<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dick.vdbunt.net/fc1/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DB</id>
	<title>FC1 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dick.vdbunt.net/fc1/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DB"/>
	<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php/Special:Contributions/DB"/>
	<updated>2026-07-13T12:00:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Lantres&amp;diff=4305</id>
		<title>Lantres</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Lantres&amp;diff=4305"/>
		<updated>2026-07-12T14:11:37Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lantres is a little city (more like a town) in the [[Giant&#039;s Crown Mountains]] north, north-east of [[Fir Lanear]]. Their most important resources consist of mines, mountain herbs and goat-products. With the exception of traders, the people of Lantres keep to themselves and don’t come down to the rest of the world very often. They are not particularly hospitable to people from outside, however. Humans and orcs live peacefully alongside each other since the orcs have accepted their new god, [[Ulaa]].&lt;br /&gt;
&lt;br /&gt;
Around 15 years ago, the settlement was overrun by a group of elves. The elves, wanting for resources for trade, manipulated their way to take what they wanted, leaving the people of Lantres without income and produce. A small group of people, rallied by [[Marinda Winterwies]], stood up against the oppression. Armed with what could be found around the elves were driven out, luckily with little actual bloodshed. With a last standoff between Marinda and the head of the elves, they were banished back to their forests. Ever since, a small force is trained to keep elves and other people wanting to take advantage away.&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Lantres&amp;diff=4304</id>
		<title>Lantres</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Lantres&amp;diff=4304"/>
		<updated>2026-07-12T14:09:12Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lantres is a little city (more like a town) in the mountains north, north-east of [[Fir Lanear]]. Their most important resources consist of mines, mountain herbs and goat-products. With the exception of traders, the people of Lantres keep to themselves and don’t come down to the rest of the world very often. They are not particularly hospitable to people from outside, however. Humans and orcs live peacefully alongside each other since the orcs have accepted their new god, [[Ulaa]].&lt;br /&gt;
&lt;br /&gt;
Around 15 years ago, the settlement was overrun by a group of elves. The elves, wanting for resources for trade, manipulated their way to take what they wanted, leaving the people of Lantres without income and produce. A small group of people, rallied by [[Marinda Winterwies]], stood up against the oppression. Armed with what could be found around the elves were driven out, luckily with little actual bloodshed. With a last standoff between Marinda and the head of the elves, they were banished back to their forests. Ever since, a small force is trained to keep elves and other people wanting to take advantage away.&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Ycre&amp;diff=4298</id>
		<title>Ycre</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Ycre&amp;diff=4298"/>
		<updated>2026-07-11T20:38:11Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ycre 2.png|437x437px|right]]&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Ycre (Pronunciation: Ee-kurr)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 23&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half-Elf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Wizard ([[Bladesinging]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Scholar of the [[House of Confluence]] (Sage)&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Ycre was born in &#039;&#039;&#039;[[Korint]]&#039;&#039;&#039;, the capital of &#039;&#039;&#039;[[Loveria]]&#039;&#039;&#039;, to the cartographer &#039;&#039;&#039;[[Aldren Vaust]]&#039;&#039;&#039; and the elven translator &#039;&#039;&#039;[[Lethariel]]&#039;&#039;&#039;. She was their only child and grew up in a household where scholarship, craftsmanship, and intellectual curiosity were regarded as ordinary parts of daily life rather than academic pursuits.&lt;br /&gt;
&lt;br /&gt;
Her father&#039;s work frequently brought surveyors, merchants, and explorers into the family home, while her mother translated contracts, journals, and correspondence from across the continent. As a result, Ycre was exposed from an early age to a broad range of professions, cultures, and ideas. Rather than separating work from family life, Aldren and Lethariel encouraged their daughter to observe and ask questions about the world around her.&lt;br /&gt;
&lt;br /&gt;
Contemporaries often recalled that Ycre was an unusually attentive child. Rather than seeking attention herself, she preferred quietly observing conversations, workshops, and marketplaces, often noticing details that others overlooked. Family acquaintances later remarked that she seemed less interested in finding answers than in understanding why people reached different conclusions.&lt;br /&gt;
&lt;br /&gt;
Her parents fostered this natural curiosity in different ways. Aldren rarely provided direct explanations, instead encouraging her to make careful observations before drawing conclusions. Lethariel, by contrast, emphasized language, context, and the importance of understanding another person&#039;s perspective before interpreting their words. The combination of these influences would later become a defining characteristic of Ycre&#039;s approach to both scholarship and magic.&lt;br /&gt;
&lt;br /&gt;
During her childhood, Ycre developed a habit of carrying small notebooks in which she recorded sketches, observations, unfamiliar symbols, architectural details, and questions about everyday occurrences. These journals contained few personal reflections, serving instead as records of the world she sought to understand. Friends and family frequently noted that she possessed an unusual ability to notice seemingly insignificant details and relate them to broader patterns.&lt;br /&gt;
&lt;br /&gt;
Unlike many later scholars of the House of Confluence, Ycre&#039;s early interests were not limited to arcane subjects. She displayed equal fascination with maps, languages, craftsmanship, mathematics, and the workings of Korint&#039;s merchant districts, believing that every craft revealed a different way of understanding the world.&lt;br /&gt;
&lt;br /&gt;
During her childhood, Ycre formed a close friendship with &#039;&#039;&#039;[[Clara Voss]]&#039;&#039;&#039;, a girl from a nearby merchant family. Together they spent countless afternoons exploring the streets, courtyards, workshops, and markets of Korint, developing a shared habit of wandering simply to discover something new. While Clara was drawn to people and their stories, Ycre found herself fascinated by details, patterns, and unanswered questions. Ycre would later credit these childhood explorations as the beginning of her lifelong habit of learning through observation.&lt;br /&gt;
&lt;br /&gt;
=== The First Questions ===&lt;br /&gt;
[[File:Ycre Young.png|right|366x366px]]&lt;br /&gt;
As Ycre grew older, her curiosity developed from simple observation into a genuine desire to understand how different people approached the same problem. While other children often sought answers, Ycre became increasingly interested in the reasoning that produced them. Family acquaintances later remarked that she had an unusual tendency to ask questions about assumptions rather than conclusions.&lt;br /&gt;
&lt;br /&gt;
Her father&#039;s profession offered frequent opportunities to accompany him on surveying commissions, meetings with merchants, and discussions with craftsmen. Although still too young to contribute meaningfully, Aldren encouraged her to listen rather than participate. These experiences exposed Ycre to surveyors, engineers, traders, architects, and navigators, reinforcing her growing belief that every craft possessed its own way of understanding the world.&lt;br /&gt;
&lt;br /&gt;
Around this time, Ycre also began spending increasing amounts of time in the study of her mother, where she observed Lethariel translating contracts, journals, and correspondence from across the continent. Rather than teaching individual languages directly, Lethariel encouraged her daughter to consider why different cultures described similar ideas in different ways, fostering an appreciation for perspective that would later become central to Ycre&#039;s academic outlook.&lt;br /&gt;
&lt;br /&gt;
Throughout these years, Ycre continued filling her notebooks with sketches, observations, and unanswered questions. Unlike conventional journals, these books contained almost no record of daily events. Instead, they documented unusual architectural details, recurring patterns in city life, unfamiliar symbols, conversations overheard in marketplaces, and countless questions she hoped to answer one day.&lt;br /&gt;
&lt;br /&gt;
During this period, Ycre also began displaying a modest but unmistakable aptitude for arcane magic. The manifestations were subtle and rarely dramatic, often occurring instinctively rather than intentionally. While neither Aldren nor Lethariel possessed the expertise to properly evaluate her abilities, they recognized that formal instruction would eventually become necessary.&lt;br /&gt;
&lt;br /&gt;
The event most frequently associated with Ycre&#039;s early years occurred during one of Aldren Vaust&#039;s regular meetings with the merchant &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Having accompanied her father to Vellor&#039;s office during a school holiday, Ycre spent much of the meeting quietly examining the room while the two men discussed revisions to a series of commercial surveys. Neither Aldren nor Cassian paid her much attention, assuming she was merely entertaining herself.&lt;br /&gt;
&lt;br /&gt;
After nearly an hour of conversation, Ycre broke the silence with a simple question.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Why are there three chairs?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Neither man immediately understood the question.&lt;br /&gt;
&lt;br /&gt;
Cassian replied that there were only two people present.&lt;br /&gt;
&lt;br /&gt;
Ycre gestured toward the meeting table.&lt;br /&gt;
&lt;br /&gt;
One chair stood slightly farther back than the others, angled differently from the rest. A teacup beside it was only half-finished. More curiously, several maps had been stacked in an unusual order, and a recently broken wax seal lay beside a document that neither Aldren nor Cassian remembered opening during their discussion.&lt;br /&gt;
&lt;br /&gt;
She offered no conclusion, merely another question.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Was someone else here?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;According to later accounts, the room fell silent.&lt;br /&gt;
&lt;br /&gt;
Cassian examined the table more closely before realizing that one of the revised survey maps had been exchanged shortly before Aldren&#039;s arrival. The change itself was minor, but it altered several measurements central to the meeting.&lt;br /&gt;
&lt;br /&gt;
When asked how she had noticed, Ycre reportedly explained each observation in the order she had made it—the position of the chair, the untouched tea, the broken seal, and the unfamiliar arrangement of the maps—carefully distinguishing what she had observed from what she merely suspected.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Show me.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The incident left a lasting impression upon the merchant. Several weeks later, after careful consideration and discussions with Aldren Vaust, Vellor recommended that Ycre be considered for admission to the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;, believing that her habits of observation and intellectual curiosity reflected the qualities the institution sought to cultivate.&lt;br /&gt;
&lt;br /&gt;
This recommendation would ultimately lead to Ycre&#039;s invitation to undertake [[The Confluence Examination|&#039;&#039;&#039;The&#039;&#039;&#039; &#039;&#039;&#039;Confluence Examination&#039;&#039;&#039;]], marking the beginning of her formal education.&lt;br /&gt;
&lt;br /&gt;
== House of Confluence ==&lt;br /&gt;
At the age of twelve, following the recommendation of the merchant &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039;, Ycre received an invitation to undertake [[The Confluence Examination|&#039;&#039;&#039;the Confluence Examination&#039;&#039;&#039;]], the annual admission process of the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Although she had already demonstrated a modest aptitude for arcane magic, neither her parents nor Vellor considered magical ability the primary reason for her candidacy. Rather, all three believed that the House&#039;s emphasis on observation, curiosity, and interdisciplinary learning closely matched Ycre&#039;s developing character.&lt;br /&gt;
&lt;br /&gt;
The examination proved unlike anything Ycre had expected.&lt;br /&gt;
&lt;br /&gt;
While the written assessments challenged her reasoning and powers of observation, she later remarked that she found the questions more enjoyable than intimidating, owing largely to the absence of predetermined &amp;quot;correct&amp;quot; answers.&lt;br /&gt;
&lt;br /&gt;
The second stage, the Observation Exercise, required applicants to spend several hours exploring Korint before returning with &amp;quot;something worth discussing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Years later, fellow students recalled that Ycre returned not with an object, but with a series of questions concerning the layout of a public square that had recently been renovated. Rather than presenting conclusions, she had become fascinated by the differing assumptions made by the architects, merchants, and pedestrians using the space.&lt;br /&gt;
&lt;br /&gt;
The final interview with &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; would prove decisive.&lt;br /&gt;
&lt;br /&gt;
Although the exact conversation has never been recorded, Maylin later described Ycre as possessing an uncommon willingness to challenge her own assumptions before challenging those of others. When asked what she wished to study if accepted into the House, Ycre reportedly answered:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;I don&#039;t know yet.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;After a brief silence she added:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;I haven&#039;t seen enough of the world.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Maylin would later remark that this answer, rather than any examination score, convinced her that Ycre belonged at the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
Ycre was one of three applicants admitted that year. &lt;br /&gt;
&lt;br /&gt;
Cassian Vellor continued to follow her progress throughout her years at the House, though the two met only occasionally.&lt;br /&gt;
&lt;br /&gt;
=== Student Years ===&lt;br /&gt;
Ycre remained at the House of Confluence for the next eight years. Although many students completed their studies after seven years, Essa Maylin encouraged Ycre to remain for an additional year to pursue her increasingly unconventional research into the relationship between movement and spellcasting. Looking back, Ycre would later describe the decision not as delaying her graduation, but as choosing not to leave before her questions were ready.&lt;br /&gt;
&lt;br /&gt;
Unlike several of her contemporaries, she was never regarded as the strongest spellcaster or the most accomplished academic within her class. Her magical aptitude was considered above average but unexceptional, and she frequently required more time than her peers to master advanced magical techniques.&lt;br /&gt;
&lt;br /&gt;
What distinguished Ycre was the manner in which she approached learning.&lt;br /&gt;
&lt;br /&gt;
Rather than treating subjects—or even life beyond the House—as separate spheres of learning, she displayed an unusual tendency to search for relationships between them. It was not uncommon for her notebooks on magical theory to contain observations drawn from cartography, linguistics, architecture, mathematics, or conversations with craftsmen encountered throughout Korint.&lt;br /&gt;
&lt;br /&gt;
This habit occasionally frustrated her instructors, particularly when Ycre pursued questions that lay well outside the assigned curriculum. Essa Maylin, however, generally encouraged these explorations, provided Ycre could justify their relevance.&lt;br /&gt;
&lt;br /&gt;
Although her studies increasingly occupied her time, Ycre remained closely connected to life beyond the House. In keeping with the educational philosophy of the House of Confluence, students were encouraged to engage with the city of Korint as an extension of their education rather than retreat from it. Ycre regularly spent her free days exploring the city with her childhood friend &#039;&#039;&#039;[[Clara Voss]]&#039;&#039;&#039;, continuing a tradition they had begun years before. Whether wandering unfamiliar streets, visiting craftsmen, or simply observing everyday life, these excursions reinforced Ycre&#039;s belief that meaningful knowledge could often be found outside the classroom as readily as within it.&lt;br /&gt;
&lt;br /&gt;
Among her fellow students, &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039; became one of the few individuals whose way of thinking consistently challenged her own. While Ycre instinctively sought unexpected connections and new questions, Dorian approached scholarship through ethics, responsibility, and the practical consequences of knowledge. Their discussions rarely ended in agreement, yet each found the other&#039;s perspective impossible to dismiss. Over time, Ycre came to regard Dorian as one of the few people whose way of thinking she never fully managed to understand.&lt;br /&gt;
&lt;br /&gt;
Despite her academic strengths, Ycre was never considered a prodigy. She struggled with subjects requiring extensive memorization and was often slower than her peers when first learning unfamiliar magical techniques. Her progress instead came through persistence, observation, and a willingness to refine ideas through repeated experimentation.&lt;br /&gt;
&lt;br /&gt;
This approach would eventually become one of the defining characteristics of both her scholarship and her later magical research.&lt;br /&gt;
&lt;br /&gt;
Among the instructors who would have the greatest influence on her were &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, who encouraged her intellectual curiosity, and &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039;, whose uncompromising approach to discipline challenged many of her assumptions about learning.&lt;br /&gt;
&lt;br /&gt;
Despite the increasing demands of academic life, Ycre regarded her weekly explorations of Korint with Clara Voss as no less educational than her formal studies.&lt;br /&gt;
&lt;br /&gt;
=== Collaborative Study ===&lt;br /&gt;
During their sixth year at the House, Ycre and &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039; were jointly assigned by &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; to investigate one of the oldest ethical questions in magical scholarship: &#039;&#039;Under what circumstances should dangerous knowledge be restricted?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although both students examined the same restricted manuscripts, they reached markedly different conclusions.&lt;br /&gt;
&lt;br /&gt;
Ycre argued that knowledge should first be understood before access could be limited, believing that ignorance often posed a greater danger than scholarship itself. Dorian, while equally opposed to destroying knowledge, maintained that discovery inevitably created responsibility, and that access to powerful magic required careful stewardship.&lt;br /&gt;
&lt;br /&gt;
Neither persuaded the other.&lt;br /&gt;
&lt;br /&gt;
Rather than selecting one report over the other, Essa Maylin combined elements from both into the House&#039;s own recommendation for handling sensitive magical works. The project later became a frequently discussed example of the House of Confluence&#039;s belief that meaningful understanding often emerged through the reconciliation of opposing perspectives rather than the triumph of a single idea.&lt;br /&gt;
&lt;br /&gt;
=== Fencing and the Foundations of Bladesinging ===&lt;br /&gt;
[[File:Ycre Fencing.png|right|415x415px]]&lt;br /&gt;
Although students of the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; were encouraged to pursue disciplines beyond arcane study, Ycre&#039;s decision to enroll in the House&#039;s fencing instruction surprised both her peers and several members of the faculty. She had no particular interest in dueling, military service, or martial competition, later explaining that her motivation was simply curiosity.&lt;br /&gt;
&lt;br /&gt;
According to notes preserved from her student journals, Ycre believed that fencing represented a discipline fundamentally different from scholarship. Where books taught through explanation, fencing appeared to demand understanding through action. Intrigued by this contrast, she elected to study under &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039;, the House&#039;s Master of Fencing.&lt;br /&gt;
&lt;br /&gt;
The decision proved far more challenging than anticipated.&lt;br /&gt;
&lt;br /&gt;
Unlike many students who possessed a natural aptitude for athletic movement, Ycre struggled with posture, balance, and coordination during her first years of instruction. Her tendency to analyze every correction before applying it often frustrated Thorne, who regarded excessive thought as an obstacle to physical discipline.&lt;br /&gt;
&lt;br /&gt;
Former classmates recalled that Ycre frequently interrupted lessons with questions concerning footwork, weight distribution, and body mechanics. Thorne rarely entertained such discussions, typically responding with brief instructions rather than explanations. One exchange became particularly well known among later students.&lt;br /&gt;
&lt;br /&gt;
After spending an entire lesson recording notes on stance and balance, Ycre was said to have shown her notebook to Thorne in the hope of confirming her understanding. He reportedly closed the notebook, returned it to her, and replied only:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Stand first.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;For several years, Ycre made only modest progress. Although diligent and conscientious, she remained an unremarkable fencer compared to many of her peers. Frustrated by her lack of improvement, she turned to books on fencing theory, anatomy, and geometry in an effort to better understand the principles behind the movements she struggled to perform.&lt;br /&gt;
&lt;br /&gt;
Observing the growing stack of books accompanying her practice sessions, Thorne reportedly remarked:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;You already know enough.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;When Ycre insisted that she did not, he answered simply:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Exactly.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The turning point came not through a breakthrough in theory, but through repetition. Rather than seeking new techniques, Ycre devoted herself to practicing the same fundamental exercises day after day, often remaining in the courtyard long after formal lessons had ended.&lt;br /&gt;
&lt;br /&gt;
One afternoon, after silently observing her practice for half an hour, Thorne approached and offered the first praise she could recall receiving from him.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Better.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Though brief, Ycre would later describe the moment as one of the most meaningful of her education, believing she had finally earned her instructor&#039;s respect through persistence rather than talent.&lt;br /&gt;
&lt;br /&gt;
As her fencing gradually improved, Ycre began noticing subtle changes in her spellcasting immediately following practice sessions. Arcane gestures felt more deliberate, transitions between somatic components became smoother, and maintaining concentration during complex spells seemed unexpectedly easier.&lt;br /&gt;
&lt;br /&gt;
Rather than drawing immediate conclusions, she approached the phenomenon as she had every other question throughout her education. Over many months she meticulously recorded observations, altering only one variable at a time—stance, breathing, footwork, timing, and spell selection—in an effort to determine whether a genuine relationship existed between disciplined movement and arcane casting.&lt;br /&gt;
&lt;br /&gt;
Her notes gradually revealed an unexpected pattern. Certain combinations of footwork and body positioning seemed to preserve the natural rhythm of both spellcasting and fencing, allowing neither discipline to interrupt the other. Rather than pausing to cast before moving again, Ycre found herself moving continuously, each step naturally flowing into the next gesture, and each gesture into the next spell.&lt;br /&gt;
&lt;br /&gt;
At first she regarded these moments as little more than technical curiosities. Over time, however, she deliberately refined them, abandoning movements that felt forced while preserving those that possessed an almost effortless rhythm. Although the resulting sequences served no formal purpose within either fencing or magical instruction, Ycre found them remarkably effective in maintaining balance, awareness, and concentration under pressure.&lt;br /&gt;
&lt;br /&gt;
Fellow students occasionally remarked that her practice had begun to resemble a carefully choreographed dance rather than conventional sword drills. Some claimed the air itself seemed to move differently around her during these exercises, though Ycre dismissed such comments as poetic exaggeration and continued treating the phenomenon as a subject of academic investigation.&lt;br /&gt;
&lt;br /&gt;
Although he possessed no magical training and never attempted to involve himself in her research, this exchange marked a subtle change in their relationship. Thorne ceased treating Ycre merely as a student of fencing and instead came to recognize the same disciplined pursuit of mastery that he valued within his own craft.&lt;br /&gt;
&lt;br /&gt;
In the years that followed, Ycre continued investigating the relationship between movement and spellcasting. At the time, she regarded the work simply as another interdisciplinary inquiry inspired by the educational philosophy of the House of Confluence. Neither she nor her instructors believed the research to be exceptional or historically significant.&lt;br /&gt;
&lt;br /&gt;
Although Dorian never shared Ycre&#039;s fascination with the relationship between movement and spellcasting, he encouraged her to continue pursuing the research, remarking that understanding, even when seemingly impractical, often became valuable in ways impossible to predict.&lt;br /&gt;
&lt;br /&gt;
Unaware that her research had already been given a name elsewhere, Ycre departed Loveria believing she was simply following an unusual line of inquiry—one that would eventually lead her to the city of [[Avale]].&lt;br /&gt;
&lt;br /&gt;
=== Departure from the House ===&lt;br /&gt;
[[File:Ycre - Departure.png|500x500px|right]]&lt;br /&gt;
After eight years of study, Ycre concluded her education at the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; at the age of twenty.&lt;br /&gt;
&lt;br /&gt;
Unlike many academies throughout the Heartlands, the House held no public graduation ceremony. There were no speeches, no audience, and no formal presentation of titles. Instead, each departing student met privately with &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; for one final conversation before leaving the House.&lt;br /&gt;
&lt;br /&gt;
Students traditionally arrived carrying a single contribution for the House Library—a work they believed might one day inspire another student&#039;s curiosity.&lt;br /&gt;
&lt;br /&gt;
Ycre presented a modest bound volume entitled &#039;&#039;&#039;&#039;&#039;[[Observations Without Conclusions]]&#039;&#039;&#039;&#039;&#039;. Rather than offering theories or definitive answers, it contained a collection of observations gathered throughout her eight years at the House. Architectural sketches, unusual patterns, fragments of conversations, notes on movement, and questions left deliberately unresolved filled its pages. It reflected the philosophy that had come to define her education: careful observation before explanation.&lt;br /&gt;
&lt;br /&gt;
Essa accepted the volume with quiet satisfaction.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;You resisted the temptation to explain.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;To Ycre, it was among the highest compliments she had ever received.&lt;br /&gt;
&lt;br /&gt;
Only then did Essa ask what would become the final lesson of Ycre&#039;s education.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;What question will you take with you?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The exact details of Ycre&#039;s answer were never recorded.&lt;br /&gt;
&lt;br /&gt;
Before their meeting concluded, Essa presented her with a carefully wrapped bundle.&lt;br /&gt;
&lt;br /&gt;
Inside was a traveling outfit unlike anything Ycre had expected. Tailored in the deep blue and ivory colors long associated with the House of Confluence, it combined the elegance of a scholar&#039;s attire with the flexibility and protection of finely crafted light armor. Reinforced leather, articulated shoulder guards and practical traveling features replaced the robes traditionally associated with learned mages.&lt;br /&gt;
&lt;br /&gt;
When Ycre looked at the unusual gift in surprise, Essa smiled.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;When you first arrived, I believed I was educating a scholar.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;After a brief silence she added,&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Eventually... you convinced us both otherwise.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Only later would Ycre learn that the outfit had been commissioned several years earlier, following a private conversation between &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039; concerning the increasingly unusual direction of her studies. Neither had fully understood what Ycre was discovering, but both recognized that her path would eventually lead beyond the traditional role of a scholar.&lt;br /&gt;
&lt;br /&gt;
Leaving Essa&#039;s office for the final time, Ycre found Garrick waiting alone in the courtyard.&lt;br /&gt;
&lt;br /&gt;
Without ceremony, he handed her another wrapped package.&lt;br /&gt;
&lt;br /&gt;
Inside lay a finely crafted longsword.&lt;br /&gt;
&lt;br /&gt;
It was neither magical nor ornate, yet unlike any sword Ycre had handled before. Its proportions were unusual, the grip slightly longer than expected, its balance exceptionally fluid. It belonged to no familiar military or dueling tradition.&lt;br /&gt;
&lt;br /&gt;
Seeing her puzzled expression, Garrick simply said,&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I asked a smith to make it years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I didn&#039;t know who it was for.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Ycre drew the blade.&lt;br /&gt;
&lt;br /&gt;
It moved effortlessly.&lt;br /&gt;
&lt;br /&gt;
Almost as though it had been made for the movements she had spent years developing.&lt;br /&gt;
&lt;br /&gt;
After watching her for a moment, Garrick gave a single approving nod.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Now I do.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
No further explanation followed.&lt;br /&gt;
&lt;br /&gt;
Armed with a sword that fit no established tradition and dressed in garments made for neither scholar nor soldier alone, Ycre departed the House of Confluence carrying the gifts of the two mentors who had shaped her education in very different ways.&lt;br /&gt;
&lt;br /&gt;
The House had taught her that understanding began with observation.&lt;br /&gt;
&lt;br /&gt;
Now it was time to discover whether the world beyond Korint asked the same questions.&lt;br /&gt;
&lt;br /&gt;
== Early Independent Work ==&lt;br /&gt;
Following her &#039;&#039;&#039;Departure from [[House of Confluence|the House of Confluence]]&#039;&#039;&#039;, Ycre remained in &#039;&#039;&#039;[[Korint]]&#039;&#039;&#039; for nearly two years. Although her formal education had ended, she continued to visit the House regularly. She fenced with &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039;, whose lessons had gradually evolved from formal instruction into quiet sparring between teacher and former student, and she frequently returned to &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, whose questions continued to challenge Ycre&#039;s thinking long after she had ceased to be her student.&lt;br /&gt;
&lt;br /&gt;
Outside the House, Ycre accepted a growing number of unusual commissions through recommendations from &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039;. Merchants, guilds, surveyors, and magistrates occasionally sought her assistance whenever a problem resisted conventional expertise. Rather than relying solely on magic, Ycre combined observation, history, languages, cartography, architecture, and arcane theory to understand situations that others struggled to explain.&lt;br /&gt;
&lt;br /&gt;
Although these commissions gradually earned her a modest reputation, they also confronted her with the first significant failure of her independent career.&lt;br /&gt;
&lt;br /&gt;
A merchant consortium engaged Ycre to investigate a series of unexplained losses that threatened an important commercial partnership. After weeks of careful research, she successfully identified the source of the irregularities. Yet despite solving the mystery, the partnership itself collapsed. The true problem had never been the missing goods, but the gradual loss of trust between the parties involved.&lt;br /&gt;
&lt;br /&gt;
When Ycre later discussed the matter with &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, her former mentor reportedly observed:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;You answered the question you found.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Not the one you were asked.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The experience fundamentally changed Ycre&#039;s approach to future investigations. From that point onward, she devoted as much attention to understanding why a question was being asked as she did to answering it.&lt;br /&gt;
&lt;br /&gt;
During this period she also remained close to &#039;&#039;&#039;[[Clara Voss]]&#039;&#039;&#039;, whose friendship provided a welcome balance to her increasingly academic life. Their habit of wandering unfamiliar streets together continued well into adulthood, and Ycre would later remark that some of her most valuable insights emerged during conversations that had begun with entirely unrelated subjects.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, &#039;&#039;&#039;[[Aldren Vaust|Aldren]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lethariel]]&#039;&#039;&#039; watched their daughter gradually establish herself beyond the House. Neither attempted to guide her career directly, believing that curiosity had always been Ycre&#039;s most reliable compass. Instead, they encouraged her to follow the questions that continued to draw her beyond the familiar streets of Korint.&lt;br /&gt;
&lt;br /&gt;
By the end of her second year after departing the House, those questions increasingly pointed beyond Loveria. Recommendations from Cassian, correspondence with scholars abroad, and reports reaching her through &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039; all suggested that the western port city of &#039;&#039;&#039;[[Stjordvik]]&#039;&#039;&#039;, in the nation of &#039;&#039;&#039;[[Sormark]]&#039;&#039;&#039;, offered opportunities unavailable in Korint.&lt;br /&gt;
&lt;br /&gt;
Reluctant to leave the city she had always called home, but recognizing that her questions had begun to outgrow it, Ycre departed Korint for [[Stjordvik]].&lt;br /&gt;
&lt;br /&gt;
=== Stjordvik ===&lt;br /&gt;
At the age of twenty-two, Ycre left Loveria for the first time to travel to the Somark city of Stjordvik, situated along the shores of the [[Sarodin Sea]].&lt;br /&gt;
&lt;br /&gt;
Her journey was prompted by an invitation to assist with a complex commercial dispute involving several prominent organizations in the city. The commission had come through the recommendation of &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039;, whose reputation among merchant houses extended well beyond Loveria. For Ycre, it represented both her first major commission abroad and an opportunity to experience a city whose international character differed greatly from Korint.&lt;br /&gt;
&lt;br /&gt;
Shortly after arriving, Ycre practiced a small amount of arcane magic in the courtyard of the inn where she was staying. The following morning, she received a polite visit from &#039;&#039;&#039;Warder Heiner Knapp&#039;&#039;&#039; of the &#039;&#039;&#039;[[Abjura Dolana]]&#039;&#039;&#039;, who explained that reports of newly arrived spellcasters were routinely followed up by the local lodge. He courteously requested to see her license.&lt;br /&gt;
&lt;br /&gt;
Confidently producing the document she had obtained in Korint after departing the House, Ycre was surprised to learn that it was valid only within the borders of &#039;&#039;&#039;[[Loveria]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As the matter was being discussed, &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039;, having heard that a visiting scholar from the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; required assistance with a licensing inquiry, recognized the name and joined the conversation.&lt;br /&gt;
&lt;br /&gt;
According to later accounts, Dorian examined the license for a moment before asking:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;You did read the back?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Ycre had not.&lt;br /&gt;
&lt;br /&gt;
After a brief administrative review, the matter was resolved without further difficulty, allowing Ycre to continue the commission that had brought her to Stjordvik.&lt;br /&gt;
&lt;br /&gt;
The encounter proved more memorable than inconvenient. Through conversations with Dorian and the staff of the local lodge, Ycre gained a new appreciation for the practical role of the Abjura Dolana. While she continued to question certain aspects of magical regulation, she came to understand that much of the lodge&#039;s work involved balancing public safety, commerce, and the everyday use of magic in one of the busiest ports of the Heartlands.&lt;br /&gt;
&lt;br /&gt;
Outside her professional obligations, Ycre continued her private research into the relationship between movement and spellcasting. Without &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039; nearby to guide her, she practiced alone whenever circumstances permitted, recording new observations in her notebook without yet realizing that she was independently exploring principles of a discipline long thought lost.&lt;br /&gt;
&lt;br /&gt;
=== The Stjordvik Trade Mediation ===&lt;br /&gt;
During her stay in Stjordvik, Ycre became involved in what later became known as the &#039;&#039;&#039;[[Stjordvik]] Trade Mediation&#039;&#039;&#039;, the first major commission of her independent career outside Loveria.&lt;br /&gt;
&lt;br /&gt;
Several prominent organizations—including &#039;&#039;&#039;[[Hythe Maritime Services]]&#039;&#039;&#039;, representatives of other merchant houses, the Harbor Authority, and the &#039;&#039;&#039;[[Abjura Dolana]]&#039;&#039;&#039;—had reached an impasse over an increasingly complex commercial dispute. Although every party claimed to be working toward the same objective, months of negotiations had yielded little progress.&lt;br /&gt;
&lt;br /&gt;
While corresponding with representatives of Hythe Maritime Services, &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039; learned of the deadlock. When asked whether he knew someone capable of offering a fresh perspective, he reportedly replied:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;You don&#039;t need another expert.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You need someone who understands experts.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
On Cassian&#039;s recommendation, Ycre was invited to Stjordvik as an independent scholar rather than as a representative of any organization.&lt;br /&gt;
&lt;br /&gt;
The experience in Korint had fundamentally changed the way she approached unfamiliar problems. Rather than beginning with the dispute itself, Ycre first met with each party individually, asking a question that surprised many of those involved:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Before we discuss solutions, what outcome are you hoping to achieve?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The answers differed far more than the dispute itself.&lt;br /&gt;
&lt;br /&gt;
The merchant houses sought predictability in trade. The Harbor Authority prioritized the efficient movement of ships. The Abjura Dolana focused on accountability where magic had been used in commercial transactions. As Ycre continued listening, she realized the participants were not attempting to solve the same problem—they were attempting to solve different problems that happened to overlap.&lt;br /&gt;
&lt;br /&gt;
Instead of searching immediately for a solution, Ycre reorganized the discussions around the objectives shared by every participant before addressing the remaining differences individually. Once the parties recognized where their interests aligned, negotiations that had previously stalled for months began to move forward.&lt;br /&gt;
&lt;br /&gt;
Among those involved in the discussions was &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039;, whose responsibilities within the Abjura Dolana required him to consider the legal implications of any agreement. Although Ycre and Dorian frequently approached the matter from different perspectives, each developed a deeper appreciation for the other&#039;s discipline. Ycre increasingly understood that discovering the truth did not always resolve a dispute, while Dorian recognized that defining the correct question was often as important as interpreting the law itself.&lt;br /&gt;
&lt;br /&gt;
Although the mediation attracted little public attention, it quietly established Ycre&#039;s reputation among merchants, scholars, and officials alike. She was remembered not for producing an ingenious solution, but for recognizing that meaningful progress had only become possible once everyone understood what they were actually trying to achieve.&lt;br /&gt;
&lt;br /&gt;
=== The Road ===&lt;br /&gt;
Following the successful conclusion of the &#039;&#039;&#039;Stjordvik Trade Mediation&#039;&#039;&#039;, Ycre found herself without another commission waiting to occupy her time. For the first time since departing the House of Confluence, she was free to choose her own direction.&lt;br /&gt;
&lt;br /&gt;
Rather than returning immediately to Korint, Ycre decided to remain along the shores of the Sarodin Sea for several months. Years earlier, during her admission interview with &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, she had admitted that she did not yet know what she truly wished to study because she had &amp;quot;not seen enough of the world.&amp;quot; Now, for the first time, she resolved to do something about it.&lt;br /&gt;
&lt;br /&gt;
Although she no longer belonged to the House of Confluence, Ycre increasingly found herself studying in much the same way she always had. Only the classroom had changed.&lt;br /&gt;
&lt;br /&gt;
Moving from one port to the next, she spent her days speaking with navigators, merchants, craftsmen, priests, dockworkers, and travelers from distant nations. She visited libraries when they were available, wandered unfamiliar marketplaces, and often found herself lingering longer in conversation than in the places themselves. Every town seemed to ask different questions, and every profession appeared to observe a different part of the world.&lt;br /&gt;
&lt;br /&gt;
Whenever possible, Ycre traveled with merchant caravans or aboard coastal trading vessels. On several occasions these caravans were escorted by the &#039;&#039;&#039;[[Companions of Elric]]&#039;&#039;&#039;, whose members she came to respect for reasons she had not anticipated. They noticed dangers long before she did, read landscapes as easily as she read books, and possessed a practical understanding of the road that no scholarly education could easily replace.&lt;br /&gt;
&lt;br /&gt;
Ycre did not envy their profession, nor did she aspire to become one of them. Instead, she became fascinated by the perspective their experience had given them. While she instinctively observed architecture, languages, magical practices, and trade, they noticed weather, terrain, worn tracks, and subtle signs of danger. Neither way of seeing the world was complete on its own.&lt;br /&gt;
&lt;br /&gt;
During these travels, Ycre filled another notebook—not with conclusions, but with observations, questions, and conversations gathered from the people she encountered. Over time, she came to understand that no book, institution, or teacher could provide every answer she sought. Some questions could only be explored by leaving familiar places behind.&lt;br /&gt;
&lt;br /&gt;
As the months passed, one city seemed to appear repeatedly in conversations regardless of whom she spoke with. Merchants praised its opportunities, scholars its exchange of knowledge, sailors its importance to trade, and travelers its remarkable diversity.&lt;br /&gt;
&lt;br /&gt;
==== [[Avale]] ====&lt;br /&gt;
No single recommendation persuaded her to travel there. Rather, as had happened so many times throughout her life, Ycre simply recognized a pattern.&lt;br /&gt;
&lt;br /&gt;
In one of her notebooks she later wrote:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Every interesting conversation eventually reaches Avale.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Beneath it she added a single sentence.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Perhaps I should too.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Garrick_Thorne&amp;diff=4295</id>
		<title>Garrick Thorne</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Garrick_Thorne&amp;diff=4295"/>
		<updated>2026-07-11T20:18:02Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Garrick Thorne.png|right|399x399px]]&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age: 64&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Master of Fencing, Instructor-for-Hire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Residence:&#039;&#039;&#039; [[Korint]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Garrick Thorne&#039;&#039;&#039; is a fencing instructor and former professional duelist in [[Loveria]]. Though unaffiliated with any noble house or military order, he is widely respected for his exceptional technical skill and decades of experience teaching the art of fencing.&lt;br /&gt;
&lt;br /&gt;
Thorne serves as the &#039;&#039;&#039;Master of Fencing&#039;&#039;&#039; at &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;, where he teaches students who elect fencing as one of their supplementary disciplines. Unlike the House&#039;s resident Masters, Thorne is not a wizard and has no formal magical training.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Little is known of Thorne&#039;s youth. Surviving records suggest he was born in Korint and began formal fencing instruction at an early age.&lt;br /&gt;
&lt;br /&gt;
As a young man he earned his living as a professional duelist and instructor, traveling between cities to teach members of merchant families, nobles, and private fencing societies. Though never widely celebrated in public tournaments, he developed a quiet reputation among fellow instructors for his impeccable technique and disciplined approach.&lt;br /&gt;
&lt;br /&gt;
Several contemporaries noted that Thorne rarely relied on speed or athleticism, instead defeating younger opponents through timing, distance, and economy of movement.&lt;br /&gt;
&lt;br /&gt;
== Career ==&lt;br /&gt;
Following his retirement from competitive dueling, Thorne established himself as an independent instructor-for-hire. Rather than accepting permanent employment, he divided his time between several clients throughout Loveria, including merchant households, private academies, and civic fencing schools.&lt;br /&gt;
&lt;br /&gt;
For more than two decades, one day each week has been reserved for instruction at &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;, where students may choose fencing as part of their broader education.&lt;br /&gt;
&lt;br /&gt;
Despite receiving more lucrative offers elsewhere, Thorne has maintained this arrangement throughout his career.&lt;br /&gt;
&lt;br /&gt;
== House of Confluence ==&lt;br /&gt;
Thorne was invited to teach at House of Confluence by &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, who believed that fencing embodied the House&#039;s educational philosophy as effectively as any academic discipline.&lt;br /&gt;
&lt;br /&gt;
Where Maylin teaches inquiry through discussion, Thorne teaches it through movement.&lt;br /&gt;
&lt;br /&gt;
His lessons emphasize balance, posture, timing, restraint, and disciplined repetition. Students are expected to master fundamental techniques before attempting more advanced forms, a philosophy that has become closely associated with his instruction.&lt;br /&gt;
&lt;br /&gt;
Although some students initially question the value of fencing within a magical education, many later describe Thorne&#039;s classes as among the most formative aspects of their studies.&lt;br /&gt;
&lt;br /&gt;
Thorne himself has expressed little interest in magical theory, remarking only that:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Steel doesn&#039;t care what spell you know.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teaching Style ==&lt;br /&gt;
Thorne is known for his reserved demeanor and exacting standards.&lt;br /&gt;
&lt;br /&gt;
He is patient with honest effort but has little tolerance for carelessness or complacency. Former students frequently note that his greatest criticism is not anger, but disappointment.&lt;br /&gt;
&lt;br /&gt;
He rarely demonstrates advanced techniques, preferring instead to correct the smallest imperfections in stance, footwork, or balance. Those who have witnessed him fence in earnest describe his movements as remarkably fluid despite his advancing age.&lt;br /&gt;
&lt;br /&gt;
Many students complete years of study without realizing the full extent of his ability.&lt;br /&gt;
&lt;br /&gt;
Among his frequently quoted sayings are:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Stand first.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Slow is smooth.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A blade remembers every bad habit.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you have time to complain, you have time to practice.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;When asked what style of fencing he teaches, Thorne invariably replies:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Good fencing.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationship with Essa Maylin ==&lt;br /&gt;
Thorne and &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; have maintained a long-standing professional relationship spanning more than twenty years.&lt;br /&gt;
&lt;br /&gt;
Although their approaches to education differ considerably, both have expressed admiration for the other&#039;s discipline. Maylin has remarked that fencing teaches truths that cannot be discovered through books alone, while Thorne has acknowledged that House of Confluence attracts students unusually willing to question their own assumptions.&lt;br /&gt;
&lt;br /&gt;
Neither is known to involve themselves in the other&#039;s field of instruction.&lt;br /&gt;
&lt;br /&gt;
== Personal Life ==&lt;br /&gt;
Outside his work as an instructor, Thorne is an avid gardener. He maintains a modest garden at his home, cultivating herbs, vegetables, and flowering plants.&lt;br /&gt;
&lt;br /&gt;
Former students occasionally remark upon the contrast between his stern demeanor during lessons and the quiet satisfaction he displays while tending his garden. Thorne himself has never commented on the apparent contradiction.&lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Within Loveria, Garrick Thorne is regarded as one of the region&#039;s finest technical fencing instructors. While his name is seldom associated with public fame or competitive accolades, his influence is reflected in the generations of students he has trained.&lt;br /&gt;
&lt;br /&gt;
Among alumni of House of Confluence, it is often said that one learns to think from Essa Maylin and to act from Garrick Thorne.&lt;br /&gt;
&lt;br /&gt;
== Notable Student ==&lt;br /&gt;
Among Garrick Thorne&#039;s many students, &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039; is often regarded as the most unconventional. Although initially neither Garrick nor Ycre intended to pursue anything beyond disciplined fencing, her gradual integration of movement and arcane spellcasting led Garrick to recognize that she was developing beyond the limits of his own experience.Shortly before her departure from the House of Confluence, Garrick presented Ycre with a finely crafted longsword that he had quietly commissioned several years earlier. He later remarked only that he had not known who the sword was meant for until he saw her wield it.&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
Though never seeking prominence, Thorne has become one of the enduring figures associated with House of Confluence. His insistence that disciplined practice outweigh natural talent has shaped generations of students, many of whom credit his instruction with influencing not only their fencing, but their approach to scholarship and life.&lt;br /&gt;
&lt;br /&gt;
A saying commonly attributed to House of Confluence alumni summarizes his philosophy:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Master Maylin taught us to ask better questions. Master Thorne taught us to commit to the answer.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Essa_Maylin&amp;diff=4294</id>
		<title>Essa Maylin</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Essa_Maylin&amp;diff=4294"/>
		<updated>2026-07-11T20:15:16Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Essa Maylin.png|right|426x426px]]&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 61&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Wizard, Scholar, Master of [[House of Confluence|House]] [[House of Confluence|of Confluence]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Residence:&#039;&#039;&#039; House of Confluence, [[Korint]]&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Little is known of Essa Maylin&#039;s early years, a fact often attributed to her own reluctance to discuss herself. Contemporary accounts agree only that she was born into a modest family in western [[Loveria]] and demonstrated an aptitude for arcane study at a young age.&lt;br /&gt;
&lt;br /&gt;
Rather than pursuing military or governmental service, Maylin devoted herself to scholarship, traveling throughout Loveria to study under several independent magical tutors. Her writings from this period reveal an early fascination with how different professions approach problem-solving, comparing magical theory with disciplines as varied as architecture, navigation, music, law, and medicine.&lt;br /&gt;
&lt;br /&gt;
This interest in interdisciplinary learning would later define both her career and the educational philosophy of House of Confluence.&lt;br /&gt;
&lt;br /&gt;
== House of Confluence ==&lt;br /&gt;
Maylin joined [[House of Confluence|House]] [[House of Confluence|of Confluence]] as a junior instructor in her early thirties, initially teaching arcane theory and magical methodology. Her lectures became well known among students for focusing less on magical formulae than on observation, reasoning, and the philosophy of inquiry.&lt;br /&gt;
&lt;br /&gt;
Following the retirement of Master Edric Solan, she was unanimously selected by the House&#039;s Masters to succeed him as Head of House of Confluence.&lt;br /&gt;
&lt;br /&gt;
During her tenure, the House retained its intentionally small size while expanding its library, scholarship program, and ties to the merchant community. Maylin repeatedly resisted proposals to increase enrollment, arguing that close mentorship formed the foundation of the House&#039;s educational model.&lt;br /&gt;
&lt;br /&gt;
She is widely credited with formalizing the House&#039;s modern guiding principle:&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;quot;Where disciplines meet, understanding begins.&amp;quot;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Educational Philosophy ==&lt;br /&gt;
Maylin is best known for her belief that a teacher&#039;s purpose is not to provide answers, but to cultivate better questions.&lt;br /&gt;
&lt;br /&gt;
Students frequently recount that she answered difficult questions with questions of her own, encouraging independent investigation rather than direct instruction. While some regarded this approach as frustrating, many later credited it with shaping their ability to think critically.&lt;br /&gt;
&lt;br /&gt;
Maylin also strengthened the House&#039;s long-standing tradition that every student pursue a field of study beyond magic, believing that innovation most often emerged where different disciplines intersected.&lt;br /&gt;
&lt;br /&gt;
== Relationship with Merchant Patrons ==&lt;br /&gt;
Under Maylin&#039;s leadership, House of Confluence became increasingly supported by prominent merchant families, who funded scholarships, expeditions, and the acquisition of rare books.&lt;br /&gt;
&lt;br /&gt;
She maintained strict institutional independence, refusing all attempts by patrons to influence admissions, curriculum, or research. Her oft-quoted principle,&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;quot;Patrons may fund inquiry, but never its conclusions,&amp;quot;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;remains a defining tenet of the House.&lt;br /&gt;
&lt;br /&gt;
Several merchant families reportedly withdrew financial support after disputes over these policies, though others viewed Maylin&#039;s refusal to compromise as evidence of the House&#039;s integrity.&lt;br /&gt;
&lt;br /&gt;
== Views on Abjura Dolana ==&lt;br /&gt;
Maylin has written only sparingly on [[Abjura Dolana]], though surviving correspondence suggests a position of measured respect.&lt;br /&gt;
&lt;br /&gt;
She acknowledged the Order&#039;s role in rebuilding public trust in arcane magic following the Kasarian Conflict while expressing reservations about any system that placed intellectual inquiry under external authority.&lt;br /&gt;
&lt;br /&gt;
Her best-known remark on the subject comes from a letter exchanged with an unnamed Warder:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;The question is not whether knowledge should be guided, but who is fit to guide it.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Scholars generally interpret this as neither an endorsement nor a criticism of Abjura Dolana, but rather an invitation to continued dialogue.&lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Within Loveria, Maylin is regarded less as a great spellcaster than as an exceptional educator. Former students frequently describe her greatest talent as recognizing intellectual potential in places others overlooked.&lt;br /&gt;
&lt;br /&gt;
Though she has published relatively few magical treatises, her influence can be seen in the distinctive character of House of Confluence graduates, who are noted for their broad education, analytical reasoning, and willingness to engage with disciplines beyond conventional arcane study.&lt;br /&gt;
&lt;br /&gt;
One of the most frequently cited examples of Maylin&#039;s mentorship is her guidance of &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039;, whose unconventional research into the relationship between movement and spellcasting was encouraged despite its uncertain direction. Rather than steering the research toward predetermined conclusions, Maylin chose to support the questions that inspired it.&lt;br /&gt;
&lt;br /&gt;
A common saying among alumni states:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Master Maylin never answered my questions. Years later, I realized she had taught me how to ask them.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
While House of Confluence remains a modest institution compared to the larger magical organizations of the continent, many historians credit Maylin with preserving its unique identity during a period of increasing political and commercial influence over magical education.&lt;br /&gt;
&lt;br /&gt;
Her insistence that scholarship remain independent of both wealth and authority continues to shape the House&#039;s culture and reputation.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=House_of_Confluence&amp;diff=4293</id>
		<title>House of Confluence</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=House_of_Confluence&amp;diff=4293"/>
		<updated>2026-07-11T20:14:08Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:House of Confluence.png|361x361px|right]]&lt;br /&gt;
The &#039;&#039;&#039;House of Confluence&#039;&#039;&#039; is a small independent house of magical learning located in [[Korint]], [[Loveria]]. Though modest in size and little known outside the country, it has earned a reputation for producing unusually versatile scholars and mages. Rather than specializing in a single school of magic, the House emphasizes broad education and the exchange of ideas between seemingly unrelated disciplines.&lt;br /&gt;
&lt;br /&gt;
Its guiding philosophy is summarized by its long-standing motto:&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;quot;Where disciplines meet, understanding begins.&amp;quot;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;Unlike many magical institutions, the House views magic not as an isolated field of study, but as one branch of a wider pursuit of knowledge. Students are encouraged to study subjects such as philosophy, music, law, navigation, engineering, natural sciences, history, and martial disciplines alongside their magical education.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The exact date of the House&#039;s founding has been lost, though surviving records suggest it has operated continuously for at least two centuries.&lt;br /&gt;
&lt;br /&gt;
While many magical schools rose and fell with the fortunes of noble patrons or political upheaval, House Confluence remained deliberately small. Its Masters long held that meaningful education required close mentorship rather than large lecture halls.&lt;br /&gt;
&lt;br /&gt;
Throughout its history, House Confluence has maintained cordial but infrequent contact with Abjura Dolana. While no formal partnership has ever existed, graduates occasionally correspond with members of the Order on matters of magical theory. The House has repeatedly declined offers to adopt [[Abjura Dolana]]&#039;s licensing standards, arguing that such matters fall within the authority of governments rather than independent scholars. &lt;br /&gt;
&lt;br /&gt;
Several alumni have later entered the service of Abjura Dolana, while others have remained independent scholars. The House itself has never regarded either path as inherently preferable.&lt;br /&gt;
&lt;br /&gt;
== Campus ==&lt;br /&gt;
House Confluence occupies a modest three-story stone town house in one of Korint&#039;s merchant districts.&lt;br /&gt;
&lt;br /&gt;
The building is easily overlooked among the surrounding residences and counting houses. It contains a compact library, lecture rooms, laboratories, communal dining hall, student quarters, and a small walled courtyard used for practical instruction.&lt;br /&gt;
&lt;br /&gt;
The entrance bears only a bronze plaque depicting two rivers flowing together, the symbol of the House.&lt;br /&gt;
&lt;br /&gt;
== The Confluence Examination ==&lt;br /&gt;
Admission to House Confluence is determined through the &#039;&#039;&#039;[[The Confluence Examination]]&#039;&#039;&#039;, a highly selective process designed to evaluate an applicant&#039;s curiosity, reasoning, and potential rather than their magical ability alone. Candidates must first be recommended by a trusted individual and demonstrate an aptitude for arcane magic before being invited to participate. Approximately thirty applicants sit for the examination each year, of whom only three are admitted.&lt;br /&gt;
&lt;br /&gt;
The examination consists of a written assessment, an open-ended observation exercise within the city, and a personal interview with the Head of House Confluence. Throughout the process, the Masters seek evidence of intellectual curiosity, independent thought, and the ability to draw meaningful connections between seemingly unrelated disciplines. As a result, there are few objectively correct answers, and applicants are evaluated primarily on the quality of their reasoning rather than their conclusions.&lt;br /&gt;
&lt;br /&gt;
The Confluence Examination has remained largely unchanged for generations and is widely regarded as the clearest expression of the House&#039;s educational philosophy: that knowledge may be taught, but genuine curiosity cannot.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
House Confluence is founded upon the belief that innovation arises where different fields of knowledge intersect.&lt;br /&gt;
&lt;br /&gt;
Students are expected to pursue at least one discipline outside formal magical study. Masters argue that this broad education develops more adaptable thinkers than narrow specialization.&lt;br /&gt;
&lt;br /&gt;
Debate, experimentation, and interdisciplinary research are central to instruction. Students are encouraged to challenge both one another and their instructors, provided they can support their arguments with reason and evidence.&lt;br /&gt;
&lt;br /&gt;
A commonly quoted saying among the Masters is:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;The right question is often more valuable than the right answer.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Unlike many academies, the House does not seek to isolate its students from the world beyond its walls. Time spent observing the life of Korint is regarded as an essential part of a student&#039;s education. Workshops, marketplaces, courtrooms, libraries and conversations with ordinary citizens are considered extensions of the classroom, reflecting the House&#039;s belief that understanding emerges where theory and experience meet.&lt;br /&gt;
&lt;br /&gt;
== Patronage ==&lt;br /&gt;
Unlike larger magical institutions, House Confluence is supported almost entirely through donations from wealthy merchant families and private benefactors.&lt;br /&gt;
&lt;br /&gt;
These patrons fund scholarships, maintain the library, sponsor expeditions, and provide magical equipment for promising students.&lt;br /&gt;
&lt;br /&gt;
House tradition strictly forbids patrons from influencing research, examinations, or instruction.&lt;br /&gt;
&lt;br /&gt;
An oft-repeated principle of the House states:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Patrons may fund inquiry, but never its conclusions.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;In return, benefactors expect neither employment nor exclusive service from graduates. Instead, sponsorship is regarded as an investment in knowledge itself. Many patrons maintain lifelong correspondence with former students and frequently invite them to advise on matters requiring magical or scholarly expertise.&lt;br /&gt;
&lt;br /&gt;
Among its longstanding benefactors was the merchant and navigator &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039;, whose sponsorship of expeditions and promising students significantly influenced the House during the later years of Essa Maylin&#039;s leadership.&lt;br /&gt;
&lt;br /&gt;
== Faculty ==&lt;br /&gt;
&lt;br /&gt;
=== Master Essa Maylin ===&lt;br /&gt;
The House is currently led by &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, a human wizard widely respected for her ability to cultivate independent thought.&lt;br /&gt;
&lt;br /&gt;
Maylin is known for rarely providing direct answers to students, preferring instead to respond with questions that encourage further investigation. Under her leadership, House Confluence has strengthened its reputation as a place where intellectual curiosity is valued above magical power.&lt;br /&gt;
&lt;br /&gt;
She has repeatedly defended the House&#039;s independence from political and commercial interests, even at the cost of losing wealthy patrons.&lt;br /&gt;
&lt;br /&gt;
=== Garrick Thorne ===&lt;br /&gt;
Although not a member of the House&#039;s resident faculty, &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039; has served as &#039;&#039;&#039;Master of Fencing&#039;&#039;&#039; at the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; for more than two decades. A retired professional duelist and independent instructor-for-hire, Thorne teaches at the House one day each week, offering fencing as one of the institution&#039;s elective disciplines.&lt;br /&gt;
&lt;br /&gt;
His appointment reflects the House of Confluence&#039;s belief that meaningful scholarship extends beyond the arcane. Under Thorne&#039;s instruction, fencing is regarded not as martial training, but as a discipline of balance, timing, restraint, and decisive action. Students who choose his course are expected to master fundamental principles through patient repetition rather than advanced technique.&lt;br /&gt;
&lt;br /&gt;
Known for his reserved demeanor and uncompromising standards, Thorne has little tolerance for carelessness, though former students frequently describe him as fair and deeply committed to those who demonstrate genuine effort. While he rarely demonstrates his own skill, those who have witnessed him fence in earnest consistently regard him as one of the finest technical instructors in [[Loveria]].&lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Within Loveria, House Confluence enjoys a reputation for producing thoughtful and adaptable graduates rather than specialists.&lt;br /&gt;
&lt;br /&gt;
Merchant houses frequently sponsor promising students there, believing that graduates possess an unusual ability to solve complex problems by drawing upon multiple fields of knowledge.&lt;br /&gt;
&lt;br /&gt;
Critics argue that the House devotes excessive attention to philosophy and other non-magical pursuits at the expense of traditional magical specialization. Graduates often respond that this criticism misunderstands the institution&#039;s purpose.&lt;br /&gt;
&lt;br /&gt;
Alumni are often described as generalists by their critics and problem-solvers by those who employ them.&lt;br /&gt;
&lt;br /&gt;
== Student Life ==&lt;br /&gt;
The House rarely hosts more than fifteen resident students at any one time, fostering close relationships between Masters and apprentices.&lt;br /&gt;
&lt;br /&gt;
Meals are taken communally, and discussions often continue long into the evening. It is not uncommon for debates on magical ethics to give way to conversations on architecture, music, economics, or history. Former students frequently describe the House as a home rather than an academy.&lt;br /&gt;
&lt;br /&gt;
Students generally attend formal instruction five days each week. The remaining time is deliberately left for independent study, personal research, apprenticeships, or observation within the city, reflecting the House&#039;s belief that curiosity cannot flourish under constant supervision.&lt;br /&gt;
&lt;br /&gt;
== Departure ==&lt;br /&gt;
Unlike most magical academies, the House of Confluence holds no public graduation ceremony. When the Masters judge that a student has become an independent scholar, they meet privately with the Head of House for a final conversation before departing.&lt;br /&gt;
&lt;br /&gt;
Departees traditionally donate a work to the House Library that they believe may inspire future generations of students. The contribution need not represent their greatest achievement, but rather something that reflects the questions that shaped their education.&lt;br /&gt;
&lt;br /&gt;
The House has long regarded this quiet exchange as the true completion of a student&#039;s studies.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* House Confluence has no official uniform.&lt;br /&gt;
* Students traditionally select one non-magical discipline to pursue alongside their magical studies.&lt;br /&gt;
* The House&#039;s library is open to visiting scholars regardless of magical ability&lt;br /&gt;
[[Category:Organisations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Ycre&amp;diff=4292</id>
		<title>Ycre</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Ycre&amp;diff=4292"/>
		<updated>2026-07-11T20:12:39Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ycre 2.png|437x437px|right]]&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Ycre (Pronunciation: Ee-kurr)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 23&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half-Elf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Wizard ([[Bladesinging]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Scholar of the [[House of Confluence]] (Sage)&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Ycre was born in &#039;&#039;&#039;[[Korint]]&#039;&#039;&#039;, the capital of &#039;&#039;&#039;[[Loveria]]&#039;&#039;&#039;, to the cartographer &#039;&#039;&#039;[[Aldren Vaust]]&#039;&#039;&#039; and the elven translator &#039;&#039;&#039;[[Lethariel]]&#039;&#039;&#039;. She was their only child and grew up in a household where scholarship, craftsmanship, and intellectual curiosity were regarded as ordinary parts of daily life rather than academic pursuits.&lt;br /&gt;
&lt;br /&gt;
Her father&#039;s work frequently brought surveyors, merchants, and explorers into the family home, while her mother translated contracts, journals, and correspondence from across the continent. As a result, Ycre was exposed from an early age to a broad range of professions, cultures, and ideas. Rather than separating work from family life, Aldren and Lethariel encouraged their daughter to observe and ask questions about the world around her.&lt;br /&gt;
&lt;br /&gt;
Contemporaries often recalled that Ycre was an unusually attentive child. Rather than seeking attention herself, she preferred quietly observing conversations, workshops, and marketplaces, often noticing details that others overlooked. Family acquaintances later remarked that she seemed less interested in finding answers than in understanding why people reached different conclusions.&lt;br /&gt;
&lt;br /&gt;
Her parents fostered this natural curiosity in different ways. Aldren rarely provided direct explanations, instead encouraging her to make careful observations before drawing conclusions. Lethariel, by contrast, emphasized language, context, and the importance of understanding another person&#039;s perspective before interpreting their words. The combination of these influences would later become a defining characteristic of Ycre&#039;s approach to both scholarship and magic.&lt;br /&gt;
&lt;br /&gt;
During her childhood, Ycre developed a habit of carrying small notebooks in which she recorded sketches, observations, unfamiliar symbols, architectural details, and questions about everyday occurrences. These journals contained few personal reflections, serving instead as records of the world she sought to understand. Friends and family frequently noted that she possessed an unusual ability to notice seemingly insignificant details and relate them to broader patterns.&lt;br /&gt;
&lt;br /&gt;
Unlike many later scholars of the House of Confluence, Ycre&#039;s early interests were not limited to arcane subjects. She displayed equal fascination with maps, languages, craftsmanship, mathematics, and the workings of Korint&#039;s merchant districts, believing that every craft revealed a different way of understanding the world.&lt;br /&gt;
&lt;br /&gt;
During her childhood, Ycre formed a close friendship with &#039;&#039;&#039;[[Clara Voss]]&#039;&#039;&#039;, a girl from a nearby merchant family. Together they spent countless afternoons exploring the streets, courtyards, workshops, and markets of Korint, developing a shared habit of wandering simply to discover something new. While Clara was drawn to people and their stories, Ycre found herself fascinated by details, patterns, and unanswered questions. Ycre would later credit these childhood explorations as the beginning of her lifelong habit of learning through observation.&lt;br /&gt;
&lt;br /&gt;
=== The First Questions ===&lt;br /&gt;
[[File:Ycre Young.png|right|366x366px]]&lt;br /&gt;
As Ycre grew older, her curiosity developed from simple observation into a genuine desire to understand how different people approached the same problem. While other children often sought answers, Ycre became increasingly interested in the reasoning that produced them. Family acquaintances later remarked that she had an unusual tendency to ask questions about assumptions rather than conclusions.&lt;br /&gt;
&lt;br /&gt;
Her father&#039;s profession offered frequent opportunities to accompany him on surveying commissions, meetings with merchants, and discussions with craftsmen. Although still too young to contribute meaningfully, Aldren encouraged her to listen rather than participate. These experiences exposed Ycre to surveyors, engineers, traders, architects, and navigators, reinforcing her growing belief that every craft possessed its own way of understanding the world.&lt;br /&gt;
&lt;br /&gt;
Around this time, Ycre also began spending increasing amounts of time in the study of her mother, where she observed Lethariel translating contracts, journals, and correspondence from across the continent. Rather than teaching individual languages directly, Lethariel encouraged her daughter to consider why different cultures described similar ideas in different ways, fostering an appreciation for perspective that would later become central to Ycre&#039;s academic outlook.&lt;br /&gt;
&lt;br /&gt;
Throughout these years, Ycre continued filling her notebooks with sketches, observations, and unanswered questions. Unlike conventional journals, these books contained almost no record of daily events. Instead, they documented unusual architectural details, recurring patterns in city life, unfamiliar symbols, conversations overheard in marketplaces, and countless questions she hoped to answer one day.&lt;br /&gt;
&lt;br /&gt;
During this period, Ycre also began displaying a modest but unmistakable aptitude for arcane magic. The manifestations were subtle and rarely dramatic, often occurring instinctively rather than intentionally. While neither Aldren nor Lethariel possessed the expertise to properly evaluate her abilities, they recognized that formal instruction would eventually become necessary.&lt;br /&gt;
&lt;br /&gt;
The event most frequently associated with Ycre&#039;s early years occurred during one of Aldren Vaust&#039;s regular meetings with the merchant &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Having accompanied her father to Vellor&#039;s office during a school holiday, Ycre spent much of the meeting quietly examining the room while the two men discussed revisions to a series of commercial surveys. Neither Aldren nor Cassian paid her much attention, assuming she was merely entertaining herself.&lt;br /&gt;
&lt;br /&gt;
After nearly an hour of conversation, Ycre broke the silence with a simple question.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Why are there three chairs?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Neither man immediately understood the question.&lt;br /&gt;
&lt;br /&gt;
Cassian replied that there were only two people present.&lt;br /&gt;
&lt;br /&gt;
Ycre gestured toward the meeting table.&lt;br /&gt;
&lt;br /&gt;
One chair stood slightly farther back than the others, angled differently from the rest. A teacup beside it was only half-finished. More curiously, several maps had been stacked in an unusual order, and a recently broken wax seal lay beside a document that neither Aldren nor Cassian remembered opening during their discussion.&lt;br /&gt;
&lt;br /&gt;
She offered no conclusion, merely another question.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Was someone else here?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;According to later accounts, the room fell silent.&lt;br /&gt;
&lt;br /&gt;
Cassian examined the table more closely before realizing that one of the revised survey maps had been exchanged shortly before Aldren&#039;s arrival. The change itself was minor, but it altered several measurements central to the meeting.&lt;br /&gt;
&lt;br /&gt;
When asked how she had noticed, Ycre reportedly explained each observation in the order she had made it—the position of the chair, the untouched tea, the broken seal, and the unfamiliar arrangement of the maps—carefully distinguishing what she had observed from what she merely suspected.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Show me.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The incident left a lasting impression upon the merchant. Several weeks later, after careful consideration and discussions with Aldren Vaust, Vellor recommended that Ycre be considered for admission to the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;, believing that her habits of observation and intellectual curiosity reflected the qualities the institution sought to cultivate.&lt;br /&gt;
&lt;br /&gt;
This recommendation would ultimately lead to Ycre&#039;s invitation to undertake [[The Confluence Examination|&#039;&#039;&#039;The&#039;&#039;&#039; &#039;&#039;&#039;Confluence Examination&#039;&#039;&#039;]], marking the beginning of her formal education.&lt;br /&gt;
&lt;br /&gt;
== House of Confluence ==&lt;br /&gt;
At the age of twelve, following the recommendation of the merchant &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039;, Ycre received an invitation to undertake [[The Confluence Examination|&#039;&#039;&#039;the Confluence Examination&#039;&#039;&#039;]], the annual admission process of the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Although she had already demonstrated a modest aptitude for arcane magic, neither her parents nor Vellor considered magical ability the primary reason for her candidacy. Rather, all three believed that the House&#039;s emphasis on observation, curiosity, and interdisciplinary learning closely matched Ycre&#039;s developing character.&lt;br /&gt;
&lt;br /&gt;
The examination proved unlike anything Ycre had expected.&lt;br /&gt;
&lt;br /&gt;
While the written assessments challenged her reasoning and powers of observation, she later remarked that she found the questions more enjoyable than intimidating, owing largely to the absence of predetermined &amp;quot;correct&amp;quot; answers.&lt;br /&gt;
&lt;br /&gt;
The second stage, the Observation Exercise, required applicants to spend several hours exploring Korint before returning with &amp;quot;something worth discussing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Years later, fellow students recalled that Ycre returned not with an object, but with a series of questions concerning the layout of a public square that had recently been renovated. Rather than presenting conclusions, she had become fascinated by the differing assumptions made by the architects, merchants, and pedestrians using the space.&lt;br /&gt;
&lt;br /&gt;
The final interview with &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; would prove decisive.&lt;br /&gt;
&lt;br /&gt;
Although the exact conversation has never been recorded, Maylin later described Ycre as possessing an uncommon willingness to challenge her own assumptions before challenging those of others. When asked what she wished to study if accepted into the House, Ycre reportedly answered:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;I don&#039;t know yet.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;After a brief silence she added:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;I haven&#039;t seen enough of the world.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Maylin would later remark that this answer, rather than any examination score, convinced her that Ycre belonged at the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
Ycre was one of three applicants admitted that year. &lt;br /&gt;
&lt;br /&gt;
Cassian Vellor continued to follow her progress throughout her years at the House, though the two met only occasionally.&lt;br /&gt;
&lt;br /&gt;
=== Student Years ===&lt;br /&gt;
Ycre remained at the House of Confluence for the next eight years. Although many students completed their studies after seven years, Essa Maylin encouraged Ycre to remain for an additional year to pursue her increasingly unconventional research into the relationship between movement and spellcasting. Looking back, Ycre would later describe the decision not as delaying her graduation, but as choosing not to leave before her questions were ready.&lt;br /&gt;
&lt;br /&gt;
Unlike several of her contemporaries, she was never regarded as the strongest spellcaster or the most accomplished academic within her class. Her magical aptitude was considered above average but unexceptional, and she frequently required more time than her peers to master advanced magical techniques.&lt;br /&gt;
&lt;br /&gt;
What distinguished Ycre was the manner in which she approached learning.&lt;br /&gt;
&lt;br /&gt;
Rather than treating subjects—or even life beyond the House—as separate spheres of learning, she displayed an unusual tendency to search for relationships between them. It was not uncommon for her notebooks on magical theory to contain observations drawn from cartography, linguistics, architecture, mathematics, or conversations with craftsmen encountered throughout Korint.&lt;br /&gt;
&lt;br /&gt;
This habit occasionally frustrated her instructors, particularly when Ycre pursued questions that lay well outside the assigned curriculum. Essa Maylin, however, generally encouraged these explorations, provided Ycre could justify their relevance.&lt;br /&gt;
&lt;br /&gt;
Although her studies increasingly occupied her time, Ycre remained closely connected to life beyond the House. In keeping with the educational philosophy of the House of Confluence, students were encouraged to engage with the city of Korint as an extension of their education rather than retreat from it. Ycre regularly spent her free days exploring the city with her childhood friend &#039;&#039;&#039;[[Clara Voss]]&#039;&#039;&#039;, continuing a tradition they had begun years before. Whether wandering unfamiliar streets, visiting craftsmen, or simply observing everyday life, these excursions reinforced Ycre&#039;s belief that meaningful knowledge could often be found outside the classroom as readily as within it.&lt;br /&gt;
&lt;br /&gt;
Among her fellow students, &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039; became one of the few individuals whose way of thinking consistently challenged her own. While Ycre instinctively sought unexpected connections and new questions, Dorian approached scholarship through ethics, responsibility, and the practical consequences of knowledge. Their discussions rarely ended in agreement, yet each found the other&#039;s perspective impossible to dismiss. Over time, Ycre came to regard Dorian as one of the few people whose way of thinking she never fully managed to understand.&lt;br /&gt;
&lt;br /&gt;
Despite her academic strengths, Ycre was never considered a prodigy. She struggled with subjects requiring extensive memorization and was often slower than her peers when first learning unfamiliar magical techniques. Her progress instead came through persistence, observation, and a willingness to refine ideas through repeated experimentation.&lt;br /&gt;
&lt;br /&gt;
This approach would eventually become one of the defining characteristics of both her scholarship and her later magical research.&lt;br /&gt;
&lt;br /&gt;
Among the instructors who would have the greatest influence on her were &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, who encouraged her intellectual curiosity, and &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039;, whose uncompromising approach to discipline challenged many of her assumptions about learning.&lt;br /&gt;
&lt;br /&gt;
Despite the increasing demands of academic life, Ycre regarded her weekly explorations of Korint with Clara Voss as no less educational than her formal studies.&lt;br /&gt;
&lt;br /&gt;
=== Collaborative Study ===&lt;br /&gt;
During their sixth year at the House, Ycre and &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039; were jointly assigned by &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; to investigate one of the oldest ethical questions in magical scholarship: &#039;&#039;Under what circumstances should dangerous knowledge be restricted?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although both students examined the same restricted manuscripts, they reached markedly different conclusions.&lt;br /&gt;
&lt;br /&gt;
Ycre argued that knowledge should first be understood before access could be limited, believing that ignorance often posed a greater danger than scholarship itself. Dorian, while equally opposed to destroying knowledge, maintained that discovery inevitably created responsibility, and that access to powerful magic required careful stewardship.&lt;br /&gt;
&lt;br /&gt;
Neither persuaded the other.&lt;br /&gt;
&lt;br /&gt;
Rather than selecting one report over the other, Essa Maylin combined elements from both into the House&#039;s own recommendation for handling sensitive magical works. The project later became a frequently discussed example of the House of Confluence&#039;s belief that meaningful understanding often emerged through the reconciliation of opposing perspectives rather than the triumph of a single idea.&lt;br /&gt;
&lt;br /&gt;
=== Fencing and the Foundations of Bladesinging ===&lt;br /&gt;
[[File:Ycre Fencing.png|right|415x415px]]&lt;br /&gt;
Although students of the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; were encouraged to pursue disciplines beyond arcane study, Ycre&#039;s decision to enroll in the House&#039;s fencing instruction surprised both her peers and several members of the faculty. She had no particular interest in dueling, military service, or martial competition, later explaining that her motivation was simply curiosity.&lt;br /&gt;
&lt;br /&gt;
According to notes preserved from her student journals, Ycre believed that fencing represented a discipline fundamentally different from scholarship. Where books taught through explanation, fencing appeared to demand understanding through action. Intrigued by this contrast, she elected to study under &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039;, the House&#039;s Master of Fencing.&lt;br /&gt;
&lt;br /&gt;
The decision proved far more challenging than anticipated.&lt;br /&gt;
&lt;br /&gt;
Unlike many students who possessed a natural aptitude for athletic movement, Ycre struggled with posture, balance, and coordination during her first years of instruction. Her tendency to analyze every correction before applying it often frustrated Thorne, who regarded excessive thought as an obstacle to physical discipline.&lt;br /&gt;
&lt;br /&gt;
Former classmates recalled that Ycre frequently interrupted lessons with questions concerning footwork, weight distribution, and body mechanics. Thorne rarely entertained such discussions, typically responding with brief instructions rather than explanations. One exchange became particularly well known among later students.&lt;br /&gt;
&lt;br /&gt;
After spending an entire lesson recording notes on stance and balance, Ycre was said to have shown her notebook to Thorne in the hope of confirming her understanding. He reportedly closed the notebook, returned it to her, and replied only:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Stand first.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;For several years, Ycre made only modest progress. Although diligent and conscientious, she remained an unremarkable fencer compared to many of her peers. Frustrated by her lack of improvement, she turned to books on fencing theory, anatomy, and geometry in an effort to better understand the principles behind the movements she struggled to perform.&lt;br /&gt;
&lt;br /&gt;
Observing the growing stack of books accompanying her practice sessions, Thorne reportedly remarked:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;You already know enough.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;When Ycre insisted that she did not, he answered simply:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Exactly.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The turning point came not through a breakthrough in theory, but through repetition. Rather than seeking new techniques, Ycre devoted herself to practicing the same fundamental exercises day after day, often remaining in the courtyard long after formal lessons had ended.&lt;br /&gt;
&lt;br /&gt;
One afternoon, after silently observing her practice for half an hour, Thorne approached and offered the first praise she could recall receiving from him.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Better.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Though brief, Ycre would later describe the moment as one of the most meaningful of her education, believing she had finally earned her instructor&#039;s respect through persistence rather than talent.&lt;br /&gt;
&lt;br /&gt;
As her fencing gradually improved, Ycre began noticing subtle changes in her spellcasting immediately following practice sessions. Arcane gestures felt more deliberate, transitions between somatic components became smoother, and maintaining concentration during complex spells seemed unexpectedly easier.&lt;br /&gt;
&lt;br /&gt;
Rather than drawing immediate conclusions, she approached the phenomenon as she had every other question throughout her education. Over many months she meticulously recorded observations, altering only one variable at a time—stance, breathing, footwork, timing, and spell selection—in an effort to determine whether a genuine relationship existed between disciplined movement and arcane casting.&lt;br /&gt;
&lt;br /&gt;
Her notes gradually revealed an unexpected pattern. Certain combinations of footwork and body positioning seemed to preserve the natural rhythm of both spellcasting and fencing, allowing neither discipline to interrupt the other. Rather than pausing to cast before moving again, Ycre found herself moving continuously, each step naturally flowing into the next gesture, and each gesture into the next spell.&lt;br /&gt;
&lt;br /&gt;
At first she regarded these moments as little more than technical curiosities. Over time, however, she deliberately refined them, abandoning movements that felt forced while preserving those that possessed an almost effortless rhythm. Although the resulting sequences served no formal purpose within either fencing or magical instruction, Ycre found them remarkably effective in maintaining balance, awareness, and concentration under pressure.&lt;br /&gt;
&lt;br /&gt;
Fellow students occasionally remarked that her practice had begun to resemble a carefully choreographed dance rather than conventional sword drills. Some claimed the air itself seemed to move differently around her during these exercises, though Ycre dismissed such comments as poetic exaggeration and continued treating the phenomenon as a subject of academic investigation.&lt;br /&gt;
&lt;br /&gt;
Although he possessed no magical training and never attempted to involve himself in her research, this exchange marked a subtle change in their relationship. Thorne ceased treating Ycre merely as a student of fencing and instead came to recognize the same disciplined pursuit of mastery that he valued within his own craft.&lt;br /&gt;
&lt;br /&gt;
In the years that followed, Ycre continued investigating the relationship between movement and spellcasting. At the time, she regarded the work simply as another interdisciplinary inquiry inspired by the educational philosophy of the House of Confluence. Neither she nor her instructors believed the research to be exceptional or historically significant.&lt;br /&gt;
&lt;br /&gt;
Although Dorian never shared Ycre&#039;s fascination with the relationship between movement and spellcasting, he encouraged her to continue pursuing the research, remarking that understanding, even when seemingly impractical, often became valuable in ways impossible to predict.&lt;br /&gt;
&lt;br /&gt;
Unaware that her research had already been given a name elsewhere, Ycre departed Loveria believing she was simply following an unusual line of inquiry—one that would eventually lead her to the city of [[Avale]].&lt;br /&gt;
&lt;br /&gt;
=== Departure from the House ===&lt;br /&gt;
After eight years of study, Ycre concluded her education at the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; at the age of twenty.&lt;br /&gt;
&lt;br /&gt;
Unlike many academies throughout the Heartlands, the House held no public graduation ceremony. There were no speeches, no audience, and no formal presentation of titles. Instead, each departing student met privately with &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; for one final conversation before leaving the House.&lt;br /&gt;
&lt;br /&gt;
Students traditionally arrived carrying a single contribution for the House Library—a work they believed might one day inspire another student&#039;s curiosity.&lt;br /&gt;
&lt;br /&gt;
Ycre presented a modest bound volume entitled &#039;&#039;&#039;&#039;&#039;[[Observations Without Conclusions]]&#039;&#039;&#039;&#039;&#039;. Rather than offering theories or definitive answers, it contained a collection of observations gathered throughout her eight years at the House. Architectural sketches, unusual patterns, fragments of conversations, notes on movement, and questions left deliberately unresolved filled its pages. It reflected the philosophy that had come to define her education: careful observation before explanation.&lt;br /&gt;
&lt;br /&gt;
Essa accepted the volume with quiet satisfaction.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;You resisted the temptation to explain.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;To Ycre, it was among the highest compliments she had ever received.&lt;br /&gt;
&lt;br /&gt;
Only then did Essa ask what would become the final lesson of Ycre&#039;s education.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;What question will you take with you?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The exact details of Ycre&#039;s answer were never recorded.&lt;br /&gt;
&lt;br /&gt;
Before their meeting concluded, Essa presented her with a carefully wrapped bundle.&lt;br /&gt;
&lt;br /&gt;
Inside was a traveling outfit unlike anything Ycre had expected. Tailored in the deep blue and ivory colors long associated with the House of Confluence, it combined the elegance of a scholar&#039;s attire with the flexibility and protection of finely crafted light armor. Reinforced leather, articulated shoulder guards and practical traveling features replaced the robes traditionally associated with learned mages.&lt;br /&gt;
&lt;br /&gt;
When Ycre looked at the unusual gift in surprise, Essa smiled.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;When you first arrived, I believed I was educating a scholar.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;After a brief silence she added,&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Eventually... you convinced us both otherwise.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Only later would Ycre learn that the outfit had been commissioned several years earlier, following a private conversation between &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039; concerning the increasingly unusual direction of her studies. Neither had fully understood what Ycre was discovering, but both recognized that her path would eventually lead beyond the traditional role of a scholar.&lt;br /&gt;
&lt;br /&gt;
Leaving Essa&#039;s office for the final time, Ycre found Garrick waiting alone in the courtyard.&lt;br /&gt;
&lt;br /&gt;
Without ceremony, he handed her another wrapped package.&lt;br /&gt;
&lt;br /&gt;
Inside lay a finely crafted longsword.&lt;br /&gt;
&lt;br /&gt;
It was neither magical nor ornate, yet unlike any sword Ycre had handled before. Its proportions were unusual, the grip slightly longer than expected, its balance exceptionally fluid. It belonged to no familiar military or dueling tradition.&lt;br /&gt;
&lt;br /&gt;
Seeing her puzzled expression, Garrick simply said,&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I asked a smith to make it years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I didn&#039;t know who it was for.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Ycre drew the blade.&lt;br /&gt;
&lt;br /&gt;
It moved effortlessly.&lt;br /&gt;
&lt;br /&gt;
Almost as though it had been made for the movements she had spent years developing.&lt;br /&gt;
&lt;br /&gt;
After watching her for a moment, Garrick gave a single approving nod.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Now I do.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
No further explanation followed.&lt;br /&gt;
&lt;br /&gt;
Armed with a sword that fit no established tradition and dressed in garments made for neither scholar nor soldier alone, Ycre departed the House of Confluence carrying the gifts of the two mentors who had shaped her education in very different ways.&lt;br /&gt;
&lt;br /&gt;
The House had taught her that understanding began with observation.&lt;br /&gt;
&lt;br /&gt;
Now it was time to discover whether the world beyond Korint asked the same questions.&lt;br /&gt;
&lt;br /&gt;
== Early Independent Work ==&lt;br /&gt;
Following her &#039;&#039;&#039;Departure from [[House of Confluence|the House of Confluence]]&#039;&#039;&#039;, Ycre remained in &#039;&#039;&#039;[[Korint]]&#039;&#039;&#039; for nearly two years. Although her formal education had ended, she continued to visit the House regularly. She fenced with &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039;, whose lessons had gradually evolved from formal instruction into quiet sparring between teacher and former student, and she frequently returned to &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, whose questions continued to challenge Ycre&#039;s thinking long after she had ceased to be her student.&lt;br /&gt;
&lt;br /&gt;
Outside the House, Ycre accepted a growing number of unusual commissions through recommendations from &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039;. Merchants, guilds, surveyors, and magistrates occasionally sought her assistance whenever a problem resisted conventional expertise. Rather than relying solely on magic, Ycre combined observation, history, languages, cartography, architecture, and arcane theory to understand situations that others struggled to explain.&lt;br /&gt;
&lt;br /&gt;
Although these commissions gradually earned her a modest reputation, they also confronted her with the first significant failure of her independent career.&lt;br /&gt;
&lt;br /&gt;
A merchant consortium engaged Ycre to investigate a series of unexplained losses that threatened an important commercial partnership. After weeks of careful research, she successfully identified the source of the irregularities. Yet despite solving the mystery, the partnership itself collapsed. The true problem had never been the missing goods, but the gradual loss of trust between the parties involved.&lt;br /&gt;
&lt;br /&gt;
When Ycre later discussed the matter with &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, her former mentor reportedly observed:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;You answered the question you found.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Not the one you were asked.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The experience fundamentally changed Ycre&#039;s approach to future investigations. From that point onward, she devoted as much attention to understanding why a question was being asked as she did to answering it.&lt;br /&gt;
&lt;br /&gt;
During this period she also remained close to &#039;&#039;&#039;[[Clara Voss]]&#039;&#039;&#039;, whose friendship provided a welcome balance to her increasingly academic life. Their habit of wandering unfamiliar streets together continued well into adulthood, and Ycre would later remark that some of her most valuable insights emerged during conversations that had begun with entirely unrelated subjects.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, &#039;&#039;&#039;[[Aldren Vaust|Aldren]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lethariel]]&#039;&#039;&#039; watched their daughter gradually establish herself beyond the House. Neither attempted to guide her career directly, believing that curiosity had always been Ycre&#039;s most reliable compass. Instead, they encouraged her to follow the questions that continued to draw her beyond the familiar streets of Korint.&lt;br /&gt;
&lt;br /&gt;
By the end of her second year after departing the House, those questions increasingly pointed beyond Loveria. Recommendations from Cassian, correspondence with scholars abroad, and reports reaching her through &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039; all suggested that the western port city of &#039;&#039;&#039;[[Stjordvik]]&#039;&#039;&#039;, in the nation of &#039;&#039;&#039;[[Sormark]]&#039;&#039;&#039;, offered opportunities unavailable in Korint.&lt;br /&gt;
&lt;br /&gt;
Reluctant to leave the city she had always called home, but recognizing that her questions had begun to outgrow it, Ycre departed Korint for [[Stjordvik]].&lt;br /&gt;
&lt;br /&gt;
=== Stjordvik ===&lt;br /&gt;
At the age of twenty-two, Ycre left Loveria for the first time to travel to the Somark city of Stjordvik, situated along the shores of the [[Sarodin Sea]].&lt;br /&gt;
&lt;br /&gt;
Her journey was prompted by an invitation to assist with a complex commercial dispute involving several prominent organizations in the city. The commission had come through the recommendation of &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039;, whose reputation among merchant houses extended well beyond Loveria. For Ycre, it represented both her first major commission abroad and an opportunity to experience a city whose international character differed greatly from Korint.&lt;br /&gt;
&lt;br /&gt;
Shortly after arriving, Ycre practiced a small amount of arcane magic in the courtyard of the inn where she was staying. The following morning, she received a polite visit from &#039;&#039;&#039;Warder Heiner Knapp&#039;&#039;&#039; of the &#039;&#039;&#039;[[Abjura Dolana]]&#039;&#039;&#039;, who explained that reports of newly arrived spellcasters were routinely followed up by the local lodge. He courteously requested to see her license.&lt;br /&gt;
&lt;br /&gt;
Confidently producing the document she had obtained in Korint after departing the House, Ycre was surprised to learn that it was valid only within the borders of &#039;&#039;&#039;[[Loveria]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As the matter was being discussed, &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039;, having heard that a visiting scholar from the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; required assistance with a licensing inquiry, recognized the name and joined the conversation.&lt;br /&gt;
&lt;br /&gt;
According to later accounts, Dorian examined the license for a moment before asking:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;You did read the back?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Ycre had not.&lt;br /&gt;
&lt;br /&gt;
After a brief administrative review, the matter was resolved without further difficulty, allowing Ycre to continue the commission that had brought her to Stjordvik.&lt;br /&gt;
&lt;br /&gt;
The encounter proved more memorable than inconvenient. Through conversations with Dorian and the staff of the local lodge, Ycre gained a new appreciation for the practical role of the Abjura Dolana. While she continued to question certain aspects of magical regulation, she came to understand that much of the lodge&#039;s work involved balancing public safety, commerce, and the everyday use of magic in one of the busiest ports of the Heartlands.&lt;br /&gt;
&lt;br /&gt;
Outside her professional obligations, Ycre continued her private research into the relationship between movement and spellcasting. Without &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039; nearby to guide her, she practiced alone whenever circumstances permitted, recording new observations in her notebook without yet realizing that she was independently exploring principles of a discipline long thought lost.&lt;br /&gt;
&lt;br /&gt;
=== The Stjordvik Trade Mediation ===&lt;br /&gt;
During her stay in Stjordvik, Ycre became involved in what later became known as the &#039;&#039;&#039;[[Stjordvik]] Trade Mediation&#039;&#039;&#039;, the first major commission of her independent career outside Loveria.&lt;br /&gt;
&lt;br /&gt;
Several prominent organizations—including &#039;&#039;&#039;[[Hythe Maritime Services]]&#039;&#039;&#039;, representatives of other merchant houses, the Harbor Authority, and the &#039;&#039;&#039;[[Abjura Dolana]]&#039;&#039;&#039;—had reached an impasse over an increasingly complex commercial dispute. Although every party claimed to be working toward the same objective, months of negotiations had yielded little progress.&lt;br /&gt;
&lt;br /&gt;
While corresponding with representatives of Hythe Maritime Services, &#039;&#039;&#039;[[Cassian Vellor]]&#039;&#039;&#039; learned of the deadlock. When asked whether he knew someone capable of offering a fresh perspective, he reportedly replied:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;You don&#039;t need another expert.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You need someone who understands experts.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
On Cassian&#039;s recommendation, Ycre was invited to Stjordvik as an independent scholar rather than as a representative of any organization.&lt;br /&gt;
&lt;br /&gt;
The experience in Korint had fundamentally changed the way she approached unfamiliar problems. Rather than beginning with the dispute itself, Ycre first met with each party individually, asking a question that surprised many of those involved:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Before we discuss solutions, what outcome are you hoping to achieve?&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The answers differed far more than the dispute itself.&lt;br /&gt;
&lt;br /&gt;
The merchant houses sought predictability in trade. The Harbor Authority prioritized the efficient movement of ships. The Abjura Dolana focused on accountability where magic had been used in commercial transactions. As Ycre continued listening, she realized the participants were not attempting to solve the same problem—they were attempting to solve different problems that happened to overlap.&lt;br /&gt;
&lt;br /&gt;
Instead of searching immediately for a solution, Ycre reorganized the discussions around the objectives shared by every participant before addressing the remaining differences individually. Once the parties recognized where their interests aligned, negotiations that had previously stalled for months began to move forward.&lt;br /&gt;
&lt;br /&gt;
Among those involved in the discussions was &#039;&#039;&#039;[[Dorian Hale]]&#039;&#039;&#039;, whose responsibilities within the Abjura Dolana required him to consider the legal implications of any agreement. Although Ycre and Dorian frequently approached the matter from different perspectives, each developed a deeper appreciation for the other&#039;s discipline. Ycre increasingly understood that discovering the truth did not always resolve a dispute, while Dorian recognized that defining the correct question was often as important as interpreting the law itself.&lt;br /&gt;
&lt;br /&gt;
Although the mediation attracted little public attention, it quietly established Ycre&#039;s reputation among merchants, scholars, and officials alike. She was remembered not for producing an ingenious solution, but for recognizing that meaningful progress had only become possible once everyone understood what they were actually trying to achieve.&lt;br /&gt;
&lt;br /&gt;
=== The Road ===&lt;br /&gt;
Following the successful conclusion of the &#039;&#039;&#039;Stjordvik Trade Mediation&#039;&#039;&#039;, Ycre found herself without another commission waiting to occupy her time. For the first time since departing the House of Confluence, she was free to choose her own direction.&lt;br /&gt;
&lt;br /&gt;
Rather than returning immediately to Korint, Ycre decided to remain along the shores of the Sarodin Sea for several months. Years earlier, during her admission interview with &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, she had admitted that she did not yet know what she truly wished to study because she had &amp;quot;not seen enough of the world.&amp;quot; Now, for the first time, she resolved to do something about it.&lt;br /&gt;
&lt;br /&gt;
Although she no longer belonged to the House of Confluence, Ycre increasingly found herself studying in much the same way she always had. Only the classroom had changed.&lt;br /&gt;
&lt;br /&gt;
Moving from one port to the next, she spent her days speaking with navigators, merchants, craftsmen, priests, dockworkers, and travelers from distant nations. She visited libraries when they were available, wandered unfamiliar marketplaces, and often found herself lingering longer in conversation than in the places themselves. Every town seemed to ask different questions, and every profession appeared to observe a different part of the world.&lt;br /&gt;
&lt;br /&gt;
Whenever possible, Ycre traveled with merchant caravans or aboard coastal trading vessels. On several occasions these caravans were escorted by the &#039;&#039;&#039;[[Companions of Elric]]&#039;&#039;&#039;, whose members she came to respect for reasons she had not anticipated. They noticed dangers long before she did, read landscapes as easily as she read books, and possessed a practical understanding of the road that no scholarly education could easily replace.&lt;br /&gt;
&lt;br /&gt;
Ycre did not envy their profession, nor did she aspire to become one of them. Instead, she became fascinated by the perspective their experience had given them. While she instinctively observed architecture, languages, magical practices, and trade, they noticed weather, terrain, worn tracks, and subtle signs of danger. Neither way of seeing the world was complete on its own.&lt;br /&gt;
&lt;br /&gt;
During these travels, Ycre filled another notebook—not with conclusions, but with observations, questions, and conversations gathered from the people she encountered. Over time, she came to understand that no book, institution, or teacher could provide every answer she sought. Some questions could only be explored by leaving familiar places behind.&lt;br /&gt;
&lt;br /&gt;
As the months passed, one city seemed to appear repeatedly in conversations regardless of whom she spoke with. Merchants praised its opportunities, scholars its exchange of knowledge, sailors its importance to trade, and travelers its remarkable diversity.&lt;br /&gt;
&lt;br /&gt;
==== [[Avale]] ====&lt;br /&gt;
No single recommendation persuaded her to travel there. Rather, as had happened so many times throughout her life, Ycre simply recognized a pattern.&lt;br /&gt;
&lt;br /&gt;
In one of her notebooks she later wrote:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Every interesting conversation eventually reaches Avale.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Beneath it she added a single sentence.&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Perhaps I should too.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Korint&amp;diff=4291</id>
		<title>Korint</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Korint&amp;diff=4291"/>
		<updated>2026-07-11T19:35:57Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityBox&lt;br /&gt;
|image=Korint.png&lt;br /&gt;
|Government=Plutocracy&lt;br /&gt;
|Temples=[[Beory]], [[Istus]], [[Lirr]], [[Olidammara]], [[Pholtus]]&lt;br /&gt;
|Merchant Houses=[[Abraxis Combine]], [[House Ditta]], [[House Revol]], [[Thal Lithel]], [[Thal Sivale]]&lt;br /&gt;
|Other Organisations=[[Bruised But Not Broken]], [[Companions of Elric]], [[Kasarian Embassy]], [[Abjura Dolana]], [[House of Confluence]], [[Resa&#039;s Rest]], [[Whitemantles]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The capital of [[Loveria]] is home to about 50,000 souls. &#039;&#039;&#039;Officially it is run by a council of &#039;law keepers&#039; but they are completely in the pocket of the merchant houses.&#039;&#039;&#039; The city is &#039;&#039;&#039;known for its many artists, bon vivants, and junkies&#039;&#039;&#039;, due to the permissive nature of the country.&lt;br /&gt;
&lt;br /&gt;
Korint is &#039;&#039;&#039;famed for its yellow arches&#039;&#039;&#039; that can be found all over the city. These beautifully carved wooden arches are placed in the middle of many streets for purely decorative purposes. Once a year during a special festival all inhabitants paint the arch on their street and then have a feast in the shadow of it.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
==== Acronon ====&lt;br /&gt;
Home to a large cadre of civil servants who do their utmost to keep the country running. It is said of this old, imposing building that there is not one right angle to be found in it. Though officially (the representatives of) the merchants and remaining nobles are to assemble here regularly to govern the country, in reality, they hardly ever show up for these meetings. &#039;&#039;&#039;Most policy, if one can call it that, is set at lavish dinner parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Artists Alley ====&lt;br /&gt;
Don&#039;t let the name fool you; this warren of streets and alleyways in the old city is quite sizable and home to all kinds of old masters and hopeful apprentices. The painterly arts are the most favored here but other kinds of art can be found as well.&lt;br /&gt;
&lt;br /&gt;
==== Myrodia Perfumes ====&lt;br /&gt;
Though the well-to-do in the big cities might not recognize the name, the reality is that if it&#039;s an exclusive and expensive perfume, chances are very, very high it comes from here. This bespoke perfumer has been on top of its game for centuries.&lt;br /&gt;
&lt;br /&gt;
==== Plateia Square ====&lt;br /&gt;
At the center of the old city you&#039;ll find a large, &#039;&#039;&#039;daily market&#039;&#039;&#039; bordered by all kinds of eateries and permanent shops selling anything from spices to bric-a-brac. In the middle of the square stands the &#039;&#039;&#039;statue of King Brosef&#039;&#039;&#039;, usually covered in all kinds of unidentifiable substances.&lt;br /&gt;
&lt;br /&gt;
==== Poledouris Avenue ====&lt;br /&gt;
The main thoroughfare of the city, any business that considers itself of any worth has their shop or offices along this road. It is named for a bard from before &#039;&#039;&#039;the [[Collapse]]&#039;&#039;&#039;, &#039;&#039;&#039;Vasilikos Poledouris&#039;&#039;&#039;, who reportedly slew the &#039;&#039;&#039;godling Thcer&#039;&#039;&#039; somewhere around these parts, in a fight that lasted days.&lt;br /&gt;
&lt;br /&gt;
==== Sly Fox Odds and Ends ====&lt;br /&gt;
Buys and sells anything they can make money on.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
====[[Bruised But Not Broken]]====&lt;br /&gt;
{{#lsth:Bruised But Not Broken|[[Korint]]}}&lt;br /&gt;
====[[ Companions of Elric]]====&lt;br /&gt;
{{#lsth: Companions of Elric|[[Korint]]}}&lt;br /&gt;
====[[ Kasarian Embassy]]====&lt;br /&gt;
{{#lsth: Kasarian Embassy|[[Korint]]}}&lt;br /&gt;
====[[ Abjura Dolana]]====&lt;br /&gt;
{{#lsth: Abjura Dolana|[[Korint]]}}&lt;br /&gt;
====[[ Whitemantles]]====&lt;br /&gt;
{{#lsth: Whitemantles|[[Korint]]}}&lt;br /&gt;
&lt;br /&gt;
==== [[House of Confluence]] ====&lt;br /&gt;
The &#039;&#039;&#039;House of Confluence&#039;&#039;&#039; is a small independent house of magical learning located in Korint.Though modest in size and little known outside the country, it has earned a reputation for producing unusually versatile scholars and mages. Rather than specializing in a single school of magic, the House emphasizes broad education and the exchange of ideas between seemingly unrelated disciplines.&lt;br /&gt;
==Temples==&lt;br /&gt;
====[[Istus]]====&lt;br /&gt;
{{#lsth:Istus|[[Korint]]}}&lt;br /&gt;
====[[ Lirr]]====&lt;br /&gt;
{{#lsth: Lirr|[[Korint]]}}&lt;br /&gt;
==Merchant Houses==&lt;br /&gt;
====[[Abraxis Combine]]====&lt;br /&gt;
{{#lsth:Abraxis Combine|[[Korint]]}}&lt;br /&gt;
====[[ House Ditta]]====&lt;br /&gt;
{{#lsth: House Ditta|[[Korint]]}}&lt;br /&gt;
====[[ House Revol]]====&lt;br /&gt;
{{#lsth: House Revol|[[Korint]]}}&lt;br /&gt;
====[[ Thal Lithel]]====&lt;br /&gt;
{{#lsth: Thal Lithel|[[Korint]]}}&lt;br /&gt;
====[[ Thal Sivale]]====&lt;br /&gt;
{{#lsth: Thal Sivale|[[Korint]]}}&lt;br /&gt;
== Notable People ==&lt;br /&gt;
* Lassie Golight (female human, mayor)&lt;br /&gt;
* Dood Kryp (male human, captain of the town guard)&lt;br /&gt;
* Kylia Khobbar (gnome sage, regional history)&lt;br /&gt;
* Pellar Tagon (sage, monsters)&lt;br /&gt;
* Lady Tadien Thessaly (female human, landed noble)&lt;br /&gt;
* Lord Tirom Duthan (male human, landed noble)&lt;br /&gt;
* [[Essa Maylin]] (female human, wizard, leader of the &amp;lt;bdi&amp;gt;[[House of Confluence]]&amp;lt;/bdi&amp;gt;)&lt;br /&gt;
* [[Garrick Thorne]] (male human, master of fencing)&lt;br /&gt;
* [[Cassian Vellor]] (male human, merchant, patron of [[House of Confluence|House of Confluence)]]&lt;br /&gt;
&lt;br /&gt;
== Nearby ==&lt;br /&gt;
&lt;br /&gt;
==== [[Drendeven village]] ====&lt;br /&gt;
Population: ~900. Known for its Robin clock-tower.&lt;br /&gt;
&lt;br /&gt;
==== Pefki village ====&lt;br /&gt;
Population: ~600. Birthplace of the famous Ilikan dish; a skewer with mutton, onions, green peppers, served with rice and an aubergine and goat cheese spread.&lt;br /&gt;
&lt;br /&gt;
==== Vessa village ====&lt;br /&gt;
Population: ~700. Large sugar cane fields.&lt;br /&gt;
&lt;br /&gt;
==== Nitiki Woods ====&lt;br /&gt;
An ancient forest. Though monsters are hardly ever seen there, it is considered haunted by many. [[Sprite member|Sprite members]] can be found here.&lt;br /&gt;
&lt;br /&gt;
==== Limnas River ====&lt;br /&gt;
A blackwater branch of the Copis River that links all major cities in Loveria and empties into the Eastern Ocean.&lt;br /&gt;
&lt;br /&gt;
==== Parga Ruins ====&lt;br /&gt;
The former capital, razed to the ground centuries ago.&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Confluence_Examination&amp;diff=4290</id>
		<title>The Confluence Examination</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Confluence_Examination&amp;diff=4290"/>
		<updated>2026-07-11T19:30:34Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Admissions ==&lt;br /&gt;
Admission to [[House of Confluence]] is highly selective, with the House accepting &#039;&#039;&#039;approximately three students each year&#039;&#039;&#039; from an average pool of around &#039;&#039;&#039;thirty applicants&#039;&#039;&#039;. Owing to the House&#039;s small size and emphasis on close mentorship, enrollment rarely exceeds fifteen resident students at any given time.&lt;br /&gt;
&lt;br /&gt;
Applicants do not ordinarily present themselves directly to the House. Prospective students are typically &#039;&#039;&#039;recommended&#039;&#039;&#039; by former alumni, respected scholars, trusted patrons, merchants, educators, or other individuals known to the Masters. Such recommendations are not considered endorsements of academic ability, but rather attestations of the applicant&#039;s character, curiosity, or potential. Candidates must also demonstrate a measurable aptitude for arcane magic before being invited to participate in the entrance examination.&lt;br /&gt;
&lt;br /&gt;
The Masters have long maintained that magical talent alone is insufficient for admission.&lt;br /&gt;
&lt;br /&gt;
== The Entrance Examination ==&lt;br /&gt;
The entrance examination of House of Confluence is regarded as one of the institution&#039;s defining traditions. Unlike the rigorous magical trials employed by many arcane academies, the examination is designed to assess &#039;&#039;&#039;how an applicant thinks&#039;&#039;&#039;, rather than the extent of their magical ability or existing knowledge.&lt;br /&gt;
&lt;br /&gt;
The process typically occupies a full day and consists of three stages.&lt;br /&gt;
&lt;br /&gt;
== Written Examination ==&lt;br /&gt;
The morning session consists of written exercises emphasizing observation, logical reasoning, ethical judgment, and the ability to identify relationships between seemingly unrelated subjects.&lt;br /&gt;
&lt;br /&gt;
Questions often possess no single correct answer. Instead, candidates are expected to justify their conclusions clearly and demonstrate a willingness to question assumptions. Magical theory forms only a small portion of the examination, as the Masters hold that technical proficiency may be taught, while intellectual curiosity cannot.&lt;br /&gt;
&lt;br /&gt;
Applicants are informed beforehand that originality of thought is valued more highly than agreement with the examiners.&lt;br /&gt;
&lt;br /&gt;
== The Observation Exercise ==&lt;br /&gt;
&lt;br /&gt;
Following the written examination, candidates are dismissed into the surrounding city for several hours with a single instruction:&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;quot;Return with something worth discussing.&amp;quot;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;No further explanation is provided.&lt;br /&gt;
&lt;br /&gt;
The exercise has become one of the House&#039;s most recognizable traditions. Some applicants return with unusual objects, while others recount conversations, observations, historical curiosities, natural phenomena, or philosophical questions encountered during their exploration.&lt;br /&gt;
&lt;br /&gt;
The Masters have repeatedly emphasized that the object itself is of little importance. Rather, the exercise seeks to reveal what captures an applicant&#039;s attention, how they assign significance to their observations, and whether they possess the curiosity to pursue questions beyond the obvious.&lt;br /&gt;
&lt;br /&gt;
Because no model answer exists, candidates frequently leave uncertain whether they have succeeded.&lt;br /&gt;
&lt;br /&gt;
== The Maylin Interview ==&lt;br /&gt;
The final stage consists of an individual conversation with the Head of House of Confluence, currently &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the preceding stages, the interview follows no predetermined structure. Maylin tailors each discussion to the applicant, allowing their answers to guide the conversation rather than adhering to a fixed series of questions. As a result, interviews vary greatly in both subject matter and duration.&lt;br /&gt;
&lt;br /&gt;
Former Masters described the interview not as an examination, but as an attempt to discover whether the House and the applicant are suited to one another.&lt;br /&gt;
&lt;br /&gt;
Maylin herself is reputed to answer very few questions directly, instead responding with further questions intended to explore an applicant&#039;s reasoning. It is said that applicants often leave believing they performed poorly, only to discover later that uncertainty itself formed part of the process.&lt;br /&gt;
&lt;br /&gt;
== Selection Philosophy ==&lt;br /&gt;
House of Confluence does not seek the most powerful spellcasters, nor necessarily the most academically accomplished candidates.&lt;br /&gt;
&lt;br /&gt;
The House instead seeks individuals who display &#039;&#039;&#039;intellectual curiosity&#039;&#039;&#039;, humility before the unknown, and an instinct to seek connections between disparate fields of knowledge. Masters frequently remark that knowledge may be taught, discipline cultivated, and magical technique refined, but genuine curiosity cannot be imposed upon an unwilling mind.&lt;br /&gt;
&lt;br /&gt;
A commonly attributed saying among the Masters states:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;We do not ask whether a student knows enough. We ask whether they still wish to know more.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;For this reason, applicants possessing exceptional magical talent have occasionally been declined, while less accomplished candidates demonstrating unusual insight or inquisitiveness have been admitted.&lt;br /&gt;
&lt;br /&gt;
== Graduation ==&lt;br /&gt;
There is no &#039;&#039;&#039;fixed duration of study&#039;&#039;&#039; at House of Confluence. Most students remain for &#039;&#039;&#039;six to eight years&#039;&#039;&#039;, though shorter and longer periods are not uncommon.&lt;br /&gt;
&lt;br /&gt;
Graduation is not determined by examinations or mastery of a prescribed curriculum. Instead, the Masters collectively decide when a student has become an independent scholar capable of pursuing knowledge without continual guidance.&lt;br /&gt;
&lt;br /&gt;
Graduation consists of a private conversation with the Head of House rather than a public ceremony. Although each conversation is unique, departing students are traditionally invited to reflect upon the questions they intend to pursue beyond the House before presenting their contribution to the House Library.&lt;br /&gt;
&lt;br /&gt;
Graduates traditionally present the House Library with an annotated work, journal, or research manuscript that reflects the questions, discoveries, or perspective that shaped their education. This custom symbolizes the House&#039;s belief that every student should leave behind something capable of inspiring curiosity in those who follow.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Dorian_Hale&amp;diff=4273</id>
		<title>Dorian Hale</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Dorian_Hale&amp;diff=4273"/>
		<updated>2026-07-11T15:19:16Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Race:&#039;&#039;&#039; Rock Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Born:&#039;&#039;&#039; [[Stjordvik]], Barony of Svinik, [[Sormark]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Scholar, later member of the [[Abjura Dolana]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Dorian Hale&#039;&#039;&#039; is a gnomish scholar from &#039;&#039;&#039;[[Stjordvik]]&#039;&#039;&#039; in &#039;&#039;&#039;[[Sormark]]&#039;&#039;&#039; and a former student of the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;. Admitted in the same year as &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039;, he became known for his disciplined reasoning, exceptional judgement, and deep interest in ethics, governance, and the responsible application of arcane knowledge.&lt;br /&gt;
&lt;br /&gt;
Following his graduation, Dorian entered the service of the &#039;&#039;&#039;[[Abjura Dolana]]&#039;&#039;&#039;, where his education at the House of Confluence profoundly influenced his approach to magical regulation and public service.&lt;br /&gt;
&lt;br /&gt;
= Early Life =&lt;br /&gt;
Dorian was born into &#039;&#039;&#039;House Hale&#039;&#039;&#039;, a minor noble family of Stjordvik whose reputation rested not upon military glory or political ambition, but upon generations of public service. Members of House Hale had long served as magistrates, legal advisors, diplomats and administrators throughout Sormark, earning quiet respect for their judgement rather than their prominence.&lt;br /&gt;
&lt;br /&gt;
Growing up in Stjordvik—one of the most cosmopolitan cities in the Heartlands—Dorian was exposed from an early age to merchants, sailors, diplomats and travelers from across the continent. Living in a city where different cultures, customs and legal traditions met daily, fostered a lasting fascination with governance and the institutions that allowed diverse societies to function peacefully.&lt;br /&gt;
&lt;br /&gt;
While other children were often concerned with whether something &#039;&#039;could&#039;&#039; be done, Dorian habitually asked whether it &#039;&#039;should&#039;&#039; be done—and who would bear the consequences if it went wrong.&lt;br /&gt;
&lt;br /&gt;
= Recommendation to the House of Confluence =&lt;br /&gt;
During his adolescence Dorian attracted the attention of &#039;&#039;&#039;Magister Ildool Illeon&#039;&#039;&#039; of the Stjordvik chapter of the &#039;&#039;&#039;[[Abjura Dolana]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Recognizing both his judgement and his strong sense of civic responsibility, Ildool believed Dorian possessed the qualities necessary for eventual service within the Order. Rather than recommending immediate recruitment, however, he argued that his education first required broader intellectual foundations.&lt;br /&gt;
&lt;br /&gt;
He therefore recommended Dorian to undertake [[The Confluence Examination|&#039;&#039;&#039;The&#039;&#039;&#039; &#039;&#039;&#039;Confluence Examination&#039;&#039;&#039;]] at the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; in &#039;&#039;&#039;[[Korint]]&#039;&#039;&#039;, believing that its emphasis on curiosity, observation and interdisciplinary thinking would temper his already well-developed sense of duty.&lt;br /&gt;
&lt;br /&gt;
According to later correspondence, his recommendation concluded with a simple remark:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;He already understands responsibility. Now let him learn curiosity.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= House of Confluence =&lt;br /&gt;
Dorian entered the House of Confluence in the same year as &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Among his fellow students he quickly earned a reputation as one of the strongest academic minds of his class. His arguments were carefully constructed, his conclusions rarely careless, and his written work became known for its precision and clarity.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his classmates, however, Dorian viewed knowledge primarily as a means of serving society rather than an end in itself. He believed that every discovery carried responsibilities extending beyond the individual scholar—a conviction that would later draw him toward the philosophy of the &#039;&#039;&#039;[[Abjura Dolana]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Despite this, Dorian held great respect for the House of Confluence. Rather than altering his ambitions, the House refined them. It taught him that responsible decisions could only be made after genuinely questioning one&#039;s own assumptions, and that wisdom required understanding perspectives beyond one&#039;s own.&lt;br /&gt;
&lt;br /&gt;
During his studies he also developed a quiet respect for Master &#039;&#039;&#039;[[Garrick Thorne]]&#039;&#039;&#039;, despite never sharing Ycre&#039;s enthusiasm for fencing. He later remarked that Garrick&#039;s lessons on discipline influenced his approach to legal reasoning as much as his swordsmanship.&lt;br /&gt;
&lt;br /&gt;
= Collaborative Study =&lt;br /&gt;
During their sixth year at the House, &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; assigned Dorian and &#039;&#039;&#039;Ycre&#039;&#039;&#039; a joint research project examining one of the oldest questions in magical scholarship:&amp;lt;blockquote&amp;gt;&#039;&#039;Under what circumstances should dangerous knowledge be restricted?&#039;&#039;&amp;lt;/blockquote&amp;gt;To support their research, the House granted them supervised access to several restricted manuscripts preserved within its library. The assignment deliberately offered no correct answer. Instead, students were expected to develop a coherent philosophy balancing intellectual freedom, ethical responsibility, and the practical consequences of unrestricted magical knowledge.&lt;br /&gt;
&lt;br /&gt;
The project quickly revealed the fundamental differences in the two students&#039; thinking.&lt;br /&gt;
&lt;br /&gt;
Ycre devoted her efforts to understanding the origins of the manuscripts, the intentions of their authors, and the historical circumstances surrounding their creation. She argued that knowledge itself was rarely dangerous and that fear often arose from misunderstanding. Restricting scholarship before achieving understanding, she believed, risked creating ignorance rather than safety.&lt;br /&gt;
&lt;br /&gt;
Dorian approached the same question from the opposite direction. While agreeing that knowledge should rarely be destroyed, he argued that once information possessed the capacity to affect others, unrestricted access could no longer be viewed as solely an academic concern. Knowledge, he maintained, demanded stewardship.&lt;br /&gt;
&lt;br /&gt;
Neither succeeded in persuading the other.&lt;br /&gt;
&lt;br /&gt;
When the project concluded, Essa Maylin declined to select a superior report. Instead, she combined elements from both into the House&#039;s own philosophy regarding sensitive magical works: preserving knowledge while ensuring that access remained guided by informed judgement rather than fear or convenience.&lt;br /&gt;
&lt;br /&gt;
The study later became a frequently cited example within the House of Confluence, illustrating that genuine scholarship often emerged not from agreement, but from the thoughtful reconciliation of opposing perspectives.&lt;br /&gt;
&lt;br /&gt;
= Relationship with Ycre =&lt;br /&gt;
Although fellow students frequently described Dorian and Ycre as opposites, neither regarded the other as a rival.&lt;br /&gt;
&lt;br /&gt;
Where Ycre instinctively sought new questions and unexpected connections, Dorian focused upon responsibility, ethics and the practical consequences of knowledge. Their differing perspectives led to countless discussions throughout their years at the House, each challenging the assumptions of the other without diminishing their mutual respect.&lt;br /&gt;
&lt;br /&gt;
Ycre found Dorian intellectually fascinating, not because he was unpredictable, but because she could rarely anticipate the reasoning that led him to his conclusions.&lt;br /&gt;
&lt;br /&gt;
Dorian, in turn, admired Ycre&#039;s willingness to challenge accepted ideas, even when he believed she occasionally pursued understanding long after circumstances demanded action.&lt;br /&gt;
&lt;br /&gt;
Neither ever convinced the other.&lt;br /&gt;
&lt;br /&gt;
Both became better scholars because they tried.&lt;br /&gt;
&lt;br /&gt;
= Philosophy =&lt;br /&gt;
Dorian believes that knowledge and authority cannot be separated from responsibility.&lt;br /&gt;
&lt;br /&gt;
He strongly supports free inquiry and rigorous scholarship, but argues that once knowledge possesses the power to influence the lives of others, ethical responsibility must guide its application.&lt;br /&gt;
&lt;br /&gt;
The House of Confluence did not change this conviction.&lt;br /&gt;
&lt;br /&gt;
It deepened it.&lt;br /&gt;
&lt;br /&gt;
By teaching him to question assumptions before reaching conclusions, the House transformed Dorian from someone who simply respected institutions into someone who believed institutions themselves should continually examine their own principles.&lt;br /&gt;
&lt;br /&gt;
= Later Career =&lt;br /&gt;
Following his graduation, Dorian entered the service of the &#039;&#039;&#039;[[Abjura Dolana]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Rather than requesting assignment near his family in Sormark, he chose the lodge in &#039;&#039;&#039;[[Avale]]&#039;&#039;&#039;, capital of &#039;&#039;&#039;[[Dolac]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To Dorian, Avale represented one of the most intellectually demanding cities in the Heartlands. As a major center of international trade, the city brought together merchants, scholars, mages and travelers from countless legal traditions and magical cultures. Here, the governance of magic rarely allowed simple answers. Every decision required balancing law, history, commerce, politics and human judgement.&lt;br /&gt;
&lt;br /&gt;
Dorian regarded Avale as the ideal place to put into practice everything the House of Confluence had taught him. There he hoped not merely to enforce magical law, but to ensure that such laws remained worthy of the responsibility they carried.&lt;br /&gt;
&lt;br /&gt;
= Quotes =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Understanding is a privilege. Responsibility is its price.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every answer creates another duty.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Institutions are not meant to replace judgement. They exist to preserve it.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Clara_Voss&amp;diff=4272</id>
		<title>Clara Voss</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Clara_Voss&amp;diff=4272"/>
		<updated>2026-07-11T15:06:22Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Textile Merchant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Residence:&#039;&#039;&#039; [[Korint]], [[Loveria]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Clara Voss&#039;&#039;&#039; is a textile merchant from &#039;&#039;&#039;Korint&#039;&#039;&#039; and the lifelong childhood friend of &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039;. Although she never pursued an academic career, her curiosity and understanding of people remained an important influence on Ycre throughout her years at the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Born into a family of cloth merchants, Clara grew up only a few streets from the &#039;&#039;&#039;[[Aldren Vaust|Vaust]]&#039;&#039;&#039; household. One year younger than Ycre, the two attended the same local school, though not the same class.&lt;br /&gt;
&lt;br /&gt;
Their friendship began after Ycre quietly corrected a shopkeeper who had wrongly blamed Clara for an accident in the marketplace. Rather than defending Clara out of loyalty, Ycre simply explained what had actually happened, earning Clara&#039;s admiration for her calm fairness.&lt;br /&gt;
&lt;br /&gt;
== Friendship with Ycre ==&lt;br /&gt;
Throughout their childhood, Clara and Ycre spent countless afternoons exploring the streets, courtyards, and workshops of Korint. They rarely set out with a destination, believing that every unfamiliar street or hidden corner had something worth discovering.&lt;br /&gt;
&lt;br /&gt;
Where Clara was fascinated by people and their stories, Ycre was drawn to patterns, details, and unanswered questions. Together, they developed a habit of exploring simply to better understand the city around them.&lt;br /&gt;
&lt;br /&gt;
When Ycre entered the &#039;&#039;&#039;House of Confluence&#039;&#039;&#039;, their friendship continued. The House encouraged students to remain engaged with life beyond its walls, allowing the two to continue their weekly tradition of exploring Korint together.&lt;br /&gt;
&lt;br /&gt;
Although their paths diverged after Ycre left Korint, Clara remained one of the few people with whom Ycre continued corresponding throughout her travels.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Clara is known for her warmth, practicality, and remarkable understanding of people. While Ycre naturally asks &#039;&#039;why&#039;&#039; something happened, Clara is more interested in &#039;&#039;who&#039;&#039; it affects. Their different perspectives have remained complementary throughout their lives.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Knows Korint&#039;s streets exceptionally well.&lt;br /&gt;
* Has little interest in magic but enjoys hearing Ycre&#039;s stories—provided they&#039;re explained without too much academic jargon.&lt;br /&gt;
* Is one of the few people who can convince Ycre to leave her books for an afternoon.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Cassian_Vellor&amp;diff=4271</id>
		<title>Cassian Vellor</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Cassian_Vellor&amp;diff=4271"/>
		<updated>2026-07-11T15:04:14Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age&#039;&#039;&#039;: 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Merchant, Patron of [[House of Confluence]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Residence:&#039;&#039;&#039; [[Korint]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Cassian Vellor&#039;&#039;&#039; is a self-made [[Loveria|Loverian]] merchant whose business specializes in navigation equipment, surveying instruments, maps, and exploration supplies. Although widely respected within the merchant community for his commercial success, he is equally known for his long-standing patronage of the &#039;&#039;&#039;House of Confluence&#039;&#039;&#039;, where he has funded scholarships and educational initiatives for more than two decades.&lt;br /&gt;
&lt;br /&gt;
Unlike many wealthy patrons, Vellor has consistently refused to influence the House&#039;s curriculum or admissions, maintaining that his role is to invest in promising people rather than direct their education.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Cassian Vellor was born into a family of modest means in western [[Loveria]]. Beginning his career as a clerk in a trading company, he quickly developed a reputation for identifying inefficiencies in trade routes and supply chains.&lt;br /&gt;
&lt;br /&gt;
Rather than inheriting wealth, Vellor gradually built his own commercial enterprise through careful investment, reliable partnerships, and an emphasis on high-quality navigational equipment and accurate cartographic resources. His business eventually became a trusted supplier for merchants, surveyors, explorers, and shipping companies operating throughout eastern Loveria.&lt;br /&gt;
&lt;br /&gt;
Vellor has often remarked that success in trade depends less on taking risks than on recognizing opportunities others overlook.&lt;br /&gt;
&lt;br /&gt;
== The Confluence Expedition ==&lt;br /&gt;
Vellor&#039;s relationship with the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; began during an ambitious commercial initiative intended to improve overland trade between &#039;&#039;&#039;[[Korint]]&#039;&#039;&#039; and the western markets of &#039;&#039;&#039;[[Dolac]]&#039;&#039;&#039;, most notably the city of &#039;&#039;&#039;[[Avale]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the time, merchants relied heavily on seasonal river transport and lengthy coastal shipping routes, both of which were vulnerable to weather, piracy, and political instability. Seeking a more reliable inland alternative, Vellor commissioned an extensive survey to identify a permanent trade corridor linking the two capitals.&lt;br /&gt;
&lt;br /&gt;
The undertaking soon encountered significant difficulties. Existing maps disagreed on the course of roads and rivers, historical records contradicted contemporary land surveys, local jurisdictions disputed ownership of several crossings, and generations of infrastructure projects had altered the landscape without being consistently documented. Despite consulting experienced surveyors, engineers, and merchants, no consensus could be reached.&lt;br /&gt;
&lt;br /&gt;
On the recommendation of a colleague, Vellor turned to the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Rather than assigning the matter to a single specialist, the House assembled a small team drawn from several disciplines, including cartography, history, natural philosophy, law, and arcane study. Over the course of several weeks, the scholars determined that the conflicting sources were not mutually exclusive. Instead, each accurately described the region during different periods of its history.&lt;br /&gt;
&lt;br /&gt;
By combining historical records with contemporary surveys and legal documents, the House reconstructed the gradual evolution of the landscape, revealing a practical route that had been overlooked precisely because no individual discipline possessed the complete picture.&lt;br /&gt;
&lt;br /&gt;
The resulting trade corridor significantly reduced travel times between eastern Loveria and western Dolac, becoming one of the most commercially valuable investments of Vellor&#039;s career.&lt;br /&gt;
&lt;br /&gt;
The expedition profoundly influenced his views on education and scholarship. Reflecting on the experience years later, Vellor is reputed to have remarked:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;They did not solve the problem because they knew more than everyone else. They solved it because they knew how to think together.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The success of the expedition marked the beginning of Vellor&#039;s enduring patronage of the House of Confluence, a relationship that would continue for the remainder of his life.&lt;br /&gt;
&lt;br /&gt;
== Patronage ==&lt;br /&gt;
Rather than funding individual research projects, Vellor has traditionally supported scholarships for promising students lacking the means to pursue formal education.&lt;br /&gt;
&lt;br /&gt;
His patronage operates under a simple principle:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Talent is the finest investment I have ever made.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Vellor has repeatedly declined suggestions that scholarship recipients enter his employment upon graduation. Instead, he maintains that the purpose of sponsorship is to strengthen society as a whole rather than secure personal advantage.&lt;br /&gt;
&lt;br /&gt;
Graduates supported by Vellor often remain in correspondence with him throughout their careers, exchanging observations, discoveries, and practical experiences from across the continent.&lt;br /&gt;
&lt;br /&gt;
== Professional Relationships ==&lt;br /&gt;
Among Vellor&#039;s longest-standing professional associates is the cartographer [[Aldren Vaust|&#039;&#039;&#039;Aldren Vaust&#039;&#039;&#039;,]] whose surveys and maps have supported numerous commercial ventures over nearly two decades.&lt;br /&gt;
&lt;br /&gt;
Vellor has publicly praised Vaust&#039;s work, remarking that:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;He tells me when I&#039;m wrong. Honest maps are worth more than flattering ones.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Their professional relationship would later play a significant role in Vellor&#039;s connection to future scholarship candidates at the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
Through Aldren, Vellor first met his daughter &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039; while visiting the Vaust household. Recognizing in her the same curiosity that had first impressed him during the Confluence Expedition, he later recommended her to undertake the Confluence Examination at the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
== Personal Life ==&lt;br /&gt;
Vellor never married and has no children.&lt;br /&gt;
&lt;br /&gt;
Friends and colleagues have occasionally remarked that he regards the students he sponsors with a quiet sense of responsibility, though he has consistently rejected any suggestion that they owe him repayment.&lt;br /&gt;
&lt;br /&gt;
Instead, scholarship recipients are traditionally presented with a finely bound blank journal upon graduation. Inscribed within its cover are the words:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Every journey changes the map.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;When yours is finished, return this book to the House.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The journals are intended not as records of adventure, but as contributions to the growing body of knowledge preserved within the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
Several recipients later returned their journals to the House Library as completed works. One of the best-known examples is Ycre&#039;s &#039;&#039;&#039;&#039;&#039;[[Observations Without Conclusions]]&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Within Loveria, Cassian Vellor is regarded as an unusual figure among wealthy merchants.&lt;br /&gt;
&lt;br /&gt;
While many patrons seek influence through philanthropy, Vellor has earned a reputation for protecting the independence of the institutions he supports. [[Essa Maylin]] once described him as:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;A man who understands that ownership and stewardship are not the same thing.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Among alumni of the House of Confluence, he is remembered less as a benefactor than as someone who recognized potential long before others did.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Cassian_Vellor&amp;diff=4270</id>
		<title>Cassian Vellor</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Cassian_Vellor&amp;diff=4270"/>
		<updated>2026-07-11T15:03:14Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age&#039;&#039;&#039;: 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Merchant, Patron of [[House of Confluence]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Residence:&#039;&#039;&#039; [[Korint]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Cassian Vellor&#039;&#039;&#039; is a self-made [[Loveria|Loverian]] merchant whose business specializes in navigation equipment, surveying instruments, maps, and exploration supplies. Although widely respected within the merchant community for his commercial success, he is equally known for his long-standing patronage of the &#039;&#039;&#039;House of Confluence&#039;&#039;&#039;, where he has funded scholarships and educational initiatives for more than two decades.&lt;br /&gt;
&lt;br /&gt;
Unlike many wealthy patrons, Vellor has consistently refused to influence the House&#039;s curriculum or admissions, maintaining that his role is to invest in promising people rather than direct their education.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Cassian Vellor was born into a family of modest means in western [[Loveria]]. Beginning his career as a clerk in a trading company, he quickly developed a reputation for identifying inefficiencies in trade routes and supply chains.&lt;br /&gt;
&lt;br /&gt;
Rather than inheriting wealth, Vellor gradually built his own commercial enterprise through careful investment, reliable partnerships, and an emphasis on high-quality navigational equipment and accurate cartographic resources. His business eventually became a trusted supplier for merchants, surveyors, explorers, and shipping companies operating throughout eastern Loveria.&lt;br /&gt;
&lt;br /&gt;
Vellor has often remarked that success in trade depends less on taking risks than on recognizing opportunities others overlook.&lt;br /&gt;
&lt;br /&gt;
== The Confluence Expedition ==&lt;br /&gt;
Vellor&#039;s relationship with the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; began during an ambitious commercial initiative intended to improve overland trade between &#039;&#039;&#039;[[Korint]]&#039;&#039;&#039; and the western markets of &#039;&#039;&#039;[[Dolac]]&#039;&#039;&#039;, most notably the city of &#039;&#039;&#039;[[Avale]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the time, merchants relied heavily on seasonal river transport and lengthy coastal shipping routes, both of which were vulnerable to weather, piracy, and political instability. Seeking a more reliable inland alternative, Vellor commissioned an extensive survey to identify a permanent trade corridor linking the two capitals.&lt;br /&gt;
&lt;br /&gt;
The undertaking soon encountered significant difficulties. Existing maps disagreed on the course of roads and rivers, historical records contradicted contemporary land surveys, local jurisdictions disputed ownership of several crossings, and generations of infrastructure projects had altered the landscape without being consistently documented. Despite consulting experienced surveyors, engineers, and merchants, no consensus could be reached.&lt;br /&gt;
&lt;br /&gt;
On the recommendation of a colleague, Vellor turned to the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Rather than assigning the matter to a single specialist, the House assembled a small team drawn from several disciplines, including cartography, history, natural philosophy, law, and arcane study. Over the course of several weeks, the scholars determined that the conflicting sources were not mutually exclusive. Instead, each accurately described the region during different periods of its history.&lt;br /&gt;
&lt;br /&gt;
By combining historical records with contemporary surveys and legal documents, the House reconstructed the gradual evolution of the landscape, revealing a practical route that had been overlooked precisely because no individual discipline possessed the complete picture.&lt;br /&gt;
&lt;br /&gt;
The resulting trade corridor significantly reduced travel times between eastern Loveria and western Dolac, becoming one of the most commercially valuable investments of Vellor&#039;s career.&lt;br /&gt;
&lt;br /&gt;
The expedition profoundly influenced his views on education and scholarship. Reflecting on the experience years later, Vellor is reputed to have remarked:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;They did not solve the problem because they knew more than everyone else. They solved it because they knew how to think together.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The success of the expedition marked the beginning of Vellor&#039;s enduring patronage of the House of Confluence, a relationship that would continue for the remainder of his life.&lt;br /&gt;
