<div class="floatleft">(https://i.pinimg.com/originals/99/de/80/99de80dd4fb18a5a2b5229f5fe73ae72.jpg)</div><span class="bbc_size" style="font-size: 18pt;"><strong>Part 1: Journey to the Crypt (An Orc Ambush)</strong></span><br/><br/>For some unexplained reason that no one could explain, the Libertine Claire did not appear at the edge of town.  Moltus, her mentor, was beside himself with fury.  Where had she gone, he asked, but no one knew.  Not even the Mayor.  But alas, the Mayor also didn't care.  After Claire's unruly defiance at the plaza, he thought that perhaps it was for the better that she not come.<strong>The GM will attempt to find a replacement.</strong><br/><br/><strong>Blessing:</strong>You might have missed it, but Father Prasst blessed the group with a long-lasting spell.  If you chose to allow Father Prasst to bless you, his spell grants you a +4 to survival checks for the next six hours.  For more on this blessing, please check out this happening.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Father Prasst, in a booming military voice, said:<br/><br/>"Gather, ye finders of the flame, and accept the blessing of Old Deadeye, the Stag God, Erastil," he said.  He lifted his hand up, and an earthly glow emanated from it.  If your character accepts Father Prasst's blessing, they shall receive:<br/><br/>Deadeye's Lore for Six Hours:  (While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild.  You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild.)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>The crypt is located roughly 40 miles south of Kassen, meaning that, if you are traveling on foot, you will arrive at at the crypt at the end of the following day. While this area of the Fangwood is mostly safe, the journey is not without incident.  However, two hours south of Kassen, which is now hidden by the foothills of the Fangwood, you come upon the following scene.<br/><br/>The narrow path winds through the raking claws of the trees, now bereft of their leaves, which crunch loudly underfoot. Up ahead, a fallen tree trunk blocks the path. Suddenly a trio of snarling humanoids leaps up from behind the log, all greenish skin and fearsome tusks, bellowing vulgar challenges.<br/><br/><div align="center">(https://i.imgur.com/9nrI47O.jpg)</div><br/><strong>Seven Things You Should Know:</strong><br/><br/>1.  The orcs are all wielding either greataxes or javelins.<br/>2.  The orcs all have an AC of 13.<br/>3.  The orcs currently have partial cover from a tree-trunk (+2 to AC, +1 to Reflex).<br/>4.  The trail and the grass are both regular terrain.<br/>5.  The bushes are difficult terrain.<br/>6.  The stones can be climbed with a DC 10 check.<br/>7.  Since all enemies work off the same initiative, initiative will usually go: Allies with higher initiative, enemies, ALL allies, enemies, all allies, enemies, etc.<br/><br/><strong> Roll Initiative!</strong>If you get higher than ... oof, natural 20, you may go immediately.  If not, wait until the enemies have gone.