 20
Charisma 8

About Alexa Grunwald

___________________________________________________________
Offense:
___________________________________________________________
+3 Initiative (+1 Dex, +2 Trait)
+3 BAB

+5 CMB (+3 BAB, +2 Str)
+21 CMD (+3 BAB, +2 Str, +5 Wis, +1 Dex, +10)
+2 Trip/Grapple (Improved Trip, Improved Grapple)

+5 Club [(+3 BAB, +2 Str) Damage: 1d6+2 (+2 Str)]
+4 Sling [(+3 BAB, +1 Dex) Damage: 1d4+2 (Range 50') ]
+5 Sickle[(+3 BAB, +2 Str) Damage: 1d6+2 (+2 Str)] (20x2)

+5 Unarmed Strike[(+3 BAB, +2 Str) Damage: 1d6+2 (+2 Str)] (20x2)
+4/+4 FoB [(+4 BAB, +2 Str, -2 FoB) Damage: 1d6+2 (+2 Str)] (20x2)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 33

Max hp: 36 (+8,+5,+5,+5+5; +5 Con; +3 FC)
AC 16 [+1 Dex, +5 Wisdom, +10]
Flatfoot AC 15 [+5 Wisdom, +10]
Touch AC 16 [+1 Dex, +5 Wisdom]

+7 Fort (+6 base, +1 Con) (+4 Druid, +2 Monk)
+5 Ref (+3 base, +1 Dex, +1 Trait) (+1 Druid, +2 Monk)
+11 Will (+6 base, +5 Wis) (+4 Druid, +2 Monk)

Special Abilities:
Spirit Sense - Sense undead; fey; outsiders; and astral, ethereal, or incorporeal - similar to Detect Undead Spell

Place Magic - 8/8 --> +1 CL for 1 round, free action
Wild Shape - 1/1
Stunning Fist - 2/2
Flurry of Blows

Spells Memorized:

0th Level
Detect Magic
Guidance
Light
Purefy Food and Drink

1st Level
*1st—hunter’s howl[APG]
Shillelagh
Cure Light Wounds
Goodberry
Produce Flame
-open slot-

2nd Level
*2nd—bloodhound[APG]
Stone Call
Flaming Sphere
Bull's Strength

Skills:
+8 Acrobatics (+1 Dex, Ranks 4, Class Skill +3)
+0 Appraise (+0 Int, Ranks 0)
-1 Bluff (-1 Cha, Ranks 0)
+6 Climb (+2 Str, Ranks 1, Class Skill +3)
+* Craft() (+0 Int, Ranks 0, Class Skill +3)
-1 Diplomacy (-1 Cha, Ranks 0)
+* Disable Device (+1 Dex, Ranks 0)
-1 Disguise (-1 Cha, Ranks 0)
+5 Escape Artist (+1 Dex, Ranks 1, Class Skill +3)
+* Fly (+1 Dex, Ranks 0, Class Skill +3)
+4 Handle Animal (-1 Cha, Ranks 2, Class Skill +3)
+10 Heal (+5 Wis, Ranks 2, Class Skill +3)
-1 Intimidate (-1 Cha, Ranks 0, Class Skill +3)
+* Knowledge, Arcana (Int +0, Ranks 0)
+* Knowledge, Dungeoneering (Int +0, Ranks 0)
+* Knowledge, Engineering (Int +0, Ranks 0)
+4 Knowledge, Geography (Int +0, Ranks 1, Class Skill +3)
+4 Knowledge, History (Int +0, Ranks 1, Class Skill +3)
+* Knowledge, Local (Int +0, Ranks 0)
+4 Knowledge, Nature (Int +0, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +0, Ranks 0)
+* Knowledge, Planes (Int +0, Ranks 0)
+4 Knowledge, Religion (Int +0, Ranks 1, Class Skill +3)
+* Linguistics (Int +0, Ranks 0)
+13 Perception (+5 Wis, Ranks 5, Class Skill +3)
-1 Perform (-1 Cha, Ranks 0, Class Skill +3)
+* Profession (+5 Wis, Ranks 0, Class Skill +3)
+5 Ride (+1 Dex, Ranks 1, Class Skill +3)
+9 Sense Motive (+5 Wis, Ranks 1, Class Skill +3)
+* Slight of Hand (+1 Dex, Ranks 0)
+5 Spellcraft (+0 Int, Ranks 2, Class Skill +3)
+7 Stealth (+1 Dex, Ranks 3, Class Skill +3)
+11 Survival (+5 Wis, Ranks 3, Class Skill +3)
+6 Swim (+2 Str, Ranks 1, Class Skill +3)
+* Use Magic Device (Cha -1, Ranks 0)

Each level skill points gained = 5+FC (+4 Druid/Monk, +0 Int +1 Race +1 FC

Traits:
• Chance Savior (+2 Initiative)
• Deft Dodger (+1 Reflex Saves)

Feats:

Spell Focus(conjuration) (Level 1)
Augment Summoning (Level 1 Human Bonus)
Power Attack (Level 3)
Improved Unarmed Attack (Monk Bonus)
Stunning Fist (Monk Bonus)
Improved Trip (Wolf Domain Bonus)
Improved Grapple (Level 1 Monk Bonus)
Natural Spell (Level 5)

Racial:

+2 Wis
Medium
Speed - 30 feet

Favored Class:

Favored Class: Druid
Lvl 1 (Skill +1)
Lvl 2 (HP +1)
Lvl 3 (HP +1)
Lvl 4 (HP +1)
Lvl 4 () - Monk Level

Level 4 - +1 Wis

Druid:

Spells per Day
0th level - 4
1st level - 5+1
2nd level - 3+1
3rd level - 0

Domain - Wolf Domain
Eagle Domain
Your spirit soars with the mightiest and noblest of all winged creatures.

Granted Powers:

Improved Trip: You gain Improved Trip as a bonus feat.

Pack Tactics (Ex): At 8th level, as a free action on your turn, you can designate an adjacent square; your attacks are treated as coming from that square for the purposes of determining whether or not you are flanking (this applies even if that square is occupied by an object or creature). This ends at the start of your next turn or if you move. If you are flanking a creature without using this ability, you may add your Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells:
1st—hunter’s howl[APG]
2nd—bloodhound[APG],
3rd—aspect of the wolf [APG]
4th—strong jaw[APG]
5th—tireless pursuers[APG]
6th—find the path
7th—animal shapes (canines only)
8th—phantasmal revenge[APG]
9th—freedom

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor.

Spontaneous Casting:
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Bonus Languages:
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex):
Domain --> Wolf Domain

Spirit Sense (Sp)
At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.
This ability replaces nature sense and wild empathy.

Place Magic (Su)
At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. This ability replaces woodland stride and trackless step.

Resist Nature’s Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su):
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.

Venom Immunity (Ex)
At 9th level, a druid gains immunity to all poisons.

Walk the Lines (Su)
At 9th level, a menhir savant can use her connection to ley lines to cast transport via plants a number of times per day equal to her Wisdom bonus.

Empty Body (Su)
At 13th level, a menhir savant can become ethereal as a standard action, as if using ethereal jaunt. She can remain ethereal for a number of rounds per day equal to her druid level. These rounds do not need to be consecutive.
This ability replaces a thousand faces.

Timeless Body (Ex):
After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Monk:

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

Evasion (Ex)
--> at level 2 if I take it

Former Familiar - Spark --> now a pet and friend:

Spark - Snowy Owl

Starting Statistics
N Tiny animal
Init +3; Senses low-light vision; Perception +10

DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 Natural Armor[familiar bonus])
hp 4 (1d8)(half master's hp rounded down)
Fort +2, Ref +5, Will +2

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

Familiar Abilities:
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
Club, 3lbs
Sling - 0 lbs.
80 Bullets - 8 lbs. (1lb/10)

Slippers of Feather Step

Potion of CLW x2 (CL1)
Potion of CMW x2
Potion of Lessor Restoration
Vial of Holy Water x1

11 lbs

In Backpack

Backpack, 2 lbs
Oil, Flask x4, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Lantern, Bulleseye 3 lbs.
Waterskin x3, 12 lbs
Sack
Sunrod x3
Torch x5
Tindertwig

23 lbs

Belt Pouch

Chalk, 3 pieces
100 p.p.
1751 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Weight: 11 + 11(Backpack) + 12(waterskins) lbs = 34 lbs.

Light Load: x < 58 lbs.
Medium Load: 59 < x < 116 lbs.
Heavy Load: 117 < x < 175 lbs

Motivations:

Personal Motivations: Born but a few days walk from Ravengro, Alexa grew up knowing the fear of the undead. When her power to sense the undead appeared, she all but fled in fear. After several years learning of her druidic abilities, she came to Ravengro to honor the man she had saved many years before, but who had also saved her with his kindness and knowledge. Alexa is now driven to cleanse the land of the taint of undeath. Both as revenge for the murder of the Professor as well as the hope that she will not have to ever sense undead again. Undeath is unnatural and must be eliminated is Alexa’s motto.