&lt;br /&gt;
== Patronage ==&lt;br /&gt;
Rather than funding individual research projects, Vellor has traditionally supported scholarships for promising students lacking the means to pursue formal education.&lt;br /&gt;
&lt;br /&gt;
His patronage operates under a simple principle:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Talent is the finest investment I have ever made.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Vellor has repeatedly declined suggestions that scholarship recipients enter his employment upon graduation. Instead, he maintains that the purpose of sponsorship is to strengthen society as a whole rather than secure personal advantage.&lt;br /&gt;
&lt;br /&gt;
Graduates supported by Vellor often remain in correspondence with him throughout their careers, exchanging observations, discoveries, and practical experiences from across the continent.&lt;br /&gt;
&lt;br /&gt;
== Professional Relationships ==&lt;br /&gt;
Among Vellor&#039;s longest-standing professional associates is the cartographer [[Aldren Vaust|&#039;&#039;&#039;Aldren Vaust&#039;&#039;&#039;,]] whose surveys and maps have supported numerous commercial ventures over nearly two decades.&lt;br /&gt;
&lt;br /&gt;
Vellor has publicly praised Vaust&#039;s work, remarking that:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;He tells me when I&#039;m wrong. Honest maps are worth more than flattering ones.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Their professional relationship would later play a significant role in Vellor&#039;s connection to future scholarship candidates at the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
Through Aldren, Vellor first met his daughter &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039; while visiting the Vaust household. Recognizing in her the same curiosity that had first impressed him during the Confluence Expedition, he later recommended her to undertake the Confluence Examination at the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
== Personal Life ==&lt;br /&gt;
Vellor never married and has no children.&lt;br /&gt;
&lt;br /&gt;
Friends and colleagues have occasionally remarked that he regards the students he sponsors with a quiet sense of responsibility, though he has consistently rejected any suggestion that they owe him repayment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead, scholarship recipients are traditionally presented with a finely bound blank journal upon graduation. Inscribed within its cover are the words:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Every journey changes the map.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;When yours is finished, return this book to the House.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The journals are intended not as records of adventure, but as contributions to the growing body of knowledge preserved within the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
Several recipients later returned their journals to the House Library as completed works. One of the best-known examples is Ycre&#039;s &#039;&#039;&#039;&#039;&#039;[[Observations Without Conclusions]]&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Within Loveria, Cassian Vellor is regarded as an unusual figure among wealthy merchants.&lt;br /&gt;
&lt;br /&gt;
While many patrons seek influence through philanthropy, Vellor has earned a reputation for protecting the independence of the institutions he supports. [[Essa Maylin]] once described him as:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;A man who understands that ownership and stewardship are not the same thing.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Among alumni of the House of Confluence, he is remembered less as a benefactor than as someone who recognized potential long before others did.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Observations_Without_Conclusions&amp;diff=4269</id>
		<title>Observations Without Conclusions</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Observations_Without_Conclusions&amp;diff=4269"/>
		<updated>2026-07-11T15:01:55Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Observations Without Conclusions&#039;&#039;&#039; is a bound collection of notes donated to the Library of the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; by &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039; upon her graduation.&lt;br /&gt;
&lt;br /&gt;
Rather than presenting theories, explanations, or definitive answers, the volume contains carefully recorded observations gathered throughout Ycre&#039;s eight years at the House. Architectural sketches, conversations, recurring patterns, fencing notes, and seemingly unrelated details are deliberately left without interpretation, encouraging readers to form their own conclusions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; later praised the work as a remarkable expression of the House of Confluence&#039;s educational philosophy, remarking that Ycre had &amp;quot;resisted the temptation to explain.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Although initially intended as a teaching aid for future students, the volume gradually became known within the House as an unusual exercise in observation, frequently used to demonstrate that careful perception often precedes understanding.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Donated by &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039; upon her graduation from the House of Confluence at the age of twenty.&lt;br /&gt;
* The book contains no formal conclusions or academic theories.&lt;br /&gt;
* Many entries consist of only a few sentences or sketches, ending with unanswered questions.&lt;br /&gt;
* First-year students are occasionally encouraged to select a random page and discuss their interpretations before reading one another&#039;s conclusions.&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Cassian_Vellor&amp;diff=4268</id>
		<title>Cassian Vellor</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Cassian_Vellor&amp;diff=4268"/>
		<updated>2026-07-11T14:55:02Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age&#039;&#039;&#039;: 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Merchant, Patron of [[House of Confluence]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Residence:&#039;&#039;&#039; [[Korint]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Cassian Vellor&#039;&#039;&#039; is a self-made [[Loveria|Loverian]] merchant whose business specializes in navigation equipment, surveying instruments, maps, and exploration supplies. Although widely respected within the merchant community for his commercial success, he is equally known for his long-standing patronage of the &#039;&#039;&#039;House of Confluence&#039;&#039;&#039;, where he has funded scholarships and educational initiatives for more than two decades.&lt;br /&gt;
&lt;br /&gt;
Unlike many wealthy patrons, Vellor has consistently refused to influence the House&#039;s curriculum or admissions, maintaining that his role is to invest in promising people rather than direct their education.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Cassian Vellor was born into a family of modest means in western [[Loveria]]. Beginning his career as a clerk in a trading company, he quickly developed a reputation for identifying inefficiencies in trade routes and supply chains.&lt;br /&gt;
&lt;br /&gt;
Rather than inheriting wealth, Vellor gradually built his own commercial enterprise through careful investment, reliable partnerships, and an emphasis on high-quality navigational equipment and accurate cartographic resources. His business eventually became a trusted supplier for merchants, surveyors, explorers, and shipping companies operating throughout eastern Loveria.&lt;br /&gt;
&lt;br /&gt;
Vellor has often remarked that success in trade depends less on taking risks than on recognizing opportunities others overlook.&lt;br /&gt;
&lt;br /&gt;
== The Confluence Expedition ==&lt;br /&gt;
Vellor&#039;s relationship with the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039; began during an ambitious commercial initiative intended to improve overland trade between &#039;&#039;&#039;[[Korint]]&#039;&#039;&#039; and the western markets of &#039;&#039;&#039;[[Dolac]]&#039;&#039;&#039;, most notably the city of &#039;&#039;&#039;[[Avale]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the time, merchants relied heavily on seasonal river transport and lengthy coastal shipping routes, both of which were vulnerable to weather, piracy, and political instability. Seeking a more reliable inland alternative, Vellor commissioned an extensive survey to identify a permanent trade corridor linking the two capitals.&lt;br /&gt;
&lt;br /&gt;
The undertaking soon encountered significant difficulties. Existing maps disagreed on the course of roads and rivers, historical records contradicted contemporary land surveys, local jurisdictions disputed ownership of several crossings, and generations of infrastructure projects had altered the landscape without being consistently documented. Despite consulting experienced surveyors, engineers, and merchants, no consensus could be reached.&lt;br /&gt;
&lt;br /&gt;
On the recommendation of a colleague, Vellor turned to the &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Rather than assigning the matter to a single specialist, the House assembled a small team drawn from several disciplines, including cartography, history, natural philosophy, law, and arcane study. Over the course of several weeks, the scholars determined that the conflicting sources were not mutually exclusive. Instead, each accurately described the region during different periods of its history.&lt;br /&gt;
&lt;br /&gt;
By combining historical records with contemporary surveys and legal documents, the House reconstructed the gradual evolution of the landscape, revealing a practical route that had been overlooked precisely because no individual discipline possessed the complete picture.&lt;br /&gt;
&lt;br /&gt;
The resulting trade corridor significantly reduced travel times between eastern Loveria and western Dolac, becoming one of the most commercially valuable investments of Vellor&#039;s career.&lt;br /&gt;
&lt;br /&gt;
The expedition profoundly influenced his views on education and scholarship. Reflecting on the experience years later, Vellor is reputed to have remarked:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;They did not solve the problem because they knew more than everyone else. They solved it because they knew how to think together.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The success of the expedition marked the beginning of Vellor&#039;s enduring patronage of the House of Confluence, a relationship that would continue for the remainder of his life.&lt;br /&gt;
&lt;br /&gt;
== Patronage ==&lt;br /&gt;
Rather than funding individual research projects, Vellor has traditionally supported scholarships for promising students lacking the means to pursue formal education.&lt;br /&gt;
&lt;br /&gt;
His patronage operates under a simple principle:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Talent is the finest investment I have ever made.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Vellor has repeatedly declined suggestions that scholarship recipients enter his employment upon graduation. Instead, he maintains that the purpose of sponsorship is to strengthen society as a whole rather than secure personal advantage.&lt;br /&gt;
&lt;br /&gt;
Graduates supported by Vellor often remain in correspondence with him throughout their careers, exchanging observations, discoveries, and practical experiences from across the continent.&lt;br /&gt;
&lt;br /&gt;
== Professional Relationships ==&lt;br /&gt;
Among Vellor&#039;s longest-standing professional associates is the cartographer [[Aldren Vaust|&#039;&#039;&#039;Aldren Vaust&#039;&#039;&#039;,]] whose surveys and maps have supported numerous commercial ventures over nearly two decades.&lt;br /&gt;
&lt;br /&gt;
Vellor has publicly praised Vaust&#039;s work, remarking that:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;He tells me when I&#039;m wrong. Honest maps are worth more than flattering ones.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Their professional relationship would later play a significant role in Vellor&#039;s connection to future scholarship candidates at the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
Through Aldren, Vellor first met his daughter &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039; while visiting the Vaust household. Recognizing in her the same curiosity that had first impressed him during the Confluence Expedition, he later recommended her to undertake the Confluence Examination at the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
== Personal Life ==&lt;br /&gt;
Vellor never married and has no children.&lt;br /&gt;
&lt;br /&gt;
Friends and colleagues have occasionally remarked that he regards the students he sponsors with a quiet sense of responsibility, though he has consistently rejected any suggestion that they owe him repayment.&lt;br /&gt;
&lt;br /&gt;
Instead, scholarship recipients are traditionally presented with a finely bound blank journal upon graduation. Inscribed within its cover are the words:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Every journey changes the map.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;When yours is finished, return this book to the House.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;The journals are intended not as records of adventure, but as contributions to the growing body of knowledge preserved within the House of Confluence.&lt;br /&gt;
&lt;br /&gt;
Several recipients later returned their journals to the House Library as completed works. One of the best-known examples is Ycre&#039;s &#039;&#039;&#039;&#039;&#039;[[Observations Without Conclusions]]&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Within Loveria, Cassian Vellor is regarded as an unusual figure among wealthy merchants.&lt;br /&gt;
&lt;br /&gt;
While many patrons seek influence through philanthropy, Vellor has earned a reputation for protecting the independence of the institutions he supports. [[Essa Maylin]] once described him as:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;A man who understands that ownership and stewardship are not the same thing.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Among alumni of the House of Confluence, he is remembered less as a benefactor than as someone who recognized potential long before others did.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Garrick_Thorne&amp;diff=4263</id>
		<title>Garrick Thorne</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Garrick_Thorne&amp;diff=4263"/>
		<updated>2026-07-11T14:37:06Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Master of Fencing, Instructor-for-Hire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Residence:&#039;&#039;&#039; [[Korint]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age&#039;&#039;&#039;: 64&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Garrick Thorne&#039;&#039;&#039; is a fencing instructor and former professional duelist in [[Loveria]]. Though unaffiliated with any noble house or military order, he is widely respected for his exceptional technical skill and decades of experience teaching the art of fencing.&lt;br /&gt;
&lt;br /&gt;
Thorne serves as the &#039;&#039;&#039;Master of Fencing&#039;&#039;&#039; at &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;, where he teaches students who elect fencing as one of their supplementary disciplines. Unlike the House&#039;s resident Masters, Thorne is not a wizard and has no formal magical training.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Little is known of Thorne&#039;s youth. Surviving records suggest he was born in Korint and began formal fencing instruction at an early age.&lt;br /&gt;
&lt;br /&gt;
As a young man he earned his living as a professional duelist and instructor, traveling between cities to teach members of merchant families, nobles, and private fencing societies. Though never widely celebrated in public tournaments, he developed a quiet reputation among fellow instructors for his impeccable technique and disciplined approach.&lt;br /&gt;
&lt;br /&gt;
Several contemporaries noted that Thorne rarely relied on speed or athleticism, instead defeating younger opponents through timing, distance, and economy of movement.&lt;br /&gt;
&lt;br /&gt;
== Career ==&lt;br /&gt;
Following his retirement from competitive dueling, Thorne established himself as an independent instructor-for-hire. Rather than accepting permanent employment, he divided his time between several clients throughout Loveria, including merchant households, private academies, and civic fencing schools.&lt;br /&gt;
&lt;br /&gt;
For more than two decades, one day each week has been reserved for instruction at &#039;&#039;&#039;[[House of Confluence]]&#039;&#039;&#039;, where students may choose fencing as part of their broader education.&lt;br /&gt;
&lt;br /&gt;
Despite receiving more lucrative offers elsewhere, Thorne has maintained this arrangement throughout his career.&lt;br /&gt;
&lt;br /&gt;
== House of Confluence ==&lt;br /&gt;
Thorne was invited to teach at House of Confluence by &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039;, who believed that fencing embodied the House&#039;s educational philosophy as effectively as any academic discipline.&lt;br /&gt;
&lt;br /&gt;
Where Maylin teaches inquiry through discussion, Thorne teaches it through movement.&lt;br /&gt;
&lt;br /&gt;
His lessons emphasize balance, posture, timing, restraint, and disciplined repetition. Students are expected to master fundamental techniques before attempting more advanced forms, a philosophy that has become closely associated with his instruction.&lt;br /&gt;
&lt;br /&gt;
Although some students initially question the value of fencing within a magical education, many later describe Thorne&#039;s classes as among the most formative aspects of their studies.&lt;br /&gt;
&lt;br /&gt;
Thorne himself has expressed little interest in magical theory, remarking only that:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Steel doesn&#039;t care what spell you know.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teaching Style ==&lt;br /&gt;
Thorne is known for his reserved demeanor and exacting standards.&lt;br /&gt;
&lt;br /&gt;
He is patient with honest effort but has little tolerance for carelessness or complacency. Former students frequently note that his greatest criticism is not anger, but disappointment.&lt;br /&gt;
&lt;br /&gt;
He rarely demonstrates advanced techniques, preferring instead to correct the smallest imperfections in stance, footwork, or balance. Those who have witnessed him fence in earnest describe his movements as remarkably fluid despite his advancing age.&lt;br /&gt;
&lt;br /&gt;
Many students complete years of study without realizing the full extent of his ability.&lt;br /&gt;
&lt;br /&gt;
Among his frequently quoted sayings are:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Stand first.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Slow is smooth.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A blade remembers every bad habit.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you have time to complain, you have time to practice.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;When asked what style of fencing he teaches, Thorne invariably replies:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Good fencing.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationship with Essa Maylin ==&lt;br /&gt;
Thorne and &#039;&#039;&#039;[[Essa Maylin]]&#039;&#039;&#039; have maintained a long-standing professional relationship spanning more than twenty years.&lt;br /&gt;
&lt;br /&gt;
Although their approaches to education differ considerably, both have expressed admiration for the other&#039;s discipline. Maylin has remarked that fencing teaches truths that cannot be discovered through books alone, while Thorne has acknowledged that House of Confluence attracts students unusually willing to question their own assumptions.&lt;br /&gt;
&lt;br /&gt;
Neither is known to involve themselves in the other&#039;s field of instruction.&lt;br /&gt;
&lt;br /&gt;
== Personal Life ==&lt;br /&gt;
Outside his work as an instructor, Thorne is an avid gardener. He maintains a modest garden at his home, cultivating herbs, vegetables, and flowering plants.&lt;br /&gt;
&lt;br /&gt;
Former students occasionally remark upon the contrast between his stern demeanor during lessons and the quiet satisfaction he displays while tending his garden. Thorne himself has never commented on the apparent contradiction.&lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Within Loveria, Garrick Thorne is regarded as one of the region&#039;s finest technical fencing instructors. While his name is seldom associated with public fame or competitive accolades, his influence is reflected in the generations of students he has trained.&lt;br /&gt;
&lt;br /&gt;
Among alumni of House of Confluence, it is often said that one learns to think from Essa Maylin and to act from Garrick Thorne.&lt;br /&gt;
&lt;br /&gt;
== Notable Student ==&lt;br /&gt;
Among Garrick Thorne&#039;s many students, &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039; is often regarded as the most unconventional. Although initially neither Garrick nor Ycre intended to pursue anything beyond disciplined fencing, her gradual integration of movement and arcane spellcasting led Garrick to recognize that she was developing beyond the limits of his own experience.Shortly before her departure from the House of Confluence, Garrick presented Ycre with a finely crafted longsword that he had quietly commissioned several years earlier. He later remarked only that he had not known who the sword was meant for until he saw her wield it.&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
Though never seeking prominence, Thorne has become one of the enduring figures associated with House of Confluence. His insistence that disciplined practice outweigh natural talent has shaped generations of students, many of whom credit his instruction with influencing not only their fencing, but their approach to scholarship and life.&lt;br /&gt;
&lt;br /&gt;
A saying commonly attributed to House of Confluence alumni summarizes his philosophy:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Master Maylin taught us to ask better questions. Master Thorne taught us to commit to the answer.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Essa_Maylin&amp;diff=4262</id>
		<title>Essa Maylin</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Essa_Maylin&amp;diff=4262"/>
		<updated>2026-07-11T14:32:17Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Essa Maylin.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 61&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation:&#039;&#039;&#039; Wizard, Scholar, Master of [[House of Confluence|House]] [[House of Confluence|of Confluence]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Residence:&#039;&#039;&#039; House of Confluence, [[Korint]]&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Little is known of Essa Maylin&#039;s early years, a fact often attributed to her own reluctance to discuss herself. Contemporary accounts agree only that she was born into a modest family in western [[Loveria]] and demonstrated an aptitude for arcane study at a young age.&lt;br /&gt;
&lt;br /&gt;
Rather than pursuing military or governmental service, Maylin devoted herself to scholarship, traveling throughout Loveria to study under several independent magical tutors. Her writings from this period reveal an early fascination with how different professions approach problem-solving, comparing magical theory with disciplines as varied as architecture, navigation, music, law, and medicine.&lt;br /&gt;
&lt;br /&gt;
This interest in interdisciplinary learning would later define both her career and the educational philosophy of House of Confluence.&lt;br /&gt;
&lt;br /&gt;
== House of Confluence ==&lt;br /&gt;
Maylin joined [[House of Confluence|House]] [[House of Confluence|of Confluence]] as a junior instructor in her early thirties, initially teaching arcane theory and magical methodology. Her lectures became well known among students for focusing less on magical formulae than on observation, reasoning, and the philosophy of inquiry.&lt;br /&gt;
&lt;br /&gt;
Following the retirement of Master Edric Solan, she was unanimously selected by the House&#039;s Masters to succeed him as Head of House of Confluence.&lt;br /&gt;
&lt;br /&gt;
During her tenure, the House retained its intentionally small size while expanding its library, scholarship program, and ties to the merchant community. Maylin repeatedly resisted proposals to increase enrollment, arguing that close mentorship formed the foundation of the House&#039;s educational model.&lt;br /&gt;
&lt;br /&gt;
She is widely credited with formalizing the House&#039;s modern guiding principle:&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;quot;Where disciplines meet, understanding begins.&amp;quot;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Educational Philosophy ==&lt;br /&gt;
Maylin is best known for her belief that a teacher&#039;s purpose is not to provide answers, but to cultivate better questions.&lt;br /&gt;
&lt;br /&gt;
Students frequently recount that she answered difficult questions with questions of her own, encouraging independent investigation rather than direct instruction. While some regarded this approach as frustrating, many later credited it with shaping their ability to think critically.&lt;br /&gt;
&lt;br /&gt;
Maylin also strengthened the House&#039;s long-standing tradition that every student pursue a field of study beyond magic, believing that innovation most often emerged where different disciplines intersected.&lt;br /&gt;
&lt;br /&gt;
== Relationship with Merchant Patrons ==&lt;br /&gt;
Under Maylin&#039;s leadership, House of Confluence became increasingly supported by prominent merchant families, who funded scholarships, expeditions, and the acquisition of rare books.&lt;br /&gt;
&lt;br /&gt;
She maintained strict institutional independence, refusing all attempts by patrons to influence admissions, curriculum, or research. Her oft-quoted principle,&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;quot;Patrons may fund inquiry, but never its conclusions,&amp;quot;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;remains a defining tenet of the House.&lt;br /&gt;
&lt;br /&gt;
Several merchant families reportedly withdrew financial support after disputes over these policies, though others viewed Maylin&#039;s refusal to compromise as evidence of the House&#039;s integrity.&lt;br /&gt;
&lt;br /&gt;
== Views on Abjura Dolana ==&lt;br /&gt;
Maylin has written only sparingly on [[Abjura Dolana]], though surviving correspondence suggests a position of measured respect.&lt;br /&gt;
&lt;br /&gt;
She acknowledged the Order&#039;s role in rebuilding public trust in arcane magic following the Kasarian Conflict while expressing reservations about any system that placed intellectual inquiry under external authority.&lt;br /&gt;
&lt;br /&gt;
Her best-known remark on the subject comes from a letter exchanged with an unnamed Warder:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;The question is not whether knowledge should be guided, but who is fit to guide it.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;Scholars generally interpret this as neither an endorsement nor a criticism of Abjura Dolana, but rather an invitation to continued dialogue.&lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Within Loveria, Maylin is regarded less as a great spellcaster than as an exceptional educator. Former students frequently describe her greatest talent as recognizing intellectual potential in places others overlooked.&lt;br /&gt;
&lt;br /&gt;
Though she has published relatively few magical treatises, her influence can be seen in the distinctive character of House of Confluence graduates, who are noted for their broad education, analytical reasoning, and willingness to engage with disciplines beyond conventional arcane study.&lt;br /&gt;
&lt;br /&gt;
One of the most frequently cited examples of Maylin&#039;s mentorship is her guidance of &#039;&#039;&#039;[[Ycre]]&#039;&#039;&#039;, whose unconventional research into the relationship between movement and spellcasting was encouraged despite its uncertain direction. Rather than steering the research toward predetermined conclusions, Maylin chose to support the questions that inspired it.&lt;br /&gt;
&lt;br /&gt;
A common saying among alumni states:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Master Maylin never answered my questions. Years later, I realized she had taught me how to ask them.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
While House of Confluence remains a modest institution compared to the larger magical organizations of the continent, many historians credit Maylin with preserving its unique identity during a period of increasing political and commercial influence over magical education.&lt;br /&gt;
&lt;br /&gt;
Her insistence that scholarship remain independent of both wealth and authority continues to shape the House&#039;s culture and reputation.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Bladesinging&amp;diff=4261</id>
		<title>Bladesinging</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Bladesinging&amp;diff=4261"/>
		<updated>2026-07-11T14:24:21Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Korint&amp;diff=4208</id>
		<title>Korint</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Korint&amp;diff=4208"/>
		<updated>2026-07-09T21:36:20Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityBox&lt;br /&gt;
|image=Korint.png&lt;br /&gt;
|Government=Plutocracy&lt;br /&gt;
|Temples=[[Beory]], [[Istus]], [[Lirr]], [[Olidammara]], [[Pholtus]]&lt;br /&gt;
|Merchant Houses=[[Abraxis Combine]], [[House Ditta]], [[House Revol]], [[Thal Lithel]], [[Thal Sivale]]&lt;br /&gt;
|Other Organisations=[[Bruised But Not Broken]], [[Companions of Elric]], [[Kasarian Embassy]], [[Abjura Dolana]], [[House of Confluence]], [[Resa&#039;s Rest]], [[Whitemantles]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The capital of [[Loveria]] is home to about 50,000 souls. &#039;&#039;&#039;Officially it is run by a council of &#039;law keepers&#039; but they are completely in the pocket of the merchant houses.&#039;&#039;&#039; The city is &#039;&#039;&#039;known for its many artists, bon vivants, and junkies&#039;&#039;&#039;, due to the permissive nature of the country.&lt;br /&gt;
&lt;br /&gt;
Korint is &#039;&#039;&#039;famed for its yellow arches&#039;&#039;&#039; that can be found all over the city. These beautifully carved wooden arches are placed in the middle of many streets for purely decorative purposes. Once a year during a special festival all inhabitants paint the arch on their street and then have a feast in the shadow of it.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
==== Acronon ====&lt;br /&gt;
Home to a large cadre of civil servants who do their utmost to keep the country running. It is said of this old, imposing building that there is not one right angle to be found in it. Though officially (the representatives of) the merchants and remaining nobles are to assemble here regularly to govern the country, in reality, they hardly ever show up for these meetings. &#039;&#039;&#039;Most policy, if one can call it that, is set at lavish dinner parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Artists Alley ====&lt;br /&gt;
Don&#039;t let the name fool you; this warren of streets and alleyways in the old city is quite sizable and home to all kinds of old masters and hopeful apprentices. The painterly arts are the most favored here but other kinds of art can be found as well.&lt;br /&gt;
&lt;br /&gt;
==== Myrodia Perfumes ====&lt;br /&gt;
Though the well-to-do in the big cities might not recognize the name, the reality is that if it&#039;s an exclusive and expensive perfume, chances are very, very high it comes from here. This bespoke perfumer has been on top of its game for centuries.&lt;br /&gt;
&lt;br /&gt;
==== Plateia Square ====&lt;br /&gt;
At the center of the old city you&#039;ll find a large, &#039;&#039;&#039;daily market&#039;&#039;&#039; bordered by all kinds of eateries and permanent shops selling anything from spices to bric-a-brac. In the middle of the square stands the &#039;&#039;&#039;statue of King Brosef&#039;&#039;&#039;, usually covered in all kinds of unidentifiable substances.&lt;br /&gt;
&lt;br /&gt;
==== Poledouris Avenue ====&lt;br /&gt;
The main thoroughfare of the city, any business that considers itself of any worth has their shop or offices along this road. It is named for a bard from before &#039;&#039;&#039;the [[Collapse]]&#039;&#039;&#039;, &#039;&#039;&#039;Vasilikos Poledouris&#039;&#039;&#039;, who reportedly slew the &#039;&#039;&#039;godling Thcer&#039;&#039;&#039; somewhere around these parts, in a fight that lasted days.&lt;br /&gt;
&lt;br /&gt;
==== Sly Fox Odds and Ends ====&lt;br /&gt;
Buys and sells anything they can make money on.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
====[[Bruised But Not Broken]]====&lt;br /&gt;
{{#lsth:Bruised But Not Broken|[[Korint]]}}&lt;br /&gt;
====[[ Companions of Elric]]====&lt;br /&gt;
{{#lsth: Companions of Elric|[[Korint]]}}&lt;br /&gt;
====[[ Kasarian Embassy]]====&lt;br /&gt;
{{#lsth: Kasarian Embassy|[[Korint]]}}&lt;br /&gt;
====[[ Abjura Dolana]]====&lt;br /&gt;
{{#lsth: Abjura Dolana|[[Korint]]}}&lt;br /&gt;
====[[ Whitemantles]]====&lt;br /&gt;
{{#lsth: Whitemantles|[[Korint]]}}&lt;br /&gt;
&lt;br /&gt;
==== [[House of Confluence]] ====&lt;br /&gt;
The &#039;&#039;&#039;House of Confluence&#039;&#039;&#039; is a small independent house of magical learning located in Korint.Though modest in size and little known outside the country, it has earned a reputation for producing unusually versatile scholars and mages. Rather than specializing in a single school of magic, the House emphasizes broad education and the exchange of ideas between seemingly unrelated disciplines.&lt;br /&gt;
==Temples==&lt;br /&gt;
====[[Istus]]====&lt;br /&gt;
{{#lsth:Istus|[[Korint]]}}&lt;br /&gt;
====[[ Lirr]]====&lt;br /&gt;
{{#lsth: Lirr|[[Korint]]}}&lt;br /&gt;
==Merchant Houses==&lt;br /&gt;
====[[Abraxis Combine]]====&lt;br /&gt;
{{#lsth:Abraxis Combine|[[Korint]]}}&lt;br /&gt;
====[[ House Ditta]]====&lt;br /&gt;
{{#lsth: House Ditta|[[Korint]]}}&lt;br /&gt;
====[[ House Revol]]====&lt;br /&gt;
{{#lsth: House Revol|[[Korint]]}}&lt;br /&gt;
====[[ Thal Lithel]]====&lt;br /&gt;
{{#lsth: Thal Lithel|[[Korint]]}}&lt;br /&gt;
====[[ Thal Sivale]]====&lt;br /&gt;
{{#lsth: Thal Sivale|[[Korint]]}}&lt;br /&gt;
== Notable People ==&lt;br /&gt;
* Lassie Golight (female human, mayor)&lt;br /&gt;
* Essa Maylin (female human, wizard, leader of the &amp;lt;bdi&amp;gt;[[House of Confluence]]&amp;lt;/bdi&amp;gt;)&lt;br /&gt;
* Dood Kryp (male human, captain of the town guard)&lt;br /&gt;
* Kylia Khobbar (gnome sage, regional history)&lt;br /&gt;
* Pellar Tagon (sage, monsters)&lt;br /&gt;
* Lady Tadien Thessaly (female human, landed noble)&lt;br /&gt;
* Lord Tirom Duthan (male human, landed noble)&lt;br /&gt;
&lt;br /&gt;
== Nearby ==&lt;br /&gt;
&lt;br /&gt;
==== [[Drendeven village]] ====&lt;br /&gt;
Population: ~900. Known for its Robin clock-tower.&lt;br /&gt;
&lt;br /&gt;
==== Pefki village ====&lt;br /&gt;
Population: ~600. Birthplace of the famous Ilikan dish; a skewer with mutton, onions, green peppers, served with rice and an aubergine and goat cheese spread.&lt;br /&gt;
&lt;br /&gt;
==== Vessa village ====&lt;br /&gt;
Population: ~700. Large sugar cane fields.&lt;br /&gt;
&lt;br /&gt;
==== Nitiki Woods ====&lt;br /&gt;
An ancient forest. Though monsters are hardly ever seen there, it is considered haunted by many. [[Sprite member|Sprite members]] can be found here.&lt;br /&gt;
&lt;br /&gt;
==== Limnas River ====&lt;br /&gt;
A blackwater branch of the Copis River that links all major cities in Loveria and empties into the Eastern Ocean.&lt;br /&gt;
&lt;br /&gt;
==== Parga Ruins ====&lt;br /&gt;
The former capital, razed to the ground centuries ago.&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Aldren_Vaust&amp;diff=4207</id>
		<title>Aldren Vaust</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Aldren_Vaust&amp;diff=4207"/>
		<updated>2026-07-09T21:34:35Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Early Life and Career ==&lt;br /&gt;
&#039;&#039;&#039;Aldren&#039;&#039;&#039; (58 years old) grew up in a normal merchant family in the city of [[Korint]]. He did not care about buying and selling, but he loved the travel that came with it. Because of this, he trained to map land and became a successful cartographer. Merchant companies hired him to map roads, rivers, ports, and land. People respected Aldren because his work was always reliable and accurate. &lt;br /&gt;
&lt;br /&gt;
== The Coastline Discovery ==&lt;br /&gt;
Aldren’s most famous work is the re-mapping of the [[Loveria|Loverian]] coastline. He was hired to fix mistakes on local sea maps after different ship captains gave confusing reports about a dangerous shallow area in the water.&lt;br /&gt;
&lt;br /&gt;
While working on this project, he met an Elf named &#039;&#039;&#039;[[Lethariel]]&#039;&#039;&#039;. She was hired to read and translate very old sea diaries written in an ancient Elven language. The two worked together for weeks:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aldren&#039;&#039;&#039; measured the current coastline as it looked today.&lt;br /&gt;
* &#039;&#039;&#039;Lethariel&#039;&#039;&#039; studied what the coast looked like hundreds of years ago.&lt;br /&gt;
&lt;br /&gt;
When they finished, their maps did not match, and they argued about who was right. After a long debate, they realized a surprising fact: &#039;&#039;&#039;they were both right&#039;&#039;&#039;. The actual coastline had simply changed shape over hundreds of years.&lt;br /&gt;
&lt;br /&gt;
== Personal Life ==&lt;br /&gt;
Aldren and Lethariel did not have a typical, dramatic romance. Instead, they fell in love because they truly enjoyed thinking, arguing about facts, and solving problems together.&lt;br /&gt;
&lt;br /&gt;
They later got married and had a daughter named &#039;&#039;&#039;Ycre&#039;&#039;&#039;, who is a half-elf.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Korint&amp;diff=4206</id>
		<title>Korint</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Korint&amp;diff=4206"/>
		<updated>2026-07-09T21:22:33Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityBox&lt;br /&gt;
|image=Korint.png&lt;br /&gt;
|Government=Plutocracy&lt;br /&gt;
|Temples=[[Beory]], [[Istus]], [[Lirr]], [[Olidammara]], [[Pholtus]]&lt;br /&gt;
|Merchant Houses=[[Abraxis Combine]], [[House Ditta]], [[House Revol]], [[Thal Lithel]], [[Thal Sivale]]&lt;br /&gt;
|Other Organisations=[[Bruised But Not Broken]], [[Companions of Elric]], [[Kasarian Embassy]], [[Abjura Dolana]], [[Resa&#039;s Rest]], [[Whitemantles]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The capital of [[Loveria]] is home to about 50,000 souls. &#039;&#039;&#039;Officially it is run by a council of &#039;law keepers&#039; but they are completely in the pocket of the merchant houses.&#039;&#039;&#039; The city is &#039;&#039;&#039;known for its many artists, bon vivants, and junkies&#039;&#039;&#039;, due to the permissive nature of the country.&lt;br /&gt;
&lt;br /&gt;
Korint is &#039;&#039;&#039;famed for its yellow arches&#039;&#039;&#039; that can be found all over the city. These beautifully carved wooden arches are placed in the middle of many streets for purely decorative purposes. Once a year during a special festival all inhabitants paint the arch on their street and then have a feast in the shadow of it.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
==== Acronon ====&lt;br /&gt;
Home to a large cadre of civil servants who do their utmost to keep the country running. It is said of this old, imposing building that there is not one right angle to be found in it. Though officially (the representatives of) the merchants and remaining nobles are to assemble here regularly to govern the country, in reality, they hardly ever show up for these meetings. &#039;&#039;&#039;Most policy, if one can call it that, is set at lavish dinner parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Artists Alley ====&lt;br /&gt;
Don&#039;t let the name fool you; this warren of streets and alleyways in the old city is quite sizable and home to all kinds of old masters and hopeful apprentices. The painterly arts are the most favored here but other kinds of art can be found as well.&lt;br /&gt;
&lt;br /&gt;
==== Myrodia Perfumes ====&lt;br /&gt;
Though the well-to-do in the big cities might not recognize the name, the reality is that if it&#039;s an exclusive and expensive perfume, chances are very, very high it comes from here. This bespoke perfumer has been on top of its game for centuries.&lt;br /&gt;
&lt;br /&gt;
==== Plateia Square ====&lt;br /&gt;
At the center of the old city you&#039;ll find a large, &#039;&#039;&#039;daily market&#039;&#039;&#039; bordered by all kinds of eateries and permanent shops selling anything from spices to bric-a-brac. In the middle of the square stands the &#039;&#039;&#039;statue of King Brosef&#039;&#039;&#039;, usually covered in all kinds of unidentifiable substances.&lt;br /&gt;
&lt;br /&gt;
==== Poledouris Avenue ====&lt;br /&gt;
The main thoroughfare of the city, any business that considers itself of any worth has their shop or offices along this road. It is named for a bard from before &#039;&#039;&#039;the [[Collapse]]&#039;&#039;&#039;, &#039;&#039;&#039;Vasilikos Poledouris&#039;&#039;&#039;, who reportedly slew the &#039;&#039;&#039;godling Thcer&#039;&#039;&#039; somewhere around these parts, in a fight that lasted days.&lt;br /&gt;
&lt;br /&gt;
==== Sly Fox Odds and Ends ====&lt;br /&gt;
Buys and sells anything they can make money on.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
====[[Bruised But Not Broken]]====&lt;br /&gt;
{{#lsth:Bruised But Not Broken|[[Korint]]}}&lt;br /&gt;
====[[ Companions of Elric]]====&lt;br /&gt;
{{#lsth: Companions of Elric|[[Korint]]}}&lt;br /&gt;
====[[ Kasarian Embassy]]====&lt;br /&gt;
{{#lsth: Kasarian Embassy|[[Korint]]}}&lt;br /&gt;
====[[ Abjura Dolana]]====&lt;br /&gt;
{{#lsth: Abjura Dolana|[[Korint]]}}&lt;br /&gt;
====[[ Whitemantles]]====&lt;br /&gt;
{{#lsth: Whitemantles|[[Korint]]}}&lt;br /&gt;
&lt;br /&gt;
==== [[House of Confluence]] ====&lt;br /&gt;
The &#039;&#039;&#039;House of Confluence&#039;&#039;&#039; is a small independent house of magical learning located in Korint.Though modest in size and little known outside the country, it has earned a reputation for producing unusually versatile scholars and mages. Rather than specializing in a single school of magic, the House emphasizes broad education and the exchange of ideas between seemingly unrelated disciplines.&lt;br /&gt;
==Temples==&lt;br /&gt;
====[[Istus]]====&lt;br /&gt;
{{#lsth:Istus|[[Korint]]}}&lt;br /&gt;
====[[ Lirr]]====&lt;br /&gt;
{{#lsth: Lirr|[[Korint]]}}&lt;br /&gt;
==Merchant Houses==&lt;br /&gt;
====[[Abraxis Combine]]====&lt;br /&gt;
{{#lsth:Abraxis Combine|[[Korint]]}}&lt;br /&gt;
====[[ House Ditta]]====&lt;br /&gt;
{{#lsth: House Ditta|[[Korint]]}}&lt;br /&gt;
====[[ House Revol]]====&lt;br /&gt;
{{#lsth: House Revol|[[Korint]]}}&lt;br /&gt;
====[[ Thal Lithel]]====&lt;br /&gt;
{{#lsth: Thal Lithel|[[Korint]]}}&lt;br /&gt;
====[[ Thal Sivale]]====&lt;br /&gt;
{{#lsth: Thal Sivale|[[Korint]]}}&lt;br /&gt;
== Notable People ==&lt;br /&gt;
* Lassie Golight (female human, mayor)&lt;br /&gt;
* Essa Maylin (female human, wizard, leader of the &amp;lt;bdi&amp;gt;[[House of Confluence]]&amp;lt;/bdi&amp;gt;)&lt;br /&gt;
* Dood Kryp (male human, captain of the town guard)&lt;br /&gt;
* Kylia Khobbar (gnome sage, regional history)&lt;br /&gt;
* Pellar Tagon (sage, monsters)&lt;br /&gt;
* Lady Tadien Thessaly (female human, landed noble)&lt;br /&gt;
* Lord Tirom Duthan (male human, landed noble)&lt;br /&gt;
&lt;br /&gt;
== Nearby ==&lt;br /&gt;
&lt;br /&gt;
==== [[Drendeven village]] ====&lt;br /&gt;
Population: ~900. Known for its Robin clock-tower.&lt;br /&gt;
&lt;br /&gt;
==== Pefki village ====&lt;br /&gt;
Population: ~600. Birthplace of the famous Ilikan dish; a skewer with mutton, onions, green peppers, served with rice and an aubergine and goat cheese spread.&lt;br /&gt;
&lt;br /&gt;
==== Vessa village ====&lt;br /&gt;
Population: ~700. Large sugar cane fields.&lt;br /&gt;
&lt;br /&gt;
==== Nitiki Woods ====&lt;br /&gt;
An ancient forest. Though monsters are hardly ever seen there, it is considered haunted by many. [[Sprite member|Sprite members]] can be found here.&lt;br /&gt;
&lt;br /&gt;
==== Limnas River ====&lt;br /&gt;
A blackwater branch of the Copis River that links all major cities in Loveria and empties into the Eastern Ocean.&lt;br /&gt;
&lt;br /&gt;
==== Parga Ruins ====&lt;br /&gt;
The former capital, razed to the ground centuries ago.&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Category:Organisations&amp;diff=4205</id>
		<title>Category:Organisations</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Category:Organisations&amp;diff=4205"/>
		<updated>2026-07-09T21:18:55Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a large number of organisations in the world, some are listed here with a brief description, click the links to read more about them.&lt;br /&gt;
&lt;br /&gt;
===== Mercantile =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Abraxis Combine]]|| Merchant house from [[Otteun]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowman-Outersea Cereals &amp;amp; Commodities]]|| Grain merchants from [[Mifora]].&lt;br /&gt;
|-&lt;br /&gt;
| [[House Ditta]]|| Merchant house from [[Haza]].&lt;br /&gt;
|-&lt;br /&gt;
| [[House Revol]]|| Merchant house from [[Loveria]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Hythe Maritime Services]]&lt;br /&gt;
|Shipping company from [[Dolac]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Thal Lithel]]|| Elven merchant house of [[Maern Elassidil]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Thal Sivale]]|| Elven merchant house of [[Maern Halueve]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Thûrash]]&lt;br /&gt;
|Wool merchants from the [[Godfall]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Martial =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bruised But Not Broken]]|| Mercenary company, lots of dwarves.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nikanish]]|| Orcs seeking to protect &#039;monstrous tribes&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sulla Arena]]|| A fighter school and prize fight organizer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Criminal =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Caluth Widows]]|| All female assassins&#039; guild.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhes Haghed]]|| Large scale organised crime organisation.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strebor&#039;s Corsairs]]|| Pirates of the [[Sarodin Sea]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Whitemantles]]|| Thieves&#039; guild of [[Loveria]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Political =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Companions of Elric]]|| Organization of do-gooders.&lt;br /&gt;
|-&lt;br /&gt;
|[[Crustaceans]]&lt;br /&gt;
|Cult trying to return all land to the sea.&lt;br /&gt;
|-&lt;br /&gt;
| [[Kasarian Embassy]]|| Spies and buyers of ancient finds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Magical =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Abjura Dolana]]|| Society of abjurers and other mages, self-appointed keepers of arcane magic.&lt;br /&gt;
|-&lt;br /&gt;
|[[Final Order]]&lt;br /&gt;
|An ancient monk order founded to protect something.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;bdi&amp;gt;[[House of Confluence]]&amp;lt;/bdi&amp;gt;&lt;br /&gt;
|A small independent house of magical learning located in [[Korint]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Tipatshimun]]|| Dwarven mages seeking the power of the gods, again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Religious =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kashtin]]|| A society of thrillseekers loosely allied to [[Olidammara]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Pholtus#Order of Saint Rabban|Order of Saint Rabban]]|| Paladin order of [[Pholtus]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Nature =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Circle of Irbac]]|| The stewards of nature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Naeslin&#039;s Pupils]]|| Discoverers of new species.&lt;br /&gt;
|-&lt;br /&gt;
| [[Untamed]]|| Warriors fighting for nature and against civilisation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Other=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Buel Vitta Society]]|| Gourmands and aesthetes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Resa&#039;s Rest]]|| Upscale brothels.&lt;br /&gt;
|-&lt;br /&gt;
| [[Swiftfoot’s Supreme Soarers]]|| Traveling halfling circus.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Lethariel&amp;diff=4204</id>
		<title>Lethariel</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Lethariel&amp;diff=4204"/>
		<updated>2026-07-09T21:17:17Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Early Life and Move to [[Loveria]] ==&lt;br /&gt;
&#039;&#039;&#039;Lethariel&#039;&#039;&#039; (165 years old) is an Elf who left her homeland many decades ago. She did not leave because she was kicked out, and she was not looking for dangerous adventures. Instead, she was fascinated by how fast humans change and develop.&lt;br /&gt;
&lt;br /&gt;
She decided to move to the city of [[Korint]] in order to expand her knowledge on humans. As the typical inhabitants of the city of Korint have the reputation of being strange she became obsessed with their interactions, languages, cultures, and stories, which she loved to study.&lt;br /&gt;
&lt;br /&gt;
== Career and Philosophy ==&lt;br /&gt;
Lethariel works as a translator and interpreter. She helps local merchants talk and do business with traders from other countries.&lt;br /&gt;
&lt;br /&gt;
She believes that language is important because it shows how different people think. Her most famous personal rule about her work is:&amp;lt;blockquote&amp;gt;&amp;quot;Every translation loses something. Your task is deciding what may be lost.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Personal Life ==&lt;br /&gt;
While working on the Coastal Mapping project to translate old Elven sea diaries, Lethariel met a human mapmaker named &#039;&#039;&#039;[[Aldren Vaust]]&#039;&#039;&#039;. They spent weeks debating and comparing her historical notes with his modern measurements.&lt;br /&gt;
&lt;br /&gt;
Through these arguments, they discovered that the coastline had changed over time. Lethariel fell in love with Aldren because they enjoyed thinking and solving problems together. They got married and have a half-elf daughter named &#039;&#039;&#039;Ycre&#039;&#039;&#039;.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Aldren_Vaust&amp;diff=4203</id>
		<title>Aldren Vaust</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Aldren_Vaust&amp;diff=4203"/>
		<updated>2026-07-09T21:15:45Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Early Life and Career ==&lt;br /&gt;
&#039;&#039;&#039;Aldren&#039;&#039;&#039; (58 years old) grew up in a normal merchant family in the city of [[Korint]]. He did not care about buying and selling, but he loved the travel that came with it. Because of this, he trained to map land and became a successful cartographer. Merchant companies hired him to map roads, rivers, ports, and land. People respected Aldren because his work was always reliable and accurate. &lt;br /&gt;
&lt;br /&gt;
== The Coastline Discovery ==&lt;br /&gt;
Aldren’s most famous work is the re-mapping of the [[Loveria|Loverian]] coastline. He was hired to fix mistakes on local sea maps after different ship captains gave confusing reports about a dangerous shallow area in the water.&lt;br /&gt;
&lt;br /&gt;
While working on this project, he met an Elf named &#039;&#039;&#039;Lethariel&#039;&#039;&#039;. She was hired to read and translate very old sea diaries written in an ancient Elven language. The two worked together for weeks:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aldren&#039;&#039;&#039; measured the current coastline as it looked today.&lt;br /&gt;
* &#039;&#039;&#039;Lethariel&#039;&#039;&#039; studied what the coast looked like hundreds of years ago.&lt;br /&gt;
&lt;br /&gt;
When they finished, their maps did not match, and they argued about who was right. After a long debate, they realized a surprising fact: &#039;&#039;&#039;they were both right&#039;&#039;&#039;. The actual coastline had simply changed shape over hundreds of years.&lt;br /&gt;
&lt;br /&gt;
== Personal Life ==&lt;br /&gt;
Aldren and Lethariel did not have a typical, dramatic romance. Instead, they fell in love because they truly enjoyed thinking, arguing about facts, and solving problems together.&lt;br /&gt;
&lt;br /&gt;
They later got married and had a daughter named &#039;&#039;&#039;Ycre&#039;&#039;&#039;, who is a half-elf.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=House_of_Confluence&amp;diff=4202</id>
		<title>House of Confluence</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=House_of_Confluence&amp;diff=4202"/>
		<updated>2026-07-09T21:14:17Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:House of Confluence.png|thumb|350x350px]]&lt;br /&gt;
The &#039;&#039;&#039;House of Confluence&#039;&#039;&#039; is a small independent house of magical learning located in [[Korint]], [[Loveria]]. Though modest in size and little known outside the country, it has earned a reputation for producing unusually versatile scholars and mages. Rather than specializing in a single school of magic, the House emphasizes broad education and the exchange of ideas between seemingly unrelated disciplines.&lt;br /&gt;
&lt;br /&gt;
Its guiding philosophy is summarized by its long-standing motto:&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;quot;Where disciplines meet, understanding begins.&amp;quot;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;Unlike many magical institutions, the House views magic not as an isolated field of study, but as one branch of a wider pursuit of knowledge. Students are encouraged to study subjects such as philosophy, music, law, navigation, engineering, natural sciences, history, and martial disciplines alongside their magical education.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The exact date of the House&#039;s founding has been lost, though surviving records suggest it has operated continuously for at least two centuries.&lt;br /&gt;
&lt;br /&gt;
While many magical schools rose and fell with the fortunes of noble patrons or political upheaval, House Confluence remained deliberately small. Its Masters long held that meaningful education required close mentorship rather than large lecture halls.&lt;br /&gt;
&lt;br /&gt;
Throughout its history, House Confluence has maintained cordial but infrequent contact with Abjura Dolana. While no formal partnership has ever existed, graduates occasionally correspond with members of the Order on matters of magical theory. The House has repeatedly declined offers to adopt [[Abjura Dolana]]&#039;s licensing standards, arguing that such matters fall within the authority of governments rather than independent scholars.&lt;br /&gt;
&lt;br /&gt;
== Campus ==&lt;br /&gt;
House Confluence occupies a modest three-story stone town house in one of Korint&#039;s merchant districts.&lt;br /&gt;
&lt;br /&gt;
The building is easily overlooked among the surrounding residences and counting houses. It contains a compact library, lecture rooms, laboratories, communal dining hall, student quarters, and a small walled courtyard used for practical instruction.&lt;br /&gt;
&lt;br /&gt;
The entrance bears only a bronze plaque depicting two rivers flowing together, the symbol of the House.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
House Confluence is founded upon the belief that innovation arises where different fields of knowledge intersect.&lt;br /&gt;
&lt;br /&gt;
Students are expected to pursue at least one discipline outside formal magical study. Masters argue that this broad education develops more adaptable thinkers than narrow specialization.&lt;br /&gt;
&lt;br /&gt;
Debate, experimentation, and interdisciplinary research are central to instruction. Students are encouraged to challenge both one another and their instructors, provided they can support their arguments with reason and evidence.&lt;br /&gt;
&lt;br /&gt;
A commonly quoted saying among the Masters is:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;The right question is often more valuable than the right answer.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Patronage ==&lt;br /&gt;
Unlike larger magical institutions, House Confluence is supported almost entirely through donations from wealthy merchant families and private benefactors.&lt;br /&gt;
&lt;br /&gt;
These patrons fund scholarships, maintain the library, sponsor expeditions, and provide magical equipment for promising students.&lt;br /&gt;
&lt;br /&gt;
House tradition strictly forbids patrons from influencing research, examinations, or instruction.&lt;br /&gt;
&lt;br /&gt;
An oft-repeated principle of the House states:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Patrons may fund inquiry, but never its conclusions.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;In return, benefactors expect neither employment nor exclusive service from graduates. Instead, sponsorship is regarded as an investment in knowledge itself. Many patrons maintain lifelong correspondence with former students and frequently invite them to advise on matters requiring magical or scholarly expertise.&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
&lt;br /&gt;
=== Master Essa Maylin ===&lt;br /&gt;
The House is currently led by &#039;&#039;&#039;Essa Maylin&#039;&#039;&#039;, a human wizard widely respected for her ability to cultivate independent thought.&lt;br /&gt;
&lt;br /&gt;
Maylin is known for rarely providing direct answers to students, preferring instead to respond with questions that encourage further investigation. Under her leadership, House Confluence has strengthened its reputation as a place where intellectual curiosity is valued above magical power.&lt;br /&gt;
&lt;br /&gt;
She has repeatedly defended the House&#039;s independence from political and commercial interests, even at the cost of losing wealthy patrons.&lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Within Loveria, House Confluence enjoys a reputation for producing thoughtful and adaptable graduates rather than specialists.&lt;br /&gt;
&lt;br /&gt;
Merchant houses frequently sponsor promising students there, believing that graduates possess an unusual ability to solve complex problems by drawing upon multiple fields of knowledge.&lt;br /&gt;
&lt;br /&gt;
Critics argue that the House devotes excessive attention to philosophy and other non-magical pursuits at the expense of traditional magical specialization. Graduates often respond that this criticism misunderstands the institution&#039;s purpose.&lt;br /&gt;
&lt;br /&gt;
== Student Life ==&lt;br /&gt;
The House rarely hosts more than fifteen resident students at any one time, fostering close relationships between Masters and apprentices.&lt;br /&gt;
&lt;br /&gt;
Meals are taken communally, and discussions often continue long into the evening. It is not uncommon for debates on magical ethics to give way to conversations on architecture, music, economics, or history. Former students frequently describe the House as a home rather than an academy.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* House Confluence has no official uniform.&lt;br /&gt;
* Students traditionally select one non-magical discipline to pursue alongside their magical studies.&lt;br /&gt;
* The House&#039;s library is open to visiting scholars regardless of magical ability.&lt;br /&gt;
* A popular Loverian saying goes:&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;If you ask a scholar of Confluence the time, they&#039;ll first ask what you mean by &#039;time.&#039;&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Organisations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4187</id>
		<title>The Wreck - Chronological order of Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4187"/>
		<updated>2026-07-04T14:28:12Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Wreck.png|right|450x450px]]&lt;br /&gt;
Four very different people survive a shipwreck and end up on a tiny island. {{TextAnimations|Text=These are|Color=MediumBlue|Glow=1|Bold=1}} {{TextAnimations|Text=their stories.|Color=Red|Glow=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
== The protagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[Darius Naffles]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dauphine Tirfelya]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Oscar]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinton Gemweaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
&lt;br /&gt;
=== Four journeys ===&lt;br /&gt;
This is how our four friends ended up in the capital of [[Dolac]]; [[Avale]].&lt;br /&gt;
&lt;br /&gt;
==== Quinton Gemweaver ====&lt;br /&gt;
Quinton starts his journey to Avale following the Fiumare river. On the way he ran into a band of [[Nikanish]] who were trying to protect a tribe of bullywugs and the druid was asked if he wanted to help and he does. Later his camp was overrun by zombies but he managed to get away with all of his belongings.&lt;br /&gt;
&lt;br /&gt;
Then a town happened to be visited by a bunch [[Kashtin]] revelers when Quinton arrived and this lead to some very hedonistic days. Journeying on alone was quite the contrast but the beautiful landscapes made up for it especially the [[Dolac#Sevso Sound|Sevso Sound]]. From there it took a number of bridges to the islands in the Tal delta and a ferry to get across and make it to Avale where he finds an &#039;&#039;&#039;inn in the [[Avale - Neighborhoods#Cegir Town|Cegir Town]] neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city is huge and there is much to see. Quinton starts by getting a shave at Hair Me Out. Next he buys a mince mop from a street vendor. While walking and eating he nearly collides with a square-jawed, blond-haired man that steps out of an outhouse, dusting down his clothes, mumbling to himself.&lt;br /&gt;
&lt;br /&gt;
A few days later in [[Avale - Neighborhoods#Downpark|Downpark]] he passes by the Pursue Hickory bank and comes to a square where an expensively dressed gentleman is tending to a vagrant, pouring a potion down his throat which seems to make him feel a lot better.&lt;br /&gt;
&lt;br /&gt;
During another exploration of the city, this time in the North of Grove Way neighborhood, also known as [[Avale - Neighborhoods#NoGWay|NoGWay]], Quinton is lured into alley, where he is surrounded by four assailants. Things look bleak, this is an unwinnable fight and flight will also be difficult. But then an unassuming woman, short, with a cleft chin, and her dark hair in a knot, appears, and the four robbers run, saving him from an ignoble fate. The woman gives him a smile and leaves. There is no sign of her when the druid makes it back out on to the street.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Quinton to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Dauphine Tirfelya ====&lt;br /&gt;
On her donkey she makes it to the border with [[Otteun]], it’s been an interesting journey already, seeing the mammoths roam. Then Dauphine continues on to [[Midtal]], she’s never seen a big city and this is her chance. From the first inn in Otteun she finds out that elves are seen as rather exotic, people gaze at her, some small children even pull her hair.&lt;br /&gt;
&lt;br /&gt;
The caravan she was traveling with, promptly got attacked on only the second day but fortunately they managed to fight off the robbers, Dauphine having to use her shortsword in anger for the first time. Midtal was an interesting experience, still getting lots of looks on account of being an elf but getting bothered a bit less. Surprisingly she made a little money when someone offered to pay her to paint a portrait of her.&lt;br /&gt;
&lt;br /&gt;
Avale seemed the best possible next destination and the druid took passage on a river barge. The slow journey down the river gave plenty of time to focus on certain things she had been ignoring and to get to know her fellow travelers. At one village stop, Dauphine helped out one of her new friends when he was cheated on in a game of Three-Dragon Ante, managing to recover all the money.&lt;br /&gt;
&lt;br /&gt;
The barge arrived at Avale disembarking everyone in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. Two of her fellow passengers knew of a &#039;&#039;&#039;good inn in the [[Avale - Neighborhoods#Longsee|Longsee]] neighborhood&#039;&#039;&#039;, called the Other Inn, and so she joined them and walked there, taking a room on the third floor. It cost a little extra but the view of the Tal estuary is worth it. The first thing she sees is a short man with a white mustache, wearing a small hat catch a girl who picked a dwarf’s pocket. He hands the money over to the victim and then takes a piece of pastry from his pocket and gives it to the child before letting her go.&lt;br /&gt;
&lt;br /&gt;
Here, too, people still find elves quite the attraction, she finds. The nearby fish shop, For Cod’s Sake, introduced her to all kinds of new food and then she was told about another place that she just had to go visit. Following directions she went to the [[Avale - Neighborhoods#Oakhurst|Oakhurst]] neighborhood, where on Falanae Avenue she passed by Elassidil Villa, headquarters of [[Thal Lithel]]. At the intersection with Korb Street, a boy on crutches was brusquely told by a man in a carriage to get his ass in there. And then when the conveyance drove away she saw it; the Feywild Shroomhouse.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Dauphine to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Darius Naffles ====&lt;br /&gt;
After finishing his priestly training Darius was told to find his way in the world. Any direction was as good as the other but his father had told him that some far-flung family of his lived in Avale, so why not go there first?&lt;br /&gt;
&lt;br /&gt;
On his way through [[Mifora]] his skills were called upon numerous times. Usually to give his blessing or heal the wounded. But one time he arrived at a village where a recently deceased had risen. Using his god given powers he quickly destroyed it, maybe a little more thoroughly than the grieving family had hoped for.&lt;br /&gt;
&lt;br /&gt;
Then in another town, when money was low, Darius joined a group of adventurers who promised riches. The Toast of Tetia proved to be better at boasting than questing. It was only due to Darius that no one died and the riches turned out to be a single gem, that, split five ways, did not amount to all that much.&lt;br /&gt;
&lt;br /&gt;
A less than stellar encounter with a wild boar made Darius happy to finally arrive in Avale. He’s told of a small shrine to [[Ehlonna]] in the &#039;&#039;&#039;[[Avale - Neighborhoods#Abrinol|Abrinol]] neighborhood and the gnome finds an inn nearby; the Steaming Pot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Walking through the [[Avale - Neighborhoods#Clover Hill|Clover Hill]] neighborhood, Darius sees three attractive, middle-aged women coming out of Smells by Design, a perfume shop. As he passes by, he overhears part of their conversation: “Did you hear, Meghan Wellington is back in town, but the state of her...” says the brunette. “I heard she was married off to some [[Godfall]] dwarf who kept her in his cellar,” adds the blonde. “Who cares, Lilia, we have things to do down the road,” counters the redhead. “Alice, always chasing the sublime,” comments the dark-haired one.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Darius to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Oscar ====&lt;br /&gt;
The halfling wakes up with a headache in a small, stone room on a cot, a tiny window high on the wall provides some light. A pitcher of water stands on a table. In one corner there is a small hole in the floor that smells of excrement. A single door, locked or barred, blocks his way. Once a day the door is opened just wide enough to slide a bowl of gruel and a spoon inside. He can’t see much more than a hallway and a soldier, there is no sign, or smell, of the old man.&lt;br /&gt;
&lt;br /&gt;
After the second night he wakes in a new environment, feeling weak and listless, like that one time he ate those red mushrooms. He finds himself in a large, wooden room that lists from side to side. Around his leg is a manacle that is clamped around a stout wooden beam. A scarred man wearing a red cloth hat comes to him twice a day, bringing food that is incredibly hard, he needs the also provided drink, grog, to make it chewable.&lt;br /&gt;
&lt;br /&gt;
Additionally the sailor makes sure to check his manacle and the beam every time. He can move along the beam, about a meter or two, just enough to reach the small barrel smelling of excrement. There are many crates and barrels but all are out of reach. At least there are the rats who visit him at all hours. He supplements his diet this way.&lt;br /&gt;
&lt;br /&gt;
After a long journey the ship reaches port, all the smells tell Oscar they are next to land and he makes sure he’s prepared. When the sailor removes the manacle the halfling pushes the man’s head into the wall, as hard as he can. Then he is up the ladder and soon on deck of the ship. The sight of a huge city in front of him is frightening but he sees the wooden pier and jumps onto it, running away from the ship and towards the city, pushing people away when he can’t avoid them, one, carrying a large crate, falls into the water.&lt;br /&gt;
&lt;br /&gt;
Weak with hunger he makes his way into the city, there are so many people! He stumbles about, going wherever seems most quiet. He comes to a small park but is immediately chased by men wearing blue tabards. He keeps moving, coming to a road in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] where he startles a man and a woman in an intimate embrace. She hides her head behind the man as Oscar runs off and minute later he almost gets trampled by a horde of girls all yelling and chasing after a man with salt and pepper hair.&lt;br /&gt;
&lt;br /&gt;
When it gets later in the evening there’s fewer people around but then the smell of food hits his nose and his stomach rumbles loudly. He follows the scent and finds a place where people sit outside and others come from inside a building, bringing food and putting it on the tables. He times his approach well and manages to snag an entire tray of food, running off, spilling some but losing any pursuit, hiding in a garden as he gobbles down the meal.&lt;br /&gt;
&lt;br /&gt;
He sleeps there, hiding himself in the bushes till he is woken in the morning by all kinds of unfamiliar sounds and smells. A woman comes into the garden and Oscar bolts, leaving her confused shouts in his dust. Eventually he ends up at the south end of the city, in the &#039;&#039;&#039;[[Avale - Neighborhoods#Old Yards|Old Yards]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Things are rather grimy here, but then he finds a market, so many stalls with food and other things. People seem to pay him less mind than in other parts of the city, everyone just trying to live their lives. He sees people handing over small discs of metal as they point at food and are then handed what they desire. He doesn’t have any of those but since grabbing and running worked last night, he tries again, grabbing a dead chicken and running off. These market people don’t like this at all and he is chased by multiple vendors and stock boys. But one greengrocer seems to see the lighter side of things and throws Oscar an apple from his stall which the halfling catches expertly before slipping under a stall and down an alley, eventually losing his pursuers.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; unfortunately Oscar can&#039;t read any of this. And he, sadly, doesn&#039;t spot the men who come when he&#039;s sleeping and knock him out, shanghaiing him.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
Those signing up weren&#039;t told much and that&#039;s because it turns out to be a &#039;&#039;&#039;pirate hunting mission&#039;&#039;&#039;. A flotilla lead by the Whiskered Admiral is going to search for a small pirate fleet that was spotted not too far away. The navy is sending four ships; the Prince Willim, a 1st charter ship, two 2nd charter ships, the Ranhem and the Crowned Griffon, and a 3rd charter ship, the Arms of Dolac.&lt;br /&gt;
&lt;br /&gt;
It&#039;s early in the morning and those shanghaied wake up feeling the worse for wear, it smells of sweat and sick, there are many conversations around. Some rays of sunshine penetrate the murk, the floor beneath them is moving in all directions. People are getting up from the floor and soon a hatch opens, the sunlight suddenly very bright, and some people come down a ladder.&lt;br /&gt;
&lt;br /&gt;
Standing next to the ladder are a balding halfling, he looks to be in charge, a dwarf with a short beard, a half-elf, she has a rather big nose and her hair is dyed black, quite badly. Further there’s a gnome, her face looks to be sliding down her skull, and a large half-orc, with blonde dyed hair.&lt;br /&gt;
&lt;br /&gt;
The halfling speaks: “I am Bosun Miller and you are on board the majestic Crowned Griffon, the best ship in the entire navy, run expertly by Captain Drumpf and Quartermaster Onel.” At the mention of the last name some people involuntarily scrunch their noses, he apparently has quite the musk. Miller continues: “We are on a mission to take out a pirate fleet and make sure these murderers, rapists, and drug dealers will never make it to our homeland.”&lt;br /&gt;
&lt;br /&gt;
“Now, most of you might not be here voluntarily but you are finally going to do something worthwhile with your lives and get paid really well for it,” he tells the crowd. “Until we get anywhere near the pirates you will be assisting with the running of the ship, Chief Mate Luktnicks here will further explain.”&lt;br /&gt;
&lt;br /&gt;
The dwarf looks around, “you will be doing grunt work even a wet goblin can do, complain or shirk and you will be going overboard, try your luck with the sharks. You might have noticed your weapons and armor are missing. We don’t want any accidental stabbings or other fights, get in one and you’ll get intimately familiar with the cat o&#039; nine tails as wielded by Karoline here,” he motions towards the half-orc. She scowls as she looks around and rumbles “leave it”.&lt;br /&gt;
&lt;br /&gt;
“You’ll get your weaponry back when we near the pirates, you can even put on your armor then, if you are fool enough to want to drown with it. Until then you report to the second mate, Juliana,” he points at the half-elf, “or the third mate, Kristi,” he motions towards the gnome.&lt;br /&gt;
&lt;br /&gt;
Our four friends are selected by third mate Kristi to help with pulling the sails when there is need to, she puts a sailor in charge of them. The four introduce themselves to each other but soon find that the halfling doesn&#039;t speak. Quinton gives some grapes to the halfling, who we will refer to as Oscar, for the sake of convenience. Darius asks: “isn’t this the demon child?” The others shrug their shoulders. Then he speaks in Infernal: “do you understand?” Oscar doesn&#039;t, but Quinton does!&lt;br /&gt;
&lt;br /&gt;
The gnome&#039;s question stems from the fact that during their weeks in town &#039;&#039;&#039;they heard lots of stories&#039;&#039;&#039; any time they were in a tavern, or really anywhere a lot of people gather and gossip. It&#039;s definitely possible they heard stories about other people with the same name or looks, but &#039;&#039;&#039;this is what they all think they heard about their new friends&#039;&#039;&#039;. It might all be just poppycock of course!&lt;br /&gt;
&lt;br /&gt;
Quinton learned the following: people have said Oscar was being raised by an elf. Darius does not actually know where his mother is buried. He looked for the grave but never found it. Maybe for the best, because he would like to dig her up to find out how and why she died. Dauphine has a strange fascination for dead things. It&#039;s said she sometimes talks to dead animals.&lt;br /&gt;
&lt;br /&gt;
Dauphine heard these stories: Rumor has it that during his training Darius wounded and even killed small animals to learn and practice his new spells. Most of them failed, which resulted in unneeded suffering. Quinton used to dress in women&#039;s clothes. Oscar is a wild child who will eat anything he comes across; plant, animal, human?&lt;br /&gt;
&lt;br /&gt;
Darius heard the following rumors: Dauphine keeps dead animals rotting in her backpack. It&#039;s best not to follow her too closely when traveling because the dead smell coming from her backpack can only mean she&#039;s keeping dead birds... or something. Quinton became the owner of the family business at the tender age of 17. And... Oscar is a demon child.&lt;br /&gt;
&lt;br /&gt;
Oscar doesn&#039;t understand Common but he was lurking and heard people say the following, even if he had no idea what they were saying: Darius buried his own father. He even fixed and prepared the body so that it could be presented in a coffin. Which was one hell of a job since his father died in a fireball. Darius invited all the locals to the funeral, but nobody came. Dauphine has found her armor in a second-hand shop. Quinton is said to have a scar from a date gone wrong on an undisclosed body part.&lt;br /&gt;
The four get to know each other a little better that first day and are put to work when needed. At this point it becomes clear to Third Mate Kristi that Oscar doesn&#039;t speak Common or even understands it. She complains to another crew-mate about the shanghai-ers, how they are bringing in totally useless people, which is overheard by our friends.[[File:Bound shark.png|right|300x300px]]&lt;br /&gt;
At some point Darius looks over the railing and sees a shark swimming just under the surface. But this is very strange, it looks like there is a sort of metal cage around its head. He calls over Kristi but it&#039;s gone when she arrives and she waves away his story, blaming it on his sea sickness.&lt;br /&gt;
&lt;br /&gt;
Quinton tries to write something on the mast but is immediately scolded by a sailor who are a superstitious bunch and this spells bad luck.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends wake, and while they might still feel sea sick, their recent experiences have unlocked new abilities inside themselves. [They reached second level.]&lt;br /&gt;
&lt;br /&gt;
During the next days they all get to know each other even more and experiment a little with their new found abilities. Quinton uses his Message cantrip to send a message to Darius, which freaks him out at first. Oscar hunts down a rat and eats it. Darius immediately calls Third Mate Kristi over and shows her that the halfling is not useless at all; he&#039;s a great ratter!&lt;br /&gt;
&lt;br /&gt;
Then, during the night, &#039;&#039;&#039;a massive storm hits&#039;&#039;&#039; the flotilla. Our friends are asleep in the hold when they get tossed all over as the waves pummel the ship. A huge hole in the hull makes the ship list to the side. In nautical circles this is what is known as a ‘bad sign’. Before the party even knows it, for that is what they are now, they &#039;&#039;&#039;find themselves in the water&#039;&#039;&#039;. Huge waves spell their doom but fortunately &#039;&#039;&#039;half of a loading trapdoor floats nearby and they manage to cling on to it&#039;&#039;&#039;. Twice someone loses their hold due to the storm but twice they are rescued by the others.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Island ===&lt;br /&gt;
After floating on a calmer sea for many hours they eventually &#039;&#039;&#039;wash ashore on a tiny island&#039;&#039;&#039;, about an hour before dusk. They have nothing but the clothes on their backs and maybe one trinket or other item they kept close. The island is not a bounty one; one rock spur sticks about eight meters up in the air, the beach is more pebble than sand. There’s one small tree, not doing too well, other than that just some shrub bushes that don’t grow much in the way of food. One can walk a full circle around the island in about ten minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things that washed up on the shore with them. A large, iron anchor twisted into a spiral, they have no idea how it got there, it would definitely sink and not float. Oscar finds a cloak clasp shaped like a kraken, he has no idea what a kraken is but it looks nice so he keeps it. A barrel of mead is a nice find and they all immediately quench their thirst. Quentin finds a banged up scroll case that contains a scroll of [https://5e.tools/spells.html#enhance%20ability_phb Enhance Ability].&lt;br /&gt;
&lt;br /&gt;
Oscar searches the island for food and other useful things, finding just a few berries and mushrooms but near the shore he finds [https://5e.tools/items.html#jellyfish%20vine_hhbh Jellyfish Vine], which are not dissimilar to a plant he knows; he&#039;ll be able to fashion this into something that will improve a weapon for a short time. Meanwhile Quinton has gone up to the one tree and found a branch that could serve as a weapon. He tries to make it into a quarterstaff but it becomes no more than a club.&lt;br /&gt;
&lt;br /&gt;
Our friends discuss what to do next and Dauphine suggest climbing the rock spur to see if anything can be seen there, Darius and Quinton decide to go with. Oscar, who hasn&#039;t understood a word of the discussion follows a short distance behind. And he gets a great view of the three ahead &#039;&#039;&#039;falling through a thin sheet of rock into a shaft below&#039;&#039;&#039;, debris flying everywhere.&lt;br /&gt;
&lt;br /&gt;
The halfling gets there in time to see there is a force field at the bottom of a 30&#039; shaft that has slowed down everyone&#039;s fall and they end up on the floor with little to no damage. Oscar then uses the handholds that have been carved into the rock to climb down to the others.&lt;br /&gt;
&lt;br /&gt;
The bedrock has been carved out to create a room, the ceiling is about 15’ high, the shaft in the middle of it. It is pretty barren, on a stone shelf lies a book that has been totally overgrown with mold. A corridor leads away, there is a tiny bit of light coming from around corner. Only two of our friends have darkvision, Quinton can see almost nothing, the force field provides a little light.&lt;br /&gt;
&lt;br /&gt;
A magic mouth on the wall starts speaking in an unknown language to most but Quinton knows Ancient, though he has never heard it spoken before; &#039;&#039;&#039;“This is containment area Manahuia. You do not have the proper authorization to be here. Leave now and do not return lest you’ll be destroyed.”&#039;&#039;&#039; Oscar has made it down by now and Dauphine tries to see if she can rescue a page from the middle of the book but fails utterly.&lt;br /&gt;
&lt;br /&gt;
A minute later the magic mouth repeats its message and then &#039;&#039;&#039;incorporeal snakes come through the walls and start to attack&#039;&#039;&#039;. They are hard to hit and there are many, so the party flees down the one corridor. Here they find a natural cave that has been carved in places to heighten the ceiling to about 8’. There are signs of combat, scorch marks on the walls, a broken arrow lies just inside the corridor.&lt;br /&gt;
&lt;br /&gt;
To the back of the cave is &#039;&#039;&#039;a dark opening, about three meters in diameter, maybe it’s their imagination but the inside of it seemed to move a bit, throb&#039;&#039;&#039;? It is almost entirely blocked by a stone wall that is crumbling, the druids are versed in Arcana and recognize it as one made by the Wall of Stone spell. Almost a foot of water has seeped into the cave and in the murky water they can just about make out four small mounds of stuff. In the left back corner of the room lies a ball of something rubber-like wrapped around itself.&lt;br /&gt;
&lt;br /&gt;
The snakes haven&#039;t followed, yet, so they have time to explore. Three of the four mounds contain a dead body, very well preserved, and also a number of items. Going through all the items takes time but will likely lead to some good finds so most of our friends go through it carefully, whereas Oscar grabs something at random. The odds are 2.78% but he manages to grab a necklace of teeth, not unlike one he was wearing and lost in the storm!&lt;br /&gt;
&lt;br /&gt;
Darius has gone to the rubbery thing and it slowly starts moving a little, waking up? It takes a while but it slowly unwraps its appendages and turns out to be some kind of golem-like entity? The party has been collecting items for a while and now the first incorporeal snake has found its way to them. The rubbery thing attacks with just a single appendage at first and hits hard; doing not just hit point damage but also giving Exhaustion to those hit.&lt;br /&gt;
&lt;br /&gt;
Every round the golem attacks with one more appendage and escape becomes a necessity. Dauphine uses two Thunderwave spells to destabilize the wall and then Oscar manages to place the butt of the spear that Quinton found and gave him, in exactly the right place and he levers up and a huge chunk of wall comes down, enough for them to enter the strange tunnel that looks a lot like the inside of an esophagus, [[wikipedia:Peristalsis|peristaltic contractions]] and all.&lt;br /&gt;
&lt;br /&gt;
Dauphine really wants more of the items but is hit again by the rubbery being and when the incorporeal then critically hits her, she&#039;s brought down! It&#039;s not easy but the others manage to get her out; Darius using a Cure Wounds spell and Quinton helping by providing another target for their foes. Everyone ends up inside the tunnel and the creatures don&#039;t seem to want to enter it.&lt;br /&gt;
&lt;br /&gt;
As they walk down the sloped tunnel they heal themselves as best they can. The tunnel is long and continues downward, only after a long walk they arrive in another cave, slick with water. The tunnel looks about the same at this end as the other, very strange. Things look to be safe so our friends decide to have a long rest and &#039;&#039;&#039;look at all the items they managed to grab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dauphine found a potion of Stupendous Healing (3d10+level) and she knows these are very rare and not for sale, it might be worth a nice amount. She also found a bracelet made of gold, set with turquoise stones. Quinton found one exactly the same, each bracelet should be worth about a hundred gold pieces. Other items she managed to recover are a [[Demon Dash|&#039;&#039;&#039;Demon Dash&#039;&#039;&#039;]], which she gives to Darius, and a water-proof scroll case containing a number of gems (200 gp worth) and spell scrolls of [https://5e.tools/spells.html#false%20life_phb False Life] and [https://5e.tools/spells.html#skywrite_xge Skywrite].&lt;br /&gt;
&lt;br /&gt;
Darius found the rather strange [[Cyphers &amp;amp; Potions#Arakaen Mana Parasite Potion|&#039;&#039;&#039;Arakaen Mana Parasite Potion&#039;&#039;&#039;]] and Stridden Boots that can give the wearer explosive speed as billowing flames blast from their feet and set anyone they get near to on fire. He also found a really strange tiny, red stinger; &#039;&#039;&#039;[[Phlegethos’ Pick]]&#039;&#039;&#039;. Quinton found the &#039;&#039;&#039;[[Spent Spear]]&#039;&#039;&#039; which he gave to Oscar and the halfling managed to grab the necklace with teeth; &#039;&#039;&#039;[[Past Primal]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[Room with the mounds of stuff and some of the items there with thanks to Dale Friezen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darius rips a pant-leg from his trousers and turns it into an improvised mask&#039;&#039;&#039; which he puts around his face, only &#039;&#039;&#039;his eyes are still visible and they are purple&#039;&#039;&#039;, instead of the blue they were earlier.&lt;br /&gt;
[[File:Steam Mephit.png|right|349x349px]]&lt;br /&gt;
After some good sleep they set off down the slick rock corridor, going ever further down, the temperature drops even more and everyone gets a headache. Eventually they come to a fissure, vapor rising from it, about ten foot across.&lt;br /&gt;
&lt;br /&gt;
Right after Dauphine jumps over it, small, winged humanoid creatures with pale skin and wisps of vapor rising from their nose, mouth, and ears rise from it. They shed drops of steaming water when they move.&lt;br /&gt;
&lt;br /&gt;
The creatures attack with their steam breath, hurting our friends quite a bit but they have quite some capabilities of their own and Oscar manages to use his Past Primal to critically hit one of them, killing it instantly.&lt;br /&gt;
&lt;br /&gt;
The path continues on until they reach what must be a really big, stone door. A large stone frame runs up, across, and down a single slab of stone. There is no handle or lock visible but on either side there is a hole in the stone, just a bit bigger than a finger. After some discussion Darius and Dauphine &#039;&#039;&#039;each put a finger into one of the holes and the door slides open diagonally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Midnight Altar ====&lt;br /&gt;
Beyond the doorway is a square room about 50’ on each side carved out of some kind of blue stone. A midnight altar, wrought from some superterrestrial metal, stands at its center. Faint lines of golden energy radiate from the altar along the floor to a large door. Above the altar float a number of symbols, most are white, two are purple. In the middle of the two side walls sit levers, both pointing up.&lt;br /&gt;
&lt;br /&gt;
At the far end of the room is a large door, made of a dark wood and covered in many sigils that all radiate with magical power. Around the door and on the floor emblems have been carved, the same set repeats; a skull, a cloud, a triangle pointing downwards, something that might be an explosion, a scorpion. The door doesn’t seem to have hinges, a lock, or a handle. A tiny crack has formed at the bottom left of the door and a dark orange substance has seeped out, it looks like a small drop of syrup or honey.&lt;br /&gt;
&lt;br /&gt;
Our friends investigate the room but can&#039;t make heads nor tails from the symbols above the altar. The door seems to be warded to keep something in, this might be some strange mystical prison? &#039;&#039;&#039;Darius rips off another part of his trousers and uses it to dab at the small drop of strange substance at the foot of the door, it absorbs into the cloth.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Detect Magic spell shows that the two levers probably aren&#039;t connected to the warded door and since there is nowhere else for the party to go they decide to pull on them simultaneously. When they do, two things happen immediately. &#039;&#039;&#039;There is a sinking feeling as their room starts to float down&#039;&#039;&#039;, and six parts of the wall are blown away and beyond them are niches in a strange shell like shape. Each contains a bench that is angled ninety degrees, a receptacle holding a potion vial, and a lever.&lt;br /&gt;
&lt;br /&gt;
Everyone feels the pressure increasing in their heads and it stands to reason it will only get worse. Darius darts into one of the niches and pulls the lever. When he does so, a force field covers the open side of the niche as it is pushed away from the wall and starts to float to the surface. The gnome drinks the potion, figuring it might be needed at this point, it turns out to be a healing potion. When the escape pod pops out of the water it lands horizontally on the waves and the force field disappears, the bench is now in the right position to sit on.&lt;br /&gt;
&lt;br /&gt;
Having seen the result of Darius&#039; action, Oscar is next to scramble inside a niche and pull the lever. Dauphine and Quinton stay a bit longer, wondering if there&#039;s something else they can do here but with the pressure mounting, they too make their escape. Once on the surface, all of the pods find a way to each other and cluster together.&lt;br /&gt;
&lt;br /&gt;
As they float there our friends talk about their experiences as Darius tries to explain to Oscar that the potion is a healing potion. The party discusses the &#039;&#039;&#039;strange black and white vision that talked to them as they entered the room&#039;&#039;&#039;. No one saw it in the room but somehow each saw a black and white apparition talking to them, it looked like a rather enigmatic version of their race. And it promised lots of power if they would help &#039;it&#039;, and clearly whatever the entity was, it was quite powerful. But &#039;&#039;&#039;they all declined its offer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After floating in the middle of nowhere, the island is not in sight, for most of the day, they get very lucky and spot a ship. It&#039;s &#039;&#039;&#039;a fishing ship, the Twilight Wanderer, from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]]&#039;&#039;&#039; and our friends are taken on board. As he does so, Quinton notices from the corner of his eyes what looks to be &#039;&#039;&#039;a huge head sticking out of the water&#039;&#039;&#039;, from about halfway up the nose. It&#039;s right at the horizon and must be enormous but it moves away before anyone else can spot it.&lt;br /&gt;
&lt;br /&gt;
The crew consists of four people, all quite sunburned; Captain Raisa, tall, skinny, and quite sociable, Zaria, she has a broken nose, muscled arms, and is quite chatty, Blazh, he wears an earring with lapis lazuli, is missing a finger, and carries a hooked knife, he&#039;s quite jovial, and Kyrilu, a rather hirsute individual who squints a lot and is a bit grumpy.&lt;br /&gt;
&lt;br /&gt;
The ship is cramped with eight of them on it but they make it work as they set sail home to Abrinol, the neighborhood in Avale is named for it. During the journey our friends get to know the crew a little better and learn of the fascinating culture of the Hundred Mile Islands, though Quinton isn&#039;t charmed by it and conspicuously moves away when these things are discussed. That first night everyone on the boat sees &#039;&#039;&#039;a falling star, blue streaked, and very low on the horizon, crossing the sky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a, blessedly uneventful, journey of a few days &#039;&#039;&#039;our friends arrive on Abrinol&#039;&#039;&#039;. It&#039;s quite the sight; the buildings on the island are all made of wood and painted red, though a Dolac would say their quality was less than they were used to. Off to one side of the town there are a few houses that are clearly built in older Dolac style, including one tavern, the Maiden and Flagon.&lt;br /&gt;
&lt;br /&gt;
A few warehouses in Dolac style are situated to the left of the harbor, that’s also where two large piers can be found, each has a ship anchored there. The Prince Willim is one of those, it looks to have taken quite some damage from the storm. The other ship is a large merchant vessel named the [[Hythe Maritime Services|HMS]] Floris.&lt;br /&gt;
&lt;br /&gt;
Captain Raisa invites the party over to dinner at her house and even offers to let them stay the night. First our friends go do a little shopping, selling the gold bracelets they found to get some new clothes and supplies. A few merchants sell flotsam and jetsam; they recovered a number of items from the flotilla, including Dauphine&#039;s [[Coloured lenses of Scotopia (Tanaquilya Lomë)|colored lenses of Scotopia]] and her [[Nochtoina]]. She buys both and also a part of the Crowned Griffon&#039;s name plate, it reads &amp;quot;owned&amp;quot;. Oscar waits until the merchant is distracted and steals a gold tooth.&lt;br /&gt;
&lt;br /&gt;
Our friends first go to the Prince Willim to see about passage, though none of them are much enamored with the navy at this point. They are offered passage, however they try the HMS Floris as well. The sailor at the gangplank has good news and bad news; the ship is sailing for Avale tomorrow, but all passenger berths are filled. When our friends ask if there&#039;s really nothing to be done, relaying how they were shipwrecked, a voice speaks from the railing and invites them up.&lt;br /&gt;
&lt;br /&gt;
A blonde man, tall and wide shouldered, the type you would cast in your play to be the paladin or king, welcomes them onboard and &#039;&#039;&#039;introduces himself as Gerrut Hythe but tells them to call him Keeper&#039;&#039;&#039;. Apparently their story had an effect and he offers them passage and would like to discuss their experiences with the Admiralty.&lt;br /&gt;
&lt;br /&gt;
The next morning, after a lovely dinner and a fun time in a tavern, they board the HMS Floris and find out that Keeper has vacated his personal cabin for them, he&#039;ll use a hammock on deck. They discuss bound sharks; he&#039;s seen a few over the years, but the giant head is totally new to him, and he has no experience with tiny islands and strange, sinking rooms.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Our friends make it safely &#039;&#039;&#039;back to [[Avale]]&#039;&#039;&#039; where the first order of business is to find an inn, as they decide to stick together; they learned that to get any adventuring work you need to be signed up as a group. They are told the Grey Minstrel Inn is a good place for what they are willing to spend so that&#039;s where they go.&lt;br /&gt;
&lt;br /&gt;
As they approach the place in the Bow Valley neighborhood they see an old woman in dirty coat sitting on an upturned bucket at the entrance to an alley. A brown mackerel tabby with gray field lays on a window sill and gets up stretching its back. A little girl with pale skin and big, blue eyes, in an old coat dances to music only she can hear. Inside the inn a lute missing its strings and a broken horn hang on the wall, a statuette of a panther, wooden and painted black stands in an alcove.&lt;br /&gt;
&lt;br /&gt;
Next on the list is more shopping; our friends sell a number of the items they found and use the proceeds to buy weapons, armor, and adventuring gear. Dauphine has a shield made from the Crowned Griffon name board. Quinton looks into getting pan-flute lessons and ordering business cards.&lt;br /&gt;
&lt;br /&gt;
Then &#039;&#039;&#039;a visit to the Adventurers Association&#039;&#039;&#039; in Kesslia. They have to fill out a form, asking where their strengths lie and &#039;&#039;&#039;give a party name, for some reason they decide on &amp;quot;The Daltons&amp;quot;&#039;&#039;&#039;. After a a short while they are lead to the offices of Jerry Tidwell, who will be their agent from now on. He&#039;s a tall halfling with dark hair and a big nose, and very outgoing, energetic. He offers them coffee that he has specially imported from [[Haza]].&lt;br /&gt;
&lt;br /&gt;
They discuss what he can do for them as he plays around with a silvered horseshoe in his hands, in some places the original iron clearly visible. Jerry tells them they are in luck; Grand Master and [[Dolac#Government|Torchbearer]] Geppert Cross, of the Guild of Cartographers &amp;amp; Surveyors has died recently and there are &#039;&#039;&#039;jobs available as honor guard&#039;&#039;&#039;. It only pays 2 gp but he explains that it&#039;s important to get a relationship started with any guild, they are much more likely to hire people they have worked with in the past, and usually don&#039;t look closely at what the work was.&lt;br /&gt;
&lt;br /&gt;
He also advises them to get a ‘money person’, it&#039;s such a waste to keep your money in a pouch or under your bed. The money person knows the best banks to put them in or other investment opportunities. “Me and some friends bought the rights to the Dolac blue conifer; whenever a single one of them is sold we get part of that,” he explains quite animatedly. He suggests a bookkeeper; Carla Tebaldo, she&#039;s a gnome and does most of his investments.&lt;br /&gt;
&lt;br /&gt;
=== First Jobs ===&lt;br /&gt;
Our friends are told to go to Save Nine in the Fabrics neighborhood to pick up ceremonial staves and robes with the Guild of Cartographers &amp;amp; Surveyors clue compass rose attached to them. Next they report to the Domicile of Diligence in Uppark. The procession will go to the Mother Mensual cemetery in the Dawnbloom Heights neighborhood and every hundred feet two people peel off to stand to the left and right of the street.&lt;br /&gt;
&lt;br /&gt;
On their way they hear people in the crowd along the street talking. A halfling wearing a poncho with multicolored, diagonal lines comments: “you know what a dead Torchbearer is? A good start! I say burn them all, what have they ever done for us?” A woman in a hat with a blue compass rose emblem tells her companion: “I heard that thing that fell from the sky destroyed the entire city of [[Kostul]]!” A gorgeous half-elf in a blue dress says to her friend, who is equally stunning: “I used to have so much fun with Old Geppy, he was the loveliest little lapdog”.&lt;br /&gt;
&lt;br /&gt;
When our friends get near Carriage Court it is their turn to take up positions. A dwarf with a beard woven into an intricate pattern asks: “Did they appoint anyone in place of the dead guy yet?” A man eating the last bit of his deep-fried giant answers: “No, this bunch are traditionalists and wait till the body is in the ground.” To which the dwarf replies: “Well, I hope that whoever gets in will be in favor of lowering taxes on labor, it’s got so bad I can hardly compete with foreign crap coming in.” Says the man: “This guild? Don’t hold your breath.”&lt;br /&gt;
&lt;br /&gt;
As the funeral procession comes closer a man steps into the street, right between where our friends are standing. He throws a bottle of oil to the cobbles and pours another all over himself. He cries: “They ruined me! Those gods-damned guilds and their rules, destroying the common man and do they care? Do they fuck all!” as he takes out a tinderbox. People scramble backwards.&lt;br /&gt;
&lt;br /&gt;
Our friends immediately respond and an Entangle spell plus a Command spell by Darius prevent the man from lighting himself on fire. Then Dauphine knocks him to the ground and the four of them work him to the side of the road before any of the dignitaries get there. When they do, one of them comes over to the party, a man with a heavy set build and hangdog facial features, who introduces himself as &#039;&#039;&#039;Alun Djames, a Master of the Stevedores Guild&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
He&#039;s impressed with what they did and invites them over to his home for dinner the next day. Our friends arrive at his home on Sevso Island, located right at the river with a view of the rest of the city, and get introduced to his wife and three children. Dinner is great and Alun promises that he&#039;ll rustle up some work for them when he can.&lt;br /&gt;
&lt;br /&gt;
The very next day Jerry sends a messenger; he has &#039;&#039;&#039;work for the party&#039;&#039;&#039;. &amp;quot;It&#039;s a twofer!&amp;quot; he exclaims enthusiastically when they enter his office. He has received requests from the &#039;&#039;&#039;Alchemists &amp;amp; Apothecaries Guild and the Messengers Coalition&#039;&#039;&#039;. Both seem to him a good match for our friends and he hands them the parchments; &#039;&#039;&#039;[[AAG - Request 1|Request for Ingredients]] &amp;amp; [[MC - Request 1|Missing Messenger]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Kenohob ====&lt;br /&gt;
Our friends make it to Kenohob without any trouble, all the while having kept an eye out for Herleva. Once there they find outshe picked up her package and left, right on schedule. They also learn that wild animals have been coming into the village causing havoc, this is not normal behavior, usually they know the risks and avoid the hamlet. Only last night the Furious Farmer lost a number of cows due to a wolf attack.&lt;br /&gt;
&lt;br /&gt;
Our friends go visit her and the halfling tells them, pointing at the forest with her scythe, that the wolf went back into the nearby forest. Darius asks to buy an old scythe and our friends then track the wolf, they are quite skilled at this and easily follow its tracks between the trees. They lead to the dead body of the wolf, with an zombie boar standing over it. Battle is short and swift with the boar snuffing it in the end; Oscar critically hitting once more.&lt;br /&gt;
&lt;br /&gt;
There&#039;s only an hour or so of daylight left but again our friends prove very proficient at tracking, following back the path the boar took. They arrive at an &#039;&#039;&#039;ancient barrow mound, deeper in the forest&#039;&#039;&#039;. Sitting on top of it is a &#039;&#039;&#039;redheaded girl and her dog, which looks quite undead&#039;&#039;&#039;, but not in a way that Darius, or the others, have seen before.&lt;br /&gt;
&lt;br /&gt;
The party talks with the girl as the carefully close and spread out a little. She &#039;&#039;&#039;confirms that she is Herleva&#039;&#039;&#039; and tells them that on her way back to Avale, her dog Snuffles dashed into the forest and she followed him. It lead to the barrow mound, one side had collapsed a bit and left a hole big enough for the dog to go through. &#039;&#039;&#039;When Snuffles came back out it was very much changed and now, anytime it came near a creature it turned it into a zombie.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The girl herself is fine, definitely not undead, though she is clearly malnourished. There is some speculation among the party about why she is not a zombie, maybe only beasts are affected? They throw her a goodberry and she eats it, feeling a bit better. But it&#039;s clear to her the party doesn&#039;t want things to stand as they are. She pleads with them to leave her and Snuffles alone, telling them she&#039;ll try and make sure it won&#039;t infect any other creature, she&#039;ll give them all her meager belongings but please, don&#039;t harm her only friend in the whole world.&lt;br /&gt;
&lt;br /&gt;
The party has other ideas though, Darius definitely wants to end the undead dog&#039;s existence and the others agree that that&#039;s the best course of action. Quinton starts by casting a Sleep spell on the poor Herleva so she doesn&#039;t have to witness what is about to happen. Zombie forest creatures have by now made their way around the barrow mound and a battle ensues.&lt;br /&gt;
&lt;br /&gt;
Darius uses his Turn Undead ability and a zombie wolf runs away. But the other opponents are tough and some of our friends are brought low, fortunately between the four of them they possess quite some healing magic. Darius activates his Stridden Boots and uses them to great effect, burning four enemies before the boots burn up completely and hurt him. Combat is over soon after with the party victorious.&lt;br /&gt;
&lt;br /&gt;
The gnome uses his undertaker tools on Snuffles fails to learn anything useful. Our friends &#039;&#039;&#039;burn all the undead&#039;&#039;&#039; and they then very carefully investigate the hole in the barrow mound, using a large stick and a rope to pull a bone dagger and a wooden box from the interior. The engraved box contains twenty-six teeth, each engraved with the mirror image of all letters of the alphabet; when pressed into something soft they leave an imprint.&lt;br /&gt;
&lt;br /&gt;
Our friends put anything that will burn into the interior of the mound and then light it, hoping that whatever turned Snuffles into what it became can be destroyed this way, or at least stop it from happening to anyone else. They then carry Herleva away and wake her up. She is incredibly distressed when told that Snuffles is no more and Quinton uses a Charm Person spell to blunt the edge.&lt;br /&gt;
&lt;br /&gt;
Back in Kenohob they take a room at the Whispy Vapor Inn for all five of them, Herleva is still very sad about the events and Quinton goes into the village and finds someone with shepherd puppies and he brings two back for the girl. That definitely brings a smile to her face but it&#039;s a good, persuasive talk they have with her that eventually convinces her not to sneak out of the room at night to go back to the barrow mound.&lt;br /&gt;
&lt;br /&gt;
The party all agree it&#039;s not a good idea to have Herleva go back to Avale by herself and figuring there is no rush for the other job &#039;&#039;&#039;they return to the capital with her and deliver her to the Messengers Coalition HQ&#039;&#039;&#039;. They then do some shopping and start the return journey to Kenohob the next day. From there they go south as indicated by the request and eventually come across an ogre.&lt;br /&gt;
[[File:Ogre Howdah.png|right|355x355px]]&lt;br /&gt;
But that&#039;s not all there is to it; someone built a palisaded wooden fort on its back! And in there are two goblins, one speaks up as the party approaches. “Ah, perfidious questers! Surrender your treasures and artifacts and your existences will be spared!” Our friends do not feel inclined to take this deal and move closer and the goblin speaks again: “Now witness the firepower of this fully armed and operational Flak Ogre!”&lt;br /&gt;
&lt;br /&gt;
Battle is on and the two goblins are very adapt at sniping at the party with spell and bow before hiding behind the wooden cover again. Unfortunately for them they miss as often as they hit. The ogre hits more often and harder but it turns out that two druids with two Wild Shapes each have a nice buffer of hit points to make it through a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eventually the ogre topples&#039;&#039;&#039; and both goblins roll away, the spell caster of the two manages to escape, hurling insults as she disappears. The other the party manages to kill, unfortunately it doesn&#039;t have loot worth anything.&lt;br /&gt;
&lt;br /&gt;
The next day our friends split in two groups and &#039;&#039;&#039;manage to find all the ingredients&#039;&#039;&#039; requested by Herb’s Store. They set up camp near a marsh and then proceed to &#039;&#039;&#039;have a very strange dream&#039;&#039;&#039; featuring a blue and green painted carriage and a mansion with a butler and long corridors full of doors.&lt;br /&gt;
&lt;br /&gt;
=== Avale ===&lt;br /&gt;
Our friends deliver the ingredients and ogre parts and Herb, the proprietor, shows them a number of interesting items he is willing to sell them for their services, he tells them to check back often as his stock changes frequently. When they return to the Grey Minstrel Inn they are accosted by &#039;&#039;&#039;a dwarf with a rather tangled and unkempt beard&#039;&#039;&#039;. He is looking for a job and introduces himself as &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039;, it&#039;s clear he is far from home but our friends don&#039;t have any work for him. Dauphine asks him if he has ever heard of a Stone Dragon cave; he tells her it rings a vague bell, he will find her if he remembers more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The piece of cloth that Darius dabbed in the dark orange substance&#039;&#039;&#039; has grown over time and the next morning he wakes to find it has wound tight around his torso and learns it&#039;s &#039;&#039;&#039;now an armor of sorts: [[Vessel Wraps]]&#039;&#039;&#039;. The quarter-scythe that he ordered has been completed and he pays with it by trading in his old armor. Oscar has seen Dauphine&#039;s shortbow and wants to try one as well so they buy one for him.&lt;br /&gt;
&lt;br /&gt;
The next day a message from Jerry, their agent, arrives. He has &#039;&#039;&#039;a job for a druid to sub for one who got sick, the druid is to wild shape into two different animals for a play being staged at the Catifras theater in Oakhurst&#039;&#039;&#039;. He also included three free tickets for the play that night. Dauphine and Quinton decide that he should be the one to take the job and he goes to the theater that afternoon. The marquee reads: “&#039;&#039;&#039;Hanno Salt stars as Jack Hoida in Jack Hoida and the Forgotten Temple&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
He is met by the &#039;&#039;&#039;Long-Suffering Assistant Director&#039;&#039;&#039; who explains they need a panther in the first act and a giant snake in the third. He is then introduced to the Water Wrangler, the Pyronicist, the Sound Effecter, and the stage hands. He briefly meets Hanno Salt, a dark haired, square jawed man in dark pants, a white jacket with dangling fasteners, and black gloves, who sucks on a licorice stick and soon leaves with a giggling blonde. Quinton learns the play is about intrepid explorer cutting a swathe through vines and canoeing down white-frothing rivers in a territory composed almost entirely of jungle and implausible traps. He gets to practice his part with the Nervous Stand-in.&lt;br /&gt;
&lt;br /&gt;
In the evening our friends take their places in the audience and Quinton is in the wings. The play starts with a bard singing an opening song as the backgrounds change and stagehands walk out with placards showing who plays who. At the end of the play another song is sung. Some quotes:&amp;lt;blockquote&amp;gt;&amp;quot;...and of course, Queen Tamarka was my lover, but now she wants my head on a stick. All because I gave away the secret of her immortality...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and that&#039;s when I married the love of my life and retired. Only for her to be murdered six months later, dragging me back into my old life...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...after that I spent a year undercover as a pirate under Captain Rosaline, the River Rose. Also my lover, by the way. And come to think of it, she also wants my head on a stick...&amp;quot;&amp;lt;/blockquote&amp;gt;Quinton does an ok job performing his animal forms on stage and is in the changing rooms afterwards when Hanno Salt steps in. “The production went as smooth as can be, you all deserve a drink. I love it when a play comes together,” he tells them before he leaves with a giggling blonde, not the same as the one in the afternoon. Quinton goes of with the cast and crew for a drink and the rest of the party also goes to a nearby tavern for a libation or two.&lt;br /&gt;
&lt;br /&gt;
==== Night at the Museum ====&lt;br /&gt;
Not much later &#039;&#039;&#039;another job&#039;&#039;&#039; offer comes through; our friends are to &#039;&#039;&#039;act as guards for some animals on display at the [[Avale#State Museum|State Museum]] during a fundraiser&#039;&#039;&#039;. They are told to look the part more than anything; wear all the armor they have and bring their biggest weapons. At the location they are met by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains she had to make a deal with the museum guards; the party has to stick to their location with the animals and are to leave everything else to the museum guards.&lt;br /&gt;
&lt;br /&gt;
The event takes place in two large, connected rooms and in one corner there is a display; &amp;quot;&#039;&#039;&#039;Animals from [[Neniros]]&#039;&#039;&#039;&amp;quot;. There&#039;s a large cage containing an orangutan, a large box with glass front and top in which a huge anaconda lies. Two smaller boxes with glass tops and fronts hold Neniros toads and blue poison dart frogs. A small cage hanging from a pole contains a single orange and black bird; a cock-of-the-rock.&lt;br /&gt;
&lt;br /&gt;
The caterers are busy setting up tables full of food and drink and at some point someone calls out; “&#039;&#039;&#039;Hey, Naffles&#039;&#039;&#039;, where in the Nine Hells are you?” Darius calls out that he&#039;s here but another voice also pipes up. This turns out to be &#039;&#039;&#039;the gnome&#039;s second cousin, Dersigos&#039;&#039;&#039;, who works catering this evening. Then the first guests start to arrive.&lt;br /&gt;
&lt;br /&gt;
Once everyone is present a short man with a large mustache steps up on a small podium. Quinton saw this man on his first day in the city, near the Pursue Hickory bank. They learn that he is &#039;&#039;&#039;Joseph Lacombe, the Grand Master and Boss of the Guild of Bookkeepers, Notaries &amp;amp; Scribes&#039;&#039;&#039;. He holds a short speech:&amp;lt;blockquote&amp;gt;“Friends, welcome, it is good to see so many familiar money pouches, I mean faces. We are so fortunate to be able to congregate here this evening and enjoy all the world has to offer, great food and drink a plenty. But we should spare a thought for those less fortunate, those that live in squalor, who don’t have a job, whose children are sick and going hungry. We should not allow our society to let this go on and thus I have started the Solutions for the Infirm charity and call on you for support. Please enjoy your evening in this wonderful ambiance but make sure to donate generously as I know you can.”&amp;lt;/blockquote&amp;gt;He then steps from the podium and approaches one of the guests. “If it isn’t &#039;&#039;&#039;Fitzwallace-Keely&#039;&#039;&#039;, my favorite guild boss, Jeffery, we need to talk about you opening your coffers,” he says, grabs a drink from a tray and then moves away with the ruddy haired man wearing an expensive suit with embroidered green scales.&lt;br /&gt;
[[File:Constrictor Snake.png|right|300x300px]]&lt;br /&gt;
The &#039;&#039;&#039;place is filled with the great and the good&#039;&#039;&#039; of Avale but unfortunately our friends don&#039;t know any of them and no one points them out to them. They do recognize the holy symbols of [[Osprem]] and [[Lirr]], so there are at least two, likely high-ranking, priests present. There is also a tiefling woman, she must be from the [[Kasarian Embassy]]. There are definitely a lot of guild members as many people wear guild insignia. Darius recognizes three socialite ladies when they oh and ah over the blue frogs; he saw them exiting Smells by Design when he first came to Avale.&lt;br /&gt;
&lt;br /&gt;
Some time later there’s a flash coming from the other room and then lots of smoke, coughing people stumble into the adjoining room where our friends are. The party holds position near the animals, Dersigos and another waitress, this one more nattily dressed make their way over, still hacking and trying to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Eventually the museum guards go in and it becomes clear &#039;&#039;&#039;the Flame of Dolac, a transparent fiery orange Jacinth carved into the shape of a flame, is missing&#039;&#039;&#039;. &#039;&#039;&#039;The Humtache is called in&#039;&#039;&#039;, lead by the &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, a short man with a white mustache, wearing a small hat. Dauphine actually saw him from her room at the top floor of the inn catching a pick-pocketing girl.&lt;br /&gt;
&lt;br /&gt;
After a little while he comes over to our friends and asks if they have been in the other room at all. Seeing as they haven&#039;t, he asks them to help interview some of the witnesses; he&#039;s pressed for time as all the powerful people in the room are bristling at being held here. He takes them over to talk to four men. The first introduces himself as &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039;, of the Mimico Newsomes, he adds when all he gets are blank faces. He&#039;s wearing a bracelet with a huge piece of jade and a ring set with a fire opal. He explains that he and his three friends Arthur Elliot, Theodore Grady, and Horace Sims, are gem aficionados, they call themselves the Stoned Boys. Unfortunately none of them have anything useful to report.&lt;br /&gt;
&lt;br /&gt;
Our friends report this and then return to the animal corner. There they start discussing what the thief might have done; there were museum guards at all the exits and no one left the building so it should still be here. They then realize that putting it in one of the animal cages/boxes would be a great way to have it smuggled out and be relatively easy to retrieve.&lt;br /&gt;
&lt;br /&gt;
With two druids present it&#039;s not too hard to talk to the animals and &#039;&#039;&#039;the anaconda complains about a sharp stone&#039;&#039;&#039; that was dropped into its box. &#039;&#039;&#039;Our friends let the Well-Meaning Detective Inspector know&#039;&#039;&#039; this and he agrees that just keeping an eye on the animals when they get transported out of the museum tonight should be a good way to catch the thief red-handed.&lt;br /&gt;
&lt;br /&gt;
But then the party start to plot further and now think it might be safer to remove the gem from the snake box and put it with the blue poison dart frogs. They do so and then five people arrive to take the animals away. Darius and Quinton feel one of the five is ‘off’, the way she behaves is just different from the others and she doesn&#039;t do much.&lt;br /&gt;
&lt;br /&gt;
Darius tries to cause a distraction but things go quite wrong and the animal people are quite unhappy and sort of send the party away. Near the exit the Well-Meaning Detective Inspector is waiting for them. He tells them that he put one of his detectives with the animal people but the party doesn&#039;t tell him that they moved the gem, thinking that he could actually be in on the theft.&lt;br /&gt;
&lt;br /&gt;
Once outside our friends are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039; from the [[Avale#Vulpine Count|&#039;&#039;&#039;Vulpine Count&#039;&#039;&#039;]]. He was at the fundraiser and has lots of questions but the party dismisses him and go off to find the animal people. They follow their wagon to a warehouse of sorts and see them all go inside. Some time later four people leave the warehouse; the Humtache detective is still in there.&lt;br /&gt;
&lt;br /&gt;
Loads of shenanigans ensue and at the end of it all &#039;&#039;&#039;Dauphine has apprehended&#039;&#039;&#039; the &#039;&#039;&#039;Natty Napster&#039;&#039;&#039; a block away from the warehouse. &#039;&#039;&#039;She doesn&#039;t have the Flame of Dolac&#039;&#039;&#039; on her and when the Well-Meaning Detective Inspector and his people &#039;&#039;&#039;rush back to the warehouse they can&#039;t find it there either&#039;&#039;&#039;. It&#039;s not with the frogs and not with the anaconda either.&lt;br /&gt;
&lt;br /&gt;
Our friends leave the Humtache to their troubles and go get some sleep. In the days after, they learn &#039;&#039;&#039;the gem has still not been found&#039;&#039;&#039; and the Natty Napster can&#039;t be charged with any crime. There is also some general news; clouds have been seen in the shape of dragons; is it a sign?&lt;br /&gt;
&lt;br /&gt;
==== Wayward Son ====&lt;br /&gt;
Some days later &#039;&#039;&#039;a distraught mother&#039;&#039;&#039; comes to the inn; she heard about the party finding the girl from the Messenger Coalition and &#039;&#039;&#039;her Wayward Son is missing&#039;&#039;&#039; and she has no one to turn to. Our friends promise to help and learn that she lives in the [[Avale - Neighborhoods#Woodfall|Woodfall]] neighborhood, working two jobs. Her son often goes to the [[Avale#White Bridge|White Bridge]] and to Promise Fields.&lt;br /&gt;
&lt;br /&gt;
Quinton spots the little girl with pale skin and big, blue eyes, in her old coat and he pays her to organize urchins to go look for the half-orc boy. Our friends then go out to look themselves and eventually find the boy&#039;s best friend who tells them that the Wayward Son made a bet he could find an oyster and left town to find one in the river.&lt;br /&gt;
&lt;br /&gt;
Fortunately the party are quite skilled at tracking and they are pretty sure they are on the right trail. It takes a number of days and along the way they meet [[Ranna Amethystall|&#039;&#039;&#039;Ranna Amethystall&#039;&#039;&#039;]] before eventually &#039;&#039;&#039;finding the boy&#039;&#039;&#039; near some cliffs at the riverside. A fight with some nasty creatures is unavoidable but our friends are victorious and save the Wayward Son while &#039;&#039;&#039;Oscar&#039;s blanket protects him and reveals to be called [[Thola&#039;s Blanket]]&#039;&#039;&#039;. Among the loot is a [[Cyphers &amp;amp; Potions#Disguiser|Disguiser]] cypher.&lt;br /&gt;
&lt;br /&gt;
The party returns to Avale and return the boy to a relieved mother. And learn of some news; the Black Hare tavern is going out of business. Quinton is approached by the urchin girl and she wants quite a few silver pieces from him as she had loads of urchins looking for the Wayward Son for a full week. Not much later our friends run into an &#039;&#039;&#039;old acquaintance of the druid from back in [[Loveria]]; Brad Beck&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“Yo, bro, I haven’t seen you in what, two years? Still burning all that sandalwood? This dude, the stories I could tell you. I’ve got a great line on copper ore, want me to hook you up, bro?” He takes the party out to dinner and regales them with (embarrassing) stories about Quinton. He also asks them to help him smuggle saffron into the city but they politely decline.&lt;br /&gt;
&lt;br /&gt;
==== Jilted Jinnie ====&lt;br /&gt;
Then an &#039;&#039;&#039;urgent messages from Alun Djames&#039;&#039;&#039; arrives; the Stevedores master wants them to get to the docks as soon as possible. Once there, he explains that he needs their &#039;&#039;&#039;help smuggling the guild&#039;s top boss and [[Dolac#Government|Torchbearer]], Jinnie Affo, out of the city&#039;&#039;&#039;. Not only are the Humtache looking for her, but so are numerous guilds. He promises to “square it with Adventurers Association later”, and gives each of them a gem worth 25 gp.&lt;br /&gt;
&lt;br /&gt;
He further explains she can&#039;t leave by boat as all will be searched. He has a wagon waiting for her at [[Avale - Neighborhoods#Parade Fields|Parade Fields]], they need to get her there unseen. But before that &#039;&#039;&#039;she needs to go to the Stevedores HQ in [[Avale - Neighborhoods#Hookville|Hookville]] to liberate some documents from her office and she wants to say goodbye to her family who are waiting for her in her brother-in-law’s house in [[Avale - Neighborhoods#Cegir Town|Cegir Town]]&#039;&#039;&#039;. He also makes it clear that if she were to die for any reason, &#039;&#039;&#039;her body can never be found&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party sets off with her and decide to go see the family first as it&#039;ll be later in the evening when they visit the HQ and fewer people will be there. They manage to avoid several Humtache patrols and searching guild members before they are get accosted by six robbers in a dark alley. Their spells are enough to make the criminals flee but this has drawn the attention of a search party from the Guild of Glaziers &amp;amp; Mirrorers. It takes a lot of bluffing but they manage to talk their way through without having to reveal who is wearing the big, dark, hooded cloak.&lt;br /&gt;
&lt;br /&gt;
Our friends run into some familiar faces and with the use of a super urchin have a smooth five minute family goodbye before moving back north to the Stevedores HQ. Jinnie gives the party a clear description of where to find the documents in her office and the two druids make their way inside, find them, set fire to some other documents and then leave via the window as giant spiders.&lt;br /&gt;
&lt;br /&gt;
Now our friends have to go all the way through the city to Parade Fields, sticking to alleys except for Dauphine and Quinton; one of them wild shaped into a horse and the other is leading them, walking a parallel route to scout for the others. In [[Avale - Neighborhoods#Kesslia|Kesslia]], as they are looking to cross the street both Darius and Jinnie &#039;&#039;&#039;notice a girl being dragged into the next alley over&#039;&#039;&#039;. Darius looks at the guild boss and she grimaces; &amp;quot;we move on&amp;quot;. As they cross the street and enter the next alley they hear sounds they would really rather not have heard, and so does Oscar.&lt;br /&gt;
&lt;br /&gt;
Without further problems they all make it to Parade Fields. Just beyond some construction work for gakker grounds with stands and a concessions building they see a covered wagon waiting, just as Alun told them there would be. Two horses are standing in front of it and a driver sits on the box. Our friends sneak through the construction to get a closer look and notice the driver hasn&#039;t moved a muscle.&lt;br /&gt;
&lt;br /&gt;
Quinton goes to investigate and sees that the man sitting there is very lifeless and rather blue. He moves to the back of the wagon and finds it filled with a random assortment of stuff that would work to conceal someone behind. He goes back to the others and they decide that Dauphine, who has some skill with wagons, is going to pretend to be Jinnie and drive the wagon to Kenohob to possibly draw out whoever killed the driver. The others will then hopefully take care of them and go meet the druid in Kenohob, where Jinnie can then take the wagon or find new transport.&lt;br /&gt;
&lt;br /&gt;
Dauphine drives away without anything happening and after a bit of a wait the others set out on foot towards Kenohob as well. When they are about three hundred feet from the construction site &#039;&#039;&#039;Jinnie stumbles and an arrow protrudes from her back&#039;&#039;&#039;. She is turning blue and none of our friends is able to save her, she &#039;&#039;&#039;soon lays dead on the ground&#039;&#039;&#039;. Expecting more arrows to follow, the party quickly grabs the body and moves to the nearest cover.&lt;br /&gt;
&lt;br /&gt;
When no other attacks follow they discuss what to do next, remembering Alun Djames&#039; words that Jinnie&#039;s body can&#039;t be found. They decide to go in the direction of Kenohob and when they get near a forest they find an empty spot inside it and burn the Stevedores Guild Boss&#039; body there as they take a long rest.&lt;br /&gt;
&lt;br /&gt;
The next morning Darius seems very unhappy indeed and they bury part of Jinnie there and take the rest to disperse over their journey to meet up with Dauphine in Kenohob. Once there, they return to [[Avale]], seeing the old woman in her dirty, green coat collecting pebbles near their inn, where a message from Alun is waiting, saying to come see him as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Alun Djames speaks with them briefly at his place, learning of what happened. He&#039;s rather sad that Jinnie didn&#039;t make it but relieved her body won&#039;t be found. Quinton wonders if he had anything to do with her death but the man&#039;s feelings seem sincere. Her disappearance is dominating the news in town, lots of rumors are going around about her being corrupt and defrauding the government for sums of money up to one million gold pieces in some tellings of the story. Other news says the Black Hare tavern has been bought and renamed to The Thirsty Recruit.&lt;br /&gt;
&lt;br /&gt;
==== Up the Alley ====&lt;br /&gt;
The next day Darius returns to the home of Jinnie&#039;s brother-in-law and leaves 65 gp for her grieving family. He then continues &#039;&#039;&#039;on to the alley where he saw the girl being dragged into&#039;&#039;&#039; and after a very thorough search &#039;&#039;&#039;finds a small silver earring&#039;&#039;&#039;. He tells Dauphine what happened that night and she gets quite distant after hearing the tale. Then the gnome shows the piece of jewelry to Quinton who appraises it as of not much value.&lt;br /&gt;
&lt;br /&gt;
Darius has a very close look at the ring and spots two tiny letters: RT. Our friends decide to go to a jeweler in the hope to get more information. The nearest is Rock Bottom Prices but there they get nearly no help, being told to try someone where upscale. At Family Jules in Kesslia the party gets a lot more help. The middle-aged gnome woman behind the counter brings out her grandfather, an ancient gnome with huge, bushy eyebrows.&lt;br /&gt;
&lt;br /&gt;
The old one takes out a loupe and finds the jeweler’s mark. “Such sloppy repair work, bah, does no one have pride in their craft anymore?” When prompted he tells them the letters in the earring mean it was made by Rings and Things in [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. When Darius takes the earring from the jeweler&#039;s hand, the ancient gnome grabs his wrist, quick as water. &amp;quot;What is wrong with you, boy?&amp;quot; he asks, &amp;quot;you are full of emptiness.&amp;quot; He tells Darius to stay away from his granddaughter as the party leaves the premises.&lt;br /&gt;
&lt;br /&gt;
At Rings and Things they don’t keep a list of sales but due to the repair work the woman there recognize it as one sold to &#039;&#039;&#039;Joser Jalbuck&#039;&#039;&#039; for his daughter. When asked she tells them he lives at Bell Way. Once there they learn he works at Wesson&#039;s Smithy and won&#039;t be home till the evening. Eventually they talk to him in his home and explain they found an earring that must belong to his daughter. He takes it and thanks them, saying he will give it to her when she gets home. Our friends ask some questions about her and her state of mind, which makes the halfling rather suspicious, but they do learn she works at a mansion as a domestic servant.&lt;br /&gt;
&lt;br /&gt;
They wait for her to return home and intercept her, resulting in a very awkward conversation. They learn she works for the &#039;&#039;&#039;Verdin family&#039;&#039;&#039; in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] and, yes, when walking home about a week ago, she was dragged into an alley and assaulted. Oscar puts her a little at ease by using the Heart Sight ability from [[Thola&#039;s Blanket]]. She doesn&#039;t want to talk about it but tells them that the assailant smelled heavily of Hatchet, a popular perfume. And after more pressing, she tells them that the son of the Verdin family, Gabriel, wears the perfume, but so do his friends.&lt;br /&gt;
&lt;br /&gt;
Darius tells her they will try to get justice for her and won&#039;t contact her again so she won&#039;t have to relive it again. On their way back to the inn they discuss what they can do to bring the culprit to justice and Dauphine tells Darius: “you could have stopped him earlier, now it’s much more difficult”. The next morning the party goes to Gill Gardens where they do some very thorough gathering of information before trailing the son to a tavern where he meets up with friends and they observe the group but no one sticks out as particularly suspicious.&lt;br /&gt;
[[File:Kerstkaart 2025.jpg|right|410x410px]]&lt;br /&gt;
Then when they walk home, red skies are gleaming, sea-gulls are flying over, swans are floating by, they are approached by a rather thin, tall man who asks them for help finding part of his conveyance that he lost while driving home. Quite a few things happen, including a visit to the This Is The Yeast We Can Do Brewery, before they recover the bauble, get a sweet reward and a thousand memories.&lt;br /&gt;
&lt;br /&gt;
The next morning a letter is waiting for them at the inn, it&#039;s from &#039;&#039;&#039;Brook Jalbuck&#039;&#039;&#039;, she has remembered that the assailant smelled so heavily of the perfume that it seemed he was drenched in it and &#039;&#039;&#039;she doesn&#039;t think it was Gabriel Verdin&#039;&#039;&#039;. Our friends decide to investigate the perfume angle and Quinton takes the lead, visiting the nearest perfumer; Eau My Gods. There they learn that Hatchet, known as Bobcat in certain other countries, is very popular indeed, so much so a bootleg version of it is made. The girl at the shop mentions that only a week or so ago there was actually a burglary at Heaven Scent in Kesslia.&lt;br /&gt;
&lt;br /&gt;
Their new destination clear our friends visit and learn that one or two people broke in and made a mess of things, breaking a lot of the supplies. One person has actually been arrested by the Humtache, he left a rather easy to follow trail. The alley where Brook was assaulted is just one street over, giving our friends little doubt as to what happened, though they wonder why someone would be so dumb.&lt;br /&gt;
&lt;br /&gt;
The Humtache HQ is in nearby [[Avale - Neighborhoods#Downpark|Downpark]] and our friends happen to know a certain &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, so that&#039;s who they go and see. When he brings them to his office he starts by &#039;&#039;&#039;interrogating Darius, telling him that when they looked back at the events at the warehouse it became clear the gnome was there alone with the Flame of Dolac&#039;&#039;&#039; for at least a minute. Did he take it? Why was he there? The priest doesn&#039;t have any really good answers to these questions and things get hot under his collar. But without any direct evidence the Inspector eventually drops it and asks for the reason of their visit.&lt;br /&gt;
&lt;br /&gt;
They tell him what they know of what happened in the alley and of the burglary at the perfume store. It&#039;s not his case and the Inspector won&#039;t let them talk to the suspect but he&#039;ll have a talk with the officer in charge. Walking home Dauphine asks Darius outright if he stole the Flame of Dolac and the gnome denies doing so. “Don’t ever tell me you stole it,” the druidess tells him.&lt;br /&gt;
&lt;br /&gt;
Returning next day they learn that the &#039;&#039;&#039;suspect, Douglas, fits the height and build of the assailant&#039;&#039;&#039;, which also matches Gabriel&#039;s. He hasn&#039;t given up his accomplice and hasn&#039;t admitted to being in the alley either. &#039;&#039;&#039;The officer is pretty sure he did it&#039;&#039;&#039; though, but without a confession they can&#039;t make it stick. He will be going to jail for a year for the break in though. &#039;&#039;&#039;Darius then writes a letter to Brook&#039;&#039;&#039;, telling her the man won&#039;t be going to jail for doing what he did to her but will be in jail for something else.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeon Browns ====&lt;br /&gt;
The party receives a message from Jerry, their agent, and it tells them to &#039;&#039;&#039;go to a house on Lookout Road in the New Dunum neighborhood, and to bring [[Otteun#Food|bay ribs]]&#039;&#039;&#039;. They buy half a dozen at a street vendor and go to the address. The door is opened by a blond man with very square jaws and a pointed chin. He wears leather pants, as many people do here, and a plaid shirt. He asks if they are the adventurers he hired and then invites them inside.&lt;br /&gt;
&lt;br /&gt;
He introduces himself as &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039; and is rather surprised at the lack of reaction to his name, mumbling how normally people all get up in his business over it. He takes the box of bay ribs, immediately sucks the meat of off it and throws the bone over his shoulder. His place is quite a mess; there&#039;s an old couch he indicates for them to sit on, an old wooden trestle table that has seen better times and all kinds of alchemical equipment is covering any flat surface.&lt;br /&gt;
&lt;br /&gt;
He tells the party he needs them to &#039;&#039;&#039;go to Hogan Island and bring back a log of tomko tree&#039;&#039;&#039;, at least a few meters long. Why go all the way there? It&#039;s the nearest place that he learned the trees can be found. He has &#039;&#039;&#039;hired a ship, the Wetterlund&#039;&#039;&#039;, that will bring them there. And why does he need adventurers? Apparently the island is uninhabited but full of dangerous forest creatures; baboons, owlbears, regular bears, giant varieties of toads, wasps, spiders, etc. In short; no lumberjacks were willing to take his contract, such nonsense!&lt;br /&gt;
&lt;br /&gt;
Having eaten all of the six bay ribs by now and told them all they need to know, the man now herds them from his place and tells them to bring him back his tree as soon as possible. Oscar has been reacting strangely to this man and the feeling seems to be mutual so it doesn&#039;t take long before the party is back out on the street. Fortunately Dauphine remembers reading about tomko trees; they are quite tall with a dusky bark and dark leaves with tiny holes in them. They always grow in a ring of twelve for some reason.&lt;br /&gt;
&lt;br /&gt;
Our friends go do some shopping; cutting down a tree that size won&#039;t be easy. [[Quinton Gemweaver|Quinton]] happens to walk by the vintage shop Second Hand News in [[Avale - Neighborhoods#Little Perches|Little Perches]] where he sees a rather interesting robe hanging behind the counter. After some tough negotiating and borrowing some money, he pays 84 gold pieces and his pearl trinket to become the new owner of the [[Robe of Advantages]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wetterlund is a large ship&#039;&#039;&#039;; pretty close to the Crowned Griffon that the party sailed on before. &#039;&#039;&#039;Captain Reynolds&#039;&#039;&#039; is a brusque halfling with red hair in a ponytail and a limp. She invites them for dinner in the captain&#039;s quarters and they enjoy a really tasty meal. Our friends learn about the captain&#039;s former career; cheese rolling. She broke her leg in multiple places but is still very enthusiastic, describing how she barreled downhill, chasing [[Cheeses of the world#Glevum|Twin Glevum]] cheese. Over dinner it also becomes clear to the very observant that &#039;&#039;&#039;Darius doesn&#039;t eat anything of his meal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the morning they sail past [[Sarodin Sea#Gannet Island|Gannet Island]] and after a good number of days they arrive at their destination; &#039;&#039;&#039;Hogan Island&#039;&#039;&#039;, it&#039;s bigger than they expected. As it&#039;s an hour before dusk they decide to wait till the next day. At dawn they all get into a launch and are rowed over to a small beach. It&#039;s quite misty in the morning and the mist is so firm that you need to push through it, one could even sculpt it.&lt;br /&gt;
&lt;br /&gt;
The flora here is rather strange, some is much larger than elsewhere, other much smaller; there are tiny apple trees with apples the size of cherries, and huge oak trees with very large acorns. Massive mushrooms grow here as well, including [[Sprite member|sprite members]] that are almost two meters tall. Dauphine notices that the [[Mist Shard (Hírëmir)|Mist Shard]] feels more moist here on the island.&lt;br /&gt;
Our friends come across &#039;&#039;&#039;a piece of green and blue fruit, the colors swirling slowly around its skin&#039;&#039;&#039;. Dauphine&#039;s studies indicate it will grant some kind of boon when eaten but she doesn&#039;t know what kind of benefit it will be. However, Darius tells them he wants it as it can be used to improve his armor. Eventually it is decided he can use it and his [[Vessel Wraps]] gains the Store property.[[File:Needle Lord.jpg|right|300x300px]]After about a day and half, helped by a Locate Animals or Plants spell from Dauphine they find the tomko trees they are looking for; a circle of twelve. Very sharp vines grow between a number of them and Darius uses his scythe to remove them. As he does so, they are attacked by creatures made of just twigs full of needles. They launch these in great numbers and when most are taken out, a much larger specimen arrives. It&#039;s a bloody fight but our friends persevere.&lt;br /&gt;
&lt;br /&gt;
Afterwards Darius cuts open the big creature hoping to find something to take back to Herb&#039;s Store but there&#039;s not much. Meanwhile Oscar discovers that [[Thola&#039;s Blanket]] has gained the Pins and Needles property. Our friends came prepared and brought the right tools to cut down one of the trees and then cut off a three meter piece.&lt;br /&gt;
&lt;br /&gt;
It takes a good while but they bring it back to the ship and load it on board. The journey back gets eventful when a pirate ship approaches but &#039;&#039;&#039;Captain Hornigold&#039;&#039;&#039; doesn&#039;t stay around for long, just collecting some hats.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Soon our friends find themselves back in [[Avale]] and deliver the log to &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, putting it in his backyard that is full of esoteric things; other logs of wood, strange stones, a cauldron that could fit Quinton, and more.&lt;br /&gt;
&lt;br /&gt;
They return to the Grey Minstrel Inn and learn the latest news; the &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in Downpark burned down when they were away. Dauphine quips that at least none of them were responsible for this, for a change. In the evening they have a drink at their favorite tavern; the Grape Escape. Instead of the nice, relaxing evening they hoped to have, instead they get an encounter with the fabled &#039;&#039;&#039;yortho&#039;&#039;&#039; and might just have saved the entire city.&lt;br /&gt;
&lt;br /&gt;
==== The Great and the Good ====&lt;br /&gt;
&#039;&#039;&#039;Jerry&#039;&#039;&#039; invites our friends over to his office at Venture Hall and informs them that the Solutions for the Infirm has hired them to run security for less than a day and are paying extremely well, once again. He also has a present for them, tickets to a new play, Turnabout, at the People’s Playhouse in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]] as a thank you for a fruitful relationship with the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It turns out that the play is not what they expected and while Darius and Oscar have a whale of a time, the other two leave early. Two days later they report to a square in town where Solutions for the Infirm has set up a large tent and roped off the area. The party is met once again by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains that they are giving new clothes to the indigents and our friends are to make sure everything runs smoothly.&lt;br /&gt;
&lt;br /&gt;
There are crates with clothes stacked outside the tent, all made by &#039;&#039;&#039;Eldritch Honor of [[Thimonnier]]&#039;&#039;&#039;, in the sizes small, medium, and large. At the exit side of the tent a large trestle table holds baked goods for those that have gotten their new clothes. And there lies the current problem; urchins have been darting in and grabbing food of the table that technically isn&#039;t meant for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joseph Lacombe&#039;&#039;&#039;, the founder of the charity and top boss of the [[Avale - Guilds#Guild of Bookkeepers, Notaries &amp;amp; Scribes|Guild of Bookkeepers, Notaries &amp;amp; Scribes]], is there himself and comes over to the party and thanks them personally for their work at the State Museum during the fundraiser, he heard about all their good work. He doesn&#039;t stay long; after the first few indigents have received their new clothes he gets into his carriage and leaves.&lt;br /&gt;
&lt;br /&gt;
Quinton rather escalates things with the urchins and they retreat but from what they are yelling, they will be back soon enough. The druid goes into the tent to ask what to do but only finds a man and a woman dressed in white, measuring an indigent&#039;s head and noting things on a clipboard before giving them a set of clothes.&lt;br /&gt;
&lt;br /&gt;
He is directed to the small tent and finds the Harried PA there, who has finally found a moment to relax and is rather sad to be disturbed once again. She tells Quinton to do whatever is necessary and will see if she can get more food delivered. The urchins soon return with reinforcements and things turn into something of a battlefield with two fog clouds covering one flank. Eventually hostilities are ceased and at the end of the day there is food left for the urchins to take as the tent is broken down and the square restored to it&#039;s regular form.&lt;br /&gt;
&lt;br /&gt;
A number of days later another job lands; our friends are to provide security for someone in the employ of &#039;&#039;&#039;Jeffery Fitzwallace-Keely&#039;&#039;&#039;, boss of the [[Avale - Guilds#Mercantile Guild|Mercantile Guild]]. The instructions are to meet them early in the morning at the Coop in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. There they meet the &#039;&#039;&#039;Glib Adviser&#039;&#039;&#039; who brought two empty backpacks and hands one over. They go across the market and a number of merchants hand over small, heavy pouches, likely filled with coins and or gems that are put into the backpack.&lt;br /&gt;
&lt;br /&gt;
From there they travel up town, going through a number of neighborhoods and stopping at different places, including the Tabernacle of Industry, temple to [[Ulaa]] and the [[Kasarian Embassy]] where some of them see their first ever tiefling, every time a new pouch fills one backpack and then the other. At some point they notice some shady types are following them but the Glib Adviser walks them to a nearby Humtache station and he goes inside for a good while, making the pursuers give up their quarry.&lt;br /&gt;
&lt;br /&gt;
Eventually the city tour ends at a small warehouse in [[Avale - Neighborhoods#Abrinol|Abrinol]], where a group of four adventurers or mercenaries are just leaving. The Glib Adviser thanks them for their services as he takes the backpacks. Since things ran so smoothly and they spotted the possible waylayers he tips each of them a gold piece. Dauphine wants to go back to the Tabernacle of Industry and talks there with the priest who handed the Glib Adviser a pouch. She asks what this transaction was for but is told that&#039;s above her pay-grade.&lt;br /&gt;
&lt;br /&gt;
=== The Stoned Dragon ===&lt;br /&gt;
Some days later &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039; appears as our friends exit the inn. He tells Dauphine he &#039;&#039;&#039;remembered some more about the Stoned Dragon Caves&#039;&#039;&#039;; it&#039;s near some place called New Monkhome, you get there via the cellars. The elf tries to confirm that it&#039;s an actual name and not a nickname, the dwarf thinks so.&lt;br /&gt;
&lt;br /&gt;
She then asks Alun Djames if she can use the library at the Stevedores HQ, and he&#039;s fine with that. There she learns &#039;&#039;&#039;New Monkhome is the ancestral home of the Count of Ranhem, found near Ranhem, capital of Guel province&#039;&#039;&#039;. It&#039;s not exactly around the corner and she asks the other party member if they will come with her to try and find the cave and recharge the [[Mist Shard (Hírëmir)|Mist Shard]].&lt;br /&gt;
&lt;br /&gt;
They accept and soon they are taking a barge up the river to [[Thimonnier]]. From there they travel by road, fortunately the journey goes without any problems, unless one would count their spending of 150 gp at {{TextAnimations|Text=Crazy Clyde’s Clearance Crates|Rainbow=1|Bold=1}} where Darius even tries to pick pocket Quinton.  &lt;br /&gt;
&lt;br /&gt;
When our friends &#039;&#039;&#039;arrive at New Monkhome&#039;&#039;&#039; they find it&#039;s not a castle, there&#039;s no signs of a moat or curtain wall. But &#039;&#039;&#039;the building is very, very old&#039;&#039;&#039;, even the one wing that was a later addition is still many centuries old, it could have been a proper castle long ago. It’s busy, there a number of carriages parked out front, a wagon is being unloaded off to the side by what looks to be the staff entrance. A banner says: “&#039;&#039;&#039;Welcome to the Armorers &amp;amp; Weaponsmiths Guild National Congress&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
They are met by &#039;&#039;&#039;Lady Ranhem&#039;&#039;&#039;, dressed impeccably but anyone with a good eye can tell the clothes have been repaired more than once. “Welcome to New Monkhome, are you the people Torchbearer Albert Charles is expecting?” she asks. Before anyone can answer, she says “excuse me one second.” She walks over to a girl of about 15 and a boy of about 12 and speaks to them. Quinton&#039;s sharp ears pick up the conversation: “&#039;&#039;&#039;Ermengard&#039;&#039;&#039;, &#039;&#039;&#039;Goswin&#039;&#039;&#039;, you know these are busy days and they are important, not just for your father and I, but for you as well, you want to live here, don’t you? Then please, help out, there is so much to do, go inside and ask Jervis what you can do, please be a dear for me.” Neither looks very enthusiastic but they go inside and Lady Ranhem returns.&lt;br /&gt;
&lt;br /&gt;
Our friends get into some real negotiations; they ask for a tour and to spend the night but she explains that with the current guests everyone is too busy and there are no rooms left. But they offer one of the [[Cheeses of the world#Ciwiruil Adv’Tmyywy|Kasarian Cheese Horns]] that Quinton found in one of his crates and she offers them a place to sleep in some of the empty staff rooms.&lt;br /&gt;
&lt;br /&gt;
With a deal struck they go to said rooms and after a quick talk with a local rat they learn about the entrance to the cellars; it&#039;s almost right next to their rooms. It&#039;s still early in the afternoon and they quickly go have a look. The cellars are full of broken furniture, rolled up carpets, old painter’s supplies, empty frames and racks that might have held bottles, weapons, armor, who knows, there’s a stuffed bear that has seen better days, and a tree root comes through the ceiling, causing part of the cellars to have some standing water.&lt;br /&gt;
&lt;br /&gt;
They spot a secret door that hasn’t fully closed, beyond it a narrow passage leads to 10-foot wide and high ancient stone tunnels that are likely of dwarven make, all spotlessly clean, lit by continual flames. Looking for any signs of what direction to go, our friends find raspberry jam prints on the wall. They pick a random direction and start walking.&lt;br /&gt;
&lt;br /&gt;
They find empty rooms behind the doors in the corridors; it looks like whoever left and took everything that wasn&#039;t bolted down. Right around a corner at an intersection standing aimlessly are a corpse riddled with shards of glass and a skeleton still wearing scraps of armor and holding a shield and a longsword. Their eyes light up red as they turn to the party. Battle is swift and the party wins. A few corners later a skeleton stands in the corridor carrying what looks like its own skin. Then it suddenly throws the skin at our friends and the skin animates, trying to wrap itself around whoever it hits. This fight is not as easy but our friends still come out on top. &#039;&#039;&#039;Darius checks every undead carefully&#039;&#039;&#039; for any tell tale signs of a necromancer, &#039;&#039;&#039;he wants all of them destroyed&#039;&#039;&#039;.&lt;br /&gt;
[[File:Gelatinous Cube.jpg|right|375x375px]]&lt;br /&gt;
They continue on and come to an intersection where to one side they see what looks like the &#039;&#039;&#039;entrance of crypt&#039;&#039;&#039;, they can see sarcophagi. But standing in front of the entrance is a flaming skeleton and it hurls bolts of flame at anyone it sees. As they start start shooting back Oscar moves into the opposite corridor and steps right into a gelatinous cube. Things get really hairy as the cube moves up and engulfs Dauphine, others manage to jump out of the way.&lt;br /&gt;
&lt;br /&gt;
The druid almost succumbs but a Healing Word spell from Darius brings her back and she then manages to escape from the ooze. It&#039;s quite hardy but eventually they bring it down and then immediately go back to fighting the flaming skeleton. It&#039;s flaming bolts hit hard and it manages to bring down Darius who is then brought back by Quinton. Lots of spells and arrows later the skeleton crumbles to the floor.&lt;br /&gt;
&lt;br /&gt;
Now our friends see a new figure standing just inside the crypt; it&#039;s &#039;&#039;&#039;Goswin&#039;&#039;&#039;, the-12 year old son of the count and countess. In his hands he holds &#039;&#039;&#039;a large disc of infernal iron inscribed with Infernal writing, with a hole in the middle&#039;&#039;&#039;. Darius and Quinton both read Infernal and see that it&#039;s something called the &#039;&#039;&#039;Seal of Souls&#039;&#039;&#039;, it could be the instrument that created the undead creatures.&lt;br /&gt;
&lt;br /&gt;
When Quinton runs up to the boy and tells him to lay down the artifact, Darius and Oscar follow, but the boy shouts &amp;quot;no, it&#039;s mine!&amp;quot; and &#039;&#039;&#039;Necrotic energy flies out in a cone, bringing our three friends down&#039;&#039;&#039;, only Dauphine, who didn&#039;t rush, is outside of the effect.&lt;br /&gt;
&lt;br /&gt;
[[Robe of Advantages|Quinton&#039;s robe]] stabilizes him as Goswin takes some steps back, the expression on his face showing he did not expect what happened. Dauphine uses goodberries to bring the others back and then a rather tense discussion develops with the 12-year old, who still clutches the Seal of Souls, but promises not to use it.&lt;br /&gt;
&lt;br /&gt;
He confirms that he created the undead but according to him they are harmless, he just played with them and had no idea the party fought their way through them to get where they are now. He also did not know about the gelatinous cube. They are standing inside the crypt now; there is quite some dust here and many sarcophagi, deeper inside there seems to be an ossuary. There is also a large plinth with relief art depicting a man being crowned and an empty recess which looks to be the home of the Seal of Souls.&lt;br /&gt;
&lt;br /&gt;
Running footsteps can be heard and three people arrive; &#039;&#039;&#039;lord and lady Ranhem and their daughter&#039;&#039;&#039;. The man sends his wife and children back upstairs, telling them how important it is to make sure the event at the mansion goes without a hitch and promising the party he will explain to them what is going on.&lt;br /&gt;
&lt;br /&gt;
In short; &#039;&#039;&#039;the artifact was created for the family shortly after the [[Collapse]] by a Duke of Hell and it is how they attained their position as Count of Ranhem&#039;&#039;&#039;. However, the item came with certain requirements. At age 16 every heir must pledge themselves to the Seal, if that should ever not happen, all ancestors, dating back to the one who made this deal will rise as undead with the sole intent to do as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
The count had no idea that his son had found the crypt and the artifact, he is horrified the boy used it to create undead, he tells our friends that the family decided over six centuries ago to never use it again and so far they had kept to this. He promises that he will take extra precautions, lock the item away, to make sure something like this can never happen again and he begs them not to talk about this to anyone.&lt;br /&gt;
&lt;br /&gt;
The man also explains that it&#039;s been quite difficult these days to make enough money to be able to afford the upkeep of the place but moving is not great, considering where the family crypt is and what their options would be. Our friends appreciate his position; they would like to destroy the item but lord Ranhem says that according to what he was told by his father and those before him that that will also make all his ancestors rise as undead.&lt;br /&gt;
&lt;br /&gt;
As our friends discuss all this Dauphine wants to know what the language on the seal is and then asks Quinton why he knows Infernal and if he has a pact himself, he answers he does not. They can&#039;t think of a real solution for the Seal of Souls and decide that it&#039;s probably safe in the current Count&#039;s hands but they do fear that any future generation might get other ideas which could lead to real troubles. They decide that for now they will not do anything but should the learn anything during their adventuring careers or gain certain powers they might come back here.&lt;br /&gt;
&lt;br /&gt;
They also discussed the [[Cave of the Stone Dragon|Stone Dragon Cave]] with the count who lets them know in no uncertain terms that there is no such thing here; what there is, is a coal fire, which people seem to repeatedly interpret as a dragon snoring underground. He tells them they are free to explore the rest of the place, telling them he knows there are natural caverns deeper down. He doesn&#039;t know what the complex was used for in the past, only that is was likely of dwarven make and existed before New Monkhome was built, the crypt was added then as well.&lt;br /&gt;
&lt;br /&gt;
He goes back upstairs to help out with the event and our friends explore further, eventually finding what seems to be a dwarven kiva with a large ramp running down along the wall of the hundreds of feet deep chamber. As they make their way down they trigger a trap that shoves everyone but Darius, who was taking up the rear, down into the chamber.&lt;br /&gt;
&lt;br /&gt;
Fortunately all of them still had their Feather Fall boon and thus make it down safely, including Darius who jumped over the trigger for the trap only to land on a trigger for a second, similar trap. At the bottom they &#039;&#039;&#039;find the skeleton of what looks to be a dwarf&#039;&#039;&#039;. His clothes and leather armor are mostly gone and laying around him are the remains of an axe and a hammer with a spike. A crossbow exploded into many pieces, its marvelous silver inlay now all twisted up but a similar inlay can be seen on the obsidian amulet around the skeleton’s neck.&lt;br /&gt;
&lt;br /&gt;
Laying further away are a number of hizagkuur springs and folded umber hulk chitin plates, all twisted or outright destroyed. A backpack on the skeleton’s back has been mostly eaten away, the same goes for much of its contents. What’s left is some torches, a mess kit, a holy symbol of [[Ulaa]], a sergeant’s insignia, and a dried mindflayer tentacle.&lt;br /&gt;
&lt;br /&gt;
Dauphine takes a look at the amulet and finds out it is &#039;&#039;&#039;a sentient magic item called the [[Temple Ton]]&#039;&#039;&#039;. The sentience is happy for the druid to take it and wear it, looking forward to new adventures.&lt;br /&gt;
&lt;br /&gt;
Further exploration leads to a cavern where the only other exit has collapsed and where one of the walls is much too hot to touch; the coal fire. The party returns to the mansion and stay to help out in the kitchen, making sure the event goes smoothly for the family. Afterwards they even help count Ranhem to create a small vault to keep the artifact in so no one can just take it. Before they leave, Dauphine gives Goswin the book How to Become a Bard, that she got from one of the clearance crates.&lt;br /&gt;
&lt;br /&gt;
==== Getting a head ====&lt;br /&gt;
On their way back our friends stay the night in the &#039;&#039;&#039;town of Balmer&#039;&#039;&#039;. They have a drink at the Lumber Hulk tavern where they spot &#039;&#039;&#039;a rather strange looking woman&#039;&#039;&#039;. Some people at another table keep looking over at her, but then, most people are. But those four rush over to start a brawl with her, hoping to garner glory by bringing her down.&lt;br /&gt;
&lt;br /&gt;
Our friends jump in the fray and help the woman, not that she really needs it; four drunk villagers are no match for her. Afterwards she buys them a drink and they learn that she is &#039;&#039;&#039;[[Chrysanthemum]], a bounty hunter&#039;&#039;&#039;. They enjoy some time together, trading stories, before she calls it a night. Quinton is approached by a young couple to join them for a night of fun but the druid declines.&lt;br /&gt;
[[File:Lelio bust.jpg|right|375x375px]]&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing left hand&#039;&#039;&#039;. She says she saw them at the tavern last night and wants to hire them. “&#039;&#039;&#039;Bring me the head of Lelio Euphorbia&#039;&#039;&#039;,” she tells them, to then explain that it&#039;s a bust that was kept in the lobby of the Critical Hit Theater. She is the current owner and Lelio was the founder. She suspects that it was stolen by someone from the new theater that opened across town recently; the Natural One Lounge.&lt;br /&gt;
&lt;br /&gt;
The party walks over to the theater with her and looks for clues but doesn&#039;t find much. However, the woman&#039;s niece was present when the bust was stolen and saw the thief. She&#039;ll be at the Critical Hit after lunch and our friends decide to go check out the Natural One Lounge. It looks to be empty and Quinton uses a Misty Step spell to get inside at the backdoor, opening it for the others.&lt;br /&gt;
&lt;br /&gt;
Darius shows Oscar how to use [[Phlegethos’ Pick]]; the halfling seems to have a talent for it, he opens the door to the office in no time. There&#039;s no evidence of the bust or any clues to its whereabouts. Oscar also opens the safe and helps himself to the bag of money inside it. When he later has time to count, he finds out there&#039;s 43 gp worth of mostly silver pieces in there. He gives the cleric a handful but the gnome can&#039;t condone this behavior and puts 30 gp of his own money back into the safe before closing it.&lt;br /&gt;
&lt;br /&gt;
By this point the sound of conversation about the backdoor being unlocked had alerted the party that people had arrived. Quinton grabbed a janitor&#039;s coat and mop and pretended to be the janitor, only for a man to call out, asking what he was doing with &#039;&#039;his&#039;&#039; coat! The druid starts talking in Ancient and acting erratically. The man and woman who arrived think he&#039;s addled-brained and the woman goes off to get the Humtache, the man follows her, not wanting to be alone with Quinton.&lt;br /&gt;
&lt;br /&gt;
Eventually the other three manage to leave the theater without being seen and they meet up back at their inn and have a nice lunch. Then they return to the Critical Hit Theater and get from niece Hilna the robber&#039;s description. She also says she found a little piece of fabric trapped in the doorway, likely coming from the man&#039;s jacket.&lt;br /&gt;
&lt;br /&gt;
This is great news for the druids as they can wild shape into a dog and hopefully follow the spoor. Dauphine does so and manages to lead the party to a workshop where the windows are mostly covered up. She tries to follow the scent further as the likely robber has traveled further these last 48 hours, regrettably she loses the trail a few streets later.&lt;br /&gt;
&lt;br /&gt;
Back at the workshop Oscar unlock the door and Dauphine slips inside, still in dog form. She manages to not step on a tripwire attached to a bunch of cans that would have made a lot of noise. Oscar goes in second and not only avoids the trap but even disables it in one smooth motion. The suspect seems to be in the back part of the workshop and they plan their approach. Dauphine goes inside and pretends to be a dog with the zoomies.&lt;br /&gt;
&lt;br /&gt;
As she does so, both the front and back door to the place are busted open and a number of Humtache guards rush inside, arresting the person at the workbench, one Ollie Stein. Our friends are held and questioned on the spot, one of the guards is then sent to the theater to confirm their story of recovering a bust for them. Meanwhile Ollie has been taken to the HQ and the remaining guards are searching and cataloguing the place.&lt;br /&gt;
&lt;br /&gt;
Once released, the party goes back to the inn and decide to wait till evening to search the workshop and attempt to talk with the robber. They don&#039;t find anything useful there and then go to the Humtache HQ. On the way they discuss many ways to get inside and how to make Ollie tell them about the bust. Using the [[Cyphers &amp;amp; Potions#Disguiser|Disguiser cypher]] Quinton makes himself look like the arresting sergeant and pretends to have a sore throat.&lt;br /&gt;
&lt;br /&gt;
He and Darius enter and they successfully bluff their way into the cells where the cleric pretends to be there to measure Ollie up for a coffin and give him his last rites. They tell the robber that the owner had a heart attack due to the theft of the bust and both he and another prisoner call bullshit, he can&#039;t be held responsible for that. But they have managed to rattle the boy and when the &#039;sergeant&#039; tells him that he also thinks it&#039;s going to far he says that he&#039;s willing to make the bust disappear so he can&#039;t be held responsible for the crime. Ollie tells him that he stole the bust for an old gnome who&#039;s name he doesn&#039;t know. But he can give a pretty accurate description and tells them they met at the Noble Nap inn.&lt;br /&gt;
&lt;br /&gt;
Our friends leave and the next morning they go to this inn and find a gnome fitting the description having a late breakfast. Quinton sits down at the man&#039;s table and tries to engage him in conversation but the man is utterly deaf and not interested in a talk. But they do manage to learn that he has a room here. The party also gets a room on the same floor and break into his room when the gnome goes out for lunch. They don&#039;t find the bust or anything incriminating, nor any weapons or magical paraphernalia. But he sure has a lot of keepsakes and other sentimental nick-knacks. Most importantly; his name is on his steamer trunk; &#039;&#039;&#039;Archibald Euphorbia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The follow him to lunch and then decide to talk to the owner of the theater about this new discovery. She tells Darius and Quinton that Archibald is Lelio&#039;s son and that years ago he made an offer for the bust but it was very low and she considers it part of the theater which Lelio wanted to remain in its original state. Our friends make some suggestions about him maybe buying the bust but then leaving it at the theater, or maybe even convince him to exhibit more at the theater.&lt;br /&gt;
&lt;br /&gt;
Back they go to the Noble Nap and then things go sideways when a guest sees Oscar listening at the door to room 101. Quinton pratfalls to distract people but soon enough the concierge shows up and tells them to leave. Dauphine runs after him and it takes everything she has to persuade him to let them stay.&lt;br /&gt;
&lt;br /&gt;
They now decide to lay everything out to Archibald by writing a letter with their proposal. Some time later he shows up at their door and accepts the suggestion of a small exhibition of his father&#039;s things in the theater lobby. As they walk over to the Critical Hit he starts to get really enamored with what he now starts to think of as his plan. &#039;&#039;&#039;A deal is soon struck&#039;&#039;&#039;, the bust will be returned, and he is even going to pay for extending the size of the lobby.&lt;br /&gt;
&lt;br /&gt;
The party gets paid and they then return to their own inn where a certain Humtache sergeant is waiting for them. He wants to talk with Darius who tries to bluff that he accompanied him into the station last night. They are all taken to the station and none of them manage to convince their interrogators of their innocence. But since no real harm was done and the investigator hates the paperwork, &#039;&#039;&#039;he just bans them from his town&#039;&#039;&#039;, he wants them to leave next morning.&lt;br /&gt;
&lt;br /&gt;
Back at the inn there&#039;s another surprise; a package had been delivered for Oscar two days ago but they only hand it to him now. It&#039;s a present from &#039;&#039;&#039;[[Chrysanthemum]]&#039;&#039;&#039;; a small stuffed toy of a furry marsupial with big ears and a big mouth, which turns out to be a [[Cyphers &amp;amp; Potions#Damager|Damager Cypher]]. There&#039;s also a note that the halfling can&#039;t read, saying how the bounty hunter thought this might be helpful in his travels.&lt;br /&gt;
&lt;br /&gt;
On the way back to Avale a flooded road means a detour via to village of Dunwoody, known for its natural springs. And it seems they arrive just in time for [[Ehlonna#Holy days and observances|Ehlonna’s Turning Ceremony]]. The villagers speak of divine providence that just now a priest of the Goddess of the Woodlands turns up, and an elf as well! They tell Darius that their local priestess died recently and ask his help with the ceremony. He will do so and the party is given a free stay at the local inn and a sumptuous meal is cooked for them. In the evening, he and Dauphine shadow a girl called Kendra and then a banquet is enjoyed.&lt;br /&gt;
&lt;br /&gt;
==== Training Montage ====&lt;br /&gt;
Our friends arrive back in [[Avale]] and learn of some recent news: there was an explosion at a tannery in [[Avale - Neighborhoods#Kipfield|Kipfield]], the Three Tanners, one of the owners lost his life. Back at the Grey Minstrel Inn they see the old woman in green coat looking through trash, and the brown mackerel tabby jumping from one balcony to another as they walk in and get their old rooms once again.&lt;br /&gt;
&lt;br /&gt;
[[Bruneor Argent]] who resides in Dauphine&#039;s [[Temple Ton]] amulet is happy with her carrying him but he thinks that she should toughen up, and he is also of the opinion that Darius could be a much better healer. So he takes them to the &#039;&#039;&#039;[[Avale - Neighborhoods#None Turned Away Clinic|None Turned Away Clinic]]&#039;&#039;&#039; in the Lost Bay neighborhood. &#039;&#039;&#039;Durit&#039;&#039;&#039;, the old dwarven woman who keeps the place running takes B.A. now being inside an amulet in stride, and they are sent in to meet all the medics.&lt;br /&gt;
&lt;br /&gt;
Bruneor has them working 14 hour shifts for five days where they get to deal with an average week of issues at the clinic. Highlights include cauterizing a bleeder that almost reaches the ceiling, dealing with a cow&#039;s breech birth, amputating a leg, two rival gangs arriving and threatening each other whilst demanding help for their many wounded, an outbreak of cackle fever, and on their last day, the nearby Lacombe Asylum collapses, leading to a 20 hour shift where they try their very best to save who they can.&lt;br /&gt;
&lt;br /&gt;
In this same week Quinton comes across a poster: “Confidently Communicating Commitment; Lessons in Leadership”. Five evening seminars at the [[Avale - Neighborhoods#Scarlet Bonnet|Scarlet Bonnet]] for 25 gp that will improve leadership skills. Since he has been looking to improve himself in that regard, he signs up and that evening finds himself in a room with almost exclusively guild middle managers.&lt;br /&gt;
&lt;br /&gt;
On the stage appears a very slick woman who introduces herself as &#039;&#039;&#039;Zeran Merados&#039;&#039;&#039;. She explains that every of the seminars will be dedicated to a different c-word: credibility, communication, commitment, confidence and creativity. She is full of energy and pumps the room up as she starts into her first talk.&lt;br /&gt;
&lt;br /&gt;
Afterwards some of the audience go for a drink at the tavern and invite Quinton along. Here he meets a young gnome; &#039;&#039;&#039;Emser Quinson&#039;&#039;&#039;. He&#039;s quite the character with his bright orange shoes and tattoos of bells on his hands. They get to talking and when he learns of the seminar asks what the druid thinks leadership really is.&lt;br /&gt;
&lt;br /&gt;
The next evening they meet again and the evening after that again. During this third seminar Quinton managed to look past all the buzzwords and realized that none of it has anything to do with real leadership. He invites Emser to come to the next evening&#039;s seminar as he thinks they could convince the others to their point of view.&lt;br /&gt;
&lt;br /&gt;
And the gnome is waiting at the hall before the seminar begins and the druid takes him inside. As Zeran comes up on the stage Quinton rushes up and starts talking, managing to take the wind out of the woman&#039;s sails long enough to invite his new friend up on the stage. He gives Emser the word and the gnome starts telling the audience that they don&#039;t have to be sheep and listen to nonsense for five long evenings; revolution!&lt;br /&gt;
&lt;br /&gt;
The crowd responds enthusiastically and that&#039;s the end of the seminars. Lots of people swarm Zeran and she promises to repay them all. However, the next day she isn&#039;t there as promised and is not to be found again. Quinton has a drink with some of the middle managers and convinces one to give up his job; &amp;quot;woodworking has always been my passion, I&#039;m resigning first thing tomorrow!&amp;quot; the woman says.&lt;br /&gt;
&lt;br /&gt;
Everyone but Oscar can do with a break after all that&#039;s happened and they learn that the Adjective Noun tavern has something rather special; the &#039;&#039;&#039;Wheel of Death&#039;&#039;&#039;. This is a wheel with no less than a thousand numbers and lots of prizes to be won. It&#039;s installed there to promote the soon to come opening of a new casino, the He Bluffs Me Not in the [[Avale - Neighborhoods#Longsee|Longsee neighborhood]].&lt;br /&gt;
&lt;br /&gt;
Oscar has a go and manages to spin the wheel to 000; Death! In actuality Death is just the patrons having a good laugh as you get completely covered in tar and are then locked up in a cage in the middle of the establishment. But to show they are not all bad you get one chance to avoid your fate; simply throw a bullseye on a dartboard from the other side of the room.&lt;br /&gt;
&lt;br /&gt;
The halfling takes his position and throws. He hits the board but the dart bounces off and lands on someone’s plate on a nearby table. Meanwhile the board falls down, rolls slowly to the right over the tail of sleeping cat in the corner and then falls flat. The cat jumps up with a screech and launches itself into a passing barmaid. She cries out and stumbles back in a pirouette, her tray hitting a bottle on the bar. The neatly lined up bottles slowly, and then faster, fall over, neatly in a row.&lt;br /&gt;
&lt;br /&gt;
The last bottle hits the counter and the cork shoots from it and bounces against the walls a few times before hitting a Sandy Table player in the back of the head just as he was about to take his shot. He launches his disk wildly, it hits the side and flips into a parabolic trajectory landing on the head of a Kasarian tiefling, rolling between his horns and traveling onwards, flying through the chandelier hanging from the ceiling, catching on fire before landing right into a very alcoholic drink which immediately vaporizes with a whoosh.&lt;br /&gt;
&lt;br /&gt;
The goblet teeters one way and then the other before finally falling right next to the plate, hitting the handle of the spoon which has the dart laying on it. The dart gets launched towards the corner of the room and once it has lost all energy it flips and streaks downwards, landing right in the bullseye of the dartboard laying on the floor. The tavern erupts when this happens and many people come over to give Oscar a pat on the back.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been quite the week but at the end of it Dauphine is a lot more Tough, Darius can consider himself a Field Medic, Quinton became an Inspiring Leader, and Oscar has Bountiful Luck.&lt;br /&gt;
&lt;br /&gt;
==== XWING ====&lt;br /&gt;
Our friends are asked to help crew a Stevedore boat at the &#039;&#039;&#039;eXtremely Wild International Naval Games&#039;&#039;&#039; and manage to even win.&lt;br /&gt;
&lt;br /&gt;
=== Super Tuesday ===&lt;br /&gt;
A few days later &#039;&#039;&#039;Jerry&#039;&#039;&#039; invites the party over to the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;. After a customary coffee where he regales them of his latest money making scheme; lending money at Under-Barrow Savings to buy up turnip futures, he tells them that &#039;&#039;&#039;Super Tuesday will be in two days time&#039;&#039;&#039;. Since they are new to the city he wanted to make sure they understand that &#039;&#039;&#039;it will be more than pandemonium, the guild bylaws are insane and it&#039;s always the craziest day of the year&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the day of all the guild elections and that means loads of people on the streets all day, many wearing guild colors and some getting rather boisterous and unruly. Urchins and other pranksters might try and waylay ballot chests that have to arrive at the counting station on time or they won’t be validated. Sometimes it’s not pranks though but quite serious.&lt;br /&gt;
&lt;br /&gt;
Our friends have been &#039;&#039;&#039;hired by the Guild of Stevedores&#039;&#039;&#039; and will be the ones to &#039;&#039;&#039;escort one of the ballot boxes&#039;&#039;&#039;. Every guild does things differently so all Jerry can tell them is that they will be escorting two guild members both chained to a ballot box. They will go to a voting station and then after voting closes they need to escort them to the counting station.&lt;br /&gt;
&lt;br /&gt;
Jerry hasn&#039;t been told where either of these places are, he suggests talking with the guild and also advises them to make sure to be at the guild HQ in [[Avale - Neighborhoods#Hookville|Hookville]] at the break of dawn, or even earlier, maybe spend the night in a nearby inn. After impressing upon them enough to take this job seriously he let&#039;s them go and wishes them well.&lt;br /&gt;
&lt;br /&gt;
Our friends go talk with &#039;&#039;&#039;Alun Djames&#039;&#039;&#039; who gives them more details on the job; where they will need to go, the exact rules, they are not allowed to interfere with the process and there are time limits. They also learn there&#039;s also a by-election for a new top boss due to &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; going missing; there are two frontrunners; &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039;, a half-orc, and &#039;&#039;&#039;Garth Auric&#039;&#039;&#039;. Alun lets slip that as far as he is concerned it wouldn&#039;t be a disaster should the votes be invalid.&lt;br /&gt;
&lt;br /&gt;
Then preparations; shopping, walking the likely route, etc. In the evening they take rooms at the Pair O&#039; Dice Inn, near the Stevedores HQ. Darius checks with the others about how they look at the job; will they do everything by the book, cut corners, interfere? The consensus is to just do it as it was given.&lt;br /&gt;
&lt;br /&gt;
The next morning Avale is alive even as the sun comes up, it looks like half the city is out on the streets; many people dressed in their guild’s colors, Humtache patrols, food sellers hoping to make a small fortune, and urchins hoping for lots of food. Getting to the Stevedore’s HQ takes quite a bit longer than it would have on a normal day.&lt;br /&gt;
&lt;br /&gt;
At the HQ they are introduced to the two &#039;volunteers&#039;; &#039;&#039;&#039;Vakna Throndor&#039;&#039;&#039;, a young, slight dwarven woman, and &#039;&#039;&#039;Randall Gilliam&#039;&#039;&#039;, a young, strapping human man. They are manacled to the chest that is the ballot box and then our friends leave on their journey to [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. Along the way they first meet &#039;&#039;&#039;Herleva Boden&#039;&#039;&#039; and her growing puppy, Snuffles Two. They see &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; exit the State Museum.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an encounter with a marching band and urchins but eventually they make it to their destination on time; The Reverend’s Rest Inn, across from the Tabernacle of Industry, the temple of [[Ulaa]]. Twelve hours of voting later they&#039;ve managed to make things go pretty smoothly and are ready to now go to the Scarlet Bonnet in [[Avale - Neighborhoods#Proviso Place|Proviso Place]] where the votes will be counted.&lt;br /&gt;
&lt;br /&gt;
Immediately on leaving they are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039;. “Hey, you are the people from when the Flame of Dolac was stolen; strange how that was never found, must have been an inside job, you wouldn’t know anything about that, would you?” he says. Quinton: “That will be only known by us.” “Anyway, what is your comment on the story that &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039; is on [[Otteun]]’s payroll and responsible for the disappearance of &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; and the false evidence against her?” Quinton: “We heard this kind of rumor but have no opinion on it.”&lt;br /&gt;
&lt;br /&gt;
Somewhat later it’s pandemonium as a bunch of creatures that look like a hideous hybrid of lizard, bird, and bat spill out of a driveway and straight into the people on the street, picking at them, wings flapping as they try and make their way through the panicking crowd. These creatures turn out to be cockatrices and it&#039;s only due to the party&#039;s quick response that no one on the street turns to stone.&lt;br /&gt;
&lt;br /&gt;
The party continues on and at the main branch of the High Shore Bonding Company they see from a distance how four robbers descend from the building as an alarm bell sounds. They decide it&#039;s not their problem and leave it to the Humtache who show up soon after.&lt;br /&gt;
&lt;br /&gt;
Our friends make it to the Scarlet Bonnet on time. There are lots of people standing outside the building and inside it doesn’t get any less busy. They deliver the ballot box on time and their job is done. They see the now familiar Bite Me Catering people and have something to eat and drink, spotting &#039;&#039;&#039;Dersigos Naffles&#039;&#039;&#039; carrying a tray of drinks.&lt;br /&gt;
&lt;br /&gt;
==== A Marquis Job ====&lt;br /&gt;
The party gets an invite from Jerry and at the meeting are told that they are in luck; since no one else is available they are getting a job from Markiz (Marquis) &#039;&#039;&#039;Borislav Kucan Skok-Ratenicz&#039;&#039;&#039;, who pays very well. And their job is just bringing a package from the port to his mansion in [[Duneford]]. 25 gold pieces for a few hours of work; nice if you can get it!&lt;br /&gt;
&lt;br /&gt;
The next day they wait for the ship to arrive and are handed the package which Oscar carries in a backpack. The captain also gives them a large lump of silver and asks them to tithe it for his ship, crew, and himself at the [[Osprem|Osprem&#039;s]] &#039;&#039;&#039;Temple of Tidal Tranquility&#039;&#039;&#039; which is right next to Duneford. The party agrees and sets off on their journey.&lt;br /&gt;
&lt;br /&gt;
Before reaching their destination they are attacked and unfortunately the package gets destroyed, the assailants get away as well. Our friends continue on, determined to bring what remains to their employer. In Duneford they run into &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; and his sister, &#039;&#039;&#039;Ruth&#039;&#039;&#039;, the man telling them he donated some new gems to the City Museum.&lt;br /&gt;
&lt;br /&gt;
Then they are accosted by two dwarves, one male, one female, and one human woman, they all have short hair, wear leather armor, and have a short sword or hand axe on their belt. They show the party a sketch of a man with a large mustache and a distinctive birthmark and ask if they have seen this individual. They haven&#039;t and reply thusly.&lt;br /&gt;
&lt;br /&gt;
The party continues on and reached &#039;&#039;&#039;Shadow Pond&#039;&#039;&#039;, the mansion. There are guards on the door and the butler brings them through the house, down a corridor full of paintings all of similar men with dark hair in a widow&#039;s peak and a rather intense look. On a huge balcony with view of the sea two men are having tea and coffee. The Marquis is tall, very thin, pale, has silver-grey hair and wide ears, he wears an expensive grey business suit. The other is a halfling with a large nose, curly hair, dressed business casual.&lt;br /&gt;
&lt;br /&gt;
Borislav speaks slowly with sing-song voice and comments to the halfling that it seems they need to take more measures when the party tell him about the attack and hand over what remains of the package. After they have given all the details the Marquis dismisses them and he thanks them for their work, even if it wasn&#039;t a success.&lt;br /&gt;
&lt;br /&gt;
Back in Duneford proper they have some lunch and then go to Osprem&#039;s temple to deliver the tithe. There they are approached by the man from the sketch earlier. He explains that he used to be a major in the [[Otteun#The Ott|Ott]] and he is now on the run after destroying a dangerous project. This &#039;&#039;&#039;Ranald Kassimir&#039;&#039;&#039; pleads for them to help him get to the Avale port as he knows the people after him have likely already identified the temple as the most likely place he is hiding.&lt;br /&gt;
&lt;br /&gt;
Our friends come up with all kinds of interesting plans to do so and eventually decide on one. It seems to work as they make it back to Avale unharmed and the man thanks them profusely as he runs off to the port and hopefully a new life far away from here.&lt;br /&gt;
&lt;br /&gt;
=== The Ballad ===&lt;br /&gt;
The next week or so there&#039;s no work but there is news in town; a huge, albino crocodile has eaten three people in the last week, a bounty has been placed on its head. Then our friends receive an official government missive announcing a meeting in a private room at their inn in the morning, two days hence. The visitor turns out to be no one less than Torchbearer Council Standing Secretary &#039;&#039;&#039;Saer Barclay Pergay&#039;&#039;&#039;. He tells them that unofficially they have been awarded the Star of Dolac, a very prestigious medal. And also unofficially this might be because of a certain yortho incident.&lt;br /&gt;
&lt;br /&gt;
Some days later &#039;&#039;&#039;Jerry Tidwell&#039;&#039;&#039; invites the party to dinner at a nice restaurant; This Scampi Happening. Over dessert he confesses to a motive; he owes a friend of his, impresario and nightclub owner &#039;&#039;&#039;Anthony Prince&#039;&#039;&#039; a favor and the man need some people for a job that needs plausible deniability. If our friends go to his club Knight Moves then Tony will explain. They can use the phrase &amp;quot;Ken sent me&amp;quot; to skip the line.&lt;br /&gt;
&lt;br /&gt;
The party has some reservations about this kind of work but decide to hear the man out. At the club they first talk with a man looking for a prince&#039;s bride and then get to see Antony Prince. Who then explains that he promised &#039;&#039;&#039;Yurdan Amaerth&#039;&#039;&#039; to get some things done that have turned out more difficult than expected.&lt;br /&gt;
&lt;br /&gt;
First is the lot containing the burned down &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in [[Avale - Neighborhoods#Downpark|Downpark]]. Yurdan wants to buy it and build an apartment building on it. But to be allowed to do so, the zoning law needs to be changed. The city planner, a Docami by the name of &#039;&#039;&#039;Nola Brogunn&#039;&#039;&#039;, has the authority to do so. He tells the party that she can&#039;t be bribed so our friends will need to find a different avenue to get her to play ball. Once that is done, they can quickly buy the lot.&lt;br /&gt;
&lt;br /&gt;
After asking a number of questions our friends go to their inn for a long planning session. The next morning the party is outside [[Avale - Neighborhoods#Halls|Halls]] and see Nola approach. Oscar trips her and then manages to steal her day planner from her bag as he helps her up and says sorry. Our friends then go check out the burned down church and check the crypt, finding it in an ok condition.&lt;br /&gt;
&lt;br /&gt;
The day planner shows that on average four times a week the phrase &amp;quot;Wine Me Up&amp;quot; appears with a time next to it, anywhere from 20:00 to 22:30. But tonight&#039;s mention, with a time of 21:00, has been crossed out aggressively, as have all other future dates with that phrase. It turns out that Wine Me Up is a nightclub/tavern in [[Avale - Neighborhoods#Center City|Center City]], not all too far from Nola&#039;s home address which is also in the day planner.&lt;br /&gt;
[[File:Wine Me Up.png|right|450x450px]]&lt;br /&gt;
The party goes to have a look after lunch and learn that Nola performed here as a singer, but has recently been banned for saying some really nasty things, though the owner doesn&#039;t specify exactly what. Our friends then go to Tony to see if he can help them find out more about this ban, he being in the same kind of business. They find him at Bears, in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]].&lt;br /&gt;
&lt;br /&gt;
As they arrive they find him cradling an effeminate looking young man who has been beaten up. Tony tells them this happened not thirty minutes ago and he tells them to find the three boys responsible for it and &amp;quot;put the fear of Tony into them. Tell them that if they ever do something like this again in this town they will disappear without a trace.&amp;quot; The boys are easily found and swiftly dealt with.&lt;br /&gt;
&lt;br /&gt;
Tony has reached out and learned that apparently Nola said nasty things about the owner of Wine Me Up. Our friends go back there at the time Nola should have been performing and listen to her replacement sing. Afterwards Darius approaches this &#039;&#039;&#039;Marion Guff&#039;&#039;&#039; and in the short talk they have his insight tells him that she is very happy Nola is gone, and might likely be the cause of the ban.&lt;br /&gt;
&lt;br /&gt;
He goes to confirm this with the owner and manages to convince her that Nola was an innocent victim and gets her ban undone. He even manages to get a slot for her to sing tonight. He and Dauphine rush over to her home and explain all that has happened and make their case for changing the zoning law on the way back to Wine Me Up. She sings her heart out that night and the next morning she signs the paperwork, changing the zoning for the lot.&lt;br /&gt;
&lt;br /&gt;
Our friends report back to Tony and he is happy to receive some good news, lately there has been little of it. He tells them to go to the Pholtans and buy the lot directly for &#039;&#039;&#039;Yurdan Amaerth&#039;&#039;&#039;, acting as his agent. He doesn&#039;t know who is in charge of this, but it&#039;s going to be someone at the [[Avale - Neighborhoods#Pholtus|Basilica of the Blinding Light]]. He impresses upon them to not let anyone know the zoning law has changed and offer a &#039;reasonable&#039; amount so as not to draw suspicion.&lt;br /&gt;
&lt;br /&gt;
The party goes to the temple in Uppark and find out that the Master of Properties is &#039;&#039;&#039;Shining Bishop Gormain&#039;&#039;&#039;, someone from [[Darius Naffles#Childhood|Darius’ past]]. This leads to a rather awkward meeting but also rather easy negotiation; the priest accepts the first bid of fifty gold pieces. As Gormain leaves the room Darius puts his head in his hands. When the man returns they tell him that they&#039;ll pay 100 gp instead.&lt;br /&gt;
&lt;br /&gt;
With their business concluded Darius and Gormain remain in the office to have a private conversation. Darius asks if they ever found who was behind the undead from their first meeting. He tells him that he has remained in contact with Lambert and knows that they went back to the scene but apparently there was nothing to report. Gormain changed a lot since Darius last saw him and they part ways, saying they&#039;ll keep in touch.&lt;br /&gt;
&lt;br /&gt;
With that dealt with, our friends return once more to Tony and learn that the second thing that the impresario promised Yurdan was a wand called Lizard&#039;s Lament. He did some research before hiring the party and learned that [[Avale - Neighborhoods#Abjura Dolana|Abjura Dolana]] was somehow involved with the sale of one. This leads our friends to speculate why someone would want the ruins and a magical wand, is this related somehow?&lt;br /&gt;
&lt;br /&gt;
==== A History Lesson ====&lt;br /&gt;
Eventually they decide to do some research at Abjura Dolana&#039;s library before asking about it directly. As they are waiting in the lobby an old gnome mage with a mouse perched on her shoulder walks by and she sees the [[Past Primal]] around Oscar&#039;s neck. She asks the halfling how he came by it but Oscar doesn&#039;t say much. Fortunately Dauphine is there to help though she is weary to say anything. But when it turns out the grey-haired mage is a Sentinel, &#039;&#039;&#039;Phiceli Zercoderes&#039;&#039;&#039;, and willing to help the party, things get easier.&lt;br /&gt;
&lt;br /&gt;
She takes them up to her rather large study and serves them drinks. The place is filled with all kind of magical and mundane knick-knacks and bric-a-brac. She then explains that the Past Primal is a very old item from the [[Eras|Era of Strife]], she&#039;s something of an expert on it and it caught her eye immediately. When she learns the party is here for information on the Lizard&#039;s Lament, she remarks it&#039;s another Era of Strife item and she knows Abjura Dolana brokered a deal for one recently when she was out of town, and asks her secretary to find out more.&lt;br /&gt;
&lt;br /&gt;
Dauphine and the others are now ready to tell Phiceli where they found the Past Primal. The Sentinel listens with mounting astonishment and when our friends describe the [[The Wreck - Chronological order of Events#Midnight Altar|altar room]] she then surprises the party by being able to describe things before they get the chance. Phiceli decides to tell them what they likely found but makes sure to impress upon them not to share this information with anyone.&lt;br /&gt;
&lt;br /&gt;
She starts with a short overview of the Era of Strife and explains how four bulwarks were built to stop what is now the [[Sarodin Sea]] from growing larger. Four people gave up their nature and through a long process created the altars that power these bulwarks. When the [[A short-ish history of the world from the Collapse till now#The Primordials|Primordials]] escaped after the [[Collapse]], those who defeated them reached back to this same magic to create the prisons for these beings.&lt;br /&gt;
&lt;br /&gt;
Which means that &#039;&#039;&#039;the party stumbled upon a Primordial prison&#039;&#039;&#039;, the Sentinel laments being unable to tell which one. The prisons definitely involve the use of extra-planar magic but each has a control room in the physical world, such as the one they found. As far as Phiceli knows none have ever been found, and with the party triggering the fail-safe that made it sink, and probably activated more defenses, finding this one will be very difficult, which is for the best.&lt;br /&gt;
&lt;br /&gt;
While this is going on, Oscar has been hearing a high, girlish voice whispering in his ears in words that he understands perfectly. No one else seems to be hearing it and he slips out of the room to follow the sound. It leads him down one floor to a room with a large metal door, covered with mystic sigils, that stands ajar.&lt;br /&gt;
[[File:Aridni.png|right|300x300px]]&lt;br /&gt;
Sneaking inside he finds a small moth-winged creature in a summoning circle, though he doesn&#039;t know that&#039;s what it is. &amp;quot;There you are, please come closer, help me escape from here,&amp;quot; she says and Oscar again understands her words perfectly. He&#039;s wary though and doesn&#039;t come close yet, first scanning the rest of the room. It&#039;s filled with cabinets, bookcases, and the like. On a table rests a small quiver with very nice arrows inside it. &amp;quot;Throw it to me,&amp;quot; the creature tells him.&lt;br /&gt;
&lt;br /&gt;
As they talk Oscar learns that either she is a Aridni and/or her name is Aridni, she&#039;s being rather vague on this topic. But she is rather clear on the fact that she is being trapped here and wants to escape. Oscar comes up with a good plan, he wants to use the Heart Sight property from [[Thola&#039;s Blanket]] to see if she is being truthful.&lt;br /&gt;
&lt;br /&gt;
He needs to touch her to do so and unbeknownst to him, he brakes the circle&#039;s containment purely by stepping inside of it as he carefully avoids stepping on any markings. And when he gets close to her, she rkisses him on the mouth, tells him: &amp;quot;thanks, brother!&amp;quot; then rushes over to the quiver, grabs it and then disappears in a puff of dark silver smoke in a sort of star pattern.&lt;br /&gt;
&lt;br /&gt;
The halfling then quickly goes back to Phiceli&#039;s office where Dauphine asks if the mage wants to have a look at her [[Mist Shard (Hírëmir)|Mist Shard]], which she is happy to do, it&#039;s something she&#039;s never encountered before. And Phiceli has a small gift for the druid; a teacup made from a varnished mushroom cap that magically keeps its liquid contents lukewarm.&lt;br /&gt;
&lt;br /&gt;
Oscar sort of understands what&#039;s going on and offers his blanket, he&#039;s still shook by what just occurred. The mage casts one spell and sort of shrinks back a little and returns the blanket to the ranger, telling him it&#039;s going to be ok. Oscar then uses his Heart Sight with Darius who can tell something has happened to the halfling.&lt;br /&gt;
&lt;br /&gt;
Outside there are now sounds of some urgency and the secretary arrives and gives Phiceli a note; he found out who the buyer was. When asked, the mage assures our friends that this particular wand isn&#039;t all that dangerous, it can&#039;t be used for any really dangerous purposes, as far as she can tell. She&#039;s happy to share with them that the buyer was one &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, a name quite familiar to them. With that her time is up and she brings them back to the lobby as they thank her for all her help.&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeon&#039;s Balls ====&lt;br /&gt;
It&#039;s lunch time and our friends have a lot to discuss so they find the nearest tavern; The Giggling Gnome Grog Garden. Oscar tries to explain what he did when he left Phiceli&#039;s office but it&#039;s hard, his page of icons is quite limiting here. They also discuss the things they didn&#039;t tell the mage, like Darius&#039; [[Vessel Wraps]] being created from something that was coming through what must have been the prison door. They all agree it was a good choice not to mention the &#039;&#039;&#039;Count of Ranhem&#039;&#039;&#039; and his family problem. Darius also tells the others about what happened on his first meeting with &#039;&#039;&#039;Shining Bishop Gormain&#039;&#039;&#039;, which explains why their meeting today was the way it was.&lt;br /&gt;
&lt;br /&gt;
They also decided to see if they can get any information on Hirsute Looking Glass before talking to him about the Lizard&#039;s Lament. Once in [[Avale - Neighborhoods#New Dunum|New Dunum]] they look for the tavern nearest his house and find Bill &amp;amp; Ted’s Excellent Alehouse. They ask the patrons if he ever drinks there and learn that he doesn&#039;t but they do know of him. He&#039;s a weird one alright, they don&#039;t know if he has a job or anything but he gets food delivered all the time and he&#039;s always tinkering with stuff in his yard.&lt;br /&gt;
&lt;br /&gt;
They then buy some bay ribs before going to his house, remembering last time. He opens the door, wearing an apron covered in a red substance/liquid and happily accepts the ribs, telling them to wait as he closes the door. A minute or two later he opens it again and invites our friends inside, except for Oscar, &amp;quot;he&#039;s not potty trained!&amp;quot; The halfling decides to stay outside, thinking it might be the perfect moment to have a look at the yard.&lt;br /&gt;
&lt;br /&gt;
Inside the party spots part of a sheep sticking out of a bin and make a first offer for the Lizard&#039;s Lament. Hirsute laughs in their face at the amount but eventually they negotiate a deal where they pay 2,000 gp, which was as high as Tony was willing to go, and they will do a task for Hirsute. He takes Quinton aside for a moment: “we humans, why do we have to deal with all these weird races and their crazy customs, it must be so tough to have to be around them all day.”He then brings them to his backyard where Oscar is waiting.&lt;br /&gt;
&lt;br /&gt;
There&#039;s quite a lot of weird things here and a few new things stand out. &#039;&#039;&#039;A huge spool holds a rope with tomko tree wooden balls, each with a small rod of unfamiliar metal in it, at every twenty meters.&#039;&#039;&#039; Two large buoys, each weighed down with rather random things; a marble statue of a woman, missing an arm, a plate armor that is riddled with holes an inch across, a professional iron stove that has ruptured, a cauldron with some kind of dark substance caked inches thick to inner surface.&lt;br /&gt;
&lt;br /&gt;
Hirsute explains that they need to get those items onto a ship and then go to [[Sarodin Sea#Gannet Island|Gannet Island]] where to the west of it they are to drop the first buoy, connect the rope from the spool to it and then go in a west-north-westerly direction running out the rope till it&#039;s all used up and then connect it to the second buoy which is to be dropped then.&lt;br /&gt;
&lt;br /&gt;
Our friends go to Tony and tell him about the deal; he is willing to pay for the rent of a boat and the transport of the items to the boat. They find a working boat that is willing to take it on; the Barley a Wake. The next morning they leave port and start their journey. All goes well though they do have an encounter with a rather strange animal and they find a message in a bottle from a certain &#039;&#039;&#039;Bevis Cartal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Back in Avale they visit Tony to get cold, hard cash and then return to Hirsute and finally buy the Lizard&#039;s Lament from him.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4186</id>
		<title>Avale - Neighborhoods</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4186"/>
		<updated>2026-07-04T13:57:30Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An alphabetical listing of all the neighborhoods of [[Avale]] with a &#039;&#039;&#039;short description and all points of interest (PoI)&#039;&#039;&#039; to be found there.&lt;br /&gt;
&lt;br /&gt;
=== Abrinol ===&lt;br /&gt;
This formerly mainly industrial neighborhood now has a largely gentrified eastern side. To the west many manufactories can still be found. It is named for one of the three [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]].&lt;br /&gt;
&lt;br /&gt;
====Happy Soles====&lt;br /&gt;
{{#lsth:Avale|Happy Soles}}&lt;br /&gt;
====[[Sulla Arena]]====&lt;br /&gt;
{{#lsth:Sulla Arena|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bank - Under-Barrow Savings&lt;br /&gt;
* Inn - The Steaming Pot&lt;br /&gt;
* Messengers Coalition, Ropemaker Way&lt;br /&gt;
* Shrine - [[Ehlonna]]&lt;br /&gt;
&lt;br /&gt;
=== Bow Valley ===&lt;br /&gt;
Known for Manette Creek which winds its way along the valley further north into the city. This neighborhood is mostly industrial, including many paper-markers, interspersed with lower class housing and some middle class housing at the northern end.&lt;br /&gt;
&lt;br /&gt;
====Vulpine Count====&lt;br /&gt;
{{#lsth:Avale|Vulpine Count}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Alchemist - Bottle Shock&lt;br /&gt;
* Cemetery - Babbling Brook&lt;br /&gt;
* Inn - Blue Balladeer Inn&lt;br /&gt;
* Inn - Grey Minstrel Inn&lt;br /&gt;
* Jeweler - Rock Bottom Prices&lt;br /&gt;
* Tavern - The Grape Escape&lt;br /&gt;
&lt;br /&gt;
=== Cegir Town ===&lt;br /&gt;
Very much a middle class neighborhood though some more expensive homes can be found near the border with Downpark. It is know for its bookbinders and booksellers.&lt;br /&gt;
&lt;br /&gt;
====[[Thal Sivale]]====&lt;br /&gt;
{{#lsth:Thal Sivale|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Barber - Hair Me Out&lt;br /&gt;
* Inn - The Plucked Pheasant&lt;br /&gt;
&lt;br /&gt;
=== Center City ===&lt;br /&gt;
In the early days of Avale the seat of government could be found here, now it&#039;s a middle class neighborhood where many of the Docami live. Numerous bookkeepers, notaries &amp;amp; scribes can also be found here.&lt;br /&gt;
&lt;br /&gt;
====State Museum====&lt;br /&gt;
{{#lsth:Avale|State Museum}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Nightclub/Tavern - Wine Me Up, owner: &#039;&#039;&#039;Bethryn Therthran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clover Hill ===&lt;br /&gt;
An upscale neighborhood that is home to many embassies and specialty food stores.&lt;br /&gt;
&lt;br /&gt;
====[[Hythe Maritime Services]]====&lt;br /&gt;
{{#lsth:Hythe Maritime Services|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Perfumer - Smells by Design&lt;br /&gt;
&lt;br /&gt;
=== Dawnbloom Heights ===&lt;br /&gt;
An upper class neighborhood known for its architecture and absurd prices for &amp;quot;top of hill&amp;quot; homes. Many law-firms can be found near the border with Uppark.&lt;br /&gt;
&lt;br /&gt;
====[[Companions of Elric]]====&lt;br /&gt;
{{#lsth:Companions of Elric|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Alchemists &amp;amp; Apothecaries - Herb&#039;s Store, Cat Lane&lt;br /&gt;
* Cemetery - Mother Mensual&lt;br /&gt;
&lt;br /&gt;
=== Downpark ===&lt;br /&gt;
Said to be &#039;less stuffy&#039; than Uppark this neighborhood has a lot of (upper-)middle class housing next to all the services that a seat of government attracts. Many glaziers &amp;amp; mirrorers can be found here.&lt;br /&gt;
&lt;br /&gt;
====Halls====&lt;br /&gt;
{{#lsth:Avale|Halls}}&lt;br /&gt;
====[[Lirr]]====&lt;br /&gt;
{{#lsth:Lirr|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bank - Pursue Hickory&lt;br /&gt;
* HQ - Humtache, Watch Plaza&lt;br /&gt;
* HQ - Guild of Glaziers &amp;amp; Mirrorers&lt;br /&gt;
&lt;br /&gt;
=== Fabrics ===&lt;br /&gt;
Much of the neighborhood consists of weavers, dyers, tailors, and clothes stores. Large warehouses dominate the riverfront. Other businesses here include furriers and instrument-makers.&lt;br /&gt;
====[[Istus]]====&lt;br /&gt;
{{#lsth:Istus|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Clothes store - Save Nine&lt;br /&gt;
&lt;br /&gt;
=== Farmhold Hamlet ===&lt;br /&gt;
As the capital grew it, subsumed a number of villages near it, including this one. Over the centuries this &#039;&#039;&#039;neighborhood&#039;&#039;&#039; has changed completely and is now a &#039;&#039;&#039;bohemian hotbed&#039;&#039;&#039;, very much looked down upon by all the other inhabitants as it is as far from the &#039;proper&#039; Dolac lifestyle as one can get.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Alchemist - Chimera and Chong&#039;s&lt;br /&gt;
* Theater - People’s Playhouse&lt;br /&gt;
* Nightclub - Bears, Amos Street&lt;br /&gt;
* Nightclub - Portinari Dance Hall&lt;br /&gt;
&lt;br /&gt;
=== Fort Read ===&lt;br /&gt;
The Avale Armed Forces headquarters, there are more officers than enlisted personnel here.&lt;br /&gt;
&lt;br /&gt;
=== Fractures ===&lt;br /&gt;
For a part still an agricultural neighborhood with many small farms to the east, known for its mushroom cultivation. Around the university many businesses have sprung up; hostels, taverns, laundries, brothels, and more.&lt;br /&gt;
====Avale School of Business (ASB)====&lt;br /&gt;
{{#lsth:Avale|Avale School of Business (ASB)}}&lt;br /&gt;
&lt;br /&gt;
=== Gill Gardens ===&lt;br /&gt;
This upper class neighborhood is also known as the Sea of Green. Many public gardens and parks are dotted around and the large estates all have their own grounds.&lt;br /&gt;
====[[Resa&#039;s Rest]]====&lt;br /&gt;
{{#lsth:Resa&#039;s Rest|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Inn - The Five Georges&lt;br /&gt;
&lt;br /&gt;
=== Hookville ===&lt;br /&gt;
Known for it&#039;s slaughterhouses, this neighborhood is where most of the livestock trade takes place. About a third of the area is low class housing.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* HQ - Guild of Stevedores&lt;br /&gt;
* Inn - Pair O&#039; Dice Inn&lt;br /&gt;
&lt;br /&gt;
=== Jeoran Terrace ===&lt;br /&gt;
This neighborhood, two thirds industry and one third low class housing, is filled with manufactories of all stripes. It is known for its metal works, smiths of all stripes, and armorers.&lt;br /&gt;
&lt;br /&gt;
====[[Ulaa]]====&lt;br /&gt;
{{#lsth:Ulaa|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Foundry - Big Brass Bells Foundry&lt;br /&gt;
* Inn - The Reverend’s Rest Inn&lt;br /&gt;
* Jeweler - Rings and Things&lt;br /&gt;
* Smith - Wesson&#039;s Smithy, Sito Road&lt;br /&gt;
&lt;br /&gt;
=== Kalehaven ===&lt;br /&gt;
A mix of warehouses and industry such as basket weavers, masons, and soap-makers can be found here. A number of piers are the main ingress for any ship-bound freight destined for the city. Also known for &#039;&#039;&#039;The Coop&#039;&#039;&#039;; the &#039;&#039;&#039;large produce market&#039;&#039;&#039; where most of the city&#039;s grocers buy their goods.&lt;br /&gt;
&lt;br /&gt;
====White Bridge====&lt;br /&gt;
{{#lsth:Avale|White Bridge}}&lt;br /&gt;
&lt;br /&gt;
====[[Abraxis Combine]]====&lt;br /&gt;
{{#lsth:Abraxis Combine|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Spice Shop - Curry On My Wayward Son&lt;br /&gt;
* Surplus - POWMD: Pre-Owned Weapons of Maximum Destructiveness, &#039;&#039;&amp;quot;If it&#039;s in stock, we got it!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Kesslia ===&lt;br /&gt;
An upper-middle class neighborhood with beautiful, tree-shaded avenues and brooks. Home to many a professor and high ranking Docami.&lt;br /&gt;
====Venture Hall====&lt;br /&gt;
{{#lsth:Avale|Venture Hall}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Jeweler - Family Jules (Julegibisel)&lt;br /&gt;
* Perfumer - Heaven Scent&lt;br /&gt;
&lt;br /&gt;
=== Kipfield ===&lt;br /&gt;
Home of skinners, tanners, and leather-workers, the smell takes more than a little getting used to and the low class housing is cheap because of it.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* HQ - Leatherworkers Guild&lt;br /&gt;
* Tannery - The Three Tanners&lt;br /&gt;
&lt;br /&gt;
=== Little Perches ===&lt;br /&gt;
Formerly a low class neighborhood, it has gentrified into a middle class neighborhood with many specialty stores, taverns, and eateries.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Clothes - Second Hand News&lt;br /&gt;
* Perfumer - Eau My Gods&lt;br /&gt;
* Restaurant - This Scampi Happening&lt;br /&gt;
&lt;br /&gt;
=== Longsee ===&lt;br /&gt;
A little less industrial than Kalehaven, this neighborhood none the less still contains more manufactories than housing. Bowyers, chandlers, and cobblers are found here.&lt;br /&gt;
&lt;br /&gt;
====Pheld Ceramics====&lt;br /&gt;
{{#lsth:Avale|Pheld Ceramics}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Casino - He Bluffs Me Not&lt;br /&gt;
* Fishmonger - For Cod’s Sake, Shore Way&lt;br /&gt;
* Inn - The Boer Inn&lt;br /&gt;
* Inn - The Other Inn&lt;br /&gt;
* Tavern - The Adjective Noun&lt;br /&gt;
&lt;br /&gt;
=== Lost Bay ===&lt;br /&gt;
This neighborhood used to be a bay but was reclaimed from the river with magic. &#039;&#039;&#039;Abyss Annex&#039;&#039;&#039; is the unofficial name for the &#039;&#039;&#039;Old Yards and Lost Bay neighborhoods&#039;&#039;&#039; that house the poorest of the poor, most not originally from Dolac. Crime is high here but so is ingenuity. It is bisected by the &#039;&#039;&#039;Sito Road&#039;&#039;&#039; which runs north through the &#039;&#039;&#039;Kalehaven and Jeoran Terrace neighborhoods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====None Turned Away Clinic====&lt;br /&gt;
{{#lsth:Avale|None Turned Away Clinic}}&lt;br /&gt;
&lt;br /&gt;
=== Mimico ===&lt;br /&gt;
One of the later additions to the city, it was built containing middle and upper class housing interspersed with many small gardens to give it a more bucolic character.&lt;br /&gt;
&lt;br /&gt;
=== Narrow Park ===&lt;br /&gt;
Manicured to an inch, this park is full of water features and paths for a gentle stroll whilst discussing matters of import.&lt;br /&gt;
&lt;br /&gt;
=== New Dunum ===&lt;br /&gt;
Created when Emperor Avale conquered the city, the neighborhood was of the highest class, filled with astounding buildings. Over time it has become middle class with only some of the old buildings still surviving. Many of the more successful shipwrights and cartographers have historically lived here.&lt;br /&gt;
====[[Bowman-Outersea Cereals &amp;amp; Commodities]]====&lt;br /&gt;
{{#lsth:Bowman-Outersea Cereals &amp;amp; Commodities|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bakery - Tart of Darkness&lt;br /&gt;
* NPC - &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, Lookout Road&lt;br /&gt;
* Tavern - Bill &amp;amp; Ted’s Excellent Alehouse&lt;br /&gt;
&lt;br /&gt;
=== New Prospect ===&lt;br /&gt;
After years of protests from Mimico residents this neighborhood was finally built. It contains mostly (lower-)middle class housing and to the west an area reserved for wagon-makers and caravan suppliers.&lt;br /&gt;
&lt;br /&gt;
=== NoGWay ===&lt;br /&gt;
The short name for North of Grove Way, it used to be part of Longsee. Now it is a mostly middle class neighborhood though it has retained its cluster of alchemists and apothecaries.&lt;br /&gt;
&lt;br /&gt;
====[[Kasarian Embassy]]====&lt;br /&gt;
{{#lsth:Kasarian Embassy|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
=== Oakhurst ===&lt;br /&gt;
Known for its breweries and distilleries at the south end, the rest of the neighborhood is filled with (upper-)middle class housing and the shops and eateries that come with it. All on meandering streets with plenty of green.&lt;br /&gt;
====[[Thal Lithel]]====&lt;br /&gt;
{{#lsth:Thal Lithel|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Brewery - The Grog Father&lt;br /&gt;
* Brewery - This Is The Yeast We Can Do, owner: &#039;&#039;&#039;Bretmera Gremdain&#039;&#039;&#039;&lt;br /&gt;
* HQ - Brewers Guild, Falanae Avenue&lt;br /&gt;
* Restaurant - Feywild Shroomhouse, Korb Street&lt;br /&gt;
* Theater - Catifras Theater&lt;br /&gt;
&lt;br /&gt;
=== Old Yards ===&lt;br /&gt;
This is where the old naval yards used to be many centuries ago before they were moved up river. &#039;&#039;&#039;Abyss Annex&#039;&#039;&#039; is the unofficial name for the &#039;&#039;&#039;Old Yards and Lost Bay neighborhoods&#039;&#039;&#039; that house the poorest of the poor, most not originally from Dolac. Crime is high here but so is ingenuity. It is bisected by the &#039;&#039;&#039;Sito Road&#039;&#039;&#039; which runs north through the &#039;&#039;&#039;Kalehaven and Jeoran Terrace neighborhoods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Pawnshop - The Loan-ly Warrior&#039;s Stop&lt;br /&gt;
&lt;br /&gt;
=== Parade Fields ===&lt;br /&gt;
Historically this is where the army would present its forces to the monarch and (foreign) dignitaries. These days it&#039;s mostly a large field used for whatever purpose one needs. Encroaching on it from the south is a large caravanserai where most of the overland trade starts and ends.&lt;br /&gt;
&lt;br /&gt;
=== Pell Point ===&lt;br /&gt;
Here there&#039;s still some of the old fishing village that was the start of it all. While almost everything moved to the new port, net-makers are all found here, and there are still a few piers where fishing vessels dock and unload their catches to immediately be sold at auction. The few upper class buildings in this neighborhood are all in the hands of businesses, the other housing is a mix of lower class and (lower-)middle class.&lt;br /&gt;
&lt;br /&gt;
====Bajakian Ferry====&lt;br /&gt;
{{#lsth:Avale|Bajakian Ferry}}&lt;br /&gt;
====[[House Ditta]]====&lt;br /&gt;
{{#lsth:House Ditta|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
=== Prester ===&lt;br /&gt;
A neighborhood in decline; these days it is known for its many flophouses where down on their luck sailors spend their time ashore. This brought with it many, many taverns, brothels, and other businesses of ill repute. Businesses that can be found here are paint makers and outfitters.&lt;br /&gt;
====Admiralty House====&lt;br /&gt;
{{#lsth:Avale|Admiralty House}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Nightclub - Spreaders, Blue Cloth Alley&lt;br /&gt;
&lt;br /&gt;
=== Proviso Place ===&lt;br /&gt;
Though next to two of the less fragrant neighborhoods of the city, Proviso Place is not too badly affected thanks to it laying in something of a bowl. Formerly mostly full of warehouses, many have now been converted into middle class apartments. It is known for its many theaters and [[Dolac#Culture|niteries]].&lt;br /&gt;
====Scarlet Bonnet====&lt;br /&gt;
{{#lsth:Avale|Scarlet Bonnet}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Nightclub - Knight Moves, Twiller Street&lt;br /&gt;
&lt;br /&gt;
=== Sevso Island ===&lt;br /&gt;
This island was &#039;&#039;&#039;reclaimed from the river at great expense&#039;&#039;&#039; after the city was conquered by [[Miforan Empire|Avale Sevso]]. It was the first of a number of islands that were connected with boat bridges to the western bank of the estuary. These days the island is &#039;&#039;&#039;a large neighborhood&#039;&#039;&#039; with low to middle class housing and one of the few locations in the city where the imperial name remained. It is connected to the city by the &#039;&#039;&#039;White Bridge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* NPC - &#039;&#039;&#039;Alun Djames&#039;&#039;&#039;, Reginald Avenue&lt;br /&gt;
&lt;br /&gt;
=== Uppark ===&lt;br /&gt;
Full of imposing stone buildings, this neighborhood contains upper class and (upper-)middle class housing, the other half is dedicated to keeping the wheels of power spinning.&lt;br /&gt;
&lt;br /&gt;
====Domicile of Diligence====&lt;br /&gt;
{{#lsth:Avale|Domicile of Diligence}}&lt;br /&gt;
====Inner Court Arcade====&lt;br /&gt;
{{#lsth:Avale|Inner Court Arcade}}&lt;br /&gt;
====[[Abjura Dolana]]====&lt;br /&gt;
{{#lsth:Abjura Dolana|[[Avale]]}}&lt;br /&gt;
====[[Pholtus]]====&lt;br /&gt;
{{#lsth:Pholtus|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bank - High Shore Bonding Company&lt;br /&gt;
* HQ - Guild of Bookkeepers, Notaries &amp;amp; Scribes&lt;br /&gt;
* HQ - Guild of Cartographers &amp;amp; Surveyors&lt;br /&gt;
* NPC - &#039;&#039;&#039;House&#039;&#039;&#039;, Lock Street&lt;br /&gt;
* Tavern - The Giggling Gnome Grog Garden&lt;br /&gt;
&lt;br /&gt;
=== Woodfall ===&lt;br /&gt;
This neighborhood is known for its many migrants from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]], [[Neniros]], [[Ogren]], [[Tilgay]], and other exotic places. Numerous woodshops line the streets here; furniture makers and more general carpenters. On &#039;&#039;&#039;Langspelme Road&#039;&#039;&#039; stands the recently built &#039;&#039;&#039;Endorn Theater&#039;&#039;&#039;, named for the former boss of the Guild of Woodworkers who was instrumental in its construction. &#039;&#039;&#039;Promise Fields&#039;&#039;&#039; is filled with people at all hours and [[Dolac#Culture|gakker]] is played here, the local team is called the Bolters.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Tavern - The Thirsty Recruit&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=File:Aridni.png&amp;diff=4185</id>
		<title>File:Aridni.png</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=File:Aridni.png&amp;diff=4185"/>
		<updated>2026-07-04T13:22:10Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4184</id>
		<title>The Wreck - Chronological order of Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4184"/>
		<updated>2026-07-03T15:26:14Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Wreck.png|right|450x450px]]&lt;br /&gt;
Four very different people survive a shipwreck and end up on a tiny island. {{TextAnimations|Text=These are|Color=MediumBlue|Glow=1|Bold=1}} {{TextAnimations|Text=their stories.|Color=Red|Glow=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
== The protagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[Darius Naffles]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dauphine Tirfelya]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Oscar]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinton Gemweaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
&lt;br /&gt;
=== Four journeys ===&lt;br /&gt;
This is how our four friends ended up in the capital of [[Dolac]]; [[Avale]].&lt;br /&gt;
&lt;br /&gt;
==== Quinton Gemweaver ====&lt;br /&gt;
Quinton starts his journey to Avale following the Fiumare river. On the way he ran into a band of [[Nikanish]] who were trying to protect a tribe of bullywugs and the druid was asked if he wanted to help and he does. Later his camp was overrun by zombies but he managed to get away with all of his belongings.&lt;br /&gt;
&lt;br /&gt;
Then a town happened to be visited by a bunch [[Kashtin]] revelers when Quinton arrived and this lead to some very hedonistic days. Journeying on alone was quite the contrast but the beautiful landscapes made up for it especially the [[Dolac#Sevso Sound|Sevso Sound]]. From there it took a number of bridges to the islands in the Tal delta and a ferry to get across and make it to Avale where he finds an &#039;&#039;&#039;inn in the [[Avale - Neighborhoods#Cegir Town|Cegir Town]] neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city is huge and there is much to see. Quinton starts by getting a shave at Hair Me Out. Next he buys a mince mop from a street vendor. While walking and eating he nearly collides with a square-jawed, blond-haired man that steps out of an outhouse, dusting down his clothes, mumbling to himself.&lt;br /&gt;
&lt;br /&gt;
A few days later in [[Avale - Neighborhoods#Downpark|Downpark]] he passes by the Pursue Hickory bank and comes to a square where an expensively dressed gentleman is tending to a vagrant, pouring a potion down his throat which seems to make him feel a lot better.&lt;br /&gt;
&lt;br /&gt;
During another exploration of the city, this time in the North of Grove Way neighborhood, also known as [[Avale - Neighborhoods#NoGWay|NoGWay]], Quinton is lured into alley, where he is surrounded by four assailants. Things look bleak, this is an unwinnable fight and flight will also be difficult. But then an unassuming woman, short, with a cleft chin, and her dark hair in a knot, appears, and the four robbers run, saving him from an ignoble fate. The woman gives him a smile and leaves. There is no sign of her when the druid makes it back out on to the street.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Quinton to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Dauphine Tirfelya ====&lt;br /&gt;
On her donkey she makes it to the border with [[Otteun]], it’s been an interesting journey already, seeing the mammoths roam. Then Dauphine continues on to [[Midtal]], she’s never seen a big city and this is her chance. From the first inn in Otteun she finds out that elves are seen as rather exotic, people gaze at her, some small children even pull her hair.&lt;br /&gt;
&lt;br /&gt;
The caravan she was traveling with, promptly got attacked on only the second day but fortunately they managed to fight off the robbers, Dauphine having to use her shortsword in anger for the first time. Midtal was an interesting experience, still getting lots of looks on account of being an elf but getting bothered a bit less. Surprisingly she made a little money when someone offered to pay her to paint a portrait of her.&lt;br /&gt;
&lt;br /&gt;
Avale seemed the best possible next destination and the druid took passage on a river barge. The slow journey down the river gave plenty of time to focus on certain things she had been ignoring and to get to know her fellow travelers. At one village stop, Dauphine helped out one of her new friends when he was cheated on in a game of Three-Dragon Ante, managing to recover all the money.&lt;br /&gt;
&lt;br /&gt;
The barge arrived at Avale disembarking everyone in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. Two of her fellow passengers knew of a &#039;&#039;&#039;good inn in the [[Avale - Neighborhoods#Longsee|Longsee]] neighborhood&#039;&#039;&#039;, called the Other Inn, and so she joined them and walked there, taking a room on the third floor. It cost a little extra but the view of the Tal estuary is worth it. The first thing she sees is a short man with a white mustache, wearing a small hat catch a girl who picked a dwarf’s pocket. He hands the money over to the victim and then takes a piece of pastry from his pocket and gives it to the child before letting her go.&lt;br /&gt;
&lt;br /&gt;
Here, too, people still find elves quite the attraction, she finds. The nearby fish shop, For Cod’s Sake, introduced her to all kinds of new food and then she was told about another place that she just had to go visit. Following directions she went to the [[Avale - Neighborhoods#Oakhurst|Oakhurst]] neighborhood, where on Falanae Avenue she passed by Elassidil Villa, headquarters of [[Thal Lithel]]. At the intersection with Korb Street, a boy on crutches was brusquely told by a man in a carriage to get his ass in there. And then when the conveyance drove away she saw it; the Feywild Shroomhouse.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Dauphine to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Darius Naffles ====&lt;br /&gt;
After finishing his priestly training Darius was told to find his way in the world. Any direction was as good as the other but his father had told him that some far-flung family of his lived in Avale, so why not go there first?&lt;br /&gt;
&lt;br /&gt;
On his way through [[Mifora]] his skills were called upon numerous times. Usually to give his blessing or heal the wounded. But one time he arrived at a village where a recently deceased had risen. Using his god given powers he quickly destroyed it, maybe a little more thoroughly than the grieving family had hoped for.&lt;br /&gt;
&lt;br /&gt;
Then in another town, when money was low, Darius joined a group of adventurers who promised riches. The Toast of Tetia proved to be better at boasting than questing. It was only due to Darius that no one died and the riches turned out to be a single gem, that, split five ways, did not amount to all that much.&lt;br /&gt;
&lt;br /&gt;
A less than stellar encounter with a wild boar made Darius happy to finally arrive in Avale. He’s told of a small shrine to [[Ehlonna]] in the &#039;&#039;&#039;[[Avale - Neighborhoods#Abrinol|Abrinol]] neighborhood and the gnome finds an inn nearby; the Steaming Pot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Walking through the [[Avale - Neighborhoods#Clover Hill|Clover Hill]] neighborhood, Darius sees three attractive, middle-aged women coming out of Smells by Design, a perfume shop. As he passes by, he overhears part of their conversation: “Did you hear, Meghan Wellington is back in town, but the state of her...” says the brunette. “I heard she was married off to some [[Godfall]] dwarf who kept her in his cellar,” adds the blonde. “Who cares, Lilia, we have things to do down the road,” counters the redhead. “Alice, always chasing the sublime,” comments the dark-haired one.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Darius to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Oscar ====&lt;br /&gt;
The halfling wakes up with a headache in a small, stone room on a cot, a tiny window high on the wall provides some light. A pitcher of water stands on a table. In one corner there is a small hole in the floor that smells of excrement. A single door, locked or barred, blocks his way. Once a day the door is opened just wide enough to slide a bowl of gruel and a spoon inside. He can’t see much more than a hallway and a soldier, there is no sign, or smell, of the old man.&lt;br /&gt;
&lt;br /&gt;
After the second night he wakes in a new environment, feeling weak and listless, like that one time he ate those red mushrooms. He finds himself in a large, wooden room that lists from side to side. Around his leg is a manacle that is clamped around a stout wooden beam. A scarred man wearing a red cloth hat comes to him twice a day, bringing food that is incredibly hard, he needs the also provided drink, grog, to make it chewable.&lt;br /&gt;
&lt;br /&gt;
Additionally the sailor makes sure to check his manacle and the beam every time. He can move along the beam, about a meter or two, just enough to reach the small barrel smelling of excrement. There are many crates and barrels but all are out of reach. At least there are the rats who visit him at all hours. He supplements his diet this way.&lt;br /&gt;
&lt;br /&gt;
After a long journey the ship reaches port, all the smells tell Oscar they are next to land and he makes sure he’s prepared. When the sailor removes the manacle the halfling pushes the man’s head into the wall, as hard as he can. Then he is up the ladder and soon on deck of the ship. The sight of a huge city in front of him is frightening but he sees the wooden pier and jumps onto it, running away from the ship and towards the city, pushing people away when he can’t avoid them, one, carrying a large crate, falls into the water.&lt;br /&gt;
&lt;br /&gt;
Weak with hunger he makes his way into the city, there are so many people! He stumbles about, going wherever seems most quiet. He comes to a small park but is immediately chased by men wearing blue tabards. He keeps moving, coming to a road in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] where he startles a man and a woman in an intimate embrace. She hides her head behind the man as Oscar runs off and minute later he almost gets trampled by a horde of girls all yelling and chasing after a man with salt and pepper hair.&lt;br /&gt;
&lt;br /&gt;
When it gets later in the evening there’s fewer people around but then the smell of food hits his nose and his stomach rumbles loudly. He follows the scent and finds a place where people sit outside and others come from inside a building, bringing food and putting it on the tables. He times his approach well and manages to snag an entire tray of food, running off, spilling some but losing any pursuit, hiding in a garden as he gobbles down the meal.&lt;br /&gt;
&lt;br /&gt;
He sleeps there, hiding himself in the bushes till he is woken in the morning by all kinds of unfamiliar sounds and smells. A woman comes into the garden and Oscar bolts, leaving her confused shouts in his dust. Eventually he ends up at the south end of the city, in the &#039;&#039;&#039;[[Avale - Neighborhoods#Old Yards|Old Yards]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Things are rather grimy here, but then he finds a market, so many stalls with food and other things. People seem to pay him less mind than in other parts of the city, everyone just trying to live their lives. He sees people handing over small discs of metal as they point at food and are then handed what they desire. He doesn’t have any of those but since grabbing and running worked last night, he tries again, grabbing a dead chicken and running off. These market people don’t like this at all and he is chased by multiple vendors and stock boys. But one greengrocer seems to see the lighter side of things and throws Oscar an apple from his stall which the halfling catches expertly before slipping under a stall and down an alley, eventually losing his pursuers.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; unfortunately Oscar can&#039;t read any of this. And he, sadly, doesn&#039;t spot the men who come when he&#039;s sleeping and knock him out, shanghaiing him.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
Those signing up weren&#039;t told much and that&#039;s because it turns out to be a &#039;&#039;&#039;pirate hunting mission&#039;&#039;&#039;. A flotilla lead by the Whiskered Admiral is going to search for a small pirate fleet that was spotted not too far away. The navy is sending four ships; the Prince Willim, a 1st charter ship, two 2nd charter ships, the Ranhem and the Crowned Griffon, and a 3rd charter ship, the Arms of Dolac.&lt;br /&gt;
&lt;br /&gt;
It&#039;s early in the morning and those shanghaied wake up feeling the worse for wear, it smells of sweat and sick, there are many conversations around. Some rays of sunshine penetrate the murk, the floor beneath them is moving in all directions. People are getting up from the floor and soon a hatch opens, the sunlight suddenly very bright, and some people come down a ladder.&lt;br /&gt;
&lt;br /&gt;
Standing next to the ladder are a balding halfling, he looks to be in charge, a dwarf with a short beard, a half-elf, she has a rather big nose and her hair is dyed black, quite badly. Further there’s a gnome, her face looks to be sliding down her skull, and a large half-orc, with blonde dyed hair.&lt;br /&gt;
&lt;br /&gt;
The halfling speaks: “I am Bosun Miller and you are on board the majestic Crowned Griffon, the best ship in the entire navy, run expertly by Captain Drumpf and Quartermaster Onel.” At the mention of the last name some people involuntarily scrunch their noses, he apparently has quite the musk. Miller continues: “We are on a mission to take out a pirate fleet and make sure these murderers, rapists, and drug dealers will never make it to our homeland.”&lt;br /&gt;
&lt;br /&gt;
“Now, most of you might not be here voluntarily but you are finally going to do something worthwhile with your lives and get paid really well for it,” he tells the crowd. “Until we get anywhere near the pirates you will be assisting with the running of the ship, Chief Mate Luktnicks here will further explain.”&lt;br /&gt;
&lt;br /&gt;
The dwarf looks around, “you will be doing grunt work even a wet goblin can do, complain or shirk and you will be going overboard, try your luck with the sharks. You might have noticed your weapons and armor are missing. We don’t want any accidental stabbings or other fights, get in one and you’ll get intimately familiar with the cat o&#039; nine tails as wielded by Karoline here,” he motions towards the half-orc. She scowls as she looks around and rumbles “leave it”.&lt;br /&gt;
&lt;br /&gt;
“You’ll get your weaponry back when we near the pirates, you can even put on your armor then, if you are fool enough to want to drown with it. Until then you report to the second mate, Juliana,” he points at the half-elf, “or the third mate, Kristi,” he motions towards the gnome.&lt;br /&gt;
&lt;br /&gt;
Our four friends are selected by third mate Kristi to help with pulling the sails when there is need to, she puts a sailor in charge of them. The four introduce themselves to each other but soon find that the halfling doesn&#039;t speak. Quinton gives some grapes to the halfling, who we will refer to as Oscar, for the sake of convenience. Darius asks: “isn’t this the demon child?” The others shrug their shoulders. Then he speaks in Infernal: “do you understand?” Oscar doesn&#039;t, but Quinton does!&lt;br /&gt;
&lt;br /&gt;
The gnome&#039;s question stems from the fact that during their weeks in town &#039;&#039;&#039;they heard lots of stories&#039;&#039;&#039; any time they were in a tavern, or really anywhere a lot of people gather and gossip. It&#039;s definitely possible they heard stories about other people with the same name or looks, but &#039;&#039;&#039;this is what they all think they heard about their new friends&#039;&#039;&#039;. It might all be just poppycock of course!&lt;br /&gt;
&lt;br /&gt;
Quinton learned the following: people have said Oscar was being raised by an elf. Darius does not actually know where his mother is buried. He looked for the grave but never found it. Maybe for the best, because he would like to dig her up to find out how and why she died. Dauphine has a strange fascination for dead things. It&#039;s said she sometimes talks to dead animals.&lt;br /&gt;
&lt;br /&gt;
Dauphine heard these stories: Rumor has it that during his training Darius wounded and even killed small animals to learn and practice his new spells. Most of them failed, which resulted in unneeded suffering. Quinton used to dress in women&#039;s clothes. Oscar is a wild child who will eat anything he comes across; plant, animal, human?&lt;br /&gt;
&lt;br /&gt;
Darius heard the following rumors: Dauphine keeps dead animals rotting in her backpack. It&#039;s best not to follow her too closely when traveling because the dead smell coming from her backpack can only mean she&#039;s keeping dead birds... or something. Quinton became the owner of the family business at the tender age of 17. And... Oscar is a demon child.&lt;br /&gt;
&lt;br /&gt;
Oscar doesn&#039;t understand Common but he was lurking and heard people say the following, even if he had no idea what they were saying: Darius buried his own father. He even fixed and prepared the body so that it could be presented in a coffin. Which was one hell of a job since his father died in a fireball. Darius invited all the locals to the funeral, but nobody came. Dauphine has found her armor in a second-hand shop. Quinton is said to have a scar from a date gone wrong on an undisclosed body part.&lt;br /&gt;
The four get to know each other a little better that first day and are put to work when needed. At this point it becomes clear to Third Mate Kristi that Oscar doesn&#039;t speak Common or even understands it. She complains to another crew-mate about the shanghai-ers, how they are bringing in totally useless people, which is overheard by our friends.[[File:Bound shark.png|right|300x300px]]&lt;br /&gt;
At some point Darius looks over the railing and sees a shark swimming just under the surface. But this is very strange, it looks like there is a sort of metal cage around its head. He calls over Kristi but it&#039;s gone when she arrives and she waves away his story, blaming it on his sea sickness.&lt;br /&gt;
&lt;br /&gt;
Quinton tries to write something on the mast but is immediately scolded by a sailor who are a superstitious bunch and this spells bad luck.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends wake, and while they might still feel sea sick, their recent experiences have unlocked new abilities inside themselves. [They reached second level.]&lt;br /&gt;
&lt;br /&gt;
During the next days they all get to know each other even more and experiment a little with their new found abilities. Quinton uses his Message cantrip to send a message to Darius, which freaks him out at first. Oscar hunts down a rat and eats it. Darius immediately calls Third Mate Kristi over and shows her that the halfling is not useless at all; he&#039;s a great ratter!&lt;br /&gt;
&lt;br /&gt;
Then, during the night, &#039;&#039;&#039;a massive storm hits&#039;&#039;&#039; the flotilla. Our friends are asleep in the hold when they get tossed all over as the waves pummel the ship. A huge hole in the hull makes the ship list to the side. In nautical circles this is what is known as a ‘bad sign’. Before the party even knows it, for that is what they are now, they &#039;&#039;&#039;find themselves in the water&#039;&#039;&#039;. Huge waves spell their doom but fortunately &#039;&#039;&#039;half of a loading trapdoor floats nearby and they manage to cling on to it&#039;&#039;&#039;. Twice someone loses their hold due to the storm but twice they are rescued by the others.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Island ===&lt;br /&gt;
After floating on a calmer sea for many hours they eventually &#039;&#039;&#039;wash ashore on a tiny island&#039;&#039;&#039;, about an hour before dusk. They have nothing but the clothes on their backs and maybe one trinket or other item they kept close. The island is not a bounty one; one rock spur sticks about eight meters up in the air, the beach is more pebble than sand. There’s one small tree, not doing too well, other than that just some shrub bushes that don’t grow much in the way of food. One can walk a full circle around the island in about ten minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things that washed up on the shore with them. A large, iron anchor twisted into a spiral, they have no idea how it got there, it would definitely sink and not float. Oscar finds a cloak clasp shaped like a kraken, he has no idea what a kraken is but it looks nice so he keeps it. A barrel of mead is a nice find and they all immediately quench their thirst. Quentin finds a banged up scroll case that contains a scroll of [https://5e.tools/spells.html#enhance%20ability_phb Enhance Ability].&lt;br /&gt;
&lt;br /&gt;
Oscar searches the island for food and other useful things, finding just a few berries and mushrooms but near the shore he finds [https://5e.tools/items.html#jellyfish%20vine_hhbh Jellyfish Vine], which are not dissimilar to a plant he knows; he&#039;ll be able to fashion this into something that will improve a weapon for a short time. Meanwhile Quinton has gone up to the one tree and found a branch that could serve as a weapon. He tries to make it into a quarterstaff but it becomes no more than a club.&lt;br /&gt;
&lt;br /&gt;
Our friends discuss what to do next and Dauphine suggest climbing the rock spur to see if anything can be seen there, Darius and Quinton decide to go with. Oscar, who hasn&#039;t understood a word of the discussion follows a short distance behind. And he gets a great view of the three ahead &#039;&#039;&#039;falling through a thin sheet of rock into a shaft below&#039;&#039;&#039;, debris flying everywhere.&lt;br /&gt;
&lt;br /&gt;
The halfling gets there in time to see there is a force field at the bottom of a 30&#039; shaft that has slowed down everyone&#039;s fall and they end up on the floor with little to no damage. Oscar then uses the handholds that have been carved into the rock to climb down to the others.&lt;br /&gt;
&lt;br /&gt;
The bedrock has been carved out to create a room, the ceiling is about 15’ high, the shaft in the middle of it. It is pretty barren, on a stone shelf lies a book that has been totally overgrown with mold. A corridor leads away, there is a tiny bit of light coming from around corner. Only two of our friends have darkvision, Quinton can see almost nothing, the force field provides a little light.&lt;br /&gt;
&lt;br /&gt;
A magic mouth on the wall starts speaking in an unknown language to most but Quinton knows Ancient, though he has never heard it spoken before; &#039;&#039;&#039;“This is containment area Manahuia. You do not have the proper authorization to be here. Leave now and do not return lest you’ll be destroyed.”&#039;&#039;&#039; Oscar has made it down by now and Dauphine tries to see if she can rescue a page from the middle of the book but fails utterly.&lt;br /&gt;
&lt;br /&gt;
A minute later the magic mouth repeats its message and then &#039;&#039;&#039;incorporeal snakes come through the walls and start to attack&#039;&#039;&#039;. They are hard to hit and there are many, so the party flees down the one corridor. Here they find a natural cave that has been carved in places to heighten the ceiling to about 8’. There are signs of combat, scorch marks on the walls, a broken arrow lies just inside the corridor.&lt;br /&gt;
&lt;br /&gt;
To the back of the cave is &#039;&#039;&#039;a dark opening, about three meters in diameter, maybe it’s their imagination but the inside of it seemed to move a bit, throb&#039;&#039;&#039;? It is almost entirely blocked by a stone wall that is crumbling, the druids are versed in Arcana and recognize it as one made by the Wall of Stone spell. Almost a foot of water has seeped into the cave and in the murky water they can just about make out four small mounds of stuff. In the left back corner of the room lies a ball of something rubber-like wrapped around itself.&lt;br /&gt;
&lt;br /&gt;
The snakes haven&#039;t followed, yet, so they have time to explore. Three of the four mounds contain a dead body, very well preserved, and also a number of items. Going through all the items takes time but will likely lead to some good finds so most of our friends go through it carefully, whereas Oscar grabs something at random. The odds are 2.78% but he manages to grab a necklace of teeth, not unlike one he was wearing and lost in the storm!&lt;br /&gt;
&lt;br /&gt;
Darius has gone to the rubbery thing and it slowly starts moving a little, waking up? It takes a while but it slowly unwraps its appendages and turns out to be some kind of golem-like entity? The party has been collecting items for a while and now the first incorporeal snake has found its way to them. The rubbery thing attacks with just a single appendage at first and hits hard; doing not just hit point damage but also giving Exhaustion to those hit.&lt;br /&gt;
&lt;br /&gt;
Every round the golem attacks with one more appendage and escape becomes a necessity. Dauphine uses two Thunderwave spells to destabilize the wall and then Oscar manages to place the butt of the spear that Quinton found and gave him, in exactly the right place and he levers up and a huge chunk of wall comes down, enough for them to enter the strange tunnel that looks a lot like the inside of an esophagus, [[wikipedia:Peristalsis|peristaltic contractions]] and all.&lt;br /&gt;
&lt;br /&gt;
Dauphine really wants more of the items but is hit again by the rubbery being and when the incorporeal then critically hits her, she&#039;s brought down! It&#039;s not easy but the others manage to get her out; Darius using a Cure Wounds spell and Quinton helping by providing another target for their foes. Everyone ends up inside the tunnel and the creatures don&#039;t seem to want to enter it.&lt;br /&gt;
&lt;br /&gt;
As they walk down the sloped tunnel they heal themselves as best they can. The tunnel is long and continues downward, only after a long walk they arrive in another cave, slick with water. The tunnel looks about the same at this end as the other, very strange. Things look to be safe so our friends decide to have a long rest and &#039;&#039;&#039;look at all the items they managed to grab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dauphine found a potion of Stupendous Healing (3d10+level) and she knows these are very rare and not for sale, it might be worth a nice amount. She also found a bracelet made of gold, set with turquoise stones. Quinton found one exactly the same, each bracelet should be worth about a hundred gold pieces. Other items she managed to recover are a [[Demon Dash|&#039;&#039;&#039;Demon Dash&#039;&#039;&#039;]], which she gives to Darius, and a water-proof scroll case containing a number of gems (200 gp worth) and spell scrolls of [https://5e.tools/spells.html#false%20life_phb False Life] and [https://5e.tools/spells.html#skywrite_xge Skywrite].&lt;br /&gt;
&lt;br /&gt;
Darius found the rather strange [[Cyphers &amp;amp; Potions#Arakaen Mana Parasite Potion|&#039;&#039;&#039;Arakaen Mana Parasite Potion&#039;&#039;&#039;]] and Stridden Boots that can give the wearer explosive speed as billowing flames blast from their feet and set anyone they get near to on fire. He also found a really strange tiny, red stinger; &#039;&#039;&#039;[[Phlegethos’ Pick]]&#039;&#039;&#039;. Quinton found the &#039;&#039;&#039;[[Spent Spear]]&#039;&#039;&#039; which he gave to Oscar and the halfling managed to grab the necklace with teeth; &#039;&#039;&#039;[[Past Primal]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[Room with the mounds of stuff and some of the items there with thanks to Dale Friezen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darius rips a pant-leg from his trousers and turns it into an improvised mask&#039;&#039;&#039; which he puts around his face, only &#039;&#039;&#039;his eyes are still visible and they are purple&#039;&#039;&#039;, instead of the blue they were earlier.&lt;br /&gt;
[[File:Steam Mephit.png|right|349x349px]]&lt;br /&gt;
After some good sleep they set off down the slick rock corridor, going ever further down, the temperature drops even more and everyone gets a headache. Eventually they come to a fissure, vapor rising from it, about ten foot across.&lt;br /&gt;
&lt;br /&gt;
Right after Dauphine jumps over it, small, winged humanoid creatures with pale skin and wisps of vapor rising from their nose, mouth, and ears rise from it. They shed drops of steaming water when they move.&lt;br /&gt;
&lt;br /&gt;
The creatures attack with their steam breath, hurting our friends quite a bit but they have quite some capabilities of their own and Oscar manages to use his Past Primal to critically hit one of them, killing it instantly.&lt;br /&gt;
&lt;br /&gt;
The path continues on until they reach what must be a really big, stone door. A large stone frame runs up, across, and down a single slab of stone. There is no handle or lock visible but on either side there is a hole in the stone, just a bit bigger than a finger. After some discussion Darius and Dauphine &#039;&#039;&#039;each put a finger into one of the holes and the door slides open diagonally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Midnight Altar ====&lt;br /&gt;
Beyond the doorway is a square room about 50’ on each side carved out of some kind of blue stone. A midnight altar, wrought from some superterrestrial metal, stands at its center. Faint lines of golden energy radiate from the altar along the floor to a large door. Above the altar float a number of symbols, most are white, two are purple. In the middle of the two side walls sit levers, both pointing up.&lt;br /&gt;
&lt;br /&gt;
At the far end of the room is a large door, made of a dark wood and covered in many sigils that all radiate with magical power. Around the door and on the floor emblems have been carved, the same set repeats; a skull, a cloud, a triangle pointing downwards, something that might be an explosion, a scorpion. The door doesn’t seem to have hinges, a lock, or a handle. A tiny crack has formed at the bottom left of the door and a dark orange substance has seeped out, it looks like a small drop of syrup or honey.&lt;br /&gt;
&lt;br /&gt;
Our friends investigate the room but can&#039;t make heads nor tails from the symbols above the altar. The door seems to be warded to keep something in, this might be some strange mystical prison? &#039;&#039;&#039;Darius rips off another part of his trousers and uses it to dab at the small drop of strange substance at the foot of the door, it absorbs into the cloth.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Detect Magic spell shows that the two levers probably aren&#039;t connected to the warded door and since there is nowhere else for the party to go they decide to pull on them simultaneously. When they do, two things happen immediately. &#039;&#039;&#039;There is a sinking feeling as their room starts to float down&#039;&#039;&#039;, and six parts of the wall are blown away and beyond them are niches in a strange shell like shape. Each contains a bench that is angled ninety degrees, a receptacle holding a potion vial, and a lever.&lt;br /&gt;
&lt;br /&gt;
Everyone feels the pressure increasing in their heads and it stands to reason it will only get worse. Darius darts into one of the niches and pulls the lever. When he does so, a force field covers the open side of the niche as it is pushed away from the wall and starts to float to the surface. The gnome drinks the potion, figuring it might be needed at this point, it turns out to be a healing potion. When the escape pod pops out of the water it lands horizontally on the waves and the force field disappears, the bench is now in the right position to sit on.&lt;br /&gt;
&lt;br /&gt;
Having seen the result of Darius&#039; action, Oscar is next to scramble inside a niche and pull the lever. Dauphine and Quinton stay a bit longer, wondering if there&#039;s something else they can do here but with the pressure mounting, they too make their escape. Once on the surface, all of the pods find a way to each other and cluster together.&lt;br /&gt;
&lt;br /&gt;
As they float there our friends talk about their experiences as Darius tries to explain to Oscar that the potion is a healing potion. The party discusses the &#039;&#039;&#039;strange black and white vision that talked to them as they entered the room&#039;&#039;&#039;. No one saw it in the room but somehow each saw a black and white apparition talking to them, it looked like a rather enigmatic version of their race. And it promised lots of power if they would help &#039;it&#039;, and clearly whatever the entity was, it was quite powerful. But &#039;&#039;&#039;they all declined its offer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After floating in the middle of nowhere, the island is not in sight, for most of the day, they get very lucky and spot a ship. It&#039;s &#039;&#039;&#039;a fishing ship, the Twilight Wanderer, from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]]&#039;&#039;&#039; and our friends are taken on board. As he does so, Quinton notices from the corner of his eyes what looks to be &#039;&#039;&#039;a huge head sticking out of the water&#039;&#039;&#039;, from about halfway up the nose. It&#039;s right at the horizon and must be enormous but it moves away before anyone else can spot it.&lt;br /&gt;
&lt;br /&gt;
The crew consists of four people, all quite sunburned; Captain Raisa, tall, skinny, and quite sociable, Zaria, she has a broken nose, muscled arms, and is quite chatty, Blazh, he wears an earring with lapis lazuli, is missing a finger, and carries a hooked knife, he&#039;s quite jovial, and Kyrilu, a rather hirsute individual who squints a lot and is a bit grumpy.&lt;br /&gt;
&lt;br /&gt;
The ship is cramped with eight of them on it but they make it work as they set sail home to Abrinol, the neighborhood in Avale is named for it. During the journey our friends get to know the crew a little better and learn of the fascinating culture of the Hundred Mile Islands, though Quinton isn&#039;t charmed by it and conspicuously moves away when these things are discussed. That first night everyone on the boat sees &#039;&#039;&#039;a falling star, blue streaked, and very low on the horizon, crossing the sky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a, blessedly uneventful, journey of a few days &#039;&#039;&#039;our friends arrive on Abrinol&#039;&#039;&#039;. It&#039;s quite the sight; the buildings on the island are all made of wood and painted red, though a Dolac would say their quality was less than they were used to. Off to one side of the town there are a few houses that are clearly built in older Dolac style, including one tavern, the Maiden and Flagon.&lt;br /&gt;
&lt;br /&gt;
A few warehouses in Dolac style are situated to the left of the harbor, that’s also where two large piers can be found, each has a ship anchored there. The Prince Willim is one of those, it looks to have taken quite some damage from the storm. The other ship is a large merchant vessel named the [[Hythe Maritime Services|HMS]] Floris.&lt;br /&gt;
&lt;br /&gt;
Captain Raisa invites the party over to dinner at her house and even offers to let them stay the night. First our friends go do a little shopping, selling the gold bracelets they found to get some new clothes and supplies. A few merchants sell flotsam and jetsam; they recovered a number of items from the flotilla, including Dauphine&#039;s [[Coloured lenses of Scotopia (Tanaquilya Lomë)|colored lenses of Scotopia]] and her [[Nochtoina]]. She buys both and also a part of the Crowned Griffon&#039;s name plate, it reads &amp;quot;owned&amp;quot;. Oscar waits until the merchant is distracted and steals a gold tooth.&lt;br /&gt;
&lt;br /&gt;
Our friends first go to the Prince Willim to see about passage, though none of them are much enamored with the navy at this point. They are offered passage, however they try the HMS Floris as well. The sailor at the gangplank has good news and bad news; the ship is sailing for Avale tomorrow, but all passenger berths are filled. When our friends ask if there&#039;s really nothing to be done, relaying how they were shipwrecked, a voice speaks from the railing and invites them up.&lt;br /&gt;
&lt;br /&gt;
A blonde man, tall and wide shouldered, the type you would cast in your play to be the paladin or king, welcomes them onboard and &#039;&#039;&#039;introduces himself as Gerrut Hythe but tells them to call him Keeper&#039;&#039;&#039;. Apparently their story had an effect and he offers them passage and would like to discuss their experiences with the Admiralty.&lt;br /&gt;
&lt;br /&gt;
The next morning, after a lovely dinner and a fun time in a tavern, they board the HMS Floris and find out that Keeper has vacated his personal cabin for them, he&#039;ll use a hammock on deck. They discuss bound sharks; he&#039;s seen a few over the years, but the giant head is totally new to him, and he has no experience with tiny islands and strange, sinking rooms.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Our friends make it safely &#039;&#039;&#039;back to [[Avale]]&#039;&#039;&#039; where the first order of business is to find an inn, as they decide to stick together; they learned that to get any adventuring work you need to be signed up as a group. They are told the Grey Minstrel Inn is a good place for what they are willing to spend so that&#039;s where they go.&lt;br /&gt;
&lt;br /&gt;
As they approach the place in the Bow Valley neighborhood they see an old woman in dirty coat sitting on an upturned bucket at the entrance to an alley. A brown mackerel tabby with gray field lays on a window sill and gets up stretching its back. A little girl with pale skin and big, blue eyes, in an old coat dances to music only she can hear. Inside the inn a lute missing its strings and a broken horn hang on the wall, a statuette of a panther, wooden and painted black stands in an alcove.&lt;br /&gt;
&lt;br /&gt;
Next on the list is more shopping; our friends sell a number of the items they found and use the proceeds to buy weapons, armor, and adventuring gear. Dauphine has a shield made from the Crowned Griffon name board. Quinton looks into getting pan-flute lessons and ordering business cards.&lt;br /&gt;
&lt;br /&gt;
Then &#039;&#039;&#039;a visit to the Adventurers Association&#039;&#039;&#039; in Kesslia. They have to fill out a form, asking where their strengths lie and &#039;&#039;&#039;give a party name, for some reason they decide on &amp;quot;The Daltons&amp;quot;&#039;&#039;&#039;. After a a short while they are lead to the offices of Jerry Tidwell, who will be their agent from now on. He&#039;s a tall halfling with dark hair and a big nose, and very outgoing, energetic. He offers them coffee that he has specially imported from [[Haza]].&lt;br /&gt;
&lt;br /&gt;
They discuss what he can do for them as he plays around with a silvered horseshoe in his hands, in some places the original iron clearly visible. Jerry tells them they are in luck; Grand Master and [[Dolac#Government|Torchbearer]] Geppert Cross, of the Guild of Cartographers &amp;amp; Surveyors has died recently and there are &#039;&#039;&#039;jobs available as honor guard&#039;&#039;&#039;. It only pays 2 gp but he explains that it&#039;s important to get a relationship started with any guild, they are much more likely to hire people they have worked with in the past, and usually don&#039;t look closely at what the work was.&lt;br /&gt;
&lt;br /&gt;
He also advises them to get a ‘money person’, it&#039;s such a waste to keep your money in a pouch or under your bed. The money person knows the best banks to put them in or other investment opportunities. “Me and some friends bought the rights to the Dolac blue conifer; whenever a single one of them is sold we get part of that,” he explains quite animatedly. He suggests a bookkeeper; Carla Tebaldo, she&#039;s a gnome and does most of his investments.&lt;br /&gt;
&lt;br /&gt;
=== First Jobs ===&lt;br /&gt;
Our friends are told to go to Save Nine in the Fabrics neighborhood to pick up ceremonial staves and robes with the Guild of Cartographers &amp;amp; Surveyors clue compass rose attached to them. Next they report to the Domicile of Diligence in Uppark. The procession will go to the Mother Mensual cemetery in the Dawnbloom Heights neighborhood and every hundred feet two people peel off to stand to the left and right of the street.&lt;br /&gt;
&lt;br /&gt;
On their way they hear people in the crowd along the street talking. A halfling wearing a poncho with multicolored, diagonal lines comments: “you know what a dead Torchbearer is? A good start! I say burn them all, what have they ever done for us?” A woman in a hat with a blue compass rose emblem tells her companion: “I heard that thing that fell from the sky destroyed the entire city of [[Kostul]]!” A gorgeous half-elf in a blue dress says to her friend, who is equally stunning: “I used to have so much fun with Old Geppy, he was the loveliest little lapdog”.&lt;br /&gt;
&lt;br /&gt;
When our friends get near Carriage Court it is their turn to take up positions. A dwarf with a beard woven into an intricate pattern asks: “Did they appoint anyone in place of the dead guy yet?” A man eating the last bit of his deep-fried giant answers: “No, this bunch are traditionalists and wait till the body is in the ground.” To which the dwarf replies: “Well, I hope that whoever gets in will be in favor of lowering taxes on labor, it’s got so bad I can hardly compete with foreign crap coming in.” Says the man: “This guild? Don’t hold your breath.”&lt;br /&gt;
&lt;br /&gt;
As the funeral procession comes closer a man steps into the street, right between where our friends are standing. He throws a bottle of oil to the cobbles and pours another all over himself. He cries: “They ruined me! Those gods-damned guilds and their rules, destroying the common man and do they care? Do they fuck all!” as he takes out a tinderbox. People scramble backwards.&lt;br /&gt;
&lt;br /&gt;
Our friends immediately respond and an Entangle spell plus a Command spell by Darius prevent the man from lighting himself on fire. Then Dauphine knocks him to the ground and the four of them work him to the side of the road before any of the dignitaries get there. When they do, one of them comes over to the party, a man with a heavy set build and hangdog facial features, who introduces himself as &#039;&#039;&#039;Alun Djames, a Master of the Stevedores Guild&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
He&#039;s impressed with what they did and invites them over to his home for dinner the next day. Our friends arrive at his home on Sevso Island, located right at the river with a view of the rest of the city, and get introduced to his wife and three children. Dinner is great and Alun promises that he&#039;ll rustle up some work for them when he can.&lt;br /&gt;
&lt;br /&gt;
The very next day Jerry sends a messenger; he has &#039;&#039;&#039;work for the party&#039;&#039;&#039;. &amp;quot;It&#039;s a twofer!&amp;quot; he exclaims enthusiastically when they enter his office. He has received requests from the &#039;&#039;&#039;Alchemists &amp;amp; Apothecaries Guild and the Messengers Coalition&#039;&#039;&#039;. Both seem to him a good match for our friends and he hands them the parchments; &#039;&#039;&#039;[[AAG - Request 1|Request for Ingredients]] &amp;amp; [[MC - Request 1|Missing Messenger]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Kenohob ====&lt;br /&gt;
Our friends make it to Kenohob without any trouble, all the while having kept an eye out for Herleva. Once there they find outshe picked up her package and left, right on schedule. They also learn that wild animals have been coming into the village causing havoc, this is not normal behavior, usually they know the risks and avoid the hamlet. Only last night the Furious Farmer lost a number of cows due to a wolf attack.&lt;br /&gt;
&lt;br /&gt;
Our friends go visit her and the halfling tells them, pointing at the forest with her scythe, that the wolf went back into the nearby forest. Darius asks to buy an old scythe and our friends then track the wolf, they are quite skilled at this and easily follow its tracks between the trees. They lead to the dead body of the wolf, with an zombie boar standing over it. Battle is short and swift with the boar snuffing it in the end; Oscar critically hitting once more.&lt;br /&gt;
&lt;br /&gt;
There&#039;s only an hour or so of daylight left but again our friends prove very proficient at tracking, following back the path the boar took. They arrive at an &#039;&#039;&#039;ancient barrow mound, deeper in the forest&#039;&#039;&#039;. Sitting on top of it is a &#039;&#039;&#039;redheaded girl and her dog, which looks quite undead&#039;&#039;&#039;, but not in a way that Darius, or the others, have seen before.&lt;br /&gt;
&lt;br /&gt;
The party talks with the girl as the carefully close and spread out a little. She &#039;&#039;&#039;confirms that she is Herleva&#039;&#039;&#039; and tells them that on her way back to Avale, her dog Snuffles dashed into the forest and she followed him. It lead to the barrow mound, one side had collapsed a bit and left a hole big enough for the dog to go through. &#039;&#039;&#039;When Snuffles came back out it was very much changed and now, anytime it came near a creature it turned it into a zombie.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The girl herself is fine, definitely not undead, though she is clearly malnourished. There is some speculation among the party about why she is not a zombie, maybe only beasts are affected? They throw her a goodberry and she eats it, feeling a bit better. But it&#039;s clear to her the party doesn&#039;t want things to stand as they are. She pleads with them to leave her and Snuffles alone, telling them she&#039;ll try and make sure it won&#039;t infect any other creature, she&#039;ll give them all her meager belongings but please, don&#039;t harm her only friend in the whole world.&lt;br /&gt;
&lt;br /&gt;
The party has other ideas though, Darius definitely wants to end the undead dog&#039;s existence and the others agree that that&#039;s the best course of action. Quinton starts by casting a Sleep spell on the poor Herleva so she doesn&#039;t have to witness what is about to happen. Zombie forest creatures have by now made their way around the barrow mound and a battle ensues.&lt;br /&gt;
&lt;br /&gt;
Darius uses his Turn Undead ability and a zombie wolf runs away. But the other opponents are tough and some of our friends are brought low, fortunately between the four of them they possess quite some healing magic. Darius activates his Stridden Boots and uses them to great effect, burning four enemies before the boots burn up completely and hurt him. Combat is over soon after with the party victorious.&lt;br /&gt;
&lt;br /&gt;
The gnome uses his undertaker tools on Snuffles fails to learn anything useful. Our friends &#039;&#039;&#039;burn all the undead&#039;&#039;&#039; and they then very carefully investigate the hole in the barrow mound, using a large stick and a rope to pull a bone dagger and a wooden box from the interior. The engraved box contains twenty-six teeth, each engraved with the mirror image of all letters of the alphabet; when pressed into something soft they leave an imprint.&lt;br /&gt;
&lt;br /&gt;
Our friends put anything that will burn into the interior of the mound and then light it, hoping that whatever turned Snuffles into what it became can be destroyed this way, or at least stop it from happening to anyone else. They then carry Herleva away and wake her up. She is incredibly distressed when told that Snuffles is no more and Quinton uses a Charm Person spell to blunt the edge.&lt;br /&gt;
&lt;br /&gt;
Back in Kenohob they take a room at the Whispy Vapor Inn for all five of them, Herleva is still very sad about the events and Quinton goes into the village and finds someone with shepherd puppies and he brings two back for the girl. That definitely brings a smile to her face but it&#039;s a good, persuasive talk they have with her that eventually convinces her not to sneak out of the room at night to go back to the barrow mound.&lt;br /&gt;
&lt;br /&gt;
The party all agree it&#039;s not a good idea to have Herleva go back to Avale by herself and figuring there is no rush for the other job &#039;&#039;&#039;they return to the capital with her and deliver her to the Messengers Coalition HQ&#039;&#039;&#039;. They then do some shopping and start the return journey to Kenohob the next day. From there they go south as indicated by the request and eventually come across an ogre.&lt;br /&gt;
[[File:Ogre Howdah.png|right|355x355px]]&lt;br /&gt;
But that&#039;s not all there is to it; someone built a palisaded wooden fort on its back! And in there are two goblins, one speaks up as the party approaches. “Ah, perfidious questers! Surrender your treasures and artifacts and your existences will be spared!” Our friends do not feel inclined to take this deal and move closer and the goblin speaks again: “Now witness the firepower of this fully armed and operational Flak Ogre!”&lt;br /&gt;
&lt;br /&gt;
Battle is on and the two goblins are very adapt at sniping at the party with spell and bow before hiding behind the wooden cover again. Unfortunately for them they miss as often as they hit. The ogre hits more often and harder but it turns out that two druids with two Wild Shapes each have a nice buffer of hit points to make it through a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eventually the ogre topples&#039;&#039;&#039; and both goblins roll away, the spell caster of the two manages to escape, hurling insults as she disappears. The other the party manages to kill, unfortunately it doesn&#039;t have loot worth anything.&lt;br /&gt;
&lt;br /&gt;
The next day our friends split in two groups and &#039;&#039;&#039;manage to find all the ingredients&#039;&#039;&#039; requested by Herb’s Store. They set up camp near a marsh and then proceed to &#039;&#039;&#039;have a very strange dream&#039;&#039;&#039; featuring a blue and green painted carriage and a mansion with a butler and long corridors full of doors.&lt;br /&gt;
&lt;br /&gt;
=== Avale ===&lt;br /&gt;
Our friends deliver the ingredients and ogre parts and Herb, the proprietor, shows them a number of interesting items he is willing to sell them for their services, he tells them to check back often as his stock changes frequently. When they return to the Grey Minstrel Inn they are accosted by &#039;&#039;&#039;a dwarf with a rather tangled and unkempt beard&#039;&#039;&#039;. He is looking for a job and introduces himself as &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039;, it&#039;s clear he is far from home but our friends don&#039;t have any work for him. Dauphine asks him if he has ever heard of a Stone Dragon cave; he tells her it rings a vague bell, he will find her if he remembers more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The piece of cloth that Darius dabbed in the dark orange substance&#039;&#039;&#039; has grown over time and the next morning he wakes to find it has wound tight around his torso and learns it&#039;s &#039;&#039;&#039;now an armor of sorts: [[Vessel Wraps]]&#039;&#039;&#039;. The quarter-scythe that he ordered has been completed and he pays with it by trading in his old armor. Oscar has seen Dauphine&#039;s shortbow and wants to try one as well so they buy one for him.&lt;br /&gt;
&lt;br /&gt;
The next day a message from Jerry, their agent, arrives. He has &#039;&#039;&#039;a job for a druid to sub for one who got sick, the druid is to wild shape into two different animals for a play being staged at the Catifras theater in Oakhurst&#039;&#039;&#039;. He also included three free tickets for the play that night. Dauphine and Quinton decide that he should be the one to take the job and he goes to the theater that afternoon. The marquee reads: “&#039;&#039;&#039;Hanno Salt stars as Jack Hoida in Jack Hoida and the Forgotten Temple&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
He is met by the &#039;&#039;&#039;Long-Suffering Assistant Director&#039;&#039;&#039; who explains they need a panther in the first act and a giant snake in the third. He is then introduced to the Water Wrangler, the Pyronicist, the Sound Effecter, and the stage hands. He briefly meets Hanno Salt, a dark haired, square jawed man in dark pants, a white jacket with dangling fasteners, and black gloves, who sucks on a licorice stick and soon leaves with a giggling blonde. Quinton learns the play is about intrepid explorer cutting a swathe through vines and canoeing down white-frothing rivers in a territory composed almost entirely of jungle and implausible traps. He gets to practice his part with the Nervous Stand-in.&lt;br /&gt;
&lt;br /&gt;
In the evening our friends take their places in the audience and Quinton is in the wings. The play starts with a bard singing an opening song as the backgrounds change and stagehands walk out with placards showing who plays who. At the end of the play another song is sung. Some quotes:&amp;lt;blockquote&amp;gt;&amp;quot;...and of course, Queen Tamarka was my lover, but now she wants my head on a stick. All because I gave away the secret of her immortality...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and that&#039;s when I married the love of my life and retired. Only for her to be murdered six months later, dragging me back into my old life...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...after that I spent a year undercover as a pirate under Captain Rosaline, the River Rose. Also my lover, by the way. And come to think of it, she also wants my head on a stick...&amp;quot;&amp;lt;/blockquote&amp;gt;Quinton does an ok job performing his animal forms on stage and is in the changing rooms afterwards when Hanno Salt steps in. “The production went as smooth as can be, you all deserve a drink. I love it when a play comes together,” he tells them before he leaves with a giggling blonde, not the same as the one in the afternoon. Quinton goes of with the cast and crew for a drink and the rest of the party also goes to a nearby tavern for a libation or two.&lt;br /&gt;
&lt;br /&gt;
==== Night at the Museum ====&lt;br /&gt;
Not much later &#039;&#039;&#039;another job&#039;&#039;&#039; offer comes through; our friends are to &#039;&#039;&#039;act as guards for some animals on display at the [[Avale#State Museum|State Museum]] during a fundraiser&#039;&#039;&#039;. They are told to look the part more than anything; wear all the armor they have and bring their biggest weapons. At the location they are met by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains she had to make a deal with the museum guards; the party has to stick to their location with the animals and are to leave everything else to the museum guards.&lt;br /&gt;
&lt;br /&gt;
The event takes place in two large, connected rooms and in one corner there is a display; &amp;quot;&#039;&#039;&#039;Animals from [[Neniros]]&#039;&#039;&#039;&amp;quot;. There&#039;s a large cage containing an orangutan, a large box with glass front and top in which a huge anaconda lies. Two smaller boxes with glass tops and fronts hold Neniros toads and blue poison dart frogs. A small cage hanging from a pole contains a single orange and black bird; a cock-of-the-rock.&lt;br /&gt;
&lt;br /&gt;
The caterers are busy setting up tables full of food and drink and at some point someone calls out; “&#039;&#039;&#039;Hey, Naffles&#039;&#039;&#039;, where in the Nine Hells are you?” Darius calls out that he&#039;s here but another voice also pipes up. This turns out to be &#039;&#039;&#039;the gnome&#039;s second cousin, Dersigos&#039;&#039;&#039;, who works catering this evening. Then the first guests start to arrive.&lt;br /&gt;
&lt;br /&gt;
Once everyone is present a short man with a large mustache steps up on a small podium. Quinton saw this man on his first day in the city, near the Pursue Hickory bank. They learn that he is &#039;&#039;&#039;Joseph Lacombe, the Grand Master and Boss of the Guild of Bookkeepers, Notaries &amp;amp; Scribes&#039;&#039;&#039;. He holds a short speech:&amp;lt;blockquote&amp;gt;“Friends, welcome, it is good to see so many familiar money pouches, I mean faces. We are so fortunate to be able to congregate here this evening and enjoy all the world has to offer, great food and drink a plenty. But we should spare a thought for those less fortunate, those that live in squalor, who don’t have a job, whose children are sick and going hungry. We should not allow our society to let this go on and thus I have started the Solutions for the Infirm charity and call on you for support. Please enjoy your evening in this wonderful ambiance but make sure to donate generously as I know you can.”&amp;lt;/blockquote&amp;gt;He then steps from the podium and approaches one of the guests. “If it isn’t &#039;&#039;&#039;Fitzwallace-Keely&#039;&#039;&#039;, my favorite guild boss, Jeffery, we need to talk about you opening your coffers,” he says, grabs a drink from a tray and then moves away with the ruddy haired man wearing an expensive suit with embroidered green scales.&lt;br /&gt;
[[File:Constrictor Snake.png|right|300x300px]]&lt;br /&gt;
The &#039;&#039;&#039;place is filled with the great and the good&#039;&#039;&#039; of Avale but unfortunately our friends don&#039;t know any of them and no one points them out to them. They do recognize the holy symbols of [[Osprem]] and [[Lirr]], so there are at least two, likely high-ranking, priests present. There is also a tiefling woman, she must be from the [[Kasarian Embassy]]. There are definitely a lot of guild members as many people wear guild insignia. Darius recognizes three socialite ladies when they oh and ah over the blue frogs; he saw them exiting Smells by Design when he first came to Avale.&lt;br /&gt;
&lt;br /&gt;
Some time later there’s a flash coming from the other room and then lots of smoke, coughing people stumble into the adjoining room where our friends are. The party holds position near the animals, Dersigos and another waitress, this one more nattily dressed make their way over, still hacking and trying to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Eventually the museum guards go in and it becomes clear &#039;&#039;&#039;the Flame of Dolac, a transparent fiery orange Jacinth carved into the shape of a flame, is missing&#039;&#039;&#039;. &#039;&#039;&#039;The Humtache is called in&#039;&#039;&#039;, lead by the &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, a short man with a white mustache, wearing a small hat. Dauphine actually saw him from her room at the top floor of the inn catching a pick-pocketing girl.&lt;br /&gt;
&lt;br /&gt;
After a little while he comes over to our friends and asks if they have been in the other room at all. Seeing as they haven&#039;t, he asks them to help interview some of the witnesses; he&#039;s pressed for time as all the powerful people in the room are bristling at being held here. He takes them over to talk to four men. The first introduces himself as &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039;, of the Mimico Newsomes, he adds when all he gets are blank faces. He&#039;s wearing a bracelet with a huge piece of jade and a ring set with a fire opal. He explains that he and his three friends Arthur Elliot, Theodore Grady, and Horace Sims, are gem aficionados, they call themselves the Stoned Boys. Unfortunately none of them have anything useful to report.&lt;br /&gt;
&lt;br /&gt;
Our friends report this and then return to the animal corner. There they start discussing what the thief might have done; there were museum guards at all the exits and no one left the building so it should still be here. They then realize that putting it in one of the animal cages/boxes would be a great way to have it smuggled out and be relatively easy to retrieve.&lt;br /&gt;
&lt;br /&gt;
With two druids present it&#039;s not too hard to talk to the animals and &#039;&#039;&#039;the anaconda complains about a sharp stone&#039;&#039;&#039; that was dropped into its box. &#039;&#039;&#039;Our friends let the Well-Meaning Detective Inspector know&#039;&#039;&#039; this and he agrees that just keeping an eye on the animals when they get transported out of the museum tonight should be a good way to catch the thief red-handed.&lt;br /&gt;
&lt;br /&gt;
But then the party start to plot further and now think it might be safer to remove the gem from the snake box and put it with the blue poison dart frogs. They do so and then five people arrive to take the animals away. Darius and Quinton feel one of the five is ‘off’, the way she behaves is just different from the others and she doesn&#039;t do much.&lt;br /&gt;
&lt;br /&gt;
Darius tries to cause a distraction but things go quite wrong and the animal people are quite unhappy and sort of send the party away. Near the exit the Well-Meaning Detective Inspector is waiting for them. He tells them that he put one of his detectives with the animal people but the party doesn&#039;t tell him that they moved the gem, thinking that he could actually be in on the theft.&lt;br /&gt;
&lt;br /&gt;
Once outside our friends are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039; from the [[Avale#Vulpine Count|&#039;&#039;&#039;Vulpine Count&#039;&#039;&#039;]]. He was at the fundraiser and has lots of questions but the party dismisses him and go off to find the animal people. They follow their wagon to a warehouse of sorts and see them all go inside. Some time later four people leave the warehouse; the Humtache detective is still in there.&lt;br /&gt;
&lt;br /&gt;
Loads of shenanigans ensue and at the end of it all &#039;&#039;&#039;Dauphine has apprehended&#039;&#039;&#039; the &#039;&#039;&#039;Natty Napster&#039;&#039;&#039; a block away from the warehouse. &#039;&#039;&#039;She doesn&#039;t have the Flame of Dolac&#039;&#039;&#039; on her and when the Well-Meaning Detective Inspector and his people &#039;&#039;&#039;rush back to the warehouse they can&#039;t find it there either&#039;&#039;&#039;. It&#039;s not with the frogs and not with the anaconda either.&lt;br /&gt;
&lt;br /&gt;
Our friends leave the Humtache to their troubles and go get some sleep. In the days after, they learn &#039;&#039;&#039;the gem has still not been found&#039;&#039;&#039; and the Natty Napster can&#039;t be charged with any crime. There is also some general news; clouds have been seen in the shape of dragons; is it a sign?&lt;br /&gt;
&lt;br /&gt;
==== Wayward Son ====&lt;br /&gt;
Some days later &#039;&#039;&#039;a distraught mother&#039;&#039;&#039; comes to the inn; she heard about the party finding the girl from the Messenger Coalition and &#039;&#039;&#039;her Wayward Son is missing&#039;&#039;&#039; and she has no one to turn to. Our friends promise to help and learn that she lives in the [[Avale - Neighborhoods#Woodfall|Woodfall]] neighborhood, working two jobs. Her son often goes to the [[Avale#White Bridge|White Bridge]] and to Promise Fields.&lt;br /&gt;
&lt;br /&gt;
Quinton spots the little girl with pale skin and big, blue eyes, in her old coat and he pays her to organize urchins to go look for the half-orc boy. Our friends then go out to look themselves and eventually find the boy&#039;s best friend who tells them that the Wayward Son made a bet he could find an oyster and left town to find one in the river.&lt;br /&gt;
&lt;br /&gt;
Fortunately the party are quite skilled at tracking and they are pretty sure they are on the right trail. It takes a number of days and along the way they meet [[Ranna Amethystall|&#039;&#039;&#039;Ranna Amethystall&#039;&#039;&#039;]] before eventually &#039;&#039;&#039;finding the boy&#039;&#039;&#039; near some cliffs at the riverside. A fight with some nasty creatures is unavoidable but our friends are victorious and save the Wayward Son while &#039;&#039;&#039;Oscar&#039;s blanket protects him and reveals to be called [[Thola&#039;s Blanket]]&#039;&#039;&#039;. Among the loot is a [[Cyphers &amp;amp; Potions#Disguiser|Disguiser]] cypher.&lt;br /&gt;
&lt;br /&gt;
The party returns to Avale and return the boy to a relieved mother. And learn of some news; the Black Hare tavern is going out of business. Quinton is approached by the urchin girl and she wants quite a few silver pieces from him as she had loads of urchins looking for the Wayward Son for a full week. Not much later our friends run into an &#039;&#039;&#039;old acquaintance of the druid from back in [[Loveria]]; Brad Beck&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“Yo, bro, I haven’t seen you in what, two years? Still burning all that sandalwood? This dude, the stories I could tell you. I’ve got a great line on copper ore, want me to hook you up, bro?” He takes the party out to dinner and regales them with (embarrassing) stories about Quinton. He also asks them to help him smuggle saffron into the city but they politely decline.&lt;br /&gt;
&lt;br /&gt;
==== Jilted Jinnie ====&lt;br /&gt;
Then an &#039;&#039;&#039;urgent messages from Alun Djames&#039;&#039;&#039; arrives; the Stevedores master wants them to get to the docks as soon as possible. Once there, he explains that he needs their &#039;&#039;&#039;help smuggling the guild&#039;s top boss and [[Dolac#Government|Torchbearer]], Jinnie Affo, out of the city&#039;&#039;&#039;. Not only are the Humtache looking for her, but so are numerous guilds. He promises to “square it with Adventurers Association later”, and gives each of them a gem worth 25 gp.&lt;br /&gt;
&lt;br /&gt;
He further explains she can&#039;t leave by boat as all will be searched. He has a wagon waiting for her at [[Avale - Neighborhoods#Parade Fields|Parade Fields]], they need to get her there unseen. But before that &#039;&#039;&#039;she needs to go to the Stevedores HQ in [[Avale - Neighborhoods#Hookville|Hookville]] to liberate some documents from her office and she wants to say goodbye to her family who are waiting for her in her brother-in-law’s house in [[Avale - Neighborhoods#Cegir Town|Cegir Town]]&#039;&#039;&#039;. He also makes it clear that if she were to die for any reason, &#039;&#039;&#039;her body can never be found&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party sets off with her and decide to go see the family first as it&#039;ll be later in the evening when they visit the HQ and fewer people will be there. They manage to avoid several Humtache patrols and searching guild members before they are get accosted by six robbers in a dark alley. Their spells are enough to make the criminals flee but this has drawn the attention of a search party from the Guild of Glaziers &amp;amp; Mirrorers. It takes a lot of bluffing but they manage to talk their way through without having to reveal who is wearing the big, dark, hooded cloak.&lt;br /&gt;
&lt;br /&gt;
Our friends run into some familiar faces and with the use of a super urchin have a smooth five minute family goodbye before moving back north to the Stevedores HQ. Jinnie gives the party a clear description of where to find the documents in her office and the two druids make their way inside, find them, set fire to some other documents and then leave via the window as giant spiders.&lt;br /&gt;
&lt;br /&gt;
Now our friends have to go all the way through the city to Parade Fields, sticking to alleys except for Dauphine and Quinton; one of them wild shaped into a horse and the other is leading them, walking a parallel route to scout for the others. In [[Avale - Neighborhoods#Kesslia|Kesslia]], as they are looking to cross the street both Darius and Jinnie &#039;&#039;&#039;notice a girl being dragged into the next alley over&#039;&#039;&#039;. Darius looks at the guild boss and she grimaces; &amp;quot;we move on&amp;quot;. As they cross the street and enter the next alley they hear sounds they would really rather not have heard, and so does Oscar.&lt;br /&gt;
&lt;br /&gt;
Without further problems they all make it to Parade Fields. Just beyond some construction work for gakker grounds with stands and a concessions building they see a covered wagon waiting, just as Alun told them there would be. Two horses are standing in front of it and a driver sits on the box. Our friends sneak through the construction to get a closer look and notice the driver hasn&#039;t moved a muscle.&lt;br /&gt;
&lt;br /&gt;
Quinton goes to investigate and sees that the man sitting there is very lifeless and rather blue. He moves to the back of the wagon and finds it filled with a random assortment of stuff that would work to conceal someone behind. He goes back to the others and they decide that Dauphine, who has some skill with wagons, is going to pretend to be Jinnie and drive the wagon to Kenohob to possibly draw out whoever killed the driver. The others will then hopefully take care of them and go meet the druid in Kenohob, where Jinnie can then take the wagon or find new transport.&lt;br /&gt;
&lt;br /&gt;
Dauphine drives away without anything happening and after a bit of a wait the others set out on foot towards Kenohob as well. When they are about three hundred feet from the construction site &#039;&#039;&#039;Jinnie stumbles and an arrow protrudes from her back&#039;&#039;&#039;. She is turning blue and none of our friends is able to save her, she &#039;&#039;&#039;soon lays dead on the ground&#039;&#039;&#039;. Expecting more arrows to follow, the party quickly grabs the body and moves to the nearest cover.&lt;br /&gt;
&lt;br /&gt;
When no other attacks follow they discuss what to do next, remembering Alun Djames&#039; words that Jinnie&#039;s body can&#039;t be found. They decide to go in the direction of Kenohob and when they get near a forest they find an empty spot inside it and burn the Stevedores Guild Boss&#039; body there as they take a long rest.&lt;br /&gt;
&lt;br /&gt;
The next morning Darius seems very unhappy indeed and they bury part of Jinnie there and take the rest to disperse over their journey to meet up with Dauphine in Kenohob. Once there, they return to [[Avale]], seeing the old woman in her dirty, green coat collecting pebbles near their inn, where a message from Alun is waiting, saying to come see him as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Alun Djames speaks with them briefly at his place, learning of what happened. He&#039;s rather sad that Jinnie didn&#039;t make it but relieved her body won&#039;t be found. Quinton wonders if he had anything to do with her death but the man&#039;s feelings seem sincere. Her disappearance is dominating the news in town, lots of rumors are going around about her being corrupt and defrauding the government for sums of money up to one million gold pieces in some tellings of the story. Other news says the Black Hare tavern has been bought and renamed to The Thirsty Recruit.&lt;br /&gt;
&lt;br /&gt;
==== Up the Alley ====&lt;br /&gt;
The next day Darius returns to the home of Jinnie&#039;s brother-in-law and leaves 65 gp for her grieving family. He then continues &#039;&#039;&#039;on to the alley where he saw the girl being dragged into&#039;&#039;&#039; and after a very thorough search &#039;&#039;&#039;finds a small silver earring&#039;&#039;&#039;. He tells Dauphine what happened that night and she gets quite distant after hearing the tale. Then the gnome shows the piece of jewelry to Quinton who appraises it as of not much value.&lt;br /&gt;
&lt;br /&gt;
Darius has a very close look at the ring and spots two tiny letters: RT. Our friends decide to go to a jeweler in the hope to get more information. The nearest is Rock Bottom Prices but there they get nearly no help, being told to try someone where upscale. At Family Jules in Kesslia the party gets a lot more help. The middle-aged gnome woman behind the counter brings out her grandfather, an ancient gnome with huge, bushy eyebrows.&lt;br /&gt;
&lt;br /&gt;
The old one takes out a loupe and finds the jeweler’s mark. “Such sloppy repair work, bah, does no one have pride in their craft anymore?” When prompted he tells them the letters in the earring mean it was made by Rings and Things in [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. When Darius takes the earring from the jeweler&#039;s hand, the ancient gnome grabs his wrist, quick as water. &amp;quot;What is wrong with you, boy?&amp;quot; he asks, &amp;quot;you are full of emptiness.&amp;quot; He tells Darius to stay away from his granddaughter as the party leaves the premises.&lt;br /&gt;
&lt;br /&gt;
At Rings and Things they don’t keep a list of sales but due to the repair work the woman there recognize it as one sold to &#039;&#039;&#039;Joser Jalbuck&#039;&#039;&#039; for his daughter. When asked she tells them he lives at Bell Way. Once there they learn he works at Wesson&#039;s Smithy and won&#039;t be home till the evening. Eventually they talk to him in his home and explain they found an earring that must belong to his daughter. He takes it and thanks them, saying he will give it to her when she gets home. Our friends ask some questions about her and her state of mind, which makes the halfling rather suspicious, but they do learn she works at a mansion as a domestic servant.&lt;br /&gt;
&lt;br /&gt;
They wait for her to return home and intercept her, resulting in a very awkward conversation. They learn she works for the &#039;&#039;&#039;Verdin family&#039;&#039;&#039; in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] and, yes, when walking home about a week ago, she was dragged into an alley and assaulted. Oscar puts her a little at ease by using the Heart Sight ability from [[Thola&#039;s Blanket]]. She doesn&#039;t want to talk about it but tells them that the assailant smelled heavily of Hatchet, a popular perfume. And after more pressing, she tells them that the son of the Verdin family, Gabriel, wears the perfume, but so do his friends.&lt;br /&gt;
&lt;br /&gt;
Darius tells her they will try to get justice for her and won&#039;t contact her again so she won&#039;t have to relive it again. On their way back to the inn they discuss what they can do to bring the culprit to justice and Dauphine tells Darius: “you could have stopped him earlier, now it’s much more difficult”. The next morning the party goes to Gill Gardens where they do some very thorough gathering of information before trailing the son to a tavern where he meets up with friends and they observe the group but no one sticks out as particularly suspicious.&lt;br /&gt;
[[File:Kerstkaart 2025.jpg|right|410x410px]]&lt;br /&gt;
Then when they walk home, red skies are gleaming, sea-gulls are flying over, swans are floating by, they are approached by a rather thin, tall man who asks them for help finding part of his conveyance that he lost while driving home. Quite a few things happen, including a visit to the This Is The Yeast We Can Do Brewery, before they recover the bauble, get a sweet reward and a thousand memories.&lt;br /&gt;
&lt;br /&gt;
The next morning a letter is waiting for them at the inn, it&#039;s from &#039;&#039;&#039;Brook Jalbuck&#039;&#039;&#039;, she has remembered that the assailant smelled so heavily of the perfume that it seemed he was drenched in it and &#039;&#039;&#039;she doesn&#039;t think it was Gabriel Verdin&#039;&#039;&#039;. Our friends decide to investigate the perfume angle and Quinton takes the lead, visiting the nearest perfumer; Eau My Gods. There they learn that Hatchet, known as Bobcat in certain other countries, is very popular indeed, so much so a bootleg version of it is made. The girl at the shop mentions that only a week or so ago there was actually a burglary at Heaven Scent in Kesslia.&lt;br /&gt;
&lt;br /&gt;
Their new destination clear our friends visit and learn that one or two people broke in and made a mess of things, breaking a lot of the supplies. One person has actually been arrested by the Humtache, he left a rather easy to follow trail. The alley where Brook was assaulted is just one street over, giving our friends little doubt as to what happened, though they wonder why someone would be so dumb.&lt;br /&gt;
&lt;br /&gt;
The Humtache HQ is in nearby [[Avale - Neighborhoods#Downpark|Downpark]] and our friends happen to know a certain &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, so that&#039;s who they go and see. When he brings them to his office he starts by &#039;&#039;&#039;interrogating Darius, telling him that when they looked back at the events at the warehouse it became clear the gnome was there alone with the Flame of Dolac&#039;&#039;&#039; for at least a minute. Did he take it? Why was he there? The priest doesn&#039;t have any really good answers to these questions and things get hot under his collar. But without any direct evidence the Inspector eventually drops it and asks for the reason of their visit.&lt;br /&gt;
&lt;br /&gt;
They tell him what they know of what happened in the alley and of the burglary at the perfume store. It&#039;s not his case and the Inspector won&#039;t let them talk to the suspect but he&#039;ll have a talk with the officer in charge. Walking home Dauphine asks Darius outright if he stole the Flame of Dolac and the gnome denies doing so. “Don’t ever tell me you stole it,” the druidess tells him.&lt;br /&gt;
&lt;br /&gt;
Returning next day they learn that the &#039;&#039;&#039;suspect, Douglas, fits the height and build of the assailant&#039;&#039;&#039;, which also matches Gabriel&#039;s. He hasn&#039;t given up his accomplice and hasn&#039;t admitted to being in the alley either. &#039;&#039;&#039;The officer is pretty sure he did it&#039;&#039;&#039; though, but without a confession they can&#039;t make it stick. He will be going to jail for a year for the break in though. &#039;&#039;&#039;Darius then writes a letter to Brook&#039;&#039;&#039;, telling her the man won&#039;t be going to jail for doing what he did to her but will be in jail for something else.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeon Browns ====&lt;br /&gt;
The party receives a message from Jerry, their agent, and it tells them to &#039;&#039;&#039;go to a house on Lookout Road in the New Dunum neighborhood, and to bring [[Otteun#Food|bay ribs]]&#039;&#039;&#039;. They buy half a dozen at a street vendor and go to the address. The door is opened by a blond man with very square jaws and a pointed chin. He wears leather pants, as many people do here, and a plaid shirt. He asks if they are the adventurers he hired and then invites them inside.&lt;br /&gt;
&lt;br /&gt;
He introduces himself as &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039; and is rather surprised at the lack of reaction to his name, mumbling how normally people all get up in his business over it. He takes the box of bay ribs, immediately sucks the meat of off it and throws the bone over his shoulder. His place is quite a mess; there&#039;s an old couch he indicates for them to sit on, an old wooden trestle table that has seen better times and all kinds of alchemical equipment is covering any flat surface.&lt;br /&gt;
&lt;br /&gt;
He tells the party he needs them to &#039;&#039;&#039;go to Hogan Island and bring back a log of tomko tree&#039;&#039;&#039;, at least a few meters long. Why go all the way there? It&#039;s the nearest place that he learned the trees can be found. He has &#039;&#039;&#039;hired a ship, the Wetterlund&#039;&#039;&#039;, that will bring them there. And why does he need adventurers? Apparently the island is uninhabited but full of dangerous forest creatures; baboons, owlbears, regular bears, giant varieties of toads, wasps, spiders, etc. In short; no lumberjacks were willing to take his contract, such nonsense!&lt;br /&gt;
&lt;br /&gt;
Having eaten all of the six bay ribs by now and told them all they need to know, the man now herds them from his place and tells them to bring him back his tree as soon as possible. Oscar has been reacting strangely to this man and the feeling seems to be mutual so it doesn&#039;t take long before the party is back out on the street. Fortunately Dauphine remembers reading about tomko trees; they are quite tall with a dusky bark and dark leaves with tiny holes in them. They always grow in a ring of twelve for some reason.&lt;br /&gt;
&lt;br /&gt;
Our friends go do some shopping; cutting down a tree that size won&#039;t be easy. [[Quinton Gemweaver|Quinton]] happens to walk by the vintage shop Second Hand News in [[Avale - Neighborhoods#Little Perches|Little Perches]] where he sees a rather interesting robe hanging behind the counter. After some tough negotiating and borrowing some money, he pays 84 gold pieces and his pearl trinket to become the new owner of the [[Robe of Advantages]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wetterlund is a large ship&#039;&#039;&#039;; pretty close to the Crowned Griffon that the party sailed on before. &#039;&#039;&#039;Captain Reynolds&#039;&#039;&#039; is a brusque halfling with red hair in a ponytail and a limp. She invites them for dinner in the captain&#039;s quarters and they enjoy a really tasty meal. Our friends learn about the captain&#039;s former career; cheese rolling. She broke her leg in multiple places but is still very enthusiastic, describing how she barreled downhill, chasing [[Cheeses of the world#Glevum|Twin Glevum]] cheese. Over dinner it also becomes clear to the very observant that &#039;&#039;&#039;Darius doesn&#039;t eat anything of his meal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the morning they sail past [[Sarodin Sea#Gannet Island|Gannet Island]] and after a good number of days they arrive at their destination; &#039;&#039;&#039;Hogan Island&#039;&#039;&#039;, it&#039;s bigger than they expected. As it&#039;s an hour before dusk they decide to wait till the next day. At dawn they all get into a launch and are rowed over to a small beach. It&#039;s quite misty in the morning and the mist is so firm that you need to push through it, one could even sculpt it.&lt;br /&gt;
&lt;br /&gt;
The flora here is rather strange, some is much larger than elsewhere, other much smaller; there are tiny apple trees with apples the size of cherries, and huge oak trees with very large acorns. Massive mushrooms grow here as well, including [[Sprite member|sprite members]] that are almost two meters tall. Dauphine notices that the [[Mist Shard (Hírëmir)|Mist Shard]] feels more moist here on the island.&lt;br /&gt;
Our friends come across &#039;&#039;&#039;a piece of green and blue fruit, the colors swirling slowly around its skin&#039;&#039;&#039;. Dauphine&#039;s studies indicate it will grant some kind of boon when eaten but she doesn&#039;t know what kind of benefit it will be. However, Darius tells them he wants it as it can be used to improve his armor. Eventually it is decided he can use it and his [[Vessel Wraps]] gains the Store property.[[File:Needle Lord.jpg|right|300x300px]]After about a day and half, helped by a Locate Animals or Plants spell from Dauphine they find the tomko trees they are looking for; a circle of twelve. Very sharp vines grow between a number of them and Darius uses his scythe to remove them. As he does so, they are attacked by creatures made of just twigs full of needles. They launch these in great numbers and when most are taken out, a much larger specimen arrives. It&#039;s a bloody fight but our friends persevere.&lt;br /&gt;
&lt;br /&gt;
Afterwards Darius cuts open the big creature hoping to find something to take back to Herb&#039;s Store but there&#039;s not much. Meanwhile Oscar discovers that [[Thola&#039;s Blanket]] has gained the Pins and Needles property. Our friends came prepared and brought the right tools to cut down one of the trees and then cut off a three meter piece.&lt;br /&gt;
&lt;br /&gt;
It takes a good while but they bring it back to the ship and load it on board. The journey back gets eventful when a pirate ship approaches but &#039;&#039;&#039;Captain Hornigold&#039;&#039;&#039; doesn&#039;t stay around for long, just collecting some hats.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Soon our friends find themselves back in [[Avale]] and deliver the log to &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, putting it in his backyard that is full of esoteric things; other logs of wood, strange stones, a cauldron that could fit Quinton, and more.&lt;br /&gt;
&lt;br /&gt;
They return to the Grey Minstrel Inn and learn the latest news; the &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in Downpark burned down when they were away. Dauphine quips that at least none of them were responsible for this, for a change. In the evening they have a drink at their favorite tavern; the Grape Escape. Instead of the nice, relaxing evening they hoped to have, instead they get an encounter with the fabled &#039;&#039;&#039;yortho&#039;&#039;&#039; and might just have saved the entire city.&lt;br /&gt;
&lt;br /&gt;
==== The Great and the Good ====&lt;br /&gt;
&#039;&#039;&#039;Jerry&#039;&#039;&#039; invites our friends over to his office at Venture Hall and informs them that the Solutions for the Infirm has hired them to run security for less than a day and are paying extremely well, once again. He also has a present for them, tickets to a new play, Turnabout, at the People’s Playhouse in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]] as a thank you for a fruitful relationship with the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It turns out that the play is not what they expected and while Darius and Oscar have a whale of a time, the other two leave early. Two days later they report to a square in town where Solutions for the Infirm has set up a large tent and roped off the area. The party is met once again by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains that they are giving new clothes to the indigents and our friends are to make sure everything runs smoothly.&lt;br /&gt;
&lt;br /&gt;
There are crates with clothes stacked outside the tent, all made by &#039;&#039;&#039;Eldritch Honor of [[Thimonnier]]&#039;&#039;&#039;, in the sizes small, medium, and large. At the exit side of the tent a large trestle table holds baked goods for those that have gotten their new clothes. And there lies the current problem; urchins have been darting in and grabbing food of the table that technically isn&#039;t meant for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joseph Lacombe&#039;&#039;&#039;, the founder of the charity and top boss of the [[Avale - Guilds#Guild of Bookkeepers, Notaries &amp;amp; Scribes|Guild of Bookkeepers, Notaries &amp;amp; Scribes]], is there himself and comes over to the party and thanks them personally for their work at the State Museum during the fundraiser, he heard about all their good work. He doesn&#039;t stay long; after the first few indigents have received their new clothes he gets into his carriage and leaves.&lt;br /&gt;
&lt;br /&gt;
Quinton rather escalates things with the urchins and they retreat but from what they are yelling, they will be back soon enough. The druid goes into the tent to ask what to do but only finds a man and a woman dressed in white, measuring an indigent&#039;s head and noting things on a clipboard before giving them a set of clothes.&lt;br /&gt;
&lt;br /&gt;
He is directed to the small tent and finds the Harried PA there, who has finally found a moment to relax and is rather sad to be disturbed once again. She tells Quinton to do whatever is necessary and will see if she can get more food delivered. The urchins soon return with reinforcements and things turn into something of a battlefield with two fog clouds covering one flank. Eventually hostilities are ceased and at the end of the day there is food left for the urchins to take as the tent is broken down and the square restored to it&#039;s regular form.&lt;br /&gt;
&lt;br /&gt;
A number of days later another job lands; our friends are to provide security for someone in the employ of &#039;&#039;&#039;Jeffery Fitzwallace-Keely&#039;&#039;&#039;, boss of the [[Avale - Guilds#Mercantile Guild|Mercantile Guild]]. The instructions are to meet them early in the morning at the Coop in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. There they meet the &#039;&#039;&#039;Glib Adviser&#039;&#039;&#039; who brought two empty backpacks and hands one over. They go across the market and a number of merchants hand over small, heavy pouches, likely filled with coins and or gems that are put into the backpack.&lt;br /&gt;
&lt;br /&gt;
From there they travel up town, going through a number of neighborhoods and stopping at different places, including the Tabernacle of Industry, temple to [[Ulaa]] and the [[Kasarian Embassy]] where some of them see their first ever tiefling, every time a new pouch fills one backpack and then the other. At some point they notice some shady types are following them but the Glib Adviser walks them to a nearby Humtache station and he goes inside for a good while, making the pursuers give up their quarry.&lt;br /&gt;
&lt;br /&gt;
Eventually the city tour ends at a small warehouse in [[Avale - Neighborhoods#Abrinol|Abrinol]], where a group of four adventurers or mercenaries are just leaving. The Glib Adviser thanks them for their services as he takes the backpacks. Since things ran so smoothly and they spotted the possible waylayers he tips each of them a gold piece. Dauphine wants to go back to the Tabernacle of Industry and talks there with the priest who handed the Glib Adviser a pouch. She asks what this transaction was for but is told that&#039;s above her pay-grade.&lt;br /&gt;
&lt;br /&gt;
=== The Stoned Dragon ===&lt;br /&gt;
Some days later &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039; appears as our friends exit the inn. He tells Dauphine he &#039;&#039;&#039;remembered some more about the Stoned Dragon Caves&#039;&#039;&#039;; it&#039;s near some place called New Monkhome, you get there via the cellars. The elf tries to confirm that it&#039;s an actual name and not a nickname, the dwarf thinks so.&lt;br /&gt;
&lt;br /&gt;
She then asks Alun Djames if she can use the library at the Stevedores HQ, and he&#039;s fine with that. There she learns &#039;&#039;&#039;New Monkhome is the ancestral home of the Count of Ranhem, found near Ranhem, capital of Guel province&#039;&#039;&#039;. It&#039;s not exactly around the corner and she asks the other party member if they will come with her to try and find the cave and recharge the [[Mist Shard (Hírëmir)|Mist Shard]].&lt;br /&gt;
&lt;br /&gt;
They accept and soon they are taking a barge up the river to [[Thimonnier]]. From there they travel by road, fortunately the journey goes without any problems, unless one would count their spending of 150 gp at {{TextAnimations|Text=Crazy Clyde’s Clearance Crates|Rainbow=1|Bold=1}} where Darius even tries to pick pocket Quinton.  &lt;br /&gt;
&lt;br /&gt;
When our friends &#039;&#039;&#039;arrive at New Monkhome&#039;&#039;&#039; they find it&#039;s not a castle, there&#039;s no signs of a moat or curtain wall. But &#039;&#039;&#039;the building is very, very old&#039;&#039;&#039;, even the one wing that was a later addition is still many centuries old, it could have been a proper castle long ago. It’s busy, there a number of carriages parked out front, a wagon is being unloaded off to the side by what looks to be the staff entrance. A banner says: “&#039;&#039;&#039;Welcome to the Armorers &amp;amp; Weaponsmiths Guild National Congress&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
They are met by &#039;&#039;&#039;Lady Ranhem&#039;&#039;&#039;, dressed impeccably but anyone with a good eye can tell the clothes have been repaired more than once. “Welcome to New Monkhome, are you the people Torchbearer Albert Charles is expecting?” she asks. Before anyone can answer, she says “excuse me one second.” She walks over to a girl of about 15 and a boy of about 12 and speaks to them. Quinton&#039;s sharp ears pick up the conversation: “&#039;&#039;&#039;Ermengard&#039;&#039;&#039;, &#039;&#039;&#039;Goswin&#039;&#039;&#039;, you know these are busy days and they are important, not just for your father and I, but for you as well, you want to live here, don’t you? Then please, help out, there is so much to do, go inside and ask Jervis what you can do, please be a dear for me.” Neither looks very enthusiastic but they go inside and Lady Ranhem returns.&lt;br /&gt;
&lt;br /&gt;
Our friends get into some real negotiations; they ask for a tour and to spend the night but she explains that with the current guests everyone is too busy and there are no rooms left. But they offer one of the [[Cheeses of the world#Ciwiruil Adv’Tmyywy|Kasarian Cheese Horns]] that Quinton found in one of his crates and she offers them a place to sleep in some of the empty staff rooms.&lt;br /&gt;
&lt;br /&gt;
With a deal struck they go to said rooms and after a quick talk with a local rat they learn about the entrance to the cellars; it&#039;s almost right next to their rooms. It&#039;s still early in the afternoon and they quickly go have a look. The cellars are full of broken furniture, rolled up carpets, old painter’s supplies, empty frames and racks that might have held bottles, weapons, armor, who knows, there’s a stuffed bear that has seen better days, and a tree root comes through the ceiling, causing part of the cellars to have some standing water.&lt;br /&gt;
&lt;br /&gt;
They spot a secret door that hasn’t fully closed, beyond it a narrow passage leads to 10-foot wide and high ancient stone tunnels that are likely of dwarven make, all spotlessly clean, lit by continual flames. Looking for any signs of what direction to go, our friends find raspberry jam prints on the wall. They pick a random direction and start walking.&lt;br /&gt;
&lt;br /&gt;
They find empty rooms behind the doors in the corridors; it looks like whoever left and took everything that wasn&#039;t bolted down. Right around a corner at an intersection standing aimlessly are a corpse riddled with shards of glass and a skeleton still wearing scraps of armor and holding a shield and a longsword. Their eyes light up red as they turn to the party. Battle is swift and the party wins. A few corners later a skeleton stands in the corridor carrying what looks like its own skin. Then it suddenly throws the skin at our friends and the skin animates, trying to wrap itself around whoever it hits. This fight is not as easy but our friends still come out on top. &#039;&#039;&#039;Darius checks every undead carefully&#039;&#039;&#039; for any tell tale signs of a necromancer, &#039;&#039;&#039;he wants all of them destroyed&#039;&#039;&#039;.&lt;br /&gt;
[[File:Gelatinous Cube.jpg|right|375x375px]]&lt;br /&gt;
They continue on and come to an intersection where to one side they see what looks like the &#039;&#039;&#039;entrance of crypt&#039;&#039;&#039;, they can see sarcophagi. But standing in front of the entrance is a flaming skeleton and it hurls bolts of flame at anyone it sees. As they start start shooting back Oscar moves into the opposite corridor and steps right into a gelatinous cube. Things get really hairy as the cube moves up and engulfs Dauphine, others manage to jump out of the way.&lt;br /&gt;
&lt;br /&gt;
The druid almost succumbs but a Healing Word spell from Darius brings her back and she then manages to escape from the ooze. It&#039;s quite hardy but eventually they bring it down and then immediately go back to fighting the flaming skeleton. It&#039;s flaming bolts hit hard and it manages to bring down Darius who is then brought back by Quinton. Lots of spells and arrows later the skeleton crumbles to the floor.&lt;br /&gt;
&lt;br /&gt;
Now our friends see a new figure standing just inside the crypt; it&#039;s &#039;&#039;&#039;Goswin&#039;&#039;&#039;, the-12 year old son of the count and countess. In his hands he holds &#039;&#039;&#039;a large disc of infernal iron inscribed with Infernal writing, with a hole in the middle&#039;&#039;&#039;. Darius and Quinton both read Infernal and see that it&#039;s something called the &#039;&#039;&#039;Seal of Souls&#039;&#039;&#039;, it could be the instrument that created the undead creatures.&lt;br /&gt;
&lt;br /&gt;
When Quinton runs up to the boy and tells him to lay down the artifact, Darius and Oscar follow, but the boy shouts &amp;quot;no, it&#039;s mine!&amp;quot; and &#039;&#039;&#039;Necrotic energy flies out in a cone, bringing our three friends down&#039;&#039;&#039;, only Dauphine, who didn&#039;t rush, is outside of the effect.&lt;br /&gt;
&lt;br /&gt;
[[Robe of Advantages|Quinton&#039;s robe]] stabilizes him as Goswin takes some steps back, the expression on his face showing he did not expect what happened. Dauphine uses goodberries to bring the others back and then a rather tense discussion develops with the 12-year old, who still clutches the Seal of Souls, but promises not to use it.&lt;br /&gt;
&lt;br /&gt;
He confirms that he created the undead but according to him they are harmless, he just played with them and had no idea the party fought their way through them to get where they are now. He also did not know about the gelatinous cube. They are standing inside the crypt now; there is quite some dust here and many sarcophagi, deeper inside there seems to be an ossuary. There is also a large plinth with relief art depicting a man being crowned and an empty recess which looks to be the home of the Seal of Souls.&lt;br /&gt;
&lt;br /&gt;
Running footsteps can be heard and three people arrive; &#039;&#039;&#039;lord and lady Ranhem and their daughter&#039;&#039;&#039;. The man sends his wife and children back upstairs, telling them how important it is to make sure the event at the mansion goes without a hitch and promising the party he will explain to them what is going on.&lt;br /&gt;
&lt;br /&gt;
In short; &#039;&#039;&#039;the artifact was created for the family shortly after the [[Collapse]] by a Duke of Hell and it is how they attained their position as Count of Ranhem&#039;&#039;&#039;. However, the item came with certain requirements. At age 16 every heir must pledge themselves to the Seal, if that should ever not happen, all ancestors, dating back to the one who made this deal will rise as undead with the sole intent to do as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
The count had no idea that his son had found the crypt and the artifact, he is horrified the boy used it to create undead, he tells our friends that the family decided over six centuries ago to never use it again and so far they had kept to this. He promises that he will take extra precautions, lock the item away, to make sure something like this can never happen again and he begs them not to talk about this to anyone.&lt;br /&gt;
&lt;br /&gt;
The man also explains that it&#039;s been quite difficult these days to make enough money to be able to afford the upkeep of the place but moving is not great, considering where the family crypt is and what their options would be. Our friends appreciate his position; they would like to destroy the item but lord Ranhem says that according to what he was told by his father and those before him that that will also make all his ancestors rise as undead.&lt;br /&gt;
&lt;br /&gt;
As our friends discuss all this Dauphine wants to know what the language on the seal is and then asks Quinton why he knows Infernal and if he has a pact himself, he answers he does not. They can&#039;t think of a real solution for the Seal of Souls and decide that it&#039;s probably safe in the current Count&#039;s hands but they do fear that any future generation might get other ideas which could lead to real troubles. They decide that for now they will not do anything but should the learn anything during their adventuring careers or gain certain powers they might come back here.&lt;br /&gt;
&lt;br /&gt;
They also discussed the [[Cave of the Stone Dragon|Stone Dragon Cave]] with the count who lets them know in no uncertain terms that there is no such thing here; what there is, is a coal fire, which people seem to repeatedly interpret as a dragon snoring underground. He tells them they are free to explore the rest of the place, telling them he knows there are natural caverns deeper down. He doesn&#039;t know what the complex was used for in the past, only that is was likely of dwarven make and existed before New Monkhome was built, the crypt was added then as well.&lt;br /&gt;
&lt;br /&gt;
He goes back upstairs to help out with the event and our friends explore further, eventually finding what seems to be a dwarven kiva with a large ramp running down along the wall of the hundreds of feet deep chamber. As they make their way down they trigger a trap that shoves everyone but Darius, who was taking up the rear, down into the chamber.&lt;br /&gt;
&lt;br /&gt;
Fortunately all of them still had their Feather Fall boon and thus make it down safely, including Darius who jumped over the trigger for the trap only to land on a trigger for a second, similar trap. At the bottom they &#039;&#039;&#039;find the skeleton of what looks to be a dwarf&#039;&#039;&#039;. His clothes and leather armor are mostly gone and laying around him are the remains of an axe and a hammer with a spike. A crossbow exploded into many pieces, its marvelous silver inlay now all twisted up but a similar inlay can be seen on the obsidian amulet around the skeleton’s neck.&lt;br /&gt;
&lt;br /&gt;
Laying further away are a number of hizagkuur springs and folded umber hulk chitin plates, all twisted or outright destroyed. A backpack on the skeleton’s back has been mostly eaten away, the same goes for much of its contents. What’s left is some torches, a mess kit, a holy symbol of [[Ulaa]], a sergeant’s insignia, and a dried mindflayer tentacle.&lt;br /&gt;
&lt;br /&gt;
Dauphine takes a look at the amulet and finds out it is &#039;&#039;&#039;a sentient magic item called the [[Temple Ton]]&#039;&#039;&#039;. The sentience is happy for the druid to take it and wear it, looking forward to new adventures.&lt;br /&gt;
&lt;br /&gt;
Further exploration leads to a cavern where the only other exit has collapsed and where one of the walls is much too hot to touch; the coal fire. The party returns to the mansion and stay to help out in the kitchen, making sure the event goes smoothly for the family. Afterwards they even help count Ranhem to create a small vault to keep the artifact in so no one can just take it. Before they leave, Dauphine gives Goswin the book How to Become a Bard, that she got from one of the clearance crates.&lt;br /&gt;
&lt;br /&gt;
==== Getting a head ====&lt;br /&gt;
On their way back our friends stay the night in the &#039;&#039;&#039;town of Balmer&#039;&#039;&#039;. They have a drink at the Lumber Hulk tavern where they spot &#039;&#039;&#039;a rather strange looking woman&#039;&#039;&#039;. Some people at another table keep looking over at her, but then, most people are. But those four rush over to start a brawl with her, hoping to garner glory by bringing her down.&lt;br /&gt;
&lt;br /&gt;
Our friends jump in the fray and help the woman, not that she really needs it; four drunk villagers are no match for her. Afterwards she buys them a drink and they learn that she is &#039;&#039;&#039;[[Chrysanthemum]], a bounty hunter&#039;&#039;&#039;. They enjoy some time together, trading stories, before she calls it a night. Quinton is approached by a young couple to join them for a night of fun but the druid declines.&lt;br /&gt;
[[File:Lelio bust.jpg|right|375x375px]]&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing left hand&#039;&#039;&#039;. She says she saw them at the tavern last night and wants to hire them. “&#039;&#039;&#039;Bring me the head of Lelio Euphorbia&#039;&#039;&#039;,” she tells them, to then explain that it&#039;s a bust that was kept in the lobby of the Critical Hit Theater. She is the current owner and Lelio was the founder. She suspects that it was stolen by someone from the new theater that opened across town recently; the Natural One Lounge.&lt;br /&gt;
&lt;br /&gt;
The party walks over to the theater with her and looks for clues but doesn&#039;t find much. However, the woman&#039;s niece was present when the bust was stolen and saw the thief. She&#039;ll be at the Critical Hit after lunch and our friends decide to go check out the Natural One Lounge. It looks to be empty and Quinton uses a Misty Step spell to get inside at the backdoor, opening it for the others.&lt;br /&gt;
&lt;br /&gt;
Darius shows Oscar how to use [[Phlegethos’ Pick]]; the halfling seems to have a talent for it, he opens the door to the office in no time. There&#039;s no evidence of the bust or any clues to its whereabouts. Oscar also opens the safe and helps himself to the bag of money inside it. When he later has time to count, he finds out there&#039;s 43 gp worth of mostly silver pieces in there. He gives the cleric a handful but the gnome can&#039;t condone this behavior and puts 30 gp of his own money back into the safe before closing it.&lt;br /&gt;
&lt;br /&gt;
By this point the sound of conversation about the backdoor being unlocked had alerted the party that people had arrived. Quinton grabbed a janitor&#039;s coat and mop and pretended to be the janitor, only for a man to call out, asking what he was doing with &#039;&#039;his&#039;&#039; coat! The druid starts talking in Ancient and acting erratically. The man and woman who arrived think he&#039;s addled-brained and the woman goes off to get the Humtache, the man follows her, not wanting to be alone with Quinton.&lt;br /&gt;
&lt;br /&gt;
Eventually the other three manage to leave the theater without being seen and they meet up back at their inn and have a nice lunch. Then they return to the Critical Hit Theater and get from niece Hilna the robber&#039;s description. She also says she found a little piece of fabric trapped in the doorway, likely coming from the man&#039;s jacket.&lt;br /&gt;
&lt;br /&gt;
This is great news for the druids as they can wild shape into a dog and hopefully follow the spoor. Dauphine does so and manages to lead the party to a workshop where the windows are mostly covered up. She tries to follow the scent further as the likely robber has traveled further these last 48 hours, regrettably she loses the trail a few streets later.&lt;br /&gt;
&lt;br /&gt;
Back at the workshop Oscar unlock the door and Dauphine slips inside, still in dog form. She manages to not step on a tripwire attached to a bunch of cans that would have made a lot of noise. Oscar goes in second and not only avoids the trap but even disables it in one smooth motion. The suspect seems to be in the back part of the workshop and they plan their approach. Dauphine goes inside and pretends to be a dog with the zoomies.&lt;br /&gt;
&lt;br /&gt;
As she does so, both the front and back door to the place are busted open and a number of Humtache guards rush inside, arresting the person at the workbench, one Ollie Stein. Our friends are held and questioned on the spot, one of the guards is then sent to the theater to confirm their story of recovering a bust for them. Meanwhile Ollie has been taken to the HQ and the remaining guards are searching and cataloguing the place.&lt;br /&gt;
&lt;br /&gt;
Once released, the party goes back to the inn and decide to wait till evening to search the workshop and attempt to talk with the robber. They don&#039;t find anything useful there and then go to the Humtache HQ. On the way they discuss many ways to get inside and how to make Ollie tell them about the bust. Using the [[Cyphers &amp;amp; Potions#Disguiser|Disguiser cypher]] Quinton makes himself look like the arresting sergeant and pretends to have a sore throat.&lt;br /&gt;
&lt;br /&gt;
He and Darius enter and they successfully bluff their way into the cells where the cleric pretends to be there to measure Ollie up for a coffin and give him his last rites. They tell the robber that the owner had a heart attack due to the theft of the bust and both he and another prisoner call bullshit, he can&#039;t be held responsible for that. But they have managed to rattle the boy and when the &#039;sergeant&#039; tells him that he also thinks it&#039;s going to far he says that he&#039;s willing to make the bust disappear so he can&#039;t be held responsible for the crime. Ollie tells him that he stole the bust for an old gnome who&#039;s name he doesn&#039;t know. But he can give a pretty accurate description and tells them they met at the Noble Nap inn.&lt;br /&gt;
&lt;br /&gt;
Our friends leave and the next morning they go to this inn and find a gnome fitting the description having a late breakfast. Quinton sits down at the man&#039;s table and tries to engage him in conversation but the man is utterly deaf and not interested in a talk. But they do manage to learn that he has a room here. The party also gets a room on the same floor and break into his room when the gnome goes out for lunch. They don&#039;t find the bust or anything incriminating, nor any weapons or magical paraphernalia. But he sure has a lot of keepsakes and other sentimental nick-knacks. Most importantly; his name is on his steamer trunk; &#039;&#039;&#039;Archibald Euphorbia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The follow him to lunch and then decide to talk to the owner of the theater about this new discovery. She tells Darius and Quinton that Archibald is Lelio&#039;s son and that years ago he made an offer for the bust but it was very low and she considers it part of the theater which Lelio wanted to remain in its original state. Our friends make some suggestions about him maybe buying the bust but then leaving it at the theater, or maybe even convince him to exhibit more at the theater.&lt;br /&gt;
&lt;br /&gt;
Back they go to the Noble Nap and then things go sideways when a guest sees Oscar listening at the door to room 101. Quinton pratfalls to distract people but soon enough the concierge shows up and tells them to leave. Dauphine runs after him and it takes everything she has to persuade him to let them stay.&lt;br /&gt;
&lt;br /&gt;
They now decide to lay everything out to Archibald by writing a letter with their proposal. Some time later he shows up at their door and accepts the suggestion of a small exhibition of his father&#039;s things in the theater lobby. As they walk over to the Critical Hit he starts to get really enamored with what he now starts to think of as his plan. &#039;&#039;&#039;A deal is soon struck&#039;&#039;&#039;, the bust will be returned, and he is even going to pay for extending the size of the lobby.&lt;br /&gt;
&lt;br /&gt;
The party gets paid and they then return to their own inn where a certain Humtache sergeant is waiting for them. He wants to talk with Darius who tries to bluff that he accompanied him into the station last night. They are all taken to the station and none of them manage to convince their interrogators of their innocence. But since no real harm was done and the investigator hates the paperwork, &#039;&#039;&#039;he just bans them from his town&#039;&#039;&#039;, he wants them to leave next morning.&lt;br /&gt;
&lt;br /&gt;
Back at the inn there&#039;s another surprise; a package had been delivered for Oscar two days ago but they only hand it to him now. It&#039;s a present from &#039;&#039;&#039;[[Chrysanthemum]]&#039;&#039;&#039;; a small stuffed toy of a furry marsupial with big ears and a big mouth, which turns out to be a [[Cyphers &amp;amp; Potions#Damager|Damager Cypher]]. There&#039;s also a note that the halfling can&#039;t read, saying how the bounty hunter thought this might be helpful in his travels.&lt;br /&gt;
&lt;br /&gt;
On the way back to Avale a flooded road means a detour via to village of Dunwoody, known for its natural springs. And it seems they arrive just in time for [[Ehlonna#Holy days and observances|Ehlonna’s Turning Ceremony]]. The villagers speak of divine providence that just now a priest of the Goddess of the Woodlands turns up, and an elf as well! They tell Darius that their local priestess died recently and ask his help with the ceremony. He will do so and the party is given a free stay at the local inn and a sumptuous meal is cooked for them. In the evening, he and Dauphine shadow a girl called Kendra and then a banquet is enjoyed.&lt;br /&gt;
&lt;br /&gt;
==== Training Montage ====&lt;br /&gt;
Our friends arrive back in [[Avale]] and learn of some recent news: there was an explosion at a tannery in [[Avale - Neighborhoods#Kipfield|Kipfield]], the Three Tanners, one of the owners lost his life. Back at the Grey Minstrel Inn they see the old woman in green coat looking through trash, and the brown mackerel tabby jumping from one balcony to another as they walk in and get their old rooms once again.&lt;br /&gt;
&lt;br /&gt;
[[Bruneor Argent]] who resides in Dauphine&#039;s [[Temple Ton]] amulet is happy with her carrying him but he thinks that she should toughen up, and he is also of the opinion that Darius could be a much better healer. So he takes them to the &#039;&#039;&#039;[[Avale - Neighborhoods#None Turned Away Clinic|None Turned Away Clinic]]&#039;&#039;&#039; in the Lost Bay neighborhood. &#039;&#039;&#039;Durit&#039;&#039;&#039;, the old dwarven woman who keeps the place running takes B.A. now being inside an amulet in stride, and they are sent in to meet all the medics.&lt;br /&gt;
&lt;br /&gt;
Bruneor has them working 14 hour shifts for five days where they get to deal with an average week of issues at the clinic. Highlights include cauterizing a bleeder that almost reaches the ceiling, dealing with a cow&#039;s breech birth, amputating a leg, two rival gangs arriving and threatening each other whilst demanding help for their many wounded, an outbreak of cackle fever, and on their last day, the nearby Lacombe Asylum collapses, leading to a 20 hour shift where they try their very best to save who they can.&lt;br /&gt;
&lt;br /&gt;
In this same week Quinton comes across a poster: “Confidently Communicating Commitment; Lessons in Leadership”. Five evening seminars at the [[Avale - Neighborhoods#Scarlet Bonnet|Scarlet Bonnet]] for 25 gp that will improve leadership skills. Since he has been looking to improve himself in that regard, he signs up and that evening finds himself in a room with almost exclusively guild middle managers.&lt;br /&gt;
&lt;br /&gt;
On the stage appears a very slick woman who introduces herself as &#039;&#039;&#039;Zeran Merados&#039;&#039;&#039;. She explains that every of the seminars will be dedicated to a different c-word: credibility, communication, commitment, confidence and creativity. She is full of energy and pumps the room up as she starts into her first talk.&lt;br /&gt;
&lt;br /&gt;
Afterwards some of the audience go for a drink at the tavern and invite Quinton along. Here he meets a young gnome; &#039;&#039;&#039;Emser Quinson&#039;&#039;&#039;. He&#039;s quite the character with his bright orange shoes and tattoos of bells on his hands. They get to talking and when he learns of the seminar asks what the druid thinks leadership really is.&lt;br /&gt;
&lt;br /&gt;
The next evening they meet again and the evening after that again. During this third seminar Quinton managed to look past all the buzzwords and realized that none of it has anything to do with real leadership. He invites Emser to come to the next evening&#039;s seminar as he thinks they could convince the others to their point of view.&lt;br /&gt;
&lt;br /&gt;
And the gnome is waiting at the hall before the seminar begins and the druid takes him inside. As Zeran comes up on the stage Quinton rushes up and starts talking, managing to take the wind out of the woman&#039;s sails long enough to invite his new friend up on the stage. He gives Emser the word and the gnome starts telling the audience that they don&#039;t have to be sheep and listen to nonsense for five long evenings; revolution!&lt;br /&gt;
&lt;br /&gt;
The crowd responds enthusiastically and that&#039;s the end of the seminars. Lots of people swarm Zeran and she promises to repay them all. However, the next day she isn&#039;t there as promised and is not to be found again. Quinton has a drink with some of the middle managers and convinces one to give up his job; &amp;quot;woodworking has always been my passion, I&#039;m resigning first thing tomorrow!&amp;quot; the woman says.&lt;br /&gt;
&lt;br /&gt;
Everyone but Oscar can do with a break after all that&#039;s happened and they learn that the Adjective Noun tavern has something rather special; the &#039;&#039;&#039;Wheel of Death&#039;&#039;&#039;. This is a wheel with no less than a thousand numbers and lots of prizes to be won. It&#039;s installed there to promote the soon to come opening of a new casino, the He Bluffs Me Not in the [[Avale - Neighborhoods#Longsee|Longsee neighborhood]].&lt;br /&gt;
&lt;br /&gt;
Oscar has a go and manages to spin the wheel to 000; Death! In actuality Death is just the patrons having a good laugh as you get completely covered in tar and are then locked up in a cage in the middle of the establishment. But to show they are not all bad you get one chance to avoid your fate; simply throw a bullseye on a dartboard from the other side of the room.&lt;br /&gt;
&lt;br /&gt;
The halfling takes his position and throws. He hits the board but the dart bounces off and lands on someone’s plate on a nearby table. Meanwhile the board falls down, rolls slowly to the right over the tail of sleeping cat in the corner and then falls flat. The cat jumps up with a screech and launches itself into a passing barmaid. She cries out and stumbles back in a pirouette, her tray hitting a bottle on the bar. The neatly lined up bottles slowly, and then faster, fall over, neatly in a row.&lt;br /&gt;
&lt;br /&gt;
The last bottle hits the counter and the cork shoots from it and bounces against the walls a few times before hitting a Sandy Table player in the back of the head just as he was about to take his shot. He launches his disk wildly, it hits the side and flips into a parabolic trajectory landing on the head of a Kasarian tiefling, rolling between his horns and traveling onwards, flying through the chandelier hanging from the ceiling, catching on fire before landing right into a very alcoholic drink which immediately vaporizes with a whoosh.&lt;br /&gt;
&lt;br /&gt;
The goblet teeters one way and then the other before finally falling right next to the plate, hitting the handle of the spoon which has the dart laying on it. The dart gets launched towards the corner of the room and once it has lost all energy it flips and streaks downwards, landing right in the bullseye of the dartboard laying on the floor. The tavern erupts when this happens and many people come over to give Oscar a pat on the back.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been quite the week but at the end of it Dauphine is a lot more Tough, Darius can consider himself a Field Medic, Quinton became an Inspiring Leader, and Oscar has Bountiful Luck.&lt;br /&gt;
&lt;br /&gt;
==== XWING ====&lt;br /&gt;
Our friends are asked to help crew a Stevedore boat at the &#039;&#039;&#039;eXtremely Wild International Naval Games&#039;&#039;&#039; and manage to even win.&lt;br /&gt;
&lt;br /&gt;
=== Super Tuesday ===&lt;br /&gt;
A few days later &#039;&#039;&#039;Jerry&#039;&#039;&#039; invites the party over to the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;. After a customary coffee where he regales them of his latest money making scheme; lending money at Under-Barrow Savings to buy up turnip futures, he tells them that &#039;&#039;&#039;Super Tuesday will be in two days time&#039;&#039;&#039;. Since they are new to the city he wanted to make sure they understand that &#039;&#039;&#039;it will be more than pandemonium, the guild bylaws are insane and it&#039;s always the craziest day of the year&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the day of all the guild elections and that means loads of people on the streets all day, many wearing guild colors and some getting rather boisterous and unruly. Urchins and other pranksters might try and waylay ballot chests that have to arrive at the counting station on time or they won’t be validated. Sometimes it’s not pranks though but quite serious.&lt;br /&gt;
&lt;br /&gt;
Our friends have been &#039;&#039;&#039;hired by the Guild of Stevedores&#039;&#039;&#039; and will be the ones to &#039;&#039;&#039;escort one of the ballot boxes&#039;&#039;&#039;. Every guild does things differently so all Jerry can tell them is that they will be escorting two guild members both chained to a ballot box. They will go to a voting station and then after voting closes they need to escort them to the counting station.&lt;br /&gt;
&lt;br /&gt;
Jerry hasn&#039;t been told where either of these places are, he suggests talking with the guild and also advises them to make sure to be at the guild HQ in [[Avale - Neighborhoods#Hookville|Hookville]] at the break of dawn, or even earlier, maybe spend the night in a nearby inn. After impressing upon them enough to take this job seriously he let&#039;s them go and wishes them well.&lt;br /&gt;
&lt;br /&gt;
Our friends go talk with &#039;&#039;&#039;Alun Djames&#039;&#039;&#039; who gives them more details on the job; where they will need to go, the exact rules, they are not allowed to interfere with the process and there are time limits. They also learn there&#039;s also a by-election for a new top boss due to &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; going missing; there are two frontrunners; &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039;, a half-orc, and &#039;&#039;&#039;Garth Auric&#039;&#039;&#039;. Alun lets slip that as far as he is concerned it wouldn&#039;t be a disaster should the votes be invalid.&lt;br /&gt;
&lt;br /&gt;
Then preparations; shopping, walking the likely route, etc. In the evening they take rooms at the Pair O&#039; Dice Inn, near the Stevedores HQ. Darius checks with the others about how they look at the job; will they do everything by the book, cut corners, interfere? The consensus is to just do it as it was given.&lt;br /&gt;
&lt;br /&gt;
The next morning Avale is alive even as the sun comes up, it looks like half the city is out on the streets; many people dressed in their guild’s colors, Humtache patrols, food sellers hoping to make a small fortune, and urchins hoping for lots of food. Getting to the Stevedore’s HQ takes quite a bit longer than it would have on a normal day.&lt;br /&gt;
&lt;br /&gt;
At the HQ they are introduced to the two &#039;volunteers&#039;; &#039;&#039;&#039;Vakna Throndor&#039;&#039;&#039;, a young, slight dwarven woman, and &#039;&#039;&#039;Randall Gilliam&#039;&#039;&#039;, a young, strapping human man. They are manacled to the chest that is the ballot box and then our friends leave on their journey to [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. Along the way they first meet &#039;&#039;&#039;Herleva Boden&#039;&#039;&#039; and her growing puppy, Snuffles Two. They see &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; exit the State Museum.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an encounter with a marching band and urchins but eventually they make it to their destination on time; The Reverend’s Rest Inn, across from the Tabernacle of Industry, the temple of [[Ulaa]]. Twelve hours of voting later they&#039;ve managed to make things go pretty smoothly and are ready to now go to the Scarlet Bonnet in [[Avale - Neighborhoods#Proviso Place|Proviso Place]] where the votes will be counted.&lt;br /&gt;
&lt;br /&gt;
Immediately on leaving they are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039;. “Hey, you are the people from when the Flame of Dolac was stolen; strange how that was never found, must have been an inside job, you wouldn’t know anything about that, would you?” he says. Quinton: “That will be only known by us.” “Anyway, what is your comment on the story that &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039; is on [[Otteun]]’s payroll and responsible for the disappearance of &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; and the false evidence against her?” Quinton: “We heard this kind of rumor but have no opinion on it.”&lt;br /&gt;
&lt;br /&gt;
Somewhat later it’s pandemonium as a bunch of creatures that look like a hideous hybrid of lizard, bird, and bat spill out of a driveway and straight into the people on the street, picking at them, wings flapping as they try and make their way through the panicking crowd. These creatures turn out to be cockatrices and it&#039;s only due to the party&#039;s quick response that no one on the street turns to stone.&lt;br /&gt;
&lt;br /&gt;
The party continues on and at the main branch of the High Shore Bonding Company they see from a distance how four robbers descend from the building as an alarm bell sounds. They decide it&#039;s not their problem and leave it to the Humtache who show up soon after.&lt;br /&gt;
&lt;br /&gt;
Our friends make it to the Scarlet Bonnet on time. There are lots of people standing outside the building and inside it doesn’t get any less busy. They deliver the ballot box on time and their job is done. They see the now familiar Bite Me Catering people and have something to eat and drink, spotting &#039;&#039;&#039;Dersigos Naffles&#039;&#039;&#039; carrying a tray of drinks.&lt;br /&gt;
&lt;br /&gt;
==== A Marquis Job ====&lt;br /&gt;
The party gets an invite from Jerry and at the meeting are told that they are in luck; since no one else is available they are getting a job from Markiz (Marquis) &#039;&#039;&#039;Borislav Kucan Skok-Ratenicz&#039;&#039;&#039;, who pays very well. And their job is just bringing a package from the port to his mansion in [[Duneford]]. 25 gold pieces for a few hours of work; nice if you can get it!&lt;br /&gt;
&lt;br /&gt;
The next day they wait for the ship to arrive and are handed the package which Oscar carries in a backpack. The captain also gives them a large lump of silver and asks them to tithe it for his ship, crew, and himself at the [[Osprem|Osprem&#039;s]] &#039;&#039;&#039;Temple of Tidal Tranquility&#039;&#039;&#039; which is right next to Duneford. The party agrees and sets off on their journey.&lt;br /&gt;
&lt;br /&gt;
Before reaching their destination they are attacked and unfortunately the package gets destroyed, the assailants get away as well. Our friends continue on, determined to bring what remains to their employer. In Duneford they run into &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; and his sister, &#039;&#039;&#039;Ruth&#039;&#039;&#039;, the man telling them he donated some new gems to the City Museum.&lt;br /&gt;
&lt;br /&gt;
Then they are accosted by two dwarves, one male, one female, and one human woman, they all have short hair, wear leather armor, and have a short sword or hand axe on their belt. They show the party a sketch of a man with a large mustache and a distinctive birthmark and ask if they have seen this individual. They haven&#039;t and reply thusly.&lt;br /&gt;
&lt;br /&gt;
The party continues on and reached &#039;&#039;&#039;Shadow Pond&#039;&#039;&#039;, the mansion. There are guards on the door and the butler brings them through the house, down a corridor full of paintings all of similar men with dark hair in a widow&#039;s peak and a rather intense look. On a huge balcony with view of the sea two men are having tea and coffee. The Marquis is tall, very thin, pale, has silver-grey hair and wide ears, he wears an expensive grey business suit. The other is a halfling with a large nose, curly hair, dressed business casual.&lt;br /&gt;
&lt;br /&gt;
Borislav speaks slowly with sing-song voice and comments to the halfling that it seems they need to take more measures when the party tell him about the attack and hand over what remains of the package. After they have given all the details the Marquis dismisses them and he thanks them for their work, even if it wasn&#039;t a success.&lt;br /&gt;
&lt;br /&gt;
Back in Duneford proper they have some lunch and then go to Osprem&#039;s temple to deliver the tithe. There they are approached by the man from the sketch earlier. He explains that he used to be a major in the [[Otteun#The Ott|Ott]] and he is now on the run after destroying a dangerous project. This &#039;&#039;&#039;Ranald Kassimir&#039;&#039;&#039; pleads for them to help him get to the Avale port as he knows the people after him have likely already identified the temple as the most likely place he is hiding.&lt;br /&gt;
&lt;br /&gt;
Our friends come up with all kinds of interesting plans to do so and eventually decide on one. It seems to work as they make it back to Avale unharmed and the man thanks them profusely as he runs off to the port and hopefully a new life far away from here.&lt;br /&gt;
&lt;br /&gt;
=== The Ballad ===&lt;br /&gt;
The next week or so there&#039;s no work but there is news in town; a huge, albino crocodile has eaten three people in the last week, a bounty has been placed on its head. Then our friends receive an official government missive announcing a meeting in a private room at their inn in the morning, two days hence. The visitor turns out to be no one less than Torchbearer Council Standing Secretary &#039;&#039;&#039;Saer Barclay Pergay&#039;&#039;&#039;. He tells them that unofficially they have been awarded the Star of Dolac, a very prestigious medal. And also unofficially this might be because of a certain yortho incident.&lt;br /&gt;
&lt;br /&gt;
Some days later &#039;&#039;&#039;Jerry Tidwell&#039;&#039;&#039; invites the party to dinner at a nice restaurant; This Scampi Happening. Over dessert he confesses to a motive; he owes a friend of his, impresario and nightclub owner &#039;&#039;&#039;Anthony Prince&#039;&#039;&#039; a favor and the man need some people for a job that needs plausible deniability. If our friends go to his club Knight Moves then Tony will explain. They can use the phrase &amp;quot;Ken sent me&amp;quot; to skip the line.&lt;br /&gt;
&lt;br /&gt;
The party has some reservations about this kind of work but decide to hear the man out. At the club they first talk with a man looking for a prince&#039;s bride and then get to see Antony Prince. Who then explains that he promised &#039;&#039;&#039;Yurdan Amaerth&#039;&#039;&#039; to get some things done that have turned out more difficult than expected.&lt;br /&gt;
&lt;br /&gt;
First is the lot containing the burned down &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in [[Avale - Neighborhoods#Downpark|Downpark]]. Yurdan wants to buy it and build an apartment building on it. But to be allowed to do so, the zoning law needs to be changed. The city planner, a Docami by the name of &#039;&#039;&#039;Nola Brogunn&#039;&#039;&#039;, has the authority to do so. He tells the party that she can&#039;t be bribed so our friends will need to find a different avenue to get her to play ball. Once that is done, they can quickly buy the lot.&lt;br /&gt;
&lt;br /&gt;
After asking a number of questions our friends go to their inn for a long planning session. The next morning the party is outside [[Avale - Neighborhoods#Halls|Halls]] and see Nola approach. Oscar trips her and then manages to steal her day planner from her bag as he helps her up and says sorry. Our friends then go check out the burned down church and check the crypt, finding it in an ok condition.&lt;br /&gt;
&lt;br /&gt;
The day planner shows that on average four times a week the phrase &amp;quot;Wine Me Up&amp;quot; appears with a time next to it, anywhere from 20:00 to 22:30. But tonight&#039;s mention, with a time of 21:00, has been crossed out aggressively, as have all other future dates with that phrase. It turns out that Wine Me Up is a nightclub/tavern in [[Avale - Neighborhoods#Center City|Center City]], not all too far from Nola&#039;s home address which is also in the day planner.&lt;br /&gt;
[[File:Wine Me Up.png|right|450x450px]]&lt;br /&gt;
The party goes to have a look after lunch and learn that Nola performed here as a singer, but has recently been banned for saying some really nasty things, though the owner doesn&#039;t specify exactly what. Our friends then go to Tony to see if he can help them find out more about this ban, he being in the same kind of business. They find him at Bears, in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]].&lt;br /&gt;
&lt;br /&gt;
As they arrive they find him cradling an effeminate looking young man who has been beaten up. Tony tells them this happened not thirty minutes ago and he tells them to find the three boys responsible for it and &amp;quot;put the fear of Tony into them. Tell them that if they ever do something like this again in this town they will disappear without a trace.&amp;quot; The boys are easily found and swiftly dealt with.&lt;br /&gt;
&lt;br /&gt;
Tony has reached out and learned that apparently Nola said nasty things about the owner of Wine Me Up. Our friends go back there at the time Nola should have been performing and listen to her replacement sing. Afterwards Darius approaches this &#039;&#039;&#039;Marion Guff&#039;&#039;&#039; and in the short talk they have his insight tells him that she is very happy Nola is gone, and might likely be the cause of the ban.&lt;br /&gt;
&lt;br /&gt;
He goes to confirm this with the owner and manages to convince her that Nola was an innocent victim and gets her ban undone. He even manages to get a slot for her to sing tonight. He and Dauphine rush over to her home and explain all that has happened and make their case for changing the zoning law on the way back to Wine Me Up. She sings her heart out that night and the next morning she signs the paperwork, changing the zoning for the lot.&lt;br /&gt;
&lt;br /&gt;
Our friends report back to Tony and he is happy to receive some good news, lately there has been little of it. He tells them to go to the Pholtans and buy the lot directly for &#039;&#039;&#039;Yurdan Amaerth&#039;&#039;&#039;, acting as his agent. He doesn&#039;t know who is in charge of this, but it&#039;s going to be someone at the [[Avale - Neighborhoods#Pholtus|Basilica of the Blinding Light]]. He impresses upon them to not let anyone know the zoning law has changed and offer a &#039;reasonable&#039; amount so as not to draw suspicion.&lt;br /&gt;
&lt;br /&gt;
The party goes to the temple in Uppark and find out that the Master of Properties is &#039;&#039;&#039;Shining Bishop Gormain&#039;&#039;&#039;, someone from [[Darius Naffles#Childhood|Darius’ past]]. This leads to a rather awkward meeting but also rather easy negotiation; the priest accepts the first bid of fifty gold pieces. As Gormain leaves the room Darius puts his head in his hands. When the man returns they tell him that they&#039;ll pay 100 gp instead.&lt;br /&gt;
&lt;br /&gt;
With their business concluded Darius and Gormain remain in the office to have a private conversation. Darius asks if they ever found who was behind the undead from their first meeting. He tells him that he has remained in contact with Lambert and knows that they went back to the scene but apparently there was nothing to report. Gormain changed a lot since Darius last saw him and they part ways, saying they&#039;ll keep in touch.&lt;br /&gt;
&lt;br /&gt;
With that dealt with, our friends return once more to Tony and learn that the second thing that the impresario promised Yurdan was a wand called Lizard&#039;s Lament. He did some research before hiring the party and learned that [[Avale - Neighborhoods#Abjura Dolana|Abjura Dolana]] was somehow involved with the sale of one. This leads our friends to speculate why someone would want the ruins and a magical wand, is this related somehow?&lt;br /&gt;
&lt;br /&gt;
==== A History Lesson ====&lt;br /&gt;
Eventually they decide to do some research at Abjura Dolana&#039;s library before asking about it directly. As they are waiting in the lobby an old gnome mage with a mouse perched on her shoulder walks by and she sees the [[Past Primal]] around Oscar&#039;s neck. She asks the halfling how he came by it but Oscar doesn&#039;t say much. Fortunately Dauphine is there to help though she is weary to say anything. But when it turns out the grey-haired mage is a Sentinel, &#039;&#039;&#039;Phiceli Zercoderes&#039;&#039;&#039;, and willing to help the party, things get easier.&lt;br /&gt;
&lt;br /&gt;
She takes them up to her rather large study and serves them drinks. The place is filled with all kind of magical and mundane knick-knacks and bric-a-brac. She then explains that the Past Primal is a very old item from the [[Eras|Era of Strife]], she&#039;s something of an expert on it and it caught her eye immediately. When she learns the party is here for information on the Lizard&#039;s Lament, she remarks it&#039;s another Era of Strife item and she knows Abjura Dolana brokered a deal for one recently when she was out of town, and asks her secretary to find out more.&lt;br /&gt;
&lt;br /&gt;
Dauphine and the others are now ready to tell Phiceli where they found the Past Primal. The Sentinel listens with mounting astonishment and when our friends describe the [[The Wreck - Chronological order of Events#Midnight Altar|altar room]] she then surprises the party by being able to describe things before they get the chance. Phiceli decides to tell them what they likely found but makes sure to impress upon them not to share this information with anyone.&lt;br /&gt;
&lt;br /&gt;
She starts with a short overview of the Era of Strife and explains how four bulwarks were built to stop what is now the [[Sarodin Sea]] from growing larger. Four people gave up their nature and through a long process created the altars that power these bulwarks. When the [[A short-ish history of the world from the Collapse till now#The Primordials|Primordials]] escaped after the [[Collapse]], those who defeated them reached back to this same magic to create the prisons for these beings.&lt;br /&gt;
&lt;br /&gt;
Which means that the party stumbled upon a Primordial prison, the Sentinel laments being unable to tell which one. The prisons definitely involve the use of extra-planar magic but each has a control room in the world, such as the one they found. As far as Phiceli knows none have ever been found, and with the party triggering the fail-safe that made it sink, and likely did more, finding this one will be very difficult, which is likely for the best.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Eras&amp;diff=4183</id>
		<title>Eras</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Eras&amp;diff=4183"/>
		<updated>2026-07-03T15:16:04Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;Important to note here is that this page shows details about the previous eras as seen by scholars of the current era (the Era of Refinement), their educated guesses might not always be right! The linked adventures contain information true to people of that era but most of that is not known to people of the current era.&amp;lt;/blockquote&amp;gt;Some of the finest sages in the world have tried to split its history up in a number of eras and given them descriptive names. Very little is known of the earlier ones but these are their best assumptions.&lt;br /&gt;
&lt;br /&gt;
=== First Era ===&lt;br /&gt;
Almost nothing is known of this time, writing was not invented and almost nothing from this far back has survived. The little that is known comes from sources from the next era.&lt;br /&gt;
&lt;br /&gt;
The [[A short-ish history of the world from the Collapse till now#The Primordials|Primordials]] appear but are defeated, causing much upheaval. Gnome sages call this &#039;&#039;&#039;the Desolation&#039;&#039;&#039; and say it created the [[Sarodin Sea]].&lt;br /&gt;
&lt;br /&gt;
Adventure: [[One Shot - First Era]].&lt;br /&gt;
&lt;br /&gt;
=== Era of Strife ===&lt;br /&gt;
A time of almost permanent warfare, countries are ruled by priests. The first mention of dragons and dragon gods. &lt;br /&gt;
&lt;br /&gt;
[[Uyots]] is a [[:Category:Deities|deity]] from this era.&lt;br /&gt;
&lt;br /&gt;
The [[Final Order]] was founded.&lt;br /&gt;
&lt;br /&gt;
The [[Tecuani Tecpatl]], the [[Loxotl Amulet]], and the [[Vigilant&#039;s Primer]] are from this era.&lt;br /&gt;
&lt;br /&gt;
The first language records exist of, now known as Ancient, is used most, though other languages also exist. Metallurgy is invented and used in the south on a small scale.&lt;br /&gt;
&lt;br /&gt;
At the end of the era &#039;&#039;&#039;the Endless Night&#039;&#039;&#039; throws the world back. What it exactly was remains unclear.&lt;br /&gt;
&lt;br /&gt;
Adventure: [[One Shot - Era of Strife]].&lt;br /&gt;
&lt;br /&gt;
=== Era of Renewal ===&lt;br /&gt;
Many technological improvements are made, most countries are now feudal in nature.&lt;br /&gt;
&lt;br /&gt;
[[Rades]] is a deity from this era.&lt;br /&gt;
&lt;br /&gt;
The language of the world changes to Common and is used almost throughout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Collapse]]&#039;&#039;&#039; shakes the world and ends the era.&lt;br /&gt;
&lt;br /&gt;
Adventure: [[One Shot - Era of Renewal]].&lt;br /&gt;
&lt;br /&gt;
=== Era of Refinement ===&lt;br /&gt;
The current era. The Primordials escape but are imprisoned again.&lt;br /&gt;
&lt;br /&gt;
The Collapse was relatively &#039;light and short&#039; that&#039;s why the same language and many names from the previous era still exist.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;[[a short-ish history of the world from the Collapse till now]]&#039;&#039; for more information.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Lizard%E2%80%99s_Lament&amp;diff=4182</id>
		<title>Lizard’s Lament</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Lizard%E2%80%99s_Lament&amp;diff=4182"/>
		<updated>2026-07-03T14:50:37Z</updated>

		<summary type="html">&lt;p&gt;DB: Created page with &amp;quot;As long as this item is in your possession and you are attuned to it; it has the following properties.  After a Long Rest any remaining charges in this wand are lost. To gain charges you need to donate your {{TextAnimations|Text=own blood|Color=crimson|Shadow=1}} to the wand, at least equal to 1 HP per level. The wand then gains 1d6 charges. While holding the wand you can do the following:  You are immune to any Polymorph effects as long as the wand has charges.  You can...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As long as this item is in your possession and you are attuned to it; it has the following properties.&lt;br /&gt;
&lt;br /&gt;
After a Long Rest any remaining charges in this wand are lost. To gain charges you need to donate your {{TextAnimations|Text=own blood|Color=crimson|Shadow=1}} to the wand, at least equal to 1 HP per level. The wand then gains 1d6 charges. While holding the wand you can do the following:&lt;br /&gt;
&lt;br /&gt;
You are immune to any Polymorph effects as long as the wand has charges.&lt;br /&gt;
&lt;br /&gt;
You can use a Bonus Action to spend 1 charge and give any creature you touch Advantage on Stealth rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
You can cast one of the following spells using the number of charges indicated:&lt;br /&gt;
&lt;br /&gt;
Invisibility (2 charges), Spider Climb (2 charges), Witch Bolt (1 charge, takes the form of a lizard’s tongue and does Acid damage). In all cases you need to Concentrate on the spell as if you had cast it.&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Spirit_of_Spring_-_Chronological_order_of_Events&amp;diff=4181</id>
		<title>The Spirit of Spring - Chronological order of Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Spirit_of_Spring_-_Chronological_order_of_Events&amp;diff=4181"/>
		<updated>2026-06-20T10:41:15Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Spirit of Spring.jpg|thumb]]Take a job to go kill a unique creature in Fir Lanear, what could go wrong? A lot more than being found out by the elves, it turns out.&lt;br /&gt;
&lt;br /&gt;
==The protagonists==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Farley Brimstone]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Marnab - Murrig - Fnippler]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sarnan Yaphiphe]]&lt;br /&gt;
|}&lt;br /&gt;
==Fir Lanear==&lt;br /&gt;
&#039;&#039;&#039;Back in [[Banak]] the [[Mifora|Miforan]] transmuter Nytus Calaum was approached and asked if he could acquire the body of a very rare creature known as the Spirit of Spring (Tuveri Aessere in elvish).&#039;&#039;&#039; Research showed that every year exactly one of these creatures is born somewhere in [[Fir Lanear]], though not from another of its kind. If they survive long enough they die on the winter solstice, only for another to be born on the spring equinox.&lt;br /&gt;
&lt;br /&gt;
Finding and killing it would be anything but easy but the amount promised was enough for him to accept the job. &#039;&#039;&#039;After constructing an arrow of slaying and a special container that will allow for the creature’s remains to be preserved, he set about assembling a team&#039;&#039;&#039;, offering a thousand gold pieces to be divided among the team members. &#039;&#039;&#039;Eventually he found five capable people and with them he moved into Fir Lanear, trying to avoid detection by the elves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We join them as they sit around a small campfire, next to Nytus &#039;&#039;&#039;there’s a halfelf ranger by the name of Maerlara Siannodel&#039;&#039;&#039;. There’s &#039;&#039;&#039;a cleric of [[Olidammara]] called Ishi Brendis&#039;&#039;&#039;, she’s from [[Dolac]]. Then there&#039;s two rock gnomes; &#039;&#039;&#039;an old evoker by the name of Farley&#039;&#039;&#039; and &#039;&#039;&#039;a young barbarian, her name is Marnab, or Murrig, Fnippler to friends&#039;&#039;&#039;. Finally, &#039;&#039;&#039;there&#039;s the &#039;skilled adventurer&#039;, Sarnan, a forest gnome who also has some magical capabilities&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“&#039;&#039;&#039;What are you going to do with your share of the money?&#039;&#039;&#039;” asks Ishi as she looks around the campfire, “I think I’ll go to Haza and party for months.” Nytus is going to pour it all into his many research projects and Maerlara is probably just going to add it to her stash, she has no real plans to spend it. Marnab is low on gear so she&#039;s planning on buying some. Sarnan explains that he&#039;ll use the money to make more money. Farley, meanwhile, comments that he&#039;ll save it for when he really needs it.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a lot more traveling and many more beautiful vistas and exotic creatures to be seen. This includes a giant tortoise of over a meter wide that Sarnan immediately jumps on top of and rides along with for a bit. &#039;&#039;&#039;Marnab goes to fill the wineskins but fails to notice a venomous snake&#039;&#039;&#039; in the vegetation near the water&#039;s edge. &#039;&#039;&#039;The snake manages to bite her four times before she finally hits it with her maul&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party travels deeper into the interior, &#039;&#039;&#039;Nytus has a compass he enspelled to show the direction of the Spirit of Spring&#039;&#039;&#039;. Maerlara is right at home in the forest and under her guidance they make good progress, avoiding most dangers. After a number of days of traveling the terrain changes, the forest changing into jungle, the climate suddenly hot and wet as they descend.&lt;br /&gt;
&lt;br /&gt;
==== Welcome to the Jungle ====&lt;br /&gt;
“&#039;&#039;&#039;This is the [[Fir Lanear#Deep Jungle (Anu Jangala)|Anu Jangala]], the Deep Jungle&#039;&#039;&#039;,” Maerlara explains, “&#039;&#039;&#039;a deep fissure in the earth where it’s much hotter than anywhere around&#039;&#039;&#039;. No elves live here and they don’t come here often. We need to be careful though, &#039;&#039;&#039;some of the most deadly creatures in Fir Lanear can be found here&#039;&#039;&#039;. Be wary of snakes in the branches, they like to drop onto prey.”&lt;br /&gt;
&lt;br /&gt;
It is slower going now, having to often hack a path out in the dense and tangled vegetation. But when things open up the sights are stunning; large, green fronds covered in water droplets reflect all around, big, multi-hued birds with large beaks sit in branches and produce sounds not made by any other birds. Bright flowers bloom all around, producing a sweet, cloying perfume that hangs heavily in the air. The howls of unknown creatures echo through the trees.&lt;br /&gt;
&lt;br /&gt;
Following the compass they come to a deep chasm about twenty meters across. The undergrowth was so thick and clinging to the side of the chasm that they almost fell right into it as they cut their way through. Marnap spot a bridge, the first sign of anyone having ever been here, it can just about be seen to the west so they decide to make their way over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The wooden bridge shows all the signs of having been here for a long time but still looks sturdy enough. Ishi is the first one to make her way onto it, testing its robustness.&#039;&#039;&#039; After a few careful steps &#039;&#039;&#039;she starts jumping up and down on it enthusiastically. “See? It’s fine!”&#039;&#039;&#039; she exclaims. The bridge is indeed fine, but &#039;&#039;&#039;her jumping loosens the extra backpack with food and the special container&#039;&#039;&#039; that she is carrying and &#039;&#039;&#039;it falls onto the bridge, right at the edge, slowly sliding over it&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Sarnan quickly casts a mage hand spell to arrest its progress as Farley runs towards it. &#039;&#039;&#039;Marnab grabs one of her javelins and throws it unerringly in the open space between the backpack&#039;s carrying strap and backpack itself, stopping it from falling off the bridge.&#039;&#039;&#039; Continuing on they spot some zombies but decide to move around them, Sarnan is the only one who wants to fight them.&lt;br /&gt;
&lt;br /&gt;
Two nights later as they are sitting around the campfire, Farley is the only one to notice that &#039;&#039;&#039;a monkey has grabbed the backpack with the container and is dragging it away&#039;&#039;&#039;. He gives chase and casts a sleep spell, dropping the primate instantly. They recover the backpack and &#039;&#039;&#039;Marnab wakes the monkey&#039;&#039;&#039;. &#039;&#039;&#039;It groggily sticks its tongue out&#039;&#039;&#039; at the barbarian and then runs off. &#039;&#039;&#039;Sarnan sees this and launches a fire bolt at the retreating simian.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He hits it easily but didn&#039;t take into account that the jungle is quite dry around here. The &#039;&#039;&#039;monkey is a charred little corpse but flames are now running up the lianas and setting two trees on fire&#039;&#039;&#039; to the dismay of the others. In the ensuing panic Farley grabs a pan and uses it to carry water from the nearby stream to the trees. Sarnan for his part casts a mage hand spell and ineffectually slaps at it. Marnab grabs an axe and starts to cut down the nearby trees. Eventually &#039;&#039;&#039;it is Nytus who grabs his only scroll of Sleet Storm and casts it to douse the fire&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Spring is in the Air ====&lt;br /&gt;
&#039;&#039;&#039;Finally they get close to their quarry&#039;&#039;&#039;, the compass indicating it is near now. Stealthily they make their way over and &#039;&#039;&#039;come to a clearing&#039;&#039;&#039;. At the opposite end &#039;&#039;&#039;there is a strange creature; it stands on its hind legs and is about 40 centimeters tall. It has ears like a hare and little horns growing on top of its head. Its eyes are not looking straight ahead but are somewhat to the side of its face.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maerlara is drawing a bead on it with her bow, almost ready to fire. And then Sarnan casts a message spell at her; &amp;quot;remember, nock, draw, shoot!&amp;quot; Whether this slowed her down we&#039;ll never know but at this moment &#039;&#039;&#039;a huge creature crashes through the underbrush at the opposite end of the clearing&#039;&#039;&#039;. It is &#039;&#039;&#039;the size of a mammoth but looks like a cross between a bear and a panther&#039;&#039;&#039;, if at anything at all. It has a huge maw with teeth coming out, pointing to the sides. &#039;&#039;&#039;It swallows the unsuspecting Spirit of Spring with one gulp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nytus curses but then tells everyone that &#039;&#039;&#039;they should still be able to cut their quarry from the beast&#039;s stomach&#039;&#039;&#039;. The fight is on! Spells and weapon attacks are exchanged and unfortunately it turns out that the creature is quite resistant to fire and weapon. That&#039;s not to say it can&#039;t be hurt and &#039;&#039;&#039;it soon lopes away but not after having killed poor Maerlara&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The others bury her and Ishi says some nice words before they leave and track the creature using the compass again. After a short while they &#039;&#039;&#039;stumble upon sizeable ruins; a walled complex with a large ziggurat type building&#039;&#039;&#039; and some smaller ones. They walk along the wall looking for a way in when &#039;&#039;&#039;suddenly the creature comes bursting right through the wall, masonry flying everywhere, bowling Ishi, Nytus, and Farley right into the deep ravine&#039;&#039;&#039; behind them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;gnome is lucky&#039;&#039;&#039; and manages to dive away from most of the blow and bounces down only to be &#039;&#039;&#039;entangled into some vegetation a few meters from the top&#039;&#039;&#039;. The other two quickly fall out of sight. Marnab grabs a rope, ignoring the huge creature that&#039;s right there and throws it down to Farley. Sarnan decides to ignore it as well and uses mage hand to help push Farley back up.&lt;br /&gt;
&lt;br /&gt;
This tactic of refusing to recognize the huge creature pays off; it bounds off towards the ziggurat. As the two gnomes are pulling the third one up, &#039;&#039;&#039;Nytus comes flying up from the ravine&#039;&#039;&#039;. He managed to cast a fly spell in time but &#039;&#039;&#039;unfortunately he couldn&#039;t save Ishi&#039;&#039;&#039;. But he did manage to hold onto the backpack with the special container.&lt;br /&gt;
&lt;br /&gt;
A new plan is hatched and &#039;&#039;&#039;Farley casts an invisibility spell on Sarnan who then sneaks over to the monster and casts a color spray spell&#039;&#039;&#039; at it. &#039;&#039;&#039;Unfortunately not with the desired outcome&#039;&#039;&#039; and the beast bites and claws him severely. The others join the fray and Sarnan acrobatically jumps on the monster&#039;s back, hanging on for dear life. &#039;&#039;&#039;Marnab has been more than unlucky so far, none of her attacks have connected but finally, maybe it&#039;s divine intervention, she strikes the creature critically and kills it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everyone is catching their breath and &#039;&#039;&#039;Nytus takes a dagger and starts to cut open the creature, taking the remains of the Spirit of Spring and putting it into the container&#039;&#039;&#039;, casting a spell on it. &#039;&#039;&#039;As he gets up from his grisly task, behind him a blueish, spectral entity, looking somewhat elf-like, comes flying into the building and disappears inside the wizard&#039;s body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nytus&#039; eyes turn into blue glowing orbs, his body gains a grey pallor as a voice not his own starts to speak.&#039;&#039;&#039; The language seems to be some kind of elvish but not of the type that Farley has learned. Still, the gnome can translate enough to get the gist; &#039;&#039;&#039;they are interlopers and the penalty is death. Nytus has been judged and found guilty. They are told to leave immediately or suffer the same fate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With that, &#039;&#039;&#039;the creature that was once Nytus drops the backpack it is wearing and walks out of the building&#039;&#039;&#039;. Our friends decide to follow, though Sarnan tries using his mage hand spell to pry gems from the eye sockets of the few still intact statues still standing around. The others grab Nytus&#039; backpack and the special container before leaving, seeing not-Nytus walk straight across the ravine.&lt;br /&gt;
&lt;br /&gt;
==== Back We Go ====&lt;br /&gt;
With their quarry caught &#039;&#039;&#039;there&#039;s nothing left but to go back to Banak and find the buyer&#039;&#039;&#039;. Nytus never said who it was, but &#039;&#039;&#039;how hard could it be to find him or her?&#039;&#039;&#039; As they make camp at the end of the day, they finally have time to &#039;&#039;&#039;go through Nytus&#039; backpack&#039;&#039;&#039;. In there they find more than just his clothes and sundries; &#039;&#039;&#039;there&#039;s also about 300 gp in gems and [[Nytus&#039; Old Spellbook]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It turns out that &#039;&#039;&#039;without a ranger who knows the terrain well, the journey isn&#039;t as easy&#039;&#039;&#039;. It starts when after a few days they get close to &#039;&#039;&#039;a mantrap plant who uses spores to encourage Farley to walk right into it&#039;s waiting leaves&#039;&#039;&#039;. The poor wizard is almost dissolved by the plant&#039;s acid before the others manage to kill it.&lt;br /&gt;
&lt;br /&gt;
Once out of the jungle they spot a white hart observing them from a distance and the next day they are surprised to &#039;&#039;&#039;suddenly find an elven woman in their midst&#039;&#039;&#039;; her clothes are covered in twigs and moss. She &#039;&#039;&#039;introduces herself as Muineth Tsornyl&#039;&#039;&#039; when asked, &#039;&#039;&#039;the party is anything but honest, claiming to be the children of Farley, traveling from Garios to [[Martell]]&#039;&#039;&#039;. Fortunately they are wearing their lying pants today and &#039;&#039;&#039;the woman believes them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before getting out Fir Lanear the local wildlife isn&#039;t done with them yet. &#039;&#039;&#039;A peryton dive bombs Sarnan, doing so much damage as to drop him to the floor.&#039;&#039;&#039; Fortunately the others can pour a healing potion into him and some spells and weapon attacks manage to finish it off before it can drop Farley as well.&lt;br /&gt;
&lt;br /&gt;
Then at night &#039;&#039;&#039;a dark leopard pounces onto Farley who&#039;s standing guard&#039;&#039;&#039;. It manages to take the gnome out before he can sound the alarm. The stealthy predator is already dragging its quarry away before Marnab wakes up. She shouts and this wakes Sarnan who uses an minor illusion spell that stalls the big cat for a round. But then it attacks the rogue and brings him down with two bites. &#039;&#039;&#039;Fortunately the barbarian gets really angry&#039;&#039;&#039; and can easily trade blows with the leopard, even when attacking recklessly. She kills the creature and then &#039;&#039;&#039;saves the others in the nick of time&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Otteun ==&lt;br /&gt;
&lt;br /&gt;
==== Martell Maneuvers in the Dark ====&lt;br /&gt;
&#039;&#039;&#039;Eventually the party makes it back to civilization, if the town of [[Martell]] can be classified as such.&#039;&#039;&#039; They take rooms at the upscale Howling Stag Inn and have a copious dinner. Afterwards they &#039;&#039;&#039;meet a short, young halfling man&#039;&#039;&#039;. He has &#039;&#039;&#039;quite chubby cheeks and an unruly mop of blond curls&#039;&#039;&#039; on his head. &amp;quot;Hi there, it&#039;s so good to see you again, friends!&amp;quot; he say and waves at them. &amp;quot;My name is Piduc, in case you forgot, many people seem to, it&#039;s so great you&#039;re here, I am in such a state. &#039;&#039;&#039;There are so many packages that need to be delivered before midnight, you&#039;d help an old friend, right?&#039;&#039;&#039; I&#039;ll pay you for your troubles, of course.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No one in the party can quite remember the halfling but they are all convinced he&#039;s a friendly acquaintance&#039;&#039;&#039; so they follow him into his room. On the bed are five packages and an envelope. &amp;quot;&#039;&#039;&#039;These all need to go out, and, very important, they need to be delivered personally&#039;&#039;&#039;,&amp;quot; Piduc explains as our friends take a look at the parcels. When they look around the halfling is gone already, undoubtedly out delivering already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farley thinks splitting up is the best strategy so he takes two packages, Marnab and Sarnan think it&#039;s probably best to stick together&#039;&#039;&#039; and take the other four. They are all addressed quite specifically and they go to the nearest location first. Unfortunately it turns out that &#039;&#039;&#039;Nindil Lisfit&#039;&#039;&#039; isn&#039;t home, his mother tells them that &#039;&#039;&#039;his friends took him out on the town before his wedding tomorrow&#039;&#039;&#039;. The trail leads to a tavern and then another but there the &#039;&#039;&#039;trail runs cold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Meanwhile &#039;&#039;&#039;Farley has gone to the [[Martell#Munn Base|Munn Base]], which turns out to be a brothel&#039;&#039;&#039;. And the addressee, &#039;&#039;&#039;Merelith Aerone&#039;&#039;&#039;, apparently works there. She &#039;&#039;&#039;comes highly recommended&#039;&#039;&#039; and since they aren&#039;t keen on letting him go up to deliver the parcel, &#039;&#039;&#039;he books half an hour with her for 5 gp&#039;&#039;&#039;, at 23:00 tonight.&lt;br /&gt;
&lt;br /&gt;
===== Prison Mail =====&lt;br /&gt;
&#039;&#039;&#039;The other two&#039;&#039;&#039; have decided to try to deliver the envelope first, it&#039;s &#039;&#039;&#039;addressed to Jarkko Kirmod, in jail&#039;&#039;&#039;. The desk sergeant at the Ott building is less than helpful; there are no visiting hours and they are not allowed to deliver mail to prisoners. Back outside &#039;&#039;&#039;Sarnan decides to use a disguise self spell to look like an Ott sergeant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
He goes back inside but his story about being given orders to look around and learn the ropes, but not having them in writing, and even more so, his mixing up of army ranks &#039;&#039;&#039;has the desk sergeant very suspicious&#039;&#039;&#039;. He&#039;s &#039;&#039;&#039;invited to wait in a small anteroom but as soon as the sergeant leaves the arcane trickster sneaks out&#039;&#039;&#039;. Just in time too, footsteps are approaching.&lt;br /&gt;
&lt;br /&gt;
More through luck than anything he &#039;&#039;&#039;comes across two privates who he manages to con into escorting him to jail&#039;&#039;&#039;. There the corporal is fine with bringing him to the prisoner to hand over a letter; it&#039;s less work than first asking for written orders and all that malarkey. A &#039;&#039;&#039;gasp can be heard from the cell as they walk back&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unfortunately when Sarnan gets back to the &#039;&#039;&#039;entrance hall, it&#039;s filled with soldiers and he&#039;s recognized immediately&#039;&#039;&#039;. A quick sprint and &#039;&#039;&#039;jump through a window, with an obscene gesture thrown in as a flourish, he is back outside and manages to escape&#039;&#039;&#039; with just some cuts and bruises, and the patient Marnab who was waiting for him.&lt;br /&gt;
&lt;br /&gt;
===== Delivery for the Donne =====&lt;br /&gt;
&#039;&#039;&#039;Farley has now arrived at the Wild Wind tavern&#039;&#039;&#039;, where according to the label one &#039;&#039;&#039;Ambra Tallat&#039;&#039;&#039; should be. Things get awkward pretty soon, it becomes apparent that &#039;&#039;&#039;she is likely some kind of crime boss&#039;&#039;&#039; and her people won&#039;t let some old gnome with a strange story go see her with a package he claims he doesn&#039;t know the content of.&lt;br /&gt;
&lt;br /&gt;
The wizard who might have developed a death wish after his recent near death experiences in the wilds decides to &#039;&#039;&#039;cast a sleep spell on two of the mobsters&#039;&#039;&#039;, managing the drop one. The other grabs a dagger and &#039;&#039;&#039;cuts him before he can cast an invisibility spell&#039;&#039;&#039;. He then &#039;&#039;&#039;goes over to the door of a backroom he saw one of them glancing at&#039;&#039;&#039; and opens it. Beyond it he &#039;&#039;&#039;finds a rather nice office&#039;&#039;&#039;, not all matching the grimy tavern. &#039;&#039;&#039;Behind a desk sits a woman&#039;&#039;&#039; and Farley says: &amp;quot;&#039;&#039;&#039;Ambra Tallat, package for you&#039;&#039;&#039;.&amp;quot; She gets up from her seat and grabs a short sword. The wizard quickly &#039;&#039;&#039;throws the package into a corner of the office&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When he turns back to the taproom he finds that &#039;&#039;&#039;the front door has been closed and some serious looking people with drawn weapons are now guarding the exit and searching the room&#039;&#039;&#039;. Things go even worse from there, the patrons are told to start throwing up the sand and straw on the floor to help find the invisible gnome.&lt;br /&gt;
&lt;br /&gt;
Farley goes over to one of the side windows and inspects the bars on the outside; while they look decorative they are made of sturdy iron and bar any jumps through the window. &#039;&#039;&#039;His&#039;&#039;&#039; &#039;&#039;&#039;move was overheard by the woman who stabbed him earlier and she moves over and stabs into what looks like empty air to her; hitting the poor wizard again&#039;&#039;&#039; and turning him visible.&lt;br /&gt;
&lt;br /&gt;
Soon enough &#039;&#039;&#039;he is tied up and brought into the office for interrogation, he&#039;s also searched and disarmed though they don&#039;t seem to even notice the other package he is carrying.&#039;&#039;&#039; The story about being approached by some halfling to deliver packages without even knowing what is in them is met with a lot of suspicion, and some punches as well. When Farley tries to lie about the other deliveries being in other towns he makes things even worse.&lt;br /&gt;
&lt;br /&gt;
Fortunately for him, &#039;&#039;&#039;Ambra eventually decides to have a look at the package&#039;&#039;&#039;. There&#039;s &#039;&#039;&#039;a gasp of pleasant surprise coming from her&#039;&#039;&#039; but when she faces the gnome again she still is quite pissed off. &amp;quot;&#039;&#039;&#039;You are lucky the package contained what it did, if not, you&#039;d be buried in the marsh outside of town now&#039;&#039;&#039;,&amp;quot; she tells him. &amp;quot;&#039;&#039;&#039;I don&#039;t ever want to see you here again, are we clear? Leave town&#039;&#039;&#039;,&amp;quot; with that he is frog marched outside by two goons and &#039;&#039;&#039;thrown out into the street, landing head first into some horse dung&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===== High Rollers and Low Voices =====&lt;br /&gt;
&#039;&#039;&#039;Marnab and Sarnan go to [[Martell#The Sarodin|The Sarodin]], a casino where one Merap Thione can be found for another delivery.&#039;&#039;&#039; They ask at the entrance and while they know Merap, he gambles here a lot, the member of staff they are speaking with hasn&#039;t seen him today. During some gambling they learn that there are &#039;&#039;&#039;high roller rooms on the second floor&#039;&#039;&#039; and that that is likely where Merap can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sarnan goes into the toilets and uses another disguise self spell; this time to change himself into a scantily clad waitress.&#039;&#039;&#039; He might have forgotten the spell doesn&#039;t change his voice. Still, he manages to bluff the bartender into putting some drinks on a tray for him. He then goes to collect Marnab and they &#039;&#039;&#039;go upstairs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;floor manager here is good at her job and doesn&#039;t trust this new girl she has never seen before&#039;&#039;&#039;, even more so when she can&#039;t even answer who hired her. It is at this point that &#039;&#039;&#039;a commotion breaks out in one of the private lounges&#039;&#039;&#039;. Shouting, accusations of cheating, and the falling over of things can be heard. &#039;&#039;&#039;The arcane trickster quickly makes his way over, just in time to see someone leave through a back door.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sarnan chases after the person who considering what is being said by the people in the room must be Merap.&#039;&#039;&#039; It&#039;s a tough start but when he hits his stride he surfs down the stair railings like a true acrobat. He eventually &#039;&#039;&#039;catches up to the man in the alley behind the casino where he is being apprehended by two security people&#039;&#039;&#039;. The gnome gives each a gold piece and asks them if he can get in a good hit on the man. They are fine with this and &#039;&#039;&#039;Sarnan then throws the package straight into Merap&#039;s face&#039;&#039;&#039;. Technically a very personal delivery.&lt;br /&gt;
&lt;br /&gt;
===== Sick Moves =====&lt;br /&gt;
&#039;&#039;&#039;Next on the duo&#039;s list is Hille Olgrur, a [[Bruised But Not Broken]] guard posted outside one of the [[Thûrash]] warehouses.&#039;&#039;&#039; When they arrive there they find two other guards who tell them that Hille is in the alley to clean herself up, she&#039;ll be back in a few minutes. And indeed, &#039;&#039;&#039;the dwarven woman soon appears, still trying to clean the last bits of vomit from her armor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The package is handed over and Sarnan can&#039;t help but comment on the fact that this was way too easy, shouldn&#039;t something bad happen to them right about now?&#039;&#039;&#039; He starts listing all the things that &#039;happened to him&#039; this night, leaving out the fact that he was the instigator of most of these. &#039;&#039;&#039;The guard comments that maybe his bad luck transferred to her, muttering something about a stupid halfing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It takes a moment before the copper piece drops but then they finally ask; &amp;quot;&#039;&#039;&#039;halfling? What halfling?&#039;&#039;&#039;&amp;quot; Hille explains that a group of revelers came by and one the halflings threw up all over her. &#039;&#039;&#039;Thinking this has to be Nindil&#039;s party, they ask in what direction they went and quickly set after them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They come to an intersection and one gnome goes left, the other right. Sarnan moved into the poorer part of town and finds a tavern, the Flask and Trickster, but he is told not halflings have been in today. Marnab also finds a tavern and is told a group including some halflings was there about an hour ago. They meet back up at the intersection and &#039;&#039;&#039;Sarnan suggest just waiting at the Flask and Trickster, reasoning that if they haven&#039;t been there yet, they will visit at some point&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Marnab waits inside and has a few drinks while &#039;&#039;&#039;Sarnan climbs onto the flat roof of the place like a true second story artist&#039;&#039;&#039;, sitting there like a gargoyle. It&#039;s almost an hour but their patience is rewarded when &#039;&#039;&#039;the gnome hears and then sees a group of merrymakers&#039;&#039;&#039; come towards the tavern. &#039;&#039;&#039;He jumps from the roof and lands in a very cinematic pose, getting high marks from the imaginary jury.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nindil, we have a package for you!&amp;quot; he exclaims as he looks around the group. &amp;quot;Really? This is really my night!&amp;quot; answers a very drunk halfling. &#039;&#039;&#039;Marnab comes outside and he hands him said parcel&#039;&#039;&#039;. &#039;&#039;&#039;The groom-to-be opens it and goes &amp;quot;awwwww, oh man.&amp;quot;&#039;&#039;&#039; &#039;&#039;&#039;Everyone, including our friends tell him not to leave them hanging and tell them what it is. Nindil explains that it&#039;s from the bride-to-be&#039;s sister.&#039;&#039;&#039; Choices, choices.&lt;br /&gt;
&lt;br /&gt;
===== A very particular set of skills =====&lt;br /&gt;
&#039;&#039;&#039;Farley&#039;&#039;&#039; has managed to clean himself up a little and after a few drinks he &#039;&#039;&#039;makes his way back to Munn Base&#039;&#039;&#039;, arriving a little before the appointed hour. He is &#039;&#039;&#039;lead to a room containing a large four poster bed&#039;&#039;&#039; and many diaphanous curtains. &#039;&#039;&#039;Laying on the bed is Merelith Aerone, a beautiful half-elven woman.&#039;&#039;&#039; She welcomes the gnome heartily and asks what she can do for him tonight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The wizard explains the whole package deal and hands her the parcel.&#039;&#039;&#039; She opens it and smiles, stating that &amp;quot;she really shouldn&#039;t have.&amp;quot; Then she turns back to the gnome and &#039;&#039;&#039;tells him that they still have 29 minutes to do whatever he wants&#039;&#039;&#039;. Farley let&#039;s her know that he is too old for what she is suggesting but she tells him that she is quite skilled at many things, including conversation. But, if he wants, she is willing to refund him his money. &#039;&#039;&#039;In the end the gnome decides to stay and has a more than stimulating conversation, eventually leaving quite satisfied.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All three of our friends arrive back at the inn at the same time and they go to Piduc&#039;s room.&#039;&#039;&#039; He is not there, but on the bed is &#039;&#039;&#039;a note, telling them that he had so much to do he left already but thanking them for their help, which he has no doubt they did splendidly&#039;&#039;&#039;. Next to the note is a large sack that contains many large, gold coins. &#039;&#039;&#039;Farley takes one and bites into it, only to learn it&#039;s a chocolate coin.&#039;&#039;&#039; It seems the halfling paid them with &#039;&#039;&#039;ten pounds of chocolate money, worth around 30 gp&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===== Inn and Out =====&lt;br /&gt;
&#039;&#039;&#039;When returning to their own rooms they immediately notice they have been robbed of all belongings they left behind.&#039;&#039;&#039; And they aren&#039;t the only ones; &#039;&#039;&#039;more people on their floor were robbed&#039;&#039;&#039;. &#039;&#039;&#039;They go to complain to the innkeeper but also offer their services to find the culprits.&#039;&#039;&#039; A good night&#039;s rest comes first though; they&#039;ll start their investigation in the morning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The innkeeper is (still?) there when they come downstairs and they are told all that he learned so far. Someone posing as a maid knocked on doors on their floor and asked anyone opening the door if they needed anything. But the description given, human, average height, brown hair and brown eyes, doesn&#039;t fit any of his staff.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farley tells the guests having breakfast that they are on the case and to come see him if they have any important information.&#039;&#039;&#039; Unfortunately those who come by either just tell him what was stolen from them, which they already told the innkeeper as well, he is keeping a list, also at least one of those people is likely lying about what was stolen from them. The third person tells the wizard that he is sure he saw one of those dirty half-orcs, covered in tattoos, sneaking around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sarnan doesn&#039;t trust the innkeeper&#039;&#039;&#039;, thinking he might be behind the robberies, and &#039;&#039;&#039;with the help of an invisibility spell from Farley, he sneaks into the back office&#039;&#039;&#039;. There he manages to pick the locks to the desk drawers but &#039;&#039;&#039;he doesn&#039;t find anything incriminating&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inquiry at the other inn in the street turns up much more of interest when Marnab tells about the robbery&#039;&#039;&#039; and asks if they were robbed as well. &#039;&#039;&#039;The innkeeper tells her they weren&#039;t robbed but that a man in a crimson red vest with lots of buckles came by and asked him if he was interested in paying a certain amount with the promise that his competition would suffer.&#039;&#039;&#039; The innkeeper ran him out the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back at the Howling Stag they learn that a red vested gentleman had lunch there the day before and he was quite interested in the staff&#039;&#039;&#039;, asking them how they liked their jobs and about all the things they had to do. &#039;&#039;&#039;Sarnan suggests asking around the coarser part of town&#039;&#039;&#039; to find out more about this individual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As luck would have it, a red vested man walks right into the street they are going down. They try to follow him and act casual, failing quite badly at the latter part. The man runs and disappears down a nearby alley. When the party reaches the alley they find a blind wall and two entrances, one to the cellar of a tavern and a side door to a leather worker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They assume the tavern cellar is the most likely place the man fled to. &#039;&#039;&#039;Marnab walks around to the front entrance to enter the cellar from there&#039;&#039;&#039; in a pincer maneuver. &#039;&#039;&#039;Sarnan sneaks into the cellar after noisily opening the cellar doors. The moment he passes the dividing wall he sees three people who have clearly prepared for his arrival.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They immediately spring their ambush and &#039;&#039;&#039;a hold person spell paralyzes him immediately. This is followed up by a magic missile spell and then a halfling with two short swords&#039;&#039;&#039; and the knowledge how to use them. T&#039;&#039;&#039;he gnome is on the floor before he has a chance to react&#039;&#039;&#039;, his lifeblood flowing out quite quickly. &#039;&#039;&#039;Farley then quickly comes into the cellar and uses his, by now, signature sleep spell to put the woman mage to sleep.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;She is quickly woken again by the red vested man and combat rages on. Our friends aren&#039;t doing very well but when Marnab arrives and starts to rage things start to look up. A second sleep spell evens the odds and the red vested man decides to negotiate; there&#039;s no reason for anyone to die over what surely must be a misunderstanding, right?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Things are tense but &#039;&#039;&#039;eventually the others return the stolen goods&#039;&#039;&#039;, all of them. In leaving, &#039;&#039;&#039;Sarnan threatens them and promises to visit them in the night and slit their throats if they don&#039;t immediately leave town&#039;&#039;&#039;. But he realizes that this might have had another effect than he wanted; &#039;&#039;&#039;the other party looks to be considering a preemptive strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our friends quickly return to the inn and deliver all the stolen goods to the guests.&#039;&#039;&#039; They are quite appreciative and pool some money as a reward. The innkeeper also tells them their stay is for free. &#039;&#039;&#039;Sarnan quickly visits the Ott building to deliver a note reporting the location of the thieves and the fact that they might be attacking the Howling Stag tonight.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Weirder Stuff ====&lt;br /&gt;
[[File:Weirder Stuff.png|thumb|400x400px]]&lt;br /&gt;
The innkeeper almost forgot; there is someone to see them, he’s waiting in a private room. &#039;&#039;&#039;He introduces himself as Heiner Garsunkel, a merchant from Rasstul and explains that his son, Rudi, has gone missing and he wants them to find him.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When asked for more details &#039;&#039;&#039;he tells them that his son went to the abandoned village of Adleren in the Ullen Vale&#039;&#039;&#039;. The &#039;&#039;&#039;vale is considered to be haunted&#039;&#039;&#039; by the locals and &#039;&#039;&#039;no one has lived there for centuries&#039;&#039;&#039;. But &#039;&#039;&#039;there was an earthquake recently&#039;&#039;&#039; that also included the valley. &#039;&#039;&#039;His son is interested in all kinds of &#039;weird magic&#039; as his father tells it, and has gone there in the hopes of finding some.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It&#039;s been nearly a week now and &#039;&#039;&#039;he should have returned days ago&#039;&#039;&#039;. &#039;&#039;&#039;Heiner went to see a priest and their divination showed that Rudi was in peril and only has days to live, at most.&#039;&#039;&#039; It&#039;s more than a day to get to the valley from here. The merchant is willing to pay them a hundred gold pieces each and the party agrees to go find the man’s son. Heiner has also arranged horses for our friends and soon they are &#039;&#039;&#039;off to [[Ullen Vale]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===== Martell again =====&lt;br /&gt;
&#039;&#039;&#039;When they return Heiner Garsunkel is in tears to see his boy again&#039;&#039;&#039;, hugging him for a long time and thanking the party profusely. Eventually he remembers to pay our friends, Sarnan even asking for another 5 gp for the barber job, the man pays gladly. &#039;&#039;&#039;Marnab does take him aside and explains that very strange things happened and that she isn’t a hundred percent sure this is actually Rudi, she asks him to ask his son a question only he would know the answer to. This leads to some concern but Heiner does as asked, and Rudi knows the answer, the party deciding to leave things at that.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;They leave town and the journey to [[Banak]] is without incident.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Godfall ==&lt;br /&gt;
&lt;br /&gt;
=== Betterment in Banak ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The walls of the city come in to view long before you arrive at the gate. The guards ask for the reason of your visit but other than that you have no trouble entering the city. Once inside you immediately feel warmer as the wind has lessened considerably. You walk down Forgraic Avenue and come to Civic Square, dominated by the facade of the government building, the Palace of the Dukes of Lordraerra.&lt;br /&gt;
&lt;br /&gt;
A market is held here most days and hawkers are yelling at any prospective buyers about the quality of their wares. It is quite busy but most people don’t seem to be in any haste. Dwarves are definitely the most common but you see quite a few humans, a good number of halflings and half-orcs and a few gnomes. There’s a half-elf at one of the stalls (“clean your knife easily with my miracle cloth!”) and you see what must be a tiefling exit from Thovir Auction House.&amp;lt;/blockquote&amp;gt;The party takes &#039;&#039;&#039;rooms at the All Home Inn&#039;&#039;&#039; and decides on their next course of action. They have a container with &#039;&#039;&#039;the Spirit of Spring still to deliver&#039;&#039;&#039;. Alas, &#039;&#039;&#039;Nytus Calaum never revealed who exactly employed him&#039;&#039;&#039;, only referring to them as the client. Marnab decides to &#039;&#039;&#039;leave a note at Nytus&#039; dwelling indicating that anyone looking for a certain spirit to come see them at the inn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;They all have experienced quite a bit and are looking to improve themselves in certain ways.&#039;&#039;&#039; &#039;&#039;&#039;Sarnan asks around if there are any circus artists or the like&#039;&#039;&#039; around and while [[Swiftfoot’s Supreme Soarers]] are not in town right now, most &#039;&#039;&#039;people tell him to go see Conur, &amp;quot;he has the moves&amp;quot;.&#039;&#039;&#039; Apparently &#039;&#039;&#039;he can be found at the Cathedral of Bravery, [[Heironeous]]&#039; temple&#039;&#039;&#039;. The party goes to see him and it turns out &#039;&#039;&#039;Conur Khourram is a half-orc paladin, and not only that, also a self declared [[Ishmêk]] super fan&#039;&#039;&#039;. He is &#039;&#039;&#039;more than willing to train Sarnan&#039;&#039;&#039; and show him some moves, &#039;&#039;&#039;if the party is willing to compete in the upcoming [[Banak Open#CCCCXXVIIII Edition|CCCCXXVIIII Banak Open]]&#039;&#039;&#039;; they are shy exactly one team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farley asks around for the smartest person in town.&#039;&#039;&#039; And while there are many wizards here in the city, one name that keeps coming up is &#039;&#039;&#039;Vindre Tassor, lector of Mathematics at Assuagion Academy&#039;&#039;&#039;. She turns out to be &#039;&#039;&#039;a pleasant human woman in her thirties with long red hair&#039;&#039;&#039;. She can tutor the mage, but &#039;&#039;&#039;her rates are substantive&#039;&#039;&#039; as she is quite in demand. She does suggest &#039;&#039;&#039;an alternative; the [[Companions of Elric]] can always use more help&#039;&#039;&#039; and if Farley (and his friends) &#039;&#039;&#039;help out in some way&#039;&#039;&#039; that would be a good compensation as far as she is concerned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marnab has rather more esoteric ideas and asks Conur Khourram if there is someone who could learn her anything about fighting spellcasters up close.&#039;&#039;&#039; The paladin suggests talking to &#039;&#039;&#039;Dectol Inka Galgurn, of [[Bruised But Not Broken]]&#039;&#039;&#039;. She finds the sergeant at Tharkathol, &#039;&#039;&#039;a dwarven woman of middling years with a mostly missing left ear and a wry sense of humor&#039;&#039;&#039;. She is always happy to see those interested in fighting mages and the like and can definitely train the gnome in her off duty hours. &#039;&#039;&#039;However, she was hired for a job and explains she can&#039;t do both it, and train the barbarian, but if Marnab is willing to take on the job then everyone will be happy. The job? A basilisk was spotted near Fussuluant and needs to be taken care of.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Basilisk Banishment ====&lt;br /&gt;
Clearly this job has priority because the creature might cause more casualties. Our friends decide to ask around town to see if anyone has any useful knowledge to share about these monsters. &#039;&#039;&#039;They go see the sage Ambrul Othul&#039;&#039;&#039;, who tells them it&#039;s not quite his specialty but he does have some things to share about it.&lt;br /&gt;
&lt;br /&gt;
With this new information, &#039;&#039;&#039;Sarnan gets it into his head that a statue might make the perfect bait&#039;&#039;&#039;. He goes to &#039;&#039;&#039;visit the sculptor Parn Gemgiel&#039;&#039;&#039; in his atelier. Before going inside he uses a disguise self spell to look like an upper crust kind of figure. He &#039;&#039;&#039;introduces himself as Bartholomew Goldhand&#039;&#039;&#039; and first attempts to buy any old statue the artist might have laying around. Said artist is anything but happy at this suggestion, declaring that he creates bespoke art pieces, modeled to specific people, not just any old statuary. Sarnan then throws oil on the fire by suggesting that he cheated on his wife and now promised her a statue of herself, couldn&#039;t Parn use something he has around as a basis for that? This incenses the poor dwarf even more.&lt;br /&gt;
&lt;br /&gt;
The gnome leaves but as soon as he is outside, where Farley and Marnab are waiting, he uses &#039;&#039;&#039;another disguise self spell to turn himself into Marnab&#039;&#039;&#039;. Then he &#039;&#039;&#039;goes back inside and claims to be Bartholomew&#039;s wife, and very surprisingly pulls it off&#039;&#039;&#039;, managing to change his voice enough. But it soon becomes clear that the sculptor will take weeks to create any kind of statue and the party is planning on leaving in the morning. Sarnan leaves and drops the disguise as he is doing so, flipping them a finger as he walks out. He then hears feet running towards him and so he, and the other, make a quick getaway.&lt;br /&gt;
&lt;br /&gt;
The next morning the &#039;&#039;&#039;party sets off for Fussuluant&#039;&#039;&#039; where they are &#039;&#039;&#039;met by a Kenku who&#039;s name sounds like shears cutting wool&#039;&#039;&#039;. He &#039;&#039;&#039;shows them the warren where the creature makes its lair&#039;&#039;&#039; and wishes them well. &#039;&#039;&#039;Sarnan places his pony in front of the entrance as bait&#039;&#039;&#039; and takes up a position to jump onto the basilisk&#039;s back, when it comes out.&lt;br /&gt;
&lt;br /&gt;
The creature soon appears and things start out well, with Marnab hitting it with a thrown javelin. &#039;&#039;&#039;Sarnan casts a grease spell which makes the creature, which has no less than eight legs, immediately slip and fall&#039;&#039;&#039;. Then things start to go awry as they all try and keep their eyes shut to avoid being turned to stone. The disadvantage to this is that actually hitting the monster becomes a lot more tricky. &#039;&#039;&#039;Farley manages to cast a spell but the basilisk&#039;s gaze immediately starts to stiffen up his limbs&#039;&#039;&#039;, fortunately he recovers the next round.&lt;br /&gt;
&lt;br /&gt;
The creature retreats into the cave and now &#039;&#039;&#039;the grease spell claims more victims, starting with Sarnan, and Marnab&#039;&#039;&#039; soon after. They follow it inside and the barbarian manages to do some good damage to it, but getting hit even harder in return. Farley manages to come through the grease without falling and there are more attacks exchanged with &#039;&#039;&#039;Sarnan also almost getting stoned&#039;&#039;&#039;. In the end Farley decides to take some distance to avoid the gaze and promptly slips in the greased area. But his scorching rays from there on the ground do &#039;&#039;&#039;finish off the creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Marnab has been quite hurt by the basilisk and decides to stay outside as the other two investigate the warren. Where they are &#039;&#039;&#039;surprised by two venomous cave snakes who drop on them&#039;&#039;&#039; from on high. They are defeated but only after doing some damage, &#039;&#039;&#039;Sarnan kills the last one by biting its head&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the end of the warren is the actual &#039;&#039;&#039;lair, and in there is a &#039;statue&#039;, a dwarf of stone, but only from the middle up, the rest is gone&#039;&#039;&#039;. Next to him is a backpack that contains mostly mundane items but does show that the owner is one &#039;&#039;&#039;Tortuk Ameath&#039;&#039;&#039;. At the bottom of the backpack they find a [[Books|book]]; Deep Slumbers in Midtal, and &#039;&#039;&#039;a strange looking amulet&#039;&#039;&#039;. When Farley picks it up it &#039;&#039;&#039;identifies itself as the [[Third Sigil of Baltur]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They return to Fussuluant and inform Shears Cutting Wool that the job has been done and then return to Banak where they inform Tortuk&#039;s brother of his passing.&lt;br /&gt;
&lt;br /&gt;
==== We all scream for [[Ishmêk]] ====&lt;br /&gt;
After about two weeks of intense training by Sarnan and Conur Khourram the &#039;&#039;&#039;[[Banak Open#CCCCXXVIIII Edition|CCCCXXVIIII Banak Open]]&#039;&#039;&#039; takes place and the &#039;&#039;&#039;party enters under the name The Team with Gnome Name&#039;&#039;&#039;. The draw places them &#039;&#039;&#039;up against a team of [[Nikanish]] members&#039;&#039;&#039;, three orcs. Before the match they have some time to talk and &#039;&#039;&#039;Sudniz, a bard, Dalyor, a wizard, and Vola, a ranger, seem quite nice people&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The arena is being built up in the Court of the Arts, the large Crocade dispensers already in place for thirsty players and victory celebrations. Sponsorship banners are being hung; there&#039;s Unter Drinks; Otteun’s favorite brandies. Another banner proclaims: &amp;quot;Because everyone deserves their own personal bulb; Milo Shrim’s Non-Fungible Turnips.&amp;quot; There&#039;s ads for D-Mobile; the best coverage for any crib. And of course many ads for BMW; Buy More Wool. Paid for by the Association of Godfall Wool Merchants.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;match is quite a crowd-pleaser&#039;&#039;&#039; with lots of spells being cast; grease and sleep feature quite a lot. It even gets physical with the team trying to play dirty at some points. Injuries seem unavoidable and eventually &#039;&#039;&#039;Farley can&#039;t go on and has to sit the match out and see his team suffer defeat valiantly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Spirited Away ====&lt;br /&gt;
There is a &#039;&#039;&#039;knock at the door of their room at the inn and outside stands someone in a large cloak with a cowl deep over their head&#039;&#039;&#039;. They are &#039;&#039;&#039;about human size and speak with a deep voice, inquiring about Nytus Calaum&#039;&#039;&#039;. When told that the wizard died he asks about the spirit that he sent the wizard out the get. &#039;&#039;&#039;The party shows him the container that holds the remains of the creature&#039;&#039;&#039; and the cloaked individual seems pretty impressed with the vessel.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;&#039;he tells them that he had an agreement with the late wizard and not with the party, so he doesn&#039;t feel like he needs to pay them&#039;&#039;&#039;. Immediately after informing them thusly &#039;&#039;&#039;he casts a spell and disappears&#039;&#039;&#039;. Farley and Sarnan rush to windows to see if they appeared outside but don&#039;t see any cowled figures. The rogue then rushes downstairs but the person isn&#039;t there either. Marnab hardly cares at this point.&lt;br /&gt;
&lt;br /&gt;
==== Road Trip ====&lt;br /&gt;
A few days later a note arrives for Farley. Lector Vindre Tassor sends word that there is a job for him, he should &#039;&#039;&#039;go to the Companions HQ&#039;&#039;&#039; and they&#039;ll give him the details. He does so and is told that he (and his friends) are to &#039;&#039;&#039;accompany a wagon on a delivery run&#039;&#039;&#039;. At their destination &#039;&#039;&#039;there will be someone who can use the wizard&#039;s help&#039;&#039;&#039;. The journey should be around five days to get there and the same back, they will probably spend a few days at the location. They leave tomorrow, right after dawn.&lt;br /&gt;
&lt;br /&gt;
When Farley returns with the news, Marnab goes to do some shopping while &#039;&#039;&#039;Sarnan waits till after midnight to go pay the sculptor Parn Gemgiel&#039;s atelier a visit&#039;&#039;&#039;. He easily opens the lock on the back gate and goes inside, using paint he bought to &#039;&#039;&#039;paint mustaches and penises on all the statues&#039;&#039;&#039;. He then &#039;&#039;&#039;empties a bag of ball bearings&#039;&#039;&#039; all over the place. He leaves a note before going back to the inn; &amp;quot;With love, Bartholomew Goldhand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The next morning they are &#039;&#039;&#039;introduced to the wagon master; Baldrumlin Addar&#039;&#039;&#039;, a friendly dwarf. They follow the road towards [[Zâram-Tûm]] and then for the final part of the journey they go north, there is no road but the wagon master seems to know where he is going. They &#039;&#039;&#039;come to an escarpment and Baldrumlin walks over to an old tree, making the sound of a whippoorwill three times&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A few minutes later there’s a sound and &#039;&#039;&#039;part of the rock façade turns to mud and sloughs away&#039;&#039;&#039;, leaving a tunnel. From it steps &#039;&#039;&#039;a very exotic looking woman&#039;&#039;&#039;, she’s quite attractive, with delicate features, but it’s unclear what exactly she is, she’s &#039;&#039;&#039;neither human nor elf&#039;&#039;&#039; though she is about that height, most remarkable is &#039;&#039;&#039;the color of her skin, which is a pale green hue&#039;&#039;&#039;, her &#039;&#039;&#039;eyes are a soft yellow&#039;&#039;&#039;, and her hair has a golden sheen.&lt;br /&gt;
&lt;br /&gt;
“Welcome,” she says as she approaches, “it&#039;s very nice to meet you all, I&#039;m glad you could be here at short notice,” she tells them and then turns around and walks back into the tunnel. She explains they can leave the wagon and the horses here, they will be safe and they can go check on them at any time during the day.&lt;br /&gt;
[[File:S8callanyvegetable.jpg|thumb|400x400px|Hidden Paradise]]&lt;br /&gt;
Coming through &#039;&#039;&#039;the other side of the tunnel reveals a hidden paradise of sorts&#039;&#039;&#039;. A &#039;&#039;&#039;hollow in the escarpment of about five hundred yards on each side holds verdant fields&#039;&#039;&#039; not seen anywhere in the [[Godfall]], apart from around the Silvalhuese River. &#039;&#039;&#039;Many different vegetables and grains are growing in small plots&#039;&#039;&#039;, each looking better than the last, and quite a few out of season. There are softly swaying stalks of ripe grains, carrots so orange they almost make your eyes hurt, strawberries looking too succulent to be real, and so many more.&lt;br /&gt;
&lt;br /&gt;
Further to the back grow &#039;&#039;&#039;all kinds of herbs around a rustic cottage&#039;&#039;&#039; that wouldn’t look out of place in a [[Mifora|Miforan]] village. A small brook babbles as it winds its way around the area and then disappears under the rock and in one corner is &#039;&#039;&#039;a small meadow with at its center a large tree brimming with fruit of different colors&#039;&#039;&#039;. &#039;&#039;&#039;It feels nice and warm here&#039;&#039;&#039;, much more so than on the other side of the tunnel.&lt;br /&gt;
&lt;br /&gt;
“Please come inside,” says the mysterious woman and she makes her way to the cottage. “&#039;&#039;&#039;I’m Kore&#039;&#039;&#039;,” she states when they reach the cottage and she ushers them into the large kitchen and has them sit around the table, “would any of you like anything to eat or drink?” After taking care of refreshments and a minimum of small talk she comes to the point.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand that you are not from around here, and that is for the best, &#039;&#039;&#039;I hope you will keep this place a secret, as well everything I am about to tell you&#039;&#039;&#039;,&amp;quot; she tells them, looking at Farley. &amp;quot;I have recently come into possession of &#039;&#039;&#039;a book from [[Baltur]] of old&#039;&#039;&#039;, unfortunately my command of the ancient language leaves something to be desired. But understand you can cast a comprehend languages spell, &#039;&#039;&#039;I would like you to help me translate&#039;&#039;&#039; the book,&amp;quot; she explains.&lt;br /&gt;
&lt;br /&gt;
Over the next days they do just that. It turns out &#039;&#039;&#039;the book is a treatise on realm spanning environmental magic&#039;&#039;&#039;; spells that can change the weather and even the very rock and soil for hundreds of miles, magic much more powerful than the kind seen today. The next few days are quite pleasant with great food at every meal. The journey back with a wagon full of supplies is without any trouble apart from a pack of death dogs who are fortunately thwarted by a bag of ball bearings.&lt;br /&gt;
&lt;br /&gt;
=== Job Hopping ===&lt;br /&gt;
&lt;br /&gt;
==== Companion P.I. ====&lt;br /&gt;
After delivering the wagon at the [[Companions of Elric]] HQ and saying goodbye to Baldrumlin Addar they are called back inside; &#039;&#039;&#039;there might be a job for them&#039;&#039;&#039;. They are &#039;&#039;&#039;introduced to Dorna Hukhol&#039;&#039;&#039; who thanks them for their work so far and then lets her &#039;&#039;&#039;assistant Idriane Grimhard&#039;&#039;&#039;, a serious human woman of middling age &#039;&#039;&#039;brief them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;She then explains that a human man by the name of Ornar Ballik arrived in town this afternoon. He bears investigating and they want the party to find out why he is here. They know that he took a room at the Sapphire Chalice inn and have a general description of the man; brown hair, medium height, dressed in common traveling clothing, small gold ring in his left ear. The job will pay 5 gp per day, and 25 gp for any actionable intel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marnab goes directly to the inn and takes a room there (#106).&#039;&#039;&#039; The other two first go buy a climbing kit and when they arrive at the Sapphire Chalice, &#039;&#039;&#039;Sarnan goes around the back to try and get some information out of the staff&#039;&#039;&#039;. However, they immediately get off on the wrong foot and &#039;&#039;&#039;things go from bad to worse&#039;&#039;&#039;, with the gnome &#039;&#039;&#039;casting a color spray spell, quickly going through the pockets of one of them and then booking it&#039;&#039;&#039;. Knowing he can&#039;t show his face there, he &#039;&#039;&#039;takes a room at the Staggering Jester&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Marnab is eating dinner at this point, keeping an out for this Ornar Ballik character but he is not there. &#039;&#039;&#039;Farley also books a room (#204) and bribes the girl at the desk with 2 gold pieces to learn that the man booked room #101.&#039;&#039;&#039; Then the wizard goes to the restaurant as well, taking a different table. Sarnan returns and uses a disguise self spell to look like Farley&#039;s grandchild and joins him at his table. Many plans are hatched but none get acted upon. &#039;&#039;&#039;Eventually all three meet outside and decide that next morning they will try and follow the man when/if he leaves and that will be a good time for Sarnan to search the room.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All three get up around five in the morning and try to spend their time being as unremarkable as possible. There are quite some inward groans when &#039;&#039;&#039;the man only appears around ten in the morning and goes to the front desk to ask for directions to a tavern for some breakfast&#039;&#039;&#039;. &#039;&#039;&#039;Farley follows&#039;&#039;&#039; him there and pretends to be shopping as the man eats and watches people go by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marnab overheard the conversation&#039;&#039;&#039; in the lobby and &#039;&#039;&#039;informs Sarnan&#039;&#039;&#039; of this a little later, &#039;&#039;&#039;before going to the tavern&#039;&#039;&#039;, sitting down a further up the street. &#039;&#039;&#039;The rogue uses disguise self again to book a room (#201)&#039;&#039;&#039; and then &#039;&#039;&#039;picks the lock on Ornar Ballik&#039;s room&#039;&#039;&#039; without even breaking a sweat. He doesn&#039;t find much out of the ordinary at first, just regular travel supplies and clothes. But a thorough search of the room finds that &#039;&#039;&#039;the man created a neat hiding space that contains a [[Books#Book of Letters|book of letters]] for the Godfall and a forgery kit&#039;&#039;&#039;. Sarnan puts the stuff he picked from the staff member&#039;s pocket the other day in the backpack and leaves, &#039;&#039;&#039;taking the book&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Ornar Ballik spends about an hour at the tavern and then leaves, asking directions to go somewhere. Farley and Marnab follow, trying their best not to be detected. Eventually they end up in a street near the [[Banak#Water Worx|Water Worx]] where the &#039;&#039;&#039;man enters an apartment building&#039;&#039;&#039;. &#039;&#039;&#039;Half an hour later he comes outside and asks for directions again&#039;&#039;&#039;, eventually &#039;&#039;&#039;ending up at an office; Lordraerra Lease&#039;&#039;&#039;. He goes inside but &#039;&#039;&#039;is back out again in about five minutes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
He then walks down Forgraic Avenue and comes to Civic Square where he takes a light lunch at a tavern next to the market. Farley and Marnab are still on his trail and see him &#039;&#039;&#039;go inside Thovir Auction House&#039;&#039;&#039;. They follow him outside, almost getting bowled over by a half-elven man who is leaving the building in quite a hurry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is an estate sale going on today and they go and have a look at all the lots.&#039;&#039;&#039; Once the auction starts, &#039;&#039;&#039;Marnab is a little too enthusiastic pretending to be a bidder and buys a 24-piece set of glazed earthenware dishware&#039;&#039;&#039;. &#039;&#039;&#039;Ornar Ballik bids on a small painting; “Study of the Heath at Night” by an unknown artist.&#039;&#039;&#039; It&#039;s not very remarkable and the bidding starts at ten gold pieces. &#039;&#039;&#039;Farley keeps bidding against the man until the human finally outbids him with 22 gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Their quarry pays for the painting&#039;&#039;&#039; and is then handed it, neatly wrapped, and he &#039;&#039;&#039;goes back to the Sapphire Chalice inn&#039;&#039;&#039;, followed by our friends, of course.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This was a temporary campaign and we returned to The Dig, leaving this unresolved, for now.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4180</id>
		<title>The Wreck - Chronological order of Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4180"/>
		<updated>2026-06-18T02:39:08Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Wreck.png|right|450x450px]]&lt;br /&gt;
Four very different people survive a shipwreck and end up on a tiny island. {{TextAnimations|Text=These are|Color=MediumBlue|Glow=1|Bold=1}} {{TextAnimations|Text=their stories.|Color=Red|Glow=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
== The protagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[Darius Naffles]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dauphine Tirfelya]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Oscar]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinton Gemweaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
&lt;br /&gt;
=== Four journeys ===&lt;br /&gt;
This is how our four friends ended up in the capital of [[Dolac]]; [[Avale]].&lt;br /&gt;
&lt;br /&gt;
==== Quinton Gemweaver ====&lt;br /&gt;
Quinton starts his journey to Avale following the Fiumare river. On the way he ran into a band of [[Nikanish]] who were trying to protect a tribe of bullywugs and the druid was asked if he wanted to help and he does. Later his camp was overrun by zombies but he managed to get away with all of his belongings.&lt;br /&gt;
&lt;br /&gt;
Then a town happened to be visited by a bunch [[Kashtin]] revelers when Quinton arrived and this lead to some very hedonistic days. Journeying on alone was quite the contrast but the beautiful landscapes made up for it especially the [[Dolac#Sevso Sound|Sevso Sound]]. From there it took a number of bridges to the islands in the Tal delta and a ferry to get across and make it to Avale where he finds an &#039;&#039;&#039;inn in the [[Avale - Neighborhoods#Cegir Town|Cegir Town]] neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city is huge and there is much to see. Quinton starts by getting a shave at Hair Me Out. Next he buys a mince mop from a street vendor. While walking and eating he nearly collides with a square-jawed, blond-haired man that steps out of an outhouse, dusting down his clothes, mumbling to himself.&lt;br /&gt;
&lt;br /&gt;
A few days later in [[Avale - Neighborhoods#Downpark|Downpark]] he passes by the Pursue Hickory bank and comes to a square where an expensively dressed gentleman is tending to a vagrant, pouring a potion down his throat which seems to make him feel a lot better.&lt;br /&gt;
&lt;br /&gt;
During another exploration of the city, this time in the North of Grove Way neighborhood, also known as [[Avale - Neighborhoods#NoGWay|NoGWay]], Quinton is lured into alley, where he is surrounded by four assailants. Things look bleak, this is an unwinnable fight and flight will also be difficult. But then an unassuming woman, short, with a cleft chin, and her dark hair in a knot, appears, and the four robbers run, saving him from an ignoble fate. The woman gives him a smile and leaves. There is no sign of her when the druid makes it back out on to the street.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Quinton to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Dauphine Tirfelya ====&lt;br /&gt;
On her donkey she makes it to the border with [[Otteun]], it’s been an interesting journey already, seeing the mammoths roam. Then Dauphine continues on to [[Midtal]], she’s never seen a big city and this is her chance. From the first inn in Otteun she finds out that elves are seen as rather exotic, people gaze at her, some small children even pull her hair.&lt;br /&gt;
&lt;br /&gt;
The caravan she was traveling with, promptly got attacked on only the second day but fortunately they managed to fight off the robbers, Dauphine having to use her shortsword in anger for the first time. Midtal was an interesting experience, still getting lots of looks on account of being an elf but getting bothered a bit less. Surprisingly she made a little money when someone offered to pay her to paint a portrait of her.&lt;br /&gt;
&lt;br /&gt;
Avale seemed the best possible next destination and the druid took passage on a river barge. The slow journey down the river gave plenty of time to focus on certain things she had been ignoring and to get to know her fellow travelers. At one village stop, Dauphine helped out one of her new friends when he was cheated on in a game of Three-Dragon Ante, managing to recover all the money.&lt;br /&gt;
&lt;br /&gt;
The barge arrived at Avale disembarking everyone in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. Two of her fellow passengers knew of a &#039;&#039;&#039;good inn in the [[Avale - Neighborhoods#Longsee|Longsee]] neighborhood&#039;&#039;&#039;, called the Other Inn, and so she joined them and walked there, taking a room on the third floor. It cost a little extra but the view of the Tal estuary is worth it. The first thing she sees is a short man with a white mustache, wearing a small hat catch a girl who picked a dwarf’s pocket. He hands the money over to the victim and then takes a piece of pastry from his pocket and gives it to the child before letting her go.&lt;br /&gt;
&lt;br /&gt;
Here, too, people still find elves quite the attraction, she finds. The nearby fish shop, For Cod’s Sake, introduced her to all kinds of new food and then she was told about another place that she just had to go visit. Following directions she went to the [[Avale - Neighborhoods#Oakhurst|Oakhurst]] neighborhood, where on Falanae Avenue she passed by Elassidil Villa, headquarters of [[Thal Lithel]]. At the intersection with Korb Street, a boy on crutches was brusquely told by a man in a carriage to get his ass in there. And then when the conveyance drove away she saw it; the Feywild Shroomhouse.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Dauphine to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Darius Naffles ====&lt;br /&gt;
After finishing his priestly training Darius was told to find his way in the world. Any direction was as good as the other but his father had told him that some far-flung family of his lived in Avale, so why not go there first?&lt;br /&gt;
&lt;br /&gt;
On his way through [[Mifora]] his skills were called upon numerous times. Usually to give his blessing or heal the wounded. But one time he arrived at a village where a recently deceased had risen. Using his god given powers he quickly destroyed it, maybe a little more thoroughly than the grieving family had hoped for.&lt;br /&gt;
&lt;br /&gt;
Then in another town, when money was low, Darius joined a group of adventurers who promised riches. The Toast of Tetia proved to be better at boasting than questing. It was only due to Darius that no one died and the riches turned out to be a single gem, that, split five ways, did not amount to all that much.&lt;br /&gt;
&lt;br /&gt;
A less than stellar encounter with a wild boar made Darius happy to finally arrive in Avale. He’s told of a small shrine to [[Ehlonna]] in the &#039;&#039;&#039;[[Avale - Neighborhoods#Abrinol|Abrinol]] neighborhood and the gnome finds an inn nearby; the Steaming Pot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Walking through the [[Avale - Neighborhoods#Clover Hill|Clover Hill]] neighborhood, Darius sees three attractive, middle-aged women coming out of Smells by Design, a perfume shop. As he passes by, he overhears part of their conversation: “Did you hear, Meghan Wellington is back in town, but the state of her...” says the brunette. “I heard she was married off to some [[Godfall]] dwarf who kept her in his cellar,” adds the blonde. “Who cares, Lilia, we have things to do down the road,” counters the redhead. “Alice, always chasing the sublime,” comments the dark-haired one.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Darius to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Oscar ====&lt;br /&gt;
The halfling wakes up with a headache in a small, stone room on a cot, a tiny window high on the wall provides some light. A pitcher of water stands on a table. In one corner there is a small hole in the floor that smells of excrement. A single door, locked or barred, blocks his way. Once a day the door is opened just wide enough to slide a bowl of gruel and a spoon inside. He can’t see much more than a hallway and a soldier, there is no sign, or smell, of the old man.&lt;br /&gt;
&lt;br /&gt;
After the second night he wakes in a new environment, feeling weak and listless, like that one time he ate those red mushrooms. He finds himself in a large, wooden room that lists from side to side. Around his leg is a manacle that is clamped around a stout wooden beam. A scarred man wearing a red cloth hat comes to him twice a day, bringing food that is incredibly hard, he needs the also provided drink, grog, to make it chewable.&lt;br /&gt;
&lt;br /&gt;
Additionally the sailor makes sure to check his manacle and the beam every time. He can move along the beam, about a meter or two, just enough to reach the small barrel smelling of excrement. There are many crates and barrels but all are out of reach. At least there are the rats who visit him at all hours. He supplements his diet this way.&lt;br /&gt;
&lt;br /&gt;
After a long journey the ship reaches port, all the smells tell Oscar they are next to land and he makes sure he’s prepared. When the sailor removes the manacle the halfling pushes the man’s head into the wall, as hard as he can. Then he is up the ladder and soon on deck of the ship. The sight of a huge city in front of him is frightening but he sees the wooden pier and jumps onto it, running away from the ship and towards the city, pushing people away when he can’t avoid them, one, carrying a large crate, falls into the water.&lt;br /&gt;
&lt;br /&gt;
Weak with hunger he makes his way into the city, there are so many people! He stumbles about, going wherever seems most quiet. He comes to a small park but is immediately chased by men wearing blue tabards. He keeps moving, coming to a road in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] where he startles a man and a woman in an intimate embrace. She hides her head behind the man as Oscar runs off and minute later he almost gets trampled by a horde of girls all yelling and chasing after a man with salt and pepper hair.&lt;br /&gt;
&lt;br /&gt;
When it gets later in the evening there’s fewer people around but then the smell of food hits his nose and his stomach rumbles loudly. He follows the scent and finds a place where people sit outside and others come from inside a building, bringing food and putting it on the tables. He times his approach well and manages to snag an entire tray of food, running off, spilling some but losing any pursuit, hiding in a garden as he gobbles down the meal.&lt;br /&gt;
&lt;br /&gt;
He sleeps there, hiding himself in the bushes till he is woken in the morning by all kinds of unfamiliar sounds and smells. A woman comes into the garden and Oscar bolts, leaving her confused shouts in his dust. Eventually he ends up at the south end of the city, in the &#039;&#039;&#039;[[Avale - Neighborhoods#Old Yards|Old Yards]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Things are rather grimy here, but then he finds a market, so many stalls with food and other things. People seem to pay him less mind than in other parts of the city, everyone just trying to live their lives. He sees people handing over small discs of metal as they point at food and are then handed what they desire. He doesn’t have any of those but since grabbing and running worked last night, he tries again, grabbing a dead chicken and running off. These market people don’t like this at all and he is chased by multiple vendors and stock boys. But one greengrocer seems to see the lighter side of things and throws Oscar an apple from his stall which the halfling catches expertly before slipping under a stall and down an alley, eventually losing his pursuers.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; unfortunately Oscar can&#039;t read any of this. And he, sadly, doesn&#039;t spot the men who come when he&#039;s sleeping and knock him out, shanghaiing him.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
Those signing up weren&#039;t told much and that&#039;s because it turns out to be a &#039;&#039;&#039;pirate hunting mission&#039;&#039;&#039;. A flotilla lead by the Whiskered Admiral is going to search for a small pirate fleet that was spotted not too far away. The navy is sending four ships; the Prince Willim, a 1st charter ship, two 2nd charter ships, the Ranhem and the Crowned Griffon, and a 3rd charter ship, the Arms of Dolac.&lt;br /&gt;
&lt;br /&gt;
It&#039;s early in the morning and those shanghaied wake up feeling the worse for wear, it smells of sweat and sick, there are many conversations around. Some rays of sunshine penetrate the murk, the floor beneath them is moving in all directions. People are getting up from the floor and soon a hatch opens, the sunlight suddenly very bright, and some people come down a ladder.&lt;br /&gt;
&lt;br /&gt;
Standing next to the ladder are a balding halfling, he looks to be in charge, a dwarf with a short beard, a half-elf, she has a rather big nose and her hair is dyed black, quite badly. Further there’s a gnome, her face looks to be sliding down her skull, and a large half-orc, with blonde dyed hair.&lt;br /&gt;
&lt;br /&gt;
The halfling speaks: “I am Bosun Miller and you are on board the majestic Crowned Griffon, the best ship in the entire navy, run expertly by Captain Drumpf and Quartermaster Onel.” At the mention of the last name some people involuntarily scrunch their noses, he apparently has quite the musk. Miller continues: “We are on a mission to take out a pirate fleet and make sure these murderers, rapists, and drug dealers will never make it to our homeland.”&lt;br /&gt;
&lt;br /&gt;
“Now, most of you might not be here voluntarily but you are finally going to do something worthwhile with your lives and get paid really well for it,” he tells the crowd. “Until we get anywhere near the pirates you will be assisting with the running of the ship, Chief Mate Luktnicks here will further explain.”&lt;br /&gt;
&lt;br /&gt;
The dwarf looks around, “you will be doing grunt work even a wet goblin can do, complain or shirk and you will be going overboard, try your luck with the sharks. You might have noticed your weapons and armor are missing. We don’t want any accidental stabbings or other fights, get in one and you’ll get intimately familiar with the cat o&#039; nine tails as wielded by Karoline here,” he motions towards the half-orc. She scowls as she looks around and rumbles “leave it”.&lt;br /&gt;
&lt;br /&gt;
“You’ll get your weaponry back when we near the pirates, you can even put on your armor then, if you are fool enough to want to drown with it. Until then you report to the second mate, Juliana,” he points at the half-elf, “or the third mate, Kristi,” he motions towards the gnome.&lt;br /&gt;
&lt;br /&gt;
Our four friends are selected by third mate Kristi to help with pulling the sails when there is need to, she puts a sailor in charge of them. The four introduce themselves to each other but soon find that the halfling doesn&#039;t speak. Quinton gives some grapes to the halfling, who we will refer to as Oscar, for the sake of convenience. Darius asks: “isn’t this the demon child?” The others shrug their shoulders. Then he speaks in Infernal: “do you understand?” Oscar doesn&#039;t, but Quinton does!&lt;br /&gt;
&lt;br /&gt;
The gnome&#039;s question stems from the fact that during their weeks in town &#039;&#039;&#039;they heard lots of stories&#039;&#039;&#039; any time they were in a tavern, or really anywhere a lot of people gather and gossip. It&#039;s definitely possible they heard stories about other people with the same name or looks, but &#039;&#039;&#039;this is what they all think they heard about their new friends&#039;&#039;&#039;. It might all be just poppycock of course!&lt;br /&gt;
&lt;br /&gt;
Quinton learned the following: people have said Oscar was being raised by an elf. Darius does not actually know where his mother is buried. He looked for the grave but never found it. Maybe for the best, because he would like to dig her up to find out how and why she died. Dauphine has a strange fascination for dead things. It&#039;s said she sometimes talks to dead animals.&lt;br /&gt;
&lt;br /&gt;
Dauphine heard these stories: Rumor has it that during his training Darius wounded and even killed small animals to learn and practice his new spells. Most of them failed, which resulted in unneeded suffering. Quinton used to dress in women&#039;s clothes. Oscar is a wild child who will eat anything he comes across; plant, animal, human?&lt;br /&gt;
&lt;br /&gt;
Darius heard the following rumors: Dauphine keeps dead animals rotting in her backpack. It&#039;s best not to follow her too closely when traveling because the dead smell coming from her backpack can only mean she&#039;s keeping dead birds... or something. Quinton became the owner of the family business at the tender age of 17. And... Oscar is a demon child.&lt;br /&gt;
&lt;br /&gt;
Oscar doesn&#039;t understand Common but he was lurking and heard people say the following, even if he had no idea what they were saying: Darius buried his own father. He even fixed and prepared the body so that it could be presented in a coffin. Which was one hell of a job since his father died in a fireball. Darius invited all the locals to the funeral, but nobody came. Dauphine has found her armor in a second-hand shop. Quinton is said to have a scar from a date gone wrong on an undisclosed body part.&lt;br /&gt;
The four get to know each other a little better that first day and are put to work when needed. At this point it becomes clear to Third Mate Kristi that Oscar doesn&#039;t speak Common or even understands it. She complains to another crew-mate about the shanghai-ers, how they are bringing in totally useless people, which is overheard by our friends.[[File:Bound shark.png|right|300x300px]]&lt;br /&gt;
At some point Darius looks over the railing and sees a shark swimming just under the surface. But this is very strange, it looks like there is a sort of metal cage around its head. He calls over Kristi but it&#039;s gone when she arrives and she waves away his story, blaming it on his sea sickness.&lt;br /&gt;
&lt;br /&gt;
Quinton tries to write something on the mast but is immediately scolded by a sailor who are a superstitious bunch and this spells bad luck.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends wake, and while they might still feel sea sick, their recent experiences have unlocked new abilities inside themselves. [They reached second level.]&lt;br /&gt;
&lt;br /&gt;
During the next days they all get to know each other even more and experiment a little with their new found abilities. Quinton uses his Message cantrip to send a message to Darius, which freaks him out at first. Oscar hunts down a rat and eats it. Darius immediately calls Third Mate Kristi over and shows her that the halfling is not useless at all; he&#039;s a great ratter!&lt;br /&gt;
&lt;br /&gt;
Then, during the night, &#039;&#039;&#039;a massive storm hits&#039;&#039;&#039; the flotilla. Our friends are asleep in the hold when they get tossed all over as the waves pummel the ship. A huge hole in the hull makes the ship list to the side. In nautical circles this is what is known as a ‘bad sign’. Before the party even knows it, for that is what they are now, they &#039;&#039;&#039;find themselves in the water&#039;&#039;&#039;. Huge waves spell their doom but fortunately &#039;&#039;&#039;half of a loading trapdoor floats nearby and they manage to cling on to it&#039;&#039;&#039;. Twice someone loses their hold due to the storm but twice they are rescued by the others.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Island ===&lt;br /&gt;
After floating on a calmer sea for many hours they eventually &#039;&#039;&#039;wash ashore on a tiny island&#039;&#039;&#039;, about an hour before dusk. They have nothing but the clothes on their backs and maybe one trinket or other item they kept close. The island is not a bounty one; one rock spur sticks about eight meters up in the air, the beach is more pebble than sand. There’s one small tree, not doing too well, other than that just some shrub bushes that don’t grow much in the way of food. One can walk a full circle around the island in about ten minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things that washed up on the shore with them. A large, iron anchor twisted into a spiral, they have no idea how it got there, it would definitely sink and not float. Oscar finds a cloak clasp shaped like a kraken, he has no idea what a kraken is but it looks nice so he keeps it. A barrel of mead is a nice find and they all immediately quench their thirst. Quentin finds a banged up scroll case that contains a scroll of [https://5e.tools/spells.html#enhance%20ability_phb Enhance Ability].&lt;br /&gt;
&lt;br /&gt;
Oscar searches the island for food and other useful things, finding just a few berries and mushrooms but near the shore he finds [https://5e.tools/items.html#jellyfish%20vine_hhbh Jellyfish Vine], which are not dissimilar to a plant he knows; he&#039;ll be able to fashion this into something that will improve a weapon for a short time. Meanwhile Quinton has gone up to the one tree and found a branch that could serve as a weapon. He tries to make it into a quarterstaff but it becomes no more than a club.&lt;br /&gt;
&lt;br /&gt;
Our friends discuss what to do next and Dauphine suggest climbing the rock spur to see if anything can be seen there, Darius and Quinton decide to go with. Oscar, who hasn&#039;t understood a word of the discussion follows a short distance behind. And he gets a great view of the three ahead &#039;&#039;&#039;falling through a thin sheet of rock into a shaft below&#039;&#039;&#039;, debris flying everywhere.&lt;br /&gt;
&lt;br /&gt;
The halfling gets there in time to see there is a force field at the bottom of a 30&#039; shaft that has slowed down everyone&#039;s fall and they end up on the floor with little to no damage. Oscar then uses the handholds that have been carved into the rock to climb down to the others.&lt;br /&gt;
&lt;br /&gt;
The bedrock has been carved out to create a room, the ceiling is about 15’ high, the shaft in the middle of it. It is pretty barren, on a stone shelf lies a book that has been totally overgrown with mold. A corridor leads away, there is a tiny bit of light coming from around corner. Only two of our friends have darkvision, Quinton can see almost nothing, the force field provides a little light.&lt;br /&gt;
&lt;br /&gt;
A magic mouth on the wall starts speaking in an unknown language to most but Quinton knows Ancient, though he has never heard it spoken before; &#039;&#039;&#039;“This is containment area Manahuia. You do not have the proper authorization to be here. Leave now and do not return lest you’ll be destroyed.”&#039;&#039;&#039; Oscar has made it down by now and Dauphine tries to see if she can rescue a page from the middle of the book but fails utterly.&lt;br /&gt;
&lt;br /&gt;
A minute later the magic mouth repeats its message and then &#039;&#039;&#039;incorporeal snakes come through the walls and start to attack&#039;&#039;&#039;. They are hard to hit and there are many, so the party flees down the one corridor. Here they find a natural cave that has been carved in places to heighten the ceiling to about 8’. There are signs of combat, scorch marks on the walls, a broken arrow lies just inside the corridor.&lt;br /&gt;
&lt;br /&gt;
To the back of the cave is &#039;&#039;&#039;a dark opening, about three meters in diameter, maybe it’s their imagination but the inside of it seemed to move a bit, throb&#039;&#039;&#039;? It is almost entirely blocked by a stone wall that is crumbling, the druids are versed in Arcana and recognize it as one made by the Wall of Stone spell. Almost a foot of water has seeped into the cave and in the murky water they can just about make out four small mounds of stuff. In the left back corner of the room lies a ball of something rubber-like wrapped around itself.&lt;br /&gt;
&lt;br /&gt;
The snakes haven&#039;t followed, yet, so they have time to explore. Three of the four mounds contain a dead body, very well preserved, and also a number of items. Going through all the items takes time but will likely lead to some good finds so most of our friends go through it carefully, whereas Oscar grabs something at random. The odds are 2.78% but he manages to grab a necklace of teeth, not unlike one he was wearing and lost in the storm!&lt;br /&gt;
&lt;br /&gt;
Darius has gone to the rubbery thing and it slowly starts moving a little, waking up? It takes a while but it slowly unwraps its appendages and turns out to be some kind of golem-like entity? The party has been collecting items for a while and now the first incorporeal snake has found its way to them. The rubbery thing attacks with just a single appendage at first and hits hard; doing not just hit point damage but also giving Exhaustion to those hit.&lt;br /&gt;
&lt;br /&gt;
Every round the golem attacks with one more appendage and escape becomes a necessity. Dauphine uses two Thunderwave spells to destabilize the wall and then Oscar manages to place the butt of the spear that Quinton found and gave him, in exactly the right place and he levers up and a huge chunk of wall comes down, enough for them to enter the strange tunnel that looks a lot like the inside of an esophagus, [[wikipedia:Peristalsis|peristaltic contractions]] and all.&lt;br /&gt;
&lt;br /&gt;
Dauphine really wants more of the items but is hit again by the rubbery being and when the incorporeal then critically hits her, she&#039;s brought down! It&#039;s not easy but the others manage to get her out; Darius using a Cure Wounds spell and Quinton helping by providing another target for their foes. Everyone ends up inside the tunnel and the creatures don&#039;t seem to want to enter it.&lt;br /&gt;
&lt;br /&gt;
As they walk down the sloped tunnel they heal themselves as best they can. The tunnel is long and continues downward, only after a long walk they arrive in another cave, slick with water. The tunnel looks about the same at this end as the other, very strange. Things look to be safe so our friends decide to have a long rest and &#039;&#039;&#039;look at all the items they managed to grab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dauphine found a potion of Stupendous Healing (3d10+level) and she knows these are very rare and not for sale, it might be worth a nice amount. She also found a bracelet made of gold, set with turquoise stones. Quinton found one exactly the same, each bracelet should be worth about a hundred gold pieces. Other items she managed to recover are a [[Demon Dash|&#039;&#039;&#039;Demon Dash&#039;&#039;&#039;]], which she gives to Darius, and a water-proof scroll case containing a number of gems (200 gp worth) and spell scrolls of [https://5e.tools/spells.html#false%20life_phb False Life] and [https://5e.tools/spells.html#skywrite_xge Skywrite].&lt;br /&gt;
&lt;br /&gt;
Darius found the rather strange [[Cyphers &amp;amp; Potions#Arakaen Mana Parasite Potion|&#039;&#039;&#039;Arakaen Mana Parasite Potion&#039;&#039;&#039;]] and Stridden Boots that can give the wearer explosive speed as billowing flames blast from their feet and set anyone they get near to on fire. He also found a really strange tiny, red stinger; &#039;&#039;&#039;[[Phlegethos’ Pick]]&#039;&#039;&#039;. Quinton found the &#039;&#039;&#039;[[Spent Spear]]&#039;&#039;&#039; which he gave to Oscar and the halfling managed to grab the necklace with teeth; &#039;&#039;&#039;[[Past Primal]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[Room with the mounds of stuff and some of the items there with thanks to Dale Friezen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darius rips a pant-leg from his trousers and turns it into an improvised mask&#039;&#039;&#039; which he puts around his face, only &#039;&#039;&#039;his eyes are still visible and they are purple&#039;&#039;&#039;, instead of the blue they were earlier.&lt;br /&gt;
[[File:Steam Mephit.png|right|349x349px]]&lt;br /&gt;
After some good sleep they set off down the slick rock corridor, going ever further down, the temperature drops even more and everyone gets a headache. Eventually they come to a fissure, vapor rising from it, about ten foot across.&lt;br /&gt;
&lt;br /&gt;
Right after Dauphine jumps over it, small, winged humanoid creatures with pale skin and wisps of vapor rising from their nose, mouth, and ears rise from it. They shed drops of steaming water when they move.&lt;br /&gt;
&lt;br /&gt;
The creatures attack with their steam breath, hurting our friends quite a bit but they have quite some capabilities of their own and Oscar manages to use his Past Primal to critically hit one of them, killing it instantly.&lt;br /&gt;
&lt;br /&gt;
The path continues on until they reach what must be a really big, stone door. A large stone frame runs up, across, and down a single slab of stone. There is no handle or lock visible but on either side there is a hole in the stone, just a bit bigger than a finger. After some discussion Darius and Dauphine &#039;&#039;&#039;each put a finger into one of the holes and the door slides open diagonally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Midnight Altar ====&lt;br /&gt;
Beyond the doorway is a square room about 50’ on each side carved out of some kind of blue stone. A midnight altar, wrought from some superterrestrial metal, stands at its center. Faint lines of golden energy radiate from the altar along the floor to a large door. Above the altar float a number of symbols, most are white, two are purple. In the middle of the two side walls sit levers, both pointing up.&lt;br /&gt;
&lt;br /&gt;
At the far end of the room is a large door, made of a dark wood and covered in many sigils that all radiate with magical power. Around the door and on the floor emblems have been carved, the same set repeats; a skull, a cloud, a triangle pointing downwards, something that might be an explosion, a scorpion. The door doesn’t seem to have hinges, a lock, or a handle. A tiny crack has formed at the bottom left of the door and a dark orange substance has seeped out, it looks like a small drop of syrup or honey.&lt;br /&gt;
&lt;br /&gt;
Our friends investigate the room but can&#039;t make heads nor tails from the symbols above the altar. The door seems to be warded to keep something in, this might be some strange mystical prison? &#039;&#039;&#039;Darius rips off another part of his trousers and uses it to dab at the small drop of strange substance at the foot of the door, it absorbs into the cloth.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Detect Magic spell shows that the two levers probably aren&#039;t connected to the warded door and since there is nowhere else for the party to go they decide to pull on them simultaneously. When they do, two things happen immediately. &#039;&#039;&#039;There is a sinking feeling as their room starts to float down&#039;&#039;&#039;, and six parts of the wall are blown away and beyond them are niches in a strange shell like shape. Each contains a bench that is angled ninety degrees, a receptacle holding a potion vial, and a lever.&lt;br /&gt;
&lt;br /&gt;
Everyone feels the pressure increasing in their heads and it stands to reason it will only get worse. Darius darts into one of the niches and pulls the lever. When he does so, a force field covers the open side of the niche as it is pushed away from the wall and starts to float to the surface. The gnome drinks the potion, figuring it might be needed at this point, it turns out to be a healing potion. When the escape pod pops out of the water it lands horizontally on the waves and the force field disappears, the bench is now in the right position to sit on.&lt;br /&gt;
&lt;br /&gt;
Having seen the result of Darius&#039; action, Oscar is next to scramble inside a niche and pull the lever. Dauphine and Quinton stay a bit longer, wondering if there&#039;s something else they can do here but with the pressure mounting, they too make their escape. Once on the surface, all of the pods find a way to each other and cluster together.&lt;br /&gt;
&lt;br /&gt;
As they float there our friends talk about their experiences as Darius tries to explain to Oscar that the potion is a healing potion. The party discusses the &#039;&#039;&#039;strange black and white vision that talked to them as they entered the room&#039;&#039;&#039;. No one saw it in the room but somehow each saw a black and white apparition talking to them, it looked like a rather enigmatic version of their race. And it promised lots of power if they would help &#039;it&#039;, and clearly whatever the entity was, it was quite powerful. But &#039;&#039;&#039;they all declined its offer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After floating in the middle of nowhere, the island is not in sight, for most of the day, they get very lucky and spot a ship. It&#039;s &#039;&#039;&#039;a fishing ship, the Twilight Wanderer, from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]]&#039;&#039;&#039; and our friends are taken on board. As he does so, Quinton notices from the corner of his eyes what looks to be &#039;&#039;&#039;a huge head sticking out of the water&#039;&#039;&#039;, from about halfway up the nose. It&#039;s right at the horizon and must be enormous but it moves away before anyone else can spot it.&lt;br /&gt;
&lt;br /&gt;
The crew consists of four people, all quite sunburned; Captain Raisa, tall, skinny, and quite sociable, Zaria, she has a broken nose, muscled arms, and is quite chatty, Blazh, he wears an earring with lapis lazuli, is missing a finger, and carries a hooked knife, he&#039;s quite jovial, and Kyrilu, a rather hirsute individual who squints a lot and is a bit grumpy.&lt;br /&gt;
&lt;br /&gt;
The ship is cramped with eight of them on it but they make it work as they set sail home to Abrinol, the neighborhood in Avale is named for it. During the journey our friends get to know the crew a little better and learn of the fascinating culture of the Hundred Mile Islands, though Quinton isn&#039;t charmed by it and conspicuously moves away when these things are discussed. That first night everyone on the boat sees &#039;&#039;&#039;a falling star, blue streaked, and very low on the horizon, crossing the sky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a, blessedly uneventful, journey of a few days &#039;&#039;&#039;our friends arrive on Abrinol&#039;&#039;&#039;. It&#039;s quite the sight; the buildings on the island are all made of wood and painted red, though a Dolac would say their quality was less than they were used to. Off to one side of the town there are a few houses that are clearly built in older Dolac style, including one tavern, the Maiden and Flagon.&lt;br /&gt;
&lt;br /&gt;
A few warehouses in Dolac style are situated to the left of the harbor, that’s also where two large piers can be found, each has a ship anchored there. The Prince Willim is one of those, it looks to have taken quite some damage from the storm. The other ship is a large merchant vessel named the [[Hythe Maritime Services|HMS]] Floris.&lt;br /&gt;
&lt;br /&gt;
Captain Raisa invites the party over to dinner at her house and even offers to let them stay the night. First our friends go do a little shopping, selling the gold bracelets they found to get some new clothes and supplies. A few merchants sell flotsam and jetsam; they recovered a number of items from the flotilla, including Dauphine&#039;s [[Coloured lenses of Scotopia (Tanaquilya Lomë)|colored lenses of Scotopia]] and her [[Nochtoina]]. She buys both and also a part of the Crowned Griffon&#039;s name plate, it reads &amp;quot;owned&amp;quot;. Oscar waits until the merchant is distracted and steals a gold tooth.&lt;br /&gt;
&lt;br /&gt;
Our friends first go to the Prince Willim to see about passage, though none of them are much enamored with the navy at this point. They are offered passage, however they try the HMS Floris as well. The sailor at the gangplank has good news and bad news; the ship is sailing for Avale tomorrow, but all passenger berths are filled. When our friends ask if there&#039;s really nothing to be done, relaying how they were shipwrecked, a voice speaks from the railing and invites them up.&lt;br /&gt;
&lt;br /&gt;
A blonde man, tall and wide shouldered, the type you would cast in your play to be the paladin or king, welcomes them onboard and &#039;&#039;&#039;introduces himself as Gerrut Hythe but tells them to call him Keeper&#039;&#039;&#039;. Apparently their story had an effect and he offers them passage and would like to discuss their experiences with the Admiralty.&lt;br /&gt;
&lt;br /&gt;
The next morning, after a lovely dinner and a fun time in a tavern, they board the HMS Floris and find out that Keeper has vacated his personal cabin for them, he&#039;ll use a hammock on deck. They discuss bound sharks; he&#039;s seen a few over the years, but the giant head is totally new to him, and he has no experience with tiny islands and strange, sinking rooms.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Our friends make it safely &#039;&#039;&#039;back to [[Avale]]&#039;&#039;&#039; where the first order of business is to find an inn, as they decide to stick together; they learned that to get any adventuring work you need to be signed up as a group. They are told the Grey Minstrel Inn is a good place for what they are willing to spend so that&#039;s where they go.&lt;br /&gt;
&lt;br /&gt;
As they approach the place in the Bow Valley neighborhood they see an old woman in dirty coat sitting on an upturned bucket at the entrance to an alley. A brown mackerel tabby with gray field lays on a window sill and gets up stretching its back. A little girl with pale skin and big, blue eyes, in an old coat dances to music only she can hear. Inside the inn a lute missing its strings and a broken horn hang on the wall, a statuette of a panther, wooden and painted black stands in an alcove.&lt;br /&gt;
&lt;br /&gt;
Next on the list is more shopping; our friends sell a number of the items they found and use the proceeds to buy weapons, armor, and adventuring gear. Dauphine has a shield made from the Crowned Griffon name board. Quinton looks into getting pan-flute lessons and ordering business cards.&lt;br /&gt;
&lt;br /&gt;
Then &#039;&#039;&#039;a visit to the Adventurers Association&#039;&#039;&#039; in Kesslia. They have to fill out a form, asking where their strengths lie and &#039;&#039;&#039;give a party name, for some reason they decide on &amp;quot;The Daltons&amp;quot;&#039;&#039;&#039;. After a a short while they are lead to the offices of Jerry Tidwell, who will be their agent from now on. He&#039;s a tall halfling with dark hair and a big nose, and very outgoing, energetic. He offers them coffee that he has specially imported from [[Haza]].&lt;br /&gt;
&lt;br /&gt;
They discuss what he can do for them as he plays around with a silvered horseshoe in his hands, in some places the original iron clearly visible. Jerry tells them they are in luck; Grand Master and [[Dolac#Government|Torchbearer]] Geppert Cross, of the Guild of Cartographers &amp;amp; Surveyors has died recently and there are &#039;&#039;&#039;jobs available as honor guard&#039;&#039;&#039;. It only pays 2 gp but he explains that it&#039;s important to get a relationship started with any guild, they are much more likely to hire people they have worked with in the past, and usually don&#039;t look closely at what the work was.&lt;br /&gt;
&lt;br /&gt;
He also advises them to get a ‘money person’, it&#039;s such a waste to keep your money in a pouch or under your bed. The money person knows the best banks to put them in or other investment opportunities. “Me and some friends bought the rights to the Dolac blue conifer; whenever a single one of them is sold we get part of that,” he explains quite animatedly. He suggests a bookkeeper; Carla Tebaldo, she&#039;s a gnome and does most of his investments.&lt;br /&gt;
&lt;br /&gt;
=== First Jobs ===&lt;br /&gt;
Our friends are told to go to Save Nine in the Fabrics neighborhood to pick up ceremonial staves and robes with the Guild of Cartographers &amp;amp; Surveyors clue compass rose attached to them. Next they report to the Domicile of Diligence in Uppark. The procession will go to the Mother Mensual cemetery in the Dawnbloom Heights neighborhood and every hundred feet two people peel off to stand to the left and right of the street.&lt;br /&gt;
&lt;br /&gt;
On their way they hear people in the crowd along the street talking. A halfling wearing a poncho with multicolored, diagonal lines comments: “you know what a dead Torchbearer is? A good start! I say burn them all, what have they ever done for us?” A woman in a hat with a blue compass rose emblem tells her companion: “I heard that thing that fell from the sky destroyed the entire city of [[Kostul]]!” A gorgeous half-elf in a blue dress says to her friend, who is equally stunning: “I used to have so much fun with Old Geppy, he was the loveliest little lapdog”.&lt;br /&gt;
&lt;br /&gt;
When our friends get near Carriage Court it is their turn to take up positions. A dwarf with a beard woven into an intricate pattern asks: “Did they appoint anyone in place of the dead guy yet?” A man eating the last bit of his deep-fried giant answers: “No, this bunch are traditionalists and wait till the body is in the ground.” To which the dwarf replies: “Well, I hope that whoever gets in will be in favor of lowering taxes on labor, it’s got so bad I can hardly compete with foreign crap coming in.” Says the man: “This guild? Don’t hold your breath.”&lt;br /&gt;
&lt;br /&gt;
As the funeral procession comes closer a man steps into the street, right between where our friends are standing. He throws a bottle of oil to the cobbles and pours another all over himself. He cries: “They ruined me! Those gods-damned guilds and their rules, destroying the common man and do they care? Do they fuck all!” as he takes out a tinderbox. People scramble backwards.&lt;br /&gt;
&lt;br /&gt;
Our friends immediately respond and an Entangle spell plus a Command spell by Darius prevent the man from lighting himself on fire. Then Dauphine knocks him to the ground and the four of them work him to the side of the road before any of the dignitaries get there. When they do, one of them comes over to the party, a man with a heavy set build and hangdog facial features, who introduces himself as &#039;&#039;&#039;Alun Djames, a Master of the Stevedores Guild&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
He&#039;s impressed with what they did and invites them over to his home for dinner the next day. Our friends arrive at his home on Sevso Island, located right at the river with a view of the rest of the city, and get introduced to his wife and three children. Dinner is great and Alun promises that he&#039;ll rustle up some work for them when he can.&lt;br /&gt;
&lt;br /&gt;
The very next day Jerry sends a messenger; he has &#039;&#039;&#039;work for the party&#039;&#039;&#039;. &amp;quot;It&#039;s a twofer!&amp;quot; he exclaims enthusiastically when they enter his office. He has received requests from the &#039;&#039;&#039;Alchemists &amp;amp; Apothecaries Guild and the Messengers Coalition&#039;&#039;&#039;. Both seem to him a good match for our friends and he hands them the parchments; &#039;&#039;&#039;[[AAG - Request 1|Request for Ingredients]] &amp;amp; [[MC - Request 1|Missing Messenger]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Kenohob ====&lt;br /&gt;
Our friends make it to Kenohob without any trouble, all the while having kept an eye out for Herleva. Once there they find outshe picked up her package and left, right on schedule. They also learn that wild animals have been coming into the village causing havoc, this is not normal behavior, usually they know the risks and avoid the hamlet. Only last night the Furious Farmer lost a number of cows due to a wolf attack.&lt;br /&gt;
&lt;br /&gt;
Our friends go visit her and the halfling tells them, pointing at the forest with her scythe, that the wolf went back into the nearby forest. Darius asks to buy an old scythe and our friends then track the wolf, they are quite skilled at this and easily follow its tracks between the trees. They lead to the dead body of the wolf, with an zombie boar standing over it. Battle is short and swift with the boar snuffing it in the end; Oscar critically hitting once more.&lt;br /&gt;
&lt;br /&gt;
There&#039;s only an hour or so of daylight left but again our friends prove very proficient at tracking, following back the path the boar took. They arrive at an &#039;&#039;&#039;ancient barrow mound, deeper in the forest&#039;&#039;&#039;. Sitting on top of it is a &#039;&#039;&#039;redheaded girl and her dog, which looks quite undead&#039;&#039;&#039;, but not in a way that Darius, or the others, have seen before.&lt;br /&gt;
&lt;br /&gt;
The party talks with the girl as the carefully close and spread out a little. She &#039;&#039;&#039;confirms that she is Herleva&#039;&#039;&#039; and tells them that on her way back to Avale, her dog Snuffles dashed into the forest and she followed him. It lead to the barrow mound, one side had collapsed a bit and left a hole big enough for the dog to go through. &#039;&#039;&#039;When Snuffles came back out it was very much changed and now, anytime it came near a creature it turned it into a zombie.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The girl herself is fine, definitely not undead, though she is clearly malnourished. There is some speculation among the party about why she is not a zombie, maybe only beasts are affected? They throw her a goodberry and she eats it, feeling a bit better. But it&#039;s clear to her the party doesn&#039;t want things to stand as they are. She pleads with them to leave her and Snuffles alone, telling them she&#039;ll try and make sure it won&#039;t infect any other creature, she&#039;ll give them all her meager belongings but please, don&#039;t harm her only friend in the whole world.&lt;br /&gt;
&lt;br /&gt;
The party has other ideas though, Darius definitely wants to end the undead dog&#039;s existence and the others agree that that&#039;s the best course of action. Quinton starts by casting a Sleep spell on the poor Herleva so she doesn&#039;t have to witness what is about to happen. Zombie forest creatures have by now made their way around the barrow mound and a battle ensues.&lt;br /&gt;
&lt;br /&gt;
Darius uses his Turn Undead ability and a zombie wolf runs away. But the other opponents are tough and some of our friends are brought low, fortunately between the four of them they possess quite some healing magic. Darius activates his Stridden Boots and uses them to great effect, burning four enemies before the boots burn up completely and hurt him. Combat is over soon after with the party victorious.&lt;br /&gt;
&lt;br /&gt;
The gnome uses his undertaker tools on Snuffles fails to learn anything useful. Our friends &#039;&#039;&#039;burn all the undead&#039;&#039;&#039; and they then very carefully investigate the hole in the barrow mound, using a large stick and a rope to pull a bone dagger and a wooden box from the interior. The engraved box contains twenty-six teeth, each engraved with the mirror image of all letters of the alphabet; when pressed into something soft they leave an imprint.&lt;br /&gt;
&lt;br /&gt;
Our friends put anything that will burn into the interior of the mound and then light it, hoping that whatever turned Snuffles into what it became can be destroyed this way, or at least stop it from happening to anyone else. They then carry Herleva away and wake her up. She is incredibly distressed when told that Snuffles is no more and Quinton uses a Charm Person spell to blunt the edge.&lt;br /&gt;
&lt;br /&gt;
Back in Kenohob they take a room at the Whispy Vapor Inn for all five of them, Herleva is still very sad about the events and Quinton goes into the village and finds someone with shepherd puppies and he brings two back for the girl. That definitely brings a smile to her face but it&#039;s a good, persuasive talk they have with her that eventually convinces her not to sneak out of the room at night to go back to the barrow mound.&lt;br /&gt;
&lt;br /&gt;
The party all agree it&#039;s not a good idea to have Herleva go back to Avale by herself and figuring there is no rush for the other job &#039;&#039;&#039;they return to the capital with her and deliver her to the Messengers Coalition HQ&#039;&#039;&#039;. They then do some shopping and start the return journey to Kenohob the next day. From there they go south as indicated by the request and eventually come across an ogre.&lt;br /&gt;
[[File:Ogre Howdah.png|right|355x355px]]&lt;br /&gt;
But that&#039;s not all there is to it; someone built a palisaded wooden fort on its back! And in there are two goblins, one speaks up as the party approaches. “Ah, perfidious questers! Surrender your treasures and artifacts and your existences will be spared!” Our friends do not feel inclined to take this deal and move closer and the goblin speaks again: “Now witness the firepower of this fully armed and operational Flak Ogre!”&lt;br /&gt;
&lt;br /&gt;
Battle is on and the two goblins are very adapt at sniping at the party with spell and bow before hiding behind the wooden cover again. Unfortunately for them they miss as often as they hit. The ogre hits more often and harder but it turns out that two druids with two Wild Shapes each have a nice buffer of hit points to make it through a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eventually the ogre topples&#039;&#039;&#039; and both goblins roll away, the spell caster of the two manages to escape, hurling insults as she disappears. The other the party manages to kill, unfortunately it doesn&#039;t have loot worth anything.&lt;br /&gt;
&lt;br /&gt;
The next day our friends split in two groups and &#039;&#039;&#039;manage to find all the ingredients&#039;&#039;&#039; requested by Herb’s Store. They set up camp near a marsh and then proceed to &#039;&#039;&#039;have a very strange dream&#039;&#039;&#039; featuring a blue and green painted carriage and a mansion with a butler and long corridors full of doors.&lt;br /&gt;
&lt;br /&gt;
=== Avale ===&lt;br /&gt;
Our friends deliver the ingredients and ogre parts and Herb, the proprietor, shows them a number of interesting items he is willing to sell them for their services, he tells them to check back often as his stock changes frequently. When they return to the Grey Minstrel Inn they are accosted by &#039;&#039;&#039;a dwarf with a rather tangled and unkempt beard&#039;&#039;&#039;. He is looking for a job and introduces himself as &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039;, it&#039;s clear he is far from home but our friends don&#039;t have any work for him. Dauphine asks him if he has ever heard of a Stone Dragon cave; he tells her it rings a vague bell, he will find her if he remembers more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The piece of cloth that Darius dabbed in the dark orange substance&#039;&#039;&#039; has grown over time and the next morning he wakes to find it has wound tight around his torso and learns it&#039;s &#039;&#039;&#039;now an armor of sorts: [[Vessel Wraps]]&#039;&#039;&#039;. The quarter-scythe that he ordered has been completed and he pays with it by trading in his old armor. Oscar has seen Dauphine&#039;s shortbow and wants to try one as well so they buy one for him.&lt;br /&gt;
&lt;br /&gt;
The next day a message from Jerry, their agent, arrives. He has &#039;&#039;&#039;a job for a druid to sub for one who got sick, the druid is to wild shape into two different animals for a play being staged at the Catifras theater in Oakhurst&#039;&#039;&#039;. He also included three free tickets for the play that night. Dauphine and Quinton decide that he should be the one to take the job and he goes to the theater that afternoon. The marquee reads: “&#039;&#039;&#039;Hanno Salt stars as Jack Hoida in Jack Hoida and the Forgotten Temple&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
He is met by the &#039;&#039;&#039;Long-Suffering Assistant Director&#039;&#039;&#039; who explains they need a panther in the first act and a giant snake in the third. He is then introduced to the Water Wrangler, the Pyronicist, the Sound Effecter, and the stage hands. He briefly meets Hanno Salt, a dark haired, square jawed man in dark pants, a white jacket with dangling fasteners, and black gloves, who sucks on a licorice stick and soon leaves with a giggling blonde. Quinton learns the play is about intrepid explorer cutting a swathe through vines and canoeing down white-frothing rivers in a territory composed almost entirely of jungle and implausible traps. He gets to practice his part with the Nervous Stand-in.&lt;br /&gt;
&lt;br /&gt;
In the evening our friends take their places in the audience and Quinton is in the wings. The play starts with a bard singing an opening song as the backgrounds change and stagehands walk out with placards showing who plays who. At the end of the play another song is sung. Some quotes:&amp;lt;blockquote&amp;gt;&amp;quot;...and of course, Queen Tamarka was my lover, but now she wants my head on a stick. All because I gave away the secret of her immortality...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and that&#039;s when I married the love of my life and retired. Only for her to be murdered six months later, dragging me back into my old life...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...after that I spent a year undercover as a pirate under Captain Rosaline, the River Rose. Also my lover, by the way. And come to think of it, she also wants my head on a stick...&amp;quot;&amp;lt;/blockquote&amp;gt;Quinton does an ok job performing his animal forms on stage and is in the changing rooms afterwards when Hanno Salt steps in. “The production went as smooth as can be, you all deserve a drink. I love it when a play comes together,” he tells them before he leaves with a giggling blonde, not the same as the one in the afternoon. Quinton goes of with the cast and crew for a drink and the rest of the party also goes to a nearby tavern for a libation or two.&lt;br /&gt;
&lt;br /&gt;
==== Night at the Museum ====&lt;br /&gt;
Not much later &#039;&#039;&#039;another job&#039;&#039;&#039; offer comes through; our friends are to &#039;&#039;&#039;act as guards for some animals on display at the [[Avale#State Museum|State Museum]] during a fundraiser&#039;&#039;&#039;. They are told to look the part more than anything; wear all the armor they have and bring their biggest weapons. At the location they are met by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains she had to make a deal with the museum guards; the party has to stick to their location with the animals and are to leave everything else to the museum guards.&lt;br /&gt;
&lt;br /&gt;
The event takes place in two large, connected rooms and in one corner there is a display; &amp;quot;&#039;&#039;&#039;Animals from [[Neniros]]&#039;&#039;&#039;&amp;quot;. There&#039;s a large cage containing an orangutan, a large box with glass front and top in which a huge anaconda lies. Two smaller boxes with glass tops and fronts hold Neniros toads and blue poison dart frogs. A small cage hanging from a pole contains a single orange and black bird; a cock-of-the-rock.&lt;br /&gt;
&lt;br /&gt;
The caterers are busy setting up tables full of food and drink and at some point someone calls out; “&#039;&#039;&#039;Hey, Naffles&#039;&#039;&#039;, where in the Nine Hells are you?” Darius calls out that he&#039;s here but another voice also pipes up. This turns out to be &#039;&#039;&#039;the gnome&#039;s second cousin, Dersigos&#039;&#039;&#039;, who works catering this evening. Then the first guests start to arrive.&lt;br /&gt;
&lt;br /&gt;
Once everyone is present a short man with a large mustache steps up on a small podium. Quinton saw this man on his first day in the city, near the Pursue Hickory bank. They learn that he is &#039;&#039;&#039;Joseph Lacombe, the Grand Master and Boss of the Guild of Bookkeepers, Notaries &amp;amp; Scribes&#039;&#039;&#039;. He holds a short speech:&amp;lt;blockquote&amp;gt;“Friends, welcome, it is good to see so many familiar money pouches, I mean faces. We are so fortunate to be able to congregate here this evening and enjoy all the world has to offer, great food and drink a plenty. But we should spare a thought for those less fortunate, those that live in squalor, who don’t have a job, whose children are sick and going hungry. We should not allow our society to let this go on and thus I have started the Solutions for the Infirm charity and call on you for support. Please enjoy your evening in this wonderful ambiance but make sure to donate generously as I know you can.”&amp;lt;/blockquote&amp;gt;He then steps from the podium and approaches one of the guests. “If it isn’t &#039;&#039;&#039;Fitzwallace-Keely&#039;&#039;&#039;, my favorite guild boss, Jeffery, we need to talk about you opening your coffers,” he says, grabs a drink from a tray and then moves away with the ruddy haired man wearing an expensive suit with embroidered green scales.&lt;br /&gt;
[[File:Constrictor Snake.png|right|300x300px]]&lt;br /&gt;
The &#039;&#039;&#039;place is filled with the great and the good&#039;&#039;&#039; of Avale but unfortunately our friends don&#039;t know any of them and no one points them out to them. They do recognize the holy symbols of [[Osprem]] and [[Lirr]], so there are at least two, likely high-ranking, priests present. There is also a tiefling woman, she must be from the [[Kasarian Embassy]]. There are definitely a lot of guild members as many people wear guild insignia. Darius recognizes three socialite ladies when they oh and ah over the blue frogs; he saw them exiting Smells by Design when he first came to Avale.&lt;br /&gt;
&lt;br /&gt;
Some time later there’s a flash coming from the other room and then lots of smoke, coughing people stumble into the adjoining room where our friends are. The party holds position near the animals, Dersigos and another waitress, this one more nattily dressed make their way over, still hacking and trying to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Eventually the museum guards go in and it becomes clear &#039;&#039;&#039;the Flame of Dolac, a transparent fiery orange Jacinth carved into the shape of a flame, is missing&#039;&#039;&#039;. &#039;&#039;&#039;The Humtache is called in&#039;&#039;&#039;, lead by the &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, a short man with a white mustache, wearing a small hat. Dauphine actually saw him from her room at the top floor of the inn catching a pick-pocketing girl.&lt;br /&gt;
&lt;br /&gt;
After a little while he comes over to our friends and asks if they have been in the other room at all. Seeing as they haven&#039;t, he asks them to help interview some of the witnesses; he&#039;s pressed for time as all the powerful people in the room are bristling at being held here. He takes them over to talk to four men. The first introduces himself as &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039;, of the Mimico Newsomes, he adds when all he gets are blank faces. He&#039;s wearing a bracelet with a huge piece of jade and a ring set with a fire opal. He explains that he and his three friends Arthur Elliot, Theodore Grady, and Horace Sims, are gem aficionados, they call themselves the Stoned Boys. Unfortunately none of them have anything useful to report.&lt;br /&gt;
&lt;br /&gt;
Our friends report this and then return to the animal corner. There they start discussing what the thief might have done; there were museum guards at all the exits and no one left the building so it should still be here. They then realize that putting it in one of the animal cages/boxes would be a great way to have it smuggled out and be relatively easy to retrieve.&lt;br /&gt;
&lt;br /&gt;
With two druids present it&#039;s not too hard to talk to the animals and &#039;&#039;&#039;the anaconda complains about a sharp stone&#039;&#039;&#039; that was dropped into its box. &#039;&#039;&#039;Our friends let the Well-Meaning Detective Inspector know&#039;&#039;&#039; this and he agrees that just keeping an eye on the animals when they get transported out of the museum tonight should be a good way to catch the thief red-handed.&lt;br /&gt;
&lt;br /&gt;
But then the party start to plot further and now think it might be safer to remove the gem from the snake box and put it with the blue poison dart frogs. They do so and then five people arrive to take the animals away. Darius and Quinton feel one of the five is ‘off’, the way she behaves is just different from the others and she doesn&#039;t do much.&lt;br /&gt;
&lt;br /&gt;
Darius tries to cause a distraction but things go quite wrong and the animal people are quite unhappy and sort of send the party away. Near the exit the Well-Meaning Detective Inspector is waiting for them. He tells them that he put one of his detectives with the animal people but the party doesn&#039;t tell him that they moved the gem, thinking that he could actually be in on the theft.&lt;br /&gt;
&lt;br /&gt;
Once outside our friends are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039; from the [[Avale#Vulpine Count|&#039;&#039;&#039;Vulpine Count&#039;&#039;&#039;]]. He was at the fundraiser and has lots of questions but the party dismisses him and go off to find the animal people. They follow their wagon to a warehouse of sorts and see them all go inside. Some time later four people leave the warehouse; the Humtache detective is still in there.&lt;br /&gt;
&lt;br /&gt;
Loads of shenanigans ensue and at the end of it all &#039;&#039;&#039;Dauphine has apprehended&#039;&#039;&#039; the &#039;&#039;&#039;Natty Napster&#039;&#039;&#039; a block away from the warehouse. &#039;&#039;&#039;She doesn&#039;t have the Flame of Dolac&#039;&#039;&#039; on her and when the Well-Meaning Detective Inspector and his people &#039;&#039;&#039;rush back to the warehouse they can&#039;t find it there either&#039;&#039;&#039;. It&#039;s not with the frogs and not with the anaconda either.&lt;br /&gt;
&lt;br /&gt;
Our friends leave the Humtache to their troubles and go get some sleep. In the days after, they learn &#039;&#039;&#039;the gem has still not been found&#039;&#039;&#039; and the Natty Napster can&#039;t be charged with any crime. There is also some general news; clouds have been seen in the shape of dragons; is it a sign?&lt;br /&gt;
&lt;br /&gt;
==== Wayward Son ====&lt;br /&gt;
Some days later &#039;&#039;&#039;a distraught mother&#039;&#039;&#039; comes to the inn; she heard about the party finding the girl from the Messenger Coalition and &#039;&#039;&#039;her Wayward Son is missing&#039;&#039;&#039; and she has no one to turn to. Our friends promise to help and learn that she lives in the [[Avale - Neighborhoods#Woodfall|Woodfall]] neighborhood, working two jobs. Her son often goes to the [[Avale#White Bridge|White Bridge]] and to Promise Fields.&lt;br /&gt;
&lt;br /&gt;
Quinton spots the little girl with pale skin and big, blue eyes, in her old coat and he pays her to organize urchins to go look for the half-orc boy. Our friends then go out to look themselves and eventually find the boy&#039;s best friend who tells them that the Wayward Son made a bet he could find an oyster and left town to find one in the river.&lt;br /&gt;
&lt;br /&gt;
Fortunately the party are quite skilled at tracking and they are pretty sure they are on the right trail. It takes a number of days and along the way they meet [[Ranna Amethystall|&#039;&#039;&#039;Ranna Amethystall&#039;&#039;&#039;]] before eventually &#039;&#039;&#039;finding the boy&#039;&#039;&#039; near some cliffs at the riverside. A fight with some nasty creatures is unavoidable but our friends are victorious and save the Wayward Son while &#039;&#039;&#039;Oscar&#039;s blanket protects him and reveals to be called [[Thola&#039;s Blanket]]&#039;&#039;&#039;. Among the loot is a [[Cyphers &amp;amp; Potions#Disguiser|Disguiser]] cypher.&lt;br /&gt;
&lt;br /&gt;
The party returns to Avale and return the boy to a relieved mother. And learn of some news; the Black Hare tavern is going out of business. Quinton is approached by the urchin girl and she wants quite a few silver pieces from him as she had loads of urchins looking for the Wayward Son for a full week. Not much later our friends run into an &#039;&#039;&#039;old acquaintance of the druid from back in [[Loveria]]; Brad Beck&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“Yo, bro, I haven’t seen you in what, two years? Still burning all that sandalwood? This dude, the stories I could tell you. I’ve got a great line on copper ore, want me to hook you up, bro?” He takes the party out to dinner and regales them with (embarrassing) stories about Quinton. He also asks them to help him smuggle saffron into the city but they politely decline.&lt;br /&gt;
&lt;br /&gt;
==== Jilted Jinnie ====&lt;br /&gt;
Then an &#039;&#039;&#039;urgent messages from Alun Djames&#039;&#039;&#039; arrives; the Stevedores master wants them to get to the docks as soon as possible. Once there, he explains that he needs their &#039;&#039;&#039;help smuggling the guild&#039;s top boss and [[Dolac#Government|Torchbearer]], Jinnie Affo, out of the city&#039;&#039;&#039;. Not only are the Humtache looking for her, but so are numerous guilds. He promises to “square it with Adventurers Association later”, and gives each of them a gem worth 25 gp.&lt;br /&gt;
&lt;br /&gt;
He further explains she can&#039;t leave by boat as all will be searched. He has a wagon waiting for her at [[Avale - Neighborhoods#Parade Fields|Parade Fields]], they need to get her there unseen. But before that &#039;&#039;&#039;she needs to go to the Stevedores HQ in [[Avale - Neighborhoods#Hookville|Hookville]] to liberate some documents from her office and she wants to say goodbye to her family who are waiting for her in her brother-in-law’s house in [[Avale - Neighborhoods#Cegir Town|Cegir Town]]&#039;&#039;&#039;. He also makes it clear that if she were to die for any reason, &#039;&#039;&#039;her body can never be found&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party sets off with her and decide to go see the family first as it&#039;ll be later in the evening when they visit the HQ and fewer people will be there. They manage to avoid several Humtache patrols and searching guild members before they are get accosted by six robbers in a dark alley. Their spells are enough to make the criminals flee but this has drawn the attention of a search party from the Guild of Glaziers &amp;amp; Mirrorers. It takes a lot of bluffing but they manage to talk their way through without having to reveal who is wearing the big, dark, hooded cloak.&lt;br /&gt;
&lt;br /&gt;
Our friends run into some familiar faces and with the use of a super urchin have a smooth five minute family goodbye before moving back north to the Stevedores HQ. Jinnie gives the party a clear description of where to find the documents in her office and the two druids make their way inside, find them, set fire to some other documents and then leave via the window as giant spiders.&lt;br /&gt;
&lt;br /&gt;
Now our friends have to go all the way through the city to Parade Fields, sticking to alleys except for Dauphine and Quinton; one of them wild shaped into a horse and the other is leading them, walking a parallel route to scout for the others. In [[Avale - Neighborhoods#Kesslia|Kesslia]], as they are looking to cross the street both Darius and Jinnie &#039;&#039;&#039;notice a girl being dragged into the next alley over&#039;&#039;&#039;. Darius looks at the guild boss and she grimaces; &amp;quot;we move on&amp;quot;. As they cross the street and enter the next alley they hear sounds they would really rather not have heard, and so does Oscar.&lt;br /&gt;
&lt;br /&gt;
Without further problems they all make it to Parade Fields. Just beyond some construction work for gakker grounds with stands and a concessions building they see a covered wagon waiting, just as Alun told them there would be. Two horses are standing in front of it and a driver sits on the box. Our friends sneak through the construction to get a closer look and notice the driver hasn&#039;t moved a muscle.&lt;br /&gt;
&lt;br /&gt;
Quinton goes to investigate and sees that the man sitting there is very lifeless and rather blue. He moves to the back of the wagon and finds it filled with a random assortment of stuff that would work to conceal someone behind. He goes back to the others and they decide that Dauphine, who has some skill with wagons, is going to pretend to be Jinnie and drive the wagon to Kenohob to possibly draw out whoever killed the driver. The others will then hopefully take care of them and go meet the druid in Kenohob, where Jinnie can then take the wagon or find new transport.&lt;br /&gt;
&lt;br /&gt;
Dauphine drives away without anything happening and after a bit of a wait the others set out on foot towards Kenohob as well. When they are about three hundred feet from the construction site &#039;&#039;&#039;Jinnie stumbles and an arrow protrudes from her back&#039;&#039;&#039;. She is turning blue and none of our friends is able to save her, she &#039;&#039;&#039;soon lays dead on the ground&#039;&#039;&#039;. Expecting more arrows to follow, the party quickly grabs the body and moves to the nearest cover.&lt;br /&gt;
&lt;br /&gt;
When no other attacks follow they discuss what to do next, remembering Alun Djames&#039; words that Jinnie&#039;s body can&#039;t be found. They decide to go in the direction of Kenohob and when they get near a forest they find an empty spot inside it and burn the Stevedores Guild Boss&#039; body there as they take a long rest.&lt;br /&gt;
&lt;br /&gt;
The next morning Darius seems very unhappy indeed and they bury part of Jinnie there and take the rest to disperse over their journey to meet up with Dauphine in Kenohob. Once there, they return to [[Avale]], seeing the old woman in her dirty, green coat collecting pebbles near their inn, where a message from Alun is waiting, saying to come see him as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Alun Djames speaks with them briefly at his place, learning of what happened. He&#039;s rather sad that Jinnie didn&#039;t make it but relieved her body won&#039;t be found. Quinton wonders if he had anything to do with her death but the man&#039;s feelings seem sincere. Her disappearance is dominating the news in town, lots of rumors are going around about her being corrupt and defrauding the government for sums of money up to one million gold pieces in some tellings of the story. Other news says the Black Hare tavern has been bought and renamed to The Thirsty Recruit.&lt;br /&gt;
&lt;br /&gt;
==== Up the Alley ====&lt;br /&gt;
The next day Darius returns to the home of Jinnie&#039;s brother-in-law and leaves 65 gp for her grieving family. He then continues &#039;&#039;&#039;on to the alley where he saw the girl being dragged into&#039;&#039;&#039; and after a very thorough search &#039;&#039;&#039;finds a small silver earring&#039;&#039;&#039;. He tells Dauphine what happened that night and she gets quite distant after hearing the tale. Then the gnome shows the piece of jewelry to Quinton who appraises it as of not much value.&lt;br /&gt;
&lt;br /&gt;
Darius has a very close look at the ring and spots two tiny letters: RT. Our friends decide to go to a jeweler in the hope to get more information. The nearest is Rock Bottom Prices but there they get nearly no help, being told to try someone where upscale. At Family Jules in Kesslia the party gets a lot more help. The middle-aged gnome woman behind the counter brings out her grandfather, an ancient gnome with huge, bushy eyebrows.&lt;br /&gt;
&lt;br /&gt;
The old one takes out a loupe and finds the jeweler’s mark. “Such sloppy repair work, bah, does no one have pride in their craft anymore?” When prompted he tells them the letters in the earring mean it was made by Rings and Things in [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. When Darius takes the earring from the jeweler&#039;s hand, the ancient gnome grabs his wrist, quick as water. &amp;quot;What is wrong with you, boy?&amp;quot; he asks, &amp;quot;you are full of emptiness.&amp;quot; He tells Darius to stay away from his granddaughter as the party leaves the premises.&lt;br /&gt;
&lt;br /&gt;
At Rings and Things they don’t keep a list of sales but due to the repair work the woman there recognize it as one sold to &#039;&#039;&#039;Joser Jalbuck&#039;&#039;&#039; for his daughter. When asked she tells them he lives at Bell Way. Once there they learn he works at Wesson&#039;s Smithy and won&#039;t be home till the evening. Eventually they talk to him in his home and explain they found an earring that must belong to his daughter. He takes it and thanks them, saying he will give it to her when she gets home. Our friends ask some questions about her and her state of mind, which makes the halfling rather suspicious, but they do learn she works at a mansion as a domestic servant.&lt;br /&gt;
&lt;br /&gt;
They wait for her to return home and intercept her, resulting in a very awkward conversation. They learn she works for the &#039;&#039;&#039;Verdin family&#039;&#039;&#039; in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] and, yes, when walking home about a week ago, she was dragged into an alley and assaulted. Oscar puts her a little at ease by using the Heart Sight ability from [[Thola&#039;s Blanket]]. She doesn&#039;t want to talk about it but tells them that the assailant smelled heavily of Hatchet, a popular perfume. And after more pressing, she tells them that the son of the Verdin family, Gabriel, wears the perfume, but so do his friends.&lt;br /&gt;
&lt;br /&gt;
Darius tells her they will try to get justice for her and won&#039;t contact her again so she won&#039;t have to relive it again. On their way back to the inn they discuss what they can do to bring the culprit to justice and Dauphine tells Darius: “you could have stopped him earlier, now it’s much more difficult”. The next morning the party goes to Gill Gardens where they do some very thorough gathering of information before trailing the son to a tavern where he meets up with friends and they observe the group but no one sticks out as particularly suspicious.&lt;br /&gt;
[[File:Kerstkaart 2025.jpg|right|410x410px]]&lt;br /&gt;
Then when they walk home, red skies are gleaming, sea-gulls are flying over, swans are floating by, they are approached by a rather thin, tall man who asks them for help finding part of his conveyance that he lost while driving home. Quite a few things happen, including a visit to the This Is The Yeast We Can Do Brewery, before they recover the bauble, get a sweet reward and a thousand memories.&lt;br /&gt;
&lt;br /&gt;
The next morning a letter is waiting for them at the inn, it&#039;s from &#039;&#039;&#039;Brook Jalbuck&#039;&#039;&#039;, she has remembered that the assailant smelled so heavily of the perfume that it seemed he was drenched in it and &#039;&#039;&#039;she doesn&#039;t think it was Gabriel Verdin&#039;&#039;&#039;. Our friends decide to investigate the perfume angle and Quinton takes the lead, visiting the nearest perfumer; Eau My Gods. There they learn that Hatchet, known as Bobcat in certain other countries, is very popular indeed, so much so a bootleg version of it is made. The girl at the shop mentions that only a week or so ago there was actually a burglary at Heaven Scent in Kesslia.&lt;br /&gt;
&lt;br /&gt;
Their new destination clear our friends visit and learn that one or two people broke in and made a mess of things, breaking a lot of the supplies. One person has actually been arrested by the Humtache, he left a rather easy to follow trail. The alley where Brook was assaulted is just one street over, giving our friends little doubt as to what happened, though they wonder why someone would be so dumb.&lt;br /&gt;
&lt;br /&gt;
The Humtache HQ is in nearby [[Avale - Neighborhoods#Downpark|Downpark]] and our friends happen to know a certain &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, so that&#039;s who they go and see. When he brings them to his office he starts by &#039;&#039;&#039;interrogating Darius, telling him that when they looked back at the events at the warehouse it became clear the gnome was there alone with the Flame of Dolac&#039;&#039;&#039; for at least a minute. Did he take it? Why was he there? The priest doesn&#039;t have any really good answers to these questions and things get hot under his collar. But without any direct evidence the Inspector eventually drops it and asks for the reason of their visit.&lt;br /&gt;
&lt;br /&gt;
They tell him what they know of what happened in the alley and of the burglary at the perfume store. It&#039;s not his case and the Inspector won&#039;t let them talk to the suspect but he&#039;ll have a talk with the officer in charge. Walking home Dauphine asks Darius outright if he stole the Flame of Dolac and the gnome denies doing so. “Don’t ever tell me you stole it,” the druidess tells him.&lt;br /&gt;
&lt;br /&gt;
Returning next day they learn that the &#039;&#039;&#039;suspect, Douglas, fits the height and build of the assailant&#039;&#039;&#039;, which also matches Gabriel&#039;s. He hasn&#039;t given up his accomplice and hasn&#039;t admitted to being in the alley either. &#039;&#039;&#039;The officer is pretty sure he did it&#039;&#039;&#039; though, but without a confession they can&#039;t make it stick. He will be going to jail for a year for the break in though. &#039;&#039;&#039;Darius then writes a letter to Brook&#039;&#039;&#039;, telling her the man won&#039;t be going to jail for doing what he did to her but will be in jail for something else.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeon Browns ====&lt;br /&gt;
The party receives a message from Jerry, their agent, and it tells them to &#039;&#039;&#039;go to a house on Lookout Road in the New Dunum neighborhood, and to bring [[Otteun#Food|bay ribs]]&#039;&#039;&#039;. They buy half a dozen at a street vendor and go to the address. The door is opened by a blond man with very square jaws and a pointed chin. He wears leather pants, as many people do here, and a plaid shirt. He asks if they are the adventurers he hired and then invites them inside.&lt;br /&gt;
&lt;br /&gt;
He introduces himself as &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039; and is rather surprised at the lack of reaction to his name, mumbling how normally people all get up in his business over it. He takes the box of bay ribs, immediately sucks the meat of off it and throws the bone over his shoulder. His place is quite a mess; there&#039;s an old couch he indicates for them to sit on, an old wooden trestle table that has seen better times and all kinds of alchemical equipment is covering any flat surface.&lt;br /&gt;
&lt;br /&gt;
He tells the party he needs them to &#039;&#039;&#039;go to Hogan Island and bring back a log of tomko tree&#039;&#039;&#039;, at least a few meters long. Why go all the way there? It&#039;s the nearest place that he learned the trees can be found. He has &#039;&#039;&#039;hired a ship, the Wetterlund&#039;&#039;&#039;, that will bring them there. And why does he need adventurers? Apparently the island is uninhabited but full of dangerous forest creatures; baboons, owlbears, regular bears, giant varieties of toads, wasps, spiders, etc. In short; no lumberjacks were willing to take his contract, such nonsense!&lt;br /&gt;
&lt;br /&gt;
Having eaten all of the six bay ribs by now and told them all they need to know, the man now herds them from his place and tells them to bring him back his tree as soon as possible. Oscar has been reacting strangely to this man and the feeling seems to be mutual so it doesn&#039;t take long before the party is back out on the street. Fortunately Dauphine remembers reading about tomko trees; they are quite tall with a dusky bark and dark leaves with tiny holes in them. They always grow in a ring of twelve for some reason.&lt;br /&gt;
&lt;br /&gt;
Our friends go do some shopping; cutting down a tree that size won&#039;t be easy. [[Quinton Gemweaver|Quinton]] happens to walk by the vintage shop Second Hand News in [[Avale - Neighborhoods#Little Perches|Little Perches]] where he sees a rather interesting robe hanging behind the counter. After some tough negotiating and borrowing some money, he pays 84 gold pieces and his pearl trinket to become the new owner of the [[Robe of Advantages]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wetterlund is a large ship&#039;&#039;&#039;; pretty close to the Crowned Griffon that the party sailed on before. &#039;&#039;&#039;Captain Reynolds&#039;&#039;&#039; is a brusque halfling with red hair in a ponytail and a limp. She invites them for dinner in the captain&#039;s quarters and they enjoy a really tasty meal. Our friends learn about the captain&#039;s former career; cheese rolling. She broke her leg in multiple places but is still very enthusiastic, describing how she barreled downhill, chasing [[Cheeses of the world#Glevum|Twin Glevum]] cheese. Over dinner it also becomes clear to the very observant that &#039;&#039;&#039;Darius doesn&#039;t eat anything of his meal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the morning they sail past [[Sarodin Sea#Gannet Island|Gannet Island]] and after a good number of days they arrive at their destination; &#039;&#039;&#039;Hogan Island&#039;&#039;&#039;, it&#039;s bigger than they expected. As it&#039;s an hour before dusk they decide to wait till the next day. At dawn they all get into a launch and are rowed over to a small beach. It&#039;s quite misty in the morning and the mist is so firm that you need to push through it, one could even sculpt it.&lt;br /&gt;
&lt;br /&gt;
The flora here is rather strange, some is much larger than elsewhere, other much smaller; there are tiny apple trees with apples the size of cherries, and huge oak trees with very large acorns. Massive mushrooms grow here as well, including [[Sprite member|sprite members]] that are almost two meters tall. Dauphine notices that the [[Mist Shard (Hírëmir)|Mist Shard]] feels more moist here on the island.&lt;br /&gt;
Our friends come across &#039;&#039;&#039;a piece of green and blue fruit, the colors swirling slowly around its skin&#039;&#039;&#039;. Dauphine&#039;s studies indicate it will grant some kind of boon when eaten but she doesn&#039;t know what kind of benefit it will be. However, Darius tells them he wants it as it can be used to improve his armor. Eventually it is decided he can use it and his [[Vessel Wraps]] gains the Store property.[[File:Needle Lord.jpg|right|300x300px]]After about a day and half, helped by a Locate Animals or Plants spell from Dauphine they find the tomko trees they are looking for; a circle of twelve. Very sharp vines grow between a number of them and Darius uses his scythe to remove them. As he does so, they are attacked by creatures made of just twigs full of needles. They launch these in great numbers and when most are taken out, a much larger specimen arrives. It&#039;s a bloody fight but our friends persevere.&lt;br /&gt;
&lt;br /&gt;
Afterwards Darius cuts open the big creature hoping to find something to take back to Herb&#039;s Store but there&#039;s not much. Meanwhile Oscar discovers that [[Thola&#039;s Blanket]] has gained the Pins and Needles property. Our friends came prepared and brought the right tools to cut down one of the trees and then cut off a three meter piece.&lt;br /&gt;
&lt;br /&gt;
It takes a good while but they bring it back to the ship and load it on board. The journey back gets eventful when a pirate ship approaches but &#039;&#039;&#039;Captain Hornigold&#039;&#039;&#039; doesn&#039;t stay around for long, just collecting some hats.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Soon our friends find themselves back in [[Avale]] and deliver the log to &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, putting it in his backyard that is full of esoteric things; other logs of wood, strange stones, a cauldron that could fit Quinton, and more.&lt;br /&gt;
&lt;br /&gt;
They return to the Grey Minstrel Inn and learn the latest news; the &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in Downpark burned down when they were away. Dauphine quips that at least none of them were responsible for this, for a change. In the evening they have a drink at their favorite tavern; the Grape Escape. Instead of the nice, relaxing evening they hoped to have, instead they get an encounter with the fabled &#039;&#039;&#039;yortho&#039;&#039;&#039; and might just have saved the entire city.&lt;br /&gt;
&lt;br /&gt;
==== The Great and the Good ====&lt;br /&gt;
&#039;&#039;&#039;Jerry&#039;&#039;&#039; invites our friends over to his office at Venture Hall and informs them that the Solutions for the Infirm has hired them to run security for less than a day and are paying extremely well, once again. He also has a present for them, tickets to a new play, Turnabout, at the People’s Playhouse in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]] as a thank you for a fruitful relationship with the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It turns out that the play is not what they expected and while Darius and Oscar have a whale of a time, the other two leave early. Two days later they report to a square in town where Solutions for the Infirm has set up a large tent and roped off the area. The party is met once again by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains that they are giving new clothes to the indigents and our friends are to make sure everything runs smoothly.&lt;br /&gt;
&lt;br /&gt;
There are crates with clothes stacked outside the tent, all made by &#039;&#039;&#039;Eldritch Honor of [[Thimonnier]]&#039;&#039;&#039;, in the sizes small, medium, and large. At the exit side of the tent a large trestle table holds baked goods for those that have gotten their new clothes. And there lies the current problem; urchins have been darting in and grabbing food of the table that technically isn&#039;t meant for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joseph Lacombe&#039;&#039;&#039;, the founder of the charity and top boss of the [[Avale - Guilds#Guild of Bookkeepers, Notaries &amp;amp; Scribes|Guild of Bookkeepers, Notaries &amp;amp; Scribes]], is there himself and comes over to the party and thanks them personally for their work at the State Museum during the fundraiser, he heard about all their good work. He doesn&#039;t stay long; after the first few indigents have received their new clothes he gets into his carriage and leaves.&lt;br /&gt;
&lt;br /&gt;
Quinton rather escalates things with the urchins and they retreat but from what they are yelling, they will be back soon enough. The druid goes into the tent to ask what to do but only finds a man and a woman dressed in white, measuring an indigent&#039;s head and noting things on a clipboard before giving them a set of clothes.&lt;br /&gt;
&lt;br /&gt;
He is directed to the small tent and finds the Harried PA there, who has finally found a moment to relax and is rather sad to be disturbed once again. She tells Quinton to do whatever is necessary and will see if she can get more food delivered. The urchins soon return with reinforcements and things turn into something of a battlefield with two fog clouds covering one flank. Eventually hostilities are ceased and at the end of the day there is food left for the urchins to take as the tent is broken down and the square restored to it&#039;s regular form.&lt;br /&gt;
&lt;br /&gt;
A number of days later another job lands; our friends are to provide security for someone in the employ of &#039;&#039;&#039;Jeffery Fitzwallace-Keely&#039;&#039;&#039;, boss of the [[Avale - Guilds#Mercantile Guild|Mercantile Guild]]. The instructions are to meet them early in the morning at the Coop in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. There they meet the &#039;&#039;&#039;Glib Adviser&#039;&#039;&#039; who brought two empty backpacks and hands one over. They go across the market and a number of merchants hand over small, heavy pouches, likely filled with coins and or gems that are put into the backpack.&lt;br /&gt;
&lt;br /&gt;
From there they travel up town, going through a number of neighborhoods and stopping at different places, including the Tabernacle of Industry, temple to [[Ulaa]] and the [[Kasarian Embassy]] where some of them see their first ever tiefling, every time a new pouch fills one backpack and then the other. At some point they notice some shady types are following them but the Glib Adviser walks them to a nearby Humtache station and he goes inside for a good while, making the pursuers give up their quarry.&lt;br /&gt;
&lt;br /&gt;
Eventually the city tour ends at a small warehouse in [[Avale - Neighborhoods#Abrinol|Abrinol]], where a group of four adventurers or mercenaries are just leaving. The Glib Adviser thanks them for their services as he takes the backpacks. Since things ran so smoothly and they spotted the possible waylayers he tips each of them a gold piece. Dauphine wants to go back to the Tabernacle of Industry and talks there with the priest who handed the Glib Adviser a pouch. She asks what this transaction was for but is told that&#039;s above her pay-grade.&lt;br /&gt;
&lt;br /&gt;
=== The Stoned Dragon ===&lt;br /&gt;
Some days later &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039; appears as our friends exit the inn. He tells Dauphine he &#039;&#039;&#039;remembered some more about the Stoned Dragon Caves&#039;&#039;&#039;; it&#039;s near some place called New Monkhome, you get there via the cellars. The elf tries to confirm that it&#039;s an actual name and not a nickname, the dwarf thinks so.&lt;br /&gt;
&lt;br /&gt;
She then asks Alun Djames if she can use the library at the Stevedores HQ, and he&#039;s fine with that. There she learns &#039;&#039;&#039;New Monkhome is the ancestral home of the Count of Ranhem, found near Ranhem, capital of Guel province&#039;&#039;&#039;. It&#039;s not exactly around the corner and she asks the other party member if they will come with her to try and find the cave and recharge the [[Mist Shard (Hírëmir)|Mist Shard]].&lt;br /&gt;
&lt;br /&gt;
They accept and soon they are taking a barge up the river to [[Thimonnier]]. From there they travel by road, fortunately the journey goes without any problems, unless one would count their spending of 150 gp at {{TextAnimations|Text=Crazy Clyde’s Clearance Crates|Rainbow=1|Bold=1}} where Darius even tries to pick pocket Quinton.  &lt;br /&gt;
&lt;br /&gt;
When our friends &#039;&#039;&#039;arrive at New Monkhome&#039;&#039;&#039; they find it&#039;s not a castle, there&#039;s no signs of a moat or curtain wall. But &#039;&#039;&#039;the building is very, very old&#039;&#039;&#039;, even the one wing that was a later addition is still many centuries old, it could have been a proper castle long ago. It’s busy, there a number of carriages parked out front, a wagon is being unloaded off to the side by what looks to be the staff entrance. A banner says: “&#039;&#039;&#039;Welcome to the Armorers &amp;amp; Weaponsmiths Guild National Congress&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
They are met by &#039;&#039;&#039;Lady Ranhem&#039;&#039;&#039;, dressed impeccably but anyone with a good eye can tell the clothes have been repaired more than once. “Welcome to New Monkhome, are you the people Torchbearer Albert Charles is expecting?” she asks. Before anyone can answer, she says “excuse me one second.” She walks over to a girl of about 15 and a boy of about 12 and speaks to them. Quinton&#039;s sharp ears pick up the conversation: “&#039;&#039;&#039;Ermengard&#039;&#039;&#039;, &#039;&#039;&#039;Goswin&#039;&#039;&#039;, you know these are busy days and they are important, not just for your father and I, but for you as well, you want to live here, don’t you? Then please, help out, there is so much to do, go inside and ask Jervis what you can do, please be a dear for me.” Neither looks very enthusiastic but they go inside and Lady Ranhem returns.&lt;br /&gt;
&lt;br /&gt;
Our friends get into some real negotiations; they ask for a tour and to spend the night but she explains that with the current guests everyone is too busy and there are no rooms left. But they offer one of the [[Cheeses of the world#Ciwiruil Adv’Tmyywy|Kasarian Cheese Horns]] that Quinton found in one of his crates and she offers them a place to sleep in some of the empty staff rooms.&lt;br /&gt;
&lt;br /&gt;
With a deal struck they go to said rooms and after a quick talk with a local rat they learn about the entrance to the cellars; it&#039;s almost right next to their rooms. It&#039;s still early in the afternoon and they quickly go have a look. The cellars are full of broken furniture, rolled up carpets, old painter’s supplies, empty frames and racks that might have held bottles, weapons, armor, who knows, there’s a stuffed bear that has seen better days, and a tree root comes through the ceiling, causing part of the cellars to have some standing water.&lt;br /&gt;
&lt;br /&gt;
They spot a secret door that hasn’t fully closed, beyond it a narrow passage leads to 10-foot wide and high ancient stone tunnels that are likely of dwarven make, all spotlessly clean, lit by continual flames. Looking for any signs of what direction to go, our friends find raspberry jam prints on the wall. They pick a random direction and start walking.&lt;br /&gt;
&lt;br /&gt;
They find empty rooms behind the doors in the corridors; it looks like whoever left and took everything that wasn&#039;t bolted down. Right around a corner at an intersection standing aimlessly are a corpse riddled with shards of glass and a skeleton still wearing scraps of armor and holding a shield and a longsword. Their eyes light up red as they turn to the party. Battle is swift and the party wins. A few corners later a skeleton stands in the corridor carrying what looks like its own skin. Then it suddenly throws the skin at our friends and the skin animates, trying to wrap itself around whoever it hits. This fight is not as easy but our friends still come out on top. &#039;&#039;&#039;Darius checks every undead carefully&#039;&#039;&#039; for any tell tale signs of a necromancer, &#039;&#039;&#039;he wants all of them destroyed&#039;&#039;&#039;.&lt;br /&gt;
[[File:Gelatinous Cube.jpg|right|375x375px]]&lt;br /&gt;
They continue on and come to an intersection where to one side they see what looks like the &#039;&#039;&#039;entrance of crypt&#039;&#039;&#039;, they can see sarcophagi. But standing in front of the entrance is a flaming skeleton and it hurls bolts of flame at anyone it sees. As they start start shooting back Oscar moves into the opposite corridor and steps right into a gelatinous cube. Things get really hairy as the cube moves up and engulfs Dauphine, others manage to jump out of the way.&lt;br /&gt;
&lt;br /&gt;
The druid almost succumbs but a Healing Word spell from Darius brings her back and she then manages to escape from the ooze. It&#039;s quite hardy but eventually they bring it down and then immediately go back to fighting the flaming skeleton. It&#039;s flaming bolts hit hard and it manages to bring down Darius who is then brought back by Quinton. Lots of spells and arrows later the skeleton crumbles to the floor.&lt;br /&gt;
&lt;br /&gt;
Now our friends see a new figure standing just inside the crypt; it&#039;s &#039;&#039;&#039;Goswin&#039;&#039;&#039;, the-12 year old son of the count and countess. In his hands he holds &#039;&#039;&#039;a large disc of infernal iron inscribed with Infernal writing, with a hole in the middle&#039;&#039;&#039;. Darius and Quinton both read Infernal and see that it&#039;s something called the &#039;&#039;&#039;Seal of Souls&#039;&#039;&#039;, it could be the instrument that created the undead creatures.&lt;br /&gt;
&lt;br /&gt;
When Quinton runs up to the boy and tells him to lay down the artifact, Darius and Oscar follow, but the boy shouts &amp;quot;no, it&#039;s mine!&amp;quot; and &#039;&#039;&#039;Necrotic energy flies out in a cone, bringing our three friends down&#039;&#039;&#039;, only Dauphine, who didn&#039;t rush, is outside of the effect.&lt;br /&gt;
&lt;br /&gt;
[[Robe of Advantages|Quinton&#039;s robe]] stabilizes him as Goswin takes some steps back, the expression on his face showing he did not expect what happened. Dauphine uses goodberries to bring the others back and then a rather tense discussion develops with the 12-year old, who still clutches the Seal of Souls, but promises not to use it.&lt;br /&gt;
&lt;br /&gt;
He confirms that he created the undead but according to him they are harmless, he just played with them and had no idea the party fought their way through them to get where they are now. He also did not know about the gelatinous cube. They are standing inside the crypt now; there is quite some dust here and many sarcophagi, deeper inside there seems to be an ossuary. There is also a large plinth with relief art depicting a man being crowned and an empty recess which looks to be the home of the Seal of Souls.&lt;br /&gt;
&lt;br /&gt;
Running footsteps can be heard and three people arrive; &#039;&#039;&#039;lord and lady Ranhem and their daughter&#039;&#039;&#039;. The man sends his wife and children back upstairs, telling them how important it is to make sure the event at the mansion goes without a hitch and promising the party he will explain to them what is going on.&lt;br /&gt;
&lt;br /&gt;
In short; &#039;&#039;&#039;the artifact was created for the family shortly after the [[Collapse]] by a Duke of Hell and it is how they attained their position as Count of Ranhem&#039;&#039;&#039;. However, the item came with certain requirements. At age 16 every heir must pledge themselves to the Seal, if that should ever not happen, all ancestors, dating back to the one who made this deal will rise as undead with the sole intent to do as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
The count had no idea that his son had found the crypt and the artifact, he is horrified the boy used it to create undead, he tells our friends that the family decided over six centuries ago to never use it again and so far they had kept to this. He promises that he will take extra precautions, lock the item away, to make sure something like this can never happen again and he begs them not to talk about this to anyone.&lt;br /&gt;
&lt;br /&gt;
The man also explains that it&#039;s been quite difficult these days to make enough money to be able to afford the upkeep of the place but moving is not great, considering where the family crypt is and what their options would be. Our friends appreciate his position; they would like to destroy the item but lord Ranhem says that according to what he was told by his father and those before him that that will also make all his ancestors rise as undead.&lt;br /&gt;
&lt;br /&gt;
As our friends discuss all this Dauphine wants to know what the language on the seal is and then asks Quinton why he knows Infernal and if he has a pact himself, he answers he does not. They can&#039;t think of a real solution for the Seal of Souls and decide that it&#039;s probably safe in the current Count&#039;s hands but they do fear that any future generation might get other ideas which could lead to real troubles. They decide that for now they will not do anything but should the learn anything during their adventuring careers or gain certain powers they might come back here.&lt;br /&gt;
&lt;br /&gt;
They also discussed the [[Cave of the Stone Dragon|Stone Dragon Cave]] with the count who lets them know in no uncertain terms that there is no such thing here; what there is, is a coal fire, which people seem to repeatedly interpret as a dragon snoring underground. He tells them they are free to explore the rest of the place, telling them he knows there are natural caverns deeper down. He doesn&#039;t know what the complex was used for in the past, only that is was likely of dwarven make and existed before New Monkhome was built, the crypt was added then as well.&lt;br /&gt;
&lt;br /&gt;
He goes back upstairs to help out with the event and our friends explore further, eventually finding what seems to be a dwarven kiva with a large ramp running down along the wall of the hundreds of feet deep chamber. As they make their way down they trigger a trap that shoves everyone but Darius, who was taking up the rear, down into the chamber.&lt;br /&gt;
&lt;br /&gt;
Fortunately all of them still had their Feather Fall boon and thus make it down safely, including Darius who jumped over the trigger for the trap only to land on a trigger for a second, similar trap. At the bottom they &#039;&#039;&#039;find the skeleton of what looks to be a dwarf&#039;&#039;&#039;. His clothes and leather armor are mostly gone and laying around him are the remains of an axe and a hammer with a spike. A crossbow exploded into many pieces, its marvelous silver inlay now all twisted up but a similar inlay can be seen on the obsidian amulet around the skeleton’s neck.&lt;br /&gt;
&lt;br /&gt;
Laying further away are a number of hizagkuur springs and folded umber hulk chitin plates, all twisted or outright destroyed. A backpack on the skeleton’s back has been mostly eaten away, the same goes for much of its contents. What’s left is some torches, a mess kit, a holy symbol of [[Ulaa]], a sergeant’s insignia, and a dried mindflayer tentacle.&lt;br /&gt;
&lt;br /&gt;
Dauphine takes a look at the amulet and finds out it is &#039;&#039;&#039;a sentient magic item called the [[Temple Ton]]&#039;&#039;&#039;. The sentience is happy for the druid to take it and wear it, looking forward to new adventures.&lt;br /&gt;
&lt;br /&gt;
Further exploration leads to a cavern where the only other exit has collapsed and where one of the walls is much too hot to touch; the coal fire. The party returns to the mansion and stay to help out in the kitchen, making sure the event goes smoothly for the family. Afterwards they even help count Ranhem to create a small vault to keep the artifact in so no one can just take it. Before they leave, Dauphine gives Goswin the book How to Become a Bard, that she got from one of the clearance crates.&lt;br /&gt;
&lt;br /&gt;
==== Getting a head ====&lt;br /&gt;
On their way back our friends stay the night in the &#039;&#039;&#039;town of Balmer&#039;&#039;&#039;. They have a drink at the Lumber Hulk tavern where they spot &#039;&#039;&#039;a rather strange looking woman&#039;&#039;&#039;. Some people at another table keep looking over at her, but then, most people are. But those four rush over to start a brawl with her, hoping to garner glory by bringing her down.&lt;br /&gt;
&lt;br /&gt;
Our friends jump in the fray and help the woman, not that she really needs it; four drunk villagers are no match for her. Afterwards she buys them a drink and they learn that she is &#039;&#039;&#039;[[Chrysanthemum]], a bounty hunter&#039;&#039;&#039;. They enjoy some time together, trading stories, before she calls it a night. Quinton is approached by a young couple to join them for a night of fun but the druid declines.&lt;br /&gt;
[[File:Lelio bust.jpg|right|375x375px]]&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing left hand&#039;&#039;&#039;. She says she saw them at the tavern last night and wants to hire them. “&#039;&#039;&#039;Bring me the head of Lelio Euphorbia&#039;&#039;&#039;,” she tells them, to then explain that it&#039;s a bust that was kept in the lobby of the Critical Hit Theater. She is the current owner and Lelio was the founder. She suspects that it was stolen by someone from the new theater that opened across town recently; the Natural One Lounge.&lt;br /&gt;
&lt;br /&gt;
The party walks over to the theater with her and looks for clues but doesn&#039;t find much. However, the woman&#039;s niece was present when the bust was stolen and saw the thief. She&#039;ll be at the Critical Hit after lunch and our friends decide to go check out the Natural One Lounge. It looks to be empty and Quinton uses a Misty Step spell to get inside at the backdoor, opening it for the others.&lt;br /&gt;
&lt;br /&gt;
Darius shows Oscar how to use [[Phlegethos’ Pick]]; the halfling seems to have a talent for it, he opens the door to the office in no time. There&#039;s no evidence of the bust or any clues to its whereabouts. Oscar also opens the safe and helps himself to the bag of money inside it. When he later has time to count, he finds out there&#039;s 43 gp worth of mostly silver pieces in there. He gives the cleric a handful but the gnome can&#039;t condone this behavior and puts 30 gp of his own money back into the safe before closing it.&lt;br /&gt;
&lt;br /&gt;
By this point the sound of conversation about the backdoor being unlocked had alerted the party that people had arrived. Quinton grabbed a janitor&#039;s coat and mop and pretended to be the janitor, only for a man to call out, asking what he was doing with &#039;&#039;his&#039;&#039; coat! The druid starts talking in Ancient and acting erratically. The man and woman who arrived think he&#039;s addled-brained and the woman goes off to get the Humtache, the man follows her, not wanting to be alone with Quinton.&lt;br /&gt;
&lt;br /&gt;
Eventually the other three manage to leave the theater without being seen and they meet up back at their inn and have a nice lunch. Then they return to the Critical Hit Theater and get from niece Hilna the robber&#039;s description. She also says she found a little piece of fabric trapped in the doorway, likely coming from the man&#039;s jacket.&lt;br /&gt;
&lt;br /&gt;
This is great news for the druids as they can wild shape into a dog and hopefully follow the spoor. Dauphine does so and manages to lead the party to a workshop where the windows are mostly covered up. She tries to follow the scent further as the likely robber has traveled further these last 48 hours, regrettably she loses the trail a few streets later.&lt;br /&gt;
&lt;br /&gt;
Back at the workshop Oscar unlock the door and Dauphine slips inside, still in dog form. She manages to not step on a tripwire attached to a bunch of cans that would have made a lot of noise. Oscar goes in second and not only avoids the trap but even disables it in one smooth motion. The suspect seems to be in the back part of the workshop and they plan their approach. Dauphine goes inside and pretends to be a dog with the zoomies.&lt;br /&gt;
&lt;br /&gt;
As she does so, both the front and back door to the place are busted open and a number of Humtache guards rush inside, arresting the person at the workbench, one Ollie Stein. Our friends are held and questioned on the spot, one of the guards is then sent to the theater to confirm their story of recovering a bust for them. Meanwhile Ollie has been taken to the HQ and the remaining guards are searching and cataloguing the place.&lt;br /&gt;
&lt;br /&gt;
Once released, the party goes back to the inn and decide to wait till evening to search the workshop and attempt to talk with the robber. They don&#039;t find anything useful there and then go to the Humtache HQ. On the way they discuss many ways to get inside and how to make Ollie tell them about the bust. Using the [[Cyphers &amp;amp; Potions#Disguiser|Disguiser cypher]] Quinton makes himself look like the arresting sergeant and pretends to have a sore throat.&lt;br /&gt;
&lt;br /&gt;
He and Darius enter and they successfully bluff their way into the cells where the cleric pretends to be there to measure Ollie up for a coffin and give him his last rites. They tell the robber that the owner had a heart attack due to the theft of the bust and both he and another prisoner call bullshit, he can&#039;t be held responsible for that. But they have managed to rattle the boy and when the &#039;sergeant&#039; tells him that he also thinks it&#039;s going to far he says that he&#039;s willing to make the bust disappear so he can&#039;t be held responsible for the crime. Ollie tells him that he stole the bust for an old gnome who&#039;s name he doesn&#039;t know. But he can give a pretty accurate description and tells them they met at the Noble Nap inn.&lt;br /&gt;
&lt;br /&gt;
Our friends leave and the next morning they go to this inn and find a gnome fitting the description having a late breakfast. Quinton sits down at the man&#039;s table and tries to engage him in conversation but the man is utterly deaf and not interested in a talk. But they do manage to learn that he has a room here. The party also gets a room on the same floor and break into his room when the gnome goes out for lunch. They don&#039;t find the bust or anything incriminating, nor any weapons or magical paraphernalia. But he sure has a lot of keepsakes and other sentimental nick-knacks. Most importantly; his name is on his steamer trunk; &#039;&#039;&#039;Archibald Euphorbia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The follow him to lunch and then decide to talk to the owner of the theater about this new discovery. She tells Darius and Quinton that Archibald is Lelio&#039;s son and that years ago he made an offer for the bust but it was very low and she considers it part of the theater which Lelio wanted to remain in its original state. Our friends make some suggestions about him maybe buying the bust but then leaving it at the theater, or maybe even convince him to exhibit more at the theater.&lt;br /&gt;
&lt;br /&gt;
Back they go to the Noble Nap and then things go sideways when a guest sees Oscar listening at the door to room 101. Quinton pratfalls to distract people but soon enough the concierge shows up and tells them to leave. Dauphine runs after him and it takes everything she has to persuade him to let them stay.&lt;br /&gt;
&lt;br /&gt;
They now decide to lay everything out to Archibald by writing a letter with their proposal. Some time later he shows up at their door and accepts the suggestion of a small exhibition of his father&#039;s things in the theater lobby. As they walk over to the Critical Hit he starts to get really enamored with what he now starts to think of as his plan. &#039;&#039;&#039;A deal is soon struck&#039;&#039;&#039;, the bust will be returned, and he is even going to pay for extending the size of the lobby.&lt;br /&gt;
&lt;br /&gt;
The party gets paid and they then return to their own inn where a certain Humtache sergeant is waiting for them. He wants to talk with Darius who tries to bluff that he accompanied him into the station last night. They are all taken to the station and none of them manage to convince their interrogators of their innocence. But since no real harm was done and the investigator hates the paperwork, &#039;&#039;&#039;he just bans them from his town&#039;&#039;&#039;, he wants them to leave next morning.&lt;br /&gt;
&lt;br /&gt;
Back at the inn there&#039;s another surprise; a package had been delivered for Oscar two days ago but they only hand it to him now. It&#039;s a present from &#039;&#039;&#039;[[Chrysanthemum]]&#039;&#039;&#039;; a small stuffed toy of a furry marsupial with big ears and a big mouth, which turns out to be a [[Cyphers &amp;amp; Potions#Damager|Damager Cypher]]. There&#039;s also a note that the halfling can&#039;t read, saying how the bounty hunter thought this might be helpful in his travels.&lt;br /&gt;
&lt;br /&gt;
On the way back to Avale a flooded road means a detour via to village of Dunwoody, known for its natural springs. And it seems they arrive just in time for [[Ehlonna#Holy days and observances|Ehlonna’s Turning Ceremony]]. The villagers speak of divine providence that just now a priest of the Goddess of the Woodlands turns up, and an elf as well! They tell Darius that their local priestess died recently and ask his help with the ceremony. He will do so and the party is given a free stay at the local inn and a sumptuous meal is cooked for them. In the evening, he and Dauphine shadow a girl called Kendra and then a banquet is enjoyed.&lt;br /&gt;
&lt;br /&gt;
==== Training Montage ====&lt;br /&gt;
Our friends arrive back in [[Avale]] and learn of some recent news: there was an explosion at a tannery in [[Avale - Neighborhoods#Kipfield|Kipfield]], the Three Tanners, one of the owners lost his life. Back at the Grey Minstrel Inn they see the old woman in green coat looking through trash, and the brown mackerel tabby jumping from one balcony to another as they walk in and get their old rooms once again.&lt;br /&gt;
&lt;br /&gt;
[[Bruneor Argent]] who resides in Dauphine&#039;s [[Temple Ton]] amulet is happy with her carrying him but he thinks that she should toughen up, and he is also of the opinion that Darius could be a much better healer. So he takes them to the &#039;&#039;&#039;[[Avale - Neighborhoods#None Turned Away Clinic|None Turned Away Clinic]]&#039;&#039;&#039; in the Lost Bay neighborhood. &#039;&#039;&#039;Durit&#039;&#039;&#039;, the old dwarven woman who keeps the place running takes B.A. now being inside an amulet in stride, and they are sent in to meet all the medics.&lt;br /&gt;
&lt;br /&gt;
Bruneor has them working 14 hour shifts for five days where they get to deal with an average week of issues at the clinic. Highlights include cauterizing a bleeder that almost reaches the ceiling, dealing with a cow&#039;s breech birth, amputating a leg, two rival gangs arriving and threatening each other whilst demanding help for their many wounded, an outbreak of cackle fever, and on their last day, the nearby Lacombe Asylum collapses, leading to a 20 hour shift where they try their very best to save who they can.&lt;br /&gt;
&lt;br /&gt;
In this same week Quinton comes across a poster: “Confidently Communicating Commitment; Lessons in Leadership”. Five evening seminars at the [[Avale - Neighborhoods#Scarlet Bonnet|Scarlet Bonnet]] for 25 gp that will improve leadership skills. Since he has been looking to improve himself in that regard, he signs up and that evening finds himself in a room with almost exclusively guild middle managers.&lt;br /&gt;
&lt;br /&gt;
On the stage appears a very slick woman who introduces herself as &#039;&#039;&#039;Zeran Merados&#039;&#039;&#039;. She explains that every of the seminars will be dedicated to a different c-word: credibility, communication, commitment, confidence and creativity. She is full of energy and pumps the room up as she starts into her first talk.&lt;br /&gt;
&lt;br /&gt;
Afterwards some of the audience go for a drink at the tavern and invite Quinton along. Here he meets a young gnome; &#039;&#039;&#039;Emser Quinson&#039;&#039;&#039;. He&#039;s quite the character with his bright orange shoes and tattoos of bells on his hands. They get to talking and when he learns of the seminar asks what the druid thinks leadership really is.&lt;br /&gt;
&lt;br /&gt;
The next evening they meet again and the evening after that again. During this third seminar Quinton managed to look past all the buzzwords and realized that none of it has anything to do with real leadership. He invites Emser to come to the next evening&#039;s seminar as he thinks they could convince the others to their point of view.&lt;br /&gt;
&lt;br /&gt;
And the gnome is waiting at the hall before the seminar begins and the druid takes him inside. As Zeran comes up on the stage Quinton rushes up and starts talking, managing to take the wind out of the woman&#039;s sails long enough to invite his new friend up on the stage. He gives Emser the word and the gnome starts telling the audience that they don&#039;t have to be sheep and listen to nonsense for five long evenings; revolution!&lt;br /&gt;
&lt;br /&gt;
The crowd responds enthusiastically and that&#039;s the end of the seminars. Lots of people swarm Zeran and she promises to repay them all. However, the next day she isn&#039;t there as promised and is not to be found again. Quinton has a drink with some of the middle managers and convinces one to give up his job; &amp;quot;woodworking has always been my passion, I&#039;m resigning first thing tomorrow!&amp;quot; the woman says.&lt;br /&gt;
&lt;br /&gt;
Everyone but Oscar can do with a break after all that&#039;s happened and they learn that the Adjective Noun tavern has something rather special; the &#039;&#039;&#039;Wheel of Death&#039;&#039;&#039;. This is a wheel with no less than a thousand numbers and lots of prizes to be won. It&#039;s installed there to promote the soon to come opening of a new casino, the He Bluffs Me Not in the [[Avale - Neighborhoods#Longsee|Longsee neighborhood]].&lt;br /&gt;
&lt;br /&gt;
Oscar has a go and manages to spin the wheel to 000; Death! In actuality Death is just the patrons having a good laugh as you get completely covered in tar and are then locked up in a cage in the middle of the establishment. But to show they are not all bad you get one chance to avoid your fate; simply throw a bullseye on a dartboard from the other side of the room.&lt;br /&gt;
&lt;br /&gt;
The halfling takes his position and throws. He hits the board but the dart bounces off and lands on someone’s plate on a nearby table. Meanwhile the board falls down, rolls slowly to the right over the tail of sleeping cat in the corner and then falls flat. The cat jumps up with a screech and launches itself into a passing barmaid. She cries out and stumbles back in a pirouette, her tray hitting a bottle on the bar. The neatly lined up bottles slowly, and then faster, fall over, neatly in a row.&lt;br /&gt;
&lt;br /&gt;
The last bottle hits the counter and the cork shoots from it and bounces against the walls a few times before hitting a Sandy Table player in the back of the head just as he was about to take his shot. He launches his disk wildly, it hits the side and flips into a parabolic trajectory landing on the head of a Kasarian tiefling, rolling between his horns and traveling onwards, flying through the chandelier hanging from the ceiling, catching on fire before landing right into a very alcoholic drink which immediately vaporizes with a whoosh.&lt;br /&gt;
&lt;br /&gt;
The goblet teeters one way and then the other before finally falling right next to the plate, hitting the handle of the spoon which has the dart laying on it. The dart gets launched towards the corner of the room and once it has lost all energy it flips and streaks downwards, landing right in the bullseye of the dartboard laying on the floor. The tavern erupts when this happens and many people come over to give Oscar a pat on the back.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been quite the week but at the end of it Dauphine is a lot more Tough, Darius can consider himself a Field Medic, Quinton became an Inspiring Leader, and Oscar has Bountiful Luck.&lt;br /&gt;
&lt;br /&gt;
==== XWING ====&lt;br /&gt;
Our friends are asked to help crew a Stevedore boat at the &#039;&#039;&#039;eXtremely Wild International Naval Games&#039;&#039;&#039; and manage to even win.&lt;br /&gt;
&lt;br /&gt;
=== Super Tuesday ===&lt;br /&gt;
A few days later &#039;&#039;&#039;Jerry&#039;&#039;&#039; invites the party over to the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;. After a customary coffee where he regales them of his latest money making scheme; lending money at Under-Barrow Savings to buy up turnip futures, he tells them that &#039;&#039;&#039;Super Tuesday will be in two days time&#039;&#039;&#039;. Since they are new to the city he wanted to make sure they understand that &#039;&#039;&#039;it will be more than pandemonium, the guild bylaws are insane and it&#039;s always the craziest day of the year&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the day of all the guild elections and that means loads of people on the streets all day, many wearing guild colors and some getting rather boisterous and unruly. Urchins and other pranksters might try and waylay ballot chests that have to arrive at the counting station on time or they won’t be validated. Sometimes it’s not pranks though but quite serious.&lt;br /&gt;
&lt;br /&gt;
Our friends have been &#039;&#039;&#039;hired by the Guild of Stevedores&#039;&#039;&#039; and will be the ones to &#039;&#039;&#039;escort one of the ballot boxes&#039;&#039;&#039;. Every guild does things differently so all Jerry can tell them is that they will be escorting two guild members both chained to a ballot box. They will go to a voting station and then after voting closes they need to escort them to the counting station.&lt;br /&gt;
&lt;br /&gt;
Jerry hasn&#039;t been told where either of these places are, he suggests talking with the guild and also advises them to make sure to be at the guild HQ in [[Avale - Neighborhoods#Hookville|Hookville]] at the break of dawn, or even earlier, maybe spend the night in a nearby inn. After impressing upon them enough to take this job seriously he let&#039;s them go and wishes them well.&lt;br /&gt;
&lt;br /&gt;
Our friends go talk with &#039;&#039;&#039;Alun Djames&#039;&#039;&#039; who gives them more details on the job; where they will need to go, the exact rules, they are not allowed to interfere with the process and there are time limits. They also learn there&#039;s also a by-election for a new top boss due to &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; going missing; there are two frontrunners; &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039;, a half-orc, and &#039;&#039;&#039;Garth Auric&#039;&#039;&#039;. Alun lets slip that as far as he is concerned it wouldn&#039;t be a disaster should the votes be invalid.&lt;br /&gt;
&lt;br /&gt;
Then preparations; shopping, walking the likely route, etc. In the evening they take rooms at the Pair O&#039; Dice Inn, near the Stevedores HQ. Darius checks with the others about how they look at the job; will they do everything by the book, cut corners, interfere? The consensus is to just do it as it was given.&lt;br /&gt;
&lt;br /&gt;
The next morning Avale is alive even as the sun comes up, it looks like half the city is out on the streets; many people dressed in their guild’s colors, Humtache patrols, food sellers hoping to make a small fortune, and urchins hoping for lots of food. Getting to the Stevedore’s HQ takes quite a bit longer than it would have on a normal day.&lt;br /&gt;
&lt;br /&gt;
At the HQ they are introduced to the two &#039;volunteers&#039;; &#039;&#039;&#039;Vakna Throndor&#039;&#039;&#039;, a young, slight dwarven woman, and &#039;&#039;&#039;Randall Gilliam&#039;&#039;&#039;, a young, strapping human man. They are manacled to the chest that is the ballot box and then our friends leave on their journey to [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. Along the way they first meet &#039;&#039;&#039;Herleva Boden&#039;&#039;&#039; and her growing puppy, Snuffles Two. They see &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; exit the State Museum.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an encounter with a marching band and urchins but eventually they make it to their destination on time; The Reverend’s Rest Inn, across from the Tabernacle of Industry, the temple of [[Ulaa]]. Twelve hours of voting later they&#039;ve managed to make things go pretty smoothly and are ready to now go to the Scarlet Bonnet in [[Avale - Neighborhoods#Proviso Place|Proviso Place]] where the votes will be counted.&lt;br /&gt;
&lt;br /&gt;
Immediately on leaving they are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039;. “Hey, you are the people from when the Flame of Dolac was stolen; strange how that was never found, must have been an inside job, you wouldn’t know anything about that, would you?” he says. Quinton: “That will be only known by us.” “Anyway, what is your comment on the story that &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039; is on [[Otteun]]’s payroll and responsible for the disappearance of &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; and the false evidence against her?” Quinton: “We heard this kind of rumor but have no opinion on it.”&lt;br /&gt;
&lt;br /&gt;
Somewhat later it’s pandemonium as a bunch of creatures that look like a hideous hybrid of lizard, bird, and bat spill out of a driveway and straight into the people on the street, picking at them, wings flapping as they try and make their way through the panicking crowd. These creatures turn out to be cockatrices and it&#039;s only due to the party&#039;s quick response that no one on the street turns to stone.&lt;br /&gt;
&lt;br /&gt;
The party continues on and at the main branch of the High Shore Bonding Company they see from a distance how four robbers descend from the building as an alarm bell sounds. They decide it&#039;s not their problem and leave it to the Humtache who show up soon after.&lt;br /&gt;
&lt;br /&gt;
Our friends make it to the Scarlet Bonnet on time. There are lots of people standing outside the building and inside it doesn’t get any less busy. They deliver the ballot box on time and their job is done. They see the now familiar Bite Me Catering people and have something to eat and drink, spotting &#039;&#039;&#039;Dersigos Naffles&#039;&#039;&#039; carrying a tray of drinks.&lt;br /&gt;
&lt;br /&gt;
==== A Marquis Job ====&lt;br /&gt;
The party gets an invite from Jerry and at the meeting are told that they are in luck; since no one else is available they are getting a job from Markiz (Marquis) &#039;&#039;&#039;Borislav Kucan Skok-Ratenicz&#039;&#039;&#039;, who pays very well. And their job is just bringing a package from the port to his mansion in [[Duneford]]. 25 gold pieces for a few hours of work; nice if you can get it!&lt;br /&gt;
&lt;br /&gt;
The next day they wait for the ship to arrive and are handed the package which Oscar carries in a backpack. The captain also gives them a large lump of silver and asks them to tithe it for his ship, crew, and himself at the [[Osprem|Osprem&#039;s]] &#039;&#039;&#039;Temple of Tidal Tranquility&#039;&#039;&#039; which is right next to Duneford. The party agrees and sets off on their journey.&lt;br /&gt;
&lt;br /&gt;
Before reaching their destination they are attacked and unfortunately the package gets destroyed, the assailants get away as well. Our friends continue on, determined to bring what remains to their employer. In Duneford they run into &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; and his sister, &#039;&#039;&#039;Ruth&#039;&#039;&#039;, the man telling them he donated some new gems to the City Museum.&lt;br /&gt;
&lt;br /&gt;
Then they are accosted by two dwarves, one male, one female, and one human woman, they all have short hair, wear leather armor, and have a short sword or hand axe on their belt. They show the party a sketch of a man with a large mustache and a distinctive birthmark and ask if they have seen this individual. They haven&#039;t and reply thusly.&lt;br /&gt;
&lt;br /&gt;
The party continues on and reached &#039;&#039;&#039;Shadow Pond&#039;&#039;&#039;, the mansion. There are guards on the door and the butler brings them through the house, down a corridor full of paintings all of similar men with dark hair in a widow&#039;s peak and a rather intense look. On a huge balcony with view of the sea two men are having tea and coffee. The Marquis is tall, very thin, pale, has silver-grey hair and wide ears, he wears an expensive grey business suit. The other is a halfling with a large nose, curly hair, dressed business casual.&lt;br /&gt;
&lt;br /&gt;
Borislav speaks slowly with sing-song voice and comments to the halfling that it seems they need to take more measures when the party tell him about the attack and hand over what remains of the package. After they have given all the details the Marquis dismisses them and he thanks them for their work, even if it wasn&#039;t a success.&lt;br /&gt;
&lt;br /&gt;
Back in Duneford proper they have some lunch and then go to Osprem&#039;s temple to deliver the tithe. There they are approached by the man from the sketch earlier. He explains that he used to be a major in the [[Otteun#The Ott|Ott]] and he is now on the run after destroying a dangerous project. This &#039;&#039;&#039;Ranald Kassimir&#039;&#039;&#039; pleads for them to help him get to the Avale port as he knows the people after him have likely already identified the temple as the most likely place he is hiding.&lt;br /&gt;
&lt;br /&gt;
Our friends come up with all kinds of interesting plans to do so and eventually decide on one. It seems to work as they make it back to Avale unharmed and the man thanks them profusely as he runs off to the port and hopefully a new life far away from here.&lt;br /&gt;
&lt;br /&gt;
==== The Ballad ====&lt;br /&gt;
The next week or so there&#039;s no work but there is news in town; a huge, albino crocodile has eaten three people in the last week, a bounty has been placed on its head. Then our friends receive an official government missive announcing a meeting in a private room at their inn in the morning, two days hence. The visitor turns out to be no one less than Torchbearer Council Standing Secretary &#039;&#039;&#039;Saer Barclay Pergay&#039;&#039;&#039;. He tells them that unofficially they have been awarded the Star of Dolac, a very prestigious medal. And also unofficially this might be because of a certain yortho incident.&lt;br /&gt;
&lt;br /&gt;
Some days later &#039;&#039;&#039;Jerry Tidwell&#039;&#039;&#039; invites the party to dinner at a nice restaurant; This Scampi Happening. Over dessert he confesses to a motive; he owes a friend of his, impresario and nightclub owner &#039;&#039;&#039;Anthony Prince&#039;&#039;&#039; a favor and the man need some people for a job that needs plausible deniability. If our friends go to his club Knight Moves then Tony will explain. They can use the phrase &amp;quot;Ken sent me&amp;quot; to skip the line.&lt;br /&gt;
&lt;br /&gt;
The party has some reservations about this kind of work but decide to hear the man out. At the club they first talk with a man looking for a prince&#039;s bride and then get to see Antony Prince. Who then explains that he promised &#039;&#039;&#039;Yurdan Amaerth&#039;&#039;&#039; to get some things done that have turned out more difficult than expected.&lt;br /&gt;
&lt;br /&gt;
First is the lot containing the burned down &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in [[Avale - Neighborhoods#Downpark|Downpark]]. Yurdan wants to buy it and build an apartment building on it. But to be allowed to do so, the zoning law needs to be changed. The city planner, a Docami by the name of &#039;&#039;&#039;Nola Brogunn&#039;&#039;&#039;, has the authority to do so. He tells the party that she can&#039;t be bribed so our friends will need to find a different avenue to get her to play ball. Once that is done, they can quickly buy the lot.&lt;br /&gt;
&lt;br /&gt;
After asking a number of questions our friends go to their inn for a long planning session. The next morning the party is outside [[Avale - Neighborhoods#Halls|Halls]] and see Nola approach. Oscar trips her and then manages to steal her day planner from her bag as he helps her up and says sorry. Our friends then go check out the burned down church and check the crypt, finding it in an ok condition.&lt;br /&gt;
&lt;br /&gt;
The day planner shows that on average four times a week the phrase &amp;quot;Wine Me Up&amp;quot; appears with a time next to it, anywhere from 20:00 to 22:30. But tonight&#039;s mention, with a time of 21:00, has been crossed out aggressively, as have all other future dates with that phrase. It turns out that Wine Me Up is a nightclub/tavern in [[Avale - Neighborhoods#Center City|Center City]], not all too far from Nola&#039;s home address which is also in the day planner.&lt;br /&gt;
[[File:Wine Me Up.png|right|450x450px]]&lt;br /&gt;
The party goes to have a look after lunch and learn that Nola performed here as a singer, but has recently been banned for saying some really nasty things, though the owner doesn&#039;t specify exactly what. Our friends then go to Tony to see if he can help them find out more about this ban, he being in the same kind of business. They find him at Bears, in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]].&lt;br /&gt;
&lt;br /&gt;
As they arrive they find him cradling an effeminate looking young man who has been beaten up. Tony tells them this happened not thirty minutes ago and he tells them to find the three boys responsible for it and &amp;quot;put the fear of Tony into them. Tell them that if they ever do something like this again in this town they will disappear without a trace.&amp;quot; The boys are easily found and swiftly dealt with.&lt;br /&gt;
&lt;br /&gt;
Tony has reached out and learned that apparently Nola said nasty things about the owner of Wine Me Up. Our friends go back there at the time Nola should have been performing and listen to her replacement sing. Afterwards Darius approaches this &#039;&#039;&#039;Marion Guff&#039;&#039;&#039; and in the short talk they have his insight tells him that she is very happy Nola is gone, and might likely be the cause of the ban.&lt;br /&gt;
&lt;br /&gt;
He goes to confirm this with the owner and manages to convince her that Nola was an innocent victim and gets her ban undone. He even manages to get a slot for her to sing tonight. He and Dauphine rush over to her home and explain all that has happened and make their case for changing the zoning law on the way back to Wine Me Up. She sings her heart out that night and the next morning she signs the paperwork, changing the zoning for the lot.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4179</id>
		<title>The Wreck - Chronological order of Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4179"/>
		<updated>2026-06-17T23:39:38Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Wreck.png|right|450x450px]]&lt;br /&gt;
Four very different people survive a shipwreck and end up on a tiny island. {{TextAnimations|Text=These are|Color=MediumBlue|Glow=1|Bold=1}} {{TextAnimations|Text=their stories.|Color=Red|Glow=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
== The protagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[Darius Naffles]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dauphine Tirfelya]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Oscar]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinton Gemweaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
&lt;br /&gt;
=== Four journeys ===&lt;br /&gt;
This is how our four friends ended up in the capital of [[Dolac]]; [[Avale]].&lt;br /&gt;
&lt;br /&gt;
==== Quinton Gemweaver ====&lt;br /&gt;
Quinton starts his journey to Avale following the Fiumare river. On the way he ran into a band of [[Nikanish]] who were trying to protect a tribe of bullywugs and the druid was asked if he wanted to help and he does. Later his camp was overrun by zombies but he managed to get away with all of his belongings.&lt;br /&gt;
&lt;br /&gt;
Then a town happened to be visited by a bunch [[Kashtin]] revelers when Quinton arrived and this lead to some very hedonistic days. Journeying on alone was quite the contrast but the beautiful landscapes made up for it especially the [[Dolac#Sevso Sound|Sevso Sound]]. From there it took a number of bridges to the islands in the Tal delta and a ferry to get across and make it to Avale where he finds an &#039;&#039;&#039;inn in the [[Avale - Neighborhoods#Cegir Town|Cegir Town]] neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city is huge and there is much to see. Quinton starts by getting a shave at Hair Me Out. Next he buys a mince mop from a street vendor. While walking and eating he nearly collides with a square-jawed, blond-haired man that steps out of an outhouse, dusting down his clothes, mumbling to himself.&lt;br /&gt;
&lt;br /&gt;
A few days later in [[Avale - Neighborhoods#Downpark|Downpark]] he passes by the Pursue Hickory bank and comes to a square where an expensively dressed gentleman is tending to a vagrant, pouring a potion down his throat which seems to make him feel a lot better.&lt;br /&gt;
&lt;br /&gt;
During another exploration of the city, this time in the North of Grove Way neighborhood, also known as [[Avale - Neighborhoods#NoGWay|NoGWay]], Quinton is lured into alley, where he is surrounded by four assailants. Things look bleak, this is an unwinnable fight and flight will also be difficult. But then an unassuming woman, short, with a cleft chin, and her dark hair in a knot, appears, and the four robbers run, saving him from an ignoble fate. The woman gives him a smile and leaves. There is no sign of her when the druid makes it back out on to the street.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Quinton to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Dauphine Tirfelya ====&lt;br /&gt;
On her donkey she makes it to the border with [[Otteun]], it’s been an interesting journey already, seeing the mammoths roam. Then Dauphine continues on to [[Midtal]], she’s never seen a big city and this is her chance. From the first inn in Otteun she finds out that elves are seen as rather exotic, people gaze at her, some small children even pull her hair.&lt;br /&gt;
&lt;br /&gt;
The caravan she was traveling with, promptly got attacked on only the second day but fortunately they managed to fight off the robbers, Dauphine having to use her shortsword in anger for the first time. Midtal was an interesting experience, still getting lots of looks on account of being an elf but getting bothered a bit less. Surprisingly she made a little money when someone offered to pay her to paint a portrait of her.&lt;br /&gt;
&lt;br /&gt;
Avale seemed the best possible next destination and the druid took passage on a river barge. The slow journey down the river gave plenty of time to focus on certain things she had been ignoring and to get to know her fellow travelers. At one village stop, Dauphine helped out one of her new friends when he was cheated on in a game of Three-Dragon Ante, managing to recover all the money.&lt;br /&gt;
&lt;br /&gt;
The barge arrived at Avale disembarking everyone in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. Two of her fellow passengers knew of a &#039;&#039;&#039;good inn in the [[Avale - Neighborhoods#Longsee|Longsee]] neighborhood&#039;&#039;&#039;, called the Other Inn, and so she joined them and walked there, taking a room on the third floor. It cost a little extra but the view of the Tal estuary is worth it. The first thing she sees is a short man with a white mustache, wearing a small hat catch a girl who picked a dwarf’s pocket. He hands the money over to the victim and then takes a piece of pastry from his pocket and gives it to the child before letting her go.&lt;br /&gt;
&lt;br /&gt;
Here, too, people still find elves quite the attraction, she finds. The nearby fish shop, For Cod’s Sake, introduced her to all kinds of new food and then she was told about another place that she just had to go visit. Following directions she went to the [[Avale - Neighborhoods#Oakhurst|Oakhurst]] neighborhood, where on Falanae Avenue she passed by Elassidil Villa, headquarters of [[Thal Lithel]]. At the intersection with Korb Street, a boy on crutches was brusquely told by a man in a carriage to get his ass in there. And then when the conveyance drove away she saw it; the Feywild Shroomhouse.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Dauphine to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Darius Naffles ====&lt;br /&gt;
After finishing his priestly training Darius was told to find his way in the world. Any direction was as good as the other but his father had told him that some far-flung family of his lived in Avale, so why not go there first?&lt;br /&gt;
&lt;br /&gt;
On his way through [[Mifora]] his skills were called upon numerous times. Usually to give his blessing or heal the wounded. But one time he arrived at a village where a recently deceased had risen. Using his god given powers he quickly destroyed it, maybe a little more thoroughly than the grieving family had hoped for.&lt;br /&gt;
&lt;br /&gt;
Then in another town, when money was low, Darius joined a group of adventurers who promised riches. The Toast of Tetia proved to be better at boasting than questing. It was only due to Darius that no one died and the riches turned out to be a single gem, that, split five ways, did not amount to all that much.&lt;br /&gt;
&lt;br /&gt;
A less than stellar encounter with a wild boar made Darius happy to finally arrive in Avale. He’s told of a small shrine to [[Ehlonna]] in the &#039;&#039;&#039;[[Avale - Neighborhoods#Abrinol|Abrinol]] neighborhood and the gnome finds an inn nearby; the Steaming Pot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Walking through the [[Avale - Neighborhoods#Clover Hill|Clover Hill]] neighborhood, Darius sees three attractive, middle-aged women coming out of Smells by Design, a perfume shop. As he passes by, he overhears part of their conversation: “Did you hear, Meghan Wellington is back in town, but the state of her...” says the brunette. “I heard she was married off to some [[Godfall]] dwarf who kept her in his cellar,” adds the blonde. “Who cares, Lilia, we have things to do down the road,” counters the redhead. “Alice, always chasing the sublime,” comments the dark-haired one.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Darius to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Oscar ====&lt;br /&gt;
The halfling wakes up with a headache in a small, stone room on a cot, a tiny window high on the wall provides some light. A pitcher of water stands on a table. In one corner there is a small hole in the floor that smells of excrement. A single door, locked or barred, blocks his way. Once a day the door is opened just wide enough to slide a bowl of gruel and a spoon inside. He can’t see much more than a hallway and a soldier, there is no sign, or smell, of the old man.&lt;br /&gt;
&lt;br /&gt;
After the second night he wakes in a new environment, feeling weak and listless, like that one time he ate those red mushrooms. He finds himself in a large, wooden room that lists from side to side. Around his leg is a manacle that is clamped around a stout wooden beam. A scarred man wearing a red cloth hat comes to him twice a day, bringing food that is incredibly hard, he needs the also provided drink, grog, to make it chewable.&lt;br /&gt;
&lt;br /&gt;
Additionally the sailor makes sure to check his manacle and the beam every time. He can move along the beam, about a meter or two, just enough to reach the small barrel smelling of excrement. There are many crates and barrels but all are out of reach. At least there are the rats who visit him at all hours. He supplements his diet this way.&lt;br /&gt;
&lt;br /&gt;
After a long journey the ship reaches port, all the smells tell Oscar they are next to land and he makes sure he’s prepared. When the sailor removes the manacle the halfling pushes the man’s head into the wall, as hard as he can. Then he is up the ladder and soon on deck of the ship. The sight of a huge city in front of him is frightening but he sees the wooden pier and jumps onto it, running away from the ship and towards the city, pushing people away when he can’t avoid them, one, carrying a large crate, falls into the water.&lt;br /&gt;
&lt;br /&gt;
Weak with hunger he makes his way into the city, there are so many people! He stumbles about, going wherever seems most quiet. He comes to a small park but is immediately chased by men wearing blue tabards. He keeps moving, coming to a road in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] where he startles a man and a woman in an intimate embrace. She hides her head behind the man as Oscar runs off and minute later he almost gets trampled by a horde of girls all yelling and chasing after a man with salt and pepper hair.&lt;br /&gt;
&lt;br /&gt;
When it gets later in the evening there’s fewer people around but then the smell of food hits his nose and his stomach rumbles loudly. He follows the scent and finds a place where people sit outside and others come from inside a building, bringing food and putting it on the tables. He times his approach well and manages to snag an entire tray of food, running off, spilling some but losing any pursuit, hiding in a garden as he gobbles down the meal.&lt;br /&gt;
&lt;br /&gt;
He sleeps there, hiding himself in the bushes till he is woken in the morning by all kinds of unfamiliar sounds and smells. A woman comes into the garden and Oscar bolts, leaving her confused shouts in his dust. Eventually he ends up at the south end of the city, in the &#039;&#039;&#039;[[Avale - Neighborhoods#Old Yards|Old Yards]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Things are rather grimy here, but then he finds a market, so many stalls with food and other things. People seem to pay him less mind than in other parts of the city, everyone just trying to live their lives. He sees people handing over small discs of metal as they point at food and are then handed what they desire. He doesn’t have any of those but since grabbing and running worked last night, he tries again, grabbing a dead chicken and running off. These market people don’t like this at all and he is chased by multiple vendors and stock boys. But one greengrocer seems to see the lighter side of things and throws Oscar an apple from his stall which the halfling catches expertly before slipping under a stall and down an alley, eventually losing his pursuers.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; unfortunately Oscar can&#039;t read any of this. And he, sadly, doesn&#039;t spot the men who come when he&#039;s sleeping and knock him out, shanghaiing him.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
Those signing up weren&#039;t told much and that&#039;s because it turns out to be a &#039;&#039;&#039;pirate hunting mission&#039;&#039;&#039;. A flotilla lead by the Whiskered Admiral is going to search for a small pirate fleet that was spotted not too far away. The navy is sending four ships; the Prince Willim, a 1st charter ship, two 2nd charter ships, the Ranhem and the Crowned Griffon, and a 3rd charter ship, the Arms of Dolac.&lt;br /&gt;
&lt;br /&gt;
It&#039;s early in the morning and those shanghaied wake up feeling the worse for wear, it smells of sweat and sick, there are many conversations around. Some rays of sunshine penetrate the murk, the floor beneath them is moving in all directions. People are getting up from the floor and soon a hatch opens, the sunlight suddenly very bright, and some people come down a ladder.&lt;br /&gt;
&lt;br /&gt;
Standing next to the ladder are a balding halfling, he looks to be in charge, a dwarf with a short beard, a half-elf, she has a rather big nose and her hair is dyed black, quite badly. Further there’s a gnome, her face looks to be sliding down her skull, and a large half-orc, with blonde dyed hair.&lt;br /&gt;
&lt;br /&gt;
The halfling speaks: “I am Bosun Miller and you are on board the majestic Crowned Griffon, the best ship in the entire navy, run expertly by Captain Drumpf and Quartermaster Onel.” At the mention of the last name some people involuntarily scrunch their noses, he apparently has quite the musk. Miller continues: “We are on a mission to take out a pirate fleet and make sure these murderers, rapists, and drug dealers will never make it to our homeland.”&lt;br /&gt;
&lt;br /&gt;
“Now, most of you might not be here voluntarily but you are finally going to do something worthwhile with your lives and get paid really well for it,” he tells the crowd. “Until we get anywhere near the pirates you will be assisting with the running of the ship, Chief Mate Luktnicks here will further explain.”&lt;br /&gt;
&lt;br /&gt;
The dwarf looks around, “you will be doing grunt work even a wet goblin can do, complain or shirk and you will be going overboard, try your luck with the sharks. You might have noticed your weapons and armor are missing. We don’t want any accidental stabbings or other fights, get in one and you’ll get intimately familiar with the cat o&#039; nine tails as wielded by Karoline here,” he motions towards the half-orc. She scowls as she looks around and rumbles “leave it”.&lt;br /&gt;
&lt;br /&gt;
“You’ll get your weaponry back when we near the pirates, you can even put on your armor then, if you are fool enough to want to drown with it. Until then you report to the second mate, Juliana,” he points at the half-elf, “or the third mate, Kristi,” he motions towards the gnome.&lt;br /&gt;
&lt;br /&gt;
Our four friends are selected by third mate Kristi to help with pulling the sails when there is need to, she puts a sailor in charge of them. The four introduce themselves to each other but soon find that the halfling doesn&#039;t speak. Quinton gives some grapes to the halfling, who we will refer to as Oscar, for the sake of convenience. Darius asks: “isn’t this the demon child?” The others shrug their shoulders. Then he speaks in Infernal: “do you understand?” Oscar doesn&#039;t, but Quinton does!&lt;br /&gt;
&lt;br /&gt;
The gnome&#039;s question stems from the fact that during their weeks in town &#039;&#039;&#039;they heard lots of stories&#039;&#039;&#039; any time they were in a tavern, or really anywhere a lot of people gather and gossip. It&#039;s definitely possible they heard stories about other people with the same name or looks, but &#039;&#039;&#039;this is what they all think they heard about their new friends&#039;&#039;&#039;. It might all be just poppycock of course!&lt;br /&gt;
&lt;br /&gt;
Quinton learned the following: people have said Oscar was being raised by an elf. Darius does not actually know where his mother is buried. He looked for the grave but never found it. Maybe for the best, because he would like to dig her up to find out how and why she died. Dauphine has a strange fascination for dead things. It&#039;s said she sometimes talks to dead animals.&lt;br /&gt;
&lt;br /&gt;
Dauphine heard these stories: Rumor has it that during his training Darius wounded and even killed small animals to learn and practice his new spells. Most of them failed, which resulted in unneeded suffering. Quinton used to dress in women&#039;s clothes. Oscar is a wild child who will eat anything he comes across; plant, animal, human?&lt;br /&gt;
&lt;br /&gt;
Darius heard the following rumors: Dauphine keeps dead animals rotting in her backpack. It&#039;s best not to follow her too closely when traveling because the dead smell coming from her backpack can only mean she&#039;s keeping dead birds... or something. Quinton became the owner of the family business at the tender age of 17. And... Oscar is a demon child.&lt;br /&gt;
&lt;br /&gt;
Oscar doesn&#039;t understand Common but he was lurking and heard people say the following, even if he had no idea what they were saying: Darius buried his own father. He even fixed and prepared the body so that it could be presented in a coffin. Which was one hell of a job since his father died in a fireball. Darius invited all the locals to the funeral, but nobody came. Dauphine has found her armor in a second-hand shop. Quinton is said to have a scar from a date gone wrong on an undisclosed body part.&lt;br /&gt;
The four get to know each other a little better that first day and are put to work when needed. At this point it becomes clear to Third Mate Kristi that Oscar doesn&#039;t speak Common or even understands it. She complains to another crew-mate about the shanghai-ers, how they are bringing in totally useless people, which is overheard by our friends.[[File:Bound shark.png|right|300x300px]]&lt;br /&gt;
At some point Darius looks over the railing and sees a shark swimming just under the surface. But this is very strange, it looks like there is a sort of metal cage around its head. He calls over Kristi but it&#039;s gone when she arrives and she waves away his story, blaming it on his sea sickness.&lt;br /&gt;
&lt;br /&gt;
Quinton tries to write something on the mast but is immediately scolded by a sailor who are a superstitious bunch and this spells bad luck.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends wake, and while they might still feel sea sick, their recent experiences have unlocked new abilities inside themselves. [They reached second level.]&lt;br /&gt;
&lt;br /&gt;
During the next days they all get to know each other even more and experiment a little with their new found abilities. Quinton uses his Message cantrip to send a message to Darius, which freaks him out at first. Oscar hunts down a rat and eats it. Darius immediately calls Third Mate Kristi over and shows her that the halfling is not useless at all; he&#039;s a great ratter!&lt;br /&gt;
&lt;br /&gt;
Then, during the night, &#039;&#039;&#039;a massive storm hits&#039;&#039;&#039; the flotilla. Our friends are asleep in the hold when they get tossed all over as the waves pummel the ship. A huge hole in the hull makes the ship list to the side. In nautical circles this is what is known as a ‘bad sign’. Before the party even knows it, for that is what they are now, they &#039;&#039;&#039;find themselves in the water&#039;&#039;&#039;. Huge waves spell their doom but fortunately &#039;&#039;&#039;half of a loading trapdoor floats nearby and they manage to cling on to it&#039;&#039;&#039;. Twice someone loses their hold due to the storm but twice they are rescued by the others.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Island ===&lt;br /&gt;
After floating on a calmer sea for many hours they eventually &#039;&#039;&#039;wash ashore on a tiny island&#039;&#039;&#039;, about an hour before dusk. They have nothing but the clothes on their backs and maybe one trinket or other item they kept close. The island is not a bounty one; one rock spur sticks about eight meters up in the air, the beach is more pebble than sand. There’s one small tree, not doing too well, other than that just some shrub bushes that don’t grow much in the way of food. One can walk a full circle around the island in about ten minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things that washed up on the shore with them. A large, iron anchor twisted into a spiral, they have no idea how it got there, it would definitely sink and not float. Oscar finds a cloak clasp shaped like a kraken, he has no idea what a kraken is but it looks nice so he keeps it. A barrel of mead is a nice find and they all immediately quench their thirst. Quentin finds a banged up scroll case that contains a scroll of [https://5e.tools/spells.html#enhance%20ability_phb Enhance Ability].&lt;br /&gt;
&lt;br /&gt;
Oscar searches the island for food and other useful things, finding just a few berries and mushrooms but near the shore he finds [https://5e.tools/items.html#jellyfish%20vine_hhbh Jellyfish Vine], which are not dissimilar to a plant he knows; he&#039;ll be able to fashion this into something that will improve a weapon for a short time. Meanwhile Quinton has gone up to the one tree and found a branch that could serve as a weapon. He tries to make it into a quarterstaff but it becomes no more than a club.&lt;br /&gt;
&lt;br /&gt;
Our friends discuss what to do next and Dauphine suggest climbing the rock spur to see if anything can be seen there, Darius and Quinton decide to go with. Oscar, who hasn&#039;t understood a word of the discussion follows a short distance behind. And he gets a great view of the three ahead &#039;&#039;&#039;falling through a thin sheet of rock into a shaft below&#039;&#039;&#039;, debris flying everywhere.&lt;br /&gt;
&lt;br /&gt;
The halfling gets there in time to see there is a force field at the bottom of a 30&#039; shaft that has slowed down everyone&#039;s fall and they end up on the floor with little to no damage. Oscar then uses the handholds that have been carved into the rock to climb down to the others.&lt;br /&gt;
&lt;br /&gt;
The bedrock has been carved out to create a room, the ceiling is about 15’ high, the shaft in the middle of it. It is pretty barren, on a stone shelf lies a book that has been totally overgrown with mold. A corridor leads away, there is a tiny bit of light coming from around corner. Only two of our friends have darkvision, Quinton can see almost nothing, the force field provides a little light.&lt;br /&gt;
&lt;br /&gt;
A magic mouth on the wall starts speaking in an unknown language to most but Quinton knows Ancient, though he has never heard it spoken before; &#039;&#039;&#039;“This is containment area Manahuia. You do not have the proper authorization to be here. Leave now and do not return lest you’ll be destroyed.”&#039;&#039;&#039; Oscar has made it down by now and Dauphine tries to see if she can rescue a page from the middle of the book but fails utterly.&lt;br /&gt;
&lt;br /&gt;
A minute later the magic mouth repeats its message and then &#039;&#039;&#039;incorporeal snakes come through the walls and start to attack&#039;&#039;&#039;. They are hard to hit and there are many, so the party flees down the one corridor. Here they find a natural cave that has been carved in places to heighten the ceiling to about 8’. There are signs of combat, scorch marks on the walls, a broken arrow lies just inside the corridor.&lt;br /&gt;
&lt;br /&gt;
To the back of the cave is &#039;&#039;&#039;a dark opening, about three meters in diameter, maybe it’s their imagination but the inside of it seemed to move a bit, throb&#039;&#039;&#039;? It is almost entirely blocked by a stone wall that is crumbling, the druids are versed in Arcana and recognize it as one made by the Wall of Stone spell. Almost a foot of water has seeped into the cave and in the murky water they can just about make out four small mounds of stuff. In the left back corner of the room lies a ball of something rubber-like wrapped around itself.&lt;br /&gt;
&lt;br /&gt;
The snakes haven&#039;t followed, yet, so they have time to explore. Three of the four mounds contain a dead body, very well preserved, and also a number of items. Going through all the items takes time but will likely lead to some good finds so most of our friends go through it carefully, whereas Oscar grabs something at random. The odds are 2.78% but he manages to grab a necklace of teeth, not unlike one he was wearing and lost in the storm!&lt;br /&gt;
&lt;br /&gt;
Darius has gone to the rubbery thing and it slowly starts moving a little, waking up? It takes a while but it slowly unwraps its appendages and turns out to be some kind of golem-like entity? The party has been collecting items for a while and now the first incorporeal snake has found its way to them. The rubbery thing attacks with just a single appendage at first and hits hard; doing not just hit point damage but also giving Exhaustion to those hit.&lt;br /&gt;
&lt;br /&gt;
Every round the golem attacks with one more appendage and escape becomes a necessity. Dauphine uses two Thunderwave spells to destabilize the wall and then Oscar manages to place the butt of the spear that Quinton found and gave him, in exactly the right place and he levers up and a huge chunk of wall comes down, enough for them to enter the strange tunnel that looks a lot like the inside of an esophagus, [[wikipedia:Peristalsis|peristaltic contractions]] and all.&lt;br /&gt;
&lt;br /&gt;
Dauphine really wants more of the items but is hit again by the rubbery being and when the incorporeal then critically hits her, she&#039;s brought down! It&#039;s not easy but the others manage to get her out; Darius using a Cure Wounds spell and Quinton helping by providing another target for their foes. Everyone ends up inside the tunnel and the creatures don&#039;t seem to want to enter it.&lt;br /&gt;
&lt;br /&gt;
As they walk down the sloped tunnel they heal themselves as best they can. The tunnel is long and continues downward, only after a long walk they arrive in another cave, slick with water. The tunnel looks about the same at this end as the other, very strange. Things look to be safe so our friends decide to have a long rest and &#039;&#039;&#039;look at all the items they managed to grab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dauphine found a potion of Stupendous Healing (3d10+level) and she knows these are very rare and not for sale, it might be worth a nice amount. She also found a bracelet made of gold, set with turquoise stones. Quinton found one exactly the same, each bracelet should be worth about a hundred gold pieces. Other items she managed to recover are a [[Demon Dash|&#039;&#039;&#039;Demon Dash&#039;&#039;&#039;]], which she gives to Darius, and a water-proof scroll case containing a number of gems (200 gp worth) and spell scrolls of [https://5e.tools/spells.html#false%20life_phb False Life] and [https://5e.tools/spells.html#skywrite_xge Skywrite].&lt;br /&gt;
&lt;br /&gt;
Darius found the rather strange [[Cyphers &amp;amp; Potions#Arakaen Mana Parasite Potion|&#039;&#039;&#039;Arakaen Mana Parasite Potion&#039;&#039;&#039;]] and Stridden Boots that can give the wearer explosive speed as billowing flames blast from their feet and set anyone they get near to on fire. He also found a really strange tiny, red stinger; &#039;&#039;&#039;[[Phlegethos’ Pick]]&#039;&#039;&#039;. Quinton found the &#039;&#039;&#039;[[Spent Spear]]&#039;&#039;&#039; which he gave to Oscar and the halfling managed to grab the necklace with teeth; &#039;&#039;&#039;[[Past Primal]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[Room with the mounds of stuff and some of the items there with thanks to Dale Friezen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darius rips a pant-leg from his trousers and turns it into an improvised mask&#039;&#039;&#039; which he puts around his face, only &#039;&#039;&#039;his eyes are still visible and they are purple&#039;&#039;&#039;, instead of the blue they were earlier.&lt;br /&gt;
[[File:Steam Mephit.png|right|349x349px]]&lt;br /&gt;
After some good sleep they set off down the slick rock corridor, going ever further down, the temperature drops even more and everyone gets a headache. Eventually they come to a fissure, vapor rising from it, about ten foot across.&lt;br /&gt;
&lt;br /&gt;
Right after Dauphine jumps over it, small, winged humanoid creatures with pale skin and wisps of vapor rising from their nose, mouth, and ears rise from it. They shed drops of steaming water when they move.&lt;br /&gt;
&lt;br /&gt;
The creatures attack with their steam breath, hurting our friends quite a bit but they have quite some capabilities of their own and Oscar manages to use his Past Primal to critically hit one of them, killing it instantly.&lt;br /&gt;
&lt;br /&gt;
The path continues on until they reach what must be a really big, stone door. A large stone frame runs up, across, and down a single slab of stone. There is no handle or lock visible but on either side there is a hole in the stone, just a bit bigger than a finger. After some discussion Darius and Dauphine &#039;&#039;&#039;each put a finger into one of the holes and the door slides open diagonally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Midnight Altar ====&lt;br /&gt;
Beyond the doorway is a square room about 50’ on each side carved out of some kind of blue stone. A midnight altar, wrought from some superterrestrial metal, stands at its center. Faint lines of golden energy radiate from the altar along the floor to a large door. Above the altar float a number of symbols, most are white, two are purple. In the middle of the two side walls sit levers, both pointing up.&lt;br /&gt;
&lt;br /&gt;
At the far end of the room is a large door, made of a dark wood and covered in many sigils that all radiate with magical power. Around the door and on the floor emblems have been carved, the same set repeats; a skull, a cloud, a triangle pointing downwards, something that might be an explosion, a scorpion. The door doesn’t seem to have hinges, a lock, or a handle. A tiny crack has formed at the bottom left of the door and a dark orange substance has seeped out, it looks like a small drop of syrup or honey.&lt;br /&gt;
&lt;br /&gt;
Our friends investigate the room but can&#039;t make heads nor tails from the symbols above the altar. The door seems to be warded to keep something in, this might be some strange mystical prison? &#039;&#039;&#039;Darius rips off another part of his trousers and uses it to dab at the small drop of strange substance at the foot of the door, it absorbs into the cloth.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Detect Magic spell shows that the two levers probably aren&#039;t connected to the warded door and since there is nowhere else for the party to go they decide to pull on them simultaneously. When they do, two things happen immediately. &#039;&#039;&#039;There is a sinking feeling as their room starts to float down&#039;&#039;&#039;, and six parts of the wall are blown away and beyond them are niches in a strange shell like shape. Each contains a bench that is angled ninety degrees, a receptacle holding a potion vial, and a lever.&lt;br /&gt;
&lt;br /&gt;
Everyone feels the pressure increasing in their heads and it stands to reason it will only get worse. Darius darts into one of the niches and pulls the lever. When he does so, a force field covers the open side of the niche as it is pushed away from the wall and starts to float to the surface. The gnome drinks the potion, figuring it might be needed at this point, it turns out to be a healing potion. When the escape pod pops out of the water it lands horizontally on the waves and the force field disappears, the bench is now in the right position to sit on.&lt;br /&gt;
&lt;br /&gt;
Having seen the result of Darius&#039; action, Oscar is next to scramble inside a niche and pull the lever. Dauphine and Quinton stay a bit longer, wondering if there&#039;s something else they can do here but with the pressure mounting, they too make their escape. Once on the surface, all of the pods find a way to each other and cluster together.&lt;br /&gt;
&lt;br /&gt;
As they float there our friends talk about their experiences as Darius tries to explain to Oscar that the potion is a healing potion. The party discusses the &#039;&#039;&#039;strange black and white vision that talked to them as they entered the room&#039;&#039;&#039;. No one saw it in the room but somehow each saw a black and white apparition talking to them, it looked like a rather enigmatic version of their race. And it promised lots of power if they would help &#039;it&#039;, and clearly whatever the entity was, it was quite powerful. But &#039;&#039;&#039;they all declined its offer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After floating in the middle of nowhere, the island is not in sight, for most of the day, they get very lucky and spot a ship. It&#039;s &#039;&#039;&#039;a fishing ship, the Twilight Wanderer, from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]]&#039;&#039;&#039; and our friends are taken on board. As he does so, Quinton notices from the corner of his eyes what looks to be &#039;&#039;&#039;a huge head sticking out of the water&#039;&#039;&#039;, from about halfway up the nose. It&#039;s right at the horizon and must be enormous but it moves away before anyone else can spot it.&lt;br /&gt;
&lt;br /&gt;
The crew consists of four people, all quite sunburned; Captain Raisa, tall, skinny, and quite sociable, Zaria, she has a broken nose, muscled arms, and is quite chatty, Blazh, he wears an earring with lapis lazuli, is missing a finger, and carries a hooked knife, he&#039;s quite jovial, and Kyrilu, a rather hirsute individual who squints a lot and is a bit grumpy.&lt;br /&gt;
&lt;br /&gt;
The ship is cramped with eight of them on it but they make it work as they set sail home to Abrinol, the neighborhood in Avale is named for it. During the journey our friends get to know the crew a little better and learn of the fascinating culture of the Hundred Mile Islands, though Quinton isn&#039;t charmed by it and conspicuously moves away when these things are discussed. That first night everyone on the boat sees &#039;&#039;&#039;a falling star, blue streaked, and very low on the horizon, crossing the sky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a, blessedly uneventful, journey of a few days &#039;&#039;&#039;our friends arrive on Abrinol&#039;&#039;&#039;. It&#039;s quite the sight; the buildings on the island are all made of wood and painted red, though a Dolac would say their quality was less than they were used to. Off to one side of the town there are a few houses that are clearly built in older Dolac style, including one tavern, the Maiden and Flagon.&lt;br /&gt;
&lt;br /&gt;
A few warehouses in Dolac style are situated to the left of the harbor, that’s also where two large piers can be found, each has a ship anchored there. The Prince Willim is one of those, it looks to have taken quite some damage from the storm. The other ship is a large merchant vessel named the [[Hythe Maritime Services|HMS]] Floris.&lt;br /&gt;
&lt;br /&gt;
Captain Raisa invites the party over to dinner at her house and even offers to let them stay the night. First our friends go do a little shopping, selling the gold bracelets they found to get some new clothes and supplies. A few merchants sell flotsam and jetsam; they recovered a number of items from the flotilla, including Dauphine&#039;s [[Coloured lenses of Scotopia (Tanaquilya Lomë)|colored lenses of Scotopia]] and her [[Nochtoina]]. She buys both and also a part of the Crowned Griffon&#039;s name plate, it reads &amp;quot;owned&amp;quot;. Oscar waits until the merchant is distracted and steals a gold tooth.&lt;br /&gt;
&lt;br /&gt;
Our friends first go to the Prince Willim to see about passage, though none of them are much enamored with the navy at this point. They are offered passage, however they try the HMS Floris as well. The sailor at the gangplank has good news and bad news; the ship is sailing for Avale tomorrow, but all passenger berths are filled. When our friends ask if there&#039;s really nothing to be done, relaying how they were shipwrecked, a voice speaks from the railing and invites them up.&lt;br /&gt;
&lt;br /&gt;
A blonde man, tall and wide shouldered, the type you would cast in your play to be the paladin or king, welcomes them onboard and &#039;&#039;&#039;introduces himself as Gerrut Hythe but tells them to call him Keeper&#039;&#039;&#039;. Apparently their story had an effect and he offers them passage and would like to discuss their experiences with the Admiralty.&lt;br /&gt;
&lt;br /&gt;
The next morning, after a lovely dinner and a fun time in a tavern, they board the HMS Floris and find out that Keeper has vacated his personal cabin for them, he&#039;ll use a hammock on deck. They discuss bound sharks; he&#039;s seen a few over the years, but the giant head is totally new to him, and he has no experience with tiny islands and strange, sinking rooms.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Our friends make it safely &#039;&#039;&#039;back to [[Avale]]&#039;&#039;&#039; where the first order of business is to find an inn, as they decide to stick together; they learned that to get any adventuring work you need to be signed up as a group. They are told the Grey Minstrel Inn is a good place for what they are willing to spend so that&#039;s where they go.&lt;br /&gt;
&lt;br /&gt;
As they approach the place in the Bow Valley neighborhood they see an old woman in dirty coat sitting on an upturned bucket at the entrance to an alley. A brown mackerel tabby with gray field lays on a window sill and gets up stretching its back. A little girl with pale skin and big, blue eyes, in an old coat dances to music only she can hear. Inside the inn a lute missing its strings and a broken horn hang on the wall, a statuette of a panther, wooden and painted black stands in an alcove.&lt;br /&gt;
&lt;br /&gt;
Next on the list is more shopping; our friends sell a number of the items they found and use the proceeds to buy weapons, armor, and adventuring gear. Dauphine has a shield made from the Crowned Griffon name board. Quinton looks into getting pan-flute lessons and ordering business cards.&lt;br /&gt;
&lt;br /&gt;
Then &#039;&#039;&#039;a visit to the Adventurers Association&#039;&#039;&#039; in Kesslia. They have to fill out a form, asking where their strengths lie and &#039;&#039;&#039;give a party name, for some reason they decide on &amp;quot;The Daltons&amp;quot;&#039;&#039;&#039;. After a a short while they are lead to the offices of Jerry Tidwell, who will be their agent from now on. He&#039;s a tall halfling with dark hair and a big nose, and very outgoing, energetic. He offers them coffee that he has specially imported from [[Haza]].&lt;br /&gt;
&lt;br /&gt;
They discuss what he can do for them as he plays around with a silvered horseshoe in his hands, in some places the original iron clearly visible. Jerry tells them they are in luck; Grand Master and [[Dolac#Government|Torchbearer]] Geppert Cross, of the Guild of Cartographers &amp;amp; Surveyors has died recently and there are &#039;&#039;&#039;jobs available as honor guard&#039;&#039;&#039;. It only pays 2 gp but he explains that it&#039;s important to get a relationship started with any guild, they are much more likely to hire people they have worked with in the past, and usually don&#039;t look closely at what the work was.&lt;br /&gt;
&lt;br /&gt;
He also advises them to get a ‘money person’, it&#039;s such a waste to keep your money in a pouch or under your bed. The money person knows the best banks to put them in or other investment opportunities. “Me and some friends bought the rights to the Dolac blue conifer; whenever a single one of them is sold we get part of that,” he explains quite animatedly. He suggests a bookkeeper; Carla Tebaldo, she&#039;s a gnome and does most of his investments.&lt;br /&gt;
&lt;br /&gt;
=== First Jobs ===&lt;br /&gt;
Our friends are told to go to Save Nine in the Fabrics neighborhood to pick up ceremonial staves and robes with the Guild of Cartographers &amp;amp; Surveyors clue compass rose attached to them. Next they report to the Domicile of Diligence in Uppark. The procession will go to the Mother Mensual cemetery in the Dawnbloom Heights neighborhood and every hundred feet two people peel off to stand to the left and right of the street.&lt;br /&gt;
&lt;br /&gt;
On their way they hear people in the crowd along the street talking. A halfling wearing a poncho with multicolored, diagonal lines comments: “you know what a dead Torchbearer is? A good start! I say burn them all, what have they ever done for us?” A woman in a hat with a blue compass rose emblem tells her companion: “I heard that thing that fell from the sky destroyed the entire city of [[Kostul]]!” A gorgeous half-elf in a blue dress says to her friend, who is equally stunning: “I used to have so much fun with Old Geppy, he was the loveliest little lapdog”.&lt;br /&gt;
&lt;br /&gt;
When our friends get near Carriage Court it is their turn to take up positions. A dwarf with a beard woven into an intricate pattern asks: “Did they appoint anyone in place of the dead guy yet?” A man eating the last bit of his deep-fried giant answers: “No, this bunch are traditionalists and wait till the body is in the ground.” To which the dwarf replies: “Well, I hope that whoever gets in will be in favor of lowering taxes on labor, it’s got so bad I can hardly compete with foreign crap coming in.” Says the man: “This guild? Don’t hold your breath.”&lt;br /&gt;
&lt;br /&gt;
As the funeral procession comes closer a man steps into the street, right between where our friends are standing. He throws a bottle of oil to the cobbles and pours another all over himself. He cries: “They ruined me! Those gods-damned guilds and their rules, destroying the common man and do they care? Do they fuck all!” as he takes out a tinderbox. People scramble backwards.&lt;br /&gt;
&lt;br /&gt;
Our friends immediately respond and an Entangle spell plus a Command spell by Darius prevent the man from lighting himself on fire. Then Dauphine knocks him to the ground and the four of them work him to the side of the road before any of the dignitaries get there. When they do, one of them comes over to the party, a man with a heavy set build and hangdog facial features, who introduces himself as &#039;&#039;&#039;Alun Djames, a Master of the Stevedores Guild&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
He&#039;s impressed with what they did and invites them over to his home for dinner the next day. Our friends arrive at his home on Sevso Island, located right at the river with a view of the rest of the city, and get introduced to his wife and three children. Dinner is great and Alun promises that he&#039;ll rustle up some work for them when he can.&lt;br /&gt;
&lt;br /&gt;
The very next day Jerry sends a messenger; he has &#039;&#039;&#039;work for the party&#039;&#039;&#039;. &amp;quot;It&#039;s a twofer!&amp;quot; he exclaims enthusiastically when they enter his office. He has received requests from the &#039;&#039;&#039;Alchemists &amp;amp; Apothecaries Guild and the Messengers Coalition&#039;&#039;&#039;. Both seem to him a good match for our friends and he hands them the parchments; &#039;&#039;&#039;[[AAG - Request 1|Request for Ingredients]] &amp;amp; [[MC - Request 1|Missing Messenger]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Kenohob ====&lt;br /&gt;
Our friends make it to Kenohob without any trouble, all the while having kept an eye out for Herleva. Once there they find outshe picked up her package and left, right on schedule. They also learn that wild animals have been coming into the village causing havoc, this is not normal behavior, usually they know the risks and avoid the hamlet. Only last night the Furious Farmer lost a number of cows due to a wolf attack.&lt;br /&gt;
&lt;br /&gt;
Our friends go visit her and the halfling tells them, pointing at the forest with her scythe, that the wolf went back into the nearby forest. Darius asks to buy an old scythe and our friends then track the wolf, they are quite skilled at this and easily follow its tracks between the trees. They lead to the dead body of the wolf, with an zombie boar standing over it. Battle is short and swift with the boar snuffing it in the end; Oscar critically hitting once more.&lt;br /&gt;
&lt;br /&gt;
There&#039;s only an hour or so of daylight left but again our friends prove very proficient at tracking, following back the path the boar took. They arrive at an &#039;&#039;&#039;ancient barrow mound, deeper in the forest&#039;&#039;&#039;. Sitting on top of it is a &#039;&#039;&#039;redheaded girl and her dog, which looks quite undead&#039;&#039;&#039;, but not in a way that Darius, or the others, have seen before.&lt;br /&gt;
&lt;br /&gt;
The party talks with the girl as the carefully close and spread out a little. She &#039;&#039;&#039;confirms that she is Herleva&#039;&#039;&#039; and tells them that on her way back to Avale, her dog Snuffles dashed into the forest and she followed him. It lead to the barrow mound, one side had collapsed a bit and left a hole big enough for the dog to go through. &#039;&#039;&#039;When Snuffles came back out it was very much changed and now, anytime it came near a creature it turned it into a zombie.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The girl herself is fine, definitely not undead, though she is clearly malnourished. There is some speculation among the party about why she is not a zombie, maybe only beasts are affected? They throw her a goodberry and she eats it, feeling a bit better. But it&#039;s clear to her the party doesn&#039;t want things to stand as they are. She pleads with them to leave her and Snuffles alone, telling them she&#039;ll try and make sure it won&#039;t infect any other creature, she&#039;ll give them all her meager belongings but please, don&#039;t harm her only friend in the whole world.&lt;br /&gt;
&lt;br /&gt;
The party has other ideas though, Darius definitely wants to end the undead dog&#039;s existence and the others agree that that&#039;s the best course of action. Quinton starts by casting a Sleep spell on the poor Herleva so she doesn&#039;t have to witness what is about to happen. Zombie forest creatures have by now made their way around the barrow mound and a battle ensues.&lt;br /&gt;
&lt;br /&gt;
Darius uses his Turn Undead ability and a zombie wolf runs away. But the other opponents are tough and some of our friends are brought low, fortunately between the four of them they possess quite some healing magic. Darius activates his Stridden Boots and uses them to great effect, burning four enemies before the boots burn up completely and hurt him. Combat is over soon after with the party victorious.&lt;br /&gt;
&lt;br /&gt;
The gnome uses his undertaker tools on Snuffles fails to learn anything useful. Our friends &#039;&#039;&#039;burn all the undead&#039;&#039;&#039; and they then very carefully investigate the hole in the barrow mound, using a large stick and a rope to pull a bone dagger and a wooden box from the interior. The engraved box contains twenty-six teeth, each engraved with the mirror image of all letters of the alphabet; when pressed into something soft they leave an imprint.&lt;br /&gt;
&lt;br /&gt;
Our friends put anything that will burn into the interior of the mound and then light it, hoping that whatever turned Snuffles into what it became can be destroyed this way, or at least stop it from happening to anyone else. They then carry Herleva away and wake her up. She is incredibly distressed when told that Snuffles is no more and Quinton uses a Charm Person spell to blunt the edge.&lt;br /&gt;
&lt;br /&gt;
Back in Kenohob they take a room at the Whispy Vapor Inn for all five of them, Herleva is still very sad about the events and Quinton goes into the village and finds someone with shepherd puppies and he brings two back for the girl. That definitely brings a smile to her face but it&#039;s a good, persuasive talk they have with her that eventually convinces her not to sneak out of the room at night to go back to the barrow mound.&lt;br /&gt;
&lt;br /&gt;
The party all agree it&#039;s not a good idea to have Herleva go back to Avale by herself and figuring there is no rush for the other job &#039;&#039;&#039;they return to the capital with her and deliver her to the Messengers Coalition HQ&#039;&#039;&#039;. They then do some shopping and start the return journey to Kenohob the next day. From there they go south as indicated by the request and eventually come across an ogre.&lt;br /&gt;
[[File:Ogre Howdah.png|right|355x355px]]&lt;br /&gt;
But that&#039;s not all there is to it; someone built a palisaded wooden fort on its back! And in there are two goblins, one speaks up as the party approaches. “Ah, perfidious questers! Surrender your treasures and artifacts and your existences will be spared!” Our friends do not feel inclined to take this deal and move closer and the goblin speaks again: “Now witness the firepower of this fully armed and operational Flak Ogre!”&lt;br /&gt;
&lt;br /&gt;
Battle is on and the two goblins are very adapt at sniping at the party with spell and bow before hiding behind the wooden cover again. Unfortunately for them they miss as often as they hit. The ogre hits more often and harder but it turns out that two druids with two Wild Shapes each have a nice buffer of hit points to make it through a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eventually the ogre topples&#039;&#039;&#039; and both goblins roll away, the spell caster of the two manages to escape, hurling insults as she disappears. The other the party manages to kill, unfortunately it doesn&#039;t have loot worth anything.&lt;br /&gt;
&lt;br /&gt;
The next day our friends split in two groups and &#039;&#039;&#039;manage to find all the ingredients&#039;&#039;&#039; requested by Herb’s Store. They set up camp near a marsh and then proceed to &#039;&#039;&#039;have a very strange dream&#039;&#039;&#039; featuring a blue and green painted carriage and a mansion with a butler and long corridors full of doors.&lt;br /&gt;
&lt;br /&gt;
=== Avale ===&lt;br /&gt;
Our friends deliver the ingredients and ogre parts and Herb, the proprietor, shows them a number of interesting items he is willing to sell them for their services, he tells them to check back often as his stock changes frequently. When they return to the Grey Minstrel Inn they are accosted by &#039;&#039;&#039;a dwarf with a rather tangled and unkempt beard&#039;&#039;&#039;. He is looking for a job and introduces himself as &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039;, it&#039;s clear he is far from home but our friends don&#039;t have any work for him. Dauphine asks him if he has ever heard of a Stone Dragon cave; he tells her it rings a vague bell, he will find her if he remembers more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The piece of cloth that Darius dabbed in the dark orange substance&#039;&#039;&#039; has grown over time and the next morning he wakes to find it has wound tight around his torso and learns it&#039;s &#039;&#039;&#039;now an armor of sorts: [[Vessel Wraps]]&#039;&#039;&#039;. The quarter-scythe that he ordered has been completed and he pays with it by trading in his old armor. Oscar has seen Dauphine&#039;s shortbow and wants to try one as well so they buy one for him.&lt;br /&gt;
&lt;br /&gt;
The next day a message from Jerry, their agent, arrives. He has &#039;&#039;&#039;a job for a druid to sub for one who got sick, the druid is to wild shape into two different animals for a play being staged at the Catifras theater in Oakhurst&#039;&#039;&#039;. He also included three free tickets for the play that night. Dauphine and Quinton decide that he should be the one to take the job and he goes to the theater that afternoon. The marquee reads: “&#039;&#039;&#039;Hanno Salt stars as Jack Hoida in Jack Hoida and the Forgotten Temple&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
He is met by the &#039;&#039;&#039;Long-Suffering Assistant Director&#039;&#039;&#039; who explains they need a panther in the first act and a giant snake in the third. He is then introduced to the Water Wrangler, the Pyronicist, the Sound Effecter, and the stage hands. He briefly meets Hanno Salt, a dark haired, square jawed man in dark pants, a white jacket with dangling fasteners, and black gloves, who sucks on a licorice stick and soon leaves with a giggling blonde. Quinton learns the play is about intrepid explorer cutting a swathe through vines and canoeing down white-frothing rivers in a territory composed almost entirely of jungle and implausible traps. He gets to practice his part with the Nervous Stand-in.&lt;br /&gt;
&lt;br /&gt;
In the evening our friends take their places in the audience and Quinton is in the wings. The play starts with a bard singing an opening song as the backgrounds change and stagehands walk out with placards showing who plays who. At the end of the play another song is sung. Some quotes:&amp;lt;blockquote&amp;gt;&amp;quot;...and of course, Queen Tamarka was my lover, but now she wants my head on a stick. All because I gave away the secret of her immortality...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and that&#039;s when I married the love of my life and retired. Only for her to be murdered six months later, dragging me back into my old life...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...after that I spent a year undercover as a pirate under Captain Rosaline, the River Rose. Also my lover, by the way. And come to think of it, she also wants my head on a stick...&amp;quot;&amp;lt;/blockquote&amp;gt;Quinton does an ok job and is in the changing rooms afterwards when Hanno Salt steps in. “The production went as smooth as can be, you all deserve a drink. I love it when a play comes together,” he tells them before he leaves with a giggling blonde, not the same as the one in the afternoon. Quinton goes of with the cast and crew for a drink and the rest of the party also goes to a nearby tavern for a libation or two.&lt;br /&gt;
&lt;br /&gt;
==== Night at the Museum ====&lt;br /&gt;
Not much later &#039;&#039;&#039;another job&#039;&#039;&#039; offer comes through; our friends are to &#039;&#039;&#039;act as guards for some animals on display at the [[Avale#State Museum|State Museum]] during a fundraiser&#039;&#039;&#039;. They are told to look the part more than anything; wear all the armor they have and bring their biggest weapons. At the location they are met by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains she had to make a deal with the museum guards; the party has to stick to their location with the animals and are to leave everything else to the museum guards.&lt;br /&gt;
&lt;br /&gt;
The event takes place in two large, connected rooms and in one corner there is a display; &amp;quot;&#039;&#039;&#039;Animals from [[Neniros]]&#039;&#039;&#039;&amp;quot;. There&#039;s a large cage containing an orangutan, a large box with glass front and top in which a huge anaconda lies. Two smaller boxes with glass tops and fronts hold Neniros toads and blue poison dart frogs. A small cage hanging from a pole contains a single orange and black bird; a cock-of-the-rock.&lt;br /&gt;
&lt;br /&gt;
The caterers are busy setting up tables full of food and drink and at some point someone calls out; “&#039;&#039;&#039;Hey, Naffles&#039;&#039;&#039;, where in the Nine Hells are you?” Darius calls out that he&#039;s here but another voice also pipes up. This turns out to be &#039;&#039;&#039;the gnome&#039;s second cousin, Dersigos&#039;&#039;&#039;, who works catering this evening. Then the first guests start to arrive.&lt;br /&gt;
&lt;br /&gt;
Once everyone is present a short man with a large mustache steps up on a small podium. Quinton saw this man on his first day in the city, near the Pursue Hickory bank. They learn that he is &#039;&#039;&#039;Joseph Lacombe, the Grand Master and Boss of the Guild of Bookkeepers, Notaries &amp;amp; Scribes&#039;&#039;&#039;. He holds a short speech:&amp;lt;blockquote&amp;gt;“Friends, welcome, it is good to see so many familiar money pouches, I mean faces. We are so fortunate to be able to congregate here this evening and enjoy all the world has to offer, great food and drink a plenty. But we should spare a thought for those less fortunate, those that live in squalor, who don’t have a job, whose children are sick and going hungry. We should not allow our society to let this go on and thus I have started the Solutions for the Infirm charity and call on you for support. Please enjoy your evening in this wonderful ambiance but make sure to donate generously as I know you can.”&amp;lt;/blockquote&amp;gt;He then steps from the podium and approaches one of the guests. “If it isn’t &#039;&#039;&#039;Fitzwallace-Keely&#039;&#039;&#039;, my favorite guild boss, Jeffery, we need to talk about you opening your coffers,” he says, grabs a drink from a tray and then moves away with the ruddy haired man wearing an expensive suit with embroidered green scales.&lt;br /&gt;
[[File:Constrictor Snake.png|right|300x300px]]&lt;br /&gt;
The &#039;&#039;&#039;place is filled with the great and the good&#039;&#039;&#039; of Avale but unfortunately our friends don&#039;t know any of them and no one points them out to them. They do recognize the holy symbols of [[Osprem]] and [[Lirr]], so there are at least two, likely high-ranking, priests present. There is also a tiefling woman, she must be from the [[Kasarian Embassy]]. There are definitely a lot of guild members as many people wear guild insignia. Darius recognizes three socialite ladies when they oh and ah over the blue frogs; he saw them exiting Smells by Design when he first came to Avale.&lt;br /&gt;
&lt;br /&gt;
Some time later there’s a flash coming from the other room and then lots of smoke, coughing people stumble into the adjoining room where our friends are. The party holds position near the animals, Dersigos and another waitress, this one more nattily dressed make their way over, still hacking and trying to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Eventually the museum guards go in and it becomes clear &#039;&#039;&#039;the Flame of Dolac, a transparent fiery orange Jacinth carved into the shape of a flame, is missing&#039;&#039;&#039;. &#039;&#039;&#039;The Humtache is called in&#039;&#039;&#039;, lead by the &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, a short man with a white mustache, wearing a small hat. Dauphine actually saw him from her room at the top floor of the inn catching a pick-pocketing girl.&lt;br /&gt;
&lt;br /&gt;
After a little while he comes over to our friends and asks if they have been in the other room at all. Seeing as they haven&#039;t, he asks them to help interview some of the witnesses; he&#039;s pressed for time as all the powerful people in the room are bristling at being held here. He takes them over to talk to four men. The first introduces himself as &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039;, of the Mimico Newsomes, he adds when all he gets are blank faces. He&#039;s wearing a bracelet with a huge piece of jade and a ring set with a fire opal. He explains that he and his three friends Arthur Elliot, Theodore Grady, and Horace Sims, are gem aficionados, they call themselves the Stoned Boys. Unfortunately none of them have anything useful to report.&lt;br /&gt;
&lt;br /&gt;
Our friends report this and then return to the animal corner. There they start discussing what the thief might have done; there were museum guards at all the exits and no one left the building so it should still be here. They then realize that putting it in one of the animal cages/boxes would be a great way to have it smuggled out and be relatively easy to retrieve.&lt;br /&gt;
&lt;br /&gt;
With two druids present it&#039;s not too hard to talk to the animals and &#039;&#039;&#039;the anaconda complains about a sharp stone&#039;&#039;&#039; that was dropped into its box. &#039;&#039;&#039;Our friends let the Well-Meaning Detective Inspector know&#039;&#039;&#039; this and he agrees that just keeping an eye on the animals when they get transported out of the museum tonight should be a good way to catch the thief red-handed.&lt;br /&gt;
&lt;br /&gt;
But then the party start to plot further and now think it might be safer to remove the gem from the snake box and put it with the blue poison dart frogs. They do so and then five people arrive to take the animals away. Darius and Quinton feel one of the five is ‘off’, the way she behaves is just different from the others and she doesn&#039;t do much.&lt;br /&gt;
&lt;br /&gt;
Darius tries to cause a distraction but things go quite wrong and the animal people are quite unhappy and sort of send the party away. Near the exit the Well-Meaning Detective Inspector is waiting for them. He tells them that he put one of his detectives with the animal people but the party doesn&#039;t tell him that they moved the gem, thinking that he could actually be in on the theft.&lt;br /&gt;
&lt;br /&gt;
Once outside our friends are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039; from the [[Avale#Vulpine Count|&#039;&#039;&#039;Vulpine Count&#039;&#039;&#039;]]. He was at the fundraiser and has lots of questions but the party dismisses him and go off to find the animal people. They follow their wagon to a warehouse of sorts and see them all go inside. Some time later four people leave the warehouse; the Humtache detective is still in there.&lt;br /&gt;
&lt;br /&gt;
Loads of shenanigans ensue and at the end of it all &#039;&#039;&#039;Dauphine has apprehended&#039;&#039;&#039; the &#039;&#039;&#039;Natty Napster&#039;&#039;&#039; a block away from the warehouse. &#039;&#039;&#039;She doesn&#039;t have the Flame of Dolac&#039;&#039;&#039; on her and when the Well-Meaning Detective Inspector and his people &#039;&#039;&#039;rush back to the warehouse they can&#039;t find it there either&#039;&#039;&#039;. It&#039;s not with the frogs and not with the anaconda either.&lt;br /&gt;
&lt;br /&gt;
Our friends leave the Humtache to their troubles and go get some sleep. In the days after, they learn &#039;&#039;&#039;the gem has still not been found&#039;&#039;&#039; and the Natty Napster can&#039;t be charged with any crime. There is also some general news; clouds have been seen in the shape of dragons; is it a sign?&lt;br /&gt;
&lt;br /&gt;
==== Wayward Son ====&lt;br /&gt;
Some days later &#039;&#039;&#039;a distraught mother&#039;&#039;&#039; comes to the inn; she heard about the party finding the girl from the Messenger Coalition and &#039;&#039;&#039;her Wayward Son is missing&#039;&#039;&#039; and she has no one to turn to. Our friends promise to help and learn that she lives in the [[Avale - Neighborhoods#Woodfall|Woodfall]] neighborhood, working two jobs. Her son often goes to the [[Avale#White Bridge|White Bridge]] and to Promise Fields.&lt;br /&gt;
&lt;br /&gt;
Quinton spots the little girl with pale skin and big, blue eyes, in her old coat and he pays her to organize urchins to go look for the half-orc boy. Our friends then go out to look themselves and eventually find the boy&#039;s best friend who tells them that the Wayward Son made a bet he could find an oyster and left town to find one in the river.&lt;br /&gt;
&lt;br /&gt;
Fortunately the party are quite skilled at tracking and they are pretty sure they are on the right trail. It takes a number of days and along the way they meet [[Ranna Amethystall|&#039;&#039;&#039;Ranna Amethystall&#039;&#039;&#039;]] before eventually &#039;&#039;&#039;finding the boy&#039;&#039;&#039; near some cliffs at the riverside. A fight with some nasty creatures is unavoidable but our friends are victorious and save the Wayward Son while &#039;&#039;&#039;Oscar&#039;s blanket protects him and reveals to be called [[Thola&#039;s Blanket]]&#039;&#039;&#039;. Among the loot is a [[Cyphers &amp;amp; Potions#Disguiser|Disguiser]] cypher.&lt;br /&gt;
&lt;br /&gt;
The party returns to Avale and return the boy to a relieved mother. And learn of some news; the Black Hare tavern is going out of business. Quinton is approached by the urchin girl and she wants quite a few silver pieces from him as she had loads of urchins looking for the Wayward Son for a full week. Not much later our friends run into an &#039;&#039;&#039;old acquaintance of the druid from back in [[Loveria]]; Brad Beck&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“Yo, bro, I haven’t seen you in what, two years? Still burning all that sandalwood? This dude, the stories I could tell you. I’ve got a great line on copper ore, want me to hook you up, bro?” He takes the party out to dinner and regales them with (embarrassing) stories about Quinton. He also asks them to help him smuggle saffron into the city but they politely decline.&lt;br /&gt;
&lt;br /&gt;
==== Jilted Jinnie ====&lt;br /&gt;
Then an &#039;&#039;&#039;urgent messages from Alun Djames&#039;&#039;&#039; arrives; the Stevedores master wants them to get to the docks as soon as possible. Once there, he explains that he needs their &#039;&#039;&#039;help smuggling the guild&#039;s top boss and [[Dolac#Government|Torchbearer]], Jinnie Affo, out of the city&#039;&#039;&#039;. Not only are the Humtache looking for her, but so are numerous guilds. He promises to “square it with Adventurers Association later”, and gives each of them a gem worth 25 gp.&lt;br /&gt;
&lt;br /&gt;
He further explains she can&#039;t leave by boat as all will be searched. He has a wagon waiting for her at [[Avale - Neighborhoods#Parade Fields|Parade Fields]], they need to get her there unseen. But before that &#039;&#039;&#039;she needs to go to the Stevedores HQ in [[Avale - Neighborhoods#Hookville|Hookville]] to liberate some documents from her office and she wants to say goodbye to her family who are waiting for her in her brother-in-law’s house in [[Avale - Neighborhoods#Cegir Town|Cegir Town]]&#039;&#039;&#039;. He also makes it clear that if she were to die for any reason, &#039;&#039;&#039;her body can never be found&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party sets off with her and decide to go see the family first as it&#039;ll be later in the evening when they visit the HQ and fewer people will be there. They manage to avoid several Humtache patrols and searching guild members before they are get accosted by six robbers in a dark alley. Their spells are enough to make the criminals flee but this has drawn the attention of a search party from the Guild of Glaziers &amp;amp; Mirrorers. It takes a lot of bluffing but they manage to talk their way through without having to reveal who is wearing the big, dark, hooded cloak.&lt;br /&gt;
&lt;br /&gt;
Our friends run into some familiar faces and with the use of a super urchin have a smooth five minute family goodbye before moving back north to the Stevedores HQ. Jinnie gives the party a clear description of where to find the documents in her office and the two druids make their way inside, find them, set fire to some other documents and then leave via the window as giant spiders.&lt;br /&gt;
&lt;br /&gt;
Now our friends have to go all the way through the city to Parade Fields, sticking to alleys except for Dauphine and Quinton; one of them wild shaped into a horse and the other is leading them, walking a parallel route to scout for the others. In [[Avale - Neighborhoods#Kesslia|Kesslia]], as they are looking to cross the street both Darius and Jinnie &#039;&#039;&#039;notice a girl being dragged into the next alley over&#039;&#039;&#039;. Darius looks at the guild boss and she grimaces; &amp;quot;we move on&amp;quot;. As they cross the street and enter the next alley they hear sounds they would really rather not have heard, and so does Oscar.&lt;br /&gt;
&lt;br /&gt;
Without further problems they all make it to Parade Fields. Just beyond some construction work for gakker grounds with stands and a concessions building they see a covered wagon waiting, just as Alun told them there would be. Two horses are standing in front of it and a driver sits on the box. Our friends sneak through the construction to get a closer look and notice the driver hasn&#039;t moved a muscle.&lt;br /&gt;
&lt;br /&gt;
Quinton goes to investigate and sees that the man sitting there is very lifeless and rather blue. He moves to the back of the wagon and finds it filled with a random assortment of stuff that would work to conceal someone behind. He goes back to the others and they decide that Dauphine, who has some skill with wagons, is going to pretend to be Jinnie and drive the wagon to Kenohob to possibly draw out whoever killed the driver. The others will then hopefully take care of them and go meet the druid in Kenohob, where Jinnie can then take the wagon or find new transport.&lt;br /&gt;
&lt;br /&gt;
Dauphine drives away without anything happening and after a bit of a wait the others set out on foot towards Kenohob as well. When they are about three hundred feet from the construction site &#039;&#039;&#039;Jinnie stumbles and an arrow protrudes from her back&#039;&#039;&#039;. She is turning blue and none of our friends is able to save her, she &#039;&#039;&#039;soon lays dead on the ground&#039;&#039;&#039;. Expecting more arrows to follow, the party quickly grabs the body and moves to the nearest cover.&lt;br /&gt;
&lt;br /&gt;
When no other attacks follow they discuss what to do next, remembering Alun Djames&#039; words that Jinnie&#039;s body can&#039;t be found. They decide to go in the direction of Kenohob and when they get near a forest they find an empty spot inside it and burn the Stevedores Guild Boss&#039; body there as they take a long rest.&lt;br /&gt;
&lt;br /&gt;
The next morning Darius seems very unhappy indeed and they bury part of Jinnie there and take the rest to disperse over their journey to meet up with Dauphine in Kenohob. Once there, they return to [[Avale]], seeing the old woman in her dirty, green coat collecting pebbles near their inn, where a message from Alun is waiting, saying to come see him as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Alun Djames speaks with them briefly at his place, learning of what happened. He&#039;s rather sad that Jinnie didn&#039;t make it but relieved her body won&#039;t be found. Quinton wonders if he had anything to do with her death but the man&#039;s feelings seem sincere. Her disappearance is dominating the news in town, lots of rumors are going around about her being corrupt and defrauding the government for sums of money up to one million gold pieces in some tellings of the story. Other news says the Black Hare tavern has been bought and renamed to The Thirsty Recruit.&lt;br /&gt;
&lt;br /&gt;
==== Up the Alley ====&lt;br /&gt;
