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Bruthazmus

Nodin Bugbear
6-Level Ranger

Rugged, broad-shouldered bugbear man who, on the advice - or pestering - from an elven ranger, took up the mantle of a forest warden. Now, he works as a ranger, helping wanderers not be quite as lost.


Parties & Groups

The SNAFU Posse

Storytelled by Jarissa
Played by
C. B. Ash

Hi! I'm CB Ash - also known as Kummer Wolfe. To be fair, I spend my days going in several directions at once from software architect, inventor, and UX designer to science fiction and fantasy writer, Game Master, and worldbuilder on World Anvil or writer on Storium!   In short, I'm a creative storyteller!   As you might guess, the day job is the long-time software architect / ux designer/inventor part. The rest is the 'night job'.   Aside from that, I'm working on a couple of books, one of which is in my world 'Fiven' below.   Beyond that, I'm either working on one of my github projects or web component architecture.   I'm also on Storium: https://storium.com/user/kummer_wolfe   ... and I wouldn't turn down a coffee: https://ko-fi.com/cbash


Other Characters by Kummer Wolfe


   
Bruthazmus
Character Name
Race
Ranger
6
Level And Class
M
Size
30
Age
male
Gender
CG
Alignment
Ika the Caregiver
Freecities
Deity
Homeland
7 ft
350 lbs
Height
Weight
Chestnut
Brown
Hair Color
Eyes Color
Bruthazmus
Ranger
6

 
M
30
male
CG
Ika the Caregiver
Freecities
7 ft
350 lbs
Chestnut
Brown
ATTRIBUTES
Ability Name
Score
Abil Mod
Temp Adj
Cur Mod
Str
Strength
17
+3
+0
+3

 
Dex
Dexterity
17
+3
+0
+3

 
Con
Constitution
16
+3
+0
+3

 
Int
Intelligence
12
+1
+0
+1

 
Wis
Wisdom
12
+1
+0
+1

 
Cha
Charisma
8
-1
+0
-1

 
HIT POINTS & RESISTANCES
Total
HD
Dam Red
Spell Res
76
10
0
Initiative
Dex
Modifier
3
3
0
Base Attack Bonus
6
ARMOR CLASS
Total
Armor
Shield
Dex
20
4
0
3
Size
Natural
Deflection
Misc
0
3
0
0
Touch
13
Flat Footed
17
FORTITUDE Constitution
Total
Base
Ability
Magic
Misc
Temp
9
5
3
0
1
0
Reflex Dexterity
Total
Base
Ability
Magic
Misc
Temp
11
5
3
0
3
0
WILL Wisdom
Total
Base
Ability
Magic
Misc
Temp
4
2
1
0
1
0
Combat Maneuver Bonus CMB
CMB
BaB
Strength
Misc
9
6
3
0
Combat Maneuver Defense CMD
CMB
BaB
Strength
Dexterity
Misc
22
6
3
3
10
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
0
1
0
0
0
0
0
0
0
0
Per Day
0
1
0
0
0
0
0
0
0
0
Bonus
0
0
0
0
0
0
0
0
0
0

 
Speed
Base
With Armor
Fly
Swim
Climb
Burrow
30
25
0
15
0
Languages

Common, Coirili, Bugbear Tribal ( Native ), Bugbear Sign ( Native ), Falconer Code (requires chuckas)

