Brass Dragon

DM Ancient's page

405 posts. Alias of Zayne Iwatani.


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I would rather not re-hash the argument or try to paraphrase. It would be impossible for me to be unbiased. I think I have my answer though. Basically, everyone thinks differently. Everyone ascribes a certain level of importance to this "game" and no two people will be at the same level. Thus I shouldn't assume that anyone on the boards ascribes it same level of importance I do. There is variance above and below. Thanks guys.


CrystalSeas wrote:
DM Ancient wrote:
For me and most of my friends this is not the case. It has long since become something more than a game.
What elements make it 'more than a game'? How do you differentiate between a game and whatever this is for you?

S*@* I don't know. I just know it is. I think I am basically referring to how much time you spend thinking about the game outside of actually playing. I mean I have games like Warframe, Crackdown, and Call of Duty that I play for a while then set them down and don't think about them until I play them again. I like them for that mind numbing quality. Slay some monsters in a cool way, get lot, done. That's just a game.

I think about pathfinder almost constantly, or more specifically, the story telling elements. New character backgrounds, PC interactions, should I say this, do that, how would my character react to this situation? Mass Effect did the same thing. Even when I wasn't playing I was thinking about alternate character dialogue, alternate endings, the relationships, whole new scenes. That kind of thing I guess.

Do you have a definition? Cause that's the best I got.


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Recently I got into an argument with another player via PM and they said some some stuff that really stuck my craw. S/He said "It is a game." "It is not real." "Move on." I get that some people can think that way. And I know its fantasy and imagination. I just wasn't expecting that from a fairly active player. For me and most of my friends this is not the case. It has long since become something more than a game. I was wondering if others felt the same way or if we are outliers.


Well, I was in two recruitments when I had this thought and recently got into one of those games. It looks like I'll get in the other too. So while I see that there is interest at least, I won't be able to start an experiment at this time. I think two other games of mine are close to wrapping up. If that is the case I will get back to you all.

Thanks.


Ken Marable: I started with 5e and worked back to 3.5 then over to pathfinder. I got the info from friends who could very well be wrong. I did know one older guy who played that way with his children.


MendedWall12: All of that essentially.

Scaffold Kane: That is an obvious concern but one I hope can be mitigated by having a target power level based on pathfinder rules. This link I found shows that skill checks can be quite accurate compared to real life.

Halek: Anything you can fit into a pathfinder universe that would be af of the power level established.

Almonihah: Yeah, I did it once with a friend of mine but with our own Naruto ninja squad. Worked out well for a while until facebook deleted our message string. Lost the whole thing.

Calex: ??? I need to Google some things.


Sorry Atlas. Homebrew is just too intensive for me. I have the beginning, end and a lot of the in-between but I'd never be able to do it the justice the version in my head deserves. Also, Amber sounds terrible. I have never played but just skimming the wiki, it does not look fun. The auction system for abilities looks like you might not even be able to make the character you want and the ability comparison looks like you'll know the outcome of every battle before hand. Where's the fun in that?

Grimshaad described my idea the best I think. All fluff no crunch. Almost like a story told round-robin style. Also, still just an interest check.


No rules? What does that mean? Good question hypothetical person.

What I mean is exactly that. No crunch, no classes, no feats, nothing. Too often I see build, abilities, items and what not getting too much focus. I see people scrabbling to get every +1 they can get. I see question upon question about what books to use, 3pp or not, supplemental rules, and everything else. And yet, as expansive as Pathfinder is, sometimes there isn't enough to do what you want. You can't get the image in your head to work without stretching the rules. And then theirs the moments when all your hard work falls to pieces because of crap luck. A group beating on an enemy they should be running from because of good optimization and lucky rolls. Or the reverse and a weak enemy murdering the party because of some lucky crits.

Don't get me wrong, its still a lot of fun. Discovering new combinations to make the image in your head work on paper or seeing the DM get frustrated as his carefully thought out encounter doesn't go as envisioned. But it used to be that the DM would roll the dice and tell you how things turned out (Wish I had started in the era of AD&D). There was a lot more imagination and a lot less fact checking. So I think I want to give that a try and see what happens.

