Ender's Island D&D 3.5 E6 (LisztesFerenc and Oral addiction)
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		<h2 id="linktree">Play-By-Post: Extreme =&gt; Extreme Small Groups =&gt; Topic started by: LisztesFerenc on 23-02-2012, 04:45:16</h2>
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				Title: <strong>Ender's Island D&amp;D 3.5 E6 (LisztesFerenc and Oral addiction)</strong><br>
				Post by: <strong>LisztesFerenc</strong> on <strong>23-02-2012, 04:45:16</strong>
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				&nbsp; After the recent clash with the drow, when the horrid cave elves were repelled from harvesting any slaves from the survivors of the shipwreck, Captain Arkath’s victory against them becomes the talk of the fort, Castley congratulating the half-orc warrior on his return at the gates. This soon fades however, not in small part because of the 13 lives lost in this victory, just above the 11 confirmed dead of the drow.<br>&nbsp; The Island is an eventful place however, and many other things happen for the people to talk about instead. The scamper monkeys return to their usual par corner of the forest as the predators hunting them are driven back to the cliffs, the strongest one of their kind slain by some former members of the Fort.<br>&nbsp; More tantalizing perhaps are the rumours of events that have not yet been resolved. After Aeryn, the recently appointed Healer in Chief of the settlement returns from her expedition to the far side of the island, she brings with her news of a new faction: seven individuals, each with their own set of potent abilities. Three of which she, and her protectors, battled with directly: the red man, a sand demon, a fierce warrior commanding the power of the desert, Fon, a lizard man wielding a heavy blade imbued with the power of lightening, and a hulking brute covered in shaggy fir, capable of commanding the obedience of earth folk. The remaining four individuals, including the faction’s leader, remain shrouded in mystery. Two lives were lost gaining this information, and many feel unsatisfied with Chastley’s decision to wait before making another move against them.<br>&nbsp; The same area has also drawn attention after a talking crystal spider, later found out to belong to a member of the Forest Camp, arrived at the gates and told of vast treasures hidden in a cave on the border of the goblin’s territory, guarded by a lizard shape shifter. Again, Chastley has decided not to act on this information, this time more understandable perhaps, although others are still tempted to try their own luck. Finally, the Pirate Isle seems to be dealing with uncharacteristic aggression from the trolls, similar perhaps to that before the last culling. Information is scarce however, and scouts have been dispatched to find out the precise details of the situation.<br>&nbsp; You contemplate these rumours as you rise just after the morning sun. You have spent the last three days scouting out the base of the Grey Cliffs, trying to catch a pair of insects like beasts that wounded a farmer and his daughter. You slew the first creature, leaving its body peppered with arrows at the edge of the Deep Green Forest, but its mate appears to have moved on, deeper into the island, past the area you are expected, and allowed, to patrol. As such, you are now free of duty for four days before being required to report to Captain Rosed for a new task.
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