SKILLS
Skill
Total
Abilty
Ranks
Misc
Acrobatics
+3
DEX
+3
0
+0

 
Appraise
+1
INT
+1
0
+0

 
Bluff
-1
CHA
-1
0
+0

 
Climb
+6
STR
+3
1
+2

 
Craft (Bowyer)
+6
INT
+1
2
+3

 
Diplomacy
-1
CHA
-1
0
+0

 
Disable Device*
+3
DEX
+3
0
+0

 
Disguise
-1
CHA
-1
0
+0

 
Escape Artist
+3
DEX
+3
0
+0

 
Fly
+3
DEX
+3
0
+0

 
Handle Animal*
+3
CHA
-1
1
+3

 
Heal
+6
WIS
+1
2
+3

 
Intimidate
+10
CHA
-1
1
+10

 
Knowledge (Black Mire )*
+6
INT
+1
2
+3

 
Knowledge (Geography )*
+5
INT
+1
1
+3

 
Knowledge (Nature )*
+5
INT
+1
1
+3

 
Linguistics*
+1
INT
+1
0
+0

 
Perception
+14
WIS
+1
7
+6

 
Ride
+3
DEX
+3
0
+0

 
Sense Motive
+1
WIS
+1
0
+0

 
Sleight of Hand*
+3
DEX
+3
0
+0

 
Spellcraft*
+2
INT
+1
1
+0

 
Stealth
+17
DEX
+3
8
+6

 
Survival
+11
WIS
+1
7
+3

 
Swim
+2
STR
+3
1
-2

 
Use Magic Device*
-1
CHA
-1
0
+0

 
Feats


  • Armour Prof Light
  • Armour Proficiency Medium
  • Endurance
  • Intimidating Prowess
  • Martial Weap Proficiency
  • Shield Proficiency
  • Simple Weapon Proficiency
  • Skill Focus (Perception)
  • Exotic Weapon Proficiency
  • Precise Shot
  • Weapon Focus(ranged)
  • Rapid Shot (level 2)
  • Special Abilities

    Racial Special Abilities

  • Darkvision 60
  • Scent

  • Selected Terrain: Temperate Forest
    Selected Favored enemy: Undead (+4)
    Selected Favored enemy: Ooze (+2)

    Class Special Abilities
  • Armour Proficiency Light
  • Armour Proficiency Medium
  • Armour Proficiency Shields
  • Endurance: Gain feat
  • Favored Enemy: +2 attack / +2 damage. +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy. Number of Favored enemies of 2
  • Favored Terrain: +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain.
  • Hunters Bond: Either animal companion or bond with party that allows 1/2 favorite enemy bonus to be added to party for WIS bonus number of rounds, this takes a move action.
  • Track (Ex): Adds half level on Survival skill checks made to follow or identify tracks.
  • Weapon Proficiency Martial
  • Weapon Proficiency Simple
  • Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
  • Name Attack Bonus Critical Type Range Ammunition Damage

    FIRST ATTACK IN A ROUND -----

    Truncheon/Tonfa
    0+3+6 x2 Bludgeon Contact None 1d6+3
    Masterwork Composite Longbow 0+3+1+6+1 x3 Piercing 110 ft 20 1d8+1+3
    Dagger 0+3+6 19-20/x2 Piercing or Slashing Contact or 10 ft None 1d4+3
    Chuka Sticks 0+3+6 x2 Bludgeon Contact None 1d6+3
    Ooze bane arrows 0+1+1+3+6+1 - Piercing Contact Per Bow 1d8+1+3+1

    SECOND ATTACK IN A ROUND -----

    Truncheon/Tonfa
    0+3+1 x2 Bludgeon Contact None 1d6+3
    Masterwork Composite Longbow 0+3+1+1+1 x3 Piercing 110 ft 20 1d8+1+3
    Dagger 0+3+1 19-20/x2 Piercing or Slashing Contact or 10 ft None 1d4+3
    Chuka Sticks 0+3+1 x2 Bludgeon Contact None 1d6+3
    Ooze bane arrows 0+1+1+3+1+1 - Piercing Contact Per Bow 1d8+1+3+1

     
    Name AC Bonus Type Check Penality Spell Failure Weight Properties
    Falconer Long Coat Light +4 -2 20% 20lb Oilskin coat with lamellar
    leather plates sewn into the
    coat. Not unlike lamellar leather armor

     

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Armor Proficiency, Light (Combat)

    You are skilled at wearing light armors.


