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Last Stand of the Dorinthians (Chapter 1 - Homeless)

Ferrix

Explorer
Better lodged in a dead goblin than in my quiver, Rix thinks as he tosses the broken bolt away.

Pausing a moment to admire the excellent craftsmanship of the room and its scenes, he gestures towards the east and moves off again cautiously towards the prisoner and animal pens.
 

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Land Outcast

Explorer
Alexander halfway smiles at the kobold's comment, then nods and proceeds silently in direction to the pens, there should be no need to warn the others to keep silent.
 
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D20Dazza

Explorer
Kel ignores the kobold's snide remarks and asks Dearheart to stay in the open, he doesn't like asking his friend to follow him under ground.

He feels even lonelier as he follows the kobold and the orc into the darkness, Dearheart screeches her displeasure at staying behind.

The elf moves as silently as he can, using the light seeping in from above to aid his eyesight. A short spear is gripped loosely in his hand, his arm cocked and ready to throw it should become necessary.
 
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Deuce Traveler

Adventurer
Dearheart takes off from Kel's arm, leaving the tunnel and safely reaching the outdoors where it resumes its patrol.

The party begins to walk down the eastern tunnel, warily stopping just outside the entrance to the next room, where they can hear the sounds of a goblin speaking commands loudly in his rough language. Rix peers in and reports seeing the back of a goblin in leather who is holding a whip and snapping at a creature the kobold cannot make out.

Kel
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You discern the sound of two, very hungry wolves in addition to the goblin animal handler.
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Ferrix

Explorer
Rix cocks his crossbow and loads another bolt into it, nods to the half-orc. "Stand ready, I only saw one but if they're more I'm coming back and I want you three ready."

He creeps forward again, to get a clear line of sight on the goblin, sighting for a gap in the armor behind the heart. He looses the bolt.

OOC: Hide +11, Move Silently +7; +6 Light Crossbow (+2 for being hidden if applicable, hopefully he's flatfooted too) 1d6 + SA 1d6
 

Deuce Traveler

Adventurer
Rix takes his shot, the crossbow bolt lodging in the back of the goblin's skull, instantly killing him. Alexander moves to cover him, but is jumped by two wolves. The first of the canines bites down on Alexander's arm, causing him to yell in pain (-2 hps). The second wolf barely misses Alexander.

In anger, Alexander slices the wolf that had bitten him, killing it. Lira moves forward and dispatches the second wolf before it can reattack.

The battle is over. Kel checks on Alexander's arm while Rix examines the room. It is 30' wide by 40' in length. The room is lit from the torch still clutched in the dead goblin's hand, showing a cobblestoned floor. Eight pens line the walls, all closed and empty except one that was open and housed the wolves. A passageway continues to the east to what appears to be more pens.

A quick search of the trainer reveals a whip, 3 silver pieces, 8 copper pieces, and a tarnished dagger. A ring of keys is also found in his belt.

OOC: I added this background to the first post in the Talking the Talk section. Hope it is useful:

History
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The Dorinthian nation was founded by the warrior, Berl Dorin, later to be called King Berl I by court historians. The year of his coronation in the city he founded, Dorinam, is referred to as YR 0. The nation steadily increased in size, battling with the various goblin and hobgoblin tribes until finally pushing those people over the Dunkel Mountain range to the west. Dorinth settled into a period of peace that was interrupted with the arrival of the Tallione Empire to Dorinth's southern border at the year 421 on the Dorinth calender (YR 421). The Tallione Empire had overthrown the peaceful halfling townships and claimed the region as their own. Many of the halfling warriors that fled began a guerilla war with support from both an oppressed halfling population and from a sympathetic Dorinth, who allowed many of the halflings to use their country as a place for refugee camps. These camps became staging areas for raids and harrassment against the occupying Tallione legions.
The Tallione general requested that Dorinth's king, Torl Dorin VI, take action against the halfling populations working against Tallione within his territory. Torl did not send a reply, nor did he allow audiences with further Tallione messengers to his court. In retaliation, the Tallionian military began to make attacks inside Dorinthian territory in order to attack the halfling refugee camps that were supporting the combatants. Dorinthian troops were raised to stop the incursions. By YR 422, Tallione and Dorinth were in a state of war.
In YR 433, the Tallione Empire was able to ease tensions on its other borders and finally concentrate on the Dorinthian War, which had stalemated for the last 11 years. Four legions (about 22,000 men) invaded Dorinth and easily overwhelmed the border defenses, laying waste to much of the fertile southern lands. The famous Dorinthian general, Jarel the Proud, reorganized the broken forces of the country into new infantry and cavalry companies. Leaving the infantry in place for static defense, Jarel and King Torl lead the cavalry into hit and run tactics that wore down the long Tallione logistical lines. These lines of support were totally cut by the next year at the battle called the Field of Arrows, causing starvation and panic among the Tallione forces. Unable to live off the land they had ravaged, and unable to receive further supplies from Tallione territory, the four legions began to distintegrate into a mob. Many were chased down and killed by patrols of the Dorinthian horse archers. It would take a generation for Tallione to recover.
Dorinth was worse off, despite its hard-won victory. The eastern refugee camps were destroyed, forcing a migration of halflings into the various central and western towns of Dorinth where they became skilled laborers. This effectively ended the halfling resistance movement. King Torl was killed during one of the last minor skirmishes when he decided to lead a patrol into an attack on a retreating Tallione company near the border. In his place his only son came to rule in his stead, crowned King Rasnen Dorin II. Rasnen was fourteen when he ascended to the throne, which did nothing to temper his already spoiled personality. He ignored the much needed reconstruction of the fertile south, nor did he use the remnants of Dorinth's coffers to buy a peace with Tallione. Instead, Rasnen used the remaining wealth to redecorate his castle and various homes and threw wild, scandalous parties for his various mistresses and friends. When his coffers began to run out, he raised taxes upon the various nobles of Dorinth with his Proclamation of YR 438.
As far as the elites of his kingdom were concerned, this was the last straw. A number of nobles plotted an assassination of the king and chose Jarel the Proud to become ruler after the murder. A jealous rival of Jarel's betrayed the conspiracy, leading to the Night of Red Blades, in which much of the noble class was assassinated, their families given as gifts to Tallione as slaves (an unaccepted practice in Dorinth), and their property 'nationalized' and claimed by King Rasnen.
The remaining nobility and the commoners of Dorinth were in an uproar, which was soon quelled by Rasnen both violently and with large ceremonies funded by the captured wealth of the murdered nobles. By YR 441, the last of the unrest subsided and Rasnen had installed his personal friends and family members to lead his armies and settlements. Tallione also seemed to become more peaceful, as their captured halfling territories became used to foreign rule.
Dorinth may have recovered if it was not for King Rasnen's greed. The coffers that were filled with the stolen property of the nobility began to run out in YR 445, causing Rasnen to first double, then triple his taxes on the commoners. He also began cutting the expenditure of the military. The decadence of Rasnen's festivals in Dorinam annually increased as the state of Dorinth's economy plummeted. By YR 448, starvation was being faced by the people that bordered the Dunkel Mountains, since that region lacked the fertility of the other lands. Those towns began to riot, overthrowing Rasnen's appointed officials. Rasnen was forced to move soldiers from the southern border as well as his eastern coastal towns to quell the uprising. Large segments of his foot soldiers and almost the entire cavalry disobeyed his orders, plunging the country into civil war. By the end of the year, the rebel nobles and commoners were besieging the city of Dorinam in an attempt to bring Rasnen off his throne. The situation was closely watched by Tallione, who then decided to invade their weakened opponents.
