Citizens of a dying world, the peoples of Theleos were offered a bargain by the god Ioun; their participation in a trial by the god of knowledge in exchange for their lives and the survival of their cultures.
With their world crumbling apart they accepted the offer and as the last continent sank into the boiling seas, they were transported by Ioun through space to a city on another world, nestled in a valley among mountain peaks.
They named their new world Aladrion, safety, in their mother tongue, and the city Dawnbreak at their chance to see a new day.
Five angels were sent as mediators, guardians and teachers of this newly named city. They described the Thelians’ task as thus;
To train both mind and body for the rigours ahead
When ready, to seek out the world beyond the valley
To retrieve it's knowledge and relics lost to time and ruin
As aid to the Thelians in their task, Ioun granted all a common tongue in which to communicate, asked Pelor to bless the lands and rivers of their sanctuary with bounty and bade each of the gods to fashion mighty instruments to aid them.
The wilds of Aladrion are a perilous place.
Ironic, given it’s name and danger abounds.
Welcome to my first attempt at a Westmarches style game! We will be using 4th Edition ruleset for Dungeons and Dragons, partly because there is a lot of fondness for it on these boards and mostly because that’s the one I’m familiar with and have the books.
The good news is that 4th Edition is great for interesting set piece combat and the exploratory nature of a Westmarches format game should give me lots of opportunities to provide it to you.
So, a FAQ might be the best way to start, likely with the big one first;
I haven't played 4E before, how hard is it to pick up?
The good news is, super easy to pick up! I’ve uploaded the Quick Start Rules
here, or we could have the first group out be a collection of people with experience you can watch, or for $10 you can pick up the Player’s Handbook.
here.
Character CreationThe character builder for 4th Edition that was abandoned by Wizards has been
maintained by the community over the years, and now includes all the material that was never released. I have also created some premade character you can build around if you don't want to worry about the character builder, they can be found
here. Essentials classes are the precursor to 5e characters, if you want to try something more familiar and haven’t played 4th before.
I recently made a google document for my friend group
you can check out that lists race and class details. It's not complete, but feel free to ask if you have any questions on others.
For this campaign, your character will start at level 3. Any race is fair game, (with the sole exception of Bugbears for mechanical reasons) as they are all survivors of the destruction of Theleos and the event has united much of what was fractured. You may take an
Expertise feat for free, and will receive the
Improved Defenses feat for free at level 7. If you take it earlier, you can swap it out at 7 for something else.
You will start with a (+1) magical weapon, implement or focus. Something about the world of Aladrion creates decay in Thelian magical items once they cross the boundaries of the valley. It is hoped that adventurers will manage to acquire further magical items that are attuned to the magical pathways of this world, or even knowledge that will allow them to be fashioned.
I've deliberately left the world of Theleos and it's demise blank, so you can do with it what you will in terms of backstory. If you want to reflavour a race or background it a little, that is fine.
All content from source books and Dragon/Dungeon magazines is legal. If it's in the builder, you can use it to make your character.
Keep in mind that because this
is a new world, some skills will not be as useful initially as others. The application of a character's knowledge of history, geography, plant and wildlife may be applied differently than it was on Theleos.
I’m looking for 8-10 players, at least to begin with. This doesn’t necessarily mean two teams, you may wish to mix and match depending on what you think the expedition will require.
What is Westmarches?The Westmarches format specialises in player empowerment and exploration, popularised by Ben Robbins. When I first started reading about it it struck me that it shares a lot of aspects with the Souls series and that was what got me excited about running it. You know the first two weeks when a Souls game would hit and the thread was abuzz with excite and tales of exploring, secret passages and the like? That's kind of what I'm aiming for here.
The world is dangerous. You will encounter locations, beings and creatures beyond your ability to initially face. There is little to explore in your home city of Dawnbreak, guarded by heroes and angels. The world beyond the valley is where your chance of glory lies. There is story out there to be found, but it will have to be found. It's not going to come to you. The stories come from threats braved, dangers survived and the comradery of adventure.
Information is key. Sharing knowledge of what you encounter saves lives and gives an opportunity to band together and leverage skills and strengths to clear obstacles. After an expedition, one or two players write an afteraction/summary report of what transpired. That might be telling the tale to rapturous listeners at the tavern, or a higher up in their church.
In addition, players maintain a map detailing their exploration of the lands of Aladrion. Take note of the surroundings, so that yourself or future adventurers can find your way back to explore a cave, find the switch for a false wall you discovered or slay a powerful creature.
You are in control: Players set the agenda. Before an expedition sets out, players discuss what their intentions are. Do you want to find what left enormous tracks and crushed vegetation last time you were out? Break open a sealed crypt? Break out a path through unknown territory to the north? Attempt to resolve a task set by one of the gods for the chance at being granted a boon?
Once you have decided on a course of action, ask other adventurers who would be interested in forming a party for it.
It is designed to deal with larger groups of players and allows for flexibility in that players can drop in and out easily from one session to the next. I’m hoping an expedition will last for around two weeks, so people get to jump in and out of the action relatively quickly.
The inhabitants of Aladrion/Dawnbreak
Posts
A month ago the first party issued forth into the forest at the end of the valley. Dendrac Thriceclawed, Ell of the Green and Bortithor Keeneye. Only Bortithor was seen again, staggering out of the woods three days later, his body swollen with welts. He was rescued by the sentinel Golarios, but died within hours to the injuries his body had taken before reaching Dawnbreak.
The gods themselves are sealed within the valley, they cannot project themselves into Aladrion beyond it’s walls and only observe outside in glimpses. There are but two ways they may lend their divine aid; when invoked by a follower or by imbuing items with a fraction of their divine power. They have done so and created an armory for Thelians to draw from.
The angel Adina, Voice of Ioun, has stood forth again this morning and called forth those who wish to form the next expedition into the Wilds. Who will be the first to step forward?
"The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
@Tox Everything is fair game, from books and Dragon articles. If we're doing 4e, let's do 4e.
Themes and backgrounds are allowed. Given the destruction of Theleos, I'm happy for you to take whatever backgrounds/themes you want and reflavour them to fit your character. I was discussing this with someone else, but if you want to play Warforged, you can play Warforged. If you want to use a god outside of the core Pantheon, that's okay too. They would be a god of a minor sect, rather than one of the better known ones.
Thanks for raising it though, I'll include it in the OP.
The only reason I'm disallowing Bugbears is that they can use oversized weapons and that can break things. Even then if you really want to play one and have a compelling reason, I'm not against it completely provided it's not purely for optimisation reasons.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Magic item bonuses. I'm using the free Expertise feat and Improved Defenses feats to correct how math breaks down at higher levels for PCs.
Magic is quite common in Aladrion, you'll find plenty in your travels.
Additionally returning any information and relics you discover to Elegor to register in the Library of Ioun will reap additional benefits, both on a individual character basis and for the adventuring group as a whole.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
That's the plan. I'll create the layout and give you a pretty looking one at the start, then we'll use a hand drawn one for the actual combat itself and token movement.
Each side will roll for initiative and will operate in blocks. All the Heroes or enemies go, then the other side.
I'll upload pictures of the battlefield at the end of each round.
So a combat turn would look something like this:
"Bortithor sees the X dart towards Dendrac and slash at the dragonborn with it's claws. Marking the distance between them, he smoothly knocks an arrow and fires it at the beast, then another. As X lets out a cry of pain, he dashes to his right to the cover of a boulder.
Geth roll 1d20+7 for First Attack
Geth roll 1d8+5 for Damage
Geth roll 1d20+7 for Second Attack
Geth roll 1d8+5 for DDamage
Afterwards he moves four squares up and to the right. (I can put X/Y axis coordinates on the map to make this clearer)
It isn't the most elegant way to run things, but it is the fastest for a format like this.
Rangers are good times! (And have great utility when exploring as well)
One of the templates I put up was for a classic elven archer type, but there are several variations that are more melee focused, and one that uses a pet.
If you take the Fey Beast Tamer theme, you can have a pet and still be a straight up archer if you wish.
Honestly, if your character's racial stat bonuses match the class you want to play it is really hard to go mess up character creation.
And if anyone finds they aren't really happy with how their character works or would have rather gone a different substyle then we'll just change it. I want everyone to be having fun.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Eladrin Swordmage|Warlord 3
"I am Seris Velarion, Sister of the Third House, Holder of the Sacred Chalice of Gaxx, Heir to the Holy Rings of Cendriane."
Background
Her intro line above is totally a Star Trek joke.
Playstyle Notes
Stats
Seris Velarion, level 3
Eladrin, Swordmage|Warlord
Swordmage Aegis (Hybrid): Aegis of Shielding
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Swordmage Warding
White Lotus Dueling Expertise: Choose Implement Proficiency: White Lotus Dueling Expertise (Orb)
Eladrin Subrace: Standard Eladrin Racial Traits
Background: Eladrin - Noble Birth (+2 to Intimidate)
FINAL ABILITY SCORES
Str 8, Con 15, Dex 10, Int 18, Wis 11, Cha 16.
STARTING ABILITY SCORES
Str 8, Con 15, Dex 10, Int 16, Wis 11, Cha 14.
AC: 20 Fort: 14 Reflex: 15 Will: 16
HP: 38 Surges: 9 Surge Value: 9
TRAINED SKILLS
Intimidate +11, Diplomacy +9, History +12, Arcana +12
UNTRAINED SKILLS
Acrobatics +1, Bluff +4, Dungeoneering +1, Endurance +3, Heal +1, Insight +1, Nature +1, Perception +1, Religion +5, Stealth +1, Streetwise +4, Thievery +1, Athletics
FEATS
Level 1: Intelligent Blademaster
Level 2: Hybrid Talent
Feat User Choice: White Lotus Dueling Expertise
POWERS
Hybrid at-will 1: Sword Burst
Hybrid at-will 1: Commander's Strike
Hybrid encounter 1: Vengeance is Mine
Hybrid daily 1: Destructive Surprise
Hybrid utility 2: Channeling Shield
Hybrid encounter 3: Dimensional Vortex
ITEMS
Magic Rapier +1, Leather Armor, Adventurer's Kit, Faerie Puppet, Gray Rain Cloak, Mirror, Orb Implement
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"The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Oh, another thing I should have included.
Point buy. A couple of classes are stretched pretty thin in a way Standard array can't help, so point buy offers more flexibility.
Alternatively, you could do forced 18, 16, 14, 12, 10, 8; no racial bonuses. Means any race can play any class
If anyone wants to do that they're welcome to, given how exceptional and unique heroes are supposed to be it's not a far jump to having the swolest goblin of all time be a barbarian.
With regards to maintaining a map, I'm still undecided on the best way to maintain it so I'm open for suggestions if anyone has a preference. Most of the solutions I've come across are kind of clunky, and I'm not sure if a handful of people want to update it, or to just keep it simple, hand drawn and anyone can do it.
Dawnbreak lies at the east end of the sheltering valley, the forest entrance that covers the space in the peaks is to the west.
Eladrin Wizard 4
"I ... We have been given a second chance. We must not repeat the same mistakes."
Background
Ellandryn is the second son of a cadet branch of a larger house, born into nobility, wealth, and luxury. He frittered away his early years seeking status; serving at court; attending parties, gatherings, soirees, and salons. That ended as the Great Death came for Theleos. Though many tried to stop it - giving their lives, their treasure, their souls - it could not be stopped. Many gave in to despair. Others sank into hedonism. Ellandryn, for the first time in his existence, found purpose.