So hears the idea:

1) Characters - The only thing on the character sheet would be a backstory, personality, and description. This should be enough to glean what the character can do. If they were a soldier they should be comfortable with most weapons, hold their own in a fight and think tactically. If they are lightly armed and armored it is likely they rely on mobility and flexibility to dodge attacks and use the terrain to move around while aiming for vital points. If they are talkative and charismatic they should be able to gather information easily or talk their were out of fight. A lot of what a character can do will be left to the player's discretion but I'll give you a power level to aim for like 1st-3rd. Or if you just want to say what they can do that'd be fine too.

2) Combat - This will be a learning experience for sure but I think it will benefit the most. I really like it when people describe what their actions are before rolling and even more so when the DM tells you how well that worked. I will be doing that but without the stats behind it. This opens up more opportunities for different tactics, different styles, and different attacks. Each round you will say what you intend to do and roll a d20. This roll is like a luck/effectiveness factor. It is not an absolute measure but I will compare it to the enemies rolls to dictate the flow of combat. High rolls will mean things will go in your favor while low ones will mean difficult times. The strength of the enemy will also factor in. Tough ones will take longer to beat and have more chances for things to turn around while weak ones could be ended in a single action. Never assume you will win though. I will force you to retreat if things are going poorly long enough.

Mock Battle:
Let's say you're a fighter with a sword and shield. You are up against a group of three goblins in a line who aren't aware of you yet. You say something like:

"John charges the center goblin, shield leading the way, intending to bowl him over while he works on the others. He shifts the shield to block his left flank while his sword swipes at the one on his right to end hoping to end him quickly."

Goblin Center: 1d20 ⇒ 3
Goblin Left: 1d20 ⇒ 3
Goblin Right: 1d20 ⇒ 5
John: 1d20 ⇒ 1

I'll counter with: "The right goblin sees the charge coming and cries out a warning in its guttural language. But its warning merely distracts the other two from what is happening. They turn to look at their companion and miss the large human hurtling their way. The middle goblin is launched several feet as the shield crashes into it. The left one swings feebly at the humans flank but his shield appears and in the way. The right one manages not only to dodge the decapitating swing but also stabs his rusty dagger in the humans thigh."

Then John would go again. Two of the goblins rolled lower but as a group, they average better with a really nice roll on the right goblin. So none of them are dead and John has been hit. One human of about level 1 is going to have a tough fight against three goblins. So things are going in their favor.

But again, the rolls are not absolute. If John does something different that sounds a lot cooler then I may just give it to him.

3) Items - This one will be tricky and I imagine they aren't going to play a big part except for story items. Sorry about that. But again, it will be up to player discretion mostly, to decide if they are fully equipped. If you are heading into the wilderness, better tell me you are going to a general goods story to load up on camping gear. I think I'll use Automatic Bonus Progression and Wealth By Level as a guide for the magical gear your likely to have. Or if you want to make up your own stuff, go for it, just keep the power level of your characters in mind. This one will have to be played by ear.

4) Leveling - At certain points I will up the power level of the group as a whole. I'll move the range higher to like 3rd - 5th level. You'll then use that as a basis for what you are capable of and how others see you. Hopefully this will seem more subtle than a magical jump.

The idea is for you to create a character you wouldn't normally be able to in pathfinder or play a favorite class without the rules getting in the way. Might even use the classes as a basis for your description. "He's a sword and board fighter". "She's a magus but more focus on transferring different elements through the blade". I imagine I'd start with a module to test how things go and move to an AP if things work out.


bump


So if a game is quiet a little less than 2 months it moves from active to previous campaigns and no longer shows up in the campaign tab. That's how long it's been quiet.


Private game.


Brent...did you change Donovan to a black half-elf?


Gender is the same way if you need a second line. I use it for spells left.


OMG. lol that face and the first comment go so well together. As for getting info to show up in the signature box, when you create/edit the profile there is a place for class. That bar is a lot longer than it looks and will show up just under your name when posting.


You're going right for improved called shot aren't you? Why not, I don't know, point-blank and precise first? You know, so your bad luck with dice doesn't get the others shot.

Edit: never mind. Ranger level 2 means free precise shot.


ALWAYS ctrl+c before hitting submit. Then you can just ctrl+v if it does that.


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I hate to do this everyone but I am going to have to end the game here for personal reasons.


I hate to do this everyone but I am going to have to end the game here for personal reasons.


Fair enough. And sorry about that.


Forgot to roll init.

Initiative Kyamba: 1d20 + 16 ⇒ (4) + 16 = 20
Initiative Groff: 1d20 + 7 ⇒ (14) + 7 = 21
Initiative Fizz: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative Mortimer: 1d20 + 8 ⇒ (9) + 8 = 17Deva goes with you
Initiative Donovan: 1d20 + 13 ⇒ (11) + 13 = 24

Initiative: 1d20 + 11 ⇒ (4) + 11 = 15
Initiative: 1d20 + 11 ⇒ (18) + 11 = 29

Round 1
Archers-attack
Everyone else

Forgoing stealth the two archers rise from the snow like they were formed from the land itself and unload on their weakened target.

Archer 1 vs Stunned: 1d20 + 27 + 2 ⇒ (9) + 27 + 2 = 38
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (4) + 1 + 2 + (6) + (3, 2) = 18
Archer 1 vs Stunned: 1d20 + 22 + 2 ⇒ (1) + 22 + 2 = 25
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (4) + 1 + 2 + (1) + (5, 5) = 18
Archer 1 vs Stunned: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (8) + 1 + 2 + (6) + (3, 1) = 21
Archer 1 vs Stunned: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (6) + 1 + 2 + (4) + (1, 4) = 18

Archer 2 vs Stunned: 1d20 + 27 + 2 ⇒ (16) + 27 + 2 = 45
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (3) + 1 + 2 + (2) + (2, 3) = 13
Archer 2 vs Stunned: 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (2) + 1 + 2 + (3) + (2, 3) = 13
Archer 2 vs Stunned: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (6) + 1 + 2 + (1) + (5, 4) = 19
Archer 2 vs Stunned: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (1) + 1 + 2 + (6) + (2, 5) = 17

Archer 1 ref save: 1d20 + 24 ⇒ (9) + 24 = 33

Fizz and the Deva retaliate but the white, cloaked archer doge rolls away from the pit and barely ducks the Deva's swing.


Mortimer Talinth wrote:
Quote:
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). The defensive benefits from the circle are not included in an angel's statistics block.

Not evil. Won't help. They are neutral but hostile.

Groff the glib wrote:

Yes, base perception is 31, so I can't fail a 32.

Groff will trudge towards the archer on the left. Double move so 20 feet on difficult terrain.

DC 41 for the other.


Auto? Your perception is 31 right?


Not unless you can make the perception check. Is Mortimer also invisible. Forgot he might be.


Wait, fizz has truesight right? He is fine too.

You guys aren't legendary for nothing. The illusionary forest has no effect and you continue to move forward un-hampered. But as you go you feel like whoever put up this barrier knows exactly where you are. Like the forest has eyes every where.

Perceptions:
Perception Kyamba: 1d20 + 22 ⇒ (5) + 22 = 27
Perception Rika: 1d20 + 22 ⇒ (7) + 22 = 29
Perception Groff: 1d20 + 31 ⇒ (7) + 31 = 38
Perception Fizz: 1d20 + 4 ⇒ (3) + 4 = 7
Perception Mortimer: 1d20 + 22 ⇒ (2) + 22 = 24
Perception Darnak: 1d20 + 39 ⇒ (15) + 39 = 54
Perception Donovan: 1d20 + 29 ⇒ (1) + 29 = 30

DM:

???: 1d20 + 35 ⇒ (17) + 35 = 52
???: 1d20 + 35 ⇒ (6) + 35 = 41
2d6 ⇒ (1, 5) = 6

The eerie feeling turns out to be true as two arrows lance out of the forest at Mortimer.