The Tallione invasion came in YR 449, two legions coming from the south, while another two legions made an amphibious assault from the east, taking Dorinam within a week and throwing the rebel army into chaos. King Rasnen was captured and beheaded as a Tallione gift to the people of Dorinth. The Dorinthians showed a lack of appreciation by resisting the steady advance of their 'liberators'. The advance slowed down as the four legions met in the center of Dorinth, with the rebels and the remnants of King Rasnen's forces uniting to hold them back. The frustrated legion commanders began to resort to terror in order to subdue the population, completely destroying any settlement that resisted and selling the survivors into slavery. Most of Dorinth became a smoking ruin, the fate of the nation settled after the Lost Battle of Kalden. The Tallione losses at Kalden were so severe, that the angry invaders rounded up all surviving town people and refugees and massacred them.
The only force that survived the battle relatively intact was a company of horse archers from the small town of Fair Creek. Rushing home, they informed their people of the slaughter, the violence of the legions confirmed by the incoming trickle of various refugees. After a day of deliberation, the town's ruler, Baron Dren Dorin, decided that the population of Fair Creek was to flee northwards. They would go into the Silver Forest and seek the protection of the Saleentran elves, which had historical trade relations with Fair Creek. It is hoped that the elves might assist the refugees in finding a new home, safely away from the Tallione forces and other dangers.
Thus begins the adventure...
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Classes
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Although classes will be described shortly, Tallione and Dorinth have been at a state of war for the last few decades, and it is important to discuss their various archetypes since some of the party members are likely to be ex-military.
Tallione forces are almost always lead by a commander on horseback, although most of their men are foot soldiers. The commander is normally selected for his intelligence, wisdom, combat expertise, or social standing. Therefore, almost any character class may be used for a Tallione company commander, including wizard or sorcerer. Normal foot soldiers typically wear a shining bronze suit of scale mail and a bright crimson cloak. They normally also used a tower shield with the symbol of an eagle emblazed on the front, a shortspear for charging an enemy in formation, and a short sword for melee combat. The short sword also normally had the Tallione eagle incorporated into the guard.
Tallione cavalry normally wore the same armor, but did not use a tower shield, spear, or short sword. Instead, the cavalry used a buckler and a longsword and were used to flank opposing companies or to strike in the rear. Speed and discipline were the cavalry's strength. Commanders of the foot soldiers and cavalry normally wore a plumed helmet so they could be recognized by their men on the field. It is possible that an ex-Tallione soldier might have escaped to Dorinth in order to escape punishment or execution for a crime committed while under arms. Player characters that are ex-Tallione military likely fled from the ranks after committing a capital offense, such as striking a member of the Tallione nobility or killing a superior.
The foot soldiers of the Dorinthian military were used primarily to delay their opponents while the horse archers wrecked their havoc in the rear. Most of the foot soldiers wore a chain shirt and used a heavy wooden shield with a longsword. These troops were usually looked down upon by the nobler classes, and were not used effectively in combat, although the war would have been lost much sooner if it were not for these men who could take and hold the ground. The foot soldiers normally have their own bizarre comraderie, especially Radnal's Ruffians of Fair Creek.
The pride of the Dorinthian forces were the horse archers, which were normally comprised of the nobler families of Dorinth. These men were able to ride at a gallop while shooting arrows from horseback. They normally wore studded leather or chain shirts depending on their family wealth, and carried a composite longbow. Melee weapons were left to the preference of the rider, although it was common for them to decorate their equipment with depictions of a galloping horse. Commanders of foot soldiers and horse archers normally wore a royal blue cloak, while normal soldiers wore green.
Players should be encouraged to create an interesting background, even allowing for them to be members of the noble classes. Even if they claim a high-ranking noble background, it will matter little since Dorinth has been destroyed.