    Benefits

    When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

    Normal

    A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.

    Special

    All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.

    Armor Proficiency, Medium (Combat)

    You are skilled at wearing medium armor.


    Prerequisite(s)

    Light Armor Proficiency.

    Special

    Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.

    Shield Proficiency (Combat)

    You are trained in how to properly use a shield.


    Benefits

    When you use a shield (except a tower shield), the shield’s armor check penalty only applies to Strength– and Dexterity-based skills.

    Normal

    When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving.

    Special

    Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it.

    Endurance

    Harsh conditions or long exertions do not easily tire you.


    Benefits

    You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.   You may sleep in light or medium armor without becoming fatigued.

    Normal

    A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

    Simple Weapon Proficiency (Combat)

    You are trained in the use of basic weapons.


    Benefits

    You make attack rolls with simple weapons without penalty.

    Normal

    When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

    Special

    All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    CR 1/3

    Rowtag

    N Small Animal
    Initiative: +3 Senses: low-light vision; Perception +10

    Defense

    AC: 18, touch 18, flat-footed 15 (+4 Dex, +2 size, Natural Armor +2)
    HP: 19 3d8
    Fortitude: +3 Reflex: +5 Will: +3
    Defensive Abilities: Evasion

    Offense

    Speed: 10 ft., fly 60 ft. (average)
    Melee: 2 talons +5 1d4-2
    Space: 2-1/2 ft. Reach: 0 ft.

    Statistics

    Str 7, Dex 18, Con 11, Int 2, Wis 15, Cha 6
    Base Attack: +2 CMB: +1 +2(BAB) CMD: 10
    Feats: Weapon Fitnesse
    Skills: Fly +7 , Perception +10 , Stealth +15
    Racial Modifiers: +4 Perception, +4 Stealth

    Ecology

    Environment: temperate forests
    Organization: solitary or pair
    Treasure: none

    Special Abilities

    Familiar The master of an owl familiar gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness.  
      Unlike typical owls, the Horned Mosswoood owl is not nocturnal. It prefers to hunt during the day, using shadows of the trees as cover to hide it from prey. They make very little noise when in flight, being an almost silent hunter.  
     

    Notes

     

    Evasion (Ex) - If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

     

    Bonus Tricks: 2


     

    Statblocks for your spells.

    Level 1 Spells

    SRD

    Read Magic

    You can decipher magical inscriptions on objects


    divination \ \

    Casting time: 1 standard action
    Range: Personal
    Duration: 10 min / level

    Description

    You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).   Read magic can be made permanent with a permanency spell.

    Speak with Animals


    divination; \ \ bard 3, druid 1, psychic 2, ranger 1

    Casting time: 1 standard action
    Range: personal
    Duration: 1 min./level
    Targets: you

    Description

    Components V, S

    You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

    Entangle


    transmutation; \ \ druid 1, ranger 1, shaman 1;

    Casting time: 1 standard action
    Range: long (400 ft. + 40 ft./level)
    Duration: 1 min./level (D
    Area: plants in a 40-ft.-radius spread
    Domain: plant 1;

    Description

    Components V, S, DF
    Saving Throw Reflex partial; see text; Spell Resistance no

    This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.   If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
    SRD

    Delay Poison


    conjuration \ \ healing

    Casting time: 1 standard action
    Range: Touch
    Duration: 1 hour/level
    Targets: creature touched

    Description

    The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.

    Statblocks for your Trinkets, businesses, building, castles, empires.

    Grolm 9, 578

    Overstaying our welcome

    by Bruthazmus

    Grolm 9, 578
     
    At least I think its the 9th. Might be the 10th. At this point, I don’t recall, so I’m going with the 9th until someone tells me otherwise. We’ve heading for Arjory Pond and hopefully won’t make a pain of ourselves to the dryad who cares for the place.
     
    It’s been a long two or so days, with this being the first chance I’ve had to stop and write anything down about it.
     
