kmdietri
Explorer
What was once a grassy common in the center of town has become a field of makeshift tents. The number of refugees is hard to count, more arriving each day to replace those picking up to head for civilized lands. The exiles are a mix of races and cultures, but they share a common purpose according to the villagers you overhear discussing them—all are fleeing the predation of some Dunwood cult.
As you exit the local tavern after an evening of relaxing and deciding where your next adventure should take you, you note a disturbance across the way.
The rain started that morning and shows no sign of letting up; the track through the center of town has turned to mire. As you approach the common, a shout rings out through the downpour. Sunrods light the refugee camp where a tent is pulled down. Five figures storm through the adjacent shelters as people scatter before them. You hear a child scream as a mace is raised.
[sblock=Cerric
What you know of the history of the Great Dale (DC 20)
In the Year of Rogue Dragons (1373 DR), the Rotting Man, a servant of Talona ensconced at Dun-Tharos in the center of Dunwood, was foiled in his plot to suckle an abomination on divine blood. For all his evil, though, Talona’s champion had watched over the ancient Nar capital’s ruins, much as the druidic Nentyarchs of previous years
had done before him. The failure of the Rotting Man’s mystical machinations and his demise woke long quiescent
demons beneath the ruins of Dun-Tharos. Since then, the Dunwood has become a far more dangerous realm of evil-looking trees.
[/sblock]
[sblock=Therez
What you've learned of the Great Dale through your Streetwise skill (DC 15)
The unforested portion of the Great Dale has never been much more than a wide range for goats and other hardy livestock. With threats from Narfell in the north and the demons of Dunwood, few communities remain. Yeshelmaar,
home to the druids of the Circle of Leth, is the Great Dale’s center of civilization.
[/sblock]
[sblock=OocYou can roll Initiative
Features of the are:
Illumination: Two of the attackers carry sunrods (bright light out to 20 squares).
Tents: Tents can be opened from any side.
Fallen Tent: This heap of canvas is difficult terrain.
Buildings: Shops and houses are blocking terrain.
Updated Map
Sorry for the dorky tokens if you have one you'd like you can send it to me, you can also decide who's who.
[/sblock]
As you exit the local tavern after an evening of relaxing and deciding where your next adventure should take you, you note a disturbance across the way.
The rain started that morning and shows no sign of letting up; the track through the center of town has turned to mire. As you approach the common, a shout rings out through the downpour. Sunrods light the refugee camp where a tent is pulled down. Five figures storm through the adjacent shelters as people scatter before them. You hear a child scream as a mace is raised.
[sblock=Cerric
What you know of the history of the Great Dale (DC 20)
In the Year of Rogue Dragons (1373 DR), the Rotting Man, a servant of Talona ensconced at Dun-Tharos in the center of Dunwood, was foiled in his plot to suckle an abomination on divine blood. For all his evil, though, Talona’s champion had watched over the ancient Nar capital’s ruins, much as the druidic Nentyarchs of previous years
had done before him. The failure of the Rotting Man’s mystical machinations and his demise woke long quiescent
demons beneath the ruins of Dun-Tharos. Since then, the Dunwood has become a far more dangerous realm of evil-looking trees.
[/sblock]
[sblock=Therez
What you've learned of the Great Dale through your Streetwise skill (DC 15)
The unforested portion of the Great Dale has never been much more than a wide range for goats and other hardy livestock. With threats from Narfell in the north and the demons of Dunwood, few communities remain. Yeshelmaar,
home to the druids of the Circle of Leth, is the Great Dale’s center of civilization.
[/sblock]
[sblock=OocYou can roll Initiative
Features of the are:
Illumination: Two of the attackers carry sunrods (bright light out to 20 squares).
Tents: Tents can be opened from any side.
Fallen Tent: This heap of canvas is difficult terrain.
Buildings: Shops and houses are blocking terrain.
Updated Map
Sorry for the dorky tokens if you have one you'd like you can send it to me, you can also decide who's who.
[/sblock]
Last edited: