Between Pax and Ven all three sing like songbirds. It takes a bit of ruffing up the trio, but they come around.
The Cultist state, "There is a rear guard. We don’t know how strong the rearguard will be, but they expect it is sited about a mile ahead where the path passes between rocky bluffs.
The raiders’ camp and its location we can draw it out for ya in the dirt, plus we know some prisoners were taken from the town. We aren't sure how many or who.
We know the raid was for loot, because we were told to look specifically for gold, gems, and other valuables and were forbidden to do any looting for themselves. We are preparing “the great hoard to honor the Dragon Queen."
The Cultist each have 28sp amongst them and cheap weapons.
You find at the kobold feast area some stole goods. The kobolds, who looted despite their orders, have a sack containing pewter candlesticks, some silver serving dishes, and a few religious carvings of Chauntea taken from a home shrine.
"That's all we know."
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Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral GrixoraBattle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
Piotr suggests they leave the three tied up and follow the map the cultists draw to the camp. He also suggests leaving the loot at the kobold site to retrieve later.
You three leave the cultist tied up and the kobold loot at their dinner spot for later retrieval.
The cultists have set up their camp in the hollow of a rocky plateau that’s shaped roughly like a horseshoe. The lower portion of the plateau rises gently from the surrounding land, but it quickly steepens and ascends to a height of 150 feet above the landscape. Boulders form jumbled heaps at the bases of the cliffs. The level shelves and top of the plateau are covered in long grass, and brush and scrubby trees grow in patches.
You get close to the camp bypassing the rear guard. A wise choice as they would have been checking in every so often and if a missed check in was notice the alert level would increase.
Actions getting closer to the camp?
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Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral GrixoraBattle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
(Sorry I should have been more specific about leaving loot. Was thinking we should at least hide it or burry it for later retrieval. Otherwise kobolds likely to come back and simply take it )
(Sorry I should have been more specific about leaving loot. Was thinking we should at least hide it or burry it for later retrieval. Otherwise kobolds likely to come back and simply take it )
Ok, you find a spot to stash it on the way to the camp 1/2 there as you avoid the Rear Guard. It's hidden.
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Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral GrixoraBattle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
Our goal is to find the captives correct? I can have my impnfly around invisiable about 60 or so feet up and figure out best route to captives and possibly eleven seeing guard routes/times
”Great idea to locate the prisoner first. Once we find them, I’m thinking that we might be able to shoot down from the heights. Although if they are heavily guarded, we will need to sneak in to protect them.”
Inv imp flies around and gets the lay of the land and information. It is clear to see that the camp is...well....not concerned about a threat from the town. Easy to walk in at the moment no challenges as folks come into the camp.
Boulders. The boulders are difficult terrain and provide three-quarters cover.
Brush. The brush around the site grows to a height of 4 to 6 feet. It is tough and dense, making it difficult terrain and providing three-quarters cover to targets sheltering among it.
Caves. The steep sides of the plateau are dotted with shallow caves. Boulders or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide.
Guard Towers. The cultists have built two guard towers at the camp, one at the entrance to the hollow and one atop the plateau. These towers are 20 feet high and made from rough timbers lashed together with rope. They are large enough for a few lookouts. The tower at the mouth of the hollow is manned by kobolds, while warriors man the one above. The guards have horns to blow when they must sound an alarm.
Prisoners. The cultists’ prisoners are kept at area 1. Currently, only eight prisoners are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws. At night, they are shackled to a post in their hut to prevent escape. The shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards
Slopes. The sides of the plateau rise sharply, while the floor of the hollow slopes up gradually toward the east. A long ladder is lashed to the cliff so guards can reach the upper guard tower.
The cliffs have handholds and footholds for climbing, so no die roll is needed under normal circumstances.