Attack vs FF: 1d20 + 27 + 2 ⇒ (15) + 27 + 2 = 44
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (4) + 1 + 2 + (5) + (5, 3) = 20
Attack vs FF: 1d20 + 27 + 2 ⇒ (19) + 27 + 2 = 48
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (5) + 1 + 2 + (1) + (4, 1) = 14
Confirm Attack vs FF: 1d20 + 27 + 2 + 4 ⇒ (10) + 27 + 2 + 4 = 43
damage: 2d8 + 2 + 4 ⇒ (3, 8) + 2 + 4 = 17

If is confirmed, make a DC 29 fort save or be stunned for 1d4 ⇒ 2 rounds

DM:

???: 1d20 + 35 - 10 ⇒ (16) + 35 - 10 = 41
???: 1d20 + 35 - 10 ⇒ (7) + 35 - 10 = 32

Percep DC 32:
You spy an archer 60ft away on the right. If you also pass 41 you see another on the left, also 60ft away.

Difficult terrain if you are on the ground except for forward and backward. You guys are on a path. Concealment and cover all around but they can ignore it.


Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Morde:
Morde takes flight at his master's bidding. This time he stays above the tree-line as he heads for the smoke ahead. He circles the camp and gets a clear view of the men and women below. He even spots your companion Juskar among those milling about and makes himself known to the ranger. In turn the ranger nods back. From what he can tell there appears to be more a dozen people at this camp.

Juskar:
As you get ready to head out you catch sight of a familiar familiar that had been following you until the meeting in the woods. Ever the professional you make give no indication that it is anything other than an ordinary crow but do manage to nod at it to show you have seen him and acknowledge the others are likely close. Good thing you have the watch tonight. Happy coincidence or is someone cleverly pulling the strings against the bandits.


Is Fizz the only one that failed? That's hilarious. Its late here so I will ahve more tomorrow.


Mortimer:
Once you get far enough away from the party, who are a beacon of magical energy, you see nothing out of the ordinary. Nothing appears to be wrong. Then you realize that the entire forest is shaded slightly yellow, the aura of illusions. But you have never seen one so big before. Its like the whole forest is covered in a very subtle yet powerful illusion. It seems to shift left, guiding you around the center of the forest.


The trek is easy going even this deep into the forest. Of the many paths that meander through the tall shrubbery, many lead south into the heart of the area not known on the map.

Perception DC 30:

After a few hours of trekking you notice that scenery is oddly familiar. You could swear you saw that tree before. Or that configuration of twigs on the ground. Or that rock. Odd.

Will save DC 24 with a -5 (Illusion):

You don't know it but your will power has saved you yet again, this time against a spell you weren't even aware of, and still aren't just yet. But you have been saved and the others have not. You continue straight south while the others begin to veer left for some reason. Even after correcting them they try to continue left.


This time the spell works. You are teleported right in the middle of large forest of pines. Even though it is the warm months it is still fairly cold but the clothing Donovan bought does the job. This one of the deepest part of the forest and as such the trees are tall and the foliage thick, though not un-navigable. Thick bushes and tall grass sprout between the trees but their are a few paths leading deeper.


After spending a comfortable night in inn, seriously did adventuring cost so little, you awake head out of the city, knowing the porting out of the city might cause a commotion. Donovan's purchases seem to do the trick as well. The people pf Kalsgard know how to make warm clothing. Mortimer pulls out the map and marks a location within the unknown area that might be a good place to start. Fizzwiddle then magically ports them to the intended location. Or he tries. The magic seems off as soon as the words of power start to leave his mouth. The group vanishes for a moment and reappears at the same point. Weird.


I think you guys have been away from each other long enough.

The bear continues to roar a challenge and makes another false charge but the party takes no hostile actions. Jorn wisely tells the party to turn sideways and hunker down to seem less threatening. As you slowly creep away, the unseen cubs get far enough that the mother bear drops to all four and lumbers off after them. Battle averted, the group sighs in relief and continues after their companion. Eventually the trail is found again and you continue on. While falling the trail, Real and Morde see smoke in the distance. It is still a ways out and from the looks of it and it will be night by the time you reach it.