Barbarians
Barbarians have become more commonplace in Dorinth the last decade as more of the countryside has been laid to waste from war and Rasnen's decadence. Many of the human barbarians come from the western portions of Dorinth, on the border of the Dunkel Mountains. Others may come wandering and looking for a purpose from lands far to the south that have been taken over by the Tallione Empire. Half-orc barbarians have been raised by humans of the northern lands after a large scale raid that occured in YR 431.

Bards
Bards can be from anywhere, although it is not likely that they are from Fair Creek. Instead, they probably came into the town along with a group of refugees or had been passing through when the danger from Tallione struck. Allow the bard to create a backstory dealing with a hometown somewhere in Dorinth. It is likely wiped out now, anyway.

Clerics
Clerics of Dorinth will likely be worshippers of The Rider, a chaotic good deity that is the most revered by the people of Dorinth. The Speaker is the head of the clerics of Fair Creek, and is currently Heron Silvertongue (Cl 6, CG). A character who follows the belief of The Rider will likely be on good terms with Heron.

Druids
Druids are common in the great woods of Dorinth, especially near the Silver Forest. Their numbers have increased since the devestation of the civilized areas over the last few years. It is likely that a druid character arrived in Fair Creek to warn the town of danger, and to help lead them to safety. Perhaps the Tallione forces destroyed the druid's grove, and the character seeks revenge.

Fighters
A fighter will likely be a member of Fair Creek's militia and foot soldiers, Radnal's Ruffians, which were not mobilized during the recent crisis due to rumors of roving kobold bands near the settlement in recent weeks. Because of this, the foot soldiers were spared the destruction of the remnants of Dorinth's forces recently. Radnal (Fallen Paladin 2/Ftr 4, NG) has named his band of men in a mockery of the titles used by horse archer units, to the anger of the paladin order of Fair Creek. Radnal's men were a band of uncontrollable ruffians before he showed up five years ago and whipped the unit into shape. It was rumored that he was an old friend of Fabian Corl, the recently deceased leader of the paladins of Fair Creek.
There are about fifty active members of Radnal's Ruffians, forty-two being warriors with basic weapons training, while the rest have more specialized skills, such as fighters.

Monks
Monks are rare in Dorinth, but two monastaries are known to exist: one on a large hill on the border to the Dunkel Mountains and another by a lake near the Silver Forest. The one by the Dunkel Mountains is inhabitated by members of an order that call themselves the Path of the Eagles and is followed by lawful neutral members who have originally come from Tallione, although they owe no allegiance to that country. The order by the Silver Forest calls itself the Way of the Faithful and follows a lawful good philosophy. Members of either order may be passing through Fair Creek on a pilgrimage when news of the disaster reaches them, causing them to decide to help the citizens find safety. The DM may allow characters to create another monastic order, perhaps one whose monastary was destroyed, forcing the character to seek vengeance.

Paladins
The paladin order of Dorinth normally leads the horse archers in battle, preferring the bow to the sword. It is also possible that a paladin from Tallione, disgusted with the legion commanders' disregard for human life, breaks with the army to warn the people of Fair Creek to flee and helps them escape. A Tallione paladin will prefer a sword and shield, as will an elven and gnome paladin. A dwarf paladin will likely come from the Dunkel Mountains and prefer an axe. The paladins of Fair Creek call themselves the Order of the Shield and are lead by Cal Dorin (Pl 3, LG), son of Baron Dren Dorin. Cal recently became leader of the order in the last year, after the death of Fabian Corl. Since Cal's command of the Order of the Shield relations between the paladins and Radnal's Ruffians have grown colder.
The Order of the Shield boasts only thirty remaining members on horseback, most being warriors of some skill, while five are fully ranked paladins.

Rangers
Rangers will be comfortable both with the townspeople and in the isolation of the forest, likely moving between the two depending upon the whim of the moment. During the war rangers often joined the horse archers under paladin leadership, acted as scouts, or were snipers against Tallione leadership. Rangers who were snipers are avoided by other Dorinthian military members, since many have human as their favored enemy, a fact humans find uncomfortable. Characters that are rangers likely came to Fair Creek to warn the town of the incoming Tallione forces.