Tents. The raiders live in circular huts made from closely spaced wooden or bone poles covered in hide, mud, and sod. Huts vary in diameter from 10 feet to 25 feet, and in height from 5 feet to 10 feet. (Symbols on the map represent clusters of tents.) Those in the mouth of the hollow (level 1 on the map) are crudely built and decorated with animal skulls. These are occupied by kobolds. Cultists occupy the huts on level 2, which are sturdier, cleaner, and decorated with painted designs representing dragons. A few tents on level 2 are set aside for prisoners.
The large tent at area 2 is set apart from the others by an open space. It is reserved for Rezmir, Frulam Mondath, Langdedrosa Cyanwrath, and Azbara Jos. An honor guard of four veterans and four guard drakes. keeps watch around this tent day and night. They don’t sleep at their posts, they don’t fall for tricks, and they don’t listen to stories or pleas. Their job is to keep everyone away from the tent, and they are fanatical about it. Only acolytes and adepts the veterans know by sight and by voice are allowed to approach.
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Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral GrixoraBattle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
You have the lay of the land. It's bustling with Kobold, cultist and more. Ven says, "If I recall correctly, the governor wanted the following. He wants to know where the camp is sited, how many raiders are there, who their leaders are, what’s motivating these attacks, and where they plan to strike next. If we recover valuables that were stolen from the town, he would like them returned, but he does his best to arrange a reward from what’s left of the town treasury. Recovering treasure, however, is a lesser goal when compared to the other objectives he brings up."
Nesim Waladra asked, "When you find their camp, please look for any sign that Leosin is there. If it's possible to rescue him and the other town folk that would be very nice."
For number 4 on map is that a cave? wondering if east way to get to there? also another option is for the imp to fly invisible over the main tent and then polymorph into a spider to get inside and see who is there and listen to what is going on
“What do you think about creating a distraction by the commanders tent in order to rescue the 8 prisoners. Possibly one of us could attack the guard tower with something show-y such as fire while another one breaks the prisoners free. Since they are on opposite sides of the encampment, maybe we could get in and out safely.” There are a lot of troops but Piotr doesn’t want to leave without something more tangible than intel about the camp.
The monk is tied to a stake at the back of the camp (area 3). He has been severely beaten.
Ven says, "I can cast invisibility on the monk. We are cultist or guards ourselves, so we are just part of the crew. It'd be nice to find a way to get all the prisoners out though. A rope maybe down from the upper area down. We could put a dead elf in place of the monk to buy us time. The problem is coordinating all this without being seen. Darkness might help too at night the prisoners need just feel the rope to climb it up to the bluff above and with the monk swapped with another elf it might work. We'll need to get a bit lucking here too. If we cna find the town loot, we have bags to carry it all in too. If we want to risk it. Thoughts?"
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Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral GrixoraBattle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
If we remove the prisoners then likely security will be increased and likely not able to learn anything else. I’d like to try and learn stuff first and then rescue the prisioners. If any of the prisioners are in really bad shape I can have familiar fly in and have them let me cast a spell through them(familiar) to possibly heal. And let the monk know we’re working on a plan to rescue them but need to get intel to understand the larger plans
Ven nods and adds, "The prisoners and the monk will be watched, I am sure. If we are going for intel first, we run the risk of not being able to get the prisoner or the Monk if it goes bad. Once we are found out, hopefully we aren't, but if we are we won't get out easily and for sure without the prisoners or the monk. I'd say layout a plan in steps of how you want to do each step, and we'll get it done as best we can."
The mingle about and casually get into the different areas of the camp using persuasion as they make their way through different section of the camp. Ven Persuasion: 24 Gives advantage on Charisma check.
Just before dusk the trio and Pax's trusted imp (invisible) head into the camp Char Check and everyone passes.
The trio get the lay of the land and after finding the prisoners tent manage to set up a rope to climb later on at midnight under the cover of darkness. Ven Stealth: 30
The Imp checks the cave and Pax, and the imp move in and sleep the guards there and get the town loot adding it to Pax's bag of holding. Pax Stealth: 14
Piotr takes some rope and sets up another rope by the cave for them to get Leosin up out of the camp. Piotr Stealth: 16 Leosin is not happy about being rescued whispers, "I've got more I can learn from these idiots. Ok let's go then. I've got most of what their plan is anyway."