Interpersonal Group Motivations: While she has been a loner for years and would not fit with any but the most rustic of social situations, even Ravengro is more cultured than Alexa, she understands that her more travelled and learned companions must take the lead when dealing with others. Alexa uses her almost preternatural ability to see that which would be hidden to most, and to read the facial expressions and reactions of others while her companions lead any discussions. When out, she is the scout both in human and animal form. Although not the stealthiest, she is able to generally remain unseen in nature and keep her companions from stumbling into danger.

Alexa will stay in front of her less martial companions and attempt to assure that those who attack the party are unable to harm her friends. Whether it is using enchanted weapons, her fists, or the claws and teeth of her various animal forms, she will hold the line and give her companions as much time as possible to use their abilities to defeat enemies, or escape, as the need may be.

Campaign Motivations: Alexa’s goal is not to be the Grand Druid of Ustalav, but she intends to work to protect nature by destroying that which is unnatural, particularly undeath. Although not being comfortable in civilization, she intends to follow the trail of those who created the undead in Ravengro, wherever it may lead.

Instincts:

Always - seeks to use her ability to detect undead to determine where the unnatural spawn of dark energy and magic are hidden.

Always - scouts ahead of her companions to find traps or hidden enemies.

Always - allows her companions to lead discussions. She will speak when needed, but rarely if ever will initiate discussions.

Always - seems to be covered in dirt and twigs. It is as though the parts of plants are literally growing from her hair and clothes.

Always - watches those being spoken to by her companions to assure that they are honest and not showing ulterior motives.

Appearance:

To say that Alexa is a little unkept is an understatement. While she grew up in a village and does bathe from time to time. However, when one lives in the woods, one finds that the need for cleanliness is less than overwhelming. What you first notice about her is the large snowy owl perched upon her shoulder, its eyes always scanning and watching. As for Alexa, she is short and wiry with curly brown hair. Her clothing is principally made from the hides of animals and she carries a staff and sling.

Background:

Being born in Ustalav is never easy. And this is even more difficult when one is born into a small farming community not much more than a stones throw north of the horrific Gallowspire. While Canterwall has a much more progressive government than most of the southern and eastern counties of Ustalav, the fact that the resting place of the Whispering Tyrant is but a few leagues to the south causes continuous unease and concern.
This is the world into which Alexa Waldgrun was born. Born in the small village of Scheidweiler, Alexa learned about farming at an early age, and if she had been like most other young village girls, she would have married one of the boys from her village or a neighboring village and already had a family by now. But, this was not to be the fortune for Alexa. Instead, at the age of 14, she, rather than beginning to see boys, instead began to see spirits and evil. First it was simply detecting the presence of a mischievous gremlin. Then later, it was a feeling of being watched by something unseen.

While Alexa was uncomfortable about these feelings, she did not think much of them and continued to help her family on its farm, raising animals and tending the crops. However, about a year later, she awoke one night and felt an overwhelming presence of something evil, something undead. Now, undead are not unheard of or uncommon in southern Canterwall due to its close proximity to the resting place of the Whispering Tyrant, and the county always has a small garrison of five or six soldiers stationed in Scheidweiler in case some undead crosses the border and makes to attack the town. Sensing this presence, she ran to her parents room and awoke her father. He quickly grabbed his leather armor and sword and left the home with Alexa close behind, sling in hand.

Outside, the animals were making noises of fear and pain. Rushing to the barn, they found a ghoul which had killed and was in the process of consuming a sheep. She could see the fear in her father’s eyes as he raised his sword. So, as she had done in the past to scare off wolves and other living predators, She grabbed a stone, placed it into her sling and began to swing it about her head. As she did so, she whispered a prayer to the Green Spirits to guide her shot and protect her herd and family. As she did so, she felt a power flow from her to the stone which she launched striking the ghoul between the eyes. In what she and her father could only describe as a miracle, the small stone not only hit the ghoul, but crushed its skull so that it fell to the ground truly dead before it had a chance to even step toward her father.

Upon examining the corpse of the ghoul, it was apparent that some magical power had assisted her. What this power was, neither she nor her father had any idea. With the help of the guardsman who had heard an initial yell when the ghoul was spotted, they moved the ghoul and dead sheep out of the pen and then immediately burned both as was common when undead attacked. One never knows when the monster might rise again and there are more than a few stories of undead sheep, cattle and pigs attacking their owners after being killed by a ghoul.