    Good intentions and roads and all that aside, the plan was sound. To, maybe, bring a halt to this range war the idea was to set the devil possessed animals against the undead vegetation. Let both sites whittle their numbers down to something more manageable. It almost worked. Only we underestimated how fast the cattle and sheep were being taken over by demons. We underestimated a lot. Including each other.
     
    We had rescued one barn-load of captives. Farmers and what might have been ranch hands. Including one Chica Alston, the spouse of one of the family that had caused part of this mess. She was angry, hostile and I didn’t help things. Little sleep, lack of solid progress left me irritable. I’m ashamed to say I vented at this lady. So her hatred of me was earned. Sadly, this seems to be a trend.
     
    I questioned her some, what I got out of her was that she got shuffled off to the barn to help and oversee the “Process”, only to wind up being slave labor herself. She had no idea where her wife was or any of her family. Lee Chung reported the devil possessed animals seemed to be calling the shots. What I had studied of arcane lore filled in the gaps in my mind. The devils possessing the cattle did what they always do. Once they got a foothold, they took control. From the sound of it, that happened long back and no one realized it.
     
    So that was one problem. Zheng Sephia had found the other.
     
    See, over part of these two days we met with the lady in charge of the undead plants. Only, she wasn’t responsible. She’s some half-devil, half-dryad that had been bound to some … by all accounts … lich. At least from hearing the way Sephia told it, that is some sort of lich with a plant fetish. Which meant the lich was responsible for the murders, the dead Pathfinders that had been hired by the caravan, and all that.
     
    We were set to kill her until finding out she had been enslaved to the lich. That, and her attempts to gently and magically convince us to leave, changed things. At least it changed for Jessie. He fell for her pretty hard. I’ve seen stranger pairings but not by much.
     
    To my surprise the dryad, one Scaevola Aemula, seemed to be set on her heels by Jessie. Who knew?
     
    There was a fight but that wasn’t that important. The important part was brokering a deal that we would work “with” her boss to help solve this. That was how Sephia got to meet the “boss” for a short time and learn he’s obsessed and convinced he’s “doing the right thing”.
     
    So there was the second problem. Third problem is all the people caught in the middle.
     
    Some of the locals had decided enough was enough. Loading up wagons, they headed out for Aquitaine. The town was dying. We were screwing up trying to save the town with every moment. Not encouraging.
     
    Taking it upon myself, I pushed a bit to get people moving. To stop a range war, you ether get both sides talking to each other peacefully or you get one side to stop. This leaves only one problem to unwind. With the lich being well sealed back up in that canyon, I chose to deal with the rangers first. That meant find out what happened to Mrs Alson’s wife and family. Along the way, track down and grab the alchemist or wizard responsible for that half of the mess.
     
    We headed out to do just that but not until getting some odd warning from Jessie’s new girlfriend. The devil animals could “sense” rangers. I had no idea what that meant other than Sephia and I needed to be careful. The others felt that meant we needed to stay and “guard the horses”.
     
    Well, that wasn’t at all going to happen. I don’t understand what possesses the SNAFU guild to think I need protection from harm, and so leaving me behind, but me and that attitude of theirs is coming to a middle.
     
    Taking a buckboard over to the Whitpetel ranch, Chica escorted the others down to the ranch house. Once they were gone, Sephia and I made our own way there. Quick as a whistle we slipped down with no one the wiser, the made it inside. Before we knew it, we caught up with the others at the second floor. That was when things took a sad turn.
     
    From the looks of things, the family had been taken over by whatever devil-fueled plot the creatures were now running. Chica’s wife was gone, most likely to one barn to put a stop to this. Only she never came back. Odds are she’s still at that barn called “Sarsaparilla” over near the waterfall on the far side of the ranch.
     
    But we also uncovered the missing town alchemist, one Melinda Nakinore. The lady who is, in part, responsible for this mess. Miss Melinda was a captive at the ranch house, being held there against her will for what seemed quite awhile. To me that was strong proof that the family wasn’t in charge anymore.
     