Pax cast darkness over the area of the monk, his imp guides them to the camp wall where the Piotr hid the rope. Pax uses one of the elf guards in the cave to swap with the monk at the post. Ven Stealth: 27
The skirt the top of the camp hiding as they make their way back to the rope where the prisoners are. They climb down and leave the monk up top. Cutting a slit in the back of the tent Ven tries to pick the lock on the shackles. 26.
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Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral GrixoraBattle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
The trio manage to get Leosin and the town treasure with the prisoners out. The make their way back to town. It was a close call in the cave for Pax. RP it up if you both want.
Leosin fills you in on what he's learned on the way back.
This is a camp of the Cult of the Dragon—praise Tiamat’s glory!
Not everyone here is a full-fledged member of the cult. Many are new initiates working toward full acceptance, and many others are simple mercenaries, hired to flesh out the camp’s strength during raids or if it should come under attack.
The kobolds are here because their worshipful attitude toward dragons makes them easy for Rezmir and other high-ranking cultists to manipulate, but they are not well liked or trusted by the other races.
Hunters who bring in antelope and other large game from the grasslands feed the camp. The cultists and their allies eat most of it, but some is stored in the cave to feed the hatchlings.
The cult has been ranging far and wide on small raids to collect treasure. Greenest was the closest target to the camp, the biggest of all the towns they’ve attacked, and the most profitable—praise Tiamat’s glory!
Prisoners are used for manual labor. In the past, a few have “converted” and become loyal members of the cult, but most die eventually of overwork and undernourishment. Then they are fed to the drakes or taken into the cave to feed the hatchlings.
The cave at the back of the camp (area 4) is off-limits to all but those who’ve been cleared by Mondath and Rezmir, which includes a handful of guards and kobolds. It’s known around camp as “the nursery,” and it’s an open secret that Rezmir plans to hatch a clutch of dragon eggs there.
The half-black dragon Rezmir came to the area a few months ago, and she set up the camp. Mondath handles everyday operations.
The half-blue dragon Cyanwrath is Mondath’s right hand and is seldom far from her side. He has a rigid sense of honor, but you don’t want to make him angry.
The mother of dragons—praise Tiamat’s glory—shall return, and when that day comes, all the nations of the world shall tremble before her majesty!
The monk is of special interest to Rezmir. Why else would she keep the creature alive that way? What Rezmir hopes to learn from him is anyone’s guess, but you wouldn’t want to be in that half-elf’s skin—or what’s left of it—when the questioning gets serious.
The plunder from nearby settlements is stored in the cave. No one but Rezmir knows how much is there altogether, but it must be a big pile by now.
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Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral GrixoraBattle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
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Yes guidance is possible as I’m not concentrating on anything
12 +4 =16
16+1=17
6+4=10
With guidance:
11+1=12
4+3=7
13+1=14
Between Pax and Ven all three sing like songbirds. It takes a bit of ruffing up the trio, but they come around.
The Cultist state, "There is a rear guard. We don’t know how strong the rearguard will be, but they expect it is sited about a mile ahead where the path passes between rocky bluffs.
The raiders’ camp and its location we can draw it out for ya in the dirt, plus we know some prisoners were taken from the town. We aren't sure how many or who.
We know the raid was for loot, because we were told to look specifically for gold, gems, and other valuables and were forbidden to do any looting for themselves. We are preparing “the great hoard to honor the Dragon Queen."
The Cultist each have 28sp amongst them and cheap weapons.
You find at the kobold feast area some stole goods. The kobolds, who looted despite their orders, have a sack containing pewter candlesticks, some silver serving dishes, and a few religious carvings of Chauntea taken from a home shrine.
"That's all we know."
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
Piotr suggests they leave the three tied up and follow the map the cultists draw to the camp. He also suggests leaving the loot at the kobold site to retrieve later.
