The Tree Fort
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| Yet another post-it map. |
To keep intruders from stumbling onto their cave-cliff hideaway, Thurstle Island's smugglers have fortified the trail through the Old Forest that leads to their base with traps and an arboreal watch post. Tricky to attack or defend, depending on how the player's allegiances develop.
- Guards: 3d4 smugglers will be present at any given time. Stats as bandits or pirates.
- Battlements: Guards with javelins and bows guard the path from hoardings built in the tree. They have excellent cover and field of view. Rope ladders can be lowered to access the fort.
- Ready Room: The happening hangout spot and a convenient place to retreat if the action on the battlements gets too hot. Games and snacks. If you root around, roll on the "Search the Body" table.
- Stores: A few quiver's of arrows, 2d6 harpoons, flask of lockjaw poison.
- Living quarters: Another option for retreat, higher up in the tree. Not visible from the ground and only accessible from a rickety stair and a narrow bridge. Easily defended.
- Crow's Nest: Very high up, above the surrounding canopy. Gives a good view of the Cliff Path, the Sword Meadow and the Fog Cliff, as well as the entrance to the cave hideout (map) and the trail up to the Fort. Contains a few signaling flags and a spyglass.
- Harming the Tree: Setting a fire or starting to saw will quickly draw a horde of angry druids. The players should know that this is suicide.
More about the gang, its members and modes below.