The next day, Alexa and her father went to the local priest of Pharasma regarding the incident. While the priest had no idea what had occurred, he felt that the stone had possibly been imbued with some type of druidic magic. However, when Alexa told him that she had sensed the ghoul outside before she ever saw it, the priest became very concerned. Living in the shadow of the crypt of the most powerful undead lord in history causes many strange powers to affect people, and few of these are good. The priest told her that he would send word to the temple in Tamrivena.

Alexa never found out whether the priest sent word to Tamrivena or whether the temple responded. For two days later, when she awoke the majority of the village, most of whom she had known her whole life, were standing outside speaking with her father. Some held pitchforks, others old swords or other weapons. In a small village, word spreads fast, even if it is only told to a priest in confidence. However they learned, the xenophobic population of Scheidweiler had reached the conclusion that she was somehow connected or cursed with some undead powers. After a few more minutes, her father convinced the group to disburse, but Alexa knew that her life was about to change. That she would no longer be able to call Scheidweiler home.

The next day, after gathering her few belongings, she said goodbye to her parents and a few friends, and bid the village farewell. First she travelled north to Tamrivena, not knowing where to go in the dangerous and uncertain Ustalav wilds. She found a job as a barmaid and for two years until the age of seventeen, she remained in Tamrivena serving drinks and food to the few who passed through. But always she felt a longing, a need to return to the wild, to the plains and the forests where she had grown up. A need to spread her wings so to speak.

As her 18th birthday approached, Alexa realized that she needed to move on. Her father and mother visited her on her 18th birthday, having made the trip north to Tamrivena to sell the young lambs and to trade for necessary goods for the upcoming winter. After celebrating her birthday, Alexa told them that she needed to leave. She told them that she had been reading and studying and had found that an elderly druid lived several miles to the southeast in the forest. As her powers had continued to grow so that she could perform several magical tricks such as making her sling bullets much more powerful and being able to heal minor wounds, she was certain that she was infused with some type of druidic magic. So, she gave her parents a big hug and kiss and watched as they took to the road back south to Scheidweiler.

Alexa thanked the owner of the tavern for giving her a job and a place to sleep for the past several years, and then left Tamrivena heading southeast in search of the druid. After searching for a day, she finally found his home in a group of gnarly pine trees which twisted around one another to form a waterproof roof. To say that the druid was surprised to see her is an understatement as few other than skilled rangers and hunters wander the wilds of Ustalav alone. With a warm smile, she introduced herself and told him that she believed she had been touched by the Green Faith and wished to learn more about nature, the wild and the druidic way. The elderly druid gruffly welcomed her. He said that he rarely had any contact with humans or any other civilized people any more, preferring to live out his years carefully tending the forest to keep out the evil that continuously sought to infest the land from Belkzen and undead still abounding from the curse that was the Whispering Tyrant. He said that he would help her, but that being a druid was about learning the land, not reading books like wizards and other adventurous professions. Finally, he told her that she could spend a few days with him, but she would have to make her own home if she wished to stay as he was not interested in having a roommate.

Over the next two years, Alexa wandered the woods and plains of Canterwall. She learned about the animals and plants that existed there as well as many others from other places. She also learned that while she was a druid, her powers were rather unusual, likely from growing up close to the evil of Virlych and the Gallowspire. Whereas most druids such as her mentor could move about the forest without leaving a trail and could speak and communicate with the animals, she could sense and see things that did not appear. She could sense fey and undead and other creatures not entirely of this world. While undead were not common in the woods, her ability to sense these creatures allowed her on many occasions while wandering the lands to hide and avoid even having to face the monsters. Or, to be prepared with her powerful sling bullets to surprise the creature if she felt she could defeat it.

During her 20th year, she was traveling on the main road heading south from Tamrivena toward Ustalav’s main city, Caliphas. As she began to pass through a small copse of trees, she sensed some undead ahead. Quickly she slid into the woods and hid from them. However, unlike most undead which move about without any care other than the destruction of life, these undead remained in the same spot for a number of minutes. Then, as she was about to further investigate, she heard the sounds of horses coming up the road behind her. She quickly moved back down the road away from the undead and then stepped out of the trees to warn the riders of what was ahead. The riders thanked her for her warning, but said that they were more than capable of withstanding a few zombies or skeletons which was the most common type of undead encountered in the area.