Rogues
There wasn't a real crime problem in Fair Creek that Radnal's Ruffians couldn't handle, the worst being the occasional fist fights by town drunks or minor theft. Rogue characters will likely come from another town and will be escaping with refugees. Or the rogue will be a trouble maker of Fair Creek, too small time a criminal to be a real problem, but enough of one to have a bad reputation.

Sorcerers
A sorcerer can have any origin since his skills are natural. Sorcerers were not common with the Dorinth horse archers, although foot soldiers employed them in their units. The Tallione military incorporated sorcerers in all levels of their military. A young sorcerer may be a new member of Radnal's Ruffians, or an assistant to Hector, the town wizard (Wiz 3, NG). An older sorcerer may be a seasoned veteran of a unit recently destroyed by Tallione forces or maybe escaping with family members from another town.

Wizards
Wizards were sometimes incorporated with the Dorinth horse archers, although others were either merchants or members of court. A young wizard will likely be an apprentice to Hector the Incredible (Wiz 3, NG), or will come from another settlement with refugees or perhaps with the elven or gnome delegation described in the races section.
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Races
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When the Dorinthian refugees arrived in the Silver Forest, they were met by a group of elves that had been expecting them. The people were brought to a series of tents by a river and allowed to make a temporary camp there. Baron Dren Dorin was then met by representatives of gnomes from Loughphray Hills, dwarves from the Dunkel Mountains, and elves of the Silver Forest. They were discussing the crisis on their borders when the refugees arrived. Characters playing elves, dwarves, or gnomes are likely from this delegation.
Keep in mind that at the start of the game the Dorinthians race relations will be at 0 for each of the elves, gnomes, and dwarves. The actions of the party will dictate how relations have changed at the end of each section, but this score should be kept a secret by the DM. They will impact relations throughout critical points in the game.

Humans
Human characters are likely from the town of Fair Creek. The refugee camp has a population of 2,542 members at the start of the game. The following are important human non-player characters:

Baron Dren Dorin (Ari 2, CG): A chubby, nervous man, the baron was put in charge of Fair Creek by King Rasnen in YR 439. Dren is not a cruel man, but instead has a fondness of drink. Dren's party-going nature was an asset when he was younger, making him close friends with Rasnen when they were both still teenagers. As an older man he has calmed down quite a bit. Overall a mediocre leader, he is still respected by his people since he was able to use his connections to avoid some of the crushing taxes that ruined many other settlements. He is now balding, and the little bit of black hair he has left is quickly turning gray. He has difficulty making decisions and can be easily influenced by others with strong will. Dren enjoys the finer things in life and exotic items, and his openness to trade improved Fair Creek's relations with the dwarves, gnomes, and elves.

Cal Dorin (Pl 3, LG): Unlike his father, Cal is handsome and strong. He is willful and apt to make decisions without consulting others for help. He has dark hair and light skin, with dark, angry eyes. Cal has always been difficult to deal with, and became even more so after his mentor, Fabian Corl, died in his arms. Cal distrusts non-Dorinthians, especially elves. He feels that the elves have been treating his people badly since they arrived in Silver Forest. He is especially angry that they seem not to give him the respect owed a member of the Order of the Shield and of a noble. Although arrogant, Cal is fair and will deal favorably with those he sees as honestly concerned with the plight of his people. Especially since he hopes to be the new leader of his people one day. He is especially fond of those who have fought with him recently. Female player characters may see Cal as a subject to a possible romance, especially if they want to sit by his side in the future as a ruler.

Syra Dorin (Ari 1, NG): Beautiful, but young and naive, the 17-year old Syra is the younger sister of Cal. Syra has long, dark hair and brown eyes and pale skin. She quickly finds maturity as the campaign progresses, although she does not know what yet to think of the most recent crisis. She recently received word that the man she was supposed to marry was killed in the recent invasion. Since she never met him and since he was 30 years her senior, she is not sure what to feel about the situation. She could use a friend, although a romance would have to be approved of by Lady Huffring, the baron, and a jealous Cal.