    We needed to get Miss Melinda out along with Chica. That would throw a prybar into the gears of what was happening at Whitpetal ranch. It might not solve the problem but it sure would slow it down to something more manageable.
     
    And so we did just that. Getting her out, despite a few devil-sheep running around in the house, proved easier than I worried about. Though the flight to the wagon was a bit harrowing. But it gave us a hint as to what the ‘next step’ in the devil-animal plan was. Either devil possessed ranch hands, or ranch hands turned into revenant undead.
     
    That might seem the worst of it. Anytime else, that would be, only now? It wasn’t.
     
    We rode the wagon back, nursing our wounds. I had mostly bangs and bruises. Only cut I had was healing slow but steady so long as I kept it bandaged and didn’t push things too hard. That last part is getting harder to do.
     
    The thought was that reaching the town would be a step forward. A turning point. Well, it was, just not for us.
     
    Before we had left for Whitpetal ranch, we knew Scaevola had been ordered to collect the townfolk, or those that were left, and bring them back for “safe keeping”, if you could call being held captive by a lich “safe”. I thought that cutting down her forces would have stopped or slowed this down. At least enough we could get back and deal with that. But I guessed wrong.
     
    When we returned to Purgatory Gulch, the town had been surrounded by a huge cactus wall. Getting past that we found the people were gone but the animals were left. Scaevola enchanted the people as commanded by the lich and had them taken away. She stayed to protect the animals using that cactus wall of her own decision.
     
    I wanted to be angry but I couldn’t. Her whole plan made sense and I would’ve done it myself. My anger was really frustration. Frustration at myself and not protecting the people in trouble here.
     
    The others were angry, too. Especially Miro. He’s gone down a dark hole on revenge. It might eat him alive. At one point, I had to call him out before he stabbed Scaevola. Sure the half-dryad had done some bad things and I get the sense she’s not on the side of the heavens at all. But she couldn’t help herself and said so.
     
    There was conviction in her voice. I believe her. But Miro? He doesn’t care. Miro’s not far from just wanting to watch the world burn. I know better than to ask him if murdering everyone will bring back the other stormborn? Wouldn’t get me anywhere. Better to try and keep Miro focused on the lich instead of collateral damage.
     
    If that wasn’t enough, Jessie tried a damn fool stunt. He pulled everything he had to shift the arcane bond from Scaevola to himself. Forcibly. It was a long shot and it worked.
     
    We learned a bit from that, too. His stunt got the attention of what sounded like the one who did the arcane binding. Scaevola said the lich we’re dealing with isn’t strong enough to bind her. So this monster that appeared, threatened us, then vanished? That was at least an archmage and bad news. A ‘Dark Lord’ in a way. But… also a problem for another day.
     
    So now, Jessie’s bound to the lich here in the canyon. The others were upset and Scaevola offered to murder him to set him free.
     
    Me? I see an advantage.
     
    That lich commands Jessie to do something,he’ll have to do it. Or try and do some flavor of it. But Jessie’s own connection to nature will fight back against that. Likewise we get a connection to know when and where the lich is. Provided Jessie figures how to manipulate that. If need be, we can tie Jessie down and stuff wax in his ears. I’d hate to have to kill the druid.
     
    I made a comment about turning loose the vampiric rabbits we found on that field of undead cabbage the lich is using. That wasn’t a joke. Either we do that or set the whole batch on fire. Burn the crops, it whittles down the lich’s resources.
     
    Not sure if the others will agree. At this point, I may talk to Scaevola about where those crops are, then ask Sephia to help while the others sleep.
     