Although concerned, Alexa said ok, but warned them to be careful, especially since one was an elderly man. Alexa then watched as the group carefully rode forward. About 100 yards down the road, three ghouls led by a ghast suddenly leapt out of the trees and attacked the group. While two of the ghouls were quickly dispatched, one ghoul and the ghast managed to paralyze three of the four guards. Alexa watched as the last guard battled the final ghoul and the ghast approached the old man, tongue flicking in and out while its evil dead eyes and long claws opened and closed as though in anticipation of feeding on these kills.

Alexa had never faced undead of this power before, but she quickly pulled out her sling and spoke a prayer to the Green Faith asking for the power to defeat these monsters. She then swung the sling about her head and released the stone. As had happened many years earlier, the stone struck home hitting the ghast in the side of the head. However, unlike her first encounter many years earlier, the ghast did not die instantly, but rather turned its black eyes upon her, a look of undead hatred on its evil face. As the ghast approached, she loaded a second stone and once again spoke a prayer as she released the missile. As before, the stone struck home, this time felling the monster. Then, as she watched, the old man moved his hands and several missiles of light sprung out striking the lone remaining ghoul and bringing it to the ground.

As soon as the battle was over, she ran to the fallen guards and used her healing powers to revive them. As she was doing this, the elderly man dismounted from his horse with much more grace than would be expected from one of his age. He then bowed to her and said that he was indebted to her for life for the help she had given. He told her that his name was Professor Lorrimor and then he asked her to join them for dinner as they would be making camp but a few miles down the road. Alexa was hesitant, but accepted his offer. As they had dinner, he asked her how she knew these undead were there. She told him that she could sense undead, fey and many other creatures, some of which she could not even see. After listening for a period, he asked if there was anything else she could do, mentioning that he had seen the power her sling stones brought in killing the ghast. She told him that for several years she had been living as a druid slowly learning their ways, although she never felt like a true druid as she was unable to connect with the creatures of the wild as could her mentor and the few other druids she had met in her travels.

The Professor listened patiently and then sat back thinking, slowly stroking his chin while sipping on a cup of tea. Finally, after what seemed like an eternity he spoke and told her that he thought she might be a rather rare type of druid known as a Menhir Savant. That she was just as much a druid as any other druid, just with slightly different powers.

After spending the evening speaking with the learned Professor, Alexa awoke the next morning with a new prospective on life as a druid. She returned to her mentor, the old druid who still had not told her his name. In fact he claimed to have forgotten his name after so many years on the wild. She told him of her meeting with the Professor. When the old druid heard who she had met, his eyes lit up. He told her that he to had met the professor in the past when the professor came inquiring about several unusual plants and insects that only lived in the area. He told her that the Professor was one of the most educated men in Ustalav, if not the entire Inner Sea region, and that if he said she was a druid with slightly unusual powers, then it was likely so.

With her newfound energy, Alexa returned to living under the stars and learning about nature. A few days later, while she was cleaning the small dwelling she had built near the old druid’s home, she heard a pained hooting from nearby. After listening, she found an injured owl with one wing partially clipped. She quickly picked up the owl which simply looked at her with its big eyes. She brought it back to the old druid and he quickly showed her how to heal the majestic bird. Once the owl was healed, she released it and then headed home. However, when she got home, the owl was sitting above her door watching her with its big eyes. She scratched its neck and smiled as she thought, perhaps I am becoming a real druid and being able to communicate with the animals. When she awoke the next morning, the owl was still there, as it was the next day, and the day after than. Finally, she went and talked to the old druid and he told her that many druids gained animal companions, bears, eagles, hawks, panthers and more unusual animals depending on where the druid was from. He thought that this owl had adopted her and was her animal companion.

After meeting the Professor and gaining her companion which she named Spark because of the way the light sparkled off his large eyes, Alexa often thought about the Professor and what other knowledge he might have for her, but sadly never again met him so that slowly she thought of him less and less while her druidic abilities grew. Thus, it was with great amazement that she received a tattered letter requesting her presence at his funeral and for the reading of his will. Unfortunately the messenger had errantly been sent to find her in the Shutterwood to the north, and did not arrive until well after the funeral. This greatly saddened her as she did not even realize that the Professor lived but a few leagues to the west in the hamlet of Ravengro. Thus, she assembled a few belongings and together with her companion Spark headed west to pay her last respects to one of the kindest men she had ever met.