You three leave the cultist tied up and the kobold loot at their dinner spot for later retrieval.
The cultists have set up their camp in the hollow of a rocky plateau that’s shaped roughly like a horseshoe. The lower portion of the plateau rises gently from the surrounding land, but it quickly steepens and ascends to a height of 150 feet above the landscape. Boulders form jumbled heaps at the bases of the cliffs. The level shelves and top of the plateau are covered in long grass, and brush and scrubby trees grow in patches.
You get close to the camp bypassing the rear guard. A wise choice as they would have been checking in every so often and if a missed check in was notice the alert level would increase.
Actions getting closer to the camp?
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
(Sorry I should have been more specific about leaving loot. Was thinking we should at least hide it or burry it for later retrieval. Otherwise kobolds likely to come back and simply take it )
Ok, you find a spot to stash it on the way to the camp 1/2 there as you avoid the Rear Guard. It's hidden.
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
Our goal is to find the captives correct? I can have my impnfly around invisiable about 60 or so feet up and figure out best route to captives and possibly eleven seeing guard routes/times
”Great idea to locate the prisoner first. Once we find them, I’m thinking that we might be able to shoot down from the heights. Although if they are heavily guarded, we will need to sneak in to protect them.”
Inv imp flies around and gets the lay of the land and information. It is clear to see that the camp is...well....not concerned about a threat from the town. Easy to walk in at the moment no challenges as folks come into the camp.
Boulders. The boulders are difficult terrain and provide three-quarters cover.
Brush. The brush around the site grows to a height of 4 to 6 feet. It is tough and dense, making it difficult terrain and providing three-quarters cover to targets sheltering among it.
Caves. The steep sides of the plateau are dotted with shallow caves. Boulders or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide.
Guard Towers. The cultists have built two guard towers at the camp, one at the entrance to the hollow and one atop the plateau. These towers are 20 feet high and made from rough timbers lashed together with rope. They are large enough for a few lookouts. The tower at the mouth of the hollow is manned by kobolds, while warriors man the one above. The guards have horns to blow when they must sound an alarm.
Prisoners. The cultists’ prisoners are kept at area 1. Currently, only eight prisoners are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws. At night, they are shackled to a post in their hut to prevent escape. The shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards
Slopes. The sides of the plateau rise sharply, while the floor of the hollow slopes up gradually toward the east. A long ladder is lashed to the cliff so guards can reach the upper guard tower.
The cliffs have handholds and footholds for climbing, so no die roll is needed under normal circumstances.
Tents. The raiders live in circular huts made from closely spaced wooden or bone poles covered in hide, mud, and sod. Huts vary in diameter from 10 feet to 25 feet, and in height from 5 feet to 10 feet. (Symbols on the map represent clusters of tents.) Those in the mouth of the hollow (level 1 on the map) are crudely built and decorated with animal skulls. These are occupied by kobolds. Cultists occupy the huts on level 2, which are sturdier, cleaner, and decorated with painted designs representing dragons. A few tents on level 2 are set aside for prisoners.
The large tent at area 2 is set apart from the others by an open space. It is reserved for Rezmir, Frulam Mondath, Langdedrosa Cyanwrath, and Azbara Jos. An honor guard of four veterans and four guard drakes. keeps watch around this tent day and night. They don’t sleep at their posts, they don’t fall for tricks, and they don’t listen to stories or pleas. Their job is to keep everyone away from the tent, and they are fanatical about it. Only acolytes and adepts the veterans know by sight and by voice are allowed to approach.
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
With the imp's intel and your overview once provided you can lay out a map in the dirt.
Full map below
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
You have the lay of the land. It's bustling with Kobold, cultist and more. Ven says, "If I recall correctly, the governor wanted the following. He wants to know where the camp is sited, how many raiders are there, who their leaders are, what’s motivating these attacks, and where they plan to strike next. If we recover valuables that were stolen from the town, he would like them returned, but he does his best to arrange a reward from what’s left of the town treasury. Recovering treasure, however, is a lesser goal when compared to the other objectives he brings up."