In the last days before taking Ioun's Bargain, he dove into the history of his world and his people. He now believes that the Elves had abandoned their role as protectors of the world, holding themselves aloof and focusing on Byzantine internal struggles for meaningless accolades. This blinded them to the dangers of the Great Death, and when they finally decided to act, it was too late. Their pride was their undoing, and an entire world suffered for it.
With renewed vigor, Ellandryn has applied his mind to the study of magic, and has discovered a talent for Air magic.
Playstyle Notes
One of my favorite parts of 4E is how many movement abilities actually exist, so let's play with them! Let's go bowling!
Stats
Ellandryn tel'Barad'anur, level 4
Eladrin, Wizard
Arcane Implement Mastery: Orb of Imposition
Eladrin Subrace: Sun Elf (Eladrin)
Select option: Eladrin Skill Bonuses
Select option: Eladrin Weapon Proficiency
Select option: Eladrin Education
Background: Sun Elf, Iliyanbruen Guardian, Lashrael Crusader (Learn Draconic)
FINAL ABILITY SCORES
Str 8, Con 10, Dex 14, Int 19, Wis 15, Cha 15.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 14, Int 16, Wis 14, Cha 13.
AC: 17 Fort: 13 Reflex: 17 Will: 18
HP: 32 Surges: 5/6 Surge Value: 8
TRAINED SKILLS
Perception +9, Arcana +13, Dungeoneering +9, History +13, Diplomacy +9
UNTRAINED SKILLS
Acrobatics +4, Bluff +4, Endurance +2, Heal +4, Insight +4, Intimidate +4, Nature +4, Religion +6, Stealth +4, Streetwise +4, Thievery +4, Athletics +1
FEATS
Wizard: Ritual Caster
Feat User Choice: Orb Expertise
Level 1: Alchemist
Level 2: Twist the Arcane Fabric
Level 4: Enlarge Spell
POWERS
Arcanist Cantrips: Suggestion
Arcanist Cantrips: Ghost Sound
Arcanist Cantrips: Prestidigitation
Arcanist Cantrips: Mage Hand
Wizard at-will 1: Howling Wall
Wizard at-will 1: Beguiling Strands
Wizard encounter 1: Orbmaster's Incendiary Detonation
Wizard daily 1: Arcane Whirlwind
Wizard daily 1 Spellbook: Wind Blade
Wizard utility 2: Sense Magic
Wizard utility 2 Spellbook: Mystical Debris
Wizard encounter 3: Pinioning Vortex
ITEMS
Spellbook, Adventurer's Kit, Alchemy Case, Cloth Armor (Basic Clothing), Longsword, Alchemical Reagents (Arcana) (80), Candle (10), Gemmed Flask, Flute, Orb of Storms +1, Candle clocks (4), Chalk and slate, Sack (2), Alarm Foci, Potion of Cure Light Wounds, Alchemist's Fire (level 1), Magic Cloth Armor (Basic Clothing) +1, Periapt of Health +1, Antivenom (heroic tier), Flask (empty) (3)
RITUALS
Arcane Mark, Comprehend Language, Make Whole, Traveler's Chant, Amanuensis, Alarm, Hold Portal, Tenser's Floating Disk
FORMULAS
Alchemist's Fire, Antivenom, Clearsense Powder, Alchemist's Essence
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Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I'm new to 4E, what's the free expertise feat and improved defenses feat?
Also are we starting with a particular amount of money for buying gear and such, aside from the +1 weapon or implement?
The free expertise feat refers to a common house rule allowing you to pick any feat with a name like “________ Expertise”. Those feats give attack bonuses needed to keep the math of the game balanced at higher levels. There is also a feat called “Improved Defenses” which is a similar patch to Fort / Ref / Will. To add them in the builder you would click on the tiny house shaped icon on the Feat tab, below the window showing all the Feats.
As far as money went, I assumed whatever the base starting gold was (100?).
"The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
Just following up on MsAnthropy said, you can find a list of the Expertise feats here. Generally you will want whichever one matches the weapon/implement type you expect to be using. For classes that use both melee weapons and implements, the Versatile Expertise lets you pick two categories.
A lot of effects in the game last until you make a saving throw, and you get to make 1 saving throw for each such effect at the end of your turn.
The Druid spell you're referencing allows you to make an additional save during the Druid's turn, potentially ending an effect early.
(Like, for instance, if you get lit on fire, you might be subject to Ongoing 5 Fire damage, save ends, which means at the beginning of your turn you take 5 fire damage, and at the end of your turn you attempt a saving through (10 or better on d20) to put out the fire. If you fail, you'll take another 5 fire damage at the start of your next turn. But a friendly Druid can hit you with a Restoration spell, healing you, and letting you save to end the fire effect immediately, saving you from taking 5 more damage on your next turn.)
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
In 4e a character can roll a save to end each negative condition (that allows a save) they have once per round at the end of their turn. So the power grants an extra out of turn roll in case they whiff on one on their turn or you want them free of the condition before their turn starts (especially useful if they are dazed or stunned).
"The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
So say your paladin gets dominated by an enemy by an effect with a condition that stays on them until they make a successful saving throw. Being able to grant them their saving throw before they take their turn instead of the end is super valuable and somewhat rare outside of leader-type classes.
It's worth noting that if they were Dominated until the end of their turn, a saving throw won't do anything, it's strictly when it's a long term ailment that makes them check every turn.
This might be helpful to you, it covers saving throws.
"The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I am not a fan of slavishly following Char-Op guides, but they are sometimes useful to get an idea of how a class plays*. So you can always take a look at the Artificer guide on ENWorld ( https://www.enworld.org/threads/potent-potables-the-artificer-manual-by-zathis.468924/ ) if you want to better understand how they work.
* Char-Op guides can also be useful if you can’t remember what kind of powers work with certain play/build styles, so I definitely used the Warlord guide to quickly find all the ‘lazy’ attack granting powers for the Swordmage | Warlord lady I posted earlier.
"The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
"the labyrinth provides"
Background
Playstyle Notes
Stats
Sinnder
Genasi Swordmage 3
Sellsword, Magister's Collegium Dropout
"Sometimes finding your own path means walking through walls"
Sinnder, level 3
Genasi, Swordmage
Swordmage Aegis: Aegis of Shielding
Elemental Manifestation: Firesoul
Firepulse: Firepulse Constitution
FINAL ABILITY SCORES
Str 12, Con 18, Dex 10, Int 18, Wis 8, Cha 12.
STARTING ABILITY SCORES
Str 12, Con 16, Dex 10, Int 16, Wis 8, Cha 12.
AC: 20 Fort: 15 Reflex: 16 Will: 14
HP: 45 Surges: 12 Surge Value: 11
TRAINED SKILLS
Arcana +10, Endurance +12, Intimidate +7, Athletics +7
UNTRAINED SKILLS
Acrobatics +1, Bluff +2, Diplomacy +2, Dungeoneering, Heal, History +5, Insight, Nature +2, Perception, Religion +5, Stealth +1, Streetwise +2, Thievery +1
FEATS
Feat User Choice: War Wizard's Expertise
Level 1: Intelligent Blademaster
Level 2: White Lotus Riposte
POWERS
Swordmage at-will 1: Frigid Blade
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Sword of Sigils
Swordmage daily 1: Dimensional Thunder
Swordmage utility 2: Host of Shields
Swordmage encounter 3: Dimensional Vortex
ITEMS
Magic Longsword +1, Leather Armor, Adventurer's Kit, Climber's Kit, Everburning Torch
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Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Since there’s a leader, a controller, and a defender on the board, I may toss in a backup character to my weird hybrid so that there is someone around who can actually kill things.
"The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
Now to see if I can find my books....
Leader:
Joshgotro - Bos Taurus - Runepriest
Defender:
CaptainK - Sinnder - Swordmage
MsAnthropy - Seris Velarion - Swordmage/Warlord
Controller:
BahumatZERO - Yona - Druid
Elvenshae - Ellandryn tel'Barad'anur - Wizard
Striker:
JPants - Lexan'dar - Rogue
Korror - Korri - Avenger
Open:
webguy20
Tox
Label
I don’t have a fixed start date in mind, I figured people would have a bit going on since we’re leading up to Christmas.
Ideally I’d like to aim for 8-10 players and we’re just over half that.
Let’s target the expedition to leave next weekend. If we get a striker in the next day or so we can move it up to this weekend.
Either way, I’ll put up the next piece of table setting tonight to give you more information to base your decisions on.
Human Protector lvl. 3
Stats:
Yona, level 3
Human, Protector
Druid Circle: Circle of Shelter
Human Power Selection: Heroic Effort
Background: Isolated (+2 to Nature)
FINAL ABILITY SCORES
Str 10, Con 14, Dex 14, Int 10, Wis 18, Cha 11.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 14, Int 10, Wis 16, Cha 11.
AC: 16 Fort: 15 Reflex: 16 Will: 18
HP: 36 Surges: 9 Surge Value: 9
TRAINED SKILLS
Athletics +5, Nature +12, Arcana +6, Heal +10, Perception +10
UNTRAINED SKILLS
Acrobatics +2, Bluff +1, Diplomacy +1, Dungeoneering +5, Endurance +2, History +1, Insight +5, Intimidate +1, Religion +1, Stealth +2, Streetwise +1, Thievery +2
FEATS
Human: Human Nature Lore
Level 1: Wild Sage
Feat User Choice: Improved Defenses
Feat User Choice: Staff Expertise
Level 2: Ritual Caster
POWERS
Primal Attunement: Call the Spirits
Primal Attunement: Air Spirit
Primal Attunement: Senses of the Wild
Protector at-will 1: Chill Wind
Protector at-will 1: Jolt of Lightning
Protector encounter 1: Call Forth the Spirit Pack
Protector utility 2: Lesser Restoration
Protector encounter 3: Call the Crows
ITEMS
Hide Armor, Backpack (empty), Belt Pouch (empty), Bedroll, Hempen Rope (50 ft.), Sunrod (2), Waterskin, Trail Rations (10), Magic Accurate staff +1, Ritual Book, Rare Herbs (Nature)
RITUALS
Dowsing Rod, Animal Messenger, Brew Potion, Portend Weather, Purify Water, Banish Vermin, Create Campsite, Bloom
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Background:
“My lady thanks you coming forward to fulfill the Bargain. We are here today to share what information we can that might prepare or aid you in your travel. I have also been given two requests to consider when planning your journey.”
As Adina continues, Golarios soars down from the sky in a flare of wings, his leonine body gracefully landing on enormous paws upon the polished stone of the courtyard. He pads over to Adina and settles down on hind legs, flanking her from the other side.
“Lady Melora has asked that you find a find a great stag in the forest to the west that has been wounded and aid it. Lord Moradin with the help of my lady has scryed a set of tools of interest to him deep in the hills to the southwest. He bade me warn you that they have been taken by a group of savages that lust for blood. As to the fates of those who went before you, Bortithor had time to get out some details of what they encountered before succumbing to his injuries.”
Adina sweeps a hand about in encouragement to Golarios. Who picks up with a rumbling tone. “Friend Bortithor spoke of three things before he passed. First, of a passage between a ring of mountains, filled with enormous green thorns they found impenetrable. Second, of a green tower rising into the sky and third that they found tracks and indications of some sort of monstrous beast that claims the forest as it’s territory.”
Elegor chimes in as Golarios finishes; “I examined Bortithor upon his return to the city. He died of a massive poison influx as a result of being stung repeatedly what it appears some kind of wasp stings but they would have to be simply enormous.”
Adna returns to the thread of the conversation; "A discussed earlier, we encourage you to discuss the situation among yourselves and of what use your skills and knowledge might bring to the service of your people."