     

    Bruthazmus's Journal Ordered oldest to newest

    1. A Storm and a Half
      Vebel 29th, 578 ILC
    2. A Little Bit of Deductifyin'
      Grolm 7, 578
    3. Yonderin' About Town
      Afternoon of Grolm 7, 578
    4. Giving 'em the Ol' Run Around
      Grolm 7, 578
    5. Riding the Dark Trail
      Grolm 8, 578
    6. Showdown in Purgatory Gulch
      Grolm 8, 578
    7. Caught between a Hoof and a Hard Place
      Grolm 9, 578
    8. Rough Riding!
      Grolm 9, 578
    9. Overstaying our welcome
      Grolm 9, 578

    The major events and journals in Bruthazmus's history, from the beginning to today.

    A Storm and a Half

    The storm was like a punch to the jaw, almost blowing the gray off Aquitaine's stone walls. Everyone took part and pitched in to keep things bolted down. It mostly worked and our little Stormborn halfling did the most keeping the lightning off most thi...

    05:01 am - 12.04.2020

    A Little Bit of Deductifyin'

    Grune 7, 578 The town was so calm, I wanted to check for a pulse. Heading into the General Store, we met the mayor who also worked at the General Store. A human named Jaeke Blaze. Talkative and friendly. Which helped. Feathers and I headed in and s...

    06:02 am - 26.04.2020

    Yonderin' About Town

    Afternoon of Grolm 7, 578 ... After wrangling a herd of devil-possessed cows, it turns out the real work was waiting to bubble up. The driver and guard of the mail coach were busy sorting out the mail - though not too busy to offer up a round of dri...

    04:22 am - 10.05.2020

    Giving 'em the Ol' Run Around

    Evening of Grolm 7, 578 ... Don't know where we're going but there's no use in bein' late. My idea, such as it was, to check in on the aminals on Branby farm then maybe collect the others to wander north to have a talk with the dryad had a whole bu...

    04:32 am - 24.05.2020

    Riding the Dark Trail

    I had a bad feeling about this. We made it to the Tarntaise Farm by 2 am. Homesteads, from my view, take on the sense of the people living there. Almost taking on a life their own. The Tarntaise Farm wasn't any exception. Now? It felt tired. Spent. Lik...

    11:25 pm - 20.06.2020

    Showdown in Purgatory Gulch

    Running down a lich takes planning, supplies, and a little luck. The way I saw it we had some of the first, needed more of the second, and I hope enough of the third. So we headed to town to take care of the supplies. ...

    09:31 pm - 18.07.2020

    Caught between a Hoof and a Hard Place

    We made our deal with a plant-devil, and so rode out make good on it. I just hope it wasn't to pay the Butcher's bill....

    09:05 pm - 01.08.2020

    Rough Riding!

    To date, we’d fought undead-like plant and riled up a whole heard of a thousand demon possessed cattle that started to chase us. I have to admit… I really do think that at that moment, driving a beer wagon chock full of freed prisoners to Purgatory Gu...

    08:52 pm - 15.08.2020

    Overstaying our welcome

    Grolm 9, 578 At least I think its the 9th. Might be the 10th. At this point, I don’t recall, so I’m going with the 9th until someone tells me otherwise. We’ve heading for Arjory Pond and hopefully won’t make a pain of ourselves to the dryad who...

    11:59 pm - 27.09.2020

    The list of amazing people following the adventures of Bruthazmus.

    Played by
    C. B. Ash

    Hi! I'm CB Ash - also known as Kummer Wolfe. To be fair, I spend my days going in several directions at once from software architect, inventor, and UX designer to science fiction and fantasy writer, Game Master, and worldbuilder on World Anvil or writer on Storium!   In short, I'm a creative storyteller!   As you might guess, the day job is the long-time software architect / ux designer/inventor part. The rest is the 'night job'.   Aside from that, I'm working on a couple of books, one of which is in my world 'Fiven' below.   Beyond that, I'm either working on one of my github projects or web component architecture.   I'm also on Storium: https://storium.com/user/kummer_wolfe   ... and I wouldn't turn down a coffee: https://ko-fi.com/cbash


    Other Characters by Kummer Wolfe