Lady Huffring (Ari 3, NG): The older attendant to Syra, and an old friend of her mother, Lady Huffring is domineering and protective of her charge and the various ladies-in-waiting of Fair Creek. The recent situation has only made Lady Huffring stricter, and definitely not softer, insisting that the nobility keep their habits. Rightfully, she sees an in-charge attitude by the noble members important to keep the people from despair.

Heron Silvertongue (Cl 6, CG): An old priest and former adventurer, Heron has a full head of white hair, but now walks at a slight stoop. He has a fatherly manner and has been extremely active in the refugee camp, healing when needed and giving solace to those near despair. Heron keeps everyone's spirits up by talk of building a newer and better temple to his god, The Rider.

Kyle Radnal (Fallen Paladin 2/Ftr 4, NG): This older man is not quite middle-aged, but he is not far off. Kyle Radnal was asked to come to Fair Creek by Fabian Corl a few years ago, and to manage the ill-disciplined rabble that was the town's militia. This red-headed man quickly whipped the militia into a respectable police force, kicking out several of the worst offenders out of the organization and running them out of town. His past is unknown, but some say he is more familiar with the Order of the Shield's ways than most commoners. The jealous Cal never liked Kyle Radnal due to the obvious respect Fabian Corl had for the man. Relations between Cal and Kyle grew even more strained when Cal attempted to overstep his jurisdiction during a criminal case last year, and was chastised by Kyle who accused him of un-paladin like behavior, describing in-depth several philosophical tenants of the Order that Cal had broken.

Hector the Incredible (Wiz 3, N): Hector is a scrawny charlatan of a wizard who knows more about tricking potential customers than he does actually conducting magic of value. He came to Fair Creek eight years ago, settled down, and has been selling fake love potions and good luck charms ever since. His assistants know that he was an adventurer in his youth, although he was the only survivor of an adventure-gone-bad and decided to quit the life. The dark-haired man knows enough magic to start a young assistant of talent.

Halflings
Most halflings will probably be laborers and citizens of the people of Fair Creek. Each Tallione legion that invaded incorporated a company of halflings from the territory they took possession of several decades ago. It is possible that a halfling broke from the ranks of the legion once in country to look for lost kin and arrived in Fair Creek before the townsfolk fled. Most halflings will look kindly upon the Dorinthians for giving them a place to go.

Half-orcs
Half-orcs will be rare, but raised alongside humans inside Fair Creek. Most will have had a hard life, distrusted by the people they have grown up among. Whether or not this leads them to struggle with being good or falling into evil ways is up to the player.

Elves
The elves are not pleased to see the Dorinthians in their own Silver Forest. They have been wary over their neighbors for many years, mostly because of the frequent raids from the orc tribes to the north, but also because of the occasional skirmish with the humans of Dorinth. Now they see that their foolish human neighbors have destroyed their own country and allowed it to be taken by the aggressive Tallione Empire. They are considering whether or not to sell out the remaining humans, but sympathizers in the elven council support helping the people of Fair Creek, who have always respected elven lands in the past. Elven player characters are either joining the party to keep a closer eye on human affairs, or because they are genuinely concerned with their plight. Those sympathetic to the humans will still find their hygeine and mannerisms lacking.
The elves are currently considering setting the Dorinthians up in an abondoned half-elf town called Meristra inside the Silver Forest and on the western border of their territory, which was destroyed in an orc attack in YR 431. They have a delegation of thirty elven warriors and politicians.