Juskar:
As night gets close you act like a good little minion and set up your own camp. As you watch the actions of the camp you notice there are more people here than tents. They seem to trade out as they switched watches. Eventually you head to Rika's tent to find her lounging in a folding chair and reading some maps. She looks up when you enter. "There he is. I've been waiting for you." She stands walks towards you, hips swaying way more than necessary. She circle's, trailing a hand across your chest and shoulders. "Looks like we got a strong one. I like strong boys." When she comes back around to the front she grabs the front of your armor and roughly pulls you forward. Her faces is inches away. Her breadth hot on your face. She moves her's to the side and whispers in your ear. "Take the night watch. The whole thing. See what you are made of." She then pushes you away and walks back to her chair. "That is all."


So you guys walking? Teleport? Where do you jump to?


Juskar:
"Her name's Rika. Used to be pretty famous around here from what the others said. Something about killing a bear in a single arrow. She is good with a bow but I don't know about that good. Also, word of advise, when you set up here, be ready to move at any moment. We move frequently to stay ahead of scouts. But if one or a group gets to close we move no matter the time. Scatter in every direction. Only those that have been here a few months get maps to find regroup points so you need to find a buddy. Rika will probably tell you who to go with and she covers our tracks. Once at the new point she will decide what to do there." He goes through the last bit of the conversation as if it was rehearsed. You get the feeling he is uncomfortable talking about the fact that they must flee at the first sign of trouble. That they are wanted men and death or prison are the only things that await them if they are.

After leaving he clearing, Liath losses any sign of the trail among the grass, leaves, branches, bushes and all manor of flora in the forest. Jorn, however picks things up where Stalkid left off, setting a good pace. But his surety of the trail lessens as they march until it disappears completely. He wanders into a clearing, a place where it should be easy to pick the trail back up but he see's nothing. Instead, his companion makes a guttural growl just before a large black bear rears up behind some bushes on the other side of the clearing. It roars a challenge and charges forward a few feet and roaring again.

Perception DC 22:
Behind the bear and through the bush it destroyed you catch a glimpse of two small cubs fleeing up a tree.


Juskar:
The man laughs and shakes his head. "Don't cross her. And you are right. She is in charge of things. She gives us orders. We follow them. That simple."

Nice rolls.

Working together, Stalkid and Liath find the trail easy enough and can tell that two pair's of tracks lead away from the clearing, and at high speed judging by the depth and distance between steps. Following the tracks, they can't hope to match the speed of the duo but they can certainly follow them.

I'll need 4 survival checks.


You asking me or the bird? He's your bird. For the most part I won't control companions. They are part of your character. I just take certain liberties with them as I do everyone else.


Sorry if things are moving slow. I don't mind if the party splits if the need arises but it is sometimes hard to keep both sides occupied.


Juskar:
The man gets a twinkle in his eye. "How about a trade then? I get first dibs on anything you bring back and I'll tell you all you need to know?" He extends his hand in the hopes that they have a deal and first pick of the best meat.


Juskar:

With an almost casual harrumph, Juskar cleaves upward, cutting deep gash along the chest. The man is out before he hits the and goes still. The woman nods to the ranger and gives him a look of respect and maybe a little lust. "Well done. You can have his job. He was a fool anyway. Follow me. I'll show you to the camp."

The woman proves to be as adept at navigating the forest as Juskar, if not better. She sets a grueling pace as she almost glides over the ground and leaps over obstacles. You travel for the better part of the day and it is afternoon by the time you reach a clearing in the forest. In it is a small camp made up of about a dozen men and women and of varying races. You can guess that there are more than that as you also say several guards around the perimeter that come out of hiding spots to mark your progress. The defensive screen around the camp is formidable, almost professional.

Roll Con check DC 10 or take a d4 of non-lethal that will stay until you rest for the night.

"Grab a bite to eat and settle in. Come see me when you are done and I'll tell you what your duties will be. Might have some night work for you," she says with a wink and walks away to one of the larger tents.