Nesim Waladra asked, "When you find their camp, please look for any sign that Leosin is there. If it's possible to rescue him and the other town folk that would be very nice."
Actions:
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
For number 4 on map is that a cave? wondering if east way to get to there?
also another option is for the imp to fly invisible over the main tent and then polymorph into a spider to get inside and see who is there and listen to what is going on
“What do you think about creating a distraction by the commanders tent in order to rescue the 8 prisoners. Possibly one of us could attack the guard tower with something show-y such as fire while another one breaks the prisoners free. Since they are on opposite sides of the encampment, maybe we could get in and out safely.” There are a lot of troops but Piotr doesn’t want to leave without something more tangible than intel about the camp.
The monk is tied to a stake at the back of the camp (area 3). He has been severely beaten.
Ven says, "I can cast invisibility on the monk. We are cultist or guards ourselves, so we are just part of the crew. It'd be nice to find a way to get all the prisoners out though. A rope maybe down from the upper area down. We could put a dead elf in place of the monk to buy us time. The problem is coordinating all this without being seen. Darkness might help too at night the prisoners need just feel the rope to climb it up to the bluff above and with the monk swapped with another elf it might work. We'll need to get a bit lucking here too. If we cna find the town loot, we have bags to carry it all in too. If we want to risk it. Thoughts?"
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
If we remove the prisoners then likely security will be increased and likely not able to learn anything else. I’d like to try and learn stuff first and then rescue the prisioners. If any of the prisioners are in really bad shape I can have familiar fly in and have them let me cast a spell through them(familiar) to possibly heal. And let the monk know we’re working on a plan to rescue them but need to get intel to understand the larger plans
“If we want intel then rescuing the prisoners will need to come second. Telling the monk we are here on a rescue mission would be good.”
Ven nods and adds, "The prisoners and the monk will be watched, I am sure. If we are going for intel first, we run the risk of not being able to get the prisoner or the Monk if it goes bad. Once we are found out, hopefully we aren't, but if we are we won't get out easily and for sure without the prisoners or the monk. I'd say layout a plan in steps of how you want to do each step, and we'll get it done as best we can."
See PM also
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
The mingle about and casually get into the different areas of the camp using persuasion as they make their way through different section of the camp. Ven Persuasion: 24 Gives advantage on Charisma check.
Just before dusk the trio and Pax's trusted imp (invisible) head into the camp Char Check and everyone passes.
The trio get the lay of the land and after finding the prisoners tent manage to set up a rope to climb later on at midnight under the cover of darkness. Ven Stealth: 30
The Imp checks the cave and Pax, and the imp move in and sleep the guards there and get the town loot adding it to Pax's bag of holding. Pax Stealth: 14
Piotr takes some rope and sets up another rope by the cave for them to get Leosin up out of the camp. Piotr Stealth: 16 Leosin is not happy about being rescued whispers, "I've got more I can learn from these idiots. Ok let's go then. I've got most of what their plan is anyway."
Pax cast darkness over the area of the monk, his imp guides them to the camp wall where the Piotr hid the rope. Pax uses one of the elf guards in the cave to swap with the monk at the post. Ven Stealth: 27
The skirt the top of the camp hiding as they make their way back to the rope where the prisoners are. They climb down and leave the monk up top. Cutting a slit in the back of the tent Ven tries to pick the lock on the shackles. 26.
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.
The trio manage to get Leosin and the town treasure with the prisoners out. The make their way back to town. It was a close call in the cave for Pax. RP it up if you both want.
Leosin fills you in on what he's learned on the way back.
Signature
Gildor Surion - Balder's Gate-Decent; Jayson Dreamweaver The Shattering of Phandelver; Ral Grixora Battle for the Forest DM/Admin; Capt.Sask and Boxter Snappus; LFG; Sir Aarlin - LFG; Sorwan Degor - LFG; Warwin Paws- LFG; Alsariph Safxipha - LFG.