Silas Generwine (Ftr 3, NG): Silas is a young elf delegate sent to deal with the human refugees by the elven council. He has a strong dislike for humans, and sees the assignment as an insult to his noble name. Unknown to outsiders, but a much discussed topic in elven society, is the fact that Silas' grandmother was a human and his mother was half-elven. Silas overcompensates for this blemish on his otherwise noble lineage with an irrational opposition to the Dorinthians. Unfortunately for the refugees, he is their only solid line of communication to the elven council.
Silas is a meter to elven society's opinion on the refugees. As the party proves their heroism, they will slowly change Silas' view. On the other hand, if the party makes the wrong decisions Silas will become hostile, as will the elven nation.

Gnomes
The Loughphray Hills are named after the Loughphray gnome clan that inhabits them. The gnomes are sympathetic to the human plight, but currently can offer little aid and they lack a place for the Dorinthians to settle. They clan is under harrassment from nearby kobold and goblin tribes that have poured into the region, causing the gnomes to struggle for their own survival. They have only come with a delegation of eight, although some of these may be player characters that offer to join the party so that the gnomes can provide at least some aid.

Phly Loughphray (Ill 3/ Ari 2, NG): Phly is a gnomish illusionist that heads the delegation to discuss the latest border problems in the hopes of gaining an advantage against the invading kobold and goblin tribes. Instead the delegation found itself discussing the problems that the Dorinthians are facing. Phly is unable to gain help for his clan, but he will try to be polite to the refugees in the dim hope that their soldiers may be able to help later.

Dwarves
The dwarves are the most sympathetic to the plight of the Dorinthians, as they have enjoyed a peaceful border with the less civilized western settlements for the last two hundred years. Also, they have been fighting goblin and hobgoblin since their clan, Clan Bermax, was established in the Dunkel Mountains five-hundred years ago. There is a delegation of twenty dwarven warriors present, some of whom may offer to take up their axes and hammers for the humans and be player characters. They also offer a place to reside in the Dunkel Mountains, but agree that the elven site of Meristra would be better for the Dorinthians. The land in the mountains is poor for farming and cattle, and the goblin and hobgoblin raids have increased lately.

Lender Bermax (Ftr 5/Ari 2): Lender is the nephew of the dwarven king, and considers himself a friend of Dorinth. He came to the delegation to meet with the elves about the heightened danger on their respective borders, and was shocked to find that refugees had entered the Silver Forest. A small population of Dorinthians (100 people) is currently seeking shelter with the dwarves, and Lender feels that a new home should be established for all the survivors of the once great civilization. He has a long distance to travel in order to return home, but he promises to trade important supplies for constructing homes to the refugees. This will come at a cost, as the dwarves won't give anything for free, but Lender plans to lower the price as much as is possible.

Other Races: Other races, such as goblins and kobolds, may be played at the discretion of the DM.

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Land Outcast

Explorer
Alexander touches carefully the wounded area, repeatedly, until he seems not to realize the wound is there. "Thanks elf" He adds in a low voice.

Then he cleans takes the whip with his left hand and comments "Tsk... These vermin, they have need of this" -Alexander takes the whip and splits it in two with his scimitar- "to make wolves do their bidding... but better them be wolves than worgs"

"Lets see, before going on, lets examine these cells... the tunnel's entrance might be there" And he proceeds to unlock the nearest cell with the keys on the keyring.

OOC: Search +4
 

Deuce Traveler

Adventurer
The party does not find signs of a secret entrance in this room, despite looking in each of the six cells. The adventurers move on and check the cells in the adjoining room, successfully finding a secret door against the eastern wall that is activated by turning a stone in the wall. The only other thing of note in this second room of pens are the decaying corpses of two kobolds that have been locked up in a one cell. They look to have suffered from wounds inflicted by torture before they died.
 

Ferrix

Explorer
Rix pockets the dagger and examines the ring of keys, "we'll need this."

Before departing the second room, Rix moves over to the dead kobolds speaking a short litany in draconic so that they may be reincarnated into the next hatching of kobolds.

He'll examine the hidden passageway carefully as they proceed, "watch your head," he remarks to his over-sized companions.
 

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