The next day Darius returns to the home of Jinnie&#039;s brother-in-law and leaves 65 gp for her grieving family. He then continues &#039;&#039;&#039;on to the alley where he saw the girl being dragged into&#039;&#039;&#039; and after a very thorough search &#039;&#039;&#039;finds a small silver earring&#039;&#039;&#039;. He tells Dauphine what happened that night and she gets quite distant after hearing the tale. Then the gnome shows the piece of jewelry to Quinton who appraises it as of not much value.&lt;br /&gt;
&lt;br /&gt;
Darius has a very close look at the ring and spots two tiny letters: RT. Our friends decide to go to a jeweler in the hope to get more information. The nearest is Rock Bottom Prices but there they get nearly no help, being told to try someone where upscale. At Family Jules in Kesslia the party gets a lot more help. The middle-aged gnome woman behind the counter brings out her grandfather, an ancient gnome with huge, bushy eyebrows.&lt;br /&gt;
&lt;br /&gt;
The old one takes out a loupe and finds the jeweler’s mark. “Such sloppy repair work, bah, does no one have pride in their craft anymore?” When prompted he tells them the letters in the earring mean it was made by Rings and Things in [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. When Darius takes the earring from the jeweler&#039;s hand, the ancient gnome grabs his wrist, quick as water. &amp;quot;What is wrong with you, boy?&amp;quot; he asks, &amp;quot;you are full of emptiness.&amp;quot; He tells Darius to stay away from his granddaughter as the party leaves the premises.&lt;br /&gt;
&lt;br /&gt;
At Rings and Things they don’t keep a list of sales but due to the repair work the woman there recognize it as one sold to &#039;&#039;&#039;Joser Jalbuck&#039;&#039;&#039; for his daughter. When asked she tells them he lives at Bell Way. Once there they learn he works at Wesson&#039;s Smithy and won&#039;t be home till the evening. Eventually they talk to him in his home and explain they found an earring that must belong to his daughter. He takes it and thanks them, saying he will give it to her when she gets home. Our friends ask some questions about her and her state of mind, which makes the halfling rather suspicious, but they do learn she works at a mansion as a domestic servant.&lt;br /&gt;
&lt;br /&gt;
They wait for her to return home and intercept her, resulting in a very awkward conversation. They learn she works for the &#039;&#039;&#039;Verdin family&#039;&#039;&#039; in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] and, yes, when walking home about a week ago, she was dragged into an alley and assaulted. Oscar puts her a little at ease by using the Heart Sight ability from [[Thola&#039;s Blanket]]. She doesn&#039;t want to talk about it but tells them that the assailant smelled heavily of Hatchet, a popular perfume. And after more pressing, she tells them that the son of the Verdin family, Gabriel, wears the perfume, but so do his friends.&lt;br /&gt;
&lt;br /&gt;
Darius tells her they will try to get justice for her and won&#039;t contact her again so she won&#039;t have to relive it again. On their way back to the inn they discuss what they can do to bring the culprit to justice and Dauphine tells Darius: “you could have stopped him earlier, now it’s much more difficult”. The next morning the party goes to Gill Gardens where they do some very thorough gathering of information before trailing the son to a tavern where he meets up with friends and they observe the group but no one sticks out as particularly suspicious.&lt;br /&gt;
[[File:Kerstkaart 2025.jpg|right|410x410px]]&lt;br /&gt;
Then when they walk home, red skies are gleaming, sea-gulls are flying over, swans are floating by, they are approached by a rather thin, tall man who asks them for help finding part of his conveyance that he lost while driving home. Quite a few things happen, including a visit to the This Is The Yeast We Can Do Brewery, before they recover the bauble, get a sweet reward and a thousand memories.&lt;br /&gt;
&lt;br /&gt;
The next morning a letter is waiting for them at the inn, it&#039;s from &#039;&#039;&#039;Brook Jalbuck&#039;&#039;&#039;, she has remembered that the assailant smelled so heavily of the perfume that it seemed he was drenched in it and &#039;&#039;&#039;she doesn&#039;t think it was Gabriel Verdin&#039;&#039;&#039;. Our friends decide to investigate the perfume angle and Quinton takes the lead, visiting the nearest perfumer; Eau My Gods. There they learn that Hatchet, known as Bobcat in certain other countries, is very popular indeed, so much so a bootleg version of it is made. The girl at the shop mentions that only a week or so ago there was actually a burglary at Heaven Scent in Kesslia.&lt;br /&gt;
&lt;br /&gt;
Their new destination clear our friends visit and learn that one or two people broke in and made a mess of things, breaking a lot of the supplies. One person has actually been arrested by the Humtache, he left a rather easy to follow trail. The alley where Brook was assaulted is just one street over, giving our friends little doubt as to what happened, though they wonder why someone would be so dumb.&lt;br /&gt;
&lt;br /&gt;
The Humtache HQ is in nearby [[Avale - Neighborhoods#Downpark|Downpark]] and our friends happen to know a certain &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, so that&#039;s who they go and see. When he brings them to his office he starts by &#039;&#039;&#039;interrogating Darius, telling him that when they looked back at the events at the warehouse it became clear the gnome was there alone with the Flame of Dolac&#039;&#039;&#039; for at least a minute. Did he take it? Why was he there? The priest doesn&#039;t have any really good answers to these questions and things get hot under his collar. But without any direct evidence the Inspector eventually drops it and asks for the reason of their visit.&lt;br /&gt;
&lt;br /&gt;
They tell him what they know of what happened in the alley and of the burglary at the perfume store. It&#039;s not his case and the Inspector won&#039;t let them talk to the suspect but he&#039;ll have a talk with the officer in charge. Walking home Dauphine asks Darius outright if he stole the Flame of Dolac and the gnome denies doing so. “Don’t ever tell me you stole it,” the druidess tells him.&lt;br /&gt;
&lt;br /&gt;
Returning next day they learn that the &#039;&#039;&#039;suspect, Douglas, fits the height and build of the assailant&#039;&#039;&#039;, which also matches Gabriel&#039;s. He hasn&#039;t given up his accomplice and hasn&#039;t admitted to being in the alley either. &#039;&#039;&#039;The officer is pretty sure he did it&#039;&#039;&#039; though, but without a confession they can&#039;t make it stick. He will be going to jail for a year for the break in though. &#039;&#039;&#039;Darius then writes a letter to Brook&#039;&#039;&#039;, telling her the man won&#039;t be going to jail for doing what he did to her but will be in jail for something else.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeon Browns ====&lt;br /&gt;
The party receives a message from Jerry, their agent, and it tells them to &#039;&#039;&#039;go to a house on Lookout Road in the New Dunum neighborhood, and to bring [[Otteun#Food|bay ribs]]&#039;&#039;&#039;. They buy half a dozen at a street vendor and go to the address. The door is opened by a blond man with very square jaws and a pointed chin. He wears leather pants, as many people do here, and a plaid shirt. He asks if they are the adventurers he hired and then invites them inside.&lt;br /&gt;
&lt;br /&gt;
He introduces himself as &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039; and is rather surprised at the lack of reaction to his name, mumbling how normally people all get up in his business over it. He takes the box of bay ribs, immediately sucks the meat of off it and throws the bone over his shoulder. His place is quite a mess; there&#039;s an old couch he indicates for them to sit on, an old wooden trestle table that has seen better times and all kinds of alchemical equipment is covering any flat surface.&lt;br /&gt;
&lt;br /&gt;
He tells the party he needs them to &#039;&#039;&#039;go to Hogan Island and bring back a log of tomko tree&#039;&#039;&#039;, at least a few meters long. Why go all the way there? It&#039;s the nearest place that he learned the trees can be found. He has &#039;&#039;&#039;hired a ship, the Wetterlund&#039;&#039;&#039;, that will bring them there. And why does he need adventurers? Apparently the island is uninhabited but full of dangerous forest creatures; baboons, owlbears, regular bears, giant varieties of toads, wasps, spiders, etc. In short; no lumberjacks were willing to take his contract, such nonsense!&lt;br /&gt;
&lt;br /&gt;
Having eaten all of the six bay ribs by now and told them all they need to know, the man now herds them from his place and tells them to bring him back his tree as soon as possible. Oscar has been reacting strangely to this man and the feeling seems to be mutual so it doesn&#039;t take long before the party is back out on the street. Fortunately Dauphine remembers reading about tomko trees; they are quite tall with a dusky bark and dark leaves with tiny holes in them. They always grow in a ring of twelve for some reason.&lt;br /&gt;
&lt;br /&gt;
Our friends go do some shopping; cutting down a tree that size won&#039;t be easy. [[Quinton Gemweaver|Quinton]] happens to walk by the vintage shop Second Hand News in [[Avale - Neighborhoods#Little Perches|Little Perches]] where he sees a rather interesting robe hanging behind the counter. After some tough negotiating and borrowing some money, he pays 84 gold pieces and his pearl trinket to become the new owner of the [[Robe of Advantages]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wetterlund is a large ship&#039;&#039;&#039;; pretty close to the Crowned Griffon that the party sailed on before. &#039;&#039;&#039;Captain Reynolds&#039;&#039;&#039; is a brusque halfling with red hair in a ponytail and a limp. She invites them for dinner in the captain&#039;s quarters and they enjoy a really tasty meal. Our friends learn about the captain&#039;s former career; cheese rolling. She broke her leg in multiple places but is still very enthusiastic, describing how she barreled downhill, chasing [[Cheeses of the world#Glevum|Twin Glevum]] cheese. Over dinner it also becomes clear to the very observant that &#039;&#039;&#039;Darius doesn&#039;t eat anything of his meal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the morning they sail past [[Sarodin Sea#Gannet Island|Gannet Island]] and after a good number of days they arrive at their destination; &#039;&#039;&#039;Hogan Island&#039;&#039;&#039;, it&#039;s bigger than they expected. As it&#039;s an hour before dusk they decide to wait till the next day. At dawn they all get into a launch and are rowed over to a small beach. It&#039;s quite misty in the morning and the mist is so firm that you need to push through it, one could even sculpt it.&lt;br /&gt;
&lt;br /&gt;
The flora here is rather strange, some is much larger than elsewhere, other much smaller; there are tiny apple trees with apples the size of cherries, and huge oak trees with very large acorns. Massive mushrooms grow here as well, including [[Sprite member|sprite members]] that are almost two meters tall. Dauphine notices that the [[Mist Shard (Hírëmir)|Mist Shard]] feels more moist here on the island.&lt;br /&gt;
Our friends come across &#039;&#039;&#039;a piece of green and blue fruit, the colors swirling slowly around its skin&#039;&#039;&#039;. Dauphine&#039;s studies indicate it will grant some kind of boon when eaten but she doesn&#039;t know what kind of benefit it will be. However, Darius tells them he wants it as it can be used to improve his armor. Eventually it is decided he can use it and his [[Vessel Wraps]] gains the Store property.[[File:Needle Lord.jpg|right|300x300px]]After about a day and half, helped by a Locate Animals or Plants spell from Dauphine they find the tomko trees they are looking for; a circle of twelve. Very sharp vines grow between a number of them and Darius uses his scythe to remove them. As he does so, they are attacked by creatures made of just twigs full of needles. They launch these in great numbers and when most are taken out, a much larger specimen arrives. It&#039;s a bloody fight but our friends persevere.&lt;br /&gt;
&lt;br /&gt;
Afterwards Darius cuts open the big creature hoping to find something to take back to Herb&#039;s Store but there&#039;s not much. Meanwhile Oscar discovers that [[Thola&#039;s Blanket]] has gained the Pins and Needles property. Our friends came prepared and brought the right tools to cut down one of the trees and then cut off a three meter piece.&lt;br /&gt;
&lt;br /&gt;
It takes a good while but they bring it back to the ship and load it on board. The journey back gets eventful when a pirate ship approaches but &#039;&#039;&#039;Captain Hornigold&#039;&#039;&#039; doesn&#039;t stay around for long, just collecting some hats.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Soon our friends find themselves back in [[Avale]] and deliver the log to &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, putting it in his backyard that is full of esoteric things; other logs of wood, strange stones, a cauldron that could fit Quinton, and more.&lt;br /&gt;
&lt;br /&gt;
They return to the Grey Minstrel Inn and learn the latest news; the &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in Downpark burned down when they were away. Dauphine quips that at least none of them were responsible for this, for a change. In the evening they have a drink at their favorite tavern; the Grape Escape. Instead of the nice, relaxing evening they hoped to have, instead they get an encounter with the fabled &#039;&#039;&#039;yortho&#039;&#039;&#039; and might just have saved the entire city.&lt;br /&gt;
&lt;br /&gt;
==== The Great and the Good ====&lt;br /&gt;
&#039;&#039;&#039;Jerry&#039;&#039;&#039; invites our friends over to his office at Venture Hall and informs them that the Solutions for the Infirm has hired them to run security for less than a day and are paying extremely well, once again. He also has a present for them, tickets to a new play, Turnabout, at the People’s Playhouse in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]] as a thank you for a fruitful relationship with the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It turns out that the play is not what they expected and while Darius and Oscar have a whale of a time, the other two leave early. Two days later they report to a square in town where Solutions for the Infirm has set up a large tent and roped off the area. The party is met once again by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains that they are giving new clothes to the indigents and our friends are to make sure everything runs smoothly.&lt;br /&gt;
&lt;br /&gt;
There are crates with clothes stacked outside the tent, all made by &#039;&#039;&#039;Eldritch Honor of [[Thimonnier]]&#039;&#039;&#039;, in the sizes small, medium, and large. At the exit side of the tent a large trestle table holds baked goods for those that have gotten their new clothes. And there lies the current problem; urchins have been darting in and grabbing food of the table that technically isn&#039;t meant for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joseph Lacombe&#039;&#039;&#039;, the founder of the charity and top boss of the [[Avale - Guilds#Guild of Bookkeepers, Notaries &amp;amp; Scribes|Guild of Bookkeepers, Notaries &amp;amp; Scribes]], is there himself and comes over to the party and thanks them personally for their work at the State Museum during the fundraiser, he heard about all their good work. He doesn&#039;t stay long; after the first few indigents have received their new clothes he gets into his carriage and leaves.&lt;br /&gt;
&lt;br /&gt;
Quinton rather escalates things with the urchins and they retreat but from what they are yelling, they will be back soon enough. The druid goes into the tent to ask what to do but only finds a man and a woman dressed in white, measuring an indigent&#039;s head and noting things on a clipboard before giving them a set of clothes.&lt;br /&gt;
&lt;br /&gt;
He is directed to the small tent and finds the Harried PA there, who has finally found a moment to relax and is rather sad to be disturbed once again. She tells Quinton to do whatever is necessary and will see if she can get more food delivered. The urchins soon return with reinforcements and things turn into something of a battlefield with two fog clouds covering one flank. Eventually hostilities are ceased and at the end of the day there is food left for the urchins to take as the tent is broken down and the square restored to it&#039;s regular form.&lt;br /&gt;
&lt;br /&gt;
A number of days later another job lands; our friends are to provide security for someone in the employ of &#039;&#039;&#039;Jeffery Fitzwallace-Keely&#039;&#039;&#039;, boss of the [[Avale - Guilds#Mercantile Guild|Mercantile Guild]]. The instructions are to meet them early in the morning at the Coop in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. There they meet the &#039;&#039;&#039;Glib Adviser&#039;&#039;&#039; who brought two empty backpacks and hands one over. They go across the market and a number of merchants hand over small, heavy pouches, likely filled with coins and or gems that are put into the backpack.&lt;br /&gt;
&lt;br /&gt;
From there they travel up town, going through a number of neighborhoods and stopping at different places, including the Tabernacle of Industry, temple to [[Ulaa]] and the [[Kasarian Embassy]] where some of them see their first ever tiefling, every time a new pouch fills one backpack and then the other. At some point they notice some shady types are following them but the Glib Adviser walks them to a nearby Humtache station and he goes inside for a good while, making the pursuers give up their quarry.&lt;br /&gt;
&lt;br /&gt;
Eventually the city tour ends at a small warehouse in [[Avale - Neighborhoods#Abrinol|Abrinol]], where a group of four adventurers or mercenaries are just leaving. The Glib Adviser thanks them for their services as he takes the backpacks. Since things ran so smoothly and they spotted the possible waylayers he tips each of them a gold piece. Dauphine wants to go back to the Tabernacle of Industry and talks there with the priest who handed the Glib Adviser a pouch. She asks what this transaction was for but is told that&#039;s above her pay-grade.&lt;br /&gt;
&lt;br /&gt;
=== The Stoned Dragon ===&lt;br /&gt;
Some days later &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039; appears as our friends exit the inn. He tells Dauphine he &#039;&#039;&#039;remembered some more about the Stoned Dragon Caves&#039;&#039;&#039;; it&#039;s near some place called New Monkhome, you get there via the cellars. The elf tries to confirm that it&#039;s an actual name and not a nickname, the dwarf thinks so.&lt;br /&gt;
&lt;br /&gt;
She then asks Alun Djames if she can use the library at the Stevedores HQ, and he&#039;s fine with that. There she learns &#039;&#039;&#039;New Monkhome is the ancestral home of the Count of Ranhem, found near Ranhem, capital of Guel province&#039;&#039;&#039;. It&#039;s not exactly around the corner and she asks the other party member if they will come with her to try and find the cave and recharge the [[Mist Shard (Hírëmir)|Mist Shard]].&lt;br /&gt;
&lt;br /&gt;
They accept and soon they are taking a barge up the river to [[Thimonnier]]. From there they travel by road, fortunately the journey goes without any problems, unless one would count their spending of 150 gp at {{TextAnimations|Text=Crazy Clyde’s Clearance Crates|Rainbow=1|Bold=1}} where Darius even tries to pick pocket Quinton.  &lt;br /&gt;
&lt;br /&gt;
When our friends &#039;&#039;&#039;arrive at New Monkhome&#039;&#039;&#039; they find it&#039;s not a castle, there&#039;s no signs of a moat or curtain wall. But &#039;&#039;&#039;the building is very, very old&#039;&#039;&#039;, even the one wing that was a later addition is still many centuries old, it could have been a proper castle long ago. It’s busy, there a number of carriages parked out front, a wagon is being unloaded off to the side by what looks to be the staff entrance. A banner says: “&#039;&#039;&#039;Welcome to the Armorers &amp;amp; Weaponsmiths Guild National Congress&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
They are met by &#039;&#039;&#039;Lady Ranhem&#039;&#039;&#039;, dressed impeccably but anyone with a good eye can tell the clothes have been repaired more than once. “Welcome to New Monkhome, are you the people Torchbearer Albert Charles is expecting?” she asks. Before anyone can answer, she says “excuse me one second.” She walks over to a girl of about 15 and a boy of about 12 and speaks to them. Quinton&#039;s sharp ears pick up the conversation: “&#039;&#039;&#039;Ermengard&#039;&#039;&#039;, &#039;&#039;&#039;Goswin&#039;&#039;&#039;, you know these are busy days and they are important, not just for your father and I, but for you as well, you want to live here, don’t you? Then please, help out, there is so much to do, go inside and ask Jervis what you can do, please be a dear for me.” Neither looks very enthusiastic but they go inside and Lady Ranhem returns.&lt;br /&gt;
&lt;br /&gt;
Our friends get into some real negotiations; they ask for a tour and to spend the night but she explains that with the current guests everyone is too busy and there are no rooms left. But they offer one of the [[Cheeses of the world#Ciwiruil Adv’Tmyywy|Kasarian Cheese Horns]] that Quinton found in one of his crates and she offers them a place to sleep in some of the empty staff rooms.&lt;br /&gt;
&lt;br /&gt;
With a deal struck they go to said rooms and after a quick talk with a local rat they learn about the entrance to the cellars; it&#039;s almost right next to their rooms. It&#039;s still early in the afternoon and they quickly go have a look. The cellars are full of broken furniture, rolled up carpets, old painter’s supplies, empty frames and racks that might have held bottles, weapons, armor, who knows, there’s a stuffed bear that has seen better days, and a tree root comes through the ceiling, causing part of the cellars to have some standing water.&lt;br /&gt;
&lt;br /&gt;
They spot a secret door that hasn’t fully closed, beyond it a narrow passage leads to 10-foot wide and high ancient stone tunnels that are likely of dwarven make, all spotlessly clean, lit by continual flames. Looking for any signs of what direction to go, our friends find raspberry jam prints on the wall. They pick a random direction and start walking.&lt;br /&gt;
&lt;br /&gt;
They find empty rooms behind the doors in the corridors; it looks like whoever left and took everything that wasn&#039;t bolted down. Right around a corner at an intersection standing aimlessly are a corpse riddled with shards of glass and a skeleton still wearing scraps of armor and holding a shield and a longsword. Their eyes light up red as they turn to the party. Battle is swift and the party wins. A few corners later a skeleton stands in the corridor carrying what looks like its own skin. Then it suddenly throws the skin at our friends and the skin animates, trying to wrap itself around whoever it hits. This fight is not as easy but our friends still come out on top. &#039;&#039;&#039;Darius checks every undead carefully&#039;&#039;&#039; for any tell tale signs of a necromancer, &#039;&#039;&#039;he wants all of them destroyed&#039;&#039;&#039;.&lt;br /&gt;
[[File:Gelatinous Cube.jpg|right|375x375px]]&lt;br /&gt;
They continue on and come to an intersection where to one side they see what looks like the &#039;&#039;&#039;entrance of crypt&#039;&#039;&#039;, they can see sarcophagi. But standing in front of the entrance is a flaming skeleton and it hurls bolts of flame at anyone it sees. As they start start shooting back Oscar moves into the opposite corridor and steps right into a gelatinous cube. Things get really hairy as the cube moves up and engulfs Dauphine, others manage to jump out of the way.&lt;br /&gt;
&lt;br /&gt;
The druid almost succumbs but a Healing Word spell from Darius brings her back and she then manages to escape from the ooze. It&#039;s quite hardy but eventually they bring it down and then immediately go back to fighting the flaming skeleton. It&#039;s flaming bolts hit hard and it manages to bring down Darius who is then brought back by Quinton. Lots of spells and arrows later the skeleton crumbles to the floor.&lt;br /&gt;
&lt;br /&gt;
Now our friends see a new figure standing just inside the crypt; it&#039;s &#039;&#039;&#039;Goswin&#039;&#039;&#039;, the-12 year old son of the count and countess. In his hands he holds &#039;&#039;&#039;a large disc of infernal iron inscribed with Infernal writing, with a hole in the middle&#039;&#039;&#039;. Darius and Quinton both read Infernal and see that it&#039;s something called the &#039;&#039;&#039;Seal of Souls&#039;&#039;&#039;, it could be the instrument that created the undead creatures.&lt;br /&gt;
&lt;br /&gt;
When Quinton runs up to the boy and tells him to lay down the artifact, Darius and Oscar follow, but the boy shouts &amp;quot;no, it&#039;s mine!&amp;quot; and &#039;&#039;&#039;Necrotic energy flies out in a cone, bringing our three friends down&#039;&#039;&#039;, only Dauphine, who didn&#039;t rush, is outside of the effect.&lt;br /&gt;
&lt;br /&gt;
[[Robe of Advantages|Quinton&#039;s robe]] stabilizes him as Goswin takes some steps back, the expression on his face showing he did not expect what happened. Dauphine uses goodberries to bring the others back and then a rather tense discussion develops with the 12-year old, who still clutches the Seal of Souls, but promises not to use it.&lt;br /&gt;
&lt;br /&gt;
He confirms that he created the undead but according to him they are harmless, he just played with them and had no idea the party fought their way through them to get where they are now. He also did not know about the gelatinous cube. They are standing inside the crypt now; there is quite some dust here and many sarcophagi, deeper inside there seems to be an ossuary. There is also a large plinth with relief art depicting a man being crowned and an empty recess which looks to be the home of the Seal of Souls.&lt;br /&gt;
&lt;br /&gt;
Running footsteps can be heard and three people arrive; &#039;&#039;&#039;lord and lady Ranhem and their daughter&#039;&#039;&#039;. The man sends his wife and children back upstairs, telling them how important it is to make sure the event at the mansion goes without a hitch and promising the party he will explain to them what is going on.&lt;br /&gt;
&lt;br /&gt;
In short; &#039;&#039;&#039;the artifact was created for the family shortly after the [[Collapse]] by a Duke of Hell and it is how they attained their position as Count of Ranhem&#039;&#039;&#039;. However, the item came with certain requirements. At age 16 every heir must pledge themselves to the Seal, if that should ever not happen, all ancestors, dating back to the one who made this deal will rise as undead with the sole intent to do as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
The count had no idea that his son had found the crypt and the artifact, he is horrified the boy used it to create undead, he tells our friends that the family decided over six centuries ago to never use it again and so far they had kept to this. He promises that he will take extra precautions, lock the item away, to make sure something like this can never happen again and he begs them not to talk about this to anyone.&lt;br /&gt;
&lt;br /&gt;
The man also explains that it&#039;s been quite difficult these days to make enough money to be able to afford the upkeep of the place but moving is not great, considering where the family crypt is and what their options would be. Our friends appreciate his position; they would like to destroy the item but lord Ranhem says that according to what he was told by his father and those before him that that will also make all his ancestors rise as undead.&lt;br /&gt;
&lt;br /&gt;
As our friends discuss all this Dauphine wants to know what the language on the seal is and then asks Quinton why he knows Infernal and if he has a pact himself, he answers he does not. They can&#039;t think of a real solution for the Seal of Souls and decide that it&#039;s probably safe in the current Count&#039;s hands but they do fear that any future generation might get other ideas which could lead to real troubles. They decide that for now they will not do anything but should the learn anything during their adventuring careers or gain certain powers they might come back here.&lt;br /&gt;
&lt;br /&gt;
They also discussed the [[Cave of the Stone Dragon|Stone Dragon Cave]] with the count who lets them know in no uncertain terms that there is no such thing here; what there is, is a coal fire, which people seem to repeatedly interpret as a dragon snoring underground. He tells them they are free to explore the rest of the place, telling them he knows there are natural caverns deeper down. He doesn&#039;t know what the complex was used for in the past, only that is was likely of dwarven make and existed before New Monkhome was built, the crypt was added then as well.&lt;br /&gt;
&lt;br /&gt;
He goes back upstairs to help out with the event and our friends explore further, eventually finding what seems to be a dwarven kiva with a large ramp running down along the wall of the hundreds of feet deep chamber. As they make their way down they trigger a trap that shoves everyone but Darius, who was taking up the rear, down into the chamber.&lt;br /&gt;
&lt;br /&gt;
Fortunately all of them still had their Feather Fall boon and thus make it down safely, including Darius who jumped over the trigger for the trap only to land on a trigger for a second, similar trap. At the bottom they &#039;&#039;&#039;find the skeleton of what looks to be a dwarf&#039;&#039;&#039;. His clothes and leather armor are mostly gone and laying around him are the remains of an axe and a hammer with a spike. A crossbow exploded into many pieces, its marvelous silver inlay now all twisted up but a similar inlay can be seen on the obsidian amulet around the skeleton’s neck.&lt;br /&gt;
&lt;br /&gt;
Laying further away are a number of hizagkuur springs and folded umber hulk chitin plates, all twisted or outright destroyed. A backpack on the skeleton’s back has been mostly eaten away, the same goes for much of its contents. What’s left is some torches, a mess kit, a holy symbol of [[Ulaa]], a sergeant’s insignia, and a dried mindflayer tentacle.&lt;br /&gt;
&lt;br /&gt;
Dauphine takes a look at the amulet and finds out it is &#039;&#039;&#039;a sentient magic item called the [[Temple Ton]]&#039;&#039;&#039;. The sentience is happy for the druid to take it and wear it, looking forward to new adventures.&lt;br /&gt;
&lt;br /&gt;
Further exploration leads to a cavern where the only other exit has collapsed and where one of the walls is much too hot to touch; the coal fire. The party returns to the mansion and stay to help out in the kitchen, making sure the event goes smoothly for the family. Afterwards they even help count Ranhem to create a small vault to keep the artifact in so no one can just take it. Before they leave, Dauphine gives Goswin the book How to Become a Bard, that she got from one of the clearance crates.&lt;br /&gt;
&lt;br /&gt;
==== Getting a head ====&lt;br /&gt;
On their way back our friends stay the night in the &#039;&#039;&#039;town of Balmer&#039;&#039;&#039;. They have a drink at the Lumber Hulk tavern where they spot &#039;&#039;&#039;a rather strange looking woman&#039;&#039;&#039;. Some people at another table keep looking over at her, but then, most people are. But those four rush over to start a brawl with her, hoping to garner glory by bringing her down.&lt;br /&gt;
&lt;br /&gt;
Our friends jump in the fray and help the woman, not that she really needs it; four drunk villagers are no match for her. Afterwards she buys them a drink and they learn that she is &#039;&#039;&#039;[[Chrysanthemum]], a bounty hunter&#039;&#039;&#039;. They enjoy some time together, trading stories, before she calls it a night. Quinton is approached by a young couple to join them for a night of fun but the druid declines.&lt;br /&gt;
[[File:Lelio bust.jpg|right|375x375px]]&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing left hand&#039;&#039;&#039;. She says she saw them at the tavern last night and wants to hire them. “&#039;&#039;&#039;Bring me the head of Lelio Euphorbia&#039;&#039;&#039;,” she tells them, to then explain that it&#039;s a bust that was kept in the lobby of the Critical Hit Theater. She is the current owner and Lelio was the founder. She suspects that it was stolen by someone from the new theater that opened across town recently; the Natural One Lounge.&lt;br /&gt;
&lt;br /&gt;
The party walks over to the theater with her and looks for clues but doesn&#039;t find much. However, the woman&#039;s niece was present when the bust was stolen and saw the thief. She&#039;ll be at the Critical Hit after lunch and our friends decide to go check out the Natural One Lounge. It looks to be empty and Quinton uses a Misty Step spell to get inside at the backdoor, opening it for the others.&lt;br /&gt;
&lt;br /&gt;
Darius shows Oscar how to use [[Phlegethos’ Pick]]; the halfling seems to have a talent for it, he opens the door to the office in no time. There&#039;s no evidence of the bust or any clues to its whereabouts. Oscar also opens the safe and helps himself to the bag of money inside it. When he later has time to count, he finds out there&#039;s 43 gp worth of mostly silver pieces in there. He gives the cleric a handful but the gnome can&#039;t condone this behavior and puts 30 gp of his own money back into the safe before closing it.&lt;br /&gt;
&lt;br /&gt;
By this point the sound of conversation about the backdoor being unlocked had alerted the party that people had arrived. Quinton grabbed a janitor&#039;s coat and mop and pretended to be the janitor, only for a man to call out, asking what he was doing with &#039;&#039;his&#039;&#039; coat! The druid starts talking in Ancient and acting erratically. The man and woman who arrived think he&#039;s addled-brained and the woman goes off to get the Humtache, the man follows her, not wanting to be alone with Quinton.&lt;br /&gt;
&lt;br /&gt;
Eventually the other three manage to leave the theater without being seen and they meet up back at their inn and have a nice lunch. Then they return to the Critical Hit Theater and get from niece Hilna the robber&#039;s description. She also says she found a little piece of fabric trapped in the doorway, likely coming from the man&#039;s jacket.&lt;br /&gt;
&lt;br /&gt;
This is great news for the druids as they can wild shape into a dog and hopefully follow the spoor. Dauphine does so and manages to lead the party to a workshop where the windows are mostly covered up. She tries to follow the scent further as the likely robber has traveled further these last 48 hours, regrettably she loses the trail a few streets later.&lt;br /&gt;
&lt;br /&gt;
Back at the workshop Oscar unlock the door and Dauphine slips inside, still in dog form. She manages to not step on a tripwire attached to a bunch of cans that would have made a lot of noise. Oscar goes in second and not only avoids the trap but even disables it in one smooth motion. The suspect seems to be in the back part of the workshop and they plan their approach. Dauphine goes inside and pretends to be a dog with the zoomies.&lt;br /&gt;
&lt;br /&gt;
As she does so, both the front and back door to the place are busted open and a number of Humtache guards rush inside, arresting the person at the workbench, one Ollie Stein. Our friends are held and questioned on the spot, one of the guards is then sent to the theater to confirm their story of recovering a bust for them. Meanwhile Ollie has been taken to the HQ and the remaining guards are searching and cataloguing the place.&lt;br /&gt;
&lt;br /&gt;
Once released, the party goes back to the inn and decide to wait till evening to search the workshop and attempt to talk with the robber. They don&#039;t find anything useful there and then go to the Humtache HQ. On the way they discuss many ways to get inside and how to make Ollie tell them about the bust. Using the [[Cyphers &amp;amp; Potions#Disguiser|Disguiser cypher]] Quinton makes himself look like the arresting sergeant and pretends to have a sore throat.&lt;br /&gt;
&lt;br /&gt;
He and Darius enter and they successfully bluff their way into the cells where the cleric pretends to be there to measure Ollie up for a coffin and give him his last rites. They tell the robber that the owner had a heart attack due to the theft of the bust and both he and another prisoner call bullshit, he can&#039;t be held responsible for that. But they have managed to rattle the boy and when the &#039;sergeant&#039; tells him that he also thinks it&#039;s going to far he says that he&#039;s willing to make the bust disappear so he can&#039;t be held responsible for the crime. Ollie tells him that he stole the bust for an old gnome who&#039;s name he doesn&#039;t know. But he can give a pretty accurate description and tells them they met at the Noble Nap inn.&lt;br /&gt;
&lt;br /&gt;
Our friends leave and the next morning they go to this inn and find a gnome fitting the description having a late breakfast. Quinton sits down at the man&#039;s table and tries to engage him in conversation but the man is utterly deaf and not interested in a talk. But they do manage to learn that he has a room here. The party also gets a room on the same floor and break into his room when the gnome goes out for lunch. They don&#039;t find the bust or anything incriminating, nor any weapons or magical paraphernalia. But he sure has a lot of keepsakes and other sentimental nick-knacks. Most importantly; his name is on his steamer trunk; &#039;&#039;&#039;Archibald Euphorbia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The follow him to lunch and then decide to talk to the owner of the theater about this new discovery. She tells Darius and Quinton that Archibald is Lelio&#039;s son and that years ago he made an offer for the bust but it was very low and she considers it part of the theater which Lelio wanted to remain in its original state. Our friends make some suggestions about him maybe buying the bust but then leaving it at the theater, or maybe even convince him to exhibit more at the theater.&lt;br /&gt;
&lt;br /&gt;
Back they go to the Noble Nap and then things go sideways when a guest sees Oscar listening at the door to room 101. Quinton pratfalls to distract people but soon enough the concierge shows up and tells them to leave. Dauphine runs after him and it takes everything she has to persuade him to let them stay.&lt;br /&gt;
&lt;br /&gt;
They now decide to lay everything out to Archibald by writing a letter with their proposal. Some time later he shows up at their door and accepts the suggestion of a small exhibition of his father&#039;s things in the theater lobby. As they walk over to the Critical Hit he starts to get really enamored with what he now starts to think of as his plan. &#039;&#039;&#039;A deal is soon struck&#039;&#039;&#039;, the bust will be returned, and he is even going to pay for extending the size of the lobby.&lt;br /&gt;
&lt;br /&gt;
The party gets paid and they then return to their own inn where a certain Humtache sergeant is waiting for them. He wants to talk with Darius who tries to bluff that he accompanied him into the station last night. They are all taken to the station and none of them manage to convince their interrogators of their innocence. But since no real harm was done and the investigator hates the paperwork, &#039;&#039;&#039;he just bans them from his town&#039;&#039;&#039;, he wants them to leave next morning.&lt;br /&gt;
&lt;br /&gt;
Back at the inn there&#039;s another surprise; a package had been delivered for Oscar two days ago but they only hand it to him now. It&#039;s a present from &#039;&#039;&#039;[[Chrysanthemum]]&#039;&#039;&#039;; a small stuffed toy of a furry marsupial with big ears and a big mouth, which turns out to be a [[Cyphers &amp;amp; Potions#Damager|Damager Cypher]]. There&#039;s also a note that the halfling can&#039;t read, saying how the bounty hunter thought this might be helpful in his travels.&lt;br /&gt;
&lt;br /&gt;
On the way back to Avale a flooded road means a detour via to village of Dunwoody, known for its natural springs. And it seems they arrive just in time for [[Ehlonna#Holy days and observances|Ehlonna’s Turning Ceremony]]. The villagers speak of divine providence that just now a priest of the Goddess of the Woodlands turns up, and an elf as well! They tell Darius that their local priestess died recently and ask his help with the ceremony. He will do so and the party is given a free stay at the local inn and a sumptuous meal is cooked for them. In the evening, he and Dauphine shadow a girl called Kendra and then a banquet is enjoyed.&lt;br /&gt;
&lt;br /&gt;
==== Training Montage ====&lt;br /&gt;
Our friends arrive back in [[Avale]] and learn of some recent news: there was an explosion at a tannery in [[Avale - Neighborhoods#Kipfield|Kipfield]], the Three Tanners, one of the owners lost his life. Back at the Grey Minstrel Inn they see the old woman in green coat looking through trash, and the brown mackerel tabby jumping from one balcony to another as they walk in and get their old rooms once again.&lt;br /&gt;
&lt;br /&gt;
[[Bruneor Argent]] who resides in Dauphine&#039;s [[Temple Ton]] amulet is happy with her carrying him but he thinks that she should toughen up, and he is also of the opinion that Darius could be a much better healer. So he takes them to the &#039;&#039;&#039;[[Avale - Neighborhoods#None Turned Away Clinic|None Turned Away Clinic]]&#039;&#039;&#039; in the Lost Bay neighborhood. &#039;&#039;&#039;Durit&#039;&#039;&#039;, the old dwarven woman who keeps the place running takes B.A. now being inside an amulet in stride, and they are sent in to meet all the medics.&lt;br /&gt;
&lt;br /&gt;
Bruneor has them working 14 hour shifts for five days where they get to deal with an average week of issues at the clinic. Highlights include cauterizing a bleeder that almost reaches the ceiling, dealing with a cow&#039;s breech birth, amputating a leg, two rival gangs arriving and threatening each other whilst demanding help for their many wounded, an outbreak of cackle fever, and on their last day, the nearby Lacombe Asylum collapses, leading to a 20 hour shift where they try their very best to save who they can.&lt;br /&gt;
&lt;br /&gt;
In this same week Quinton comes across a poster: “Confidently Communicating Commitment; Lessons in Leadership”. Five evening seminars at the [[Avale - Neighborhoods#Scarlet Bonnet|Scarlet Bonnet]] for 25 gp that will improve leadership skills. Since he has been looking to improve himself in that regard, he signs up and that evening finds himself in a room with almost exclusively guild middle managers.&lt;br /&gt;
&lt;br /&gt;
On the stage appears a very slick woman who introduces herself as &#039;&#039;&#039;Zeran Merados&#039;&#039;&#039;. She explains that every of the seminars will be dedicated to a different c-word: credibility, communication, commitment, confidence and creativity. She is full of energy and pumps the room up as she starts into her first talk.&lt;br /&gt;
&lt;br /&gt;
Afterwards some of the audience go for a drink at the tavern and invite Quinton along. Here he meets a young gnome; &#039;&#039;&#039;Emser Quinson&#039;&#039;&#039;. He&#039;s quite the character with his bright orange shoes and tattoos of bells on his hands. They get to talking and when he learns of the seminar asks what the druid thinks leadership really is.&lt;br /&gt;
&lt;br /&gt;
The next evening they meet again and the evening after that again. During this third seminar Quinton managed to look past all the buzzwords and realized that none of it has anything to do with real leadership. He invites Emser to come to the next evening&#039;s seminar as he thinks they could convince the others to their point of view.&lt;br /&gt;
&lt;br /&gt;
And the gnome is waiting at the hall before the seminar begins and the druid takes him inside. As Zeran comes up on the stage Quinton rushes up and starts talking, managing to take the wind out of the woman&#039;s sails long enough to invite his new friend up on the stage. He gives Emser the word and the gnome starts telling the audience that they don&#039;t have to be sheep and listen to nonsense for five long evenings; revolution!&lt;br /&gt;
&lt;br /&gt;
The crowd responds enthusiastically and that&#039;s the end of the seminars. Lots of people swarm Zeran and she promises to repay them all. However, the next day she isn&#039;t there as promised and is not to be found again. Quinton has a drink with some of the middle managers and convinces one to give up his job; &amp;quot;woodworking has always been my passion, I&#039;m resigning first thing tomorrow!&amp;quot; the woman says.&lt;br /&gt;
&lt;br /&gt;
Everyone but Oscar can do with a break after all that&#039;s happened and they learn that the Adjective Noun tavern has something rather special; the &#039;&#039;&#039;Wheel of Death&#039;&#039;&#039;. This is a wheel with no less than a thousand numbers and lots of prizes to be won. It&#039;s installed there to promote the soon to come opening of a new casino, the He Bluffs Me Not in the [[Avale - Neighborhoods#Longsee|Longsee neighborhood]].&lt;br /&gt;
&lt;br /&gt;
Oscar has a go and manages to spin the wheel to 000; Death! In actuality Death is just the patrons having a good laugh as you get completely covered in tar and are then locked up in a cage in the middle of the establishment. But to show they are not all bad you get one chance to avoid your fate; simply throw a bullseye on a dartboard from the other side of the room.&lt;br /&gt;
&lt;br /&gt;
The halfling takes his position and throws. He hits the board but the dart bounces off and lands on someone’s plate on a nearby table. Meanwhile the board falls down, rolls slowly to the right over the tail of sleeping cat in the corner and then falls flat. The cat jumps up with a screech and launches itself into a passing barmaid. She cries out and stumbles back in a pirouette, her tray hitting a bottle on the bar. The neatly lined up bottles slowly, and then faster, fall over, neatly in a row.&lt;br /&gt;
&lt;br /&gt;
The last bottle hits the counter and the cork shoots from it and bounces against the walls a few times before hitting a Sandy Table player in the back of the head just as he was about to take his shot. He launches his disk wildly, it hits the side and flips into a parabolic trajectory landing on the head of a Kasarian tiefling, rolling between his horns and traveling onwards, flying through the chandelier hanging from the ceiling, catching on fire before landing right into a very alcoholic drink which immediately vaporizes with a whoosh.&lt;br /&gt;
&lt;br /&gt;
The goblet teeters one way and then the other before finally falling right next to the plate, hitting the handle of the spoon which has the dart laying on it. The dart gets launched towards the corner of the room and once it has lost all energy it flips and streaks downwards, landing right in the bullseye of the dartboard laying on the floor. The tavern erupts when this happens and many people come over to give Oscar a pat on the back.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been quite the week but at the end of it Dauphine is a lot more Tough, Darius can consider himself a Field Medic, Quinton became an Inspiring Leader, and Oscar has Bountiful Luck.&lt;br /&gt;
&lt;br /&gt;
==== XWING ====&lt;br /&gt;
Our friends are asked to help crew a Stevedore boat at the &#039;&#039;&#039;eXtremely Wild International Naval Games&#039;&#039;&#039; and manage to even win.&lt;br /&gt;
&lt;br /&gt;
=== Super Tuesday ===&lt;br /&gt;
A few days later &#039;&#039;&#039;Jerry&#039;&#039;&#039; invites the party over to the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;. After a customary coffee where he regales them of his latest money making scheme; lending money at Under-Barrow Savings to buy up turnip futures, he tells them that &#039;&#039;&#039;Super Tuesday will be in two days time&#039;&#039;&#039;. Since they are new to the city he wanted to make sure they understand that &#039;&#039;&#039;it will be more than pandemonium, the guild bylaws are insane and it&#039;s always the craziest day of the year&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the day of all the guild elections and that means loads of people on the streets all day, many wearing guild colors and some getting rather boisterous and unruly. Urchins and other pranksters might try and waylay ballot chests that have to arrive at the counting station on time or they won’t be validated. Sometimes it’s not pranks though but quite serious.&lt;br /&gt;
&lt;br /&gt;
Our friends have been &#039;&#039;&#039;hired by the Guild of Stevedores&#039;&#039;&#039; and will be the ones to &#039;&#039;&#039;escort one of the ballot boxes&#039;&#039;&#039;. Every guild does things differently so all Jerry can tell them is that they will be escorting two guild members both chained to a ballot box. They will go to a voting station and then after voting closes they need to escort them to the counting station.&lt;br /&gt;
&lt;br /&gt;
Jerry hasn&#039;t been told where either of these places are, he suggests talking with the guild and also advises them to make sure to be at the guild HQ in [[Avale - Neighborhoods#Hookville|Hookville]] at the break of dawn, or even earlier, maybe spend the night in a nearby inn. After impressing upon them enough to take this job seriously he let&#039;s them go and wishes them well.&lt;br /&gt;
&lt;br /&gt;
Our friends go talk with &#039;&#039;&#039;Alun Djames&#039;&#039;&#039; who gives them more details on the job; where they will need to go, the exact rules, they are not allowed to interfere with the process and there are time limits. They also learn there&#039;s also a by-election for a new top boss due to &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; going missing; there are two frontrunners; &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039;, a half-orc, and &#039;&#039;&#039;Garth Auric&#039;&#039;&#039;. Alun lets slip that as far as he is concerned it wouldn&#039;t be a disaster should the votes be invalid.&lt;br /&gt;
&lt;br /&gt;
Then preparations; shopping, walking the likely route, etc. In the evening they take rooms at the Pair O&#039; Dice Inn, near the Stevedores HQ. Darius checks with the others about how they look at the job; will they do everything by the book, cut corners, interfere? The consensus is to just do it as it was given.&lt;br /&gt;
&lt;br /&gt;
The next morning Avale is alive even as the sun comes up, it looks like half the city is out on the streets; many people dressed in their guild’s colors, Humtache patrols, food sellers hoping to make a small fortune, and urchins hoping for lots of food. Getting to the Stevedore’s HQ takes quite a bit longer than it would have on a normal day.&lt;br /&gt;
&lt;br /&gt;
At the HQ they are introduced to the two &#039;volunteers&#039;; &#039;&#039;&#039;Vakna Throndor&#039;&#039;&#039;, a young, slight dwarven woman, and &#039;&#039;&#039;Randall Gilliam&#039;&#039;&#039;, a young, strapping human man. They are manacled to the chest that is the ballot box and then our friends leave on their journey to [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. Along the way they first meet &#039;&#039;&#039;Herleva Boden&#039;&#039;&#039; and her growing puppy, Snuffles Two. They see &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; exit the State Museum.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an encounter with a marching band and urchins but eventually they make it to their destination on time; The Reverend’s Rest Inn, across from the Tabernacle of Industry, the temple of [[Ulaa]]. Twelve hours of voting later they&#039;ve managed to make things go pretty smoothly and are ready to now go to the Scarlet Bonnet in [[Avale - Neighborhoods#Proviso Place|Proviso Place]] where the votes will be counted.&lt;br /&gt;
&lt;br /&gt;
Immediately on leaving they are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039;. “Hey, you are the people from when the Flame of Dolac was stolen; strange how that was never found, must have been an inside job, you wouldn’t know anything about that, would you?” he says. Quinton: “That will be only known by us.” “Anyway, what is your comment on the story that &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039; is on [[Otteun]]’s payroll and responsible for the disappearance of &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; and the false evidence against her?” Quinton: “We heard this kind of rumor but have no opinion on it.”&lt;br /&gt;
&lt;br /&gt;
Somewhat later it’s pandemonium as a bunch of creatures that look like a hideous hybrid of lizard, bird, and bat spill out of a driveway and straight into the people on the street, picking at them, wings flapping as they try and make their way through the panicking crowd. These creatures turn out to be cockatrices and it&#039;s only due to the party&#039;s quick response that no one on the street turns to stone.&lt;br /&gt;
&lt;br /&gt;
The party continues on and at the main branch of the High Shore Bonding Company they see from a distance how four robbers descend from the building as an alarm bell sounds. They decide it&#039;s not their problem and leave it to the Humtache who show up soon after.&lt;br /&gt;
&lt;br /&gt;
Our friends make it to the Scarlet Bonnet on time. There are lots of people standing outside the building and inside it doesn’t get any less busy. They deliver the ballot box on time and their job is done. They see the now familiar Bite Me Catering people and have something to eat and drink, spotting &#039;&#039;&#039;Dersigos Naffles&#039;&#039;&#039; carrying a tray of drinks.&lt;br /&gt;
&lt;br /&gt;
==== A Marquis Job ====&lt;br /&gt;
The party gets an invite from Jerry and at the meeting are told that they are in luck; since no one else is available they are getting a job from Markiz (Marquis) &#039;&#039;&#039;Borislav Kucan Skok-Ratenicz&#039;&#039;&#039;, who pays very well. And their job is just bringing a package from the port to his mansion in [[Duneford]]. 25 gold pieces for a few hours of work; nice if you can get it!&lt;br /&gt;
&lt;br /&gt;
The next day they wait for the ship to arrive and are handed the package which Oscar carries in a backpack. The captain also gives them a large lump of silver and asks them to tithe it for his ship, crew, and himself at the [[Osprem|Osprem&#039;s]] &#039;&#039;&#039;Temple of Tidal Tranquility&#039;&#039;&#039; which is right next to Duneford. The party agrees and sets off on their journey.&lt;br /&gt;
&lt;br /&gt;
Before reaching their destination they are attacked and unfortunately the package gets destroyed, the assailants get away as well. Our friends continue on, determined to bring what remains to their employer. In Duneford they run into &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; and his sister, &#039;&#039;&#039;Ruth&#039;&#039;&#039;, the man telling them he donated some new gems to the City Museum.&lt;br /&gt;
&lt;br /&gt;
Then they are accosted by two dwarves, one male, one female, and one human woman, they all have short hair, wear leather armor, and have a short sword or hand axe on their belt. They show the party a sketch of a man with a large mustache and a distinctive birthmark and ask if they have seen this individual. They haven&#039;t and reply thusly.&lt;br /&gt;
&lt;br /&gt;
The party continues on and reached &#039;&#039;&#039;Shadow Pond&#039;&#039;&#039;, the mansion. There are guards on the door and the butler brings them through the house, down a corridor full of paintings all of similar men with dark hair in a widow&#039;s peak and a rather intense look. On a huge balcony with view of the sea two men are having tea and coffee. The Marquis is tall, very thin, pale, has silver-grey hair and wide ears, he wears an expensive grey business suit. The other is a halfling with a large nose, curly hair, dressed business casual.&lt;br /&gt;
&lt;br /&gt;
Borislav speaks slowly with sing-song voice and comments to the halfling that it seems they need to take more measures when the party tell him about the attack and hand over what remains of the package. After they have given all the details the Marquis dismisses them and he thanks them for their work, even if it wasn&#039;t a success.&lt;br /&gt;
&lt;br /&gt;
Back in Duneford proper they have some lunch and then go to Osprem&#039;s temple to deliver the tithe. There they are approached by the man from the sketch earlier. He explains that he used to be a major in the [[Otteun#The Ott|Ott]] and he is now on the run after destroying a dangerous project. This &#039;&#039;&#039;Ranald Kassimir&#039;&#039;&#039; pleads for them to help him get to the Avale port as he knows the people after him have likely already identified the temple as the most likely place he is hiding.&lt;br /&gt;
&lt;br /&gt;
Our friends come up with all kinds of interesting plans to do so and eventually decide on one. It seems to work as they make it back to Avale unharmed and the man thanks them profusely as he runs off to the port and hopefully a new life far away from here.&lt;br /&gt;
&lt;br /&gt;
==== The Ballad ====&lt;br /&gt;
The next week or so there&#039;s no work but there is news in town; a huge, albino crocodile has eaten three people in the last week, a bounty has been placed on its head. Then our friends receive an official government missive announcing a meeting in a private room at their inn in the morning, two days hence. The visitor turns out to be no one less than Torchbearer Council Standing Secretary &#039;&#039;&#039;Saer Barclay Pergay&#039;&#039;&#039;. He tells them that unofficially they have been awarded the Star of Dolac, a very prestigious medal. And also unofficially this might be because of a certain yortho incident.&lt;br /&gt;
&lt;br /&gt;
Some days later &#039;&#039;&#039;Jerry Tidwell&#039;&#039;&#039; invites the party to dinner at a nice restaurant; This Scampi Happening. Over dessert he confesses to a motive; he owes a friend of his, impresario and nightclub owner &#039;&#039;&#039;Anthony Prince&#039;&#039;&#039; a favor and the man need some people for a job that needs plausible deniability. If our friends go to his club Knight Moves then Tony will explain. They can use the phrase &amp;quot;Ken sent me&amp;quot; to skip the line.&lt;br /&gt;
&lt;br /&gt;
The party has some reservations about this kind of work but decide to hear the man out. At the club they first talk with a man looking for a prince&#039;s bride and then get to see Antony Prince. Who then explains that he promised &#039;&#039;&#039;Yurdan Amaerth&#039;&#039;&#039; to get some things done that have turned out more difficult than expected.&lt;br /&gt;
&lt;br /&gt;
First is the lot containing the burned down &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in [[Avale - Neighborhoods#Downpark|Downpark]]. Yurdan wants to buy it and build an apartment building on it. But to be allowed to do so, the zoning law needs to be changed. The city planner, a Docami by the name of &#039;&#039;&#039;Nola Brogunn&#039;&#039;&#039;, has the authority to do so. He tells the party that she can&#039;t be bribed so our friends will need to find a different avenue to get her to play ball. Once that is done, they can quickly buy the lot.&lt;br /&gt;
&lt;br /&gt;
After asking a number of questions our friends go to their inn for a long planning session. The next morning the party is outside [[Avale - Neighborhoods#Halls|Halls]] and see Nola approach. Oscar trips her and then manages to steal her day planner from her bag as he helps her up and says sorry. Our friends then go check out the burned down church and check the crypt, finding it in an ok condition.&lt;br /&gt;
&lt;br /&gt;
The day planner shows that on average four times a week the phrase &amp;quot;Wine Me Up&amp;quot; appears with a time next to it, anywhere from 20:00 to 22:30. But tonight&#039;s mention, with a time of 21:00, has been crossed out aggressively, as have all other future dates with that phrase. It turns out that Wine Me Up is a nightclub/tavern in [[Avale - Neighborhoods#Center City|Center City]], not all too far from Nola&#039;s home address which is also in the day planner.&lt;br /&gt;
[[File:Wine Me Up.png|right|450x450px]]&lt;br /&gt;
The party goes to have a look after lunch and learn that Nola performed here as a singer, but has recently been banned for saying some really nasty things, though the owner doesn&#039;t specify exactly what. Our friends then go to Tony to see if he can help them find out more about this ban, he being in the same kind of business. They find him at Bears, in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]].&lt;br /&gt;
&lt;br /&gt;
As they arrive they find him cradling an effeminate looking young man who has been beaten up. Tony tells them this happened not thirty minutes ago and he tells them to find the three boys responsible for it and &amp;quot;put the fear of Tony into them. Tell them that if they ever do something like this again in this town they will disappear without a trace.&amp;quot; The boys are easily found and swiftly dealt with.&lt;br /&gt;
&lt;br /&gt;
Tony has reached out and learned that apparently Nola said nasty things about the owner of Wine Me Up. Our friends go back there at the time Nola should have been performing and listen to her replacement sing. Afterwards Darius approaches this &#039;&#039;&#039;Marion Guff&#039;&#039;&#039; and in the short talk they have his insight tells him that she is very happy Nola is gone, and might likely be the cause of the ban.&lt;br /&gt;
&lt;br /&gt;
He goes to confirm this with the owner and manages to convince her that Nola was an innocent victim and gets her ban undone. He even manages to get a slot for her to sing tonight. He and Dauphine rush over to her home and explain all that has happened and make their case for changing the zoning law on the way back to Wine Me Up. She sings her heart out that night and the next morning she signs the paperwork, changing the zoning for the lot.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Z%C3%A2ram-T%C3%BBm&amp;diff=4178</id>
		<title>Zâram-Tûm</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Z%C3%A2ram-T%C3%BBm&amp;diff=4178"/>
		<updated>2026-06-17T22:12:55Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityBox|title=Zâram-Tûm|Government=Democracy|Other Organisations=[[Bruised But Not Broken]], [[Sulla Arena]], [[Rhes Haghed]], [[Companions of Elric]], [[Kasarian Embassy]], [[Abjura Dolana]], [[Tipatshimun]], [[Buel Vitta Society]], [[Resa&#039;s Rest]]|Temples=[[Beory]], [[Boccob]], [[Heironeous]], [[Istus]], [[Pholtus]], [[Ulaa]]|Merchant Houses=[[Abraxis Combine]], [[House Ditta]], [[Thal Lithel]], [[Thal Sivale]], [[Thûrash]]}}&lt;br /&gt;
&lt;br /&gt;
The capital of the [[Godfall]].&lt;br /&gt;
&lt;br /&gt;
More information in due time.&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Z%C3%A2ram-T%C3%BBm&amp;diff=4177</id>
		<title>Zâram-Tûm</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Z%C3%A2ram-T%C3%BBm&amp;diff=4177"/>
		<updated>2026-06-17T22:10:10Z</updated>

		<summary type="html">&lt;p&gt;DB: Created page with &amp;quot;{{CityBox|title=Zâram-Tûm|Government=Democracy|Other Organisations=Bruised But Not Broken, Sulla Arena, Rhes Haghed, Companions of Elric, Kasarian Embassy, Abjura Dolana, Tipatshimun, Buel Vitta Society, Resa&amp;#039;s Rest|Temples=Beory, Boccob, Heironeous, Istus, Pholtus, Ulaa|Merchant Houses=Abraxis Combine, House Ditta, Thal Lithel, Thal Sivale, Thûrash}}  The capital of the Godfall.  More information in due time. Category:Locations&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityBox|title=Zâram-Tûm|Government=Democracy|Other Organisations=Bruised But Not Broken, Sulla Arena, Rhes Haghed, Companions of Elric, Kasarian Embassy, Abjura Dolana, Tipatshimun, Buel Vitta Society, Resa&#039;s Rest|Temples=Beory, Boccob, Heironeous, Istus, Pholtus, Ulaa|Merchant Houses=Abraxis Combine, House Ditta, Thal Lithel, Thal Sivale, Thûrash}}&lt;br /&gt;
&lt;br /&gt;
The capital of the Godfall.&lt;br /&gt;
&lt;br /&gt;
More information in due time.&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Temple_Ton&amp;diff=4176</id>
		<title>Temple Ton</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Temple_Ton&amp;diff=4176"/>
		<updated>2026-06-17T16:27:28Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Found by [[Dauphine Tirfelya|Dauphine]] near the [[The Wreck - Chronological order of Events#The Stoned Dragon|Stoned Dragon Cave]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hanging from a silver chain is a self cleaning amulet of obsidian with a marvelous silver inlay of angled art-deco design. It is the creation of the healer and cleric [[Bruneor Argent]] who used it to good effect on his adventures. When he pitifully perished, he forced his spirit into the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Ton: noun, fashionable style or distinction.]&lt;br /&gt;
&lt;br /&gt;
As long as you wear the Temple Ton and are attuned to it, it has the following properties.&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Sentience|Pulse=1|Bold=1}} The Temple Ton is a sentient lawful good item with an Intelligence of 12, a Wisdom of 16, and a Charisma of 8. The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039; The Temple Ton has 3 charges and regains all its expended charges daily at dawn. While wearing the amulet, you can expend the necessary number of charges to activate one of the below properties. Should you use the last charge, roll a d20 and let the DM know the result. The item does not get destroyed on any die result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benedict&#039;&#039;&#039; When a creature within 30 feet of you regains Hit Points, you can use a Reaction to expend a charge, then that creature regains an additional 2d6 Hit Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peppard&#039;&#039;&#039; As a Reaction, which you take when you are hit by an attack, you can expend a charge and an invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +3 bonus to AC, including against the triggering attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Schultz&#039;&#039;&#039; As an Action you can expend a charge and gain the benefit of a Comprehend Languages spell. Roll a d20; on a result of 5 or lower any form of expression from you is completely incomprehensible for the next hour, no form of magic can undo this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tureaud&#039;&#039;&#039; As a Reaction you can expend a charge to gain a +4 bonus on any check to either build or repair something, or to break or bust anything.&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4175</id>
		<title>The Wreck - Chronological order of Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4175"/>
		<updated>2026-06-17T14:55:40Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Wreck.png|right|450x450px]]&lt;br /&gt;
Four very different people survive a shipwreck and end up on a tiny island. These are their stories.&lt;br /&gt;
&lt;br /&gt;
== The protagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[Darius Naffles]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dauphine Tirfelya]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Oscar]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinton Gemweaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
&lt;br /&gt;
=== Four journeys ===&lt;br /&gt;
This is how our four friends ended up in the capital of [[Dolac]]; [[Avale]].&lt;br /&gt;
&lt;br /&gt;
==== Quinton Gemweaver ====&lt;br /&gt;
Quinton starts his journey to Avale following the Fiumare river. On the way he ran into a band of [[Nikanish]] who were trying to protect a tribe of bullywugs and the druid was asked if he wanted to help and he does. Later his camp was overrun by zombies but he managed to get away with all of his belongings.&lt;br /&gt;
&lt;br /&gt;
Then a town happened to be visited by a bunch [[Kashtin]] revelers when Quinton arrived and this lead to some very hedonistic days. Journeying on alone was quite the contrast but the beautiful landscapes made up for it especially the [[Dolac#Sevso Sound|Sevso Sound]]. From there it took a number of bridges to the islands in the Tal delta and a ferry to get across and make it to Avale where he finds an &#039;&#039;&#039;inn in the [[Avale - Neighborhoods#Cegir Town|Cegir Town]] neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city is huge and there is much to see. Quinton starts by getting a shave at Hair Me Out. Next he buys a mince mop from a street vendor. While walking and eating he nearly collides with a square-jawed, blond-haired man that steps out of an outhouse, dusting down his clothes, mumbling to himself.&lt;br /&gt;
&lt;br /&gt;
A few days later in [[Avale - Neighborhoods#Downpark|Downpark]] he passes by the Pursue Hickory bank and comes to a square where an expensively dressed gentleman is tending to a vagrant, pouring a potion down his throat which seems to make him feel a lot better.&lt;br /&gt;
&lt;br /&gt;
During another exploration of the city, this time in the North of Grove Way neighborhood, also known as [[Avale - Neighborhoods#NoGWay|NoGWay]], Quinton is lured into alley, where he is surrounded by four assailants. Things look bleak, this is an unwinnable fight and flight will also be difficult. But then an unassuming woman, short, with a cleft chin, and her dark hair in a knot, appears, and the four robbers run, saving him from an ignoble fate. The woman gives him a smile and leaves. There is no sign of her when the druid makes it back out on to the street.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Quinton to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Dauphine Tirfelya ====&lt;br /&gt;
On her donkey she makes it to the border with [[Otteun]], it’s been an interesting journey already, seeing the mammoths roam. Then Dauphine continues on to [[Midtal]], she’s never seen a big city and this is her chance. From the first inn in Otteun she finds out that elves are seen as rather exotic, people gaze at her, some small children even pull her hair.&lt;br /&gt;
&lt;br /&gt;
The caravan she was traveling with, promptly got attacked on only the second day but fortunately they managed to fight off the robbers, Dauphine having to use her shortsword in anger for the first time. Midtal was an interesting experience, still getting lots of looks on account of being an elf but getting bothered a bit less. Surprisingly she made a little money when someone offered to pay her to paint a portrait of her.&lt;br /&gt;
&lt;br /&gt;
Avale seemed the best possible next destination and the druid took passage on a river barge. The slow journey down the river gave plenty of time to focus on certain things she had been ignoring and to get to know her fellow travelers. At one village stop, Dauphine helped out one of her new friends when he was cheated on in a game of Three-Dragon Ante, managing to recover all the money.&lt;br /&gt;
&lt;br /&gt;
The barge arrived at Avale disembarking everyone in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. Two of her fellow passengers knew of a &#039;&#039;&#039;good inn in the [[Avale - Neighborhoods#Longsee|Longsee]] neighborhood&#039;&#039;&#039;, called the Other Inn, and so she joined them and walked there, taking a room on the third floor. It cost a little extra but the view of the Tal estuary is worth it. The first thing she sees is a short man with a white mustache, wearing a small hat catch a girl who picked a dwarf’s pocket. He hands the money over to the victim and then takes a piece of pastry from his pocket and gives it to the child before letting her go.&lt;br /&gt;
&lt;br /&gt;
Here, too, people still find elves quite the attraction, she finds. The nearby fish shop, For Cod’s Sake, introduced her to all kinds of new food and then she was told about another place that she just had to go visit. Following directions she went to the [[Avale - Neighborhoods#Oakhurst|Oakhurst]] neighborhood, where on Falanae Avenue she passed by Elassidil Villa, headquarters of [[Thal Lithel]]. At the intersection with Korb Street, a boy on crutches was brusquely told by a man in a carriage to get his ass in there. And then when the conveyance drove away she saw it; the Feywild Shroomhouse.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Dauphine to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Darius Naffles ====&lt;br /&gt;
After finishing his priestly training Darius was told to find his way in the world. Any direction was as good as the other but his father had told him that some far-flung family of his lived in Avale, so why not go there first?&lt;br /&gt;
&lt;br /&gt;
On his way through [[Mifora]] his skills were called upon numerous times. Usually to give his blessing or heal the wounded. But one time he arrived at a village where a recently deceased had risen. Using his god given powers he quickly destroyed it, maybe a little more thoroughly than the grieving family had hoped for.&lt;br /&gt;
&lt;br /&gt;
Then in another town, when money was low, Darius joined a group of adventurers who promised riches. The Toast of Tetia proved to be better at boasting than questing. It was only due to Darius that no one died and the riches turned out to be a single gem, that, split five ways, did not amount to all that much.&lt;br /&gt;
&lt;br /&gt;
A less than stellar encounter with a wild boar made Darius happy to finally arrive in Avale. He’s told of a small shrine to [[Ehlonna]] in the &#039;&#039;&#039;[[Avale - Neighborhoods#Abrinol|Abrinol]] neighborhood and the gnome finds an inn nearby; the Steaming Pot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Walking through the [[Avale - Neighborhoods#Clover Hill|Clover Hill]] neighborhood, Darius sees three attractive, middle-aged women coming out of Smells by Design, a perfume shop. As he passes by, he overhears part of their conversation: “Did you hear, Meghan Wellington is back in town, but the state of her...” says the brunette. “I heard she was married off to some [[Godfall]] dwarf who kept her in his cellar,” adds the blonde. “Who cares, Lilia, we have things to do down the road,” counters the redhead. “Alice, always chasing the sublime,” comments the dark-haired one.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Darius to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Oscar ====&lt;br /&gt;
The halfling wakes up with a headache in a small, stone room on a cot, a tiny window high on the wall provides some light. A pitcher of water stands on a table. In one corner there is a small hole in the floor that smells of excrement. A single door, locked or barred, blocks his way. Once a day the door is opened just wide enough to slide a bowl of gruel and a spoon inside. He can’t see much more than a hallway and a soldier, there is no sign, or smell, of the old man.&lt;br /&gt;
&lt;br /&gt;
After the second night he wakes in a new environment, feeling weak and listless, like that one time he ate those red mushrooms. He finds himself in a large, wooden room that lists from side to side. Around his leg is a manacle that is clamped around a stout wooden beam. A scarred man wearing a red cloth hat comes to him twice a day, bringing food that is incredibly hard, he needs the also provided drink, grog, to make it chewable.&lt;br /&gt;
&lt;br /&gt;
Additionally the sailor makes sure to check his manacle and the beam every time. He can move along the beam, about a meter or two, just enough to reach the small barrel smelling of excrement. There are many crates and barrels but all are out of reach. At least there are the rats who visit him at all hours. He supplements his diet this way.&lt;br /&gt;
&lt;br /&gt;
After a long journey the ship reaches port, all the smells tell Oscar they are next to land and he makes sure he’s prepared. When the sailor removes the manacle the halfling pushes the man’s head into the wall, as hard as he can. Then he is up the ladder and soon on deck of the ship. The sight of a huge city in front of him is frightening but he sees the wooden pier and jumps onto it, running away from the ship and towards the city, pushing people away when he can’t avoid them, one, carrying a large crate, falls into the water.&lt;br /&gt;
&lt;br /&gt;
Weak with hunger he makes his way into the city, there are so many people! He stumbles about, going wherever seems most quiet. He comes to a small park but is immediately chased by men wearing blue tabards. He keeps moving, coming to a road in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] where he startles a man and a woman in an intimate embrace. She hides her head behind the man as Oscar runs off and minute later he almost gets trampled by a horde of girls all yelling and chasing after a man with salt and pepper hair.&lt;br /&gt;
&lt;br /&gt;
When it gets later in the evening there’s fewer people around but then the smell of food hits his nose and his stomach rumbles loudly. He follows the scent and finds a place where people sit outside and others come from inside a building, bringing food and putting it on the tables. He times his approach well and manages to snag an entire tray of food, running off, spilling some but losing any pursuit, hiding in a garden as he gobbles down the meal.&lt;br /&gt;
&lt;br /&gt;
He sleeps there, hiding himself in the bushes till he is woken in the morning by all kinds of unfamiliar sounds and smells. A woman comes into the garden and Oscar bolts, leaving her confused shouts in his dust. Eventually he ends up at the south end of the city, in the &#039;&#039;&#039;[[Avale - Neighborhoods#Old Yards|Old Yards]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Things are rather grimy here, but then he finds a market, so many stalls with food and other things. People seem to pay him less mind than in other parts of the city, everyone just trying to live their lives. He sees people handing over small discs of metal as they point at food and are then handed what they desire. He doesn’t have any of those but since grabbing and running worked last night, he tries again, grabbing a dead chicken and running off. These market people don’t like this at all and he is chased by multiple vendors and stock boys. But one greengrocer seems to see the lighter side of things and throws Oscar an apple from his stall which the halfling catches expertly before slipping under a stall and down an alley, eventually losing his pursuers.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; unfortunately Oscar can&#039;t read any of this. And he, sadly, doesn&#039;t spot the men who come when he&#039;s sleeping and knock him out, shanghaiing him.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
Those signing up weren&#039;t told much and that&#039;s because it turns out to be a &#039;&#039;&#039;pirate hunting mission&#039;&#039;&#039;. A flotilla lead by the Whiskered Admiral is going to search for a small pirate fleet that was spotted not too far away. The navy is sending four ships; the Prince Willim, a 1st charter ship, two 2nd charter ships, the Ranhem and the Crowned Griffon, and a 3rd charter ship, the Arms of Dolac.&lt;br /&gt;
&lt;br /&gt;
It&#039;s early in the morning and those shanghaied wake up feeling the worse for wear, it smells of sweat and sick, there are many conversations around. Some rays of sunshine penetrate the murk, the floor beneath them is moving in all directions. People are getting up from the floor and soon a hatch opens, the sunlight suddenly very bright, and some people come down a ladder.&lt;br /&gt;
&lt;br /&gt;
Standing next to the ladder are a balding halfling, he looks to be in charge, a dwarf with a short beard, a half-elf, she has a rather big nose and her hair is dyed black, quite badly. Further there’s a gnome, her face looks to be sliding down her skull, and a large half-orc, with blonde dyed hair.&lt;br /&gt;
&lt;br /&gt;
The halfling speaks: “I am Bosun Miller and you are on board the majestic Crowned Griffon, the best ship in the entire navy, run expertly by Captain Drumpf and Quartermaster Onel.” At the mention of the last name some people involuntarily scrunch their noses, he apparently has quite the musk. Miller continues: “We are on a mission to take out a pirate fleet and make sure these murderers, rapists, and drug dealers will never make it to our homeland.”&lt;br /&gt;
&lt;br /&gt;
“Now, most of you might not be here voluntarily but you are finally going to do something worthwhile with your lives and get paid really well for it,” he tells the crowd. “Until we get anywhere near the pirates you will be assisting with the running of the ship, Chief Mate Luktnicks here will further explain.”&lt;br /&gt;
&lt;br /&gt;
The dwarf looks around, “you will be doing grunt work even a wet goblin can do, complain or shirk and you will be going overboard, try your luck with the sharks. You might have noticed your weapons and armor are missing. We don’t want any accidental stabbings or other fights, get in one and you’ll get intimately familiar with the cat o&#039; nine tails as wielded by Karoline here,” he motions towards the half-orc. She scowls as she looks around and rumbles “leave it”.&lt;br /&gt;
&lt;br /&gt;
“You’ll get your weaponry back when we near the pirates, you can even put on your armor then, if you are fool enough to want to drown with it. Until then you report to the second mate, Juliana,” he points at the half-elf, “or the third mate, Kristi,” he motions towards the gnome.&lt;br /&gt;
&lt;br /&gt;
Our four friends are selected by third mate Kristi to help with pulling the sails when there is need to, she puts a sailor in charge of them. The four introduce themselves to each other but soon find that the halfling doesn&#039;t speak. Quinton gives some grapes to the halfling, who we will refer to as Oscar, for the sake of convenience. Darius asks: “isn’t this the demon child?” The others shrug their shoulders. Then he speaks in Infernal: “do you understand?” Oscar doesn&#039;t, but Quinton does!&lt;br /&gt;
&lt;br /&gt;
The gnome&#039;s question stems from the fact that during their weeks in town &#039;&#039;&#039;they heard lots of stories&#039;&#039;&#039; any time they were in a tavern, or really anywhere a lot of people gather and gossip. It&#039;s definitely possible they heard stories about other people with the same name or looks, but &#039;&#039;&#039;this is what they all think they heard about their new friends&#039;&#039;&#039;. It might all be just poppycock of course!&lt;br /&gt;
&lt;br /&gt;
Quinton learned the following: people have said Oscar was being raised by an elf. Darius does not actually know where his mother is buried. He looked for the grave but never found it. Maybe for the best, because he would like to dig her up to find out how and why she died. Dauphine has a strange fascination for dead things. It&#039;s said she sometimes talks to dead animals.&lt;br /&gt;
&lt;br /&gt;
Dauphine heard these stories: Rumor has it that during his training Darius wounded and even killed small animals to learn and practice his new spells. Most of them failed, which resulted in unneeded suffering. Quinton used to dress in women&#039;s clothes. Oscar is a wild child who will eat anything he comes across; plant, animal, human?&lt;br /&gt;
&lt;br /&gt;
Darius heard the following rumors: Dauphine keeps dead animals rotting in her backpack. It&#039;s best not to follow her too closely when traveling because the dead smell coming from her backpack can only mean she&#039;s keeping dead birds... or something. Quinton became the owner of the family business at the tender age of 17. And... Oscar is a demon child.&lt;br /&gt;
&lt;br /&gt;
Oscar doesn&#039;t understand Common but he was lurking and heard people say the following, even if he had no idea what they were saying: Darius buried his own father. He even fixed and prepared the body so that it could be presented in a coffin. Which was one hell of a job since his father died in a fireball. Darius invited all the locals to the funeral, but nobody came. Dauphine has found her armor in a second-hand shop. Quinton is said to have a scar from a date gone wrong on an undisclosed body part.&lt;br /&gt;
The four get to know each other a little better that first day and are put to work when needed. At this point it becomes clear to Third Mate Kristi that Oscar doesn&#039;t speak Common or even understands it. She complains to another crew-mate about the shanghai-ers, how they are bringing in totally useless people, which is overheard by our friends.[[File:Bound shark.png|right|300x300px]]&lt;br /&gt;
At some point Darius looks over the railing and sees a shark swimming just under the surface. But this is very strange, it looks like there is a sort of metal cage around its head. He calls over Kristi but it&#039;s gone when she arrives and she waves away his story, blaming it on his sea sickness.&lt;br /&gt;
&lt;br /&gt;
Quinton tries to write something on the mast but is immediately scolded by a sailor who are a superstitious bunch and this spells bad luck.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends wake, and while they might still feel sea sick, their recent experiences have unlocked new abilities inside themselves. [They reached second level.]&lt;br /&gt;
&lt;br /&gt;
During the next days they all get to know each other even more and experiment a little with their new found abilities. Quinton uses his Message cantrip to send a message to Darius, which freaks him out at first. Oscar hunts down a rat and eats it. Darius immediately calls Third Mate Kristi over and shows her that the halfling is not useless at all; he&#039;s a great ratter!&lt;br /&gt;
&lt;br /&gt;
Then, during the night, &#039;&#039;&#039;a massive storm hits&#039;&#039;&#039; the flotilla. Our friends are asleep in the hold when they get tossed all over as the waves pummel the ship. A huge hole in the hull makes the ship list to the side. In nautical circles this is what is known as a ‘bad sign’. Before the party even knows it, for that is what they are now, they &#039;&#039;&#039;find themselves in the water&#039;&#039;&#039;. Huge waves spell their doom but fortunately &#039;&#039;&#039;half of a loading trapdoor floats nearby and they manage to cling on to it&#039;&#039;&#039;. Twice someone loses their hold due to the storm but twice they are rescued by the others.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Island ===&lt;br /&gt;
After floating on a calmer sea for many hours they eventually &#039;&#039;&#039;wash ashore on a tiny island&#039;&#039;&#039;, about an hour before dusk. They have nothing but the clothes on their backs and maybe one trinket or other item they kept close. The island is not a bounty one; one rock spur sticks about eight meters up in the air, the beach is more pebble than sand. There’s one small tree, not doing too well, other than that just some shrub bushes that don’t grow much in the way of food. One can walk a full circle around the island in about ten minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things that washed up on the shore with them. A large, iron anchor twisted into a spiral, they have no idea how it got there, it would definitely sink and not float. Oscar finds a cloak clasp shaped like a kraken, he has no idea what a kraken is but it looks nice so he keeps it. A barrel of mead is a nice find and they all immediately quench their thirst. Quentin finds a banged up scroll case that contains a scroll of [https://5e.tools/spells.html#enhance%20ability_phb Enhance Ability].&lt;br /&gt;
&lt;br /&gt;
Oscar searches the island for food and other useful things, finding just a few berries and mushrooms but near the shore he finds [https://5e.tools/items.html#jellyfish%20vine_hhbh Jellyfish Vine], which are not dissimilar to a plant he knows; he&#039;ll be able to fashion this into something that will improve a weapon for a short time. Meanwhile Quinton has gone up to the one tree and found a branch that could serve as a weapon. He tries to make it into a quarterstaff but it becomes no more than a club.&lt;br /&gt;
&lt;br /&gt;
Our friends discuss what to do next and Dauphine suggest climbing the rock spur to see if anything can be seen there, Darius and Quinton decide to go with. Oscar, who hasn&#039;t understood a word of the discussion follows a short distance behind. And he gets a great view of the three ahead &#039;&#039;&#039;falling through a thin sheet of rock into a shaft below&#039;&#039;&#039;, debris flying everywhere.&lt;br /&gt;
&lt;br /&gt;
The halfling gets there in time to see there is a force field at the bottom of a 30&#039; shaft that has slowed down everyone&#039;s fall and they end up on the floor with little to no damage. Oscar then uses the handholds that have been carved into the rock to climb down to the others.&lt;br /&gt;
&lt;br /&gt;
The bedrock has been carved out to create a room, the ceiling is about 15’ high, the shaft in the middle of it. It is pretty barren, on a stone shelf lies a book that has been totally overgrown with mold. A corridor leads away, there is a tiny bit of light coming from around corner. Only two of our friends have darkvision, Quinton can see almost nothing, the force field provides a little light.&lt;br /&gt;
&lt;br /&gt;
A magic mouth on the wall starts speaking in an unknown language to most but Quinton knows Ancient, though he has never heard it spoken before; &#039;&#039;&#039;“This is containment area Manahuia. You do not have the proper authorization to be here. Leave now and do not return lest you’ll be destroyed.”&#039;&#039;&#039; Oscar has made it down by now and Dauphine tries to see if she can rescue a page from the middle of the book but fails utterly.&lt;br /&gt;
&lt;br /&gt;
A minute later the magic mouth repeats its message and then &#039;&#039;&#039;incorporeal snakes come through the walls and start to attack&#039;&#039;&#039;. They are hard to hit and there are many, so the party flees down the one corridor. Here they find a natural cave that has been carved in places to heighten the ceiling to about 8’. There are signs of combat, scorch marks on the walls, a broken arrow lies just inside the corridor.&lt;br /&gt;
&lt;br /&gt;
To the back of the cave is &#039;&#039;&#039;a dark opening, about three meters in diameter, maybe it’s their imagination but the inside of it seemed to move a bit, throb&#039;&#039;&#039;? It is almost entirely blocked by a stone wall that is crumbling, the druids are versed in Arcana and recognize it as one made by the Wall of Stone spell. Almost a foot of water has seeped into the cave and in the murky water they can just about make out four small mounds of stuff. In the left back corner of the room lies a ball of something rubber-like wrapped around itself.&lt;br /&gt;
&lt;br /&gt;
The snakes haven&#039;t followed, yet, so they have time to explore. Three of the four mounds contain a dead body, very well preserved, and also a number of items. Going through all the items takes time but will likely lead to some good finds so most of our friends go through it carefully, whereas Oscar grabs something at random. The odds are 2.78% but he manages to grab a necklace of teeth, not unlike one he was wearing and lost in the storm!&lt;br /&gt;
&lt;br /&gt;
Darius has gone to the rubbery thing and it slowly starts moving a little, waking up? It takes a while but it slowly unwraps its appendages and turns out to be some kind of golem-like entity? The party has been collecting items for a while and now the first incorporeal snake has found its way to them. The rubbery thing attacks with just a single appendage at first and hits hard; doing not just hit point damage but also giving Exhaustion to those hit.&lt;br /&gt;
&lt;br /&gt;
Every round the golem attacks with one more appendage and escape becomes a necessity. Dauphine uses two Thunderwave spells to destabilize the wall and then Oscar manages to place the butt of the spear that Quinton found and gave him, in exactly the right place and he levers up and a huge chunk of wall comes down, enough for them to enter the strange tunnel that looks a lot like the inside of an esophagus, [[wikipedia:Peristalsis|peristaltic contractions]] and all.&lt;br /&gt;
&lt;br /&gt;
Dauphine really wants more of the items but is hit again by the rubbery being and when the incorporeal then critically hits her, she&#039;s brought down! It&#039;s not easy but the others manage to get her out; Darius using a Cure Wounds spell and Quinton helping by providing another target for their foes. Everyone ends up inside the tunnel and the creatures don&#039;t seem to want to enter it.&lt;br /&gt;
&lt;br /&gt;
As they walk down the sloped tunnel they heal themselves as best they can. The tunnel is long and continues downward, only after a long walk they arrive in another cave, slick with water. The tunnel looks about the same at this end as the other, very strange. Things look to be safe so our friends decide to have a long rest and &#039;&#039;&#039;look at all the items they managed to grab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dauphine found a potion of Stupendous Healing (3d10+level) and she knows these are very rare and not for sale, it might be worth a nice amount. She also found a bracelet made of gold, set with turquoise stones. Quinton found one exactly the same, each bracelet should be worth about a hundred gold pieces. Other items she managed to recover are a [[Demon Dash|&#039;&#039;&#039;Demon Dash&#039;&#039;&#039;]], which she gives to Darius, and a water-proof scroll case containing a number of gems (200 gp worth) and spell scrolls of [https://5e.tools/spells.html#false%20life_phb False Life] and [https://5e.tools/spells.html#skywrite_xge Skywrite].&lt;br /&gt;
&lt;br /&gt;
Darius found the rather strange [[Cyphers &amp;amp; Potions#Arakaen Mana Parasite Potion|&#039;&#039;&#039;Arakaen Mana Parasite Potion&#039;&#039;&#039;]] and Stridden Boots that can give the wearer explosive speed as billowing flames blast from their feet and set anyone they get near to on fire. He also found a really strange tiny, red stinger; &#039;&#039;&#039;[[Phlegethos’ Pick]]&#039;&#039;&#039;. Quinton found the &#039;&#039;&#039;[[Spent Spear]]&#039;&#039;&#039; which he gave to Oscar and the halfling managed to grab the necklace with teeth; &#039;&#039;&#039;[[Past Primal]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[Room with the mounds of stuff and some of the items there with thanks to Dale Friezen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darius rips a pant-leg from his trousers and turns it into an improvised mask&#039;&#039;&#039; which he puts around his face, only &#039;&#039;&#039;his eyes are still visible and they are purple&#039;&#039;&#039;, instead of the blue they were earlier.&lt;br /&gt;
[[File:Steam Mephit.png|right|349x349px]]&lt;br /&gt;
After some good sleep they set off down the slick rock corridor, going ever further down, the temperature drops even more and everyone gets a headache. Eventually they come to a fissure, vapor rising from it, about ten foot across.&lt;br /&gt;
&lt;br /&gt;
Right after Dauphine jumps over it, small, winged humanoid creatures with pale skin and wisps of vapor rising from their nose, mouth, and ears rise from it. They shed drops of steaming water when they move.&lt;br /&gt;
&lt;br /&gt;
The creatures attack with their steam breath, hurting our friends quite a bit but they have quite some capabilities of their own and Oscar manages to use his Past Primal to critically hit one of them, killing it instantly.&lt;br /&gt;
&lt;br /&gt;
The path continues on until they reach what must be a really big, stone door. A large stone frame runs up, across, and down a single slab of stone. There is no handle or lock visible but on either side there is a hole in the stone, just a bit bigger than a finger. After some discussion Darius and Dauphine &#039;&#039;&#039;each put a finger into one of the holes and the door slides open diagonally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Midnight Altar ====&lt;br /&gt;
Beyond the doorway is a square room about 50’ on each side carved out of some kind of blue stone. A midnight altar, wrought from some superterrestrial metal, stands at its center. Faint lines of golden energy radiate from the altar along the floor to a large door. Above the altar float a number of symbols, most are white, two are purple. In the middle of the two side walls sit levers, both pointing up.&lt;br /&gt;
&lt;br /&gt;
At the far end of the room is a large door, made of a dark wood and covered in many sigils that all radiate with magical power. Around the door and on the floor emblems have been carved, the same set repeats; a skull, a cloud, a triangle pointing downwards, something that might be an explosion, a scorpion. The door doesn’t seem to have hinges, a lock, or a handle. A tiny crack has formed at the bottom left of the door and a dark orange substance has seeped out, it looks like a small drop of syrup or honey.&lt;br /&gt;
&lt;br /&gt;
Our friends investigate the room but can&#039;t make heads nor tails from the symbols above the altar. The door seems to be warded to keep something in, this might be some strange mystical prison? &#039;&#039;&#039;Darius rips off another part of his trousers and uses it to dab at the small drop of strange substance at the foot of the door, it absorbs into the cloth.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Detect Magic spell shows that the two levers probably aren&#039;t connected to the warded door and since there is nowhere else for the party to go they decide to pull on them simultaneously. When they do, two things happen immediately. &#039;&#039;&#039;There is a sinking feeling as their room starts to float down&#039;&#039;&#039;, and six parts of the wall are blown away and beyond them are niches in a strange shell like shape. Each contains a bench that is angled ninety degrees, a receptacle holding a potion vial, and a lever.&lt;br /&gt;
&lt;br /&gt;
Everyone feels the pressure increasing in their heads and it stands to reason it will only get worse. Darius darts into one of the niches and pulls the lever. When he does so, a force field covers the open side of the niche as it is pushed away from the wall and starts to float to the surface. The gnome drinks the potion, figuring it might be needed at this point, it turns out to be a healing potion. When the escape pod pops out of the water it lands horizontally on the waves and the force field disappears, the bench is now in the right position to sit on.&lt;br /&gt;
&lt;br /&gt;
Having seen the result of Darius&#039; action, Oscar is next to scramble inside a niche and pull the lever. Dauphine and Quinton stay a bit longer, wondering if there&#039;s something else they can do here but with the pressure mounting, they too make their escape. Once on the surface, all of the pods find a way to each other and cluster together.&lt;br /&gt;
&lt;br /&gt;
As they float there our friends talk about their experiences as Darius tries to explain to Oscar that the potion is a healing potion. The party discusses the &#039;&#039;&#039;strange black and white vision that talked to them as they entered the room&#039;&#039;&#039;. No one saw it in the room but somehow each saw a black and white apparition talking to them, it looked like a rather enigmatic version of their race. And it promised lots of power if they would help &#039;it&#039;, and clearly whatever the entity was, it was quite powerful. But &#039;&#039;&#039;they all declined its offer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After floating in the middle of nowhere, the island is not in sight, for most of the day, they get very lucky and spot a ship. It&#039;s &#039;&#039;&#039;a fishing ship, the Twilight Wanderer, from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]]&#039;&#039;&#039; and our friends are taken on board. As he does so, Quinton notices from the corner of his eyes what looks to be &#039;&#039;&#039;a huge head sticking out of the water&#039;&#039;&#039;, from about halfway up the nose. It&#039;s right at the horizon and must be enormous but it moves away before anyone else can spot it.&lt;br /&gt;
&lt;br /&gt;
The crew consists of four people, all quite sunburned; Captain Raisa, tall, skinny, and quite sociable, Zaria, she has a broken nose, muscled arms, and is quite chatty, Blazh, he wears an earring with lapis lazuli, is missing a finger, and carries a hooked knife, he&#039;s quite jovial, and Kyrilu, a rather hirsute individual who squints a lot and is a bit grumpy.&lt;br /&gt;
&lt;br /&gt;
The ship is cramped with eight of them on it but they make it work as they set sail home to Abrinol, the neighborhood in Avale is named for it. During the journey our friends get to know the crew a little better and learn of the fascinating culture of the Hundred Mile Islands, though Quinton isn&#039;t charmed by it and conspicuously moves away when these things are discussed. That first night everyone on the boat sees &#039;&#039;&#039;a falling star, blue streaked, and very low on the horizon, crossing the sky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a, blessedly uneventful, journey of a few days &#039;&#039;&#039;our friends arrive on Abrinol&#039;&#039;&#039;. It&#039;s quite the sight; the buildings on the island are all made of wood and painted red, though a Dolac would say their quality was less than they were used to. Off to one side of the town there are a few houses that are clearly built in older Dolac style, including one tavern, the Maiden and Flagon.&lt;br /&gt;
&lt;br /&gt;
A few warehouses in Dolac style are situated to the left of the harbor, that’s also where two large piers can be found, each has a ship anchored there. The Prince Willim is one of those, it looks to have taken quite some damage from the storm. The other ship is a large merchant vessel named the [[Hythe Maritime Services|HMS]] Floris.&lt;br /&gt;
&lt;br /&gt;
Captain Raisa invites the party over to dinner at her house and even offers to let them stay the night. First our friends go do a little shopping, selling the gold bracelets they found to get some new clothes and supplies. A few merchants sell flotsam and jetsam; they recovered a number of items from the flotilla, including Dauphine&#039;s [[Coloured lenses of Scotopia (Tanaquilya Lomë)|colored lenses of Scotopia]] and her [[Nochtoina]]. She buys both and also a part of the Crowned Griffon&#039;s name plate, it reads &amp;quot;owned&amp;quot;. Oscar waits until the merchant is distracted and steals a gold tooth.&lt;br /&gt;
&lt;br /&gt;
Our friends first go to the Prince Willim to see about passage, though none of them are much enamored with the navy at this point. They are offered passage, however they try the HMS Floris as well. The sailor at the gangplank has good news and bad news; the ship is sailing for Avale tomorrow, but all passenger berths are filled. When our friends ask if there&#039;s really nothing to be done, relaying how they were shipwrecked, a voice speaks from the railing and invites them up.&lt;br /&gt;
&lt;br /&gt;
A blonde man, tall and wide shouldered, the type you would cast in your play to be the paladin or king, welcomes them onboard and &#039;&#039;&#039;introduces himself as Gerrut Hythe but tells them to call him Keeper&#039;&#039;&#039;. Apparently their story had an effect and he offers them passage and would like to discuss their experiences with the Admiralty.&lt;br /&gt;
&lt;br /&gt;
The next morning, after a lovely dinner and a fun time in a tavern, they board the HMS Floris and find out that Keeper has vacated his personal cabin for them, he&#039;ll use a hammock on deck. They discuss bound sharks; he&#039;s seen a few over the years, but the giant head is totally new to him, and he has no experience with tiny islands and strange, sinking rooms.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Our friends make it safely &#039;&#039;&#039;back to [[Avale]]&#039;&#039;&#039; where the first order of business is to find an inn, as they decide to stick together; they learned that to get any adventuring work you need to be signed up as a group. They are told the Grey Minstrel Inn is a good place for what they are willing to spend so that&#039;s where they go.&lt;br /&gt;
&lt;br /&gt;
As they approach the place in the Bow Valley neighborhood they see an old woman in dirty coat sitting on an upturned bucket at the entrance to an alley. A brown mackerel tabby with gray field lays on a window sill and gets up stretching its back. A little girl with pale skin and big, blue eyes, in an old coat dances to music only she can hear. Inside the inn a lute missing its strings and a broken horn hang on the wall, a statuette of a panther, wooden and painted black stands in an alcove.&lt;br /&gt;
&lt;br /&gt;
Next on the list is more shopping; our friends sell a number of the items they found and use the proceeds to buy weapons, armor, and adventuring gear. Dauphine has a shield made from the Crowned Griffon name board. Quinton looks into getting pan-flute lessons and ordering business cards.&lt;br /&gt;
&lt;br /&gt;
Then &#039;&#039;&#039;a visit to the Adventurers Association&#039;&#039;&#039; in Kesslia. They have to fill out a form, asking where their strengths lie and &#039;&#039;&#039;give a party name, for some reason they decide on &amp;quot;The Daltons&amp;quot;&#039;&#039;&#039;. After a a short while they are lead to the offices of Jerry Tidwell, who will be their agent from now on. He&#039;s a tall halfling with dark hair and a big nose, and very outgoing, energetic. He offers them coffee that he has specially imported from [[Haza]].&lt;br /&gt;
&lt;br /&gt;
They discuss what he can do for them as he plays around with a silvered horseshoe in his hands, in some places the original iron clearly visible. Jerry tells them they are in luck; Grand Master and [[Dolac#Government|Torchbearer]] Geppert Cross, of the Guild of Cartographers &amp;amp; Surveyors has died recently and there are &#039;&#039;&#039;jobs available as honor guard&#039;&#039;&#039;. It only pays 2 gp but he explains that it&#039;s important to get a relationship started with any guild, they are much more likely to hire people they have worked with in the past, and usually don&#039;t look closely at what the work was.&lt;br /&gt;
&lt;br /&gt;
He also advises them to get a ‘money person’, it&#039;s such a waste to keep your money in a pouch or under your bed. The money person knows the best banks to put them in or other investment opportunities. “Me and some friends bought the rights to the Dolac blue conifer; whenever a single one of them is sold we get part of that,” he explains quite animatedly. He suggests a bookkeeper; Carla Tebaldo, she&#039;s a gnome and does most of his investments.&lt;br /&gt;
&lt;br /&gt;
=== First Jobs ===&lt;br /&gt;
Our friends are told to go to Save Nine in the Fabrics neighborhood to pick up ceremonial staves and robes with the Guild of Cartographers &amp;amp; Surveyors clue compass rose attached to them. Next they report to the Domicile of Diligence in Uppark. The procession will go to the Mother Mensual cemetery in the Dawnbloom Heights neighborhood and every hundred feet two people peel off to stand to the left and right of the street.&lt;br /&gt;
&lt;br /&gt;
On their way they hear people in the crowd along the street talking. A halfling wearing a poncho with multicolored, diagonal lines comments: “you know what a dead Torchbearer is? A good start! I say burn them all, what have they ever done for us?” A woman in a hat with a blue compass rose emblem tells her companion: “I heard that thing that fell from the sky destroyed the entire city of [[Kostul]]!” A gorgeous half-elf in a blue dress says to her friend, who is equally stunning: “I used to have so much fun with Old Geppy, he was the loveliest little lapdog”.&lt;br /&gt;
&lt;br /&gt;
When our friends get near Carriage Court it is their turn to take up positions. A dwarf with a beard woven into an intricate pattern asks: “Did they appoint anyone in place of the dead guy yet?” A man eating the last bit of his deep-fried giant answers: “No, this bunch are traditionalists and wait till the body is in the ground.” To which the dwarf replies: “Well, I hope that whoever gets in will be in favor of lowering taxes on labor, it’s got so bad I can hardly compete with foreign crap coming in.” Says the man: “This guild? Don’t hold your breath.”&lt;br /&gt;
&lt;br /&gt;
As the funeral procession comes closer a man steps into the street, right between where our friends are standing. He throws a bottle of oil to the cobbles and pours another all over himself. He cries: “They ruined me! Those gods-damned guilds and their rules, destroying the common man and do they care? Do they fuck all!” as he takes out a tinderbox. People scramble backwards.&lt;br /&gt;
&lt;br /&gt;
Our friends immediately respond and an Entangle spell plus a Command spell by Darius prevent the man from lighting himself on fire. Then Dauphine knocks him to the ground and the four of them work him to the side of the road before any of the dignitaries get there. When they do, one of them comes over to the party, a man with a heavy set build and hangdog facial features, who introduces himself as &#039;&#039;&#039;Alun Djames, a Master of the Stevedores Guild&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
He&#039;s impressed with what they did and invites them over to his home for dinner the next day. Our friends arrive at his home on Sevso Island, located right at the river with a view of the rest of the city, and get introduced to his wife and three children. Dinner is great and Alun promises that he&#039;ll rustle up some work for them when he can.&lt;br /&gt;
&lt;br /&gt;
The very next day Jerry sends a messenger; he has &#039;&#039;&#039;work for the party&#039;&#039;&#039;. &amp;quot;It&#039;s a twofer!&amp;quot; he exclaims enthusiastically when they enter his office. He has received requests from the &#039;&#039;&#039;Alchemists &amp;amp; Apothecaries Guild and the Messengers Coalition&#039;&#039;&#039;. Both seem to him a good match for our friends and he hands them the parchments; &#039;&#039;&#039;[[AAG - Request 1|Request for Ingredients]] &amp;amp; [[MC - Request 1|Missing Messenger]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Kenohob ====&lt;br /&gt;
Our friends make it to Kenohob without any trouble, all the while having kept an eye out for Herleva. Once there they find outshe picked up her package and left, right on schedule. They also learn that wild animals have been coming into the village causing havoc, this is not normal behavior, usually they know the risks and avoid the hamlet. Only last night the Furious Farmer lost a number of cows due to a wolf attack.&lt;br /&gt;
&lt;br /&gt;
Our friends go visit her and the halfling tells them, pointing at the forest with her scythe, that the wolf went back into the nearby forest. Darius asks to buy an old scythe and our friends then track the wolf, they are quite skilled at this and easily follow its tracks between the trees. They lead to the dead body of the wolf, with an zombie boar standing over it. Battle is short and swift with the boar snuffing it in the end; Oscar critically hitting once more.&lt;br /&gt;
&lt;br /&gt;
There&#039;s only an hour or so of daylight left but again our friends prove very proficient at tracking, following back the path the boar took. They arrive at an &#039;&#039;&#039;ancient barrow mound, deeper in the forest&#039;&#039;&#039;. Sitting on top of it is a &#039;&#039;&#039;redheaded girl and her dog, which looks quite undead&#039;&#039;&#039;, but not in a way that Darius, or the others, have seen before.&lt;br /&gt;
&lt;br /&gt;
The party talks with the girl as the carefully close and spread out a little. She &#039;&#039;&#039;confirms that she is Herleva&#039;&#039;&#039; and tells them that on her way back to Avale, her dog Snuffles dashed into the forest and she followed him. It lead to the barrow mound, one side had collapsed a bit and left a hole big enough for the dog to go through. &#039;&#039;&#039;When Snuffles came back out it was very much changed and now, anytime it came near a creature it turned it into a zombie.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The girl herself is fine, definitely not undead, though she is clearly malnourished. There is some speculation among the party about why she is not a zombie, maybe only beasts are affected? They throw her a goodberry and she eats it, feeling a bit better. But it&#039;s clear to her the party doesn&#039;t want things to stand as they are. She pleads with them to leave her and Snuffles alone, telling them she&#039;ll try and make sure it won&#039;t infect any other creature, she&#039;ll give them all her meager belongings but please, don&#039;t harm her only friend in the whole world.&lt;br /&gt;
&lt;br /&gt;
The party has other ideas though, Darius definitely wants to end the undead dog&#039;s existence and the others agree that that&#039;s the best course of action. Quinton starts by casting a Sleep spell on the poor Herleva so she doesn&#039;t have to witness what is about to happen. Zombie forest creatures have by now made their way around the barrow mound and a battle ensues.&lt;br /&gt;
&lt;br /&gt;
Darius uses his Turn Undead ability and a zombie wolf runs away. But the other opponents are tough and some of our friends are brought low, fortunately between the four of them they possess quite some healing magic. Darius activates his Stridden Boots and uses them to great effect, burning four enemies before the boots burn up completely and hurt him. Combat is over soon after with the party victorious.&lt;br /&gt;
&lt;br /&gt;
The gnome uses his undertaker tools on Snuffles fails to learn anything useful. Our friends &#039;&#039;&#039;burn all the undead&#039;&#039;&#039; and they then very carefully investigate the hole in the barrow mound, using a large stick and a rope to pull a bone dagger and a wooden box from the interior. The engraved box contains twenty-six teeth, each engraved with the mirror image of all letters of the alphabet; when pressed into something soft they leave an imprint.&lt;br /&gt;
&lt;br /&gt;
Our friends put anything that will burn into the interior of the mound and then light it, hoping that whatever turned Snuffles into what it became can be destroyed this way, or at least stop it from happening to anyone else. They then carry Herleva away and wake her up. She is incredibly distressed when told that Snuffles is no more and Quinton uses a Charm Person spell to blunt the edge.&lt;br /&gt;
&lt;br /&gt;
Back in Kenohob they take a room at the Whispy Vapor Inn for all five of them, Herleva is still very sad about the events and Quinton goes into the village and finds someone with shepherd puppies and he brings two back for the girl. That definitely brings a smile to her face but it&#039;s a good, persuasive talk they have with her that eventually convinces her not to sneak out of the room at night to go back to the barrow mound.&lt;br /&gt;
&lt;br /&gt;
The party all agree it&#039;s not a good idea to have Herleva go back to Avale by herself and figuring there is no rush for the other job &#039;&#039;&#039;they return to the capital with her and deliver her to the Messengers Coalition HQ&#039;&#039;&#039;. They then do some shopping and start the return journey to Kenohob the next day. From there they go south as indicated by the request and eventually come across an ogre.&lt;br /&gt;
[[File:Ogre Howdah.png|right|355x355px]]&lt;br /&gt;
But that&#039;s not all there is to it; someone built a palisaded wooden fort on its back! And in there are two goblins, one speaks up as the party approaches. “Ah, perfidious questers! Surrender your treasures and artifacts and your existences will be spared!” Our friends do not feel inclined to take this deal and move closer and the goblin speaks again: “Now witness the firepower of this fully armed and operational Flak Ogre!”&lt;br /&gt;
&lt;br /&gt;
Battle is on and the two goblins are very adapt at sniping at the party with spell and bow before hiding behind the wooden cover again. Unfortunately for them they miss as often as they hit. The ogre hits more often and harder but it turns out that two druids with two Wild Shapes each have a nice buffer of hit points to make it through a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eventually the ogre topples&#039;&#039;&#039; and both goblins roll away, the spell caster of the two manages to escape, hurling insults as she disappears. The other the party manages to kill, unfortunately it doesn&#039;t have loot worth anything.&lt;br /&gt;
&lt;br /&gt;
The next day our friends split in two groups and &#039;&#039;&#039;manage to find all the ingredients&#039;&#039;&#039; requested by Herb’s Store. They set up camp near a marsh and then proceed to &#039;&#039;&#039;have a very strange dream&#039;&#039;&#039; featuring a blue and green painted carriage and a mansion with a butler and long corridors full of doors.&lt;br /&gt;
&lt;br /&gt;
=== Avale ===&lt;br /&gt;
Our friends deliver the ingredients and ogre parts and Herb, the proprietor, shows them a number of interesting items he is willing to sell them for their services, he tells them to check back often as his stock changes frequently. When they return to the Grey Minstrel Inn they are accosted by &#039;&#039;&#039;a dwarf with a rather tangled and unkempt beard&#039;&#039;&#039;. He is looking for a job and introduces himself as &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039;, it&#039;s clear he is far from home but our friends don&#039;t have any work for him. Dauphine asks him if he has ever heard of a Stone Dragon cave; he tells her it rings a vague bell, he will find her if he remembers more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The piece of cloth that Darius dabbed in the dark orange substance&#039;&#039;&#039; has grown over time and the next morning he wakes to find it has wound tight around his torso and learns it&#039;s &#039;&#039;&#039;now an armor of sorts: [[Vessel Wraps]]&#039;&#039;&#039;. The quarter-scythe that he ordered has been completed and he pays with it by trading in his old armor. Oscar has seen Dauphine&#039;s shortbow and wants to try one as well so they buy one for him.&lt;br /&gt;
&lt;br /&gt;
The next day a message from Jerry, their agent, arrives. He has &#039;&#039;&#039;a job for a druid to sub for one who got sick, the druid is to wild shape into two different animals for a play being staged at the Catifras theater in Oakhurst&#039;&#039;&#039;. He also included three free tickets for the play that night. Dauphine and Quinton decide that he should be the one to take the job and he goes to the theater that afternoon. The marquee reads: “&#039;&#039;&#039;Hanno Salt stars as Jack Hoida in Jack Hoida and the Forgotten Temple&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
He is met by the &#039;&#039;&#039;Long-Suffering Assistant Director&#039;&#039;&#039; who explains they need a panther in the first act and a giant snake in the third. He is then introduced to the Water Wrangler, the Pyronicist, the Sound Effecter, and the stage hands. He briefly meets Hanno Salt, a dark haired, square jawed man in dark pants, a white jacket with dangling fasteners, and black gloves, who sucks on a licorice stick and soon leaves with a giggling blonde. Quinton learns the play is about intrepid explorer cutting a swathe through vines and canoeing down white-frothing rivers in a territory composed almost entirely of jungle and implausible traps. He gets to practice his part with the Nervous Stand-in.&lt;br /&gt;
&lt;br /&gt;
In the evening our friends take their places in the audience and Quinton is in the wings. The play starts with a bard singing an opening song as the backgrounds change and stagehands walk out with placards showing who plays who. At the end of the play another song is sung. Some quotes:&amp;lt;blockquote&amp;gt;&amp;quot;...and of course, Queen Tamarka was my lover, but now she wants my head on a stick. All because I gave away the secret of her immortality...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and that&#039;s when I married the love of my life and retired. Only for her to be murdered six months later, dragging me back into my old life...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...after that I spent a year undercover as a pirate under Captain Rosaline, the River Rose. Also my lover, by the way. And come to think of it, she also wants my head on a stick...&amp;quot;&amp;lt;/blockquote&amp;gt;Quinton does an ok job and is in the changing rooms afterwards when Hanno Salt steps in. “The production went as smooth as can be, you all deserve a drink. I love it when a play comes together,” he tells them before he leaves with a giggling blonde, not the same as the one in the afternoon. Quinton goes of with the cast and crew for a drink and the rest of the party also goes to a nearby tavern for a libation or two.&lt;br /&gt;
&lt;br /&gt;
==== Night at the Museum ====&lt;br /&gt;
Not much later &#039;&#039;&#039;another job&#039;&#039;&#039; offer comes through; our friends are to &#039;&#039;&#039;act as guards for some animals on display at the [[Avale#State Museum|State Museum]] during a fundraiser&#039;&#039;&#039;. They are told to look the part more than anything; wear all the armor they have and bring their biggest weapons. At the location they are met by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains she had to make a deal with the museum guards; the party has to stick to their location with the animals and are to leave everything else to the museum guards.&lt;br /&gt;
&lt;br /&gt;
The event takes place in two large, connected rooms and in one corner there is a display; &amp;quot;&#039;&#039;&#039;Animals from [[Neniros]]&#039;&#039;&#039;&amp;quot;. There&#039;s a large cage containing an orangutan, a large box with glass front and top in which a huge anaconda lies. Two smaller boxes with glass tops and fronts hold Neniros toads and blue poison dart frogs. A small cage hanging from a pole contains a single orange and black bird; a cock-of-the-rock.&lt;br /&gt;
&lt;br /&gt;
The caterers are busy setting up tables full of food and drink and at some point someone calls out; “&#039;&#039;&#039;Hey, Naffles&#039;&#039;&#039;, where in the Nine Hells are you?” Darius calls out that he&#039;s here but another voice also pipes up. This turns out to be &#039;&#039;&#039;the gnome&#039;s second cousin, Dersigos&#039;&#039;&#039;, who works catering this evening. Then the first guests start to arrive.&lt;br /&gt;
&lt;br /&gt;
Once everyone is present a short man with a large mustache steps up on a small podium. Quinton saw this man on his first day in the city, near the Pursue Hickory bank. They learn that he is &#039;&#039;&#039;Joseph Lacombe, the Grand Master and Boss of the Guild of Bookkeepers, Notaries &amp;amp; Scribes&#039;&#039;&#039;. He holds a short speech:&amp;lt;blockquote&amp;gt;“Friends, welcome, it is good to see so many familiar money pouches, I mean faces. We are so fortunate to be able to congregate here this evening and enjoy all the world has to offer, great food and drink a plenty. But we should spare a thought for those less fortunate, those that live in squalor, who don’t have a job, whose children are sick and going hungry. We should not allow our society to let this go on and thus I have started the Solutions for the Infirm charity and call on you for support. Please enjoy your evening in this wonderful ambiance but make sure to donate generously as I know you can.”&amp;lt;/blockquote&amp;gt;He then steps from the podium and approaches one of the guests. “If it isn’t &#039;&#039;&#039;Fitzwallace-Keely&#039;&#039;&#039;, my favorite guild boss, Jeffery, we need to talk about you opening your coffers,” he says, grabs a drink from a tray and then moves away with the ruddy haired man wearing an expensive suit with embroidered green scales.&lt;br /&gt;
[[File:Constrictor Snake.png|right|300x300px]]&lt;br /&gt;
The &#039;&#039;&#039;place is filled with the great and the good&#039;&#039;&#039; of Avale but unfortunately our friends don&#039;t know any of them and no one points them out to them. They do recognize the holy symbols of [[Osprem]] and [[Lirr]], so there are at least two, likely high-ranking, priests present. There is also a tiefling woman, she must be from the [[Kasarian Embassy]]. There are definitely a lot of guild members as many people wear guild insignia. Darius recognizes three socialite ladies when they oh and ah over the blue frogs; he saw them exiting Smells by Design when he first came to Avale.&lt;br /&gt;
&lt;br /&gt;
Some time later there’s a flash coming from the other room and then lots of smoke, coughing people stumble into the adjoining room where our friends are. The party holds position near the animals, Dersigos and another waitress, this one more nattily dressed make their way over, still hacking and trying to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Eventually the museum guards go in and it becomes clear &#039;&#039;&#039;the Flame of Dolac, a transparent fiery orange Jacinth carved into the shape of a flame, is missing&#039;&#039;&#039;. &#039;&#039;&#039;The Humtache is called in&#039;&#039;&#039;, lead by the &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, a short man with a white mustache, wearing a small hat. Dauphine actually saw him from her room at the top floor of the inn catching a pick-pocketing girl.&lt;br /&gt;
&lt;br /&gt;
After a little while he comes over to our friends and asks if they have been in the other room at all. Seeing as they haven&#039;t, he asks them to help interview some of the witnesses; he&#039;s pressed for time as all the powerful people in the room are bristling at being held here. He takes them over to talk to four men. The first introduces himself as &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039;, of the Mimico Newsomes, he adds when all he gets are blank faces. He&#039;s wearing a bracelet with a huge piece of jade and a ring set with a fire opal. He explains that he and his three friends Arthur Elliot, Theodore Grady, and Horace Sims, are gem aficionados, they call themselves the Stoned Boys. Unfortunately none of them have anything useful to report.&lt;br /&gt;
&lt;br /&gt;
Our friends report this and then return to the animal corner. There they start discussing what the thief might have done; there were museum guards at all the exits and no one left the building so it should still be here. They then realize that putting it in one of the animal cages/boxes would be a great way to have it smuggled out and be relatively easy to retrieve.&lt;br /&gt;
&lt;br /&gt;
With two druids present it&#039;s not too hard to talk to the animals and &#039;&#039;&#039;the anaconda complains about a sharp stone&#039;&#039;&#039; that was dropped into its box. &#039;&#039;&#039;Our friends let the Well-Meaning Detective Inspector know&#039;&#039;&#039; this and he agrees that just keeping an eye on the animals when they get transported out of the museum tonight should be a good way to catch the thief red-handed.&lt;br /&gt;
&lt;br /&gt;
But then the party start to plot further and now think it might be safer to remove the gem from the snake box and put it with the blue poison dart frogs. They do so and then five people arrive to take the animals away. Darius and Quinton feel one of the five is ‘off’, the way she behaves is just different from the others and she doesn&#039;t do much.&lt;br /&gt;
&lt;br /&gt;
Darius tries to cause a distraction but things go quite wrong and the animal people are quite unhappy and sort of send the party away. Near the exit the Well-Meaning Detective Inspector is waiting for them. He tells them that he put one of his detectives with the animal people but the party doesn&#039;t tell him that they moved the gem, thinking that he could actually be in on the theft.&lt;br /&gt;
&lt;br /&gt;
Once outside our friends are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039; from the [[Avale#Vulpine Count|&#039;&#039;&#039;Vulpine Count&#039;&#039;&#039;]]. He was at the fundraiser and has lots of questions but the party dismisses him and go off to find the animal people. They follow their wagon to a warehouse of sorts and see them all go inside. Some time later four people leave the warehouse; the Humtache detective is still in there.&lt;br /&gt;
&lt;br /&gt;
Loads of shenanigans ensue and at the end of it all &#039;&#039;&#039;Dauphine has apprehended&#039;&#039;&#039; the &#039;&#039;&#039;Natty Napster&#039;&#039;&#039; a block away from the warehouse. &#039;&#039;&#039;She doesn&#039;t have the Flame of Dolac&#039;&#039;&#039; on her and when the Well-Meaning Detective Inspector and his people &#039;&#039;&#039;rush back to the warehouse they can&#039;t find it there either&#039;&#039;&#039;. It&#039;s not with the frogs and not with the anaconda either.&lt;br /&gt;
&lt;br /&gt;
Our friends leave the Humtache to their troubles and go get some sleep. In the days after, they learn &#039;&#039;&#039;the gem has still not been found&#039;&#039;&#039; and the Natty Napster can&#039;t be charged with any crime. There is also some general news; clouds have been seen in the shape of dragons; is it a sign?&lt;br /&gt;
&lt;br /&gt;
==== Wayward Son ====&lt;br /&gt;
Some days later &#039;&#039;&#039;a distraught mother&#039;&#039;&#039; comes to the inn; she heard about the party finding the girl from the Messenger Coalition and &#039;&#039;&#039;her Wayward Son is missing&#039;&#039;&#039; and she has no one to turn to. Our friends promise to help and learn that she lives in the [[Avale - Neighborhoods#Woodfall|Woodfall]] neighborhood, working two jobs. Her son often goes to the [[Avale#White Bridge|White Bridge]] and to Promise Fields.&lt;br /&gt;
&lt;br /&gt;
Quinton spots the little girl with pale skin and big, blue eyes, in her old coat and he pays her to organize urchins to go look for the half-orc boy. Our friends then go out to look themselves and eventually find the boy&#039;s best friend who tells them that the Wayward Son made a bet he could find an oyster and left town to find one in the river.&lt;br /&gt;
&lt;br /&gt;
Fortunately the party are quite skilled at tracking and they are pretty sure they are on the right trail. It takes a number of days and along the way they meet [[Ranna Amethystall|&#039;&#039;&#039;Ranna Amethystall&#039;&#039;&#039;]] before eventually &#039;&#039;&#039;finding the boy&#039;&#039;&#039; near some cliffs at the riverside. A fight with some nasty creatures is unavoidable but our friends are victorious and save the Wayward Son while &#039;&#039;&#039;Oscar&#039;s blanket protects him and reveals to be called [[Thola&#039;s Blanket]]&#039;&#039;&#039;. Among the loot is a [[Cyphers &amp;amp; Potions#Disguiser|Disguiser]] cypher.&lt;br /&gt;
&lt;br /&gt;
The party returns to Avale and return the boy to a relieved mother. And learn of some news; the Black Hare tavern is going out of business. Quinton is approached by the urchin girl and she wants quite a few silver pieces from him as she had loads of urchins looking for the Wayward Son for a full week. Not much later our friends run into an &#039;&#039;&#039;old acquaintance of the druid from back in [[Loveria]]; Brad Beck&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“Yo, bro, I haven’t seen you in what, two years? Still burning all that sandalwood? This dude, the stories I could tell you. I’ve got a great line on copper ore, want me to hook you up, bro?” He takes the party out to dinner and regales them with (embarrassing) stories about Quinton. He also asks them to help him smuggle saffron into the city but they politely decline.&lt;br /&gt;
&lt;br /&gt;
==== Jilted Jinnie ====&lt;br /&gt;
Then an &#039;&#039;&#039;urgent messages from Alun Djames&#039;&#039;&#039; arrives; the Stevedores master wants them to get to the docks as soon as possible. Once there, he explains that he needs their &#039;&#039;&#039;help smuggling the guild&#039;s top boss and [[Dolac#Government|Torchbearer]], Jinnie Affo, out of the city&#039;&#039;&#039;. Not only are the Humtache looking for her, but so are numerous guilds. He promises to “square it with Adventurers Association later”, and gives each of them a gem worth 25 gp.&lt;br /&gt;
&lt;br /&gt;
He further explains she can&#039;t leave by boat as all will be searched. He has a wagon waiting for her at [[Avale - Neighborhoods#Parade Fields|Parade Fields]], they need to get her there unseen. But before that &#039;&#039;&#039;she needs to go to the Stevedores HQ in [[Avale - Neighborhoods#Hookville|Hookville]] to liberate some documents from her office and she wants to say goodbye to her family who are waiting for her in her brother-in-law’s house in [[Avale - Neighborhoods#Cegir Town|Cegir Town]]&#039;&#039;&#039;. He also makes it clear that if she were to die for any reason, &#039;&#039;&#039;her body can never be found&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party sets off with her and decide to go see the family first as it&#039;ll be later in the evening when they visit the HQ and fewer people will be there. They manage to avoid several Humtache patrols and searching guild members before they are get accosted by six robbers in a dark alley. Their spells are enough to make the criminals flee but this has drawn the attention of a search party from the Guild of Glaziers &amp;amp; Mirrorers. It takes a lot of bluffing but they manage to talk their way through without having to reveal who is wearing the big, dark, hooded cloak.&lt;br /&gt;
&lt;br /&gt;
Our friends run into some familiar faces and with the use of a super urchin have a smooth five minute family goodbye before moving back north to the Stevedores HQ. Jinnie gives the party a clear description of where to find the documents in her office and the two druids make their way inside, find them, set fire to some other documents and then leave via the window as giant spiders.&lt;br /&gt;
&lt;br /&gt;
Now our friends have to go all the way through the city to Parade Fields, sticking to alleys except for Dauphine and Quinton; one of them wild shaped into a horse and the other is leading them, walking a parallel route to scout for the others. In [[Avale - Neighborhoods#Kesslia|Kesslia]], as they are looking to cross the street both Darius and Jinnie &#039;&#039;&#039;notice a girl being dragged into the next alley over&#039;&#039;&#039;. Darius looks at the guild boss and she grimaces; &amp;quot;we move on&amp;quot;. As they cross the street and enter the next alley they hear sounds they would really rather not have heard, and so does Oscar.&lt;br /&gt;
&lt;br /&gt;
Without further problems they all make it to Parade Fields. Just beyond some construction work for gakker grounds with stands and a concessions building they see a covered wagon waiting, just as Alun told them there would be. Two horses are standing in front of it and a driver sits on the box. Our friends sneak through the construction to get a closer look and notice the driver hasn&#039;t moved a muscle.&lt;br /&gt;
&lt;br /&gt;
Quinton goes to investigate and sees that the man sitting there is very lifeless and rather blue. He moves to the back of the wagon and finds it filled with a random assortment of stuff that would work to conceal someone behind. He goes back to the others and they decide that Dauphine, who has some skill with wagons, is going to pretend to be Jinnie and drive the wagon to Kenohob to possibly draw out whoever killed the driver. The others will then hopefully take care of them and go meet the druid in Kenohob, where Jinnie can then take the wagon or find new transport.&lt;br /&gt;
&lt;br /&gt;
Dauphine drives away without anything happening and after a bit of a wait the others set out on foot towards Kenohob as well. When they are about three hundred feet from the construction site &#039;&#039;&#039;Jinnie stumbles and an arrow protrudes from her back&#039;&#039;&#039;. She is turning blue and none of our friends is able to save her, she &#039;&#039;&#039;soon lays dead on the ground&#039;&#039;&#039;. Expecting more arrows to follow, the party quickly grabs the body and moves to the nearest cover.&lt;br /&gt;
&lt;br /&gt;
When no other attacks follow they discuss what to do next, remembering Alun Djames&#039; words that Jinnie&#039;s body can&#039;t be found. They decide to go in the direction of Kenohob and when they get near a forest they find an empty spot inside it and burn the Stevedores Guild Boss&#039; body there as they take a long rest.&lt;br /&gt;
&lt;br /&gt;
The next morning Darius seems very unhappy indeed and they bury part of Jinnie there and take the rest to disperse over their journey to meet up with Dauphine in Kenohob. Once there, they return to [[Avale]], seeing the old woman in her dirty, green coat collecting pebbles near their inn, where a message from Alun is waiting, saying to come see him as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Alun Djames speaks with them briefly at his place, learning of what happened. He&#039;s rather sad that Jinnie didn&#039;t make it but relieved her body won&#039;t be found. Quinton wonders if he had anything to do with her death but the man&#039;s feelings seem sincere. Her disappearance is dominating the news in town, lots of rumors are going around about her being corrupt and defrauding the government for sums of money up to one million gold pieces in some tellings of the story. Other news says the Black Hare tavern has been bought and renamed to The Thirsty Recruit.&lt;br /&gt;
&lt;br /&gt;
==== Up the Alley ====&lt;br /&gt;
The next day Darius returns to the home of Jinnie&#039;s brother-in-law and leaves 65 gp for her grieving family. He then continues &#039;&#039;&#039;on to the alley where he saw the girl being dragged into&#039;&#039;&#039; and after a very thorough search &#039;&#039;&#039;finds a small silver earring&#039;&#039;&#039;. He tells Dauphine what happened that night and she gets quite distant after hearing the tale. Then the gnome shows the piece of jewelry to Quinton who appraises it as of not much value.&lt;br /&gt;
&lt;br /&gt;
Darius has a very close look at the ring and spots two tiny letters: RT. Our friends decide to go to a jeweler in the hope to get more information. The nearest is Rock Bottom Prices but there they get nearly no help, being told to try someone where upscale. At Family Jules in Kesslia the party gets a lot more help. The middle-aged gnome woman behind the counter brings out her grandfather, an ancient gnome with huge, bushy eyebrows.&lt;br /&gt;
&lt;br /&gt;
The old one takes out a loupe and finds the jeweler’s mark. “Such sloppy repair work, bah, does no one have pride in their craft anymore?” When prompted he tells them the letters in the earring mean it was made by Rings and Things in [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. When Darius takes the earring from the jeweler&#039;s hand, the ancient gnome grabs his wrist, quick as water. &amp;quot;What is wrong with you, boy?&amp;quot; he asks, &amp;quot;you are full of emptiness.&amp;quot; He tells Darius to stay away from his granddaughter as the party leaves the premises.&lt;br /&gt;
&lt;br /&gt;
At Rings and Things they don’t keep a list of sales but due to the repair work the woman there recognize it as one sold to &#039;&#039;&#039;Joser Jalbuck&#039;&#039;&#039; for his daughter. When asked she tells them he lives at Bell Way. Once there they learn he works at Wesson&#039;s Smithy and won&#039;t be home till the evening. Eventually they talk to him in his home and explain they found an earring that must belong to his daughter. He takes it and thanks them, saying he will give it to her when she gets home. Our friends ask some questions about her and her state of mind, which makes the halfling rather suspicious, but they do learn she works at a mansion as a domestic servant.&lt;br /&gt;
&lt;br /&gt;
They wait for her to return home and intercept her, resulting in a very awkward conversation. They learn she works for the &#039;&#039;&#039;Verdin family&#039;&#039;&#039; in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] and, yes, when walking home about a week ago, she was dragged into an alley and assaulted. Oscar puts her a little at ease by using the Heart Sight ability from [[Thola&#039;s Blanket]]. She doesn&#039;t want to talk about it but tells them that the assailant smelled heavily of Hatchet, a popular perfume. And after more pressing, she tells them that the son of the Verdin family, Gabriel, wears the perfume, but so do his friends.&lt;br /&gt;
&lt;br /&gt;
Darius tells her they will try to get justice for her and won&#039;t contact her again so she won&#039;t have to relive it again. On their way back to the inn they discuss what they can do to bring the culprit to justice and Dauphine tells Darius: “you could have stopped him earlier, now it’s much more difficult”. The next morning the party goes to Gill Gardens where they do some very thorough gathering of information before trailing the son to a tavern where he meets up with friends and they observe the group but no one sticks out as particularly suspicious.&lt;br /&gt;
[[File:Kerstkaart 2025.jpg|right|410x410px]]&lt;br /&gt;
Then when they walk home, red skies are gleaming, sea-gulls are flying over, swans are floating by, they are approached by a rather thin, tall man who asks them for help finding part of his conveyance that he lost while driving home. Quite a few things happen, including a visit to the This Is The Yeast We Can Do Brewery, before they recover the bauble, get a sweet reward and a thousand memories.&lt;br /&gt;
&lt;br /&gt;
The next morning a letter is waiting for them at the inn, it&#039;s from &#039;&#039;&#039;Brook Jalbuck&#039;&#039;&#039;, she has remembered that the assailant smelled so heavily of the perfume that it seemed he was drenched in it and &#039;&#039;&#039;she doesn&#039;t think it was Gabriel Verdin&#039;&#039;&#039;. Our friends decide to investigate the perfume angle and Quinton takes the lead, visiting the nearest perfumer; Eau My Gods. There they learn that Hatchet, known as Bobcat in certain other countries, is very popular indeed, so much so a bootleg version of it is made. The girl at the shop mentions that only a week or so ago there was actually a burglary at Heaven Scent in Kesslia.&lt;br /&gt;
&lt;br /&gt;
Their new destination clear our friends visit and learn that one or two people broke in and made a mess of things, breaking a lot of the supplies. One person has actually been arrested by the Humtache, he left a rather easy to follow trail. The alley where Brook was assaulted is just one street over, giving our friends little doubt as to what happened, though they wonder why someone would be so dumb.&lt;br /&gt;
&lt;br /&gt;
The Humtache HQ is in nearby [[Avale - Neighborhoods#Downpark|Downpark]] and our friends happen to know a certain &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, so that&#039;s who they go and see. When he brings them to his office he starts by &#039;&#039;&#039;interrogating Darius, telling him that when they looked back at the events at the warehouse it became clear the gnome was there alone with the Flame of Dolac&#039;&#039;&#039; for at least a minute. Did he take it? Why was he there? The priest doesn&#039;t have any really good answers to these questions and things get hot under his collar. But without any direct evidence the Inspector eventually drops it and asks for the reason of their visit.&lt;br /&gt;
&lt;br /&gt;
They tell him what they know of what happened in the alley and of the burglary at the perfume store. It&#039;s not his case and the Inspector won&#039;t let them talk to the suspect but he&#039;ll have a talk with the officer in charge. Walking home Dauphine asks Darius outright if he stole the Flame of Dolac and the gnome denies doing so. “Don’t ever tell me you stole it,” the druidess tells him.&lt;br /&gt;
&lt;br /&gt;
Returning next day they learn that the &#039;&#039;&#039;suspect, Douglas, fits the height and build of the assailant&#039;&#039;&#039;, which also matches Gabriel&#039;s. He hasn&#039;t given up his accomplice and hasn&#039;t admitted to being in the alley either. &#039;&#039;&#039;The officer is pretty sure he did it&#039;&#039;&#039; though, but without a confession they can&#039;t make it stick. He will be going to jail for a year for the break in though. &#039;&#039;&#039;Darius then writes a letter to Brook&#039;&#039;&#039;, telling her the man won&#039;t be going to jail for doing what he did to her but will be in jail for something else.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeon Browns ====&lt;br /&gt;
The party receives a message from Jerry, their agent, and it tells them to &#039;&#039;&#039;go to a house on Lookout Road in the New Dunum neighborhood, and to bring [[Otteun#Food|bay ribs]]&#039;&#039;&#039;. They buy half a dozen at a street vendor and go to the address. The door is opened by a blond man with very square jaws and a pointed chin. He wears leather pants, as many people do here, and a plaid shirt. He asks if they are the adventurers he hired and then invites them inside.&lt;br /&gt;
&lt;br /&gt;
He introduces himself as &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039; and is rather surprised at the lack of reaction to his name, mumbling how normally people all get up in his business over it. He takes the box of bay ribs, immediately sucks the meat of off it and throws the bone over his shoulder. His place is quite a mess; there&#039;s an old couch he indicates for them to sit on, an old wooden trestle table that has seen better times and all kinds of alchemical equipment is covering any flat surface.&lt;br /&gt;
&lt;br /&gt;
He tells the party he needs them to &#039;&#039;&#039;go to Hogan Island and bring back a log of tomko tree&#039;&#039;&#039;, at least a few meters long. Why go all the way there? It&#039;s the nearest place that he learned the trees can be found. He has &#039;&#039;&#039;hired a ship, the Wetterlund&#039;&#039;&#039;, that will bring them there. And why does he need adventurers? Apparently the island is uninhabited but full of dangerous forest creatures; baboons, owlbears, regular bears, giant varieties of toads, wasps, spiders, etc. In short; no lumberjacks were willing to take his contract, such nonsense!&lt;br /&gt;
&lt;br /&gt;
Having eaten all of the six bay ribs by now and told them all they need to know, the man now herds them from his place and tells them to bring him back his tree as soon as possible. Oscar has been reacting strangely to this man and the feeling seems to be mutual so it doesn&#039;t take long before the party is back out on the street. Fortunately Dauphine remembers reading about tomko trees; they are quite tall with a dusky bark and dark leaves with tiny holes in them. They always grow in a ring of twelve for some reason.&lt;br /&gt;
&lt;br /&gt;
Our friends go do some shopping; cutting down a tree that size won&#039;t be easy. [[Quinton Gemweaver|Quinton]] happens to walk by the vintage shop Second Hand News in [[Avale - Neighborhoods#Little Perches|Little Perches]] where he sees a rather interesting robe hanging behind the counter. After some tough negotiating and borrowing some money, he pays 84 gold pieces and his pearl trinket to become the new owner of the [[Robe of Advantages]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wetterlund is a large ship&#039;&#039;&#039;; pretty close to the Crowned Griffon that the party sailed on before. &#039;&#039;&#039;Captain Reynolds&#039;&#039;&#039; is a brusque halfling with red hair in a ponytail and a limp. She invites them for dinner in the captain&#039;s quarters and they enjoy a really tasty meal. Our friends learn about the captain&#039;s former career; cheese rolling. She broke her leg in multiple places but is still very enthusiastic, describing how she barreled downhill, chasing [[Cheeses of the world#Glevum|Twin Glevum]] cheese. Over dinner it also becomes clear to the very observant that &#039;&#039;&#039;Darius doesn&#039;t eat anything of his meal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the morning they sail past [[Sarodin Sea#Gannet Island|Gannet Island]] and after a good number of days they arrive at their destination; &#039;&#039;&#039;Hogan Island&#039;&#039;&#039;, it&#039;s bigger than they expected. As it&#039;s an hour before dusk they decide to wait till the next day. At dawn they all get into a launch and are rowed over to a small beach. It&#039;s quite misty in the morning and the mist is so firm that you need to push through it, one could even sculpt it.&lt;br /&gt;
&lt;br /&gt;
The flora here is rather strange, some is much larger than elsewhere, other much smaller; there are tiny apple trees with apples the size of cherries, and huge oak trees with very large acorns. Massive mushrooms grow here as well, including [[Sprite member|sprite members]] that are almost two meters tall. Dauphine notices that the [[Mist Shard (Hírëmir)|Mist Shard]] feels more moist here on the island.&lt;br /&gt;
Our friends come across &#039;&#039;&#039;a piece of green and blue fruit, the colors swirling slowly around its skin&#039;&#039;&#039;. Dauphine&#039;s studies indicate it will grant some kind of boon when eaten but she doesn&#039;t know what kind of benefit it will be. However, Darius tells them he wants it as it can be used to improve his armor. Eventually it is decided he can use it and his [[Vessel Wraps]] gains the Store property.[[File:Needle Lord.jpg|right|300x300px]]After about a day and half, helped by a Locate Animals or Plants spell from Dauphine they find the tomko trees they are looking for; a circle of twelve. Very sharp vines grow between a number of them and Darius uses his scythe to remove them. As he does so, they are attacked by creatures made of just twigs full of needles. They launch these in great numbers and when most are taken out, a much larger specimen arrives. It&#039;s a bloody fight but our friends persevere.&lt;br /&gt;
&lt;br /&gt;
Afterwards Darius cuts open the big creature hoping to find something to take back to Herb&#039;s Store but there&#039;s not much. Meanwhile Oscar discovers that [[Thola&#039;s Blanket]] has gained the Pins and Needles property. Our friends came prepared and brought the right tools to cut down one of the trees and then cut off a three meter piece.&lt;br /&gt;
&lt;br /&gt;
It takes a good while but they bring it back to the ship and load it on board. The journey back gets eventful when a pirate ship approaches but &#039;&#039;&#039;Captain Hornigold&#039;&#039;&#039; doesn&#039;t stay around for long, just collecting some hats.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Soon our friends find themselves back in [[Avale]] and deliver the log to &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, putting it in his backyard that is full of esoteric things; other logs of wood, strange stones, a cauldron that could fit Quinton, and more.&lt;br /&gt;
&lt;br /&gt;
They return to the Grey Minstrel Inn and learn the latest news; the &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in Downpark burned down when they were away. Dauphine quips that at least none of them were responsible for this, for a change. In the evening they have a drink at their favorite tavern; the Grape Escape. Instead of the nice, relaxing evening they hoped to have, instead they get an encounter with the fabled &#039;&#039;&#039;yortho&#039;&#039;&#039; and might just have saved the entire city.&lt;br /&gt;
&lt;br /&gt;
==== The Great and the Good ====&lt;br /&gt;
&#039;&#039;&#039;Jerry&#039;&#039;&#039; invites our friends over to his office at Venture Hall and informs them that the Solutions for the Infirm has hired them to run security for less than a day and are paying extremely well, once again. He also has a present for them, tickets to a new play, Turnabout, at the People’s Playhouse in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]] as a thank you for a fruitful relationship with the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It turns out that the play is not what they expected and while Darius and Oscar have a whale of a time, the other two leave early. Two days later they report to a square in town where Solutions for the Infirm has set up a large tent and roped off the area. The party is met once again by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains that they are giving new clothes to the indigents and our friends are to make sure everything runs smoothly.&lt;br /&gt;
&lt;br /&gt;
There are crates with clothes stacked outside the tent, all made by &#039;&#039;&#039;Eldritch Honor of [[Thimonnier]]&#039;&#039;&#039;, in the sizes small, medium, and large. At the exit side of the tent a large trestle table holds baked goods for those that have gotten their new clothes. And there lies the current problem; urchins have been darting in and grabbing food of the table that technically isn&#039;t meant for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joseph Lacombe&#039;&#039;&#039;, the founder of the charity and top boss of the [[Avale - Guilds#Guild of Bookkeepers, Notaries &amp;amp; Scribes|Guild of Bookkeepers, Notaries &amp;amp; Scribes]], is there himself and comes over to the party and thanks them personally for their work at the State Museum during the fundraiser, he heard about all their good work. He doesn&#039;t stay long; after the first few indigents have received their new clothes he gets into his carriage and leaves.&lt;br /&gt;
&lt;br /&gt;
Quinton rather escalates things with the urchins and they retreat but from what they are yelling, they will be back soon enough. The druid goes into the tent to ask what to do but only finds a man and a woman dressed in white, measuring an indigent&#039;s head and noting things on a clipboard before giving them a set of clothes.&lt;br /&gt;
&lt;br /&gt;
He is directed to the small tent and finds the Harried PA there, who has finally found a moment to relax and is rather sad to be disturbed once again. She tells Quinton to do whatever is necessary and will see if she can get more food delivered. The urchins soon return with reinforcements and things turn into something of a battlefield with two fog clouds covering one flank. Eventually hostilities are ceased and at the end of the day there is food left for the urchins to take as the tent is broken down and the square restored to it&#039;s regular form.&lt;br /&gt;
&lt;br /&gt;
A number of days later another job lands; our friends are to provide security for someone in the employ of &#039;&#039;&#039;Jeffery Fitzwallace-Keely&#039;&#039;&#039;, boss of the [[Avale - Guilds#Mercantile Guild|Mercantile Guild]]. The instructions are to meet them early in the morning at the Coop in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. There they meet the &#039;&#039;&#039;Glib Adviser&#039;&#039;&#039; who brought two empty backpacks and hands one over. They go across the market and a number of merchants hand over small, heavy pouches, likely filled with coins and or gems that are put into the backpack.&lt;br /&gt;
&lt;br /&gt;
From there they travel up town, going through a number of neighborhoods and stopping at different places, including the Tabernacle of Industry, temple to [[Ulaa]] and the [[Kasarian Embassy]] where some of them see their first ever tiefling, every time a new pouch fills one backpack and then the other. At some point they notice some shady types are following them but the Glib Adviser walks them to a nearby Humtache station and he goes inside for a good while, making the pursuers give up their quarry.&lt;br /&gt;
&lt;br /&gt;
Eventually the city tour ends at a small warehouse in [[Avale - Neighborhoods#Abrinol|Abrinol]], where a group of four adventurers or mercenaries are just leaving. The Glib Adviser thanks them for their services as he takes the backpacks. Since things ran so smoothly and they spotted the possible waylayers he tips each of them a gold piece. Dauphine wants to go back to the Tabernacle of Industry and talks there with the priest who handed the Glib Adviser a pouch. She asks what this transaction was for but is told that&#039;s above her pay-grade.&lt;br /&gt;
&lt;br /&gt;
=== The Stoned Dragon ===&lt;br /&gt;
Some days later &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039; appears as our friends exit the inn. He tells Dauphine he &#039;&#039;&#039;remembered some more about the Stoned Dragon Caves&#039;&#039;&#039;; it&#039;s near some place called New Monkhome, you get there via the cellars. The elf tries to confirm that it&#039;s an actual name and not a nickname, the dwarf thinks so.&lt;br /&gt;
&lt;br /&gt;
She then asks Alun Djames if she can use the library at the Stevedores HQ, and he&#039;s fine with that. There she learns &#039;&#039;&#039;New Monkhome is the ancestral home of the Count of Ranhem, found near Ranhem, capital of Guel province&#039;&#039;&#039;. It&#039;s not exactly around the corner and she asks the other party member if they will come with her to try and find the cave and recharge the [[Mist Shard (Hírëmir)|Mist Shard]].&lt;br /&gt;
&lt;br /&gt;
They accept and soon they are taking a barge up the river to [[Thimonnier]]. From there they travel by road, fortunately the journey goes without any problems, unless one would count their spending of 150 gp at {{TextAnimations|Text=Crazy Clyde’s Clearance Crates|Rainbow=1|Bold=1}} where Darius even tries to pick pocket Quinton.  &lt;br /&gt;
&lt;br /&gt;
When our friends &#039;&#039;&#039;arrive at New Monkhome&#039;&#039;&#039; they find it&#039;s not a castle, there&#039;s no signs of a moat or curtain wall. But &#039;&#039;&#039;the building is very, very old&#039;&#039;&#039;, even the one wing that was a later addition is still many centuries old, it could have been a proper castle long ago. It’s busy, there a number of carriages parked out front, a wagon is being unloaded off to the side by what looks to be the staff entrance. A banner says: “&#039;&#039;&#039;Welcome to the Armorers &amp;amp; Weaponsmiths Guild National Congress&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
They are met by &#039;&#039;&#039;Lady Ranhem&#039;&#039;&#039;, dressed impeccably but anyone with a good eye can tell the clothes have been repaired more than once. “Welcome to New Monkhome, are you the people Torchbearer Albert Charles is expecting?” she asks. Before anyone can answer, she says “excuse me one second.” She walks over to a girl of about 15 and a boy of about 12 and speaks to them. Quinton&#039;s sharp ears pick up the conversation: “&#039;&#039;&#039;Ermengard&#039;&#039;&#039;, &#039;&#039;&#039;Goswin&#039;&#039;&#039;, you know these are busy days and they are important, not just for your father and I, but for you as well, you want to live here, don’t you? Then please, help out, there is so much to do, go inside and ask Jervis what you can do, please be a dear for me.” Neither looks very enthusiastic but they go inside and Lady Ranhem returns.&lt;br /&gt;
&lt;br /&gt;
Our friends get into some real negotiations; they ask for a tour and to spend the night but she explains that with the current guests everyone is too busy and there are no rooms left. But they offer one of the [[Cheeses of the world#Ciwiruil Adv’Tmyywy|Kasarian Cheese Horns]] that Quinton found in one of his crates and she offers them a place to sleep in some of the empty staff rooms.&lt;br /&gt;
&lt;br /&gt;
With a deal struck they go to said rooms and after a quick talk with a local rat they learn about the entrance to the cellars; it&#039;s almost right next to their rooms. It&#039;s still early in the afternoon and they quickly go have a look. The cellars are full of broken furniture, rolled up carpets, old painter’s supplies, empty frames and racks that might have held bottles, weapons, armor, who knows, there’s a stuffed bear that has seen better days, and a tree root comes through the ceiling, causing part of the cellars to have some standing water.&lt;br /&gt;
&lt;br /&gt;
They spot a secret door that hasn’t fully closed, beyond it a narrow passage leads to 10-foot wide and high ancient stone tunnels that are likely of dwarven make, all spotlessly clean, lit by continual flames. Looking for any signs of what direction to go, our friends find raspberry jam prints on the wall. They pick a random direction and start walking.&lt;br /&gt;
&lt;br /&gt;
They find empty rooms behind the doors in the corridors; it looks like whoever left and took everything that wasn&#039;t bolted down. Right around a corner at an intersection standing aimlessly are a corpse riddled with shards of glass and a skeleton still wearing scraps of armor and holding a shield and a longsword. Their eyes light up red as they turn to the party. Battle is swift and the party wins. A few corners later a skeleton stands in the corridor carrying what looks like its own skin. Then it suddenly throws the skin at our friends and the skin animates, trying to wrap itself around whoever it hits. This fight is not as easy but our friends still come out on top. &#039;&#039;&#039;Darius checks every undead carefully&#039;&#039;&#039; for any tell tale signs of a necromancer, &#039;&#039;&#039;he wants all of them destroyed&#039;&#039;&#039;.&lt;br /&gt;
[[File:Gelatinous Cube.jpg|right|375x375px]]&lt;br /&gt;
They continue on and come to an intersection where to one side they see what looks like the &#039;&#039;&#039;entrance of crypt&#039;&#039;&#039;, they can see sarcophagi. But standing in front of the entrance is a flaming skeleton and it hurls bolts of flame at anyone it sees. As they start start shooting back Oscar moves into the opposite corridor and steps right into a gelatinous cube. Things get really hairy as the cube moves up and engulfs Dauphine, others manage to jump out of the way.&lt;br /&gt;
&lt;br /&gt;
The druid almost succumbs but a Healing Word spell from Darius brings her back and she then manages to escape from the ooze. It&#039;s quite hardy but eventually they bring it down and then immediately go back to fighting the flaming skeleton. It&#039;s flaming bolts hit hard and it manages to bring down Darius who is then brought back by Quinton. Lots of spells and arrows later the skeleton crumbles to the floor.&lt;br /&gt;
&lt;br /&gt;
Now our friends see a new figure standing just inside the crypt; it&#039;s &#039;&#039;&#039;Goswin&#039;&#039;&#039;, the-12 year old son of the count and countess. In his hands he holds &#039;&#039;&#039;a large disc of infernal iron inscribed with Infernal writing, with a hole in the middle&#039;&#039;&#039;. Darius and Quinton both read Infernal and see that it&#039;s something called the &#039;&#039;&#039;Seal of Souls&#039;&#039;&#039;, it could be the instrument that created the undead creatures.&lt;br /&gt;
&lt;br /&gt;
When Quinton runs up to the boy and tells him to lay down the artifact, Darius and Oscar follow, but the boy shouts &amp;quot;no, it&#039;s mine!&amp;quot; and &#039;&#039;&#039;Necrotic energy flies out in a cone, bringing our three friends down&#039;&#039;&#039;, only Dauphine, who didn&#039;t rush, is outside of the effect.&lt;br /&gt;
&lt;br /&gt;
[[Robe of Advantages|Quinton&#039;s robe]] stabilizes him as Goswin takes some steps back, the expression on his face showing he did not expect what happened. Dauphine uses goodberries to bring the others back and then a rather tense discussion develops with the 12-year old, who still clutches the Seal of Souls, but promises not to use it.&lt;br /&gt;
&lt;br /&gt;
He confirms that he created the undead but according to him they are harmless, he just played with them and had no idea the party fought their way through them to get where they are now. He also did not know about the gelatinous cube. They are standing inside the crypt now; there is quite some dust here and many sarcophagi, deeper inside there seems to be an ossuary. There is also a large plinth with relief art depicting a man being crowned and an empty recess which looks to be the home of the Seal of Souls.&lt;br /&gt;
&lt;br /&gt;
Running footsteps can be heard and three people arrive; &#039;&#039;&#039;lord and lady Ranhem and their daughter&#039;&#039;&#039;. The man sends his wife and children back upstairs, telling them how important it is to make sure the event at the mansion goes without a hitch and promising the party he will explain to them what is going on.&lt;br /&gt;
&lt;br /&gt;
In short; &#039;&#039;&#039;the artifact was created for the family shortly after the [[Collapse]] by a Duke of Hell and it is how they attained their position as Count of Ranhem&#039;&#039;&#039;. However, the item came with certain requirements. At age 16 every heir must pledge themselves to the Seal, if that should ever not happen, all ancestors, dating back to the one who made this deal will rise as undead with the sole intent to do as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
The count had no idea that his son had found the crypt and the artifact, he is horrified the boy used it to create undead, he tells our friends that the family decided over six centuries ago to never use it again and so far they had kept to this. He promises that he will take extra precautions, lock the item away, to make sure something like this can never happen again and he begs them not to talk about this to anyone.&lt;br /&gt;
&lt;br /&gt;
The man also explains that it&#039;s been quite difficult these days to make enough money to be able to afford the upkeep of the place but moving is not great, considering where the family crypt is and what their options would be. Our friends appreciate his position; they would like to destroy the item but lord Ranhem says that according to what he was told by his father and those before him that that will also make all his ancestors rise as undead.&lt;br /&gt;
&lt;br /&gt;
As our friends discuss all this Dauphine wants to know what the language on the seal is and then asks Quinton why he knows Infernal and if he has a pact himself, he answers he does not. They can&#039;t think of a real solution for the Seal of Souls and decide that it&#039;s probably safe in the current Count&#039;s hands but they do fear that any future generation might get other ideas which could lead to real troubles. They decide that for now they will not do anything but should the learn anything during their adventuring careers or gain certain powers they might come back here.&lt;br /&gt;
&lt;br /&gt;
They also discussed the [[Cave of the Stone Dragon|Stone Dragon Cave]] with the count who lets them know in no uncertain terms that there is no such thing here; what there is, is a coal fire, which people seem to repeatedly interpret as a dragon snoring underground. He tells them they are free to explore the rest of the place, telling them he knows there are natural caverns deeper down. He doesn&#039;t know what the complex was used for in the past, only that is was likely of dwarven make and existed before New Monkhome was built, the crypt was added then as well.&lt;br /&gt;
&lt;br /&gt;
He goes back upstairs to help out with the event and our friends explore further, eventually finding what seems to be a dwarven kiva with a large ramp running down along the wall of the hundreds of feet deep chamber. As they make their way down they trigger a trap that shoves everyone but Darius, who was taking up the rear, down into the chamber.&lt;br /&gt;
&lt;br /&gt;
Fortunately all of them still had their Feather Fall boon and thus make it down safely, including Darius who jumped over the trigger for the trap only to land on a trigger for a second, similar trap. At the bottom they &#039;&#039;&#039;find the skeleton of what looks to be a dwarf&#039;&#039;&#039;. His clothes and leather armor are mostly gone and laying around him are the remains of an axe and a hammer with a spike. A crossbow exploded into many pieces, its marvelous silver inlay now all twisted up but a similar inlay can be seen on the obsidian amulet around the skeleton’s neck.&lt;br /&gt;
&lt;br /&gt;
Laying further away are a number of hizagkuur springs and folded umber hulk chitin plates, all twisted or outright destroyed. A backpack on the skeleton’s back has been mostly eaten away, the same goes for much of its contents. What’s left is some torches, a mess kit, a holy symbol of [[Ulaa]], a sergeant’s insignia, and a dried mindflayer tentacle.&lt;br /&gt;
&lt;br /&gt;
Dauphine takes a look at the amulet and finds out it is &#039;&#039;&#039;a sentient magic item called the [[Temple Ton]]&#039;&#039;&#039;. The sentience is happy for the druid to take it and wear it, looking forward to new adventures.&lt;br /&gt;
&lt;br /&gt;
Further exploration leads to a cavern where the only other exit has collapsed and where one of the walls is much too hot to touch; the coal fire. The party returns to the mansion and stay to help out in the kitchen, making sure the event goes smoothly for the family. Afterwards they even help count Ranhem to create a small vault to keep the artifact in so no one can just take it. Before they leave, Dauphine gives Goswin the book How to Become a Bard, that she got from one of the clearance crates.&lt;br /&gt;
&lt;br /&gt;
==== Getting a head ====&lt;br /&gt;
On their way back our friends stay the night in the &#039;&#039;&#039;town of Balmer&#039;&#039;&#039;. They have a drink at the Lumber Hulk tavern where they spot &#039;&#039;&#039;a rather strange looking woman&#039;&#039;&#039;. Some people at another table keep looking over at her, but then, most people are. But those four rush over to start a brawl with her, hoping to garner glory by bringing her down.&lt;br /&gt;
&lt;br /&gt;
Our friends jump in the fray and help the woman, not that she really needs it; four drunk villagers are no match for her. Afterwards she buys them a drink and they learn that she is &#039;&#039;&#039;[[Chrysanthemum]], a bounty hunter&#039;&#039;&#039;. They enjoy some time together, trading stories, before she calls it a night. Quinton is approached by a young couple to join them for a night of fun but the druid declines.&lt;br /&gt;
[[File:Lelio bust.jpg|right|375x375px]]&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing left hand&#039;&#039;&#039;. She says she saw them at the tavern last night and wants to hire them. “&#039;&#039;&#039;Bring me the head of Lelio Euphorbia&#039;&#039;&#039;,” she tells them, to then explain that it&#039;s a bust that was kept in the lobby of the Critical Hit Theater. She is the current owner and Lelio was the founder. She suspects that it was stolen by someone from the new theater that opened across town recently; the Natural One Lounge.&lt;br /&gt;
&lt;br /&gt;
The party walks over to the theater with her and looks for clues but doesn&#039;t find much. However, the woman&#039;s niece was present when the bust was stolen and saw the thief. She&#039;ll be at the Critical Hit after lunch and our friends decide to go check out the Natural One Lounge. It looks to be empty and Quinton uses a Misty Step spell to get inside at the backdoor, opening it for the others.&lt;br /&gt;
&lt;br /&gt;
Darius shows Oscar how to use [[Phlegethos’ Pick]]; the halfling seems to have a talent for it, he opens the door to the office in no time. There&#039;s no evidence of the bust or any clues to its whereabouts. Oscar also opens the safe and helps himself to the bag of money inside it. When he later has time to count, he finds out there&#039;s 43 gp worth of mostly silver pieces in there. He gives the cleric a handful but the gnome can&#039;t condone this behavior and puts 30 gp of his own money back into the safe before closing it.&lt;br /&gt;
&lt;br /&gt;
By this point the sound of conversation about the backdoor being unlocked had alerted the party that people had arrived. Quinton grabbed a janitor&#039;s coat and mop and pretended to be the janitor, only for a man to call out, asking what he was doing with &#039;&#039;his&#039;&#039; coat! The druid starts talking in Ancient and acting erratically. The man and woman who arrived think he&#039;s addled-brained and the woman goes off to get the Humtache, the man follows her, not wanting to be alone with Quinton.&lt;br /&gt;
&lt;br /&gt;
Eventually the other three manage to leave the theater without being seen and they meet up back at their inn and have a nice lunch. Then they return to the Critical Hit Theater and get from niece Hilna the robber&#039;s description. She also says she found a little piece of fabric trapped in the doorway, likely coming from the man&#039;s jacket.&lt;br /&gt;
&lt;br /&gt;
This is great news for the druids as they can wild shape into a dog and hopefully follow the spoor. Dauphine does so and manages to lead the party to a workshop where the windows are mostly covered up. She tries to follow the scent further as the likely robber has traveled further these last 48 hours, regrettably she loses the trail a few streets later.&lt;br /&gt;
&lt;br /&gt;
Back at the workshop Oscar unlock the door and Dauphine slips inside, still in dog form. She manages to not step on a tripwire attached to a bunch of cans that would have made a lot of noise. Oscar goes in second and not only avoids the trap but even disables it in one smooth motion. The suspect seems to be in the back part of the workshop and they plan their approach. Dauphine goes inside and pretends to be a dog with the zoomies.&lt;br /&gt;
&lt;br /&gt;
As she does so, both the front and back door to the place are busted open and a number of Humtache guards rush inside, arresting the person at the workbench, one Ollie Stein. Our friends are held and questioned on the spot, one of the guards is then sent to the theater to confirm their story of recovering a bust for them. Meanwhile Ollie has been taken to the HQ and the remaining guards are searching and cataloguing the place.&lt;br /&gt;
&lt;br /&gt;
Once released, the party goes back to the inn and decide to wait till evening to search the workshop and attempt to talk with the robber. They don&#039;t find anything useful there and then go to the Humtache HQ. On the way they discuss many ways to get inside and how to make Ollie tell them about the bust. Using the [[Cyphers &amp;amp; Potions#Disguiser|Disguiser cypher]] Quinton makes himself look like the arresting sergeant and pretends to have a sore throat.&lt;br /&gt;
&lt;br /&gt;
He and Darius enter and they successfully bluff their way into the cells where the cleric pretends to be there to measure Ollie up for a coffin and give him his last rites. They tell the robber that the owner had a heart attack due to the theft of the bust and both he and another prisoner call bullshit, he can&#039;t be held responsible for that. But they have managed to rattle the boy and when the &#039;sergeant&#039; tells him that he also thinks it&#039;s going to far he says that he&#039;s willing to make the bust disappear so he can&#039;t be held responsible for the crime. Ollie tells him that he stole the bust for an old gnome who&#039;s name he doesn&#039;t know. But he can give a pretty accurate description and tells them they met at the Noble Nap inn.&lt;br /&gt;
&lt;br /&gt;
Our friends leave and the next morning they go to this inn and find a gnome fitting the description having a late breakfast. Quinton sits down at the man&#039;s table and tries to engage him in conversation but the man is utterly deaf and not interested in a talk. But they do manage to learn that he has a room here. The party also gets a room on the same floor and break into his room when the gnome goes out for lunch. They don&#039;t find the bust or anything incriminating, nor any weapons or magical paraphernalia. But he sure has a lot of keepsakes and other sentimental nick-knacks. Most importantly; his name is on his steamer trunk; &#039;&#039;&#039;Archibald Euphorbia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The follow him to lunch and then decide to talk to the owner of the theater about this new discovery. She tells Darius and Quinton that Archibald is Lelio&#039;s son and that years ago he made an offer for the bust but it was very low and she considers it part of the theater which Lelio wanted to remain in its original state. Our friends make some suggestions about him maybe buying the bust but then leaving it at the theater, or maybe even convince him to exhibit more at the theater.&lt;br /&gt;
&lt;br /&gt;
Back they go to the Noble Nap and then things go sideways when a guest sees Oscar listening at the door to room 101. Quinton pratfalls to distract people but soon enough the concierge shows up and tells them to leave. Dauphine runs after him and it takes everything she has to persuade him to let them stay.&lt;br /&gt;
&lt;br /&gt;
They now decide to lay everything out to Archibald by writing a letter with their proposal. Some time later he shows up at their door and accepts the suggestion of a small exhibition of his father&#039;s things in the theater lobby. As they walk over to the Critical Hit he starts to get really enamored with what he now starts to think of as his plan. &#039;&#039;&#039;A deal is soon struck&#039;&#039;&#039;, the bust will be returned, and he is even going to pay for extending the size of the lobby.&lt;br /&gt;
&lt;br /&gt;
The party gets paid and they then return to their own inn where a certain Humtache sergeant is waiting for them. He wants to talk with Darius who tries to bluff that he accompanied him into the station last night. They are all taken to the station and none of them manage to convince their interrogators of their innocence. But since no real harm was done and the investigator hates the paperwork, &#039;&#039;&#039;he just bans them from his town&#039;&#039;&#039;, he wants them to leave next morning.&lt;br /&gt;
&lt;br /&gt;
Back at the inn there&#039;s another surprise; a package had been delivered for Oscar two days ago but they only hand it to him now. It&#039;s a present from &#039;&#039;&#039;[[Chrysanthemum]]&#039;&#039;&#039;; a small stuffed toy of a furry marsupial with big ears and a big mouth, which turns out to be a [[Cyphers &amp;amp; Potions#Damager|Damager Cypher]]. There&#039;s also a note that the halfling can&#039;t read, saying how the bounty hunter thought this might be helpful in his travels.&lt;br /&gt;
&lt;br /&gt;
On the way back to Avale a flooded road means a detour via to village of Dunwoody, known for its natural springs. And it seems they arrive just in time for [[Ehlonna#Holy days and observances|Ehlonna’s Turning Ceremony]]. The villagers speak of divine providence that just now a priest of the Goddess of the Woodlands turns up, and an elf as well! They tell Darius that their local priestess died recently and ask his help with the ceremony. He will do so and the party is given a free stay at the local inn and a sumptuous meal is cooked for them. In the evening, he and Dauphine shadow a girl called Kendra and then a banquet is enjoyed.&lt;br /&gt;
&lt;br /&gt;
==== Training Montage ====&lt;br /&gt;
Our friends arrive back in [[Avale]] and learn of some recent news: there was an explosion at a tannery in [[Avale - Neighborhoods#Kipfield|Kipfield]], the Three Tanners, one of the owners lost his life. Back at the Grey Minstrel Inn they see the old woman in green coat looking through trash, and the brown mackerel tabby jumping from one balcony to another as they walk in and get their old rooms once again.&lt;br /&gt;
&lt;br /&gt;
[[Bruneor Argent]] who resides in Dauphine&#039;s [[Temple Ton]] amulet is happy with her carrying him but he thinks that she should toughen up, and he is also of the opinion that Darius could be a much better healer. So he takes them to the &#039;&#039;&#039;[[Avale - Neighborhoods#None Turned Away Clinic|None Turned Away Clinic]]&#039;&#039;&#039; in the Lost Bay neighborhood. &#039;&#039;&#039;Durit&#039;&#039;&#039;, the old dwarven woman who keeps the place running takes B.A. now being inside an amulet in stride, and they are sent in to meet all the medics.&lt;br /&gt;
&lt;br /&gt;
Bruneor has them working 14 hour shifts for five days where they get to deal with an average week of issues at the clinic. Highlights include cauterizing a bleeder that almost reaches the ceiling, dealing with a cow&#039;s breech birth, amputating a leg, two rival gangs arriving and threatening each other whilst demanding help for their many wounded, an outbreak of cackle fever, and on their last day, the nearby Lacombe Asylum collapses, leading to a 20 hour shift where they try their very best to save who they can.&lt;br /&gt;
&lt;br /&gt;
In this same week Quinton comes across a poster: “Confidently Communicating Commitment; Lessons in Leadership”. Five evening seminars at the [[Avale - Neighborhoods#Scarlet Bonnet|Scarlet Bonnet]] for 25 gp that will improve leadership skills. Since he has been looking to improve himself in that regard, he signs up and that evening finds himself in a room with almost exclusively guild middle managers.&lt;br /&gt;
&lt;br /&gt;
On the stage appears a very slick woman who introduces herself as &#039;&#039;&#039;Zeran Merados&#039;&#039;&#039;. She explains that every of the seminars will be dedicated to a different c-word: credibility, communication, commitment, confidence and creativity. She is full of energy and pumps the room up as she starts into her first talk.&lt;br /&gt;
&lt;br /&gt;
Afterwards some of the audience go for a drink at the tavern and invite Quinton along. Here he meets a young gnome; &#039;&#039;&#039;Emser Quinson&#039;&#039;&#039;. He&#039;s quite the character with his bright orange shoes and tattoos of bells on his hands. They get to talking and when he learns of the seminar asks what the druid thinks leadership really is.&lt;br /&gt;
&lt;br /&gt;
The next evening they meet again and the evening after that again. During this third seminar Quinton managed to look past all the buzzwords and realized that none of it has anything to do with real leadership. He invites Emser to come to the next evening&#039;s seminar as he thinks they could convince the others to their point of view.&lt;br /&gt;
&lt;br /&gt;
And the gnome is waiting at the hall before the seminar begins and the druid takes him inside. As Zeran comes up on the stage Quinton rushes up and starts talking, managing to take the wind out of the woman&#039;s sails long enough to invite his new friend up on the stage. He gives Emser the word and the gnome starts telling the audience that they don&#039;t have to be sheep and listen to nonsense for five long evenings; revolution!&lt;br /&gt;
&lt;br /&gt;
The crowd responds enthusiastically and that&#039;s the end of the seminars. Lots of people swarm Zeran and she promises to repay them all. However, the next day she isn&#039;t there as promised and is not to be found again. Quinton has a drink with some of the middle managers and convinces one to give up his job; &amp;quot;woodworking has always been my passion, I&#039;m resigning first thing tomorrow!&amp;quot; the woman says.&lt;br /&gt;
&lt;br /&gt;
Everyone but Oscar can do with a break after all that&#039;s happened and they learn that the Adjective Noun tavern has something rather special; the &#039;&#039;&#039;Wheel of Death&#039;&#039;&#039;. This is a wheel with no less than a thousand numbers and lots of prizes to be won. It&#039;s installed there to promote the soon to come opening of a new casino, the He Bluffs Me Not in the [[Avale - Neighborhoods#Longsee|Longsee neighborhood]].&lt;br /&gt;
&lt;br /&gt;
Oscar has a go and manages to spin the wheel to 000; Death! In actuality Death is just the patrons having a good laugh as you get completely covered in tar and are then locked up in a cage in the middle of the establishment. But to show they are not all bad you get one chance to avoid your fate; simply throw a bullseye on a dartboard from the other side of the room.&lt;br /&gt;
&lt;br /&gt;
The halfling takes his position and throws. He hits the board but the dart bounces off and lands on someone’s plate on a nearby table. Meanwhile the board falls down, rolls slowly to the right over the tail of sleeping cat in the corner and then falls flat. The cat jumps up with a screech and launches itself into a passing barmaid. She cries out and stumbles back in a pirouette, her tray hitting a bottle on the bar. The neatly lined up bottles slowly, and then faster, fall over, neatly in a row.&lt;br /&gt;
&lt;br /&gt;
The last bottle hits the counter and the cork shoots from it and bounces against the walls a few times before hitting a Sandy Table player in the back of the head just as he was about to take his shot. He launches his disk wildly, it hits the side and flips into a parabolic trajectory landing on the head of a Kasarian tiefling, rolling between his horns and traveling onwards, flying through the chandelier hanging from the ceiling, catching on fire before landing right into a very alcoholic drink which immediately vaporizes with a whoosh.&lt;br /&gt;
&lt;br /&gt;
The goblet teeters one way and then the other before finally falling right next to the plate, hitting the handle of the spoon which has the dart laying on it. The dart gets launched towards the corner of the room and once it has lost all energy it flips and streaks downwards, landing right in the bullseye of the dartboard laying on the floor. The tavern erupts when this happens and many people come over to give Oscar a pat on the back.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been quite the week but at the end of it Dauphine is a lot more Tough, Darius can consider himself a Field Medic, Quinton became an Inspiring Leader, and Oscar has Bountiful Luck.&lt;br /&gt;
&lt;br /&gt;
==== XWING ====&lt;br /&gt;
Our friends are asked to help crew a Stevedore boat at the &#039;&#039;&#039;eXtremely Wild International Naval Games&#039;&#039;&#039; and manage to even win.&lt;br /&gt;
&lt;br /&gt;
=== Super Tuesday ===&lt;br /&gt;
A few days later &#039;&#039;&#039;Jerry&#039;&#039;&#039; invites the party over to the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;. After a customary coffee where he regales them of his latest money making scheme; lending money at Under-Barrow Savings to buy up turnip futures, he tells them that &#039;&#039;&#039;Super Tuesday will be in two days time&#039;&#039;&#039;. Since they are new to the city he wanted to make sure they understand that &#039;&#039;&#039;it will be more than pandemonium, the guild bylaws are insane and it&#039;s always the craziest day of the year&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the day of all the guild elections and that means loads of people on the streets all day, many wearing guild colors and some getting rather boisterous and unruly. Urchins and other pranksters might try and waylay ballot chests that have to arrive at the counting station on time or they won’t be validated. Sometimes it’s not pranks though but quite serious.&lt;br /&gt;
&lt;br /&gt;
Our friends have been &#039;&#039;&#039;hired by the Guild of Stevedores&#039;&#039;&#039; and will be the ones to &#039;&#039;&#039;escort one of the ballot boxes&#039;&#039;&#039;. Every guild does things differently so all Jerry can tell them is that they will be escorting two guild members both chained to a ballot box. They will go to a voting station and then after voting closes they need to escort them to the counting station.&lt;br /&gt;
&lt;br /&gt;
Jerry hasn&#039;t been told where either of these places are, he suggests talking with the guild and also advises them to make sure to be at the guild HQ in [[Avale - Neighborhoods#Hookville|Hookville]] at the break of dawn, or even earlier, maybe spend the night in a nearby inn. After impressing upon them enough to take this job seriously he let&#039;s them go and wishes them well.&lt;br /&gt;
&lt;br /&gt;
Our friends go talk with &#039;&#039;&#039;Alun Djames&#039;&#039;&#039; who gives them more details on the job; where they will need to go, the exact rules, they are not allowed to interfere with the process and there are time limits. They also learn there&#039;s also a by-election for a new top boss due to &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; going missing; there are two frontrunners; &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039;, a half-orc, and &#039;&#039;&#039;Garth Auric&#039;&#039;&#039;. Alun lets slip that as far as he is concerned it wouldn&#039;t be a disaster should the votes be invalid.&lt;br /&gt;
&lt;br /&gt;
Then preparations; shopping, walking the likely route, etc. In the evening they take rooms at the Pair O&#039; Dice Inn, near the Stevedores HQ. Darius checks with the others about how they look at the job; will they do everything by the book, cut corners, interfere? The consensus is to just do it as it was given.&lt;br /&gt;
&lt;br /&gt;
The next morning Avale is alive even as the sun comes up, it looks like half the city is out on the streets; many people dressed in their guild’s colors, Humtache patrols, food sellers hoping to make a small fortune, and urchins hoping for lots of food. Getting to the Stevedore’s HQ takes quite a bit longer than it would have on a normal day.&lt;br /&gt;
&lt;br /&gt;
At the HQ they are introduced to the two &#039;volunteers&#039;; &#039;&#039;&#039;Vakna Throndor&#039;&#039;&#039;, a young, slight dwarven woman, and &#039;&#039;&#039;Randall Gilliam&#039;&#039;&#039;, a young, strapping human man. They are manacled to the chest that is the ballot box and then our friends leave on their journey to [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. Along the way they first meet &#039;&#039;&#039;Herleva Boden&#039;&#039;&#039; and her growing puppy, Snuffles Two. They see &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; exit the State Museum.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an encounter with a marching band and urchins but eventually they make it to their destination on time; The Reverend’s Rest Inn, across from the Tabernacle of Industry, the temple of [[Ulaa]]. Twelve hours of voting later they&#039;ve managed to make things go pretty smoothly and are ready to now go to the Scarlet Bonnet in [[Avale - Neighborhoods#Proviso Place|Proviso Place]] where the votes will be counted.&lt;br /&gt;
&lt;br /&gt;
Immediately on leaving they are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039;. “Hey, you are the people from when the Flame of Dolac was stolen; strange how that was never found, must have been an inside job, you wouldn’t know anything about that, would you?” he says. Quinton: “That will be only known by us.” “Anyway, what is your comment on the story that &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039; is on [[Otteun]]’s payroll and responsible for the disappearance of &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; and the false evidence against her?” Quinton: “We heard this kind of rumor but have no opinion on it.”&lt;br /&gt;
&lt;br /&gt;
Somewhat later it’s pandemonium as a bunch of creatures that look like a hideous hybrid of lizard, bird, and bat spill out of a driveway and straight into the people on the street, picking at them, wings flapping as they try and make their way through the panicking crowd. These creatures turn out to be cockatrices and it&#039;s only due to the party&#039;s quick response that no one on the street turns to stone.&lt;br /&gt;
&lt;br /&gt;
The party continues on and at the main branch of the High Shore Bonding Company they see from a distance how four robbers descend from the building as an alarm bell sounds. They decide it&#039;s not their problem and leave it to the Humtache who show up soon after.&lt;br /&gt;
&lt;br /&gt;
Our friends make it to the Scarlet Bonnet on time. There are lots of people standing outside the building and inside it doesn’t get any less busy. They deliver the ballot box on time and their job is done. They see the now familiar Bite Me Catering people and have something to eat and drink, spotting &#039;&#039;&#039;Dersigos Naffles&#039;&#039;&#039; carrying a tray of drinks.&lt;br /&gt;
&lt;br /&gt;
==== A Marquis Job ====&lt;br /&gt;
The party gets an invite from Jerry and at the meeting are told that they are in luck; since no one else is available they are getting a job from Markiz (Marquis) &#039;&#039;&#039;Borislav Kucan Skok-Ratenicz&#039;&#039;&#039;, who pays very well. And their job is just bringing a package from the port to his mansion in [[Duneford]]. 25 gold pieces for a few hours of work; nice if you can get it!&lt;br /&gt;
&lt;br /&gt;
The next day they wait for the ship to arrive and are handed the package which Oscar carries in a backpack. The captain also gives them a large lump of silver and asks them to tithe it for his ship, crew, and himself at the [[Osprem|Osprem&#039;s]] &#039;&#039;&#039;Temple of Tidal Tranquility&#039;&#039;&#039; which is right next to Duneford. The party agrees and sets off on their journey.&lt;br /&gt;
&lt;br /&gt;
Before reaching their destination they are attacked and unfortunately the package gets destroyed, the assailants get away as well. Our friends continue on, determined to bring what remains to their employer. In Duneford they run into &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; and his sister, &#039;&#039;&#039;Ruth&#039;&#039;&#039;, the man telling them he donated some new gems to the City Museum.&lt;br /&gt;
&lt;br /&gt;
Then they are accosted by two dwarves, one male, one female, and one human woman, they all have short hair, wear leather armor, and have a short sword or hand axe on their belt. They show the party a sketch of a man with a large mustache and a distinctive birthmark and ask if they have seen this individual. They haven&#039;t and reply thusly.&lt;br /&gt;
&lt;br /&gt;
The party continues on and reached &#039;&#039;&#039;Shadow Pond&#039;&#039;&#039;, the mansion. There are guards on the door and the butler brings them through the house, down a corridor full of paintings all of similar men with dark hair in a widow&#039;s peak and a rather intense look. On a huge balcony with view of the sea two men are having tea and coffee. The Marquis is tall, very thin, pale, has silver-grey hair and wide ears, he wears an expensive grey business suit. The other is a halfling with a large nose, curly hair, dressed business casual.&lt;br /&gt;
&lt;br /&gt;
Borislav speaks slowly with sing-song voice and comments to the halfling that it seems they need to take more measures when the party tell him about the attack and hand over what remains of the package. After they have given all the details the Marquis dismisses them and he thanks them for their work, even if it wasn&#039;t a success.&lt;br /&gt;
&lt;br /&gt;
Back in Duneford proper they have some lunch and then go to Osprem&#039;s temple to deliver the tithe. There they are approached by the man from the sketch earlier. He explains that he used to be a major in the [[Otteun#The Ott|Ott]] and he is now on the run after destroying a dangerous project. This &#039;&#039;&#039;Ranald Kassimir&#039;&#039;&#039; pleads for them to help him get to the Avale port as he knows the people after him have likely already identified the temple as the most likely place he is hiding.&lt;br /&gt;
&lt;br /&gt;
Our friends come up with all kinds of interesting plans to do so and eventually decide on one. It seems to work as they make it back to Avale unharmed and the man thanks them profusely as he runs off to the port and hopefully a new life far away from here.&lt;br /&gt;
&lt;br /&gt;
==== The Ballad ====&lt;br /&gt;
The next week or so there&#039;s no work but there is news in town; a huge, albino crocodile has eaten three people in the last week, a bounty has been placed on its head. Then our friends receive an official government missive announcing a meeting in a private room at their inn in the morning, two days hence. The visitor turns out to be no one less than Torchbearer Council Standing Secretary &#039;&#039;&#039;Saer Barclay Pergay&#039;&#039;&#039;. He tells them that unofficially they have been awarded the Star of Dolac, a very prestigious medal. And also unofficially this might be because of a certain yortho incident.&lt;br /&gt;
&lt;br /&gt;
Some days later &#039;&#039;&#039;Jerry Tidwell&#039;&#039;&#039; invites the party to dinner at a nice restaurant; This Scampi Happening. Over dessert he confesses to a motive; he owes a friend of his, impresario and nightclub owner &#039;&#039;&#039;Anthony Prince&#039;&#039;&#039; a favor and the man need some people for a job that needs plausible deniability. If our friends go to his club Knight Moves then Tony will explain. They can use the phrase &amp;quot;Ken sent me&amp;quot; to skip the line.&lt;br /&gt;
&lt;br /&gt;
The party has some reservations about this kind of work but decide to hear the man out. At the club they first talk with a man looking for a prince&#039;s bride and then get to see Antony Prince. Who then explains that he promised &#039;&#039;&#039;Yurdan Amaerth&#039;&#039;&#039; to get some things done that have turned out more difficult than expected.&lt;br /&gt;
&lt;br /&gt;
First is the lot containing the burned down &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in [[Avale - Neighborhoods#Downpark|Downpark]]. Yurdan wants to buy it and build an apartment building on it. But to be allowed to do so, the zoning law needs to be changed. The city planner, a Docami by the name of &#039;&#039;&#039;Nola Brogunn&#039;&#039;&#039;, has the authority to do so. He tells the party that she can&#039;t be bribed so our friends will need to find a different avenue to get her to play ball. Once that is done, they can quickly buy the lot.&lt;br /&gt;
&lt;br /&gt;
After asking a number of questions our friends go to their inn for a long planning session. The next morning the party is outside [[Avale - Neighborhoods#Halls|Halls]] and see Nola approach. Oscar trips her and then manages to steal her day planner from her bag as he helps her up and says sorry. Our friends then go check out the burned down church and check the crypt, finding it in an ok condition.&lt;br /&gt;
&lt;br /&gt;
The day planner shows that on average four times a week the phrase &amp;quot;Wine Me Up&amp;quot; appears with a time next to it, anywhere from 20:00 to 22:30. But tonight&#039;s mention, with a time of 21:00, has been crossed out aggressively, as have all other future dates with that phrase. It turns out that Wine Me Up is a nightclub/tavern in [[Avale - Neighborhoods#Center City|Center City]], not all too far from Nola&#039;s home address which is also in the day planner.&lt;br /&gt;
[[File:Wine Me Up.png|right|450x450px]]&lt;br /&gt;
The party goes to have a look after lunch and learn that Nola performed here as a singer, but has recently been banned for saying some really nasty things, though the owner doesn&#039;t specify exactly what. Our friends then go to Tony to see if he can help them find out more about this ban, he being in the same kind of business. They find him at Bears, in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]].&lt;br /&gt;
&lt;br /&gt;
As they arrive they find him cradling an effeminate looking young man who has been beaten up. Tony tells them this happened not thirty minutes ago and he tells them to find the three boys responsible for it and &amp;quot;put the fear of Tony into them. Tell them that if they ever do something like this again in this town they will disappear without a trace.&amp;quot; The boys are easily found and swiftly dealt with.&lt;br /&gt;
&lt;br /&gt;
Tony has reached out and learned that apparently Nola said nasty things about the owner of Wine Me Up. Our friends go back there at the time Nola should have been performing and listen to her replacement sing. Afterwards Darius approaches this &#039;&#039;&#039;Marion Guff&#039;&#039;&#039; and in the short talk they have his insight tells him that she is very happy Nola is gone, and might likely be the cause of the ban.&lt;br /&gt;
&lt;br /&gt;
He goes to confirm this with the owner and manages to convince her that Nola was an innocent victim and gets her ban undone. He even manages to get a slot for her to sing tonight. He and Dauphine rush over to her home and explain all that has happened and make their case for changing the zoning law on the way back to Wine Me Up. She sings her heart out that night and the next morning she signs the paperwork, changing the zoning for the lot.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=File:Wine_Me_Up.png&amp;diff=4174</id>
		<title>File:Wine Me Up.png</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=File:Wine_Me_Up.png&amp;diff=4174"/>
		<updated>2026-06-17T14:54:04Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Wager_-_Chronological_order_of_Events&amp;diff=4173</id>
		<title>The Wager - Chronological order of Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Wager_-_Chronological_order_of_Events&amp;diff=4173"/>
		<updated>2026-06-17T14:52:10Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The-rack.jpg|right|300x300px]]&lt;br /&gt;
Who will wager what, when woes weaken weary wanderers.&lt;br /&gt;
&lt;br /&gt;
== The protagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[Dieter von Mündelheim|Dieter Albrecht von Mündelheim]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guydust]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Husk]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Wallace Linnaeus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
&lt;br /&gt;
=== Three journeys ===&lt;br /&gt;
This is how our four friends ended up in the capital of [[Dolac]]; [[Avale]].&lt;br /&gt;
&lt;br /&gt;
==== Wallace Linnaeus ====&lt;br /&gt;
Wallace starts his journey to Avale following the Fiumare river. On the way he ran into a band of [[Nikanish]] who were trying to protect a tribe of bullywugs and the druid was asked if he wanted to help and he does. Later his camp was overrun by zombies but he managed to get away with all of his belongings.&lt;br /&gt;
&lt;br /&gt;
Then a town happened to be visited by a bunch [[Kashtin]] revelers when Wallace arrived and this lead to some very hedonistic days. Journeying on alone was quite the contrast but the beautiful landscapes made up for it especially the [[Dolac#Sevso Sound|Sevso Sound]]. From there it took a number of bridges to the islands in the Tal delta and a ferry to get across and make it to Avale where he finds an &#039;&#039;&#039;inn, the Plucked Pheasant, in the [[Avale - Neighborhoods#Cegir Town|Cegir Town]] neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city is huge and there is much to see. Wallace starts by getting a shave at Hair Me Out. Next he buys a mince mop from a street vendor. While walking and eating he nearly collides with a square-jawed, blond-haired man that steps out of an outhouse, dusting down his clothes, mumbling to himself.&lt;br /&gt;
&lt;br /&gt;
A few days later in [[Avale - Neighborhoods#Downpark|Downpark]] he passes by the Pursue Hickory bank and comes to a square where an expensively dressed gentleman is tending to a vagrant, pouring a potion down his throat which seems to make him feel a lot better.&lt;br /&gt;
&lt;br /&gt;
During another exploration of the city, this time in the North of Grove Way neighborhood, also known as [[Avale - Neighborhoods#NoGWay|NoGWay]], Wallace is lured into alley, where he is surrounded by four assailants. Things look bleak, this is an unwinnable fight and flight will also be difficult. But then an unassuming woman, short, with a cleft chin, and her dark hair in a knot, appears, and the four robbers run, saving him from an ignoble fate. The woman gives him a smile and leaves. There is no sign of her when the druid makes it back out on to the street.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Wallace to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Dieter Albrecht von Mündelheim ====&lt;br /&gt;
Starting out from Zâram-Tûm, Dieter’s journey to [[Banak]] is uneventful. But his next stretch to [[Martell]] is a different story. The caravan he was traveling with, promptly got attacked near the border with [[Otteun]], but fortunately they managed to fight off the robbers, Dieter showing off his skill with his zweihänder to all around. Midtal was an interesting experience, he made a little money when someone asked about his perfectly tailored clothes and showed off his other skills.&lt;br /&gt;
&lt;br /&gt;
Avale seemed the best possible next destination and the landsknecht took passage on a river barge. The slow journey down the river gave plenty of time to focus on certain things he had been ignoring and to get to know his fellow travelers. At one village stop, Dieter helped out one of his new friends when he was cheated on in a game of Three-Dragon Ante, managing to recover all the money.&lt;br /&gt;
&lt;br /&gt;
The barge arrived at Avale disembarking everyone in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. Two of his fellow passengers knew of &#039;&#039;&#039;a good inn in the [[Avale - Neighborhoods#Longsee|Longsee]] neighborhood; The Boer Inn&#039;&#039;&#039;. And so he joined them and walked there, taking a room on the third floor. It cost a little extra but the view of the Tal estuary is worth it. The first thing he sees is a short man with a white mustache, wearing a small hat catch a girl who picked a dwarf’s pocket. He hands the money over to the victim and then takes a piece of pastry from his pocket and gives it to the child before letting her go.&lt;br /&gt;
&lt;br /&gt;
The nearby fish shop, For Cod’s Sake, introduced him to all kinds of new food and then he was told about another place that he just had to go visit. Following directions he went to the [[Avale - Neighborhoods#Oakhurst|Oakhurst]] neighborhood, where on Falanae Avenue he passed by Elassidil Villa, headquarters of [[Thal Lithel]]. At the intersection with Korb Street, a boy on crutches was brusquely told by a man in a carriage to get his ass in there. And then when the conveyance drove away he saw it; the Feywild Shroomhouse.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Dieter to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Husk &amp;amp; Guydust ====&lt;br /&gt;
After quite some adventures on [[Threepwood Isle]] the duo arrive at the docks in Avale. New to the city, they &#039;&#039;&#039;find an inn in the [[Avale - Neighborhoods#Proviso Place|Proviso Place]] neighborhood&#039;&#039;&#039;. From there they start to explore the city and one evening when coming to a road in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] they startle a man and a woman in an intimate embrace. She hides her head behind the man as they leave. A minute later Husk and Guydust almost gets trampled by a horde of girls all yelling and chasing after a man with salt and pepper hair.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get both of them to sign up.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
Those signing up weren&#039;t told much and that&#039;s because it turns out to be a &#039;&#039;&#039;pirate hunting mission&#039;&#039;&#039;. A flotilla lead by the Whiskered Admiral is going to search for a small pirate fleet that was spotted not too far away. The navy is sending four ships; the Prince Willim, a 1st charter ship, two 2nd charter ships, the Ranhem and the Crowned Griffon, and a 3rd charter ship, the Arms of Dolac.&lt;br /&gt;
&lt;br /&gt;
It&#039;s early in the morning and those shanghaied wake up feeling the worse for wear, it smells of sweat and sick, there are many conversations around. Some rays of sunshine penetrate the murk, the floor beneath them is moving in all directions. People are getting up from the floor and soon a hatch opens, the sunlight suddenly very bright, and some people come down a ladder.&lt;br /&gt;
&lt;br /&gt;
Standing next to the ladder are a balding halfling, he looks to be in charge, a dwarf with a short beard, a half-elf, she has a rather big nose and her hair is dyed black, quite badly. Further there’s a gnome, her face looks to be sliding down her skull, and a large half-orc, with blonde dyed hair.&lt;br /&gt;
&lt;br /&gt;
The halfling speaks: “I am Bosun Miller and you are on board the majestic Crowned Griffon, the best ship in the entire navy, run expertly by Captain Drumpf and Quartermaster Onel.” At the mention of the last name some people involuntarily scrunch their noses, he apparently has quite the musk. Miller continues: “We are on a mission to take out a pirate fleet and make sure these murderers, rapists, and drug dealers will never make it to our homeland.”&lt;br /&gt;
&lt;br /&gt;
“Now, most of you might not be here voluntarily but you are finally going to do something worthwhile with your lives and get paid really well for it,” he tells the crowd. “Until we get anywhere near the pirates you will be assisting with the running of the ship, Chief Mate Luktnicks here will further explain.”&lt;br /&gt;
&lt;br /&gt;
The dwarf looks around, “you will be doing grunt work even a wet goblin can do, complain or shirk and you will be going overboard, try your luck with the sharks. You might have noticed your weapons and armor are missing. We don’t want any accidental stabbings or other fights, get in one and you’ll get intimately familiar with the cat o&#039; nine tails as wielded by Karoline here,” he motions towards the half-orc. She scowls as she looks around and rumbles “leave it”.&lt;br /&gt;
&lt;br /&gt;
“You’ll get your weaponry back when we near the pirates, you can even put on your armor then, if you are fool enough to want to drown with it. Until then you report to the second mate, Juliana,” he points at the half-elf, “or the third mate, Kristi,” he motions towards the gnome.&lt;br /&gt;
&lt;br /&gt;
Our four friends are selected by third mate Kristi to help with pulling the sails when there is need to, she puts a sailor in charge of them. The four introduce themselves to each other and discuss the mission they have now been given. During their weeks in town &#039;&#039;&#039;they heard lots of stories&#039;&#039;&#039; any time they were in a tavern, or really anywhere a lot of people gather and gossip. It&#039;s definitely possible they heard stories about other people with the same name or looks, but &#039;&#039;&#039;this is what they all think they heard about their new friends&#039;&#039;&#039;. It might all be just poppycock of course!&lt;br /&gt;
&lt;br /&gt;
Wallace learned the following: Guydust has a smoking hot sister; twice as easy on the eyes and dangerous in all the right places. She wants to be a mighty pirate queen. He heard the following about Husk: “That chip he carries? Cursed. If he ever cashes it in, someone dies. Or five people. Depends who you ask.” Dieter is said to have deserted the army.&lt;br /&gt;
&lt;br /&gt;
Dieter heard these stories: “Husk used to be some kind of performer, proper fancy stages, not the tavern kind. Someone said he lost his voice for a while. Couldn’t sing a note. Came back different.” Guydust was once in deep trouble; chained and tossed into the ocean. It&#039;s said he only survived by stubbornly holding his breath for over five minutes. Wallace has been called &amp;quot;somewhat demented&amp;quot; by people.&lt;br /&gt;
&lt;br /&gt;
Husk heard the following rumors: Guydust has a terrible nemesis; an undying pirate captain. Even though that fearsome &amp;quot;Leslough&amp;quot; has been slain thrice or more, he keeps coming back for vengeance. As a zombie, a ghost, once even as a haunted carnival attraction. Dieter used to run a tailor&#039;s shop with his father. And he learned that Wallace was the strange man heard shouting at the ???.&lt;br /&gt;
&lt;br /&gt;
Guydust learned the following: “Husk once pulled a man out of the canal after a bad bet went worse. Didn’t want thanks, just muttered, ‘No one deserves to lose everything in one night.’ Sounded like he knew.” Wallace is supposed to be some kind of doctor. And Dieter&#039;s sword is supposedly larger than the man himself.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends wake, and while they might still feel sea sick, their recent experiences have unlocked new abilities inside themselves. [They reached second level.] Guydust seems to be in quite a bit of pain. He asks the others to hide him from view as a [[Crossed Bones|hand crossbow made of bones]] is expelled from his body quite gruesomely. Dieter manages to cure his wounds and the rogue quickly hides the weapon under his clothes. The four get to know each other a little better and are put to work when needed.&lt;br /&gt;
[[File:Bound shark.png|right|300x300px]]&lt;br /&gt;
At some point Dieter looks over the railing and sees a shark swimming just under the surface. But this is very strange, it looks like there is a sort of metal cage around its head. He calls over the others but it&#039;s gone when they arrive. Wallace has never heard of anything like that and starts to list of numerous sea creatures which it could have been. Later that day a whale breaches not too far away from the ship to the delight of all.&lt;br /&gt;
&lt;br /&gt;
Guydust approaches Bosun Miller and tries to persuade him to do some entertainment for Captain Drumpf or others, explaining that that is where his expertise lies. But the halfling is not swayed being a person devoid of any sense of whimsy.&lt;br /&gt;
&lt;br /&gt;
Then, during the night, &#039;&#039;&#039;a massive storm hits&#039;&#039;&#039; the flotilla. Our friends are asleep in the hold when they get tossed all over as the waves pummel the ship. A huge hole in the hull makes the ship list to the side. In nautical circles this is what is known as a ‘bad sign’. Before the party even knows it, for that is what they are now, they &#039;&#039;&#039;find themselves in the water&#039;&#039;&#039;. Huge waves spell their doom but fortunately &#039;&#039;&#039;half of a loading trapdoor floats nearby and they manage to cling on to it&#039;&#039;&#039;. Guydust loses his hold due to the storm but Dieter manages to grab his arm and pulls him back onto the trapdoor.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Island ===&lt;br /&gt;
After floating on a calmer sea for many hours they eventually &#039;&#039;&#039;wash ashore on a tiny island&#039;&#039;&#039;, about an hour before dusk. They have nothing but the clothes on their backs and maybe one trinket or other item they kept close. The island is not a bounty one; one rock spur sticks about eight meters up in the air, the beach is more pebble than sand. There’s one small tree, not doing too well, other than that just some shrub bushes that don’t grow much in the way of food. One can walk a full circle around the island in about ten minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things that washed up on the shore with them. A single coconut lays on the beach, still intact and filled with delicious victuals. Husk spots a vial containing a troll&#039;s finger. And Wallace manages to find a single gold doubloon. &lt;br /&gt;
&lt;br /&gt;
Our friends search the island for food and other useful things, finding just a few berries and mushrooms but near the shore Husk finds a Marid&#039;s Tail, which can function as an improvised dagger, once. Meanwhile Dieter has gone up to the one tree and found a branch that could serve as a weapon. He manages to remove it in one piece and then uses anything around to sharpen it into a spear.&lt;br /&gt;
&lt;br /&gt;
Considering their condition they feel an early long rest is in order and they wake up early the next morning. They try and catch some fish using some interesting techniques as Husk plays with a [[Deck of the Dealer|deck of cards]] that he someone managed to keep hold of. Then Wallace decides that he&#039;ll put his shirt onto the top of the rock spur as a flag. He wild shapes into a goat and clambers up there, holding the shirt in his mouth.&lt;br /&gt;
&lt;br /&gt;
Dieter follows, reckoning that when the gnome changes back to himself to attach his flag, he might well come sliding down the rocks. But as the landsknecht  makes his way he &#039;&#039;&#039;falls through a thin sheet of rock into a shaft below&#039;&#039;&#039;, debris flying everywhere. The others have fortunately noticed this; Guydust and Husk walk up to the hole and Wallace wild shapes into a large spider now, making his way down.&lt;br /&gt;
&lt;br /&gt;
There is a force field at the bottom of a 30&#039; shaft that has slowed down Dieter&#039;s fall and he ends up on the floor without hurting himself. &#039;&#039;&#039;A magic mouth on the wall starts speaking in an unknown language, sounding quite serious&#039;&#039;&#039;, as he gets his bearings. The bedrock has been carved out to create a room, the ceiling is about 15’ high, the shaft in the middle of it. It is pretty barren, on a stone shelf lies a book that has been totally overgrown with mold. A corridor leads away, there is a tiny bit of light coming from around corner.&lt;br /&gt;
&lt;br /&gt;
Spider Wallace climbs down the shaft and goes through the force field and sees that Dieter is fine. He then climbs back up the shaft and surprises Husk as he exits, causing the gambler to startle and fall right into the shaft. Fortunately the force field also arrests his fall and he manages to land safely in the room below. Wallace tries to indicate it&#039;s safe and Guydust follows so all four end up in the room.&lt;br /&gt;
&lt;br /&gt;
The gambler and the entertainer then manage to very carefully remove a single page from the book as the rest disintegrates completely. The voice speaks again and our friends go down the one corridor. Here they find a natural cave that has been carved in places to heighten the ceiling to about 8’. There are signs of combat, scorch marks on the walls, a broken arrow lies just inside the corridor.&lt;br /&gt;
&lt;br /&gt;
To the back of the cave is &#039;&#039;&#039;a dark opening, about three meters in diameter, maybe it’s their imagination but the inside of it seemed to move a bit, throb&#039;&#039;&#039;? It is almost entirely blocked by a stone wall that is crumbling, Wallace is well versed in Arcana and recognize it as one made by the Wall of Stone spell. Almost a foot of water has seeped into the cave and in the murky water they can just about make out four small mounds of stuff. In the left back corner of the room lies a ball of something rubber-like wrapped around itself. &lt;br /&gt;
&lt;br /&gt;
Three of the four mounds contain a dead body, very well preserved, and also a number of items. Going through all the items takes time but will likely lead to some good finds so most of our friends go through it carefully, whereas Wallace, still in spider form goes over to the rubbery thing. It slowly starts moving a little, waking up? The druid tries to help with the unwrapping, using his spider limbs.&lt;br /&gt;
&lt;br /&gt;
Then incorporeal spiders come slithering through the walls, floor, and ceiling from the other room and they start to attack. The rubbery thing attacks with just a single appendage at first and hits hard; doing not just hit point damage but also giving Exhaustion when it hits Wallace. Every round the golem attacks with one more appendage and escape becomes a necessity.&lt;br /&gt;
&lt;br /&gt;
Dieter has been using his improvised spear to try and pull the wall down but without much success at first. But eventually he levers up and a huge chunk of wall comes down, enough for them to enter the strange tunnel that looks a lot like the inside of an esophagus, [[wikipedia:Peristalsis|peristaltic contractions]] and all, a place the snakes and golem don&#039;t seem to want to enter. Husk can&#039;t resist grabbing just one more item on the way out and they all barely make it to safety with two of them having multiple levers of exhaustion.&lt;br /&gt;
&lt;br /&gt;
As they walk down the sloped tunnel they heal themselves as best they can. The tunnel is long and continues downward, only after a long walk they arrive in another cave, slick with water. The tunnel looks about the same at this end as the other, very strange. Things look to be safe so our friends decide to have a long rest to recover from their exhaustion and &#039;&#039;&#039;look at all the items they managed to grab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dieter found a potion of Stupendous Healing (3d10+level) and someone knows these are very rare and not for sale, it might be worth a nice amount. He also found a rather curious &#039;&#039;&#039;[[Doomed Dagger]]&#039;&#039;&#039;. Guydust found the &#039;&#039;&#039;[[Spent Spear]]&#039;&#039;&#039; which he gave to Dieter in return for the dagger. He also found a bracelet made of gold, set with turquoise stones. Husk found one exactly the same, each bracelet should be worth about a hundred gold pieces. Other items the gambler managed to recover are a helmet carved out of hardwood, shaped like a dragon’s head, boots made of dark leather that have turned very soft and floppy, and a really strange tiny, red stinger; &#039;&#039;&#039;[[Phlegethos’ Pick]]&#039;&#039;&#039;.&lt;br /&gt;
[[File:Steam Mephit.png|right|384x384px]]&lt;br /&gt;
[Room with the mounds of stuff and some of the items there with thanks to Dale Friezen.]&lt;br /&gt;
&lt;br /&gt;
After some good sleep they set off down the slick rock corridor, going ever further down, the temperature drops even more and everyone gets a headache. Eventually they come to a fissure, vapor rising from it, about ten foot across.&lt;br /&gt;
&lt;br /&gt;
Wallace can&#039;t jump that far and wild shapes into an elk. When he jumps across with Husk on his back, small, winged humanoid creatures with pale skin and wisps of vapor rising from their nose, mouth, and ears rise from the chasm. They shed drops of steaming water when they move.&lt;br /&gt;
&lt;br /&gt;
The creatures attack with their steam breath, hurting our friends quite a bit doing damage even in death as they explode in a burst of steam. Fortunately they are not as difficult to hit as most of their species are and the party has plenty of spells and Guydust&#039;s hand crossbow to take care of the three creatures.&lt;br /&gt;
&lt;br /&gt;
The path continues on until they reach what must be a really big, stone door. A large stone frame runs up, across, and down a single slab of stone. There is no handle or lock visible but on either side there is a hole in the stone, just a bit bigger than a finger. After some investigation and discussion Dieter and Wallace &#039;&#039;&#039;each put a finger into one of the holes and the door slides open diagonally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Midnight Altar ====&lt;br /&gt;
Beyond the doorway is a square room about 50’ on each side carved out of some kind of blue stone. A midnight altar, wrought from some superterrestrial metal, stands at its center. Faint lines of golden energy radiate from the altar along the floor to a large door. Above the altar float a number of symbols, most are white, two are purple. In the middle of the two side walls sit levers, both pointing up.&lt;br /&gt;
&lt;br /&gt;
At the far end of the room is a large door, made of a dark wood and covered in many sigils that all radiate with magical power. Around the door and on the floor emblems have been carved, the same set repeats; a skull, a cloud, a triangle pointing downwards, something that might be an explosion, a scorpion. The door doesn’t seem to have hinges, a lock, or a handle. A tiny crack has formed at the bottom left of the door and a dark orange substance has seeped out, it looks like a small drop of syrup or honey.&lt;br /&gt;
&lt;br /&gt;
As soon as someone enters the room &#039;&#039;&#039;a voice sounds in their head&#039;&#039;&#039; and they, but no one else, sees a black and white vision looking like an enigmatic version of a human, or in Wallace&#039;s case, a gnome. The &#039;&#039;&#039;entity sounds ancient and powerful, it offers each of them power&#039;&#039;&#039;, saying it can help with certain things they are dealing with, &#039;&#039;&#039;in exchange for doing certain things for it&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wallace asks the others if they heard the same voice and he tells them that he is considering making a deal.&#039;&#039;&#039; Husk and Guydust tell the gnome that it&#039;s a bad idea, especially cause the entity is not clear on what it wants them to do. Wallace negotiates a bit, stipulating he doesn&#039;t want to torture people or be sent to go kill a bunch of people. He also makes sure his soul is not at risk. With the bargain struck the voice tells him to &#039;&#039;&#039;touch the doubloon he found to the small drop of syrup like substance&#039;&#039;&#039;. When he does so, the substance covers the doubloon and then sinks into it. On the surface of the coin &#039;&#039;&#039;the old markings are gone and what looks like [[Doubloon of Doom|a stylized letter D has appeared]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their knowledge of Arcana shows that the symbols over the altar are likely a sort of status report and purple is probably not good.Guydust thinks the room might be related to a deity but not one of the current [[Eras|era]].&lt;br /&gt;
&lt;br /&gt;
The two levers are the one thing in the room that they haven&#039;t dealt with; Dieter and Wallace pull on them simultaneously. When they do, two things happen immediately. &#039;&#039;&#039;There is a sinking feeling as their room starts to float down&#039;&#039;&#039;, and six parts of the wall are blown away and beyond them are niches in a strange shell like shape. Each contains a bench that is angled ninety degrees, a receptacle holding a potion vial, and a lever.&lt;br /&gt;
&lt;br /&gt;
Everyone feels the pressure increasing in their heads and it stands to reason it will only get worse. Dieter gets into one of the niches and Wallace quickly jumps into the same one before the landsknecht pulls the lever. When he does so, a force field covers the open side of the niche as it is pushed away from the wall and starts to float to the surface. When the escape pod pops out of the water it lands horizontally on the waves and the force field disappears, the bench is now in the right position to sit on.&lt;br /&gt;
&lt;br /&gt;
Having seen the result of Dieter&#039;s action, Husk and Guydust stay a bit longer, grabbing potions from two niches, but with the pressure mounting, they too make their escape. Once on the surface, all of the pods find a way to each other and cluster together.&lt;br /&gt;
&lt;br /&gt;
After floating in the middle of nowhere, the island is not in sight, for most of the day, they get very lucky and spot a ship. It&#039;s &#039;&#039;&#039;a fishing ship, the Twilight Wanderer, from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]]&#039;&#039;&#039; and our friends are taken on board. As they do so, Dieter and Guydust notice from the corner of their eyes what looks to be &#039;&#039;&#039;a huge head sticking out of the water&#039;&#039;&#039;, from about halfway up the nose. It&#039;s right at the horizon and must be enormous but it moves away before anyone else can spot it.&lt;br /&gt;
&lt;br /&gt;
The crew of the fishing vessel consists of four people, all quite sunburned; Captain Raisa, tall, skinny, and quite sociable, Zaria, she has a broken nose, muscled arms, and is quite chatty, Blazh, he wears an earring with lapis lazuli, is missing a finger, and carries a hooked knife, he&#039;s quite jovial, and Kyrilu, a rather hirsute individual who squints a lot and is a bit grumpy. Amazingly, Guydust has actually heard two pirates arguing about this ship; one said not to attack it cause his cousin Zaria was aboard.&lt;br /&gt;
&lt;br /&gt;
The ship is cramped with eight of them on it but they make it work as they set sail home to Abrinol, the neighborhood in Avale is named for it. During the journey our friends get to know the crew a little better and learn of the fascinating culture of the Hundred Mile Islands. That first night everyone on the boat sees &#039;&#039;&#039;a falling star, blue streaked, and very low on the horizon, crossing the sky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a, blessedly uneventful, journey of a few days &#039;&#039;&#039;our friends arrive on Abrinol&#039;&#039;&#039;. It&#039;s quite the sight; the buildings on the island are all made of wood and painted red, though a Dolac would say their quality was less than they were used to. Off to one side of the town there are a few houses that are clearly built in older Dolac style, including one tavern, the Maiden and Flagon.&lt;br /&gt;
&lt;br /&gt;
A few warehouses in Dolac style are situated to the left of the harbor, that’s also where two large piers can be found, each has a ship anchored there. The Prince Willim is one of those, it looks to have taken quite some damage from the storm. The other ship is a large merchant vessel named the [[Hythe Maritime Services|HMS]] Floris.&lt;br /&gt;
&lt;br /&gt;
Captain Raisa invites the party over to dinner at her house and even offers to let them stay the night. First our friends go do a little shopping, selling the gold bracelets they found to get some new clothes and supplies. Guydust goes to the merchant vessel and his story of the shipwreck gets enough sympathy that someone offers him one of their old outfits.&lt;br /&gt;
&lt;br /&gt;
Our friends learn that the Prince Willim won&#039;t be returning to Avale for a while but the HMS Floris is sailing there tomorrow. They go over to the ship and a blonde man, tall and wide shouldered, the type you would cast in your play to be the paladin or king, welcomes them onboard and &#039;&#039;&#039;introduces himself as Gerrut Hythe but tells them to call him Keeper&#039;&#039;&#039;. Apparently their story had an effect and he offers them passage and would like to discuss their experiences with the Admiralty.&lt;br /&gt;
&lt;br /&gt;
The next morning, after a lovely dinner and a night in a real bed, they board the HMS Floris and find out that Keeper has vacated his personal cabin for them, he&#039;ll use a hammock on deck. They tell him about some of their experiences after being shipwrecked. Wallace goes on an hour long story that goes nowhere and is at crossed porpoise.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Our friends make it safely &#039;&#039;&#039;back to [[Avale]]&#039;&#039;&#039; where the first order of business is to find an inn, as they decide to stick together; they learned that to get any adventuring work you need to be signed up as a group. They are told the Blue Balladeer Inn is a good place for what they are willing to spend so that&#039;s where they go.&lt;br /&gt;
&lt;br /&gt;
But first they stop by [[Avale#Admiralty House|Admiralty House]] in the [[Avale - Neighborhoods#Prester|Prester neigborhood]] where Wallace&#039;s knowledge of bureaucracy comes in very handy. He talks the receptionist in circles and they soon leave with 20 gp of wages for their time in the employ of the navy. Next they go to the [[Avale - Neighborhoods#Fabrics|Fabrics neighborhood]] where Dieter buys some tools and lots of fabric.&lt;br /&gt;
&lt;br /&gt;
As they approach the place in the [[Avale - Neighborhoods#Bow Valley|Bow Valley neighborhood]] they see an old woman in dirty coat sitting on an upturned bucket at the entrance to an alley. A brown mackerel tabby with gray field lays on a window sill and gets up stretching its back. A little girl with pale skin and big, blue eyes, in an old coat dances to music only she can hear. Inside the inn a lute missing its strings and a broken horn hang on the wall, a statuette of a panther, wooden and painted black stands in an alcove.&lt;br /&gt;
&lt;br /&gt;
Then &#039;&#039;&#039;a visit to the Adventurers Association&#039;&#039;&#039; in [[Avale - Neighborhoods#Kesslia|Kesslia]]. They have to fill out a form, asking where their strengths lie and &#039;&#039;&#039;give a party name, for some reason they decide on &amp;quot;The Drowned Pussies&amp;quot;&#039;&#039;&#039;. After a a short while they are lead to the offices of Jerry Tidwell, who will be their agent from now on. He&#039;s a tall halfling with dark hair and a big nose, and very outgoing, energetic. He offers them coffee that he has specially imported from [[Haza]].&lt;br /&gt;
&lt;br /&gt;
They discuss what he can do for them as he plays around with a silvered horseshoe in his hands, in some places the original iron clearly visible. Jerry tells them they are in luck; Grand Master and [[Dolac#Government|Torchbearer]] Geppert Cross, of the Guild of Cartographers &amp;amp; Surveyors has died recently and there are &#039;&#039;&#039;jobs available as honor guard&#039;&#039;&#039;. It only pays 2 gp but he explains that it&#039;s important to get a relationship started with any guild, they are much more likely to hire people they have worked with in the past, and usually don&#039;t look closely at what the work was.&lt;br /&gt;
&lt;br /&gt;
He also advises them to get a ‘money person’, it&#039;s such a waste to keep your money in a pouch or under your bed. The money person knows the best banks to put them in or other investment opportunities. “Me and some friends bought the rights to the Dolac blue conifer; whenever a single one of them is sold we get part of that,” he explains quite animatedly. He suggests a bookkeeper; Carla Tebaldo, she&#039;s a gnome and does most of his investments.&lt;br /&gt;
&lt;br /&gt;
=== First Jobs ===&lt;br /&gt;
Our friends are told to go to Save Nine in the Fabrics neighborhood to pick up ceremonial staves and robes with the Guild of Cartographers &amp;amp; Surveyors clue compass rose attached to them. Next they report to the Domicile of Diligence in [[Avale - Neighborhoods#Uppark|Uppark]]. The procession will go to the Mother Mensual cemetery in the [[Avale - Neighborhoods#Dawnbloom Heights|Dawnbloom Heights neighborhood]] and every hundred feet two people peel off to stand to the left and right of the street.&lt;br /&gt;
&lt;br /&gt;
On their way they hear people in the crowd along the street talking. A halfling wearing a poncho with multicolored, diagonal lines comments: “you know what a dead Torchbearer is? A good start! I say burn them all, what have they ever done for us?” A woman in a hat with a blue compass rose emblem tells her companion: “I heard that thing that fell from the sky destroyed the entire city of [[Kostul]]!” A gorgeous half-elf in a blue dress says to her friend, who is equally stunning: “I used to have so much fun with Old Geppy, he was the loveliest little lapdog”.&lt;br /&gt;
&lt;br /&gt;
When our friends get near Carriage Court it is their turn to take up positions. A dwarf with a beard woven into an intricate pattern asks: “Did they appoint anyone in place of the dead guy yet?” A man eating the last bit of his deep-fried giant answers: “No, this bunch are traditionalists and wait till the body is in the ground.” To which the dwarf replies: “Well, I hope that whoever gets in will be in favor of lowering taxes on labor, it’s got so bad I can hardly compete with foreign crap coming in.” Says the man: “This guild? Don’t hold your breath.”&lt;br /&gt;
&lt;br /&gt;
As the funeral procession comes closer a man steps into the street, right between where our friends are standing. He throws a bottle of oil to the cobbles and pours another all over himself. He cries: “They ruined me! Those gods-damned guilds and their rules, destroying the common man and do they care? Do they fuck all!” as he takes out a tinderbox. People scramble backwards.&lt;br /&gt;
&lt;br /&gt;
Our friends immediately respond and a Sleep spell by Husk has the man on the cobbles without anyone else being affected. Then Dieter and Guydust carry him off to the side and wait for the Humtache to show up, handing him over. Meanwhile Wallace removes the shards of the broken oil bottle. When the procession comes by, one person comes over to the party, a somewhat heavy set person but quite indistinct, it seems impossible to tell if they are human, half-elf, elf, or dwarf, and their gender is unclear as well. They introduces themselves as &#039;&#039;&#039;House&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They impressed with what our friends did and invites them over to their home in Uppark for lunch the next day. Our friends arrive at the mansion and the door is opened by a servant wearing a red vest over a white shirt and a green cap. As they are being led to the sun room, they go through rooms that are filled with all kinds of things that almost entrance Husk.&lt;br /&gt;
&lt;br /&gt;
There is an ornate roulette wheel, some kind of contraption that shows three symbols and has a metal lever to the side. There are many decks of cards in display cases; regular decks, three-dragon ante decks, tarot decks, and decks the bard can&#039;t place. On the wall hang displays with poker chips, all have different symbols; a golden pitchfork, a silver ship, a red whip, a gold ring, and many more. There&#039;s also a painting of dogs playing cards, Wallace thinks one of them might be him.&lt;br /&gt;
&lt;br /&gt;
Everyone has a lovely lunch; mimosas are provided as Wallace had asked for. The party learns that House is a recent arrival to the city and is in the process of starting a new venture, something they might just be able to use our friends for. House promises that they will have some work for them in the near future.&lt;br /&gt;
&lt;br /&gt;
The very next day Jerry sends a messenger; he has &#039;&#039;&#039;work for the party&#039;&#039;&#039;. &amp;quot;It&#039;s a twofer!&amp;quot; he exclaims enthusiastically when they enter his office. He has received requests from the &#039;&#039;&#039;Alchemists &amp;amp; Apothecaries Guild and the Messengers Coalition&#039;&#039;&#039;. Both seem to him a good match for our friends and he hands them the parchments; &#039;&#039;&#039;[[MC - Request 1|Missing Messenger]]&#039;&#039;&#039; &#039;&#039;&#039;&amp;amp; [[AAG - Request 1|Request for Ingredients]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Kenohob ====&lt;br /&gt;
Our friends make it to Kenohob without any trouble, all the while having kept an eye out for Herleva. Once there they find out she picked up her package and left, right on schedule. They also learn that wild animals have been coming into the village causing havoc, this is not normal behavior, usually they know the risks and avoid the hamlet. Only last night the Furious Farmer lost a number of cows due to a wolf attack.&lt;br /&gt;
&lt;br /&gt;
Our friends go visit her and the halfling tells them, pointing at the forest with her scythe, that the wolf went back into the nearby forest. First Wallace and then Husk  try to track the wolf but fail utterly at it. With a sigh the Furious Farmer points to where the creature entered the forest and once they enter the forest Dieter has a look and he unerringly finds the trail, even being able to tell how long ago it was made. The tracks lead to the dead body of the wolf, with an zombie boar standing over it. Battle is short and swift with the boar snuffing it in the end. [Wallace manages to roll two 1&#039;s when rolling with Advantage; activating a new property on his [[Doubloon of Doom]].]&lt;br /&gt;
&lt;br /&gt;
There&#039;s only an hour or so of daylight left but again our friends prove very proficient at tracking, following back the path the boar took. They arrive at an &#039;&#039;&#039;ancient barrow mound, deeper in the forest&#039;&#039;&#039;. Sitting on top of it is a &#039;&#039;&#039;redheaded girl and her dog, which&#039;&#039;&#039; &#039;&#039;&#039;has very red eyes and looks strange somehow&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party talks with the girl as they carefully come closer. She &#039;&#039;&#039;confirms that she is Herleva&#039;&#039;&#039; and tells them that on her way back to Avale, her dog Snuffles dashed into the forest and she followed him. It lead to the barrow mound, one side had collapsed a bit and left a hole big enough for the dog to go through. &#039;&#039;&#039;When Snuffles came back out it was very much changed and now, anytime it came near a creature it turned it into a zombie.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Herleva wants to stay here with her best friend, she knows that returning to civilization is not a good idea so she has resolved to just stay here for as long as she can. She is clearly malnourished and likely quite exhausted. Wallace uses a Speak with Animals spell to talk to Snuffles and there seems to be some kind of malevolent presence that has taken hold of the border collie. The dog explains he just wants to make more &#039;friends&#039; and when challenged he sends in six zombified forest creatures; battle is on!&lt;br /&gt;
&lt;br /&gt;
It&#039;s a very tough combat with both Guydust and Dieter dropping to the forest floor. It&#039;s a good thing Husk can heal at a distance. With their resources almost completely depleted they finally bring down the last of their opponents. All the while Herleva and Snuffles remained on top of the mound watching what was happening in front of them.&lt;br /&gt;
&lt;br /&gt;
Now Husk tries to talk to the girl again and he eventually uses a Minor Illusion spell to create a copy of Snuffles next to him, sans red eyes. He bluffs and tells the girl that this is the real Snuffles, even having Guydust bark to sell the illusion. Herleva runs towards the illusionary dog and then Snuffles follow her before being intercepted by Guydust who ties up the animal. &lt;br /&gt;
&lt;br /&gt;
Meanwhile Dieter has walked around the mound and found the opening into it. Inside he sees numerous gifts one would leave a buried chieftain; hack-silver, simple jewelry, a bone dagger, and a wooden box. Fortunately he doesn&#039;t enter the hole and just shouts to the others about his find and what to do next.&lt;br /&gt;
&lt;br /&gt;
The others come over and Husk manages to put Herleva to sleep by singing her a lullaby. There is a lot of discussion what to do next, is there a way to cure Snuffles? Dieter meanwhile removes all the dead creatures from the scene, moving them deeper into the forest. The party comes up with a plan so out there, it just might work.&lt;br /&gt;
&lt;br /&gt;
Dieter casts Heroism on Snuffles and gives it some Bardic Inspiration, having received some himself from Husk. They throw the dog into the mound with a rope attached and when encouraged it manages to shake off the malevolent presence, his eyes returning to their natural color. The party then quickly pull him out and then seal up the mound.&lt;br /&gt;
&lt;br /&gt;
They return to Kenohob and take a room at the Wispy Vapor Inn for all six of them. The party all agree it&#039;s not a good idea to have Herleva go back to Avale by herself and figuring there is no rush for the other job &#039;&#039;&#039;they return to the capital with her and deliver her to the Messengers Coalition HQ&#039;&#039;&#039;. They then do some more shopping and start the return journey to Kenohob the next day. From there they go south as indicated by the request and eventually come across an ogre.&lt;br /&gt;
[[File:Ogre Howdah.png|right|355x355px]]&lt;br /&gt;
But that&#039;s not all there is to it; someone built a palisaded wooden fort on its back! And in there are three goblins, one speaks up as the party approaches. “Ah, perfidious questers! Surrender your treasures and artifacts and your existences will be spared!” Our friends do not feel inclined to take this deal and move closer and the goblin speaks again: “Now witness the firepower of this fully armed and operational Flak Ogre!”&lt;br /&gt;
&lt;br /&gt;
Battle is on and the goblins are very adapt at sniping at the party with spell and bow before hiding behind the wooden cover again. Unfortunately for them they miss as often as they hit. The ogre hits more often and harder but it turns out that a druid with two Wild Shapes has a nice buffer of hit points to make it through a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eventually the ogre topples&#039;&#039;&#039; and the goblins roll away, escaping as they run between the trees, making any parting shots difficult.&lt;br /&gt;
&lt;br /&gt;
The next day our friends &#039;&#039;&#039;manage to find all the ingredients&#039;&#039;&#039; requested by Herb’s Store. They set up camp near a marsh and then proceed to &#039;&#039;&#039;have a very strange dream&#039;&#039;&#039; featuring a blue and green painted carriage and a mansion with a butler and long corridors full of doors.&lt;br /&gt;
&lt;br /&gt;
=== Avale ===&lt;br /&gt;
Our friends deliver the ingredients and ogre parts and Herb, the proprietor, shows them a number of interesting items he is willing to sell them for their services, he tells them to check back often as his stock changes frequently. When they return to the Grey Minstrel Inn they are accosted by &#039;&#039;&#039;a dwarf with a rather tangled and unkempt beard&#039;&#039;&#039;. He is looking for a job and introduces himself as &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039;, it&#039;s clear he is far from home but our friends don&#039;t have any work for him. Husk says that he might be interested in having a retainer in the future.&lt;br /&gt;
&lt;br /&gt;
The next day a message from Jerry, their agent, arrives. He has &#039;&#039;&#039;a job for a druid to sub for one who got sick, the druid is to wild shape into two different animals for a play being staged at the Catifras theater in Oakhurst&#039;&#039;&#039;. He also included three free tickets for the play that night. Wallace takes the job and he goes to the theater that afternoon. The marquee reads: “&#039;&#039;&#039;Hanno Salt stars as Jack Hoida in Jack Hoida and the Forgotten Temple&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
He is met by the &#039;&#039;&#039;Long-Suffering Assistant Director&#039;&#039;&#039; who explains they need a panther in the first act and a giant snake in the third. He is then introduced to the Water Wrangler, the Pyronicist, the Sound Effecter, and the stage hands. He briefly meets Hanno Salt, a dark haired, square jawed man in dark pants, a white jacket with dangling fasteners, and black gloves, who sucks on a licorice stick and soon leaves with a giggling blonde. Wallace learns the play is about intrepid explorer cutting a swathe through vines and canoeing down white-frothing rivers in a territory composed almost entirely of jungle and implausible traps. He gets to practice his part with the Nervous Stand-in.&lt;br /&gt;
&lt;br /&gt;
In the evening our friends take their places in the audience and Wallace is in the wings. The play starts with a bard singing an opening song as the backgrounds change and stagehands walk out with placards showing who plays who. At the end of the play another song is sung. Some quotes:&amp;lt;blockquote&amp;gt;&amp;quot;...and of course, Queen Tamarka was my lover, but now she wants my head on a stick. All because I gave away the secret of her immortality...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and that&#039;s when I married the love of my life and retired. Only for her to be murdered six months later, dragging me back into my old life...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...after that I spent a year undercover as a pirate under Captain Rosaline, the River Rose. Also my lover, by the way. And come to think of it, she also wants my head on a stick...&amp;quot;&amp;lt;/blockquote&amp;gt;Wallace does a passable job and is in the changing rooms afterwards when Hanno Salt steps in. “The production went as smooth as can be, you all deserve a drink. I love it when a play comes together,” he tells them before he leaves with a giggling blonde, not the same as the one in the afternoon. The gnome goes off with the cast and crew for a drink and the rest of the party also goes to a nearby tavern for a libation or two.&lt;br /&gt;
&lt;br /&gt;
==== Night at the Museum ====&lt;br /&gt;
Not much later &#039;&#039;&#039;another job&#039;&#039;&#039; offer comes through; our friends are to &#039;&#039;&#039;act as guards for some animals on display at the [[Avale#State Museum|State Museum]] during a fundraiser&#039;&#039;&#039;. They are told to look the part more than anything; wear all the armor they have and bring their biggest weapons. At the location they are met by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains she had to make a deal with the museum guards; the party has to stick to their location with the animals and are to leave everything else to the museum guards.&lt;br /&gt;
&lt;br /&gt;
The event takes place in two large, connected rooms and in one corner there is a display; &amp;quot;&#039;&#039;&#039;Animals from [[Neniros]]&#039;&#039;&#039;&amp;quot;. There&#039;s a large cage containing an orangutan, a large box with glass front and top in which a huge anaconda lies. Two smaller boxes with glass tops and fronts hold Neniros toads and blue poison dart frogs. A small cage hanging from a pole contains a single orange and black bird; a cock-of-the-rock.&lt;br /&gt;
&lt;br /&gt;
The caterers are busy setting up tables full of food and drink and at some point someone calls out; “&#039;&#039;&#039;Hey, Naffles&#039;&#039;&#039;, where in the Nine Hells are you?” &#039;&#039;&#039;Wallace looks around and spots his fourth ex-wife, Dersigos&#039;&#039;&#039;, who works catering this evening. Earlier in their journey the party has learned that &#039;&#039;&#039;the druid has 12 ex-wives&#039;&#039;&#039;. Wallace tries to hide from her but she sees him and comes over, they speak a few sentences but her boss needs her back and she tells the gnome they&#039;ll talk after the event. Then the first guests start to arrive.&lt;br /&gt;
&lt;br /&gt;
Once everyone is present a short man with a large mustache steps up on a small podium. Quinton saw this man on his first day in the city, near the Pursue Hickory bank. They learn that he is &#039;&#039;&#039;Joseph Lacombe, the Grand Master and Boss of the Guild of Bookkeepers, Notaries &amp;amp; Scribes&#039;&#039;&#039;. He holds a short speech:&amp;lt;blockquote&amp;gt;“Friends, welcome, it is good to see so many familiar money pouches, I mean faces. We are so fortunate to be able to congregate here this evening and enjoy all the world has to offer, great food and drink a plenty. But we should spare a thought for those less fortunate, those that live in squalor, who don’t have a job, whose children are sick and going hungry. We should not allow our society to let this go on and thus I have started the Solutions for the Infirm charity and call on you for support. Please enjoy your evening in this wonderful ambiance but make sure to donate generously as I know you can.”&amp;lt;/blockquote&amp;gt;He then steps from the podium and approaches one of the guests. “If it isn’t &#039;&#039;&#039;Fitzwallace-Keely&#039;&#039;&#039;, my favorite guild boss, Jeffery, we need to talk about you opening your coffers,” he says, grabs a drink from a tray and then moves away with the ruddy haired man wearing an expensive suit with embroidered green scales.&lt;br /&gt;
[[File:Constrictor Snake.png|right|300x300px]]&lt;br /&gt;
The &#039;&#039;&#039;place is filled with the great and the good&#039;&#039;&#039; of Avale but unfortunately our friends don&#039;t know any of them and no one points them out to them. They do recognize the holy symbols of [[Osprem]] and [[Lirr]], so there are at least two, likely high-ranking, priests present. There is also a tiefling woman, she must be from the [[Kasarian Embassy]]. There are definitely a lot of guild members as many people wear guild insignia. There are three memorable socialite ladies who rather oh and ah over the blue frogs.&lt;br /&gt;
&lt;br /&gt;
Some time later there’s a flash coming from the other room and then lots of smoke, coughing people stumble into the adjoining room where our friends are. The party holds position near the animals, Dersigos and another waitress, this one more nattily dressed make their way over, still hacking and trying to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Eventually the museum guards go in and it becomes clear &#039;&#039;&#039;the Flame of Dolac, a transparent fiery orange Jacinth carved into the shape of a flame, is missing&#039;&#039;&#039;. &#039;&#039;&#039;The Humtache is called in&#039;&#039;&#039;, lead by the &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, a short man with a white mustache, wearing a small hat. Dieter actually saw him from his room at the top floor of the inn catching a pick-pocketing girl.&lt;br /&gt;
&lt;br /&gt;
After a little while he comes over to our friends and asks if they have been in the other room at all. Seeing as they haven&#039;t, he asks them to help interview some of the witnesses; he&#039;s pressed for time as all the powerful people in the room are bristling at being held here. He takes them over to talk to four men. The first introduces himself as &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039;, of the Mimico Newsomes, he adds when all he gets are blank faces. He&#039;s wearing a bracelet with a huge piece of jade and a ring set with a fire opal. He explains that he and his three friends Arthur Elliot, Theodore Grady, and Horace Sims, are gem aficionados, they call themselves the Stoned Boys. Unfortunately none of them have anything useful to report.&lt;br /&gt;
&lt;br /&gt;
Our friends report this and then return to the animal corner. The museum slowly empties, they&#039;ve been told they will be the last to be allowed to leave. As the catering staff leaves and four animal handlers in blue coveralls approach Husk realizes that &#039;&#039;&#039;hiding the gem with the animals might be a good way to smuggle it out and he tells the Well-Meaning Detective Inspector this&#039;&#039;&#039;. He is thanked for this insight and the short detective tells him he&#039;ll look into it, they can go home now.&lt;br /&gt;
&lt;br /&gt;
Once outside our friends are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039; from the [[Avale#Vulpine Count|&#039;&#039;&#039;Vulpine Count&#039;&#039;&#039;]]. He was at the fundraiser and has lots of questions but they don&#039;t tell him anything useful, or even true. As they walk home Husk spots &#039;&#039;&#039;the Well-Meaning Detective Inspector and another Humtache are tailing a wagon loaded with the animals from the fundraiser&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party follows the followers and see the wagon being moved into a warehouse with the Well-Meaning Detective Inspector and the other guard taking up positions to observe. Dieter uses a Disguise Self spell and pretends to be a drunk, moving down the road and then observing the place from the opposite way.&lt;br /&gt;
&lt;br /&gt;
Wallace wild shapes into a giant spider and he and Husk climb up onto the roof of the block of warehouses. Through an opening in the roof they see the waitress from earlier that night sitting on the third floor, observing the scene below. Unfortunately our friends made a little too much noise and she spots them.&lt;br /&gt;
&lt;br /&gt;
This sets off a cavalcade of events which includes Wallace the Spider using his web to pull open the large pen the anaconda remains in, giving the thief the perfect opportunity to dash inside and look for the gem. A hidden guard who came in with the animal handlers gets out of her hiding spot and calls out loudly, alerting people outside.&lt;br /&gt;
&lt;br /&gt;
Spider-Wallace manages to trip up the thief and pin her down on the bed of the wagon but she eventually manages to escape, maybe also because the snake is now attacking the spider. She manages to make it out of the door and is not fazed by a sleep spell from Husk. But before she can use her superior dashing powers she is surrounded and brought down by Dieter&#039;s great-sword, spider bites, and a guard&#039;s club.&lt;br /&gt;
&lt;br /&gt;
Husk quickly gets on top of her and pretends to stabilize her as he manages to lift the Flame of Dolac from her and pockets it. The Well-Meaning Detective Inspector isn&#039;t born yesterday and makes sure to keep everyone in place as he sends for more guards. He chides them for getting involved and they are taken to the Humtache HQ where they are further questioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Husk returns the gem and asks for a signed affidavit that they were helpful&#039;&#039;&#039; in recovering the national treasure. This he gets and then the party is escorted from the premises and told to go home. Who knows, some time in the future they might get an actual thank you from the government, stranger things have happened.&lt;br /&gt;
&lt;br /&gt;
The next day the attempted theft of the Flame of Dolac dominates the news; the Humtache is praised for their swift recovery of the national treasure, our friends are not mentioned. There is also some general news; clouds have been seen in the shape of dragons; is it a sign?&lt;br /&gt;
&lt;br /&gt;
==== Wayward Son &amp;amp; Saffron ====&lt;br /&gt;
Some days later &#039;&#039;&#039;a distraught mother&#039;&#039;&#039; comes to the inn; she heard about the party finding the girl from the Messenger Coalition and &#039;&#039;&#039;her Wayward Son is missing&#039;&#039;&#039; and she has no one to turn to. Our friends promise to help and learn that she lives in the [[Avale - Neighborhoods#Woodfall|Woodfall]] neighborhood, working two jobs. Her son often goes to the [[Avale#White Bridge|White Bridge]] and to Promise Fields.&lt;br /&gt;
&lt;br /&gt;
Since Wallace can change into a dog and Husk owns a dog, our friends accompany the mother to her home to get an article of clothing from the son. The trail leads to Promise Fields first and then the bridge where they find the boy&#039;s best friend who tells them that the Wayward Son made a bet he could find an oyster and left town to find one in the river.&lt;br /&gt;
&lt;br /&gt;
It takes a number of days and along the way they meet [[Ranna Amethystall|&#039;&#039;&#039;Ranna Amethystall&#039;&#039;&#039;]] who once took an elective with professor Wallace and asks how his wife is. Eventually they &#039;&#039;&#039;find&#039;&#039;&#039; &#039;&#039;&#039;the boy&#039;&#039;&#039; near some cliffs at the riverside. A fight with some nasty creatures is unavoidable but our friends are victorious and save the Wayward Son. They find some money and a necklace in the cave nearby and also &#039;&#039;&#039;a sentient magic item: [[Fleur]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Husk feels for the boy and our friends take a full day to search for a pearl but don&#039;t find any. Then the party returns to Avale and return the boy to a relieved mother. In the next few days Dieter makes some new clothes for the boy and his mother, of the best quality. They also learn of some news; the Black Hare tavern is going out of business. Not much later our friends run into an &#039;&#039;&#039;old&#039;&#039;&#039; &#039;&#039;&#039;gambling acquaintance of Husk; Brad Beck&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“Yo, bro, I haven’t seen you in what, two years? Still chasing those royal flushes? This dude, the stories I could tell you. I’ve got a great line on copper ore, want me to hook you up, bro?” He takes the party out to lunch and regales them with (embarrassing) stories about Husk. He also &#039;&#039;&#039;asks them to help him smuggle saffron&#039;&#039;&#039; into the city...&lt;br /&gt;
&lt;br /&gt;
Our friends agree to help after Dieter negotiates for a little more pay. They are told a wagon is waiting south of [[Avale - Neighborhoods#Old Yards|Old Yards]] and they are to help get it in safely. The party splits up and each go alone so they are less conspicuous in the &#039;bad&#039; neighborhoods and can get a lay of the land. Wallace arrives first and when the dwarf at the wagon asks if he&#039;s the only one coming to help, the gnome tells him a druid is never alone and extends his arm. And low and behold; the cock-of-the-rock from the museum lands on it!&lt;br /&gt;
&lt;br /&gt;
The driver is rather nervous though and explains that they need to get to a warehouse in [[Avale - Neighborhoods#Kalehaven|Kalehaven]] but they need to &#039;&#039;&#039;avoid any tax inspectors&#039;&#039;&#039; and going through Abyss Annex means they might have to deal with gangs. Dieter manages to calm the dwarf down quite a bit, which will help a lot with the upcoming trip.&lt;br /&gt;
&lt;br /&gt;
The driver has a forged waybill that claims they are carrying wheat bought by The Grog Father brewery while in actuality the saffron they are smuggling is destined for a spice merchant; Curry On My Wayward Son. Husk manages to forge a fake seal on the papers but unfortunately there&#039;s only one bag of wheat at the bag of the wagon, should there be an inspection.&lt;br /&gt;
&lt;br /&gt;
Wallace wild shapes into a mastiff and Husk sits next to the driver while Dieter, using a Disguise Self spell, walks along looking like a mercenary. It doesn&#039;t take long when Husk spots something. Next to a food stall in front of The Loan-ly Warrior&#039;s Stop pawnshop an old man nudges a young boy next to him and nods towards the wagon, the boy then runs off.&lt;br /&gt;
&lt;br /&gt;
Our friends are pretty sure what&#039;s going to happen next but have no real recourse but to continue on their way; the wagon doesn&#039;t really fit down other streets. They are waylaid by a gang of over ten people, the leader telling them they are called the Impellers. He is a reasonable man and only wants to see what they are carrying, and once he does, he asks for a reasonable 20 gold to let them continue on. Husk manages to talk him down to 15 gold and the party gets to travel on and make it to the warehouse without any further issues.&lt;br /&gt;
&lt;br /&gt;
==== Jilted Jinnie ====&lt;br /&gt;
Then an &#039;&#039;&#039;urgent messages from&#039;&#039;&#039; &#039;&#039;&#039;House&#039;&#039;&#039; arrives; they wants the party to get to the docks as soon as possible. Once there, they explain that they need &#039;&#039;&#039;help smuggling the&#039;&#039;&#039; &#039;&#039;&#039;Guild of Stevedores&#039; top boss and [[Dolac#Government|Torchbearer]], Jinnie Affo, out of the city&#039;&#039;&#039;. Not only are the Humtache looking for her, but so are numerous guilds. House promises to “square it with Adventurers Association later”, and gives each of them a gem worth 25 gp.&lt;br /&gt;
&lt;br /&gt;
Then further explains Jinnie can&#039;t leave by boat as all will be searched. House has a wagon waiting for her at [[Avale - Neighborhoods#Parade Fields|Parade Fields]], they need to get her there unseen. But before that &#039;&#039;&#039;she needs to go to the Stevedores HQ in [[Avale - Neighborhoods#Hookville|Hookville]] to liberate some documents from her office and she wants to say goodbye to her family who are waiting for her in her brother-in-law’s house in [[Avale - Neighborhoods#Cegir Town|Cegir Town]]&#039;&#039;&#039;. House also makes it clear that if she were to die for any reason, &#039;&#039;&#039;her body can never be found&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Our friends go to the HQ first as that&#039;s closer and find there&#039;s not just Humtache but also people from the Armorers &amp;amp; Weaponsmiths Guild observing the front entrance. They convince Jinnie that they can destroy the papers and she explains where they can be found. Wallace then wild shapes into a gecko and manages to slip inside. His luck runs out once he&#039;s on the top floor and happens upon one of the few people still there.&lt;br /&gt;
&lt;br /&gt;
This half-orc freaks out and attacks with his dagger; hitting the druid but Dieter&#039;s Inspiring Leader&#039; temporary hp make that he remains wild shaped. The guild member rushes down the stairs, yelling about a gecko and Wallace slips under Jinnie&#039;s office door. He manages to burn the documents and climbs down from a neighboring window. He is spotted by another interested party on the street, someone calls out: &amp;quot;was she there?&amp;quot; to which the gnome coolly replies &amp;quot;negative&amp;quot; and then walks away.&lt;br /&gt;
&lt;br /&gt;
From there our friends travel to Cegir Town, having a close call when someone sees through Husk&#039;s Silent Image spell as they try to cross the street behind it. Fortunately an Entangle and a Fog Cloud spell from Wallace is enough to delay the pursuers and lose them. Dieter has been scouting ahead and he notices two figures standing in a doorway, keeping a close eye on Jinnie&#039;s brother-in-law’s house. He disguises himself as a Humtache and successfully bluffs them into believing he was sent to tell them Jinnie has been apprehended.&lt;br /&gt;
&lt;br /&gt;
She then has a quick goodbye with her family, her five year old son can&#039;t stop crying. With no time to lose they continue southeast and in [[Avale - Neighborhoods#Kesslia|Kesslia]], as they cross a street, with Dieter ahead, all the others spot the shoes of someone being dragged into an alley and some muffled sounds that go with that. They all look at each other and Jinnie grimaces; &amp;quot;we move on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
But Husk can&#039;t let someone be dealt such a bad hand, he goes to investigate as the others go on and blows his signal whistle. He goes to the alley and sees a halfling girl laying on the cobbles, and an assailant running off, his pants undone as he disappears around the corner. Husk leaves and Dieter arrives, still in the guise of a Humtache. He helps the girl up and she asks him if he can escort her home. But he can hear the sound of boots rushing over, likely a patrol and he tells the girl that his &#039;colleagues&#039; will be there soon and then runs off after the rest of the party.&lt;br /&gt;
&lt;br /&gt;
In [[Avale - Neighborhoods#Bow Valley|Bow Valley]] Dieter manages to rumble a group of would-be robbers and our friends then arrive at Parade Fields. Just beyond some construction work for gakker grounds with stands and a concessions building they see a covered wagon waiting, just as House told them there would be. A horse is standing in front of it and a driver sits on the box.&lt;br /&gt;
&lt;br /&gt;
Together they move towards it when Wallace hears a slight *pop* sound coming from behind them and he sees &#039;&#039;&#039;Jinnie stumbling and falling to the ground&#039;&#039;&#039;. He now also realizes that the driver has not moved a muscle all this time and not much later when a cloud moves away from the moon they can see that both the driver and Jinnie are rather blue.&lt;br /&gt;
&lt;br /&gt;
They &#039;&#039;&#039;correctly surmise poison is the likely culprit and they do try a Cure Wounds spell but it&#039;s too late for that&#039;&#039;&#039;. So they hastily put Jinnie and the driver into the back of the wagon and drive it south all through the night. Once it seems likely they are not being followed they wonder why the guild boss was killed if people wanted to get information from her. They build a pyre and burn both bodies on it, making sure there&#039;s nothing left to be found.&lt;br /&gt;
&lt;br /&gt;
They return to Avale, seeing the old woman in her dirty, green coat collecting pebbles near their inn, where a message from &#039;&#039;&#039;House&#039;&#039;&#039; is waiting, saying to come to the mansion as soon as possible. They aren&#039;t very happy to hear of what happened but glad the body won&#039;t be found. A chance encounter with &#039;&#039;&#039;Herleva Boden&#039;&#039;&#039; makes Guydust set up an account at Under-Barrow Savings for food for her two puppies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jinnie&#039;s&#039;&#039;&#039; disappearance is dominating the news in town, lots of rumors are going around about her being corrupt and defrauding the government for sums of money up to one million gold pieces in some tellings of the story. Other news says the Black Hare tavern has been bought and renamed to the Thirsty Recruit.&lt;br /&gt;
&lt;br /&gt;
==== Up the Alley ====&lt;br /&gt;
The next day the party goes &#039;&#039;&#039;to the alley where the girl&#039;&#039;&#039; &#039;&#039;&#039;was being dragged into&#039;&#039;&#039; and do a careful search. They find nothing of interest but an urchin shows up willing to sell them &#039;&#039;&#039;a small silver earring&#039;&#039;&#039; they found there. They take it to the local Humtache but without a victim and more evidence they say they can&#039;t do anything.&lt;br /&gt;
&lt;br /&gt;
Our friends then decide to go to a jeweler in the hope to get more information. The nearest is Rock Bottom Prices where the guy behind the counter is anything but helpful. After a large enough bribe he uses a loupe and tells them it was made by Rings and Things in [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]].&lt;br /&gt;
&lt;br /&gt;
At Rings and Things they don’t keep a list of sales but due to the repair work the woman there recognize it as one sold to &#039;&#039;&#039;Joser Jalbuck&#039;&#039;&#039; for his daughter. When asked she tells them he lives at Bell Way, and she thinks he works at Wesson&#039;s Smithy. Once there the foreman won&#039;t let them talk to him until his lunch break. So Husk goes to find a card game and wins big; 10 gp! Dieter goes looking for a new sword, and Wallace spots the cock-of-the-rock!&lt;br /&gt;
&lt;br /&gt;
Eventually they talk to the halfling and explain they found an earring that he tells them belong to his daughter. They then tell him what happened in the alley which comes as quite a shock, his daughter hadn&#039;t told him anything. He takes the earring and thanks them, saying he will give it to her when she gets home. Our friends give him the name of their inn, telling him to ask her to come see them.&lt;br /&gt;
&lt;br /&gt;
Very early the next morning the girl, &#039;&#039;&#039;Brook Jalbuck&#039;&#039;&#039;, comes by the inn. She&#039;s quite unhappy they told her father what happened. But she is willing to talk with them when they promise they&#039;ll try to get the culprit jailed. She doesn&#039;t remember much more than before; the assailant stank of Hatchet, like he was drenched in it. The son of the family she works for, Gabriel, uses it, and he has the same build and height as the assailant, but he can&#039;t be the one. And lots of his friends wear it as well.&lt;br /&gt;
&lt;br /&gt;
She leaves to get to her job in time and our friends decide to split up. Dieter and Wallace will go to a perfumer and see what they can learn about this Hatchet, and Guydust and Husk will check out the son. The latter two go to [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] and knock at the door to the family mansion. A butler opens and  Guysdust bluffs that he owes money to the son of the house and needs to hand it over personally. The butler does not budge; the son isn&#039;t available right now. Our two friends leave and start working on what to do next.&lt;br /&gt;
&lt;br /&gt;
At the nearest perfumer; Eau My Gods, Dieter and Wallace learn that Hatchet, known as Bobcat in certain other countries, is very popular indeed, so much so a bootleg version of it is made. The girl at the shop mentions that only a few days or so ago there was actually a burglary at Heaven Scent in [[Avale - Neighborhoods#Kesslia|Kesslia]]. Their new destination clear our two friends visit and learn that one or two people broke in and made a mess of things, breaking a lot of the supplies. The alley where Brook was assaulted is just one street over, giving our friends little doubt as to what happened. Wallace wild shapes into a dog and follows the still very noticeable trail of the perfume. It leads through quite a few neighborhood but ends up at the Humtache HQ in [[Avale - Neighborhoods#Downpark|Downpark]].&lt;br /&gt;
&lt;br /&gt;
When the party meets up, all four go to the HQ and ask to speak to the &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;. He tells them that he heard of the break in but it&#039;s not his case. He&#039;ll talk to the officer in charge of it and says there&#039;s a small chance they could make the guy confess to the assault but this isn&#039;t the criminal&#039;s first time being caught, so chances are not all that high.&lt;br /&gt;
&lt;br /&gt;
Our friends then go and tell &#039;&#039;&#039;Brook&#039;&#039;&#039; that the culprit is in jail at least for another crime and that there is a chance he might still get time for his attempted assault. Some of our friends are just too curious about the murder of &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; and while the others say that investigating it is risking their relationship with &#039;&#039;&#039;House&#039;&#039;&#039;, and their lives, they still go to Parade Fields.&lt;br /&gt;
&lt;br /&gt;
Once there they investigate the area thoroughly and are lucky to find some small pebbles and other unassuming objects, all the same distance away from each other, that are all just slightly phosphorescent. It looks like the assassin was there long enough to prepare the kill zone, and was likely positioned at the construction site. Guydust goes to House to tell about a potential mole and &#039;flirts&#039; a little.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeon Browns ====&lt;br /&gt;
The party receives a message from Jerry, their agent, and it tells them to &#039;&#039;&#039;go to a house on Lookout Road in the New Dunum neighborhood, and to bring [[Otteun#Food|bay ribs]]&#039;&#039;&#039;. They buy half a dozen at a street vendor and go to the address. The door is opened by a blond man with very square jaws and a pointed chin. He wears leather pants, as many people do here, and a plaid shirt. He asks if they are the adventurers he hired and then invites them inside.&lt;br /&gt;
&lt;br /&gt;
He introduces himself as &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039; and is rather surprised at the lack of reaction to his name, mumbling how normally people all get up in his business over it. He takes the box of bay ribs, immediately sucks the meat of off it and throws the bone over his shoulder. His place is quite a mess; there&#039;s an old couch he indicates for them to sit on, an old wooden trestle table that has seen better times and all kinds of alchemical equipment is covering any flat surface.&lt;br /&gt;
&lt;br /&gt;
He tells the party he needs them to &#039;&#039;&#039;go to Hogan Island and bring back a log of tomko tree&#039;&#039;&#039;, at least a few meters long. Why go all the way there? It&#039;s the nearest place that he learned the trees can be found. He has &#039;&#039;&#039;hired a ship, the Wetterlund&#039;&#039;&#039;, that will bring them there. And why does he need adventurers? Apparently the island is uninhabited but full of dangerous forest creatures; baboons, owlbears, regular bears, giant varieties of toads, wasps, spiders, etc. In short; no lumberjacks were willing to take his contract, such nonsense!&lt;br /&gt;
&lt;br /&gt;
Having eaten all of the six bay ribs by now and told them all they need to know, the man now herds them from his place and tells them to bring him back his tree as soon as possible. Fortunately Wallace remembers reading about tomko trees; they are quite tall with a dusky bark and dark leaves with tiny holes in them.&lt;br /&gt;
&lt;br /&gt;
Our friends go do some shopping; cutting down a tree that size won&#039;t be easy. &#039;&#039;&#039;The Wetterlund is a large ship&#039;&#039;&#039;; pretty close to the Crowned Griffon that the party sailed on before. &#039;&#039;&#039;Captain Reynolds&#039;&#039;&#039; is a brusque halfling with red hair in a ponytail and a limp. She invites them for dinner in the captain&#039;s quarters and they enjoy a really tasty meal. Our friends learn about the captain&#039;s former career; cheese rolling. She broke her leg in multiple places but is still very enthusiastic, describing how she barreled downhill, chasing [[Cheeses of the world#Glevum|Twin Glevum]] cheese.&lt;br /&gt;
&lt;br /&gt;
In the morning they sail past [[Sarodin Sea#Gannet Island|Gannet Island]] and after a good number of days they arrive at their destination; &#039;&#039;&#039;Hogan Island&#039;&#039;&#039;, it&#039;s bigger than they expected. As it&#039;s an hour before dusk they decide to wait till the next day. At dawn they all get into a launch and are rowed over to a small beach. It&#039;s quite misty in the morning and the mist is so firm that you need to push through it, one could even sculpt it.&lt;br /&gt;
&lt;br /&gt;
The flora here is rather strange, some is much larger than elsewhere, other much smaller; there are tiny apple trees with apples the size of cherries, and huge oak trees with very large acorns. Massive mushrooms grow here as well, including [[Sprite member|sprite members]] that are almost two meters tall. Our friends come across &#039;&#039;&#039;a piece of green and blue fruit, the colors swirling slowly around its skin&#039;&#039;&#039;. Wallace puts it in a pocket where he keeps the [[Doubloon of Doom]], the fruit disappears, and the item might just have gained a new property.&lt;br /&gt;
[[File:Needle Lord.jpg|right|300x300px]]&lt;br /&gt;
After about a day and half, helped by a Locate Animals or Plants spell from Wallace they find the tomko trees they are looking for; a circle of twelve. Very sharp vines grow between a number of them. As our friends prepare to cut one tree down, they are attacked by creatures made of just twigs full of needles. They launch these in great numbers and when most are taken out, a much larger specimen arrives. It&#039;s a bloody fight but our friends persevere.&lt;br /&gt;
&lt;br /&gt;
Afterwards Wallace cuts open the big creature hoping to find something to take back to Herb&#039;s Store but fails at the task, opening up quite some wounds on his arms. Our friends came prepared and brought the right tools to cut down one of the trees and then cut off a three and a half meter piece.&lt;br /&gt;
&lt;br /&gt;
It takes a good while but they bring it back to the ship and load it on board. The journey back gets eventful when a pirate ship approaches but &#039;&#039;&#039;Captain Hornigold&#039;&#039;&#039; doesn&#039;t stay around for long, just collecting some hats.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Soon our friends find themselves back in [[Avale]] and deliver the log to &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, putting it in his backyard that is full of esoteric things; other logs of wood, strange stones, a cauldron that could fit Quinton, and more.&lt;br /&gt;
&lt;br /&gt;
They return to the Blue Balladeer Inn and learn the latest news; the &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in Downpark burned down when they were away. In the evening they have a drink at their favorite tavern; the Grape Escape. Instead of the nice, relaxing evening they hoped to have, instead they get an encounter with the fabled &#039;&#039;&#039;yortho&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Wallace who gets taken over by it and the creature plays it cool, not trying to escape at once but waiting for a good moment which eventually arrives. With the other party members relatively far away and distracted, he wild shapes into a rat and sneaks out under the front door. It was almost perfectly timed but the Drunk Cooper noticed and cries out. This warns the others and Dieter is first to react, jumping through the large front window. A Feather Fall and then a Shatter spell take out the druid just as he jumps into a grate to a water drain. Meanwhile Husk used his signal whistle and the Humtache show up, now the party can try and explain they might just have saved the entire city.&lt;br /&gt;
&lt;br /&gt;
==== The Great and the Good ====&lt;br /&gt;
&#039;&#039;&#039;Jerry&#039;&#039;&#039; invites our friends over to his office at Venture Hall and informs them that the Solutions for the Infirm has hired them to run security for less than a day and are paying extremely well, once again. He also has a present for them, tickets to a new play, Turnabout, at the People’s Playhouse in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]] as a thank you for a fruitful relationship with the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It turns out that the play is not what they expected but Dieter can get in a lot of parry practice. Two days later they report to a square in town where Solutions for the Infirm has set up a large tent and roped off the area. The party is met once again by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains that they are giving new clothes to the indigents and our friends are to make sure everything runs smoothly.&lt;br /&gt;
&lt;br /&gt;
There are crates with clothes stacked outside the tent, all made by &#039;&#039;&#039;Eldritch Honor of [[Thimonnier]]&#039;&#039;&#039;, in the sizes small, medium, and large. At the exit side of the tent a large trestle table holds baked goods for those that have gotten their new clothes. And there lies the current problem; urchins have been darting in and grabbing food of the table that technically isn&#039;t meant for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joseph Lacombe&#039;&#039;&#039;, the founder of the charity and top boss of the [[Avale - Guilds#Guild of Bookkeepers, Notaries &amp;amp; Scribes|Guild of Bookkeepers, Notaries &amp;amp; Scribes]], is there himself and comes over to the party and thanks them personally for their work at the State Museum during the fundraiser, he heard about all their good work. He doesn&#039;t stay long; after the first few indigents have received their new clothes he gets into his carriage and leaves.&lt;br /&gt;
&lt;br /&gt;
Husk has a talk with the urchins and promises them food, sending Guydust off to buy some. When looking for the Harried PA they look into the tent and find a man and a woman dressed in white, measuring an indigent&#039;s head and noting things on a clipboard before giving them a set of clothes. Dieter also talks to the urchins and promises to make some good quality clothes for them; he is very persuasive! That takes care of the urchins; job done.&lt;br /&gt;
&lt;br /&gt;
A number of days later another job lands; our friends are to provide security for someone in the employ of &#039;&#039;&#039;Jeffery Fitzwallace-Keely&#039;&#039;&#039;, boss of the [[Avale - Guilds#Mercantile Guild|Mercantile Guild]]. The instructions are to meet them early in the morning at the Coop in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. There they meet the &#039;&#039;&#039;Glib Adviser&#039;&#039;&#039; who brought two empty backpacks and hands one over. They go across the market and a number of merchants hand over small, heavy pouches, likely filled with coins and or gems that are put into the backpack.&lt;br /&gt;
&lt;br /&gt;
From there they travel up town, going through a number of neighborhoods and stopping at different places, including the Tabernacle of Industry, temple to [[Ulaa]] and the [[Kasarian Embassy]] where some of them see their first ever tiefling, every time a new pouch fills one backpack and then the other. Guydust quickly goes over to the priest at the temple and asks about the transaction, he&#039;s told it&#039;s above his pay-grade.&lt;br /&gt;
&lt;br /&gt;
At some point they notice some shady types are following them and Guydust and Husk start a pretend argument. The others walk on and when the would-be robbers reach the duo, things kick off. But a liberal use of spells, including an entangle soon has the shady types running away. The Glib Adviser tells them to keep a low profile, leave the robbers be and leave before the Humtache shows up.&lt;br /&gt;
&lt;br /&gt;
Eventually the city tour ends at a small warehouse in [[Avale - Neighborhoods#Abrinol|Abrinol]], where a group of four adventurers or mercenaries are just leaving. The Glib Adviser thanks them for their services as he takes the backpacks. Another job done.&lt;br /&gt;
&lt;br /&gt;
=== The Stoned Dragon ===&lt;br /&gt;
Some days later &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039; appears as our friends exit the inn. He tells Husk that &#039;&#039;&#039;Della Silvermane&#039;&#039;&#039; passed away and that she hid something for him at a place called the Stone(d) Dragon Caves which supposedly can be reached via the cellars of a place called New Monkhome&lt;br /&gt;
&lt;br /&gt;
Husk and Wallace go to the [[Avale - Neighborhoods#Lirr|Lore Repository]] to do some research. There they learn &#039;&#039;&#039;New Monkhome is the ancestral home of the Count of Ranhem, found near Ranhem, capital of Guel province&#039;&#039;&#039;. It&#039;s not exactly around the corner; it will be close to two weeks of travel. There&#039;s not much to find about the Stone(d) Dragon Caves but one source says it&#039;s a place where smoke comes up from a rocky area of ground.&lt;br /&gt;
&lt;br /&gt;
Soon they are taking a barge up the river to [[Thimonnier]]. From there they travel by road, fortunately the journey goes without any problems, unless one would count their spending of 200 gp at {{TextAnimations|Text=Crazy Clyde’s Clearance Crates|Rainbow=1|Bold=1}} where Guydust doesn&#039;t linger and Wallace experiences intense feelings of empathy for any living thing after drinking a liquid from a small vial. He also gets an instant tattoo of a great tit.&lt;br /&gt;
&lt;br /&gt;
When our friends &#039;&#039;&#039;arrive at New Monkhome&#039;&#039;&#039; they find it&#039;s not a castle, there&#039;s no signs of a moat or curtain wall. But &#039;&#039;&#039;the building is very, very old&#039;&#039;&#039;, even the one wing that was a later addition is still many centuries old, it could have been a proper castle long ago. It’s busy, there a number of carriages parked out front, a wagon is being unloaded off to the side by what looks to be the staff entrance. A banner says: “&#039;&#039;&#039;Welcome to the Armorers &amp;amp; Weaponsmiths Guild National Congress&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
They are met by &#039;&#039;&#039;Lady Ranhem&#039;&#039;&#039;, dressed impeccably but anyone with a good eye can tell the clothes have been repaired more than once. “Welcome to New Monkhome, are you the people Torchbearer Albert Charles is expecting?” she asks. Before anyone can answer, she says “excuse me one second.” She walks over to a girl of about 15 and a boy of about 12 and speaks to them. Their sharp ears pick up the conversation: “&#039;&#039;&#039;Ermengard&#039;&#039;&#039;, &#039;&#039;&#039;Goswin&#039;&#039;&#039;, you know these are busy days and they are important, not just for your father and I, but for you as well, you want to live here, don’t you? Then please, help out, there is so much to do, go inside and ask Jervis what you can do, please be a dear for me.” Neither looks very enthusiastic but they go inside and Lady Ranhem returns.&lt;br /&gt;
&lt;br /&gt;
Husk bluffs that they are indeed Albert Charles&#039; people and she takes them inside, leaving them alone to refresh for a bit. Guydust then manages to get the location of the door to the cellars from Jervis and they are off to the races. It&#039;s early in the afternoon and they quickly go down the stairs. The cellars are full of broken furniture, rolled up carpets, old painter’s supplies, empty frames and racks that might have held bottles, weapons, armor, who knows, there’s a stuffed bear that has seen better days, and a tree root comes through the ceiling, causing part of the cellars to have some standing water.&lt;br /&gt;
&lt;br /&gt;
They spot a secret door that hasn’t fully closed, beyond it a narrow passage leads to 10-foot wide and high ancient stone tunnels that are likely of dwarven make, all spotlessly clean, lit by continual flames. Looking for any signs of what direction to go, our friends find raspberry jam prints on the wall and go into that direction.&lt;br /&gt;
&lt;br /&gt;
They find empty rooms behind the doors in the corridors; it looks like whoever left and took everything that wasn&#039;t bolted down. Right around a corner at an intersection standing aimlessly are a corpse riddled with shards of glass and a skeleton still wearing scraps of armor and holding a shield and a longsword. Their eyes light up red as they turn to the party. Battle is swift and the party wins.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4172</id>
		<title>The Wreck - Chronological order of Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4172"/>
		<updated>2026-06-11T15:08:40Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Wreck.png|right|450x450px]]&lt;br /&gt;
Four very different people survive a shipwreck and end up on a tiny island. These are their stories.&lt;br /&gt;
&lt;br /&gt;
== The protagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[Darius Naffles]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dauphine Tirfelya]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Oscar]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinton Gemweaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
&lt;br /&gt;
=== Four journeys ===&lt;br /&gt;
This is how our four friends ended up in the capital of [[Dolac]]; [[Avale]].&lt;br /&gt;
&lt;br /&gt;
==== Quinton Gemweaver ====&lt;br /&gt;
Quinton starts his journey to Avale following the Fiumare river. On the way he ran into a band of [[Nikanish]] who were trying to protect a tribe of bullywugs and the druid was asked if he wanted to help and he does. Later his camp was overrun by zombies but he managed to get away with all of his belongings.&lt;br /&gt;
&lt;br /&gt;
Then a town happened to be visited by a bunch [[Kashtin]] revelers when Quinton arrived and this lead to some very hedonistic days. Journeying on alone was quite the contrast but the beautiful landscapes made up for it especially the [[Dolac#Sevso Sound|Sevso Sound]]. From there it took a number of bridges to the islands in the Tal delta and a ferry to get across and make it to Avale where he finds an &#039;&#039;&#039;inn in the [[Avale - Neighborhoods#Cegir Town|Cegir Town]] neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city is huge and there is much to see. Quinton starts by getting a shave at Hair Me Out. Next he buys a mince mop from a street vendor. While walking and eating he nearly collides with a square-jawed, blond-haired man that steps out of an outhouse, dusting down his clothes, mumbling to himself.&lt;br /&gt;
&lt;br /&gt;
A few days later in [[Avale - Neighborhoods#Downpark|Downpark]] he passes by the Pursue Hickory bank and comes to a square where an expensively dressed gentleman is tending to a vagrant, pouring a potion down his throat which seems to make him feel a lot better.&lt;br /&gt;
&lt;br /&gt;
During another exploration of the city, this time in the North of Grove Way neighborhood, also known as [[Avale - Neighborhoods#NoGWay|NoGWay]], Quinton is lured into alley, where he is surrounded by four assailants. Things look bleak, this is an unwinnable fight and flight will also be difficult. But then an unassuming woman, short, with a cleft chin, and her dark hair in a knot, appears, and the four robbers run, saving him from an ignoble fate. The woman gives him a smile and leaves. There is no sign of her when the druid makes it back out on to the street.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Quinton to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Dauphine Tirfelya ====&lt;br /&gt;
On her donkey she makes it to the border with [[Otteun]], it’s been an interesting journey already, seeing the mammoths roam. Then Dauphine continues on to [[Midtal]], she’s never seen a big city and this is her chance. From the first inn in Otteun she finds out that elves are seen as rather exotic, people gaze at her, some small children even pull her hair.&lt;br /&gt;
&lt;br /&gt;
The caravan she was traveling with, promptly got attacked on only the second day but fortunately they managed to fight off the robbers, Dauphine having to use her shortsword in anger for the first time. Midtal was an interesting experience, still getting lots of looks on account of being an elf but getting bothered a bit less. Surprisingly she made a little money when someone offered to pay her to paint a portrait of her.&lt;br /&gt;
&lt;br /&gt;
Avale seemed the best possible next destination and the druid took passage on a river barge. The slow journey down the river gave plenty of time to focus on certain things she had been ignoring and to get to know her fellow travelers. At one village stop, Dauphine helped out one of her new friends when he was cheated on in a game of Three-Dragon Ante, managing to recover all the money.&lt;br /&gt;
&lt;br /&gt;
The barge arrived at Avale disembarking everyone in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. Two of her fellow passengers knew of a &#039;&#039;&#039;good inn in the [[Avale - Neighborhoods#Longsee|Longsee]] neighborhood&#039;&#039;&#039;, called the Other Inn, and so she joined them and walked there, taking a room on the third floor. It cost a little extra but the view of the Tal estuary is worth it. The first thing she sees is a short man with a white mustache, wearing a small hat catch a girl who picked a dwarf’s pocket. He hands the money over to the victim and then takes a piece of pastry from his pocket and gives it to the child before letting her go.&lt;br /&gt;
&lt;br /&gt;
Here, too, people still find elves quite the attraction, she finds. The nearby fish shop, For Cod’s Sake, introduced her to all kinds of new food and then she was told about another place that she just had to go visit. Following directions she went to the [[Avale - Neighborhoods#Oakhurst|Oakhurst]] neighborhood, where on Falanae Avenue she passed by Elassidil Villa, headquarters of [[Thal Lithel]]. At the intersection with Korb Street, a boy on crutches was brusquely told by a man in a carriage to get his ass in there. And then when the conveyance drove away she saw it; the Feywild Shroomhouse.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Dauphine to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Darius Naffles ====&lt;br /&gt;
After finishing his priestly training Darius was told to find his way in the world. Any direction was as good as the other but his father had told him that some far-flung family of his lived in Avale, so why not go there first?&lt;br /&gt;
&lt;br /&gt;
On his way through [[Mifora]] his skills were called upon numerous times. Usually to give his blessing or heal the wounded. But one time he arrived at a village where a recently deceased had risen. Using his god given powers he quickly destroyed it, maybe a little more thoroughly than the grieving family had hoped for.&lt;br /&gt;
&lt;br /&gt;
Then in another town, when money was low, Darius joined a group of adventurers who promised riches. The Toast of Tetia proved to be better at boasting than questing. It was only due to Darius that no one died and the riches turned out to be a single gem, that, split five ways, did not amount to all that much.&lt;br /&gt;
&lt;br /&gt;
A less than stellar encounter with a wild boar made Darius happy to finally arrive in Avale. He’s told of a small shrine to [[Ehlonna]] in the &#039;&#039;&#039;[[Avale - Neighborhoods#Abrinol|Abrinol]] neighborhood and the gnome finds an inn nearby; the Steaming Pot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Walking through the [[Avale - Neighborhoods#Clover Hill|Clover Hill]] neighborhood, Darius sees three attractive, middle-aged women coming out of Smells by Design, a perfume shop. As he passes by, he overhears part of their conversation: “Did you hear, Meghan Wellington is back in town, but the state of her...” says the brunette. “I heard she was married off to some [[Godfall]] dwarf who kept her in his cellar,” adds the blonde. “Who cares, Lilia, we have things to do down the road,” counters the redhead. “Alice, always chasing the sublime,” comments the dark-haired one.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Darius to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Oscar ====&lt;br /&gt;
The halfling wakes up with a headache in a small, stone room on a cot, a tiny window high on the wall provides some light. A pitcher of water stands on a table. In one corner there is a small hole in the floor that smells of excrement. A single door, locked or barred, blocks his way. Once a day the door is opened just wide enough to slide a bowl of gruel and a spoon inside. He can’t see much more than a hallway and a soldier, there is no sign, or smell, of the old man.&lt;br /&gt;
&lt;br /&gt;
After the second night he wakes in a new environment, feeling weak and listless, like that one time he ate those red mushrooms. He finds himself in a large, wooden room that lists from side to side. Around his leg is a manacle that is clamped around a stout wooden beam. A scarred man wearing a red cloth hat comes to him twice a day, bringing food that is incredibly hard, he needs the also provided drink, grog, to make it chewable.&lt;br /&gt;
&lt;br /&gt;
Additionally the sailor makes sure to check his manacle and the beam every time. He can move along the beam, about a meter or two, just enough to reach the small barrel smelling of excrement. There are many crates and barrels but all are out of reach. At least there are the rats who visit him at all hours. He supplements his diet this way.&lt;br /&gt;
&lt;br /&gt;
After a long journey the ship reaches port, all the smells tell Oscar they are next to land and he makes sure he’s prepared. When the sailor removes the manacle the halfling pushes the man’s head into the wall, as hard as he can. Then he is up the ladder and soon on deck of the ship. The sight of a huge city in front of him is frightening but he sees the wooden pier and jumps onto it, running away from the ship and towards the city, pushing people away when he can’t avoid them, one, carrying a large crate, falls into the water.&lt;br /&gt;
&lt;br /&gt;
Weak with hunger he makes his way into the city, there are so many people! He stumbles about, going wherever seems most quiet. He comes to a small park but is immediately chased by men wearing blue tabards. He keeps moving, coming to a road in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] where he startles a man and a woman in an intimate embrace. She hides her head behind the man as Oscar runs off and minute later he almost gets trampled by a horde of girls all yelling and chasing after a man with salt and pepper hair.&lt;br /&gt;
&lt;br /&gt;
When it gets later in the evening there’s fewer people around but then the smell of food hits his nose and his stomach rumbles loudly. He follows the scent and finds a place where people sit outside and others come from inside a building, bringing food and putting it on the tables. He times his approach well and manages to snag an entire tray of food, running off, spilling some but losing any pursuit, hiding in a garden as he gobbles down the meal.&lt;br /&gt;
&lt;br /&gt;
He sleeps there, hiding himself in the bushes till he is woken in the morning by all kinds of unfamiliar sounds and smells. A woman comes into the garden and Oscar bolts, leaving her confused shouts in his dust. Eventually he ends up at the south end of the city, in the &#039;&#039;&#039;[[Avale - Neighborhoods#Old Yards|Old Yards]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Things are rather grimy here, but then he finds a market, so many stalls with food and other things. People seem to pay him less mind than in other parts of the city, everyone just trying to live their lives. He sees people handing over small discs of metal as they point at food and are then handed what they desire. He doesn’t have any of those but since grabbing and running worked last night, he tries again, grabbing a dead chicken and running off. These market people don’t like this at all and he is chased by multiple vendors and stock boys. But one greengrocer seems to see the lighter side of things and throws Oscar an apple from his stall which the halfling catches expertly before slipping under a stall and down an alley, eventually losing his pursuers.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; unfortunately Oscar can&#039;t read any of this. And he, sadly, doesn&#039;t spot the men who come when he&#039;s sleeping and knock him out, shanghaiing him.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
Those signing up weren&#039;t told much and that&#039;s because it turns out to be a &#039;&#039;&#039;pirate hunting mission&#039;&#039;&#039;. A flotilla lead by the Whiskered Admiral is going to search for a small pirate fleet that was spotted not too far away. The navy is sending four ships; the Prince Willim, a 1st charter ship, two 2nd charter ships, the Ranhem and the Crowned Griffon, and a 3rd charter ship, the Arms of Dolac.&lt;br /&gt;
&lt;br /&gt;
It&#039;s early in the morning and those shanghaied wake up feeling the worse for wear, it smells of sweat and sick, there are many conversations around. Some rays of sunshine penetrate the murk, the floor beneath them is moving in all directions. People are getting up from the floor and soon a hatch opens, the sunlight suddenly very bright, and some people come down a ladder.&lt;br /&gt;
&lt;br /&gt;
Standing next to the ladder are a balding halfling, he looks to be in charge, a dwarf with a short beard, a half-elf, she has a rather big nose and her hair is dyed black, quite badly. Further there’s a gnome, her face looks to be sliding down her skull, and a large half-orc, with blonde dyed hair.&lt;br /&gt;
&lt;br /&gt;
The halfling speaks: “I am Bosun Miller and you are on board the majestic Crowned Griffon, the best ship in the entire navy, run expertly by Captain Drumpf and Quartermaster Onel.” At the mention of the last name some people involuntarily scrunch their noses, he apparently has quite the musk. Miller continues: “We are on a mission to take out a pirate fleet and make sure these murderers, rapists, and drug dealers will never make it to our homeland.”&lt;br /&gt;
&lt;br /&gt;
“Now, most of you might not be here voluntarily but you are finally going to do something worthwhile with your lives and get paid really well for it,” he tells the crowd. “Until we get anywhere near the pirates you will be assisting with the running of the ship, Chief Mate Luktnicks here will further explain.”&lt;br /&gt;
&lt;br /&gt;
The dwarf looks around, “you will be doing grunt work even a wet goblin can do, complain or shirk and you will be going overboard, try your luck with the sharks. You might have noticed your weapons and armor are missing. We don’t want any accidental stabbings or other fights, get in one and you’ll get intimately familiar with the cat o&#039; nine tails as wielded by Karoline here,” he motions towards the half-orc. She scowls as she looks around and rumbles “leave it”.&lt;br /&gt;
&lt;br /&gt;
“You’ll get your weaponry back when we near the pirates, you can even put on your armor then, if you are fool enough to want to drown with it. Until then you report to the second mate, Juliana,” he points at the half-elf, “or the third mate, Kristi,” he motions towards the gnome.&lt;br /&gt;
&lt;br /&gt;
Our four friends are selected by third mate Kristi to help with pulling the sails when there is need to, she puts a sailor in charge of them. The four introduce themselves to each other but soon find that the halfling doesn&#039;t speak. Quinton gives some grapes to the halfling, who we will refer to as Oscar, for the sake of convenience. Darius asks: “isn’t this the demon child?” The others shrug their shoulders. Then he speaks in Infernal: “do you understand?” Oscar doesn&#039;t, but Quinton does!&lt;br /&gt;
&lt;br /&gt;
The gnome&#039;s question stems from the fact that during their weeks in town &#039;&#039;&#039;they heard lots of stories&#039;&#039;&#039; any time they were in a tavern, or really anywhere a lot of people gather and gossip. It&#039;s definitely possible they heard stories about other people with the same name or looks, but &#039;&#039;&#039;this is what they all think they heard about their new friends&#039;&#039;&#039;. It might all be just poppycock of course!&lt;br /&gt;
&lt;br /&gt;
Quinton learned the following: people have said Oscar was being raised by an elf. Darius does not actually know where his mother is buried. He looked for the grave but never found it. Maybe for the best, because he would like to dig her up to find out how and why she died. Dauphine has a strange fascination for dead things. It&#039;s said she sometimes talks to dead animals.&lt;br /&gt;
&lt;br /&gt;
Dauphine heard these stories: Rumor has it that during his training Darius wounded and even killed small animals to learn and practice his new spells. Most of them failed, which resulted in unneeded suffering. Quinton used to dress in women&#039;s clothes. Oscar is a wild child who will eat anything he comes across; plant, animal, human?&lt;br /&gt;
&lt;br /&gt;
Darius heard the following rumors: Dauphine keeps dead animals rotting in her backpack. It&#039;s best not to follow her too closely when traveling because the dead smell coming from her backpack can only mean she&#039;s keeping dead birds... or something. Quinton became the owner of the family business at the tender age of 17. And... Oscar is a demon child.&lt;br /&gt;
&lt;br /&gt;
Oscar doesn&#039;t understand Common but he was lurking and heard people say the following, even if he had no idea what they were saying: Darius buried his own father. He even fixed and prepared the body so that it could be presented in a coffin. Which was one hell of a job since his father died in a fireball. Darius invited all the locals to the funeral, but nobody came. Dauphine has found her armor in a second-hand shop. Quinton is said to have a scar from a date gone wrong on an undisclosed body part.&lt;br /&gt;
The four get to know each other a little better that first day and are put to work when needed. At this point it becomes clear to Third Mate Kristi that Oscar doesn&#039;t speak Common or even understands it. She complains to another crew-mate about the shanghai-ers, how they are bringing in totally useless people, which is overheard by our friends.[[File:Bound shark.png|right|300x300px]]&lt;br /&gt;
At some point Darius looks over the railing and sees a shark swimming just under the surface. But this is very strange, it looks like there is a sort of metal cage around its head. He calls over Kristi but it&#039;s gone when she arrives and she waves away his story, blaming it on his sea sickness.&lt;br /&gt;
&lt;br /&gt;
Quinton tries to write something on the mast but is immediately scolded by a sailor who are a superstitious bunch and this spells bad luck.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends wake, and while they might still feel sea sick, their recent experiences have unlocked new abilities inside themselves. [They reached second level.]&lt;br /&gt;
&lt;br /&gt;
During the next days they all get to know each other even more and experiment a little with their new found abilities. Quinton uses his Message cantrip to send a message to Darius, which freaks him out at first. Oscar hunts down a rat and eats it. Darius immediately calls Third Mate Kristi over and shows her that the halfling is not useless at all; he&#039;s a great ratter!&lt;br /&gt;
&lt;br /&gt;
Then, during the night, &#039;&#039;&#039;a massive storm hits&#039;&#039;&#039; the flotilla. Our friends are asleep in the hold when they get tossed all over as the waves pummel the ship. A huge hole in the hull makes the ship list to the side. In nautical circles this is what is known as a ‘bad sign’. Before the party even knows it, for that is what they are now, they &#039;&#039;&#039;find themselves in the water&#039;&#039;&#039;. Huge waves spell their doom but fortunately &#039;&#039;&#039;half of a loading trapdoor floats nearby and they manage to cling on to it&#039;&#039;&#039;. Twice someone loses their hold due to the storm but twice they are rescued by the others.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Island ===&lt;br /&gt;
After floating on a calmer sea for many hours they eventually &#039;&#039;&#039;wash ashore on a tiny island&#039;&#039;&#039;, about an hour before dusk. They have nothing but the clothes on their backs and maybe one trinket or other item they kept close. The island is not a bounty one; one rock spur sticks about eight meters up in the air, the beach is more pebble than sand. There’s one small tree, not doing too well, other than that just some shrub bushes that don’t grow much in the way of food. One can walk a full circle around the island in about ten minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things that washed up on the shore with them. A large, iron anchor twisted into a spiral, they have no idea how it got there, it would definitely sink and not float. Oscar finds a cloak clasp shaped like a kraken, he has no idea what a kraken is but it looks nice so he keeps it. A barrel of mead is a nice find and they all immediately quench their thirst. Quentin finds a banged up scroll case that contains a scroll of [https://5e.tools/spells.html#enhance%20ability_phb Enhance Ability].&lt;br /&gt;
&lt;br /&gt;
Oscar searches the island for food and other useful things, finding just a few berries and mushrooms but near the shore he finds [https://5e.tools/items.html#jellyfish%20vine_hhbh Jellyfish Vine], which are not dissimilar to a plant he knows; he&#039;ll be able to fashion this into something that will improve a weapon for a short time. Meanwhile Quinton has gone up to the one tree and found a branch that could serve as a weapon. He tries to make it into a quarterstaff but it becomes no more than a club.&lt;br /&gt;
&lt;br /&gt;
Our friends discuss what to do next and Dauphine suggest climbing the rock spur to see if anything can be seen there, Darius and Quinton decide to go with. Oscar, who hasn&#039;t understood a word of the discussion follows a short distance behind. And he gets a great view of the three ahead &#039;&#039;&#039;falling through a thin sheet of rock into a shaft below&#039;&#039;&#039;, debris flying everywhere.&lt;br /&gt;
&lt;br /&gt;
The halfling gets there in time to see there is a force field at the bottom of a 30&#039; shaft that has slowed down everyone&#039;s fall and they end up on the floor with little to no damage. Oscar then uses the handholds that have been carved into the rock to climb down to the others.&lt;br /&gt;
&lt;br /&gt;
The bedrock has been carved out to create a room, the ceiling is about 15’ high, the shaft in the middle of it. It is pretty barren, on a stone shelf lies a book that has been totally overgrown with mold. A corridor leads away, there is a tiny bit of light coming from around corner. Only two of our friends have darkvision, Quinton can see almost nothing, the force field provides a little light.&lt;br /&gt;
&lt;br /&gt;
A magic mouth on the wall starts speaking in an unknown language to most but Quinton knows Ancient, though he has never heard it spoken before; &#039;&#039;&#039;“This is containment area Manahuia. You do not have the proper authorization to be here. Leave now and do not return lest you’ll be destroyed.”&#039;&#039;&#039; Oscar has made it down by now and Dauphine tries to see if she can rescue a page from the middle of the book but fails utterly.&lt;br /&gt;
&lt;br /&gt;
A minute later the magic mouth repeats its message and then &#039;&#039;&#039;incorporeal snakes come through the walls and start to attack&#039;&#039;&#039;. They are hard to hit and there are many, so the party flees down the one corridor. Here they find a natural cave that has been carved in places to heighten the ceiling to about 8’. There are signs of combat, scorch marks on the walls, a broken arrow lies just inside the corridor.&lt;br /&gt;
&lt;br /&gt;
To the back of the cave is &#039;&#039;&#039;a dark opening, about three meters in diameter, maybe it’s their imagination but the inside of it seemed to move a bit, throb&#039;&#039;&#039;? It is almost entirely blocked by a stone wall that is crumbling, the druids are versed in Arcana and recognize it as one made by the Wall of Stone spell. Almost a foot of water has seeped into the cave and in the murky water they can just about make out four small mounds of stuff. In the left back corner of the room lies a ball of something rubber-like wrapped around itself.&lt;br /&gt;
&lt;br /&gt;
The snakes haven&#039;t followed, yet, so they have time to explore. Three of the four mounds contain a dead body, very well preserved, and also a number of items. Going through all the items takes time but will likely lead to some good finds so most of our friends go through it carefully, whereas Oscar grabs something at random. The odds are 2.78% but he manages to grab a necklace of teeth, not unlike one he was wearing and lost in the storm!&lt;br /&gt;
&lt;br /&gt;
Darius has gone to the rubbery thing and it slowly starts moving a little, waking up? It takes a while but it slowly unwraps its appendages and turns out to be some kind of golem-like entity? The party has been collecting items for a while and now the first incorporeal snake has found its way to them. The rubbery thing attacks with just a single appendage at first and hits hard; doing not just hit point damage but also giving Exhaustion to those hit.&lt;br /&gt;
&lt;br /&gt;
Every round the golem attacks with one more appendage and escape becomes a necessity. Dauphine uses two Thunderwave spells to destabilize the wall and then Oscar manages to place the butt of the spear that Quinton found and gave him, in exactly the right place and he levers up and a huge chunk of wall comes down, enough for them to enter the strange tunnel that looks a lot like the inside of an esophagus, [[wikipedia:Peristalsis|peristaltic contractions]] and all.&lt;br /&gt;
&lt;br /&gt;
Dauphine really wants more of the items but is hit again by the rubbery being and when the incorporeal then critically hits her, she&#039;s brought down! It&#039;s not easy but the others manage to get her out; Darius using a Cure Wounds spell and Quinton helping by providing another target for their foes. Everyone ends up inside the tunnel and the creatures don&#039;t seem to want to enter it.&lt;br /&gt;
&lt;br /&gt;
As they walk down the sloped tunnel they heal themselves as best they can. The tunnel is long and continues downward, only after a long walk they arrive in another cave, slick with water. The tunnel looks about the same at this end as the other, very strange. Things look to be safe so our friends decide to have a long rest and &#039;&#039;&#039;look at all the items they managed to grab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dauphine found a potion of Stupendous Healing (3d10+level) and she knows these are very rare and not for sale, it might be worth a nice amount. She also found a bracelet made of gold, set with turquoise stones. Quinton found one exactly the same, each bracelet should be worth about a hundred gold pieces. Other items she managed to recover are a [[Demon Dash|&#039;&#039;&#039;Demon Dash&#039;&#039;&#039;]], which she gives to Darius, and a water-proof scroll case containing a number of gems (200 gp worth) and spell scrolls of [https://5e.tools/spells.html#false%20life_phb False Life] and [https://5e.tools/spells.html#skywrite_xge Skywrite].&lt;br /&gt;
&lt;br /&gt;
Darius found the rather strange [[Cyphers &amp;amp; Potions#Arakaen Mana Parasite Potion|&#039;&#039;&#039;Arakaen Mana Parasite Potion&#039;&#039;&#039;]] and Stridden Boots that can give the wearer explosive speed as billowing flames blast from their feet and set anyone they get near to on fire. He also found a really strange tiny, red stinger; &#039;&#039;&#039;[[Phlegethos’ Pick]]&#039;&#039;&#039;. Quinton found the &#039;&#039;&#039;[[Spent Spear]]&#039;&#039;&#039; which he gave to Oscar and the halfling managed to grab the necklace with teeth; &#039;&#039;&#039;[[Past Primal]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[Room with the mounds of stuff and some of the items there with thanks to Dale Friezen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darius rips a pant-leg from his trousers and turns it into an improvised mask&#039;&#039;&#039; which he puts around his face, only &#039;&#039;&#039;his eyes are still visible and they are purple&#039;&#039;&#039;, instead of the blue they were earlier.&lt;br /&gt;
[[File:Steam Mephit.png|right|349x349px]]&lt;br /&gt;
After some good sleep they set off down the slick rock corridor, going ever further down, the temperature drops even more and everyone gets a headache. Eventually they come to a fissure, vapor rising from it, about ten foot across.&lt;br /&gt;
&lt;br /&gt;
Right after Dauphine jumps over it, small, winged humanoid creatures with pale skin and wisps of vapor rising from their nose, mouth, and ears rise from it. They shed drops of steaming water when they move.&lt;br /&gt;
&lt;br /&gt;
The creatures attack with their steam breath, hurting our friends quite a bit but they have quite some capabilities of their own and Oscar manages to use his Past Primal to critically hit one of them, killing it instantly.&lt;br /&gt;
&lt;br /&gt;
The path continues on until they reach what must be a really big, stone door. A large stone frame runs up, across, and down a single slab of stone. There is no handle or lock visible but on either side there is a hole in the stone, just a bit bigger than a finger. After some discussion Darius and Dauphine &#039;&#039;&#039;each put a finger into one of the holes and the door slides open diagonally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Midnight Altar ====&lt;br /&gt;