A large pot sits in the coals of the camp fire in the middle of the camp. Men and woman walk up to it without concern and ladle what they want before finding a place to sit. Either rations are not strictly enforced or discipline here is surprisingly high. You ladle some for yourself and find a seat. From the looks of it, it seems to be a rabbi stew and well made. A man sitting next to watches for a moment before finally speaking up. "New guy huh? Heard we were getting a new recruit. Friendly bit of advice. Only one serving per person. You want extra you gotta find it yourself. Usually the scouts bring some extra back and they have reasonable prices. Better than the city that's for sure." He pauses for a moment to take a bite of bread. "Names Hugo by the way."

Everyone Else:
Well after Juskar has left, Morde leads the others to the spot where the raven last saw him. He is obviously not here but there is a dead body. Thankfully it is not Juskar's.

DC 13 Heal to tell that the damage was done by a blade much like Juskar's unique Rhoka.


Juskar turns the parry into a spinning slash that almost takes the mans head clean off but he manages to sway back. Blood drips from the wound on his neck but it was too shallow.

Realtiation: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d8 + 3 ⇒ (7) + 3 = 10

The return strike is powerful but telegraphed and Juskar ducks it easily.


"Yep. And good luck finding someone that's been there. That's Fafnheir's domain. No one goes there less you got a death wish. They call him the Father of all Linnorms. But he ain't the only one you have to worry about neither. The forest is protected by Ulfen druids and others of Fafnheir's kind. Least it should be. Haven't seen a Linnorm in a while. Aren't usually so passive. Makes for deciding the new king difficult. Svein Blood-Eagle ain't too long for this world and he needs a successor."


After looking at the map for a moment, Mortimer can tell it is excellently done. The only problem is a samll section in the middle that seems vague. Its more like guesswork, good guesswork, and not well defined.


Init Scout: 1d20 + 2 ⇒ (17) + 2 = 19
Init Juskar: 1d20 + 2 ⇒ (16) + 2 = 18

The man circles Juskar for a moment, leering at him, then moves swiftly for a thrust.

Attack Longsword: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

But Juskar parries just before it takes off his ear.

I assumed you drew a weapon and you know a fight is coming so you weren't flat-footed.

The others make haste to their friend, not sure of what is happening.


"Few weeks," he says with a shrug. "Names Throndr Thorleifson. I was on the last hunt with Bjarke Hamundrson, current forerunner for king of Kalsgard." And indeed the man seems up to the task. The armor you see under the bearskin cloak is made of mithril, the bow over his shoulder is a finely drafted composite bow with etchings down its length, and the sword next to it has many precious gems inlaid into the hilt. He himself is a large and grizzly man with the scars of a hard life in the wilderness etched upon any exposed skin.


Quite unannounced a large man sits at your table and orders an ale from a passing barmaid. "Few people stupid enough to enter the forest unless you're looking to be king. Protected by Ulfen druids and Linnorms. However, I happen to have a map with me if you want. I believe you offered 500gp."

K:Nobility or History DC 25:
His words remind you of the fact that only those that can beat a Linnorm in single combat can attain the right to be king here. And the though Linnorms can be found in other places, Gungir Forest is where they are most plentiful.


"Better watch the mouth little man. This is a job interview," she says to Juskar. "And put the blade away fool," says the woman to her companion. He stops his progress but doesn't put it away. "Owl knows more than he lets on. If he thanks he's good enough then he is."

"But that b@!!$ nearly gutted Xander and the magic ones grabbed Mark. Bet their in cahoots with him," he says gesturing to Juskar. "Working together to try and stop us," says the man while inching closer. His eyes grow crazier by the second. "Come on. Just a cut. Eye for an eye and all that." The woman rolls her eyes but doesn't stop him. She watches, wanting to see how Juskar reacts.

Assume Morde has made it back. You will be just a little behind Juskar in the timeline.


It wasn't a bandit that got the bird. You never saw that happen.


Morde does eventually make it back and the angry bandit moves threateningly towards Juskar while his companion watches a little bored. "I'll make sure you don't get back to Bastion in one piece."

Tiasar can interpret Morde how he will. I believe raven's can actually speak a language right?


"The forest is about as safe as its going to get. The hunting parties haven't seen a Linnorm in a while. Just keep your head low and that gnome from blowing things up." Tense moment averted, the guards leave and the tavern returns to raucous levels.

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