Beyond the doorway is a square room about 50’ on each side carved out of some kind of blue stone. A midnight altar, wrought from some superterrestrial metal, stands at its center. Faint lines of golden energy radiate from the altar along the floor to a large door. Above the altar float a number of symbols, most are white, two are purple. In the middle of the two side walls sit levers, both pointing up.&lt;br /&gt;
&lt;br /&gt;
At the far end of the room is a large door, made of a dark wood and covered in many sigils that all radiate with magical power. Around the door and on the floor emblems have been carved, the same set repeats; a skull, a cloud, a triangle pointing downwards, something that might be an explosion, a scorpion. The door doesn’t seem to have hinges, a lock, or a handle. A tiny crack has formed at the bottom left of the door and a dark orange substance has seeped out, it looks like a small drop of syrup or honey.&lt;br /&gt;
&lt;br /&gt;
Our friends investigate the room but can&#039;t make heads nor tails from the symbols above the altar. The door seems to be warded to keep something in, this might be some strange mystical prison? &#039;&#039;&#039;Darius rips off another part of his trousers and uses it to dab at the small drop of strange substance at the foot of the door, it absorbs into the cloth.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Detect Magic spell shows that the two levers probably aren&#039;t connected to the warded door and since there is nowhere else for the party to go they decide to pull on them simultaneously. When they do, two things happen immediately. &#039;&#039;&#039;There is a sinking feeling as their room starts to float down&#039;&#039;&#039;, and six parts of the wall are blown away and beyond them are niches in a strange shell like shape. Each contains a bench that is angled ninety degrees, a receptacle holding a potion vial, and a lever.&lt;br /&gt;
&lt;br /&gt;
Everyone feels the pressure increasing in their heads and it stands to reason it will only get worse. Darius darts into one of the niches and pulls the lever. When he does so, a force field covers the open side of the niche as it is pushed away from the wall and starts to float to the surface. The gnome drinks the potion, figuring it might be needed at this point, it turns out to be a healing potion. When the escape pod pops out of the water it lands horizontally on the waves and the force field disappears, the bench is now in the right position to sit on.&lt;br /&gt;
&lt;br /&gt;
Having seen the result of Darius&#039; action, Oscar is next to scramble inside a niche and pull the lever. Dauphine and Quinton stay a bit longer, wondering if there&#039;s something else they can do here but with the pressure mounting, they too make their escape. Once on the surface, all of the pods find a way to each other and cluster together.&lt;br /&gt;
&lt;br /&gt;
As they float there our friends talk about their experiences as Darius tries to explain to Oscar that the potion is a healing potion. The party discusses the &#039;&#039;&#039;strange black and white vision that talked to them as they entered the room&#039;&#039;&#039;. No one saw it in the room but somehow each saw a black and white apparition talking to them, it looked like a rather enigmatic version of their race. And it promised lots of power if they would help &#039;it&#039;, and clearly whatever the entity was, it was quite powerful. But &#039;&#039;&#039;they all declined its offer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After floating in the middle of nowhere, the island is not in sight, for most of the day, they get very lucky and spot a ship. It&#039;s &#039;&#039;&#039;a fishing ship, the Twilight Wanderer, from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]]&#039;&#039;&#039; and our friends are taken on board. As he does so, Quinton notices from the corner of his eyes what looks to be &#039;&#039;&#039;a huge head sticking out of the water&#039;&#039;&#039;, from about halfway up the nose. It&#039;s right at the horizon and must be enormous but it moves away before anyone else can spot it.&lt;br /&gt;
&lt;br /&gt;
The crew consists of four people, all quite sunburned; Captain Raisa, tall, skinny, and quite sociable, Zaria, she has a broken nose, muscled arms, and is quite chatty, Blazh, he wears an earring with lapis lazuli, is missing a finger, and carries a hooked knife, he&#039;s quite jovial, and Kyrilu, a rather hirsute individual who squints a lot and is a bit grumpy.&lt;br /&gt;
&lt;br /&gt;
The ship is cramped with eight of them on it but they make it work as they set sail home to Abrinol, the neighborhood in Avale is named for it. During the journey our friends get to know the crew a little better and learn of the fascinating culture of the Hundred Mile Islands, though Quinton isn&#039;t charmed by it and conspicuously moves away when these things are discussed. That first night everyone on the boat sees &#039;&#039;&#039;a falling star, blue streaked, and very low on the horizon, crossing the sky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a, blessedly uneventful, journey of a few days &#039;&#039;&#039;our friends arrive on Abrinol&#039;&#039;&#039;. It&#039;s quite the sight; the buildings on the island are all made of wood and painted red, though a Dolac would say their quality was less than they were used to. Off to one side of the town there are a few houses that are clearly built in older Dolac style, including one tavern, the Maiden and Flagon.&lt;br /&gt;
&lt;br /&gt;
A few warehouses in Dolac style are situated to the left of the harbor, that’s also where two large piers can be found, each has a ship anchored there. The Prince Willim is one of those, it looks to have taken quite some damage from the storm. The other ship is a large merchant vessel named the [[Hythe Maritime Services|HMS]] Floris.&lt;br /&gt;
&lt;br /&gt;
Captain Raisa invites the party over to dinner at her house and even offers to let them stay the night. First our friends go do a little shopping, selling the gold bracelets they found to get some new clothes and supplies. A few merchants sell flotsam and jetsam; they recovered a number of items from the flotilla, including Dauphine&#039;s [[Coloured lenses of Scotopia (Tanaquilya Lomë)|colored lenses of Scotopia]] and her [[Nochtoina]]. She buys both and also a part of the Crowned Griffon&#039;s name plate, it reads &amp;quot;owned&amp;quot;. Oscar waits until the merchant is distracted and steals a gold tooth.&lt;br /&gt;
&lt;br /&gt;
Our friends first go to the Prince Willim to see about passage, though none of them are much enamored with the navy at this point. They are offered passage, however they try the HMS Floris as well. The sailor at the gangplank has good news and bad news; the ship is sailing for Avale tomorrow, but all passenger berths are filled. When our friends ask if there&#039;s really nothing to be done, relaying how they were shipwrecked, a voice speaks from the railing and invites them up.&lt;br /&gt;
&lt;br /&gt;
A blonde man, tall and wide shouldered, the type you would cast in your play to be the paladin or king, welcomes them onboard and &#039;&#039;&#039;introduces himself as Gerrut Hythe but tells them to call him Keeper&#039;&#039;&#039;. Apparently their story had an effect and he offers them passage and would like to discuss their experiences with the Admiralty.&lt;br /&gt;
&lt;br /&gt;
The next morning, after a lovely dinner and a fun time in a tavern, they board the HMS Floris and find out that Keeper has vacated his personal cabin for them, he&#039;ll use a hammock on deck. They discuss bound sharks; he&#039;s seen a few over the years, but the giant head is totally new to him, and he has no experience with tiny islands and strange, sinking rooms.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Our friends make it safely &#039;&#039;&#039;back to [[Avale]]&#039;&#039;&#039; where the first order of business is to find an inn, as they decide to stick together; they learned that to get any adventuring work you need to be signed up as a group. They are told the Grey Minstrel Inn is a good place for what they are willing to spend so that&#039;s where they go.&lt;br /&gt;
&lt;br /&gt;
As they approach the place in the Bow Valley neighborhood they see an old woman in dirty coat sitting on an upturned bucket at the entrance to an alley. A brown mackerel tabby with gray field lays on a window sill and gets up stretching its back. A little girl with pale skin and big, blue eyes, in an old coat dances to music only she can hear. Inside the inn a lute missing its strings and a broken horn hang on the wall, a statuette of a panther, wooden and painted black stands in an alcove.&lt;br /&gt;
&lt;br /&gt;
Next on the list is more shopping; our friends sell a number of the items they found and use the proceeds to buy weapons, armor, and adventuring gear. Dauphine has a shield made from the Crowned Griffon name board. Quinton looks into getting pan-flute lessons and ordering business cards.&lt;br /&gt;
&lt;br /&gt;
Then &#039;&#039;&#039;a visit to the Adventurers Association&#039;&#039;&#039; in Kesslia. They have to fill out a form, asking where their strengths lie and &#039;&#039;&#039;give a party name, for some reason they decide on &amp;quot;The Daltons&amp;quot;&#039;&#039;&#039;. After a a short while they are lead to the offices of Jerry Tidwell, who will be their agent from now on. He&#039;s a tall halfling with dark hair and a big nose, and very outgoing, energetic. He offers them coffee that he has specially imported from [[Haza]].&lt;br /&gt;
&lt;br /&gt;
They discuss what he can do for them as he plays around with a silvered horseshoe in his hands, in some places the original iron clearly visible. Jerry tells them they are in luck; Grand Master and [[Dolac#Government|Torchbearer]] Geppert Cross, of the Guild of Cartographers &amp;amp; Surveyors has died recently and there are &#039;&#039;&#039;jobs available as honor guard&#039;&#039;&#039;. It only pays 2 gp but he explains that it&#039;s important to get a relationship started with any guild, they are much more likely to hire people they have worked with in the past, and usually don&#039;t look closely at what the work was.&lt;br /&gt;
&lt;br /&gt;
He also advises them to get a ‘money person’, it&#039;s such a waste to keep your money in a pouch or under your bed. The money person knows the best banks to put them in or other investment opportunities. “Me and some friends bought the rights to the Dolac blue conifer; whenever a single one of them is sold we get part of that,” he explains quite animatedly. He suggests a bookkeeper; Carla Tebaldo, she&#039;s a gnome and does most of his investments.&lt;br /&gt;
&lt;br /&gt;
=== First Jobs ===&lt;br /&gt;
Our friends are told to go to Save Nine in the Fabrics neighborhood to pick up ceremonial staves and robes with the Guild of Cartographers &amp;amp; Surveyors clue compass rose attached to them. Next they report to the Domicile of Diligence in Uppark. The procession will go to the Mother Mensual cemetery in the Dawnbloom Heights neighborhood and every hundred feet two people peel off to stand to the left and right of the street.&lt;br /&gt;
&lt;br /&gt;
On their way they hear people in the crowd along the street talking. A halfling wearing a poncho with multicolored, diagonal lines comments: “you know what a dead Torchbearer is? A good start! I say burn them all, what have they ever done for us?” A woman in a hat with a blue compass rose emblem tells her companion: “I heard that thing that fell from the sky destroyed the entire city of [[Kostul]]!” A gorgeous half-elf in a blue dress says to her friend, who is equally stunning: “I used to have so much fun with Old Geppy, he was the loveliest little lapdog”.&lt;br /&gt;
&lt;br /&gt;
When our friends get near Carriage Court it is their turn to take up positions. A dwarf with a beard woven into an intricate pattern asks: “Did they appoint anyone in place of the dead guy yet?” A man eating the last bit of his deep-fried giant answers: “No, this bunch are traditionalists and wait till the body is in the ground.” To which the dwarf replies: “Well, I hope that whoever gets in will be in favor of lowering taxes on labor, it’s got so bad I can hardly compete with foreign crap coming in.” Says the man: “This guild? Don’t hold your breath.”&lt;br /&gt;
&lt;br /&gt;
As the funeral procession comes closer a man steps into the street, right between where our friends are standing. He throws a bottle of oil to the cobbles and pours another all over himself. He cries: “They ruined me! Those gods-damned guilds and their rules, destroying the common man and do they care? Do they fuck all!” as he takes out a tinderbox. People scramble backwards.&lt;br /&gt;
&lt;br /&gt;
Our friends immediately respond and an Entangle spell plus a Command spell by Darius prevent the man from lighting himself on fire. Then Dauphine knocks him to the ground and the four of them work him to the side of the road before any of the dignitaries get there. When they do, one of them comes over to the party, a man with a heavy set build and hangdog facial features, who introduces himself as &#039;&#039;&#039;Alun Djames, a Master of the Stevedores Guild&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
He&#039;s impressed with what they did and invites them over to his home for dinner the next day. Our friends arrive at his home on Sevso Island, located right at the river with a view of the rest of the city, and get introduced to his wife and three children. Dinner is great and Alun promises that he&#039;ll rustle up some work for them when he can.&lt;br /&gt;
&lt;br /&gt;
The very next day Jerry sends a messenger; he has &#039;&#039;&#039;work for the party&#039;&#039;&#039;. &amp;quot;It&#039;s a twofer!&amp;quot; he exclaims enthusiastically when they enter his office. He has received requests from the &#039;&#039;&#039;Alchemists &amp;amp; Apothecaries Guild and the Messengers Coalition&#039;&#039;&#039;. Both seem to him a good match for our friends and he hands them the parchments; &#039;&#039;&#039;[[AAG - Request 1|Request for Ingredients]] &amp;amp; [[MC - Request 1|Missing Messenger]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Kenohob ====&lt;br /&gt;
Our friends make it to Kenohob without any trouble, all the while having kept an eye out for Herleva. Once there they find outshe picked up her package and left, right on schedule. They also learn that wild animals have been coming into the village causing havoc, this is not normal behavior, usually they know the risks and avoid the hamlet. Only last night the Furious Farmer lost a number of cows due to a wolf attack.&lt;br /&gt;
&lt;br /&gt;
Our friends go visit her and the halfling tells them, pointing at the forest with her scythe, that the wolf went back into the nearby forest. Darius asks to buy an old scythe and our friends then track the wolf, they are quite skilled at this and easily follow its tracks between the trees. They lead to the dead body of the wolf, with an zombie boar standing over it. Battle is short and swift with the boar snuffing it in the end; Oscar critically hitting once more.&lt;br /&gt;
&lt;br /&gt;
There&#039;s only an hour or so of daylight left but again our friends prove very proficient at tracking, following back the path the boar took. They arrive at an &#039;&#039;&#039;ancient barrow mound, deeper in the forest&#039;&#039;&#039;. Sitting on top of it is a &#039;&#039;&#039;redheaded girl and her dog, which looks quite undead&#039;&#039;&#039;, but not in a way that Darius, or the others, have seen before.&lt;br /&gt;
&lt;br /&gt;
The party talks with the girl as the carefully close and spread out a little. She &#039;&#039;&#039;confirms that she is Herleva&#039;&#039;&#039; and tells them that on her way back to Avale, her dog Snuffles dashed into the forest and she followed him. It lead to the barrow mound, one side had collapsed a bit and left a hole big enough for the dog to go through. &#039;&#039;&#039;When Snuffles came back out it was very much changed and now, anytime it came near a creature it turned it into a zombie.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The girl herself is fine, definitely not undead, though she is clearly malnourished. There is some speculation among the party about why she is not a zombie, maybe only beasts are affected? They throw her a goodberry and she eats it, feeling a bit better. But it&#039;s clear to her the party doesn&#039;t want things to stand as they are. She pleads with them to leave her and Snuffles alone, telling them she&#039;ll try and make sure it won&#039;t infect any other creature, she&#039;ll give them all her meager belongings but please, don&#039;t harm her only friend in the whole world.&lt;br /&gt;
&lt;br /&gt;
The party has other ideas though, Darius definitely wants to end the undead dog&#039;s existence and the others agree that that&#039;s the best course of action. Quinton starts by casting a Sleep spell on the poor Herleva so she doesn&#039;t have to witness what is about to happen. Zombie forest creatures have by now made their way around the barrow mound and a battle ensues.&lt;br /&gt;
&lt;br /&gt;
Darius uses his Turn Undead ability and a zombie wolf runs away. But the other opponents are tough and some of our friends are brought low, fortunately between the four of them they possess quite some healing magic. Darius activates his Stridden Boots and uses them to great effect, burning four enemies before the boots burn up completely and hurt him. Combat is over soon after with the party victorious.&lt;br /&gt;
&lt;br /&gt;
The gnome uses his undertaker tools on Snuffles fails to learn anything useful. Our friends &#039;&#039;&#039;burn all the undead&#039;&#039;&#039; and they then very carefully investigate the hole in the barrow mound, using a large stick and a rope to pull a bone dagger and a wooden box from the interior. The engraved box contains twenty-six teeth, each engraved with the mirror image of all letters of the alphabet; when pressed into something soft they leave an imprint.&lt;br /&gt;
&lt;br /&gt;
Our friends put anything that will burn into the interior of the mound and then light it, hoping that whatever turned Snuffles into what it became can be destroyed this way, or at least stop it from happening to anyone else. They then carry Herleva away and wake her up. She is incredibly distressed when told that Snuffles is no more and Quinton uses a Charm Person spell to blunt the edge.&lt;br /&gt;
&lt;br /&gt;
Back in Kenohob they take a room at the Whispy Vapor Inn for all five of them, Herleva is still very sad about the events and Quinton goes into the village and finds someone with shepherd puppies and he brings two back for the girl. That definitely brings a smile to her face but it&#039;s a good, persuasive talk they have with her that eventually convinces her not to sneak out of the room at night to go back to the barrow mound.&lt;br /&gt;
&lt;br /&gt;
The party all agree it&#039;s not a good idea to have Herleva go back to Avale by herself and figuring there is no rush for the other job &#039;&#039;&#039;they return to the capital with her and deliver her to the Messengers Coalition HQ&#039;&#039;&#039;. They then do some shopping and start the return journey to Kenohob the next day. From there they go south as indicated by the request and eventually come across an ogre.&lt;br /&gt;
[[File:Ogre Howdah.png|right|355x355px]]&lt;br /&gt;
But that&#039;s not all there is to it; someone built a palisaded wooden fort on its back! And in there are two goblins, one speaks up as the party approaches. “Ah, perfidious questers! Surrender your treasures and artifacts and your existences will be spared!” Our friends do not feel inclined to take this deal and move closer and the goblin speaks again: “Now witness the firepower of this fully armed and operational Flak Ogre!”&lt;br /&gt;
&lt;br /&gt;
Battle is on and the two goblins are very adapt at sniping at the party with spell and bow before hiding behind the wooden cover again. Unfortunately for them they miss as often as they hit. The ogre hits more often and harder but it turns out that two druids with two Wild Shapes each have a nice buffer of hit points to make it through a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eventually the ogre topples&#039;&#039;&#039; and both goblins roll away, the spell caster of the two manages to escape, hurling insults as she disappears. The other the party manages to kill, unfortunately it doesn&#039;t have loot worth anything.&lt;br /&gt;
&lt;br /&gt;
The next day our friends split in two groups and &#039;&#039;&#039;manage to find all the ingredients&#039;&#039;&#039; requested by Herb’s Store. They set up camp near a marsh and then proceed to &#039;&#039;&#039;have a very strange dream&#039;&#039;&#039; featuring a blue and green painted carriage and a mansion with a butler and long corridors full of doors.&lt;br /&gt;
&lt;br /&gt;
=== Avale ===&lt;br /&gt;
Our friends deliver the ingredients and ogre parts and Herb, the proprietor, shows them a number of interesting items he is willing to sell them for their services, he tells them to check back often as his stock changes frequently. When they return to the Grey Minstrel Inn they are accosted by &#039;&#039;&#039;a dwarf with a rather tangled and unkempt beard&#039;&#039;&#039;. He is looking for a job and introduces himself as &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039;, it&#039;s clear he is far from home but our friends don&#039;t have any work for him. Dauphine asks him if he has ever heard of a Stone Dragon cave; he tells her it rings a vague bell, he will find her if he remembers more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The piece of cloth that Darius dabbed in the dark orange substance&#039;&#039;&#039; has grown over time and the next morning he wakes to find it has wound tight around his torso and learns it&#039;s &#039;&#039;&#039;now an armor of sorts: [[Vessel Wraps]]&#039;&#039;&#039;. The quarter-scythe that he ordered has been completed and he pays with it by trading in his old armor. Oscar has seen Dauphine&#039;s shortbow and wants to try one as well so they buy one for him.&lt;br /&gt;
&lt;br /&gt;
The next day a message from Jerry, their agent, arrives. He has &#039;&#039;&#039;a job for a druid to sub for one who got sick, the druid is to wild shape into two different animals for a play being staged at the Catifras theater in Oakhurst&#039;&#039;&#039;. He also included three free tickets for the play that night. Dauphine and Quinton decide that he should be the one to take the job and he goes to the theater that afternoon. The marquee reads: “&#039;&#039;&#039;Hanno Salt stars as Jack Hoida in Jack Hoida and the Forgotten Temple&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
He is met by the &#039;&#039;&#039;Long-Suffering Assistant Director&#039;&#039;&#039; who explains they need a panther in the first act and a giant snake in the third. He is then introduced to the Water Wrangler, the Pyronicist, the Sound Effecter, and the stage hands. He briefly meets Hanno Salt, a dark haired, square jawed man in dark pants, a white jacket with dangling fasteners, and black gloves, who sucks on a licorice stick and soon leaves with a giggling blonde. Quinton learns the play is about intrepid explorer cutting a swathe through vines and canoeing down white-frothing rivers in a territory composed almost entirely of jungle and implausible traps. He gets to practice his part with the Nervous Stand-in.&lt;br /&gt;
&lt;br /&gt;
In the evening our friends take their places in the audience and Quinton is in the wings. The play starts with a bard singing an opening song as the backgrounds change and stagehands walk out with placards showing who plays who. At the end of the play another song is sung. Some quotes:&amp;lt;blockquote&amp;gt;&amp;quot;...and of course, Queen Tamarka was my lover, but now she wants my head on a stick. All because I gave away the secret of her immortality...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and that&#039;s when I married the love of my life and retired. Only for her to be murdered six months later, dragging me back into my old life...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...after that I spent a year undercover as a pirate under Captain Rosaline, the River Rose. Also my lover, by the way. And come to think of it, she also wants my head on a stick...&amp;quot;&amp;lt;/blockquote&amp;gt;Quinton does an ok job and is in the changing rooms afterwards when Hanno Salt steps in. “The production went as smooth as can be, you all deserve a drink. I love it when a play comes together,” he tells them before he leaves with a giggling blonde, not the same as the one in the afternoon. Quinton goes of with the cast and crew for a drink and the rest of the party also goes to a nearby tavern for a libation or two.&lt;br /&gt;
&lt;br /&gt;
==== Night at the Museum ====&lt;br /&gt;
Not much later &#039;&#039;&#039;another job&#039;&#039;&#039; offer comes through; our friends are to &#039;&#039;&#039;act as guards for some animals on display at the [[Avale#State Museum|State Museum]] during a fundraiser&#039;&#039;&#039;. They are told to look the part more than anything; wear all the armor they have and bring their biggest weapons. At the location they are met by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains she had to make a deal with the museum guards; the party has to stick to their location with the animals and are to leave everything else to the museum guards.&lt;br /&gt;
&lt;br /&gt;
The event takes place in two large, connected rooms and in one corner there is a display; &amp;quot;&#039;&#039;&#039;Animals from [[Neniros]]&#039;&#039;&#039;&amp;quot;. There&#039;s a large cage containing an orangutan, a large box with glass front and top in which a huge anaconda lies. Two smaller boxes with glass tops and fronts hold Neniros toads and blue poison dart frogs. A small cage hanging from a pole contains a single orange and black bird; a cock-of-the-rock.&lt;br /&gt;
&lt;br /&gt;
The caterers are busy setting up tables full of food and drink and at some point someone calls out; “&#039;&#039;&#039;Hey, Naffles&#039;&#039;&#039;, where in the Nine Hells are you?” Darius calls out that he&#039;s here but another voice also pipes up. This turns out to be &#039;&#039;&#039;the gnome&#039;s second cousin, Dersigos&#039;&#039;&#039;, who works catering this evening. Then the first guests start to arrive.&lt;br /&gt;
&lt;br /&gt;
Once everyone is present a short man with a large mustache steps up on a small podium. Quinton saw this man on his first day in the city, near the Pursue Hickory bank. They learn that he is &#039;&#039;&#039;Joseph Lacombe, the Grand Master and Boss of the Guild of Bookkeepers, Notaries &amp;amp; Scribes&#039;&#039;&#039;. He holds a short speech:&amp;lt;blockquote&amp;gt;“Friends, welcome, it is good to see so many familiar money pouches, I mean faces. We are so fortunate to be able to congregate here this evening and enjoy all the world has to offer, great food and drink a plenty. But we should spare a thought for those less fortunate, those that live in squalor, who don’t have a job, whose children are sick and going hungry. We should not allow our society to let this go on and thus I have started the Solutions for the Infirm charity and call on you for support. Please enjoy your evening in this wonderful ambiance but make sure to donate generously as I know you can.”&amp;lt;/blockquote&amp;gt;He then steps from the podium and approaches one of the guests. “If it isn’t &#039;&#039;&#039;Fitzwallace-Keely&#039;&#039;&#039;, my favorite guild boss, Jeffery, we need to talk about you opening your coffers,” he says, grabs a drink from a tray and then moves away with the ruddy haired man wearing an expensive suit with embroidered green scales.&lt;br /&gt;
[[File:Constrictor Snake.png|right|300x300px]]&lt;br /&gt;
The &#039;&#039;&#039;place is filled with the great and the good&#039;&#039;&#039; of Avale but unfortunately our friends don&#039;t know any of them and no one points them out to them. They do recognize the holy symbols of [[Osprem]] and [[Lirr]], so there are at least two, likely high-ranking, priests present. There is also a tiefling woman, she must be from the [[Kasarian Embassy]]. There are definitely a lot of guild members as many people wear guild insignia. Darius recognizes three socialite ladies when they oh and ah over the blue frogs; he saw them exiting Smells by Design when he first came to Avale.&lt;br /&gt;
&lt;br /&gt;
Some time later there’s a flash coming from the other room and then lots of smoke, coughing people stumble into the adjoining room where our friends are. The party holds position near the animals, Dersigos and another waitress, this one more nattily dressed make their way over, still hacking and trying to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Eventually the museum guards go in and it becomes clear &#039;&#039;&#039;the Flame of Dolac, a transparent fiery orange Jacinth carved into the shape of a flame, is missing&#039;&#039;&#039;. &#039;&#039;&#039;The Humtache is called in&#039;&#039;&#039;, lead by the &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, a short man with a white mustache, wearing a small hat. Dauphine actually saw him from her room at the top floor of the inn catching a pick-pocketing girl.&lt;br /&gt;
&lt;br /&gt;
After a little while he comes over to our friends and asks if they have been in the other room at all. Seeing as they haven&#039;t, he asks them to help interview some of the witnesses; he&#039;s pressed for time as all the powerful people in the room are bristling at being held here. He takes them over to talk to four men. The first introduces himself as &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039;, of the Mimico Newsomes, he adds when all he gets are blank faces. He&#039;s wearing a bracelet with a huge piece of jade and a ring set with a fire opal. He explains that he and his three friends Arthur Elliot, Theodore Grady, and Horace Sims, are gem aficionados, they call themselves the Stoned Boys. Unfortunately none of them have anything useful to report.&lt;br /&gt;
&lt;br /&gt;
Our friends report this and then return to the animal corner. There they start discussing what the thief might have done; there were museum guards at all the exits and no one left the building so it should still be here. They then realize that putting it in one of the animal cages/boxes would be a great way to have it smuggled out and be relatively easy to retrieve.&lt;br /&gt;
&lt;br /&gt;
With two druids present it&#039;s not too hard to talk to the animals and &#039;&#039;&#039;the anaconda complains about a sharp stone&#039;&#039;&#039; that was dropped into its box. &#039;&#039;&#039;Our friends let the Well-Meaning Detective Inspector know&#039;&#039;&#039; this and he agrees that just keeping an eye on the animals when they get transported out of the museum tonight should be a good way to catch the thief red-handed.&lt;br /&gt;
&lt;br /&gt;
But then the party start to plot further and now think it might be safer to remove the gem from the snake box and put it with the blue poison dart frogs. They do so and then five people arrive to take the animals away. Darius and Quinton feel one of the five is ‘off’, the way she behaves is just different from the others and she doesn&#039;t do much.&lt;br /&gt;
&lt;br /&gt;
Darius tries to cause a distraction but things go quite wrong and the animal people are quite unhappy and sort of send the party away. Near the exit the Well-Meaning Detective Inspector is waiting for them. He tells them that he put one of his detectives with the animal people but the party doesn&#039;t tell him that they moved the gem, thinking that he could actually be in on the theft.&lt;br /&gt;
&lt;br /&gt;
Once outside our friends are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039; from the [[Avale#Vulpine Count|&#039;&#039;&#039;Vulpine Count&#039;&#039;&#039;]]. He was at the fundraiser and has lots of questions but the party dismisses him and go off to find the animal people. They follow their wagon to a warehouse of sorts and see them all go inside. Some time later four people leave the warehouse; the Humtache detective is still in there.&lt;br /&gt;
&lt;br /&gt;
Loads of shenanigans ensue and at the end of it all &#039;&#039;&#039;Dauphine has apprehended&#039;&#039;&#039; the &#039;&#039;&#039;Natty Napster&#039;&#039;&#039; a block away from the warehouse. &#039;&#039;&#039;She doesn&#039;t have the Flame of Dolac&#039;&#039;&#039; on her and when the Well-Meaning Detective Inspector and his people &#039;&#039;&#039;rush back to the warehouse they can&#039;t find it there either&#039;&#039;&#039;. It&#039;s not with the frogs and not with the anaconda either.&lt;br /&gt;
&lt;br /&gt;
Our friends leave the Humtache to their troubles and go get some sleep. In the days after, they learn &#039;&#039;&#039;the gem has still not been found&#039;&#039;&#039; and the Natty Napster can&#039;t be charged with any crime. There is also some general news; clouds have been seen in the shape of dragons; is it a sign?&lt;br /&gt;
&lt;br /&gt;
==== Wayward Son ====&lt;br /&gt;
Some days later &#039;&#039;&#039;a distraught mother&#039;&#039;&#039; comes to the inn; she heard about the party finding the girl from the Messenger Coalition and &#039;&#039;&#039;her Wayward Son is missing&#039;&#039;&#039; and she has no one to turn to. Our friends promise to help and learn that she lives in the [[Avale - Neighborhoods#Woodfall|Woodfall]] neighborhood, working two jobs. Her son often goes to the [[Avale#White Bridge|White Bridge]] and to Promise Fields.&lt;br /&gt;
&lt;br /&gt;
Quinton spots the little girl with pale skin and big, blue eyes, in her old coat and he pays her to organize urchins to go look for the half-orc boy. Our friends then go out to look themselves and eventually find the boy&#039;s best friend who tells them that the Wayward Son made a bet he could find an oyster and left town to find one in the river.&lt;br /&gt;
&lt;br /&gt;
Fortunately the party are quite skilled at tracking and they are pretty sure they are on the right trail. It takes a number of days and along the way they meet [[Ranna Amethystall|&#039;&#039;&#039;Ranna Amethystall&#039;&#039;&#039;]] before eventually &#039;&#039;&#039;finding the boy&#039;&#039;&#039; near some cliffs at the riverside. A fight with some nasty creatures is unavoidable but our friends are victorious and save the Wayward Son while &#039;&#039;&#039;Oscar&#039;s blanket protects him and reveals to be called [[Thola&#039;s Blanket]]&#039;&#039;&#039;. Among the loot is a [[Cyphers &amp;amp; Potions#Disguiser|Disguiser]] cypher.&lt;br /&gt;
&lt;br /&gt;
The party returns to Avale and return the boy to a relieved mother. And learn of some news; the Black Hare tavern is going out of business. Quinton is approached by the urchin girl and she wants quite a few silver pieces from him as she had loads of urchins looking for the Wayward Son for a full week. Not much later our friends run into an &#039;&#039;&#039;old acquaintance of the druid from back in [[Loveria]]; Brad Beck&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“Yo, bro, I haven’t seen you in what, two years? Still burning all that sandalwood? This dude, the stories I could tell you. I’ve got a great line on copper ore, want me to hook you up, bro?” He takes the party out to dinner and regales them with (embarrassing) stories about Quinton. He also asks them to help him smuggle saffron into the city but they politely decline.&lt;br /&gt;
&lt;br /&gt;
==== Jilted Jinnie ====&lt;br /&gt;
Then an &#039;&#039;&#039;urgent messages from Alun Djames&#039;&#039;&#039; arrives; the Stevedores master wants them to get to the docks as soon as possible. Once there, he explains that he needs their &#039;&#039;&#039;help smuggling the guild&#039;s top boss and [[Dolac#Government|Torchbearer]], Jinnie Affo, out of the city&#039;&#039;&#039;. Not only are the Humtache looking for her, but so are numerous guilds. He promises to “square it with Adventurers Association later”, and gives each of them a gem worth 25 gp.&lt;br /&gt;
&lt;br /&gt;
He further explains she can&#039;t leave by boat as all will be searched. He has a wagon waiting for her at [[Avale - Neighborhoods#Parade Fields|Parade Fields]], they need to get her there unseen. But before that &#039;&#039;&#039;she needs to go to the Stevedores HQ in [[Avale - Neighborhoods#Hookville|Hookville]] to liberate some documents from her office and she wants to say goodbye to her family who are waiting for her in her brother-in-law’s house in [[Avale - Neighborhoods#Cegir Town|Cegir Town]]&#039;&#039;&#039;. He also makes it clear that if she were to die for any reason, &#039;&#039;&#039;her body can never be found&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party sets off with her and decide to go see the family first as it&#039;ll be later in the evening when they visit the HQ and fewer people will be there. They manage to avoid several Humtache patrols and searching guild members before they are get accosted by six robbers in a dark alley. Their spells are enough to make the criminals flee but this has drawn the attention of a search party from the Guild of Glaziers &amp;amp; Mirrorers. It takes a lot of bluffing but they manage to talk their way through without having to reveal who is wearing the big, dark, hooded cloak.&lt;br /&gt;
&lt;br /&gt;
Our friends run into some familiar faces and with the use of a super urchin have a smooth five minute family goodbye before moving back north to the Stevedores HQ. Jinnie gives the party a clear description of where to find the documents in her office and the two druids make their way inside, find them, set fire to some other documents and then leave via the window as giant spiders.&lt;br /&gt;
&lt;br /&gt;
Now our friends have to go all the way through the city to Parade Fields, sticking to alleys except for Dauphine and Quinton; one of them wild shaped into a horse and the other is leading them, walking a parallel route to scout for the others. In [[Avale - Neighborhoods#Kesslia|Kesslia]], as they are looking to cross the street both Darius and Jinnie &#039;&#039;&#039;notice a girl being dragged into the next alley over&#039;&#039;&#039;. Darius looks at the guild boss and she grimaces; &amp;quot;we move on&amp;quot;. As they cross the street and enter the next alley they hear sounds they would really rather not have heard, and so does Oscar.&lt;br /&gt;
&lt;br /&gt;
Without further problems they all make it to Parade Fields. Just beyond some construction work for gakker grounds with stands and a concessions building they see a covered wagon waiting, just as Alun told them there would be. Two horses are standing in front of it and a driver sits on the box. Our friends sneak through the construction to get a closer look and notice the driver hasn&#039;t moved a muscle.&lt;br /&gt;
&lt;br /&gt;
Quinton goes to investigate and sees that the man sitting there is very lifeless and rather blue. He moves to the back of the wagon and finds it filled with a random assortment of stuff that would work to conceal someone behind. He goes back to the others and they decide that Dauphine, who has some skill with wagons, is going to pretend to be Jinnie and drive the wagon to Kenohob to possibly draw out whoever killed the driver. The others will then hopefully take care of them and go meet the druid in Kenohob, where Jinnie can then take the wagon or find new transport.&lt;br /&gt;
&lt;br /&gt;
Dauphine drives away without anything happening and after a bit of a wait the others set out on foot towards Kenohob as well. When they are about three hundred feet from the construction site &#039;&#039;&#039;Jinnie stumbles and an arrow protrudes from her back&#039;&#039;&#039;. She is turning blue and none of our friends is able to save her, she &#039;&#039;&#039;soon lays dead on the ground&#039;&#039;&#039;. Expecting more arrows to follow, the party quickly grabs the body and moves to the nearest cover.&lt;br /&gt;
&lt;br /&gt;
When no other attacks follow they discuss what to do next, remembering Alun Djames&#039; words that Jinnie&#039;s body can&#039;t be found. They decide to go in the direction of Kenohob and when they get near a forest they find an empty spot inside it and burn the Stevedores Guild Boss&#039; body there as they take a long rest.&lt;br /&gt;
&lt;br /&gt;
The next morning Darius seems very unhappy indeed and they bury part of Jinnie there and take the rest to disperse over their journey to meet up with Dauphine in Kenohob. Once there, they return to [[Avale]], seeing the old woman in her dirty, green coat collecting pebbles near their inn, where a message from Alun is waiting, saying to come see him as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Alun Djames speaks with them briefly at his place, learning of what happened. He&#039;s rather sad that Jinnie didn&#039;t make it but relieved her body won&#039;t be found. Quinton wonders if he had anything to do with her death but the man&#039;s feelings seem sincere. Her disappearance is dominating the news in town, lots of rumors are going around about her being corrupt and defrauding the government for sums of money up to one million gold pieces in some tellings of the story. Other news says the Black Hare tavern has been bought and renamed to The Thirsty Recruit.&lt;br /&gt;
&lt;br /&gt;
==== Up the Alley ====&lt;br /&gt;
The next day Darius returns to the home of Jinnie&#039;s brother-in-law and leaves 65 gp for her grieving family. He then continues &#039;&#039;&#039;on to the alley where he saw the girl being dragged into&#039;&#039;&#039; and after a very thorough search &#039;&#039;&#039;finds a small silver earring&#039;&#039;&#039;. He tells Dauphine what happened that night and she gets quite distant after hearing the tale. Then the gnome shows the piece of jewelry to Quinton who appraises it as of not much value.&lt;br /&gt;
&lt;br /&gt;
Darius has a very close look at the ring and spots two tiny letters: RT. Our friends decide to go to a jeweler in the hope to get more information. The nearest is Rock Bottom Prices but there they get nearly no help, being told to try someone where upscale. At Family Jules in Kesslia the party gets a lot more help. The middle-aged gnome woman behind the counter brings out her grandfather, an ancient gnome with huge, bushy eyebrows.&lt;br /&gt;
&lt;br /&gt;
The old one takes out a loupe and finds the jeweler’s mark. “Such sloppy repair work, bah, does no one have pride in their craft anymore?” When prompted he tells them the letters in the earring mean it was made by Rings and Things in [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. When Darius takes the earring from the jeweler&#039;s hand, the ancient gnome grabs his wrist, quick as water. &amp;quot;What is wrong with you, boy?&amp;quot; he asks, &amp;quot;you are full of emptiness.&amp;quot; He tells Darius to stay away from his granddaughter as the party leaves the premises.&lt;br /&gt;
&lt;br /&gt;
At Rings and Things they don’t keep a list of sales but due to the repair work the woman there recognize it as one sold to &#039;&#039;&#039;Joser Jalbuck&#039;&#039;&#039; for his daughter. When asked she tells them he lives at Bell Way. Once there they learn he works at Wesson&#039;s Smithy and won&#039;t be home till the evening. Eventually they talk to him in his home and explain they found an earring that must belong to his daughter. He takes it and thanks them, saying he will give it to her when she gets home. Our friends ask some questions about her and her state of mind, which makes the halfling rather suspicious, but they do learn she works at a mansion as a domestic servant.&lt;br /&gt;
&lt;br /&gt;
They wait for her to return home and intercept her, resulting in a very awkward conversation. They learn she works for the &#039;&#039;&#039;Verdin family&#039;&#039;&#039; in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] and, yes, when walking home about a week ago, she was dragged into an alley and assaulted. Oscar puts her a little at ease by using the Heart Sight ability from [[Thola&#039;s Blanket]]. She doesn&#039;t want to talk about it but tells them that the assailant smelled heavily of Hatchet, a popular perfume. And after more pressing, she tells them that the son of the Verdin family, Gabriel, wears the perfume, but so do his friends.&lt;br /&gt;
&lt;br /&gt;
Darius tells her they will try to get justice for her and won&#039;t contact her again so she won&#039;t have to relive it again. On their way back to the inn they discuss what they can do to bring the culprit to justice and Dauphine tells Darius: “you could have stopped him earlier, now it’s much more difficult”. The next morning the party goes to Gill Gardens where they do some very thorough gathering of information before trailing the son to a tavern where he meets up with friends and they observe the group but no one sticks out as particularly suspicious.&lt;br /&gt;
[[File:Kerstkaart 2025.jpg|right|410x410px]]&lt;br /&gt;
Then when they walk home, red skies are gleaming, sea-gulls are flying over, swans are floating by, they are approached by a rather thin, tall man who asks them for help finding part of his conveyance that he lost while driving home. Quite a few things happen, including a visit to the This Is The Yeast We Can Do Brewery, before they recover the bauble, get a sweet reward and a thousand memories.&lt;br /&gt;
&lt;br /&gt;
The next morning a letter is waiting for them at the inn, it&#039;s from &#039;&#039;&#039;Brook Jalbuck&#039;&#039;&#039;, she has remembered that the assailant smelled so heavily of the perfume that it seemed he was drenched in it and &#039;&#039;&#039;she doesn&#039;t think it was Gabriel Verdin&#039;&#039;&#039;. Our friends decide to investigate the perfume angle and Quinton takes the lead, visiting the nearest perfumer; Eau My Gods. There they learn that Hatchet, known as Bobcat in certain other countries, is very popular indeed, so much so a bootleg version of it is made. The girl at the shop mentions that only a week or so ago there was actually a burglary at Heaven Scent in Kesslia.&lt;br /&gt;
&lt;br /&gt;
Their new destination clear our friends visit and learn that one or two people broke in and made a mess of things, breaking a lot of the supplies. One person has actually been arrested by the Humtache, he left a rather easy to follow trail. The alley where Brook was assaulted is just one street over, giving our friends little doubt as to what happened, though they wonder why someone would be so dumb.&lt;br /&gt;
&lt;br /&gt;
The Humtache HQ is in nearby [[Avale - Neighborhoods#Downpark|Downpark]] and our friends happen to know a certain &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, so that&#039;s who they go and see. When he brings them to his office he starts by &#039;&#039;&#039;interrogating Darius, telling him that when they looked back at the events at the warehouse it became clear the gnome was there alone with the Flame of Dolac&#039;&#039;&#039; for at least a minute. Did he take it? Why was he there? The priest doesn&#039;t have any really good answers to these questions and things get hot under his collar. But without any direct evidence the Inspector eventually drops it and asks for the reason of their visit.&lt;br /&gt;
&lt;br /&gt;
They tell him what they know of what happened in the alley and of the burglary at the perfume store. It&#039;s not his case and the Inspector won&#039;t let them talk to the suspect but he&#039;ll have a talk with the officer in charge. Walking home Dauphine asks Darius outright if he stole the Flame of Dolac and the gnome denies doing so. “Don’t ever tell me you stole it,” the druidess tells him.&lt;br /&gt;
&lt;br /&gt;
Returning next day they learn that the &#039;&#039;&#039;suspect, Douglas, fits the height and build of the assailant&#039;&#039;&#039;, which also matches Gabriel&#039;s. He hasn&#039;t given up his accomplice and hasn&#039;t admitted to being in the alley either. &#039;&#039;&#039;The officer is pretty sure he did it&#039;&#039;&#039; though, but without a confession they can&#039;t make it stick. He will be going to jail for a year for the break in though. &#039;&#039;&#039;Darius then writes a letter to Brook&#039;&#039;&#039;, telling her the man won&#039;t be going to jail for doing what he did to her but will be in jail for something else.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeon Browns ====&lt;br /&gt;
The party receives a message from Jerry, their agent, and it tells them to &#039;&#039;&#039;go to a house on Lookout Road in the New Dunum neighborhood, and to bring [[Otteun#Food|bay ribs]]&#039;&#039;&#039;. They buy half a dozen at a street vendor and go to the address. The door is opened by a blond man with very square jaws and a pointed chin. He wears leather pants, as many people do here, and a plaid shirt. He asks if they are the adventurers he hired and then invites them inside.&lt;br /&gt;
&lt;br /&gt;
He introduces himself as &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039; and is rather surprised at the lack of reaction to his name, mumbling how normally people all get up in his business over it. He takes the box of bay ribs, immediately sucks the meat of off it and throws the bone over his shoulder. His place is quite a mess; there&#039;s an old couch he indicates for them to sit on, an old wooden trestle table that has seen better times and all kinds of alchemical equipment is covering any flat surface.&lt;br /&gt;
&lt;br /&gt;
He tells the party he needs them to &#039;&#039;&#039;go to Hogan Island and bring back a log of tomko tree&#039;&#039;&#039;, at least a few meters long. Why go all the way there? It&#039;s the nearest place that he learned the trees can be found. He has &#039;&#039;&#039;hired a ship, the Wetterlund&#039;&#039;&#039;, that will bring them there. And why does he need adventurers? Apparently the island is uninhabited but full of dangerous forest creatures; baboons, owlbears, regular bears, giant varieties of toads, wasps, spiders, etc. In short; no lumberjacks were willing to take his contract, such nonsense!&lt;br /&gt;
&lt;br /&gt;
Having eaten all of the six bay ribs by now and told them all they need to know, the man now herds them from his place and tells them to bring him back his tree as soon as possible. Oscar has been reacting strangely to this man and the feeling seems to be mutual so it doesn&#039;t take long before the party is back out on the street. Fortunately Dauphine remembers reading about tomko trees; they are quite tall with a dusky bark and dark leaves with tiny holes in them. They always grow in a ring of twelve for some reason.&lt;br /&gt;
&lt;br /&gt;
Our friends go do some shopping; cutting down a tree that size won&#039;t be easy. [[Quinton Gemweaver|Quinton]] happens to walk by the vintage shop Second Hand News in [[Avale - Neighborhoods#Little Perches|Little Perches]] where he sees a rather interesting robe hanging behind the counter. After some tough negotiating and borrowing some money, he pays 84 gold pieces and his pearl trinket to become the new owner of the [[Robe of Advantages]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wetterlund is a large ship&#039;&#039;&#039;; pretty close to the Crowned Griffon that the party sailed on before. &#039;&#039;&#039;Captain Reynolds&#039;&#039;&#039; is a brusque halfling with red hair in a ponytail and a limp. She invites them for dinner in the captain&#039;s quarters and they enjoy a really tasty meal. Our friends learn about the captain&#039;s former career; cheese rolling. She broke her leg in multiple places but is still very enthusiastic, describing how she barreled downhill, chasing [[Cheeses of the world#Glevum|Twin Glevum]] cheese. Over dinner it also becomes clear to the very observant that &#039;&#039;&#039;Darius doesn&#039;t eat anything of his meal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the morning they sail past [[Sarodin Sea#Gannet Island|Gannet Island]] and after a good number of days they arrive at their destination; &#039;&#039;&#039;Hogan Island&#039;&#039;&#039;, it&#039;s bigger than they expected. As it&#039;s an hour before dusk they decide to wait till the next day. At dawn they all get into a launch and are rowed over to a small beach. It&#039;s quite misty in the morning and the mist is so firm that you need to push through it, one could even sculpt it.&lt;br /&gt;
&lt;br /&gt;
The flora here is rather strange, some is much larger than elsewhere, other much smaller; there are tiny apple trees with apples the size of cherries, and huge oak trees with very large acorns. Massive mushrooms grow here as well, including [[Sprite member|sprite members]] that are almost two meters tall. Dauphine notices that the [[Mist Shard (Hírëmir)|Mist Shard]] feels more moist here on the island.&lt;br /&gt;
Our friends come across &#039;&#039;&#039;a piece of green and blue fruit, the colors swirling slowly around its skin&#039;&#039;&#039;. Dauphine&#039;s studies indicate it will grant some kind of boon when eaten but she doesn&#039;t know what kind of benefit it will be. However, Darius tells them he wants it as it can be used to improve his armor. Eventually it is decided he can use it and his [[Vessel Wraps]] gains the Store property.[[File:Needle Lord.jpg|right|300x300px]]After about a day and half, helped by a Locate Animals or Plants spell from Dauphine they find the tomko trees they are looking for; a circle of twelve. Very sharp vines grow between a number of them and Darius uses his scythe to remove them. As he does so, they are attacked by creatures made of just twigs full of needles. They launch these in great numbers and when most are taken out, a much larger specimen arrives. It&#039;s a bloody fight but our friends persevere.&lt;br /&gt;
&lt;br /&gt;
Afterwards Darius cuts open the big creature hoping to find something to take back to Herb&#039;s Store but there&#039;s not much. Meanwhile Oscar discovers that [[Thola&#039;s Blanket]] has gained the Pins and Needles property. Our friends came prepared and brought the right tools to cut down one of the trees and then cut off a three meter piece.&lt;br /&gt;
&lt;br /&gt;
It takes a good while but they bring it back to the ship and load it on board. The journey back gets eventful when a pirate ship approaches but &#039;&#039;&#039;Captain Hornigold&#039;&#039;&#039; doesn&#039;t stay around for long, just collecting some hats.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Soon our friends find themselves back in [[Avale]] and deliver the log to &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, putting it in his backyard that is full of esoteric things; other logs of wood, strange stones, a cauldron that could fit Quinton, and more.&lt;br /&gt;
&lt;br /&gt;
They return to the Grey Minstrel Inn and learn the latest news; the &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in Downpark burned down when they were away. Dauphine quips that at least none of them were responsible for this, for a change. In the evening they have a drink at their favorite tavern; the Grape Escape. Instead of the nice, relaxing evening they hoped to have, instead they get an encounter with the fabled &#039;&#039;&#039;yortho&#039;&#039;&#039; and might just have saved the entire city.&lt;br /&gt;
&lt;br /&gt;
==== The Great and the Good ====&lt;br /&gt;
&#039;&#039;&#039;Jerry&#039;&#039;&#039; invites our friends over to his office at Venture Hall and informs them that the Solutions for the Infirm has hired them to run security for less than a day and are paying extremely well, once again. He also has a present for them, tickets to a new play, Turnabout, at the People’s Playhouse in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]] as a thank you for a fruitful relationship with the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It turns out that the play is not what they expected and while Darius and Oscar have a whale of a time, the other two leave early. Two days later they report to a square in town where Solutions for the Infirm has set up a large tent and roped off the area. The party is met once again by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains that they are giving new clothes to the indigents and our friends are to make sure everything runs smoothly.&lt;br /&gt;
&lt;br /&gt;
There are crates with clothes stacked outside the tent, all made by &#039;&#039;&#039;Eldritch Honor of [[Thimonnier]]&#039;&#039;&#039;, in the sizes small, medium, and large. At the exit side of the tent a large trestle table holds baked goods for those that have gotten their new clothes. And there lies the current problem; urchins have been darting in and grabbing food of the table that technically isn&#039;t meant for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joseph Lacombe&#039;&#039;&#039;, the founder of the charity and top boss of the [[Avale - Guilds#Guild of Bookkeepers, Notaries &amp;amp; Scribes|Guild of Bookkeepers, Notaries &amp;amp; Scribes]], is there himself and comes over to the party and thanks them personally for their work at the State Museum during the fundraiser, he heard about all their good work. He doesn&#039;t stay long; after the first few indigents have received their new clothes he gets into his carriage and leaves.&lt;br /&gt;
&lt;br /&gt;
Quinton rather escalates things with the urchins and they retreat but from what they are yelling, they will be back soon enough. The druid goes into the tent to ask what to do but only finds a man and a woman dressed in white, measuring an indigent&#039;s head and noting things on a clipboard before giving them a set of clothes.&lt;br /&gt;
&lt;br /&gt;
He is directed to the small tent and finds the Harried PA there, who has finally found a moment to relax and is rather sad to be disturbed once again. She tells Quinton to do whatever is necessary and will see if she can get more food delivered. The urchins soon return with reinforcements and things turn into something of a battlefield with two fog clouds covering one flank. Eventually hostilities are ceased and at the end of the day there is food left for the urchins to take as the tent is broken down and the square restored to it&#039;s regular form.&lt;br /&gt;
&lt;br /&gt;
A number of days later another job lands; our friends are to provide security for someone in the employ of &#039;&#039;&#039;Jeffery Fitzwallace-Keely&#039;&#039;&#039;, boss of the [[Avale - Guilds#Mercantile Guild|Mercantile Guild]]. The instructions are to meet them early in the morning at the Coop in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. There they meet the &#039;&#039;&#039;Glib Adviser&#039;&#039;&#039; who brought two empty backpacks and hands one over. They go across the market and a number of merchants hand over small, heavy pouches, likely filled with coins and or gems that are put into the backpack.&lt;br /&gt;
&lt;br /&gt;
From there they travel up town, going through a number of neighborhoods and stopping at different places, including the Tabernacle of Industry, temple to [[Ulaa]] and the [[Kasarian Embassy]] where some of them see their first ever tiefling, every time a new pouch fills one backpack and then the other. At some point they notice some shady types are following them but the Glib Adviser walks them to a nearby Humtache station and he goes inside for a good while, making the pursuers give up their quarry.&lt;br /&gt;
&lt;br /&gt;
Eventually the city tour ends at a small warehouse in [[Avale - Neighborhoods#Abrinol|Abrinol]], where a group of four adventurers or mercenaries are just leaving. The Glib Adviser thanks them for their services as he takes the backpacks. Since things ran so smoothly and they spotted the possible waylayers he tips each of them a gold piece. Dauphine wants to go back to the Tabernacle of Industry and talks there with the priest who handed the Glib Adviser a pouch. She asks what this transaction was for but is told that&#039;s above her pay-grade.&lt;br /&gt;
&lt;br /&gt;
=== The Stoned Dragon ===&lt;br /&gt;
Some days later &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039; appears as our friends exit the inn. He tells Dauphine he &#039;&#039;&#039;remembered some more about the Stoned Dragon Caves&#039;&#039;&#039;; it&#039;s near some place called New Monkhome, you get there via the cellars. The elf tries to confirm that it&#039;s an actual name and not a nickname, the dwarf thinks so.&lt;br /&gt;
&lt;br /&gt;
She then asks Alun Djames if she can use the library at the Stevedores HQ, and he&#039;s fine with that. There she learns &#039;&#039;&#039;New Monkhome is the ancestral home of the Count of Ranhem, found near Ranhem, capital of Guel province&#039;&#039;&#039;. It&#039;s not exactly around the corner and she asks the other party member if they will come with her to try and find the cave and recharge the [[Mist Shard (Hírëmir)|Mist Shard]].&lt;br /&gt;
&lt;br /&gt;
They accept and soon they are taking a barge up the river to [[Thimonnier]]. From there they travel by road, fortunately the journey goes without any problems, unless one would count their spending of 150 gp at {{TextAnimations|Text=Crazy Clyde’s Clearance Crates|Rainbow=1|Bold=1}} where Darius even tries to pick pocket Quinton.  &lt;br /&gt;
&lt;br /&gt;
When our friends &#039;&#039;&#039;arrive at New Monkhome&#039;&#039;&#039; they find it&#039;s not a castle, there&#039;s no signs of a moat or curtain wall. But &#039;&#039;&#039;the building is very, very old&#039;&#039;&#039;, even the one wing that was a later addition is still many centuries old, it could have been a proper castle long ago. It’s busy, there a number of carriages parked out front, a wagon is being unloaded off to the side by what looks to be the staff entrance. A banner says: “&#039;&#039;&#039;Welcome to the Armorers &amp;amp; Weaponsmiths Guild National Congress&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
They are met by &#039;&#039;&#039;Lady Ranhem&#039;&#039;&#039;, dressed impeccably but anyone with a good eye can tell the clothes have been repaired more than once. “Welcome to New Monkhome, are you the people Torchbearer Albert Charles is expecting?” she asks. Before anyone can answer, she says “excuse me one second.” She walks over to a girl of about 15 and a boy of about 12 and speaks to them. Quinton&#039;s sharp ears pick up the conversation: “&#039;&#039;&#039;Ermengard&#039;&#039;&#039;, &#039;&#039;&#039;Goswin&#039;&#039;&#039;, you know these are busy days and they are important, not just for your father and I, but for you as well, you want to live here, don’t you? Then please, help out, there is so much to do, go inside and ask Jervis what you can do, please be a dear for me.” Neither looks very enthusiastic but they go inside and Lady Ranhem returns.&lt;br /&gt;
&lt;br /&gt;
Our friends get into some real negotiations; they ask for a tour and to spend the night but she explains that with the current guests everyone is too busy and there are no rooms left. But they offer one of the [[Cheeses of the world#Ciwiruil Adv’Tmyywy|Kasarian Cheese Horns]] that Quinton found in one of his crates and she offers them a place to sleep in some of the empty staff rooms.&lt;br /&gt;
&lt;br /&gt;
With a deal struck they go to said rooms and after a quick talk with a local rat they learn about the entrance to the cellars; it&#039;s almost right next to their rooms. It&#039;s still early in the afternoon and they quickly go have a look. The cellars are full of broken furniture, rolled up carpets, old painter’s supplies, empty frames and racks that might have held bottles, weapons, armor, who knows, there’s a stuffed bear that has seen better days, and a tree root comes through the ceiling, causing part of the cellars to have some standing water.&lt;br /&gt;
&lt;br /&gt;
They spot a secret door that hasn’t fully closed, beyond it a narrow passage leads to 10-foot wide and high ancient stone tunnels that are likely of dwarven make, all spotlessly clean, lit by continual flames. Looking for any signs of what direction to go, our friends find raspberry jam prints on the wall. They pick a random direction and start walking.&lt;br /&gt;
&lt;br /&gt;
They find empty rooms behind the doors in the corridors; it looks like whoever left and took everything that wasn&#039;t bolted down. Right around a corner at an intersection standing aimlessly are a corpse riddled with shards of glass and a skeleton still wearing scraps of armor and holding a shield and a longsword. Their eyes light up red as they turn to the party. Battle is swift and the party wins. A few corners later a skeleton stands in the corridor carrying what looks like its own skin. Then it suddenly throws the skin at our friends and the skin animates, trying to wrap itself around whoever it hits. This fight is not as easy but our friends still come out on top. &#039;&#039;&#039;Darius checks every undead carefully&#039;&#039;&#039; for any tell tale signs of a necromancer, &#039;&#039;&#039;he wants all of them destroyed&#039;&#039;&#039;.&lt;br /&gt;
[[File:Gelatinous Cube.jpg|right|375x375px]]&lt;br /&gt;
They continue on and come to an intersection where to one side they see what looks like the &#039;&#039;&#039;entrance of crypt&#039;&#039;&#039;, they can see sarcophagi. But standing in front of the entrance is a flaming skeleton and it hurls bolts of flame at anyone it sees. As they start start shooting back Oscar moves into the opposite corridor and steps right into a gelatinous cube. Things get really hairy as the cube moves up and engulfs Dauphine, others manage to jump out of the way.&lt;br /&gt;
&lt;br /&gt;
The druid almost succumbs but a Healing Word spell from Darius brings her back and she then manages to escape from the ooze. It&#039;s quite hardy but eventually they bring it down and then immediately go back to fighting the flaming skeleton. It&#039;s flaming bolts hit hard and it manages to bring down Darius who is then brought back by Quinton. Lots of spells and arrows later the skeleton crumbles to the floor.&lt;br /&gt;
&lt;br /&gt;
Now our friends see a new figure standing just inside the crypt; it&#039;s &#039;&#039;&#039;Goswin&#039;&#039;&#039;, the-12 year old son of the count and countess. In his hands he holds &#039;&#039;&#039;a large disc of infernal iron inscribed with Infernal writing, with a hole in the middle&#039;&#039;&#039;. Darius and Quinton both read Infernal and see that it&#039;s something called the &#039;&#039;&#039;Seal of Souls&#039;&#039;&#039;, it could be the instrument that created the undead creatures.&lt;br /&gt;
&lt;br /&gt;
When Quinton runs up to the boy and tells him to lay down the artifact, Darius and Oscar follow, but the boy shouts &amp;quot;no, it&#039;s mine!&amp;quot; and &#039;&#039;&#039;Necrotic energy flies out in a cone, bringing our three friends down&#039;&#039;&#039;, only Dauphine, who didn&#039;t rush, is outside of the effect.&lt;br /&gt;
&lt;br /&gt;
[[Robe of Advantages|Quinton&#039;s robe]] stabilizes him as Goswin takes some steps back, the expression on his face showing he did not expect what happened. Dauphine uses goodberries to bring the others back and then a rather tense discussion develops with the 12-year old, who still clutches the Seal of Souls, but promises not to use it.&lt;br /&gt;
&lt;br /&gt;
He confirms that he created the undead but according to him they are harmless, he just played with them and had no idea the party fought their way through them to get where they are now. He also did not know about the gelatinous cube. They are standing inside the crypt now; there is quite some dust here and many sarcophagi, deeper inside there seems to be an ossuary. There is also a large plinth with relief art depicting a man being crowned and an empty recess which looks to be the home of the Seal of Souls.&lt;br /&gt;
&lt;br /&gt;
Running footsteps can be heard and three people arrive; &#039;&#039;&#039;lord and lady Ranhem and their daughter&#039;&#039;&#039;. The man sends his wife and children back upstairs, telling them how important it is to make sure the event at the mansion goes without a hitch and promising the party he will explain to them what is going on.&lt;br /&gt;
&lt;br /&gt;
In short; &#039;&#039;&#039;the artifact was created for the family shortly after the [[Collapse]] by a Duke of Hell and it is how they attained their position as Count of Ranhem&#039;&#039;&#039;. However, the item came with certain requirements. At age 16 every heir must pledge themselves to the Seal, if that should ever not happen, all ancestors, dating back to the one who made this deal will rise as undead with the sole intent to do as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
The count had no idea that his son had found the crypt and the artifact, he is horrified the boy used it to create undead, he tells our friends that the family decided over six centuries ago to never use it again and so far they had kept to this. He promises that he will take extra precautions, lock the item away, to make sure something like this can never happen again and he begs them not to talk about this to anyone.&lt;br /&gt;
&lt;br /&gt;
The man also explains that it&#039;s been quite difficult these days to make enough money to be able to afford the upkeep of the place but moving is not great, considering where the family crypt is and what their options would be. Our friends appreciate his position; they would like to destroy the item but lord Ranhem says that according to what he was told by his father and those before him that that will also make all his ancestors rise as undead.&lt;br /&gt;
&lt;br /&gt;
As our friends discuss all this Dauphine wants to know what the language on the seal is and then asks Quinton why he knows Infernal and if he has a pact himself, he answers he does not. They can&#039;t think of a real solution for the Seal of Souls and decide that it&#039;s probably safe in the current Count&#039;s hands but they do fear that any future generation might get other ideas which could lead to real troubles. They decide that for now they will not do anything but should the learn anything during their adventuring careers or gain certain powers they might come back here.&lt;br /&gt;
&lt;br /&gt;
They also discussed the [[Cave of the Stone Dragon|Stone Dragon Cave]] with the count who lets them know in no uncertain terms that there is no such thing here; what there is, is a coal fire, which people seem to repeatedly interpret as a dragon snoring underground. He tells them they are free to explore the rest of the place, telling them he knows there are natural caverns deeper down. He doesn&#039;t know what the complex was used for in the past, only that is was likely of dwarven make and existed before New Monkhome was built, the crypt was added then as well.&lt;br /&gt;
&lt;br /&gt;
He goes back upstairs to help out with the event and our friends explore further, eventually finding what seems to be a dwarven kiva with a large ramp running down along the wall of the hundreds of feet deep chamber. As they make their way down they trigger a trap that shoves everyone but Darius, who was taking up the rear, down into the chamber.&lt;br /&gt;
&lt;br /&gt;
Fortunately all of them still had their Feather Fall boon and thus make it down safely, including Darius who jumped over the trigger for the trap only to land on a trigger for a second, similar trap. At the bottom they &#039;&#039;&#039;find the skeleton of what looks to be a dwarf&#039;&#039;&#039;. His clothes and leather armor are mostly gone and laying around him are the remains of an axe and a hammer with a spike. A crossbow exploded into many pieces, its marvelous silver inlay now all twisted up but a similar inlay can be seen on the obsidian amulet around the skeleton’s neck.&lt;br /&gt;
&lt;br /&gt;
Laying further away are a number of hizagkuur springs and folded umber hulk chitin plates, all twisted or outright destroyed. A backpack on the skeleton’s back has been mostly eaten away, the same goes for much of its contents. What’s left is some torches, a mess kit, a holy symbol of [[Ulaa]], a sergeant’s insignia, and a dried mindflayer tentacle.&lt;br /&gt;
&lt;br /&gt;
Dauphine takes a look at the amulet and finds out it is &#039;&#039;&#039;a sentient magic item called the [[Temple Ton]]&#039;&#039;&#039;. The sentience is happy for the druid to take it and wear it, looking forward to new adventures.&lt;br /&gt;
&lt;br /&gt;
Further exploration leads to a cavern where the only other exit has collapsed and where one of the walls is much too hot to touch; the coal fire. The party returns to the mansion and stay to help out in the kitchen, making sure the event goes smoothly for the family. Afterwards they even help count Ranhem to create a small vault to keep the artifact in so no one can just take it. Before they leave, Dauphine gives Goswin the book How to Become a Bard, that she got from one of the clearance crates.&lt;br /&gt;
&lt;br /&gt;
==== Getting a head ====&lt;br /&gt;
On their way back our friends stay the night in the &#039;&#039;&#039;town of Balmer&#039;&#039;&#039;. They have a drink at the Lumber Hulk tavern where they spot &#039;&#039;&#039;a rather strange looking woman&#039;&#039;&#039;. Some people at another table keep looking over at her, but then, most people are. But those four rush over to start a brawl with her, hoping to garner glory by bringing her down.&lt;br /&gt;
&lt;br /&gt;
Our friends jump in the fray and help the woman, not that she really needs it; four drunk villagers are no match for her. Afterwards she buys them a drink and they learn that she is &#039;&#039;&#039;[[Chrysanthemum]], a bounty hunter&#039;&#039;&#039;. They enjoy some time together, trading stories, before she calls it a night. Quinton is approached by a young couple to join them for a night of fun but the druid declines.&lt;br /&gt;
[[File:Lelio bust.jpg|right|375x375px]]&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing left hand&#039;&#039;&#039;. She says she saw them at the tavern last night and wants to hire them. “&#039;&#039;&#039;Bring me the head of Lelio Euphorbia&#039;&#039;&#039;,” she tells them, to then explain that it&#039;s a bust that was kept in the lobby of the Critical Hit Theater. She is the current owner and Lelio was the founder. She suspects that it was stolen by someone from the new theater that opened across town recently; the Natural One Lounge.&lt;br /&gt;
&lt;br /&gt;
The party walks over to the theater with her and looks for clues but doesn&#039;t find much. However, the woman&#039;s niece was present when the bust was stolen and saw the thief. She&#039;ll be at the Critical Hit after lunch and our friends decide to go check out the Natural One Lounge. It looks to be empty and Quinton uses a Misty Step spell to get inside at the backdoor, opening it for the others.&lt;br /&gt;
&lt;br /&gt;
Darius shows Oscar how to use [[Phlegethos’ Pick]]; the halfling seems to have a talent for it, he opens the door to the office in no time. There&#039;s no evidence of the bust or any clues to its whereabouts. Oscar also opens the safe and helps himself to the bag of money inside it. When he later has time to count, he finds out there&#039;s 43 gp worth of mostly silver pieces in there. He gives the cleric a handful but the gnome can&#039;t condone this behavior and puts 30 gp of his own money back into the safe before closing it.&lt;br /&gt;
&lt;br /&gt;
By this point the sound of conversation about the backdoor being unlocked had alerted the party that people had arrived. Quinton grabbed a janitor&#039;s coat and mop and pretended to be the janitor, only for a man to call out, asking what he was doing with &#039;&#039;his&#039;&#039; coat! The druid starts talking in Ancient and acting erratically. The man and woman who arrived think he&#039;s addled-brained and the woman goes off to get the Humtache, the man follows her, not wanting to be alone with Quinton.&lt;br /&gt;
&lt;br /&gt;
Eventually the other three manage to leave the theater without being seen and they meet up back at their inn and have a nice lunch. Then they return to the Critical Hit Theater and get from niece Hilna the robber&#039;s description. She also says she found a little piece of fabric trapped in the doorway, likely coming from the man&#039;s jacket.&lt;br /&gt;
&lt;br /&gt;
This is great news for the druids as they can wild shape into a dog and hopefully follow the spoor. Dauphine does so and manages to lead the party to a workshop where the windows are mostly covered up. She tries to follow the scent further as the likely robber has traveled further these last 48 hours, regrettably she loses the trail a few streets later.&lt;br /&gt;
&lt;br /&gt;
Back at the workshop Oscar unlock the door and Dauphine slips inside, still in dog form. She manages to not step on a tripwire attached to a bunch of cans that would have made a lot of noise. Oscar goes in second and not only avoids the trap but even disables it in one smooth motion. The suspect seems to be in the back part of the workshop and they plan their approach. Dauphine goes inside and pretends to be a dog with the zoomies.&lt;br /&gt;
&lt;br /&gt;
As she does so, both the front and back door to the place are busted open and a number of Humtache guards rush inside, arresting the person at the workbench, one Ollie Stein. Our friends are held and questioned on the spot, one of the guards is then sent to the theater to confirm their story of recovering a bust for them. Meanwhile Ollie has been taken to the HQ and the remaining guards are searching and cataloguing the place.&lt;br /&gt;
&lt;br /&gt;
Once released, the party goes back to the inn and decide to wait till evening to search the workshop and attempt to talk with the robber. They don&#039;t find anything useful there and then go to the Humtache HQ. On the way they discuss many ways to get inside and how to make Ollie tell them about the bust. Using the [[Cyphers &amp;amp; Potions#Disguiser|Disguiser cypher]] Quinton makes himself look like the arresting sergeant and pretends to have a sore throat.&lt;br /&gt;
&lt;br /&gt;
He and Darius enter and they successfully bluff their way into the cells where the cleric pretends to be there to measure Ollie up for a coffin and give him his last rites. They tell the robber that the owner had a heart attack due to the theft of the bust and both he and another prisoner call bullshit, he can&#039;t be held responsible for that. But they have managed to rattle the boy and when the &#039;sergeant&#039; tells him that he also thinks it&#039;s going to far he says that he&#039;s willing to make the bust disappear so he can&#039;t be held responsible for the crime. Ollie tells him that he stole the bust for an old gnome who&#039;s name he doesn&#039;t know. But he can give a pretty accurate description and tells them they met at the Noble Nap inn.&lt;br /&gt;
&lt;br /&gt;
Our friends leave and the next morning they go to this inn and find a gnome fitting the description having a late breakfast. Quinton sits down at the man&#039;s table and tries to engage him in conversation but the man is utterly deaf and not interested in a talk. But they do manage to learn that he has a room here. The party also gets a room on the same floor and break into his room when the gnome goes out for lunch. They don&#039;t find the bust or anything incriminating, nor any weapons or magical paraphernalia. But he sure has a lot of keepsakes and other sentimental nick-knacks. Most importantly; his name is on his steamer trunk; &#039;&#039;&#039;Archibald Euphorbia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The follow him to lunch and then decide to talk to the owner of the theater about this new discovery. She tells Darius and Quinton that Archibald is Lelio&#039;s son and that years ago he made an offer for the bust but it was very low and she considers it part of the theater which Lelio wanted to remain in its original state. Our friends make some suggestions about him maybe buying the bust but then leaving it at the theater, or maybe even convince him to exhibit more at the theater.&lt;br /&gt;
&lt;br /&gt;
Back they go to the Noble Nap and then things go sideways when a guest sees Oscar listening at the door to room 101. Quinton pratfalls to distract people but soon enough the concierge shows up and tells them to leave. Dauphine runs after him and it takes everything she has to persuade him to let them stay.&lt;br /&gt;
&lt;br /&gt;
They now decide to lay everything out to Archibald by writing a letter with their proposal. Some time later he shows up at their door and accepts the suggestion of a small exhibition of his father&#039;s things in the theater lobby. As they walk over to the Critical Hit he starts to get really enamored with what he now starts to think of as his plan. &#039;&#039;&#039;A deal is soon struck&#039;&#039;&#039;, the bust will be returned, and he is even going to pay for extending the size of the lobby.&lt;br /&gt;
&lt;br /&gt;
The party gets paid and they then return to their own inn where a certain Humtache sergeant is waiting for them. He wants to talk with Darius who tries to bluff that he accompanied him into the station last night. They are all taken to the station and none of them manage to convince their interrogators of their innocence. But since no real harm was done and the investigator hates the paperwork, &#039;&#039;&#039;he just bans them from his town&#039;&#039;&#039;, he wants them to leave next morning.&lt;br /&gt;
&lt;br /&gt;
Back at the inn there&#039;s another surprise; a package had been delivered for Oscar two days ago but they only hand it to him now. It&#039;s a present from &#039;&#039;&#039;[[Chrysanthemum]]&#039;&#039;&#039;; a small stuffed toy of a furry marsupial with big ears and a big mouth, which turns out to be a [[Cyphers &amp;amp; Potions#Damager|Damager Cypher]]. There&#039;s also a note that the halfling can&#039;t read, saying how the bounty hunter thought this might be helpful in his travels.&lt;br /&gt;
&lt;br /&gt;
On the way back to Avale a flooded road means a detour via to village of Dunwoody, known for its natural springs. And it seems they arrive just in time for [[Ehlonna#Holy days and observances|Ehlonna’s Turning Ceremony]]. The villagers speak of divine providence that just now a priest of the Goddess of the Woodlands turns up, and an elf as well! They tell Darius that their local priestess died recently and ask his help with the ceremony. He will do so and the party is given a free stay at the local inn and a sumptuous meal is cooked for them. In the evening, he and Dauphine shadow a girl called Kendra and then a banquet is enjoyed.&lt;br /&gt;
&lt;br /&gt;
==== Training Montage ====&lt;br /&gt;
Our friends arrive back in [[Avale]] and learn of some recent news: there was an explosion at a tannery in [[Avale - Neighborhoods#Kipfield|Kipfield]], the Three Tanners, one of the owners lost his life. Back at the Grey Minstrel Inn they see the old woman in green coat looking through trash, and the brown mackerel tabby jumping from one balcony to another as they walk in and get their old rooms once again.&lt;br /&gt;
&lt;br /&gt;
[[Bruneor Argent]] who resides in Dauphine&#039;s [[Temple Ton]] amulet is happy with her carrying him but he thinks that she should toughen up, and he is also of the opinion that Darius could be a much better healer. So he takes them to the &#039;&#039;&#039;[[Avale - Neighborhoods#None Turned Away Clinic|None Turned Away Clinic]]&#039;&#039;&#039; in the Lost Bay neighborhood. &#039;&#039;&#039;Durit&#039;&#039;&#039;, the old dwarven woman who keeps the place running takes B.A. now being inside an amulet in stride, and they are sent in to meet all the medics.&lt;br /&gt;
&lt;br /&gt;
Bruneor has them working 14 hour shifts for five days where they get to deal with an average week of issues at the clinic. Highlights include cauterizing a bleeder that almost reaches the ceiling, dealing with a cow&#039;s breech birth, amputating a leg, two rival gangs arriving and threatening each other whilst demanding help for their many wounded, an outbreak of cackle fever, and on their last day, the nearby Lacombe Asylum collapses, leading to a 20 hour shift where they try their very best to save who they can.&lt;br /&gt;
&lt;br /&gt;
In this same week Quinton comes across a poster: “Confidently Communicating Commitment; Lessons in Leadership”. Five evening seminars at the [[Avale - Neighborhoods#Scarlet Bonnet|Scarlet Bonnet]] for 25 gp that will improve leadership skills. Since he has been looking to improve himself in that regard, he signs up and that evening finds himself in a room with almost exclusively guild middle managers.&lt;br /&gt;
&lt;br /&gt;
On the stage appears a very slick woman who introduces herself as &#039;&#039;&#039;Zeran Merados&#039;&#039;&#039;. She explains that every of the seminars will be dedicated to a different c-word: credibility, communication, commitment, confidence and creativity. She is full of energy and pumps the room up as she starts into her first talk.&lt;br /&gt;
&lt;br /&gt;
Afterwards some of the audience go for a drink at the tavern and invite Quinton along. Here he meets a young gnome; &#039;&#039;&#039;Emser Quinson&#039;&#039;&#039;. He&#039;s quite the character with his bright orange shoes and tattoos of bells on his hands. They get to talking and when he learns of the seminar asks what the druid thinks leadership really is.&lt;br /&gt;
&lt;br /&gt;
The next evening they meet again and the evening after that again. During this third seminar Quinton managed to look past all the buzzwords and realized that none of it has anything to do with real leadership. He invites Emser to come to the next evening&#039;s seminar as he thinks they could convince the others to their point of view.&lt;br /&gt;
&lt;br /&gt;
And the gnome is waiting at the hall before the seminar begins and the druid takes him inside. As Zeran comes up on the stage Quinton rushes up and starts talking, managing to take the wind out of the woman&#039;s sails long enough to invite his new friend up on the stage. He gives Emser the word and the gnome starts telling the audience that they don&#039;t have to be sheep and listen to nonsense for five long evenings; revolution!&lt;br /&gt;
&lt;br /&gt;
The crowd responds enthusiastically and that&#039;s the end of the seminars. Lots of people swarm Zeran and she promises to repay them all. However, the next day she isn&#039;t there as promised and is not to be found again. Quinton has a drink with some of the middle managers and convinces one to give up his job; &amp;quot;woodworking has always been my passion, I&#039;m resigning first thing tomorrow!&amp;quot; the woman says.&lt;br /&gt;
&lt;br /&gt;
Everyone but Oscar can do with a break after all that&#039;s happened and they learn that the Adjective Noun tavern has something rather special; the &#039;&#039;&#039;Wheel of Death&#039;&#039;&#039;. This is a wheel with no less than a thousand numbers and lots of prizes to be won. It&#039;s installed there to promote the soon to come opening of a new casino, the He Bluffs Me Not in the [[Avale - Neighborhoods#Longsee|Longsee neighborhood]].&lt;br /&gt;
&lt;br /&gt;
Oscar has a go and manages to spin the wheel to 000; Death! In actuality Death is just the patrons having a good laugh as you get completely covered in tar and are then locked up in a cage in the middle of the establishment. But to show they are not all bad you get one chance to avoid your fate; simply throw a bullseye on a dartboard from the other side of the room.&lt;br /&gt;
&lt;br /&gt;
The halfling takes his position and throws. He hits the board but the dart bounces off and lands on someone’s plate on a nearby table. Meanwhile the board falls down, rolls slowly to the right over the tail of sleeping cat in the corner and then falls flat. The cat jumps up with a screech and launches itself into a passing barmaid. She cries out and stumbles back in a pirouette, her tray hitting a bottle on the bar. The neatly lined up bottles slowly, and then faster, fall over, neatly in a row.&lt;br /&gt;
&lt;br /&gt;
The last bottle hits the counter and the cork shoots from it and bounces against the walls a few times before hitting a Sandy Table player in the back of the head just as he was about to take his shot. He launches his disk wildly, it hits the side and flips into a parabolic trajectory landing on the head of a Kasarian tiefling, rolling between his horns and traveling onwards, flying through the chandelier hanging from the ceiling, catching on fire before landing right into a very alcoholic drink which immediately vaporizes with a whoosh.&lt;br /&gt;
&lt;br /&gt;
The goblet teeters one way and then the other before finally falling right next to the plate, hitting the handle of the spoon which has the dart laying on it. The dart gets launched towards the corner of the room and once it has lost all energy it flips and streaks downwards, landing right in the bullseye of the dartboard laying on the floor. The tavern erupts when this happens and many people come over to give Oscar a pat on the back.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been quite the week but at the end of it Dauphine is a lot more Tough, Darius can consider himself a Field Medic, Quinton became an Inspiring Leader, and Oscar has Bountiful Luck.&lt;br /&gt;
&lt;br /&gt;
==== XWING ====&lt;br /&gt;
Our friends are asked to help crew a Stevedore boat at the &#039;&#039;&#039;eXtremely Wild International Naval Games&#039;&#039;&#039; and manage to even win.&lt;br /&gt;
&lt;br /&gt;
=== Super Tuesday ===&lt;br /&gt;
A few days later &#039;&#039;&#039;Jerry&#039;&#039;&#039; invites the party over to the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;. After a customary coffee where he regales them of his latest money making scheme; lending money at Under-Barrow Savings to buy up turnip futures, he tells them that &#039;&#039;&#039;Super Tuesday will be in two days time&#039;&#039;&#039;. Since they are new to the city he wanted to make sure they understand that &#039;&#039;&#039;it will be more than pandemonium, the guild bylaws are insane and it&#039;s always the craziest day of the year&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the day of all the guild elections and that means loads of people on the streets all day, many wearing guild colors and some getting rather boisterous and unruly. Urchins and other pranksters might try and waylay ballot chests that have to arrive at the counting station on time or they won’t be validated. Sometimes it’s not pranks though but quite serious.&lt;br /&gt;
&lt;br /&gt;
Our friends have been &#039;&#039;&#039;hired by the Guild of Stevedores&#039;&#039;&#039; and will be the ones to &#039;&#039;&#039;escort one of the ballot boxes&#039;&#039;&#039;. Every guild does things differently so all Jerry can tell them is that they will be escorting two guild members both chained to a ballot box. They will go to a voting station and then after voting closes they need to escort them to the counting station.&lt;br /&gt;
&lt;br /&gt;
Jerry hasn&#039;t been told where either of these places are, he suggests talking with the guild and also advises them to make sure to be at the guild HQ in [[Avale - Neighborhoods#Hookville|Hookville]] at the break of dawn, or even earlier, maybe spend the night in a nearby inn. After impressing upon them enough to take this job seriously he let&#039;s them go and wishes them well.&lt;br /&gt;
&lt;br /&gt;
Our friends go talk with &#039;&#039;&#039;Alun Djames&#039;&#039;&#039; who gives them more details on the job; where they will need to go, the exact rules, they are not allowed to interfere with the process and there are time limits. They also learn there&#039;s also a by-election for a new top boss due to &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; going missing; there are two frontrunners; &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039;, a half-orc, and &#039;&#039;&#039;Garth Auric&#039;&#039;&#039;. Alun lets slip that as far as he is concerned it wouldn&#039;t be a disaster should the votes be invalid.&lt;br /&gt;
&lt;br /&gt;
Then preparations; shopping, walking the likely route, etc. In the evening they take rooms at the Pair O&#039; Dice Inn, near the Stevedores HQ. Darius checks with the others about how they look at the job; will they do everything by the book, cut corners, interfere? The consensus is to just do it as it was given.&lt;br /&gt;
&lt;br /&gt;
The next morning Avale is alive even as the sun comes up, it looks like half the city is out on the streets; many people dressed in their guild’s colors, Humtache patrols, food sellers hoping to make a small fortune, and urchins hoping for lots of food. Getting to the Stevedore’s HQ takes quite a bit longer than it would have on a normal day.&lt;br /&gt;
&lt;br /&gt;
At the HQ they are introduced to the two &#039;volunteers&#039;; &#039;&#039;&#039;Vakna Throndor&#039;&#039;&#039;, a young, slight dwarven woman, and &#039;&#039;&#039;Randall Gilliam&#039;&#039;&#039;, a young, strapping human man. They are manacled to the chest that is the ballot box and then our friends leave on their journey to [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. Along the way they first meet &#039;&#039;&#039;Herleva Boden&#039;&#039;&#039; and her growing puppy, Snuffles Two. They see &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; exit the State Museum.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an encounter with a marching band and urchins but eventually they make it to their destination on time; The Reverend’s Rest Inn, across from the Tabernacle of Industry, the temple of [[Ulaa]]. Twelve hours of voting later they&#039;ve managed to make things go pretty smoothly and are ready to now go to the Scarlet Bonnet in [[Avale - Neighborhoods#Proviso Place|Proviso Place]] where the votes will be counted.&lt;br /&gt;
&lt;br /&gt;
Immediately on leaving they are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039;. “Hey, you are the people from when the Flame of Dolac was stolen; strange how that was never found, must have been an inside job, you wouldn’t know anything about that, would you?” he says. Quinton: “That will be only known by us.” “Anyway, what is your comment on the story that &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039; is on [[Otteun]]’s payroll and responsible for the disappearance of &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; and the false evidence against her?” Quinton: “We heard this kind of rumor but have no opinion on it.”&lt;br /&gt;
&lt;br /&gt;
Somewhat later it’s pandemonium as a bunch of creatures that look like a hideous hybrid of lizard, bird, and bat spill out of a driveway and straight into the people on the street, picking at them, wings flapping as they try and make their way through the panicking crowd. These creatures turn out to be cockatrices and it&#039;s only due to the party&#039;s quick response that no one on the street turns to stone.&lt;br /&gt;
&lt;br /&gt;
The party continues on and at the main branch of the High Shore Bonding Company they see from a distance how four robbers descend from the building as an alarm bell sounds. They decide it&#039;s not their problem and leave it to the Humtache who show up soon after.&lt;br /&gt;
&lt;br /&gt;
Our friends make it to the Scarlet Bonnet on time. There are lots of people standing outside the building and inside it doesn’t get any less busy. They deliver the ballot box on time and their job is done. They see the now familiar Bite Me Catering people and have something to eat and drink, spotting &#039;&#039;&#039;Dersigos Naffles&#039;&#039;&#039; carrying a tray of drinks.&lt;br /&gt;
&lt;br /&gt;
==== A Marquis Job ====&lt;br /&gt;
The party gets an invite from Jerry and at the meeting are told that they are in luck; since no one else is available they are getting a job from Markiz (Marquis) &#039;&#039;&#039;Borislav Kucan Skok-Ratenicz&#039;&#039;&#039;, who pays very well. And their job is just bringing a package from the port to his mansion in [[Duneford]]. 25 gold pieces for a few hours of work; nice if you can get it!&lt;br /&gt;
&lt;br /&gt;
The next day they wait for the ship to arrive and are handed the package which Oscar carries in a backpack. The captain also gives them a large lump of silver and asks them to tithe it for his ship, crew, and himself at the [[Osprem|Osprem&#039;s]] &#039;&#039;&#039;Temple of Tidal Tranquility&#039;&#039;&#039; which is right next to Duneford. The party agrees and sets off on their journey.&lt;br /&gt;
&lt;br /&gt;
Before reaching their destination they are attacked and unfortunately the package gets destroyed, the assailants get away as well. Our friends continue on, determined to bring what remains to their employer. In Duneford they run into &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; and his sister, &#039;&#039;&#039;Ruth&#039;&#039;&#039;, the man telling them he donated some new gems to the City Museum.&lt;br /&gt;
&lt;br /&gt;
Then they are accosted by two dwarves, one male, one female, and one human woman, they all have short hair, wear leather armor, and have a short sword or hand axe on their belt. They show the party a sketch of a man with a large mustache and a distinctive birthmark and ask if they have seen this individual. They haven&#039;t and reply thusly.&lt;br /&gt;
&lt;br /&gt;
The party continues on and reached &#039;&#039;&#039;Shadow Pond&#039;&#039;&#039;, the mansion. There are guards on the door and the butler brings them through the house, down a corridor full of paintings all of similar men with dark hair in a widow&#039;s peak and a rather intense look. On a huge balcony with view of the sea two men are having tea and coffee. The Marquis is tall, very thin, pale, has silver-grey hair and wide ears, he wears an expensive grey business suit. The other is a halfling with a large nose, curly hair, dressed business casual.&lt;br /&gt;
&lt;br /&gt;
Borislav speaks slowly with sing-song voice and comments to the halfling that it seems they need to take more measures when the party tell him about the attack and hand over what remains of the package. After they have given all the details the Marquis dismisses them and he thanks them for their work, even if it wasn&#039;t a success.&lt;br /&gt;
&lt;br /&gt;
Back in Duneford proper they have some lunch and then go to Osprem&#039;s temple to deliver the tithe. There they are approached by the man from the sketch earlier. He explains that he used to be a major in the [[Otteun#The Ott|Ott]] and he is now on the run after destroying a dangerous project. This &#039;&#039;&#039;Ranald Kassimir&#039;&#039;&#039; pleads for them to help him get to the Avale port as he knows the people after him have likely already identified the temple as the most likely place he is hiding.&lt;br /&gt;
&lt;br /&gt;
Our friends come up with all kinds of interesting plans to do so and eventually decide on one. It seems to work as they make it back to Avale unharmed and the man thanks them profusely as he runs off to the port and hopefully a new life far away from here.&lt;br /&gt;
&lt;br /&gt;
==== The Ballad ====&lt;br /&gt;
The next week or so there&#039;s no work but there is news in town; a huge, albino crocodile has eaten three people in the last week, a bounty has been placed on its head. Then our friends receive an official government missive announcing a meeting in a private room at their inn in the morning, two days hence. The visitor turns out to be no one less than Torchbearer Council Standing Secretary &#039;&#039;&#039;Saer Barclay Pergay&#039;&#039;&#039;. He tells them that unofficially they have been awarded the Star of Dolac, a very prestigious medal. And also unofficially this might be because of a certain yortho incident.&lt;br /&gt;
&lt;br /&gt;
Some days later &#039;&#039;&#039;Jerry Tidwell&#039;&#039;&#039; invites the party to dinner at a nice restaurant; This Scampi Happening. Over dessert he confesses to a motive; he owes a friend of his, impresario and nightclub owner &#039;&#039;&#039;Anthony Prince&#039;&#039;&#039; a favor and the man need some people for a job that needs plausible deniability. If our friends go to his club Knight Moves then Tony will explain. They can use the phrase &amp;quot;Ken sent me&amp;quot; to skip the line.&lt;br /&gt;
&lt;br /&gt;
The party has some reservations about this kind of work but decide to hear the man out. At the club they first talk with a man looking for a prince&#039;s bride and then get to see Antony Prince. Who then explains that he promised &#039;&#039;&#039;Yurdan Amaerth&#039;&#039;&#039; to get some things done that have turned out more difficult than expected.&lt;br /&gt;
&lt;br /&gt;
First is the lot containing the burned down &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in [[Avale - Neighborhoods#Downpark|Downpark]]. Yurdan wants to buy it and build an apartment building on it. But to be allowed to do so, the zoning law needs to be changed. The city planner, a Docami by the name of &#039;&#039;&#039;Nola Brogunn&#039;&#039;&#039;, has the authority to do so. He tells the party that she can&#039;t be bribed so our friends will need to find a different avenue to get her to play ball. Once that is done, they can quickly buy the lot.&lt;br /&gt;
&lt;br /&gt;
After asking a number of questions our friends go to their inn for a long planning session. The next morning the party is outside [[Avale - Neighborhoods#Halls|Halls]] and see Nola approach. Oscar trips her and then manages to steal her day planner from her bag as he helps her up and says sorry. Our friends then go check out the burned down church and check the crypt, finding it in an ok condition.&lt;br /&gt;
&lt;br /&gt;
The day planner shows that on average four times a week the phrase &amp;quot;Wine Me Up&amp;quot; appears with a time next to it, anywhere from 20:00 to 22:30. But tonight&#039;s mention, with a time of 21:00, has been crossed out aggressively, as have all other future dates with that phrase. It turns out that Wine Me Up is a nightclub/tavern in [[Avale - Neighborhoods#Center City|Center City]], not all too far from Nola&#039;s home address which is also in the day planner.&lt;br /&gt;
&lt;br /&gt;
The party goes to have a look after lunch and learn that Nola performed here as a singer, but has recently been banned for saying some really nasty things, though the owner doesn&#039;t specify exactly what. Our friends then go to Tony to see if he can help them find out more about this ban, he being in the same kind of business. They find him at Bears, in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]].&lt;br /&gt;
&lt;br /&gt;
As they arrive they find him cradling an effeminate looking young man who has been beaten up. Tony tells them this happened not thirty minutes ago and he tells them to find the three boys responsible for it and &amp;quot;put the fear of Tony into them. Tell them that if they ever do something like this again in this town they will disappear without a trace.&amp;quot; The boys are easily found and swiftly dealt with.&lt;br /&gt;
&lt;br /&gt;
Tony has reached out and learned that apparently Nola said nasty things about the owner of Wine Me Up. Our friends go back there at the time Nola should have been performing and listen to her replacement sing. Afterwards Darius approaches this &#039;&#039;&#039;Marion Guff&#039;&#039;&#039; and in the short talk they have his insight tells him that she is very happy Nola is gone, and might likely be the cause of the ban.&lt;br /&gt;
&lt;br /&gt;
He goes to confirm this with the owner and manages to convince her that Nola was an innocent victim and gets her ban undone. He even manages to get a slot for her to sing tonight. He and Dauphine rush over to her home and explain all that has happened and make their case for changing the zoning law on the way back to Wine Me Up. She sings her heart out that night and the next morning she signs the paperwork, changing the zoning for the lot.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4171</id>
		<title>Avale - Neighborhoods</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4171"/>
		<updated>2026-06-11T15:03:12Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An alphabetical listing of all the neighborhoods of [[Avale]] with a &#039;&#039;&#039;short description and all points of interest (PoI)&#039;&#039;&#039; to be found there.&lt;br /&gt;
&lt;br /&gt;
=== Abrinol ===&lt;br /&gt;
This formerly mainly industrial neighborhood now has a largely gentrified eastern side. To the west many manufactories can still be found. It is named for one of the three [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]].&lt;br /&gt;
&lt;br /&gt;
====Happy Soles====&lt;br /&gt;
{{#lsth:Avale|Happy Soles}}&lt;br /&gt;
====[[Sulla Arena]]====&lt;br /&gt;
{{#lsth:Sulla Arena|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bank - Under-Barrow Savings&lt;br /&gt;
* Inn - The Steaming Pot&lt;br /&gt;
* Messengers Coalition, Ropemaker Way&lt;br /&gt;
* Shrine - [[Ehlonna]]&lt;br /&gt;
&lt;br /&gt;
=== Bow Valley ===&lt;br /&gt;
Known for Manette Creek which winds its way along the valley further north into the city. This neighborhood is mostly industrial, including many paper-markers, interspersed with lower class housing and some middle class housing at the northern end.&lt;br /&gt;
&lt;br /&gt;
====Vulpine Count====&lt;br /&gt;
{{#lsth:Avale|Vulpine Count}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Alchemist - Bottle Shock&lt;br /&gt;
* Cemetery - Babbling Brook&lt;br /&gt;
* Inn - Blue Balladeer Inn&lt;br /&gt;
* Inn - Grey Minstrel Inn&lt;br /&gt;
* Jeweler - Rock Bottom Prices&lt;br /&gt;
* Tavern - The Grape Escape&lt;br /&gt;
&lt;br /&gt;
=== Cegir Town ===&lt;br /&gt;
Very much a middle class neighborhood though some more expensive homes can be found near the border with Downpark. It is know for its bookbinders and booksellers.&lt;br /&gt;
&lt;br /&gt;
====[[Thal Sivale]]====&lt;br /&gt;
{{#lsth:Thal Sivale|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Barber - Hair Me Out&lt;br /&gt;
* Inn - The Plucked Pheasant&lt;br /&gt;
&lt;br /&gt;
=== Center City ===&lt;br /&gt;
In the early days of Avale the seat of government could be found here, now it&#039;s a middle class neighborhood where many of the Docami live. Numerous bookkeepers, notaries &amp;amp; scribes can also be found here.&lt;br /&gt;
&lt;br /&gt;
====State Museum====&lt;br /&gt;
{{#lsth:Avale|State Museum}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Nightclub/Tavern - Wine Me Up, owner: &#039;&#039;&#039;Bethryn Therthran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clover Hill ===&lt;br /&gt;
An upscale neighborhood that is home to many embassies and specialty food stores.&lt;br /&gt;
&lt;br /&gt;
====[[Hythe Maritime Services]]====&lt;br /&gt;
{{#lsth:Hythe Maritime Services|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Perfumer - Smells by Design&lt;br /&gt;
&lt;br /&gt;
=== Dawnbloom Heights ===&lt;br /&gt;
An upper class neighborhood known for its architecture and absurd prices for &amp;quot;top of hill&amp;quot; homes. Many law-firms can be found near the border with Uppark.&lt;br /&gt;
&lt;br /&gt;
====[[Companions of Elric]]====&lt;br /&gt;
{{#lsth:Companions of Elric|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Alchemists &amp;amp; Apothecaries - Herb&#039;s Store, Cat Lane&lt;br /&gt;
* Cemetery - Mother Mensual&lt;br /&gt;
&lt;br /&gt;
=== Downpark ===&lt;br /&gt;
Said to be &#039;less stuffy&#039; than Uppark this neighborhood has a lot of (upper-)middle class housing next to all the services that a seat of government attracts. Many glaziers &amp;amp; mirrorers can be found here.&lt;br /&gt;
&lt;br /&gt;
====Halls====&lt;br /&gt;
{{#lsth:Avale|Halls}}&lt;br /&gt;
====[[Lirr]]====&lt;br /&gt;
{{#lsth:Lirr|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bank - Pursue Hickory&lt;br /&gt;
* HQ - Humtache, Watch Plaza&lt;br /&gt;
* HQ - Guild of Glaziers &amp;amp; Mirrorers&lt;br /&gt;
&lt;br /&gt;
=== Fabrics ===&lt;br /&gt;
Much of the neighborhood consists of weavers, dyers, tailors, and clothes stores. Large warehouses dominate the riverfront. Other businesses here include furriers and instrument-makers.&lt;br /&gt;
====[[Istus]]====&lt;br /&gt;
{{#lsth:Istus|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Clothes store - Save Nine&lt;br /&gt;
&lt;br /&gt;
=== Farmhold Hamlet ===&lt;br /&gt;
As the capital grew it, subsumed a number of villages near it, including this one. Over the centuries this &#039;&#039;&#039;neighborhood&#039;&#039;&#039; has changed completely and is now a &#039;&#039;&#039;bohemian hotbed&#039;&#039;&#039;, very much looked down upon by all the other inhabitants as it is as far from the &#039;proper&#039; Dolac lifestyle as one can get.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Alchemist - Chimera and Chong&#039;s&lt;br /&gt;
* Theater - People’s Playhouse&lt;br /&gt;
* Nightclub - Bears, Amos Street&lt;br /&gt;
* Nightclub - Portinari Dance Hall&lt;br /&gt;
&lt;br /&gt;
=== Fort Read ===&lt;br /&gt;
The Avale Armed Forces headquarters, there are more officers than enlisted personnel here.&lt;br /&gt;
&lt;br /&gt;
=== Fractures ===&lt;br /&gt;
For a part still an agricultural neighborhood with many small farms to the east, known for its mushroom cultivation. Around the university many businesses have sprung up; hostels, taverns, laundries, brothels, and more.&lt;br /&gt;
====Avale School of Business (ASB)====&lt;br /&gt;
{{#lsth:Avale|Avale School of Business (ASB)}}&lt;br /&gt;
&lt;br /&gt;
=== Gill Gardens ===&lt;br /&gt;
This upper class neighborhood is also known as the Sea of Green. Many public gardens and parks are dotted around and the large estates all have their own grounds.&lt;br /&gt;
====[[Resa&#039;s Rest]]====&lt;br /&gt;
{{#lsth:Resa&#039;s Rest|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Inn - The Five Georges&lt;br /&gt;
&lt;br /&gt;
=== Hookville ===&lt;br /&gt;
Known for it&#039;s slaughterhouses, this neighborhood is where most of the livestock trade takes place. About a third of the area is low class housing.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* HQ - Guild of Stevedores&lt;br /&gt;
* Inn - Pair O&#039; Dice Inn&lt;br /&gt;
&lt;br /&gt;
=== Jeoran Terrace ===&lt;br /&gt;
This neighborhood, two thirds industry and one third low class housing, is filled with manufactories of all stripes. It is known for its metal works, smiths of all stripes, and armorers.&lt;br /&gt;
&lt;br /&gt;
====[[Ulaa]]====&lt;br /&gt;
{{#lsth:Ulaa|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Foundry - Big Brass Bells Foundry&lt;br /&gt;
* Inn - The Reverend’s Rest Inn&lt;br /&gt;
* Jeweler - Rings and Things&lt;br /&gt;
* Smith - Wesson&#039;s Smithy, Sito Road&lt;br /&gt;
&lt;br /&gt;
=== Kalehaven ===&lt;br /&gt;
A mix of warehouses and industry such as basket weavers, masons, and soap-makers can be found here. A number of piers are the main ingress for any ship-bound freight destined for the city. Also known for &#039;&#039;&#039;The Coop&#039;&#039;&#039;; the &#039;&#039;&#039;large produce market&#039;&#039;&#039; where most of the city&#039;s grocers buy their goods.&lt;br /&gt;
&lt;br /&gt;
====White Bridge====&lt;br /&gt;
{{#lsth:Avale|White Bridge}}&lt;br /&gt;
&lt;br /&gt;
====[[Abraxis Combine]]====&lt;br /&gt;
{{#lsth:Abraxis Combine|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Spice Shop - Curry On My Wayward Son&lt;br /&gt;
* Surplus - POWMD: Pre-Owned Weapons of Maximum Destructiveness, &#039;&#039;&amp;quot;If it&#039;s in stock, we got it!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Kesslia ===&lt;br /&gt;
An upper-middle class neighborhood with beautiful, tree-shaded avenues and brooks. Home to many a professor and high ranking Docami.&lt;br /&gt;
====Venture Hall====&lt;br /&gt;
{{#lsth:Avale|Venture Hall}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Jeweler - Family Jules (Julegibisel)&lt;br /&gt;
* Perfumer - Heaven Scent&lt;br /&gt;
&lt;br /&gt;
=== Kipfield ===&lt;br /&gt;
Home of skinners, tanners, and leather-workers, the smell takes more than a little getting used to and the low class housing is cheap because of it.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* HQ - Leatherworkers Guild&lt;br /&gt;
* Tannery - The Three Tanners&lt;br /&gt;
&lt;br /&gt;
=== Little Perches ===&lt;br /&gt;
Formerly a low class neighborhood, it has gentrified into a middle class neighborhood with many specialty stores, taverns, and eateries.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Clothes - Second Hand News&lt;br /&gt;
* Perfumer - Eau My Gods&lt;br /&gt;
* Restaurant - This Scampi Happening&lt;br /&gt;
&lt;br /&gt;
=== Longsee ===&lt;br /&gt;
A little less industrial than Kalehaven, this neighborhood none the less still contains more manufactories than housing. Bowyers, chandlers, and cobblers are found here.&lt;br /&gt;
&lt;br /&gt;
====Pheld Ceramics====&lt;br /&gt;
{{#lsth:Avale|Pheld Ceramics}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Casino - He Bluffs Me Not&lt;br /&gt;
* Fishmonger - For Cod’s Sake, Shore Way&lt;br /&gt;
* Inn - The Boer Inn&lt;br /&gt;
* Inn - The Other Inn&lt;br /&gt;
* Tavern - The Adjective Noun&lt;br /&gt;
&lt;br /&gt;
=== Lost Bay ===&lt;br /&gt;
This neighborhood used to be a bay but was reclaimed from the river with magic. &#039;&#039;&#039;Abyss Annex&#039;&#039;&#039; is the unofficial name for the &#039;&#039;&#039;Old Yards and Lost Bay neighborhoods&#039;&#039;&#039; that house the poorest of the poor, most not originally from Dolac. Crime is high here but so is ingenuity. It is bisected by the &#039;&#039;&#039;Sito Road&#039;&#039;&#039; which runs north through the &#039;&#039;&#039;Kalehaven and Jeoran Terrace neighborhoods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====None Turned Away Clinic====&lt;br /&gt;
{{#lsth:Avale|None Turned Away Clinic}}&lt;br /&gt;
&lt;br /&gt;
=== Mimico ===&lt;br /&gt;
One of the later additions to the city, it was built containing middle and upper class housing interspersed with many small gardens to give it a more bucolic character.&lt;br /&gt;
&lt;br /&gt;
=== Narrow Park ===&lt;br /&gt;
Manicured to an inch, this park is full of water features and paths for a gentle stroll whilst discussing matters of import.&lt;br /&gt;
&lt;br /&gt;
=== New Dunum ===&lt;br /&gt;
Created when Emperor Avale conquered the city, the neighborhood was of the highest class, filled with astounding buildings. Over time it has become middle class with only some of the old buildings still surviving. Many of the more successful shipwrights and cartographers have historically lived here.&lt;br /&gt;
====[[Bowman-Outersea Cereals &amp;amp; Commodities]]====&lt;br /&gt;
{{#lsth:Bowman-Outersea Cereals &amp;amp; Commodities|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* NPC - &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, Lookout Road&lt;br /&gt;
&lt;br /&gt;
=== New Prospect ===&lt;br /&gt;
After years of protests from Mimico residents this neighborhood was finally built. It contains mostly (lower-)middle class housing and to the west an area reserved for wagon-makers and caravan suppliers.&lt;br /&gt;
&lt;br /&gt;
=== NoGWay ===&lt;br /&gt;
The short name for North of Grove Way, it used to be part of Longsee. Now it is a mostly middle class neighborhood though it has retained its cluster of alchemists and apothecaries.&lt;br /&gt;
&lt;br /&gt;
====[[Kasarian Embassy]]====&lt;br /&gt;
{{#lsth:Kasarian Embassy|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
=== Oakhurst ===&lt;br /&gt;
Known for its breweries and distilleries at the south end, the rest of the neighborhood is filled with (upper-)middle class housing and the shops and eateries that come with it. All on meandering streets with plenty of green.&lt;br /&gt;
====[[Thal Lithel]]====&lt;br /&gt;
{{#lsth:Thal Lithel|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Brewery - The Grog Father&lt;br /&gt;
* Brewery - This Is The Yeast We Can Do, owner: &#039;&#039;&#039;Bretmera Gremdain&#039;&#039;&#039;&lt;br /&gt;
* HQ - Brewers Guild, Falanae Avenue&lt;br /&gt;
* Restaurant - Feywild Shroomhouse, Korb Street&lt;br /&gt;
* Theater - Catifras Theater&lt;br /&gt;
&lt;br /&gt;
=== Old Yards ===&lt;br /&gt;
This is where the old naval yards used to be many centuries ago before they were moved up river. &#039;&#039;&#039;Abyss Annex&#039;&#039;&#039; is the unofficial name for the &#039;&#039;&#039;Old Yards and Lost Bay neighborhoods&#039;&#039;&#039; that house the poorest of the poor, most not originally from Dolac. Crime is high here but so is ingenuity. It is bisected by the &#039;&#039;&#039;Sito Road&#039;&#039;&#039; which runs north through the &#039;&#039;&#039;Kalehaven and Jeoran Terrace neighborhoods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Pawnshop - The Loan-ly Warrior&#039;s Stop&lt;br /&gt;
&lt;br /&gt;
=== Parade Fields ===&lt;br /&gt;
Historically this is where the army would present its forces to the monarch and (foreign) dignitaries. These days it&#039;s mostly a large field used for whatever purpose one needs. Encroaching on it from the south is a large caravanserai where most of the overland trade starts and ends.&lt;br /&gt;
&lt;br /&gt;
=== Pell Point ===&lt;br /&gt;
Here there&#039;s still some of the old fishing village that was the start of it all. While almost everything moved to the new port, net-makers are all found here, and there are still a few piers where fishing vessels dock and unload their catches to immediately be sold at auction. The few upper class buildings in this neighborhood are all in the hands of businesses, the other housing is a mix of lower class and (lower-)middle class.&lt;br /&gt;
&lt;br /&gt;
====Bajakian Ferry====&lt;br /&gt;
{{#lsth:Avale|Bajakian Ferry}}&lt;br /&gt;
====[[House Ditta]]====&lt;br /&gt;
{{#lsth:House Ditta|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
=== Prester ===&lt;br /&gt;
A neighborhood in decline; these days it is known for its many flophouses where down on their luck sailors spend their time ashore. This brought with it many, many taverns, brothels, and other businesses of ill repute. Businesses that can be found here are paint makers and outfitters.&lt;br /&gt;
====Admiralty House====&lt;br /&gt;
{{#lsth:Avale|Admiralty House}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Nightclub - Spreaders, Blue Cloth Alley&lt;br /&gt;
&lt;br /&gt;
=== Proviso Place ===&lt;br /&gt;
Though next to two of the less fragrant neighborhoods of the city, Proviso Place is not too badly affected thanks to it laying in something of a bowl. Formerly mostly full of warehouses, many have now been converted into middle class apartments. It is known for its many theaters and [[Dolac#Culture|niteries]].&lt;br /&gt;
====Scarlet Bonnet====&lt;br /&gt;
{{#lsth:Avale|Scarlet Bonnet}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Nightclub - Knight Moves, Twiller Street&lt;br /&gt;
&lt;br /&gt;
=== Sevso Island ===&lt;br /&gt;
This island was &#039;&#039;&#039;reclaimed from the river at great expense&#039;&#039;&#039; after the city was conquered by [[Miforan Empire|Avale Sevso]]. It was the first of a number of islands that were connected with boat bridges to the western bank of the estuary. These days the island is &#039;&#039;&#039;a large neighborhood&#039;&#039;&#039; with low to middle class housing and one of the few locations in the city where the imperial name remained. It is connected to the city by the &#039;&#039;&#039;White Bridge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* NPC - &#039;&#039;&#039;Alun Djames&#039;&#039;&#039;, Reginald Avenue&lt;br /&gt;
&lt;br /&gt;
=== Uppark ===&lt;br /&gt;
Full of imposing stone buildings, this neighborhood contains upper class and (upper-)middle class housing, the other half is dedicated to keeping the wheels of power spinning.&lt;br /&gt;
&lt;br /&gt;
====Domicile of Diligence====&lt;br /&gt;
{{#lsth:Avale|Domicile of Diligence}}&lt;br /&gt;
====Inner Court Arcade====&lt;br /&gt;
{{#lsth:Avale|Inner Court Arcade}}&lt;br /&gt;
====[[Abjura Dolana]]====&lt;br /&gt;
{{#lsth:Abjura Dolana|[[Avale]]}}&lt;br /&gt;
====[[Pholtus]]====&lt;br /&gt;
{{#lsth:Pholtus|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bank - High Shore Bonding Company&lt;br /&gt;
* HQ - Guild of Bookkeepers, Notaries &amp;amp; Scribes&lt;br /&gt;
* HQ - Guild of Cartographers &amp;amp; Surveyors&lt;br /&gt;
* NPC - &#039;&#039;&#039;House&#039;&#039;&#039;, Lock Street&lt;br /&gt;
&lt;br /&gt;
=== Woodfall ===&lt;br /&gt;
This neighborhood is known for its many migrants from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]], [[Neniros]], [[Ogren]], [[Tilgay]], and other exotic places. Numerous woodshops line the streets here; furniture makers and more general carpenters. On &#039;&#039;&#039;Langspelme Road&#039;&#039;&#039; stands the recently built &#039;&#039;&#039;Endorn Theater&#039;&#039;&#039;, named for the former boss of the Guild of Woodworkers who was instrumental in its construction. &#039;&#039;&#039;Promise Fields&#039;&#039;&#039; is filled with people at all hours and [[Dolac#Culture|gakker]] is played here, the local team is called the Bolters.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Tavern - The Thirsty Recruit&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4170</id>
		<title>Avale - Neighborhoods</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4170"/>
		<updated>2026-06-11T14:24:23Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An alphabetical listing of all the neighborhoods of [[Avale]] with a &#039;&#039;&#039;short description and all points of interest (PoI)&#039;&#039;&#039; to be found there.&lt;br /&gt;
&lt;br /&gt;
=== Abrinol ===&lt;br /&gt;
This formerly mainly industrial neighborhood now has a largely gentrified eastern side. To the west many manufactories can still be found. It is named for one of the three [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]].&lt;br /&gt;
&lt;br /&gt;
====Happy Soles====&lt;br /&gt;
{{#lsth:Avale|Happy Soles}}&lt;br /&gt;
====[[Sulla Arena]]====&lt;br /&gt;
{{#lsth:Sulla Arena|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bank - Under-Barrow Savings&lt;br /&gt;
* Inn - The Steaming Pot&lt;br /&gt;
* Messengers Coalition, Ropemaker Way&lt;br /&gt;
* Shrine - [[Ehlonna]]&lt;br /&gt;
&lt;br /&gt;
=== Bow Valley ===&lt;br /&gt;
Known for Manette Creek which winds its way along the valley further north into the city. This neighborhood is mostly industrial, including many paper-markers, interspersed with lower class housing and some middle class housing at the northern end.&lt;br /&gt;
&lt;br /&gt;
====Vulpine Count====&lt;br /&gt;
{{#lsth:Avale|Vulpine Count}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Alchemist - Bottle Shock&lt;br /&gt;
* Cemetery - Babbling Brook&lt;br /&gt;
* Inn - Blue Balladeer Inn&lt;br /&gt;
* Inn - Grey Minstrel Inn&lt;br /&gt;
* Jeweler - Rock Bottom Prices&lt;br /&gt;
* Tavern - The Grape Escape&lt;br /&gt;
&lt;br /&gt;
=== Cegir Town ===&lt;br /&gt;
Very much a middle class neighborhood though some more expensive homes can be found near the border with Downpark. It is know for its bookbinders and booksellers.&lt;br /&gt;
&lt;br /&gt;
====[[Thal Sivale]]====&lt;br /&gt;
{{#lsth:Thal Sivale|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Barber - Hair Me Out&lt;br /&gt;
* Inn - The Plucked Pheasant&lt;br /&gt;
&lt;br /&gt;
=== Center City ===&lt;br /&gt;
In the early days of Avale the seat of government could be found here, now it&#039;s a middle class neighborhood where many of the Docami live. Numerous bookkeepers, notaries &amp;amp; scribes can also be found here.&lt;br /&gt;
&lt;br /&gt;
====State Museum====&lt;br /&gt;
{{#lsth:Avale|State Museum}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Nightclub/Tavern - Wine Me Up&lt;br /&gt;
&lt;br /&gt;
=== Clover Hill ===&lt;br /&gt;
An upscale neighborhood that is home to many embassies and specialty food stores.&lt;br /&gt;
&lt;br /&gt;
====[[Hythe Maritime Services]]====&lt;br /&gt;
{{#lsth:Hythe Maritime Services|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Perfumer - Smells by Design&lt;br /&gt;
&lt;br /&gt;
=== Dawnbloom Heights ===&lt;br /&gt;
An upper class neighborhood known for its architecture and absurd prices for &amp;quot;top of hill&amp;quot; homes. Many law-firms can be found near the border with Uppark.&lt;br /&gt;
&lt;br /&gt;
====[[Companions of Elric]]====&lt;br /&gt;
{{#lsth:Companions of Elric|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Alchemists &amp;amp; Apothecaries - Herb&#039;s Store, Cat Lane&lt;br /&gt;
* Cemetery - Mother Mensual&lt;br /&gt;
&lt;br /&gt;
=== Downpark ===&lt;br /&gt;
Said to be &#039;less stuffy&#039; than Uppark this neighborhood has a lot of (upper-)middle class housing next to all the services that a seat of government attracts. Many glaziers &amp;amp; mirrorers can be found here.&lt;br /&gt;
&lt;br /&gt;
====Halls====&lt;br /&gt;
{{#lsth:Avale|Halls}}&lt;br /&gt;
====[[Lirr]]====&lt;br /&gt;
{{#lsth:Lirr|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bank - Pursue Hickory&lt;br /&gt;
* HQ - Humtache, Watch Plaza&lt;br /&gt;
* HQ - Guild of Glaziers &amp;amp; Mirrorers&lt;br /&gt;
&lt;br /&gt;
=== Fabrics ===&lt;br /&gt;
Much of the neighborhood consists of weavers, dyers, tailors, and clothes stores. Large warehouses dominate the riverfront. Other businesses here include furriers and instrument-makers.&lt;br /&gt;
====[[Istus]]====&lt;br /&gt;
{{#lsth:Istus|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Clothes store - Save Nine&lt;br /&gt;
&lt;br /&gt;
=== Farmhold Hamlet ===&lt;br /&gt;
As the capital grew it, subsumed a number of villages near it, including this one. Over the centuries this &#039;&#039;&#039;neighborhood&#039;&#039;&#039; has changed completely and is now a &#039;&#039;&#039;bohemian hotbed&#039;&#039;&#039;, very much looked down upon by all the other inhabitants as it is as far from the &#039;proper&#039; Dolac lifestyle as one can get.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Alchemist - Chimera and Chong&#039;s&lt;br /&gt;
* Theater - People’s Playhouse&lt;br /&gt;
* Nightclub - Bears, Amos Street&lt;br /&gt;
* Nightclub - Portinari Dance Hall&lt;br /&gt;
&lt;br /&gt;
=== Fort Read ===&lt;br /&gt;
The Avale Armed Forces headquarters, there are more officers than enlisted personnel here.&lt;br /&gt;
&lt;br /&gt;
=== Fractures ===&lt;br /&gt;
For a part still an agricultural neighborhood with many small farms to the east, known for its mushroom cultivation. Around the university many businesses have sprung up; hostels, taverns, laundries, brothels, and more.&lt;br /&gt;
====Avale School of Business (ASB)====&lt;br /&gt;
{{#lsth:Avale|Avale School of Business (ASB)}}&lt;br /&gt;
&lt;br /&gt;
=== Gill Gardens ===&lt;br /&gt;
This upper class neighborhood is also known as the Sea of Green. Many public gardens and parks are dotted around and the large estates all have their own grounds.&lt;br /&gt;
====[[Resa&#039;s Rest]]====&lt;br /&gt;
{{#lsth:Resa&#039;s Rest|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Inn - The Five Georges&lt;br /&gt;
&lt;br /&gt;
=== Hookville ===&lt;br /&gt;
Known for it&#039;s slaughterhouses, this neighborhood is where most of the livestock trade takes place. About a third of the area is low class housing.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* HQ - Guild of Stevedores&lt;br /&gt;
* Inn - Pair O&#039; Dice Inn&lt;br /&gt;
&lt;br /&gt;
=== Jeoran Terrace ===&lt;br /&gt;
This neighborhood, two thirds industry and one third low class housing, is filled with manufactories of all stripes. It is known for its metal works, smiths of all stripes, and armorers.&lt;br /&gt;
&lt;br /&gt;
====[[Ulaa]]====&lt;br /&gt;
{{#lsth:Ulaa|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Foundry - Big Brass Bells Foundry&lt;br /&gt;
* Inn - The Reverend’s Rest Inn&lt;br /&gt;
* Jeweler - Rings and Things&lt;br /&gt;
* Smith - Wesson&#039;s Smithy, Sito Road&lt;br /&gt;
&lt;br /&gt;
=== Kalehaven ===&lt;br /&gt;
A mix of warehouses and industry such as basket weavers, masons, and soap-makers can be found here. A number of piers are the main ingress for any ship-bound freight destined for the city. Also known for &#039;&#039;&#039;The Coop&#039;&#039;&#039;; the &#039;&#039;&#039;large produce market&#039;&#039;&#039; where most of the city&#039;s grocers buy their goods.&lt;br /&gt;
&lt;br /&gt;
====White Bridge====&lt;br /&gt;
{{#lsth:Avale|White Bridge}}&lt;br /&gt;
&lt;br /&gt;
====[[Abraxis Combine]]====&lt;br /&gt;
{{#lsth:Abraxis Combine|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Spice Shop - Curry On My Wayward Son&lt;br /&gt;
* Surplus - POWMD: Pre-Owned Weapons of Maximum Destructiveness, &#039;&#039;&amp;quot;If it&#039;s in stock, we got it!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Kesslia ===&lt;br /&gt;
An upper-middle class neighborhood with beautiful, tree-shaded avenues and brooks. Home to many a professor and high ranking Docami.&lt;br /&gt;
====Venture Hall====&lt;br /&gt;
{{#lsth:Avale|Venture Hall}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Jeweler - Family Jules (Julegibisel)&lt;br /&gt;
* Perfumer - Heaven Scent&lt;br /&gt;
&lt;br /&gt;
=== Kipfield ===&lt;br /&gt;
Home of skinners, tanners, and leather-workers, the smell takes more than a little getting used to and the low class housing is cheap because of it.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* HQ - Leatherworkers Guild&lt;br /&gt;
* Tannery - The Three Tanners&lt;br /&gt;
&lt;br /&gt;
=== Little Perches ===&lt;br /&gt;
Formerly a low class neighborhood, it has gentrified into a middle class neighborhood with many specialty stores, taverns, and eateries.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Clothes - Second Hand News&lt;br /&gt;
* Perfumer - Eau My Gods&lt;br /&gt;
* Restaurant - This Scampi Happening&lt;br /&gt;
&lt;br /&gt;
=== Longsee ===&lt;br /&gt;
A little less industrial than Kalehaven, this neighborhood none the less still contains more manufactories than housing. Bowyers, chandlers, and cobblers are found here.&lt;br /&gt;
&lt;br /&gt;
====Pheld Ceramics====&lt;br /&gt;
{{#lsth:Avale|Pheld Ceramics}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Casino - He Bluffs Me Not&lt;br /&gt;
* Fishmonger - For Cod’s Sake, Shore Way&lt;br /&gt;
* Inn - The Boer Inn&lt;br /&gt;
* Inn - The Other Inn&lt;br /&gt;
* Tavern - The Adjective Noun&lt;br /&gt;
&lt;br /&gt;
=== Lost Bay ===&lt;br /&gt;
This neighborhood used to be a bay but was reclaimed from the river with magic. &#039;&#039;&#039;Abyss Annex&#039;&#039;&#039; is the unofficial name for the &#039;&#039;&#039;Old Yards and Lost Bay neighborhoods&#039;&#039;&#039; that house the poorest of the poor, most not originally from Dolac. Crime is high here but so is ingenuity. It is bisected by the &#039;&#039;&#039;Sito Road&#039;&#039;&#039; which runs north through the &#039;&#039;&#039;Kalehaven and Jeoran Terrace neighborhoods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====None Turned Away Clinic====&lt;br /&gt;
{{#lsth:Avale|None Turned Away Clinic}}&lt;br /&gt;
&lt;br /&gt;
=== Mimico ===&lt;br /&gt;
One of the later additions to the city, it was built containing middle and upper class housing interspersed with many small gardens to give it a more bucolic character.&lt;br /&gt;
&lt;br /&gt;
=== Narrow Park ===&lt;br /&gt;
Manicured to an inch, this park is full of water features and paths for a gentle stroll whilst discussing matters of import.&lt;br /&gt;
&lt;br /&gt;
=== New Dunum ===&lt;br /&gt;
Created when Emperor Avale conquered the city, the neighborhood was of the highest class, filled with astounding buildings. Over time it has become middle class with only some of the old buildings still surviving. Many of the more successful shipwrights and cartographers have historically lived here.&lt;br /&gt;
====[[Bowman-Outersea Cereals &amp;amp; Commodities]]====&lt;br /&gt;
{{#lsth:Bowman-Outersea Cereals &amp;amp; Commodities|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* NPC - &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, Lookout Road&lt;br /&gt;
&lt;br /&gt;
=== New Prospect ===&lt;br /&gt;
After years of protests from Mimico residents this neighborhood was finally built. It contains mostly (lower-)middle class housing and to the west an area reserved for wagon-makers and caravan suppliers.&lt;br /&gt;
&lt;br /&gt;
=== NoGWay ===&lt;br /&gt;
The short name for North of Grove Way, it used to be part of Longsee. Now it is a mostly middle class neighborhood though it has retained its cluster of alchemists and apothecaries.&lt;br /&gt;
&lt;br /&gt;
====[[Kasarian Embassy]]====&lt;br /&gt;
{{#lsth:Kasarian Embassy|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
=== Oakhurst ===&lt;br /&gt;
Known for its breweries and distilleries at the south end, the rest of the neighborhood is filled with (upper-)middle class housing and the shops and eateries that come with it. All on meandering streets with plenty of green.&lt;br /&gt;
====[[Thal Lithel]]====&lt;br /&gt;
{{#lsth:Thal Lithel|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Brewery - The Grog Father&lt;br /&gt;
* Brewery - This Is The Yeast We Can Do, owner: &#039;&#039;&#039;Bretmera Gremdain&#039;&#039;&#039;&lt;br /&gt;
* HQ - Brewers Guild, Falanae Avenue&lt;br /&gt;
* Restaurant - Feywild Shroomhouse, Korb Street&lt;br /&gt;
* Theater - Catifras Theater&lt;br /&gt;
&lt;br /&gt;
=== Old Yards ===&lt;br /&gt;
This is where the old naval yards used to be many centuries ago before they were moved up river. &#039;&#039;&#039;Abyss Annex&#039;&#039;&#039; is the unofficial name for the &#039;&#039;&#039;Old Yards and Lost Bay neighborhoods&#039;&#039;&#039; that house the poorest of the poor, most not originally from Dolac. Crime is high here but so is ingenuity. It is bisected by the &#039;&#039;&#039;Sito Road&#039;&#039;&#039; which runs north through the &#039;&#039;&#039;Kalehaven and Jeoran Terrace neighborhoods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Pawnshop - The Loan-ly Warrior&#039;s Stop&lt;br /&gt;
&lt;br /&gt;
=== Parade Fields ===&lt;br /&gt;
Historically this is where the army would present its forces to the monarch and (foreign) dignitaries. These days it&#039;s mostly a large field used for whatever purpose one needs. Encroaching on it from the south is a large caravanserai where most of the overland trade starts and ends.&lt;br /&gt;
&lt;br /&gt;
=== Pell Point ===&lt;br /&gt;
Here there&#039;s still some of the old fishing village that was the start of it all. While almost everything moved to the new port, net-makers are all found here, and there are still a few piers where fishing vessels dock and unload their catches to immediately be sold at auction. The few upper class buildings in this neighborhood are all in the hands of businesses, the other housing is a mix of lower class and (lower-)middle class.&lt;br /&gt;
&lt;br /&gt;
====Bajakian Ferry====&lt;br /&gt;
{{#lsth:Avale|Bajakian Ferry}}&lt;br /&gt;
====[[House Ditta]]====&lt;br /&gt;
{{#lsth:House Ditta|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
=== Prester ===&lt;br /&gt;
A neighborhood in decline; these days it is known for its many flophouses where down on their luck sailors spend their time ashore. This brought with it many, many taverns, brothels, and other businesses of ill repute. Businesses that can be found here are paint makers and outfitters.&lt;br /&gt;
====Admiralty House====&lt;br /&gt;
{{#lsth:Avale|Admiralty House}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Nightclub - Spreaders, Blue Cloth Alley&lt;br /&gt;
&lt;br /&gt;
=== Proviso Place ===&lt;br /&gt;
Though next to two of the less fragrant neighborhoods of the city, Proviso Place is not too badly affected thanks to it laying in something of a bowl. Formerly mostly full of warehouses, many have now been converted into middle class apartments. It is known for its many theaters and [[Dolac#Culture|niteries]].&lt;br /&gt;
====Scarlet Bonnet====&lt;br /&gt;
{{#lsth:Avale|Scarlet Bonnet}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Nightclub - Knight Moves, Twiller Street&lt;br /&gt;
&lt;br /&gt;
=== Sevso Island ===&lt;br /&gt;
This island was &#039;&#039;&#039;reclaimed from the river at great expense&#039;&#039;&#039; after the city was conquered by [[Miforan Empire|Avale Sevso]]. It was the first of a number of islands that were connected with boat bridges to the western bank of the estuary. These days the island is &#039;&#039;&#039;a large neighborhood&#039;&#039;&#039; with low to middle class housing and one of the few locations in the city where the imperial name remained. It is connected to the city by the &#039;&#039;&#039;White Bridge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* NPC - &#039;&#039;&#039;Alun Djames&#039;&#039;&#039;, Reginald Avenue&lt;br /&gt;
&lt;br /&gt;
=== Uppark ===&lt;br /&gt;
Full of imposing stone buildings, this neighborhood contains upper class and (upper-)middle class housing, the other half is dedicated to keeping the wheels of power spinning.&lt;br /&gt;
&lt;br /&gt;
====Domicile of Diligence====&lt;br /&gt;
{{#lsth:Avale|Domicile of Diligence}}&lt;br /&gt;
====Inner Court Arcade====&lt;br /&gt;
{{#lsth:Avale|Inner Court Arcade}}&lt;br /&gt;
====[[Abjura Dolana]]====&lt;br /&gt;
{{#lsth:Abjura Dolana|[[Avale]]}}&lt;br /&gt;
====[[Pholtus]]====&lt;br /&gt;
{{#lsth:Pholtus|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Bank - High Shore Bonding Company&lt;br /&gt;
* HQ - Guild of Bookkeepers, Notaries &amp;amp; Scribes&lt;br /&gt;
* HQ - Guild of Cartographers &amp;amp; Surveyors&lt;br /&gt;
* NPC - &#039;&#039;&#039;House&#039;&#039;&#039;, Lock Street&lt;br /&gt;
&lt;br /&gt;
=== Woodfall ===&lt;br /&gt;
This neighborhood is known for its many migrants from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]], [[Neniros]], [[Ogren]], [[Tilgay]], and other exotic places. Numerous woodshops line the streets here; furniture makers and more general carpenters. On &#039;&#039;&#039;Langspelme Road&#039;&#039;&#039; stands the recently built &#039;&#039;&#039;Endorn Theater&#039;&#039;&#039;, named for the former boss of the Guild of Woodworkers who was instrumental in its construction. &#039;&#039;&#039;Promise Fields&#039;&#039;&#039; is filled with people at all hours and [[Dolac#Culture|gakker]] is played here, the local team is called the Bolters.&lt;br /&gt;
&lt;br /&gt;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Tavern - The Thirsty Recruit&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Dolac&amp;diff=4169</id>
		<title>Dolac</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Dolac&amp;diff=4169"/>
		<updated>2026-06-08T16:44:58Z</updated>

		<summary type="html">&lt;p&gt;DB: /* The Guilds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CountryBox&lt;br /&gt;
|image=Dolac.png&lt;br /&gt;
|Government= Plutocracy / Monarchy&lt;br /&gt;
|Capital=[[Avale]]&lt;br /&gt;
|Major Worship= [[Beory]], [[Osprem]], [[Pholtus]], [[Ulaa]]&lt;br /&gt;
|Cities= Ageha, [[Connorsville]], Ranhem, Taldem, [[Thimonnier]], Ultrem&lt;br /&gt;
|Climate= Temperate&lt;br /&gt;
|Exports= Almost anything&lt;br /&gt;
|Imports= Almost anything&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The country is bordered by the [[Sarodin Sea]] to the north, [[Mifora]] to the east, the [[Giant&#039;s Crown Mountains]] and [[Fir Lanear]] to the southeast, and [[Otteun]] to the south.&lt;br /&gt;
&lt;br /&gt;
This former part of the [[Miforan Empire]] is quite rich due to its geographical location. Being remarkable ship builders and having access to both the Tal river and the Sarodin Sea meant it quickly grew into the most important trade hub in the world.&lt;br /&gt;
&lt;br /&gt;
Its people are of a no-nonsense kind (many would say blunt) who take pride in their profession and living a &#039;proper&#039; life. This is also why worship of [[Ulaa]] is common in the country; though there are few mountains and little mining, the Dolacs appreciate her diligence.&lt;br /&gt;
&lt;br /&gt;
The eastern part of the country is where most of the wealth is concentrated; the shipyards, textile industry, and distilleries. The poorer western part contains little more than agricultural and fishing villages, some leather-working industry, and peat bogs.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
[[File:Dolac Weapon.jpg|left|frameless|107x107px]]&lt;br /&gt;
&#039;&#039;&#039;Technically the country is a monarchy&#039;&#039;&#039; with the current &#039;&#039;&#039;queen, Helia&#039;&#039;&#039;, being a direct descendant of Paneg Sevso himself, at least that is what the royal house claims. However, &#039;&#039;&#039;the queen is not much more than a figure head, the actual power in the nation is held by its many guilds&#039;&#039;&#039;. The country&#039;s coat of arms is a rampant griffon wearing a crown.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;guilds (see below) appoint delegates to the&#039;&#039;&#039; &#039;&#039;&#039;Council of Torchbearers.&#039;&#039;&#039; This august body &#039;&#039;&#039;holds all the real power in the country and can change laws and introduce new ones.&#039;&#039;&#039; The country has &#039;&#039;&#039;a large cadre of civil servants, the Docami&#039;&#039;&#039;, who are tasked with running things. Though not an official guild, &#039;&#039;&#039;they have a lot of influence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taxes are very low for the guilds but average for the common citizen.&#039;&#039;&#039; Any &#039;&#039;&#039;goods entering the country pay substantial import duties&#039;&#039;&#039; to offset the low taxes, the Council makes sure not to increase these too much and lose their status as the preeminent trading nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crime is about average&#039;&#039;&#039; in cities and the more populated parts of the country. Roving bands are common in the west. All towns are &#039;&#039;&#039;policed by the Humtache&#039;&#039;&#039;, part of the Docami, they are organized nationally and are not under the command of the local provost (mayor). The &#039;&#039;&#039;Internal Security Department is the nation&#039;s secret service&#039;&#039;&#039;, a direct successor to the Imperial Security Department.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
As in most countries, &#039;&#039;&#039;[[Abjura Dolana]] is tasked with the licensing of arcane spellcasters&#039;&#039;&#039;. Any entering the country have to &#039;&#039;&#039;buy a permit for no less than 50 gold pieces&#039;&#039;&#039;. This being Dolac, there is a reason behind this; &#039;&#039;&#039;taking an unpaid job for any of the guilds will refund the entire amount&#039;&#039;&#039;. These jobs are often mundane things like using mending or sending magic but the guilds make sure they get their money&#039;s worth. With so many rich guilds around, &#039;&#039;&#039;there is quite the demand for spellcasters&#039;&#039;&#039; thus many can be found here, mostly in the large cities.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Worship is very much &#039;&#039;&#039;split between three gods&#039;&#039;&#039; in Dolac. &#039;&#039;&#039;[[Beory]] is very popular in the rural parts&#039;&#039;&#039; of the country, &#039;&#039;&#039;[[Ulaa]] in those parts with much industry&#039;&#039;&#039;, and &#039;&#039;&#039;[[Osprem]] for anyone sailing the Sarodin Sea&#039;&#039;&#039; or having jobs related to maritime endeavors. &#039;&#039;&#039;[[Pholtus]]&#039; following is dwindling&#039;&#039;&#039; here as it is in most places, though most cities, even those of smaller size, will still have a temple dedicated to him. &#039;&#039;&#039;[[Ehlonna]] has some dedicated followers in the west&#039;&#039;&#039; of the country and &#039;&#039;&#039;[[Lirr]] has temples in the three largest cities&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== The Guilds ==&lt;br /&gt;
[[File:Guilds.jpg|400x400px|right]]&lt;br /&gt;
The real power in the country is held by the various guilds. Guild rules set quality, pricing, and training; they even control shop hours and punish malpractice. Letters patent (national laws) prohibit anyone from practicing these professions without guild membership. Some guilds are so in demand that any potential apprentice must buy their way into the guild, while others are always looking for more workers. Most guilds have five ranks: &#039;&#039;&#039;Apprentice, Journeyman, Artisan, Master, and Grand Master&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Guilds are usually organized by city, sometimes by region. Among the (grand)masters of the guild one &#039;boss&#039; is elected to lead. &#039;&#039;&#039;All the bosses of a guild will then elect one of them to be the national &#039;top boss&#039;&#039;&#039;&#039;, also called the &#039;boss of bosses&#039;. The &#039;&#039;&#039;guilds each appoint a delegate to sit on the Council of Torchbearers&#039;&#039;&#039;, this is often the top boss but it doesn&#039;t have to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+A listing of some of the important guilds.&lt;br /&gt;
!Guild&lt;br /&gt;
!Notes&lt;br /&gt;
!Sign&lt;br /&gt;
!Color&lt;br /&gt;
|-&lt;br /&gt;
|Alchemists &amp;amp; Apothecaries Guild&lt;br /&gt;
|Quite rich&lt;br /&gt;
|Mortar &amp;amp; pestle&lt;br /&gt;
|Purple&lt;br /&gt;
|-&lt;br /&gt;
|Armorers &amp;amp; Weaponsmiths Guild&lt;br /&gt;
|Includes fine &amp;amp; lock smiths, looked down upon whilst being the majority&lt;br /&gt;
|Anvil&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Bookkeepers, Notaries &amp;amp; Scribes&lt;br /&gt;
|Lawyers are not allowed to join any guild&lt;br /&gt;
|Book&lt;br /&gt;
|Black&lt;br /&gt;
|-&lt;br /&gt;
|Brewers Guild&lt;br /&gt;
|Includes brewers, distillers, and vintners&lt;br /&gt;
|Barrel&lt;br /&gt;
|Orange&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Cartographers &amp;amp; Surveyors&lt;br /&gt;
|Small but very rich and protective&lt;br /&gt;
|Compass rose&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Glaziers &amp;amp; Mirrorers&lt;br /&gt;
|The last guild to be added.&lt;br /&gt;
|Prism&lt;br /&gt;
|Clear&lt;br /&gt;
|-&lt;br /&gt;
|Leatherworkers Guild&lt;br /&gt;
|Includes tanners but not hunters or trappers&lt;br /&gt;
|Hide&lt;br /&gt;
|Tan&lt;br /&gt;
|-&lt;br /&gt;
|Mercantile Guild&lt;br /&gt;
|Does not include [[:Category:Organisations#Mercantile|merchant houses]], only small fry; bakers, cobblers, etc.&lt;br /&gt;
|Scales&lt;br /&gt;
|Bronze&lt;br /&gt;
|-&lt;br /&gt;
|Seafarers Guild&lt;br /&gt;
|Also includes those who ply the rivers&lt;br /&gt;
|Sail&lt;br /&gt;
|Azure&lt;br /&gt;
|-&lt;br /&gt;
|Shipwrights Guild&lt;br /&gt;
|See themselves as the preeminent guild&lt;br /&gt;
|Ship&lt;br /&gt;
|Gold&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Stevedores&lt;br /&gt;
|Includes warehouse workers and the like&lt;br /&gt;
|Crate&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Stonemasons Guild&lt;br /&gt;
|Includes architects&lt;br /&gt;
|Mason&#039;s square&lt;br /&gt;
|White&lt;br /&gt;
|-&lt;br /&gt;
|Weavers and Tailors Guild&lt;br /&gt;
|All fabrics, includes sail-makers and dyers&lt;br /&gt;
|Needle &amp;amp; thread&lt;br /&gt;
|Grey&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Woodworkers&lt;br /&gt;
|Includes coopers, wagon-makers, and wheelwrights, but not lumberjacks&lt;br /&gt;
|Saw&lt;br /&gt;
|Umber&lt;br /&gt;
|}&lt;br /&gt;
Farmers, hunters, peat cutters, and most unskilled laborers are not organized into guilds and have paid the price for it. The &#039;&#039;&#039;Council of Torchbearers will not allow new guilds to be formed&#039;&#039;&#039;, so some professions have organized in other ways. These include the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;, the &#039;&#039;&#039;Banking Alliance&#039;&#039;&#039;, and the &#039;&#039;&#039;Messengers Coalition&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
The land northwest of the Tal river delta is one of imposing dunes with behind them sporadic forests and many peat bogs. A large stretch along the Fiumare river contains land that is suitable for both crop growing and grazing cows. South of the Fiumare the land gets hillier and contains more forests and less agriculture though close to the Otteun border many orchards can be found.&lt;br /&gt;
&lt;br /&gt;
The Tal river delta contains many islands, a few of which are permanent enough to have been inhabited for centuries, whereas others appear and disappear over time. Marshes dominate the landscape around the delta, it takes a lot of effort from the government to keep the major roads from flooding.&lt;br /&gt;
&lt;br /&gt;
East of the delta the dunes give way to beaches. Behind them are many fens and heaths. As the land rises to the south we find newly planted forests and grassy hills. Sheep are more numerous than people in this part of the country.&lt;br /&gt;
&lt;br /&gt;
To the south, the eastern bank of the Tal river is mostly used to graze cows, where the western bank is mostly used to grow vegetables and rye.&lt;br /&gt;
[[File:Sevso Sound.png|left|150x150px]]&lt;br /&gt;
&lt;br /&gt;
==== Sevso Sound ====&lt;br /&gt;
The last fifteen kilometers of the Fiumare river before it empties into the Tal estuary is surrounded by &#039;&#039;&#039;sheer rock faces that rise 120 meters&#039;&#039;&#039; or more on either side. &#039;&#039;&#039;Two special rocks&#039;&#039;&#039; can be found along the top, &#039;&#039;&#039;one resembling a heron&#039;&#039;&#039; with its wings spread wide and &#039;&#039;&#039;the other looks like a penguin&#039;&#039;&#039;, many of which can be found here.&lt;br /&gt;
[[File:Wizards Tower.png|right|131x131px]]&lt;br /&gt;
&lt;br /&gt;
==== Wizards Tower ====&lt;br /&gt;
This &#039;&#039;&#039;butte rises 256 meters&#039;&#039;&#039; from the ground, at the top it is 64 meters in diameter, while the base is 128 meters in diameter. It can be found in the &#039;&#039;&#039;west of country&#039;&#039;&#039;, there are no mountains, or even tall hills, anywhere nearby and it is &#039;&#039;&#039;still a mystery how it came to be&#039;&#039;&#039;. The name was given because of the resemblance to the types of towers wizards like to build. One story claims it was part of a large floating island that fell down from the sky during the [[Collapse]].&lt;br /&gt;
&lt;br /&gt;
== Ecology ==&lt;br /&gt;
Rabbits, hares, squirrels, chipmunks, moles, voles, shrews, weasels, badgers, and bats are common in forests and fields. The marshes are full of beavers, otters, minks, muskrats, and turtles. Wild goats are seen in small numbers in the hilly parts of the south.&lt;br /&gt;
&lt;br /&gt;
Many deer still roam the country, moose can be found in the south. Wolves are relatively rare, foxes are abundant and boar somewhere in the middle. Rarely bison can be seen in the eastern parts of the country. Black bears are quite common, as are wildcats. Snakes are copious in the wetlands though most aren&#039;t dangerous. Many frogs and toads can be found here as well, including &#039;&#039;&#039;a giant frog not seen anywhere else&#039;&#039;&#039;. Caiman are not native to the country but there are a few large &#039;farms&#039; in the Tal river delta where they are kept for their skin. Occasionally some escape and now wild caiman have become an actual danger.&lt;br /&gt;
&lt;br /&gt;
Common birds include gulls, terns, herons, stork, stonechats, jackdaws, blackbirds, magpies, bitterns, coots, grebes, ducks, geese, and swans. The &#039;&#039;&#039;Heyhe penguin with its striking orange markings is exclusive to the region&#039;&#039;&#039; and can be found along the Fiumare river. The kestrel is the most seen raptor after the many species of owl that make their home here. The sparrowhawk and osprey are also quite abundant.&lt;br /&gt;
&lt;br /&gt;
Fish, such as bream, roach, rudd, pike, carp, tench, ide, and perch thrive in the many lakes and rivers. Crabs, shrimp, mussels, and snails are farmed on an industrial scale with most exported to Mifora. Dolac has an extensive fishing fleet with sole, plaice, mackerel, whiting, and cod being the most caught fish. The whaling industry is even bigger though, bringing in many baleen whales. &#039;&#039;&#039;Unique to Dolac are electric eel&#039;&#039;&#039; that come from the Sarodin Sea and swim through the entire delta every autumn.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&#039;&#039;&#039;Harpies&#039;&#039;&#039; are likely the biggest threat to anyone venturing in the wilds, they can be found throughout most of the country. The &#039;&#039;&#039;aurumvorax&#039;&#039;&#039; is a monster that is surprisingly common even though there isn&#039;t that much metal ore or mining in the country. Another real danger are &#039;&#039;&#039;gricks&#039;&#039;&#039; that have adapted to living in forests, they are very hard to spot.&lt;br /&gt;
&lt;br /&gt;
The Restless (undead) are common here as in most places, with the &#039;&#039;&#039;ghoul&#039;&#039;&#039; as the most encountered after the zombie. In the less settled parts of the country &#039;&#039;&#039;fey creatures are prevalent&#039;&#039;&#039;. &#039;&#039;&#039;Giants&#039;&#039;&#039; are usually only seen near the Giant&#039;s Crown Mountains. A number of kobold tribes live in the western part of the country but they trade with nearby villages and are not a danger.&lt;br /&gt;
&lt;br /&gt;
The many wetlands come with their own kinds of monsters such as &#039;&#039;&#039;mephits&#039;&#039;&#039;, &#039;&#039;&#039;shadow mastiff&#039;&#039;&#039;s, &#039;&#039;&#039;oozes&#039;&#039;&#039;, &#039;&#039;&#039;bog hags&#039;&#039;&#039;, &#039;&#039;&#039;mud hulks&#039;&#039;&#039;, and the ever present &#039;&#039;&#039;will-o&#039;-wisps&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Persistent stories tell of &#039;&#039;&#039;Sól&#039;s Hole&#039;&#039;&#039;. It is said that when this &#039;&#039;&#039;goddess of the [[Eras|First Era]]&#039;&#039;&#039; died, she fell to earth in a column of light that permanently blinded all who saw it. Afterwards nothing was left but &#039;&#039;&#039;a hole in the ground hundreds of meters in diameter and deeper than anything&#039;&#039;&#039;. Supposedly, ever since &#039;&#039;&#039;monsters have been coming to the surface, particularly ones with tentacles&#039;&#039;&#039;. The location of this place depends on where you ask; some place it deep into the southern hills, others in the peat bogs, and others still claim it is to be found deep in an eastern forest.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;&#039;Before the rise of the [[Miforan Empire]], the area of what is now Dolac contained five countries&#039;&#039;&#039;, foremost of which was Legre, with its capital, Hegio, &#039;&#039;&#039;A nation of fishermen and shrewd river traders&#039;&#039;&#039;, it stood no chance against Avale Sevso and his armies and was soon conquered. The countries west of the Tal river, relatively poor and uncivilized by Legre&#039;s standards, followed soon after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When the empire split, Empress Ateia&#039;s daughter Tullia, the second child, who could not be more the opposite of her namesake, was assigned Secus province.&#039;&#039;&#039; She had neither experience nor talent ruling anything, let alone a country, and in the first weeks lost a large part of her eastern lands to Mifora. &#039;&#039;&#039;She had to lean heavily on her advisers and mostly ignored her courtiers in favor of generals and merchants.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soon the province returned to being the powerhouse it had been before the split, and it now did the same as Mifora had done to it; a large part of its western neighbor decided to join and the country grew to its current size. When &#039;&#039;&#039;King Allev took the throne he turned out to be even weaker&#039;&#039;&#039; than his mother. &#039;&#039;&#039;He signed off on the country&#039;s name being changed to Dolac, &amp;quot;to better reflect a new beginning&amp;quot;, and then foolishly signed new laws that severely weakened the royal house in favor of the Council of Torchbearers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No longer being under Imperial oversight or taxed as much, &#039;&#039;&#039;merchants and artisans formed their own guilds which quickly gained in influence&#039;&#039;&#039;. The military lost out in the struggle for dominance and are no longer part of the Council of Torchbearers. &#039;&#039;&#039;Nowadays there is little that happens in the country without consent of the guilds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
While &#039;&#039;&#039;humans still make up the largest share&#039;&#039;&#039; of the population, the other races have all increased in numbers quite a lot over the centuries. These days &#039;&#039;&#039;dwarves, halfling, half-elves, and half-orcs all make up anywhere between ten and fifteen percent&#039;&#039;&#039; of the population. &#039;&#039;&#039;Gnomes&#039;&#039;&#039; are not numerous anywhere but in Dolac they &#039;&#039;&#039;might be about five percent&#039;&#039;&#039; of the population. Beyond that there is &#039;&#039;&#039;a sizeable group of more exotic races&#039;&#039;&#039; that are quite rare elsewhere. &#039;&#039;&#039;In Avale they like to claim their city is even more diverse than [[The Grand Imperial City of Mifora|GICOM]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While many &#039;&#039;&#039;buildings in Avale and the other large cities are made of stone&#039;&#039;&#039;, many still from the days of empire, &#039;&#039;&#039;wooden buildings are a lot more numerous&#039;&#039;&#039;. In the &#039;&#039;&#039;western part of the country fully wooden houses&#039;&#039;&#039; are the norm, in the &#039;&#039;&#039;other parts of the country most buildings are timber frame with brickwork&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Theater in Dolac has become something quite unlike other countries. &#039;&#039;&#039;Plays have become productions that feature lots of magical effects, a full orchestra, many, oft replaced backgrounds, usually with animated features.&#039;&#039;&#039; In certain plays actors will go through many different outfits, sometimes as quick-changes for comedic effect. New plays are written every year, &#039;&#039;&#039;most of them are comedies&#039;&#039;&#039; though of late &#039;&#039;&#039;a new genre has become popular; the adventure story&#039;&#039;&#039;, usually these are still played for laughs. Even smaller towns will host these extravagant affairs whenever possible, &#039;&#039;&#039;many Dolac see this as the one kind of indulgence they are allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Another favorite evening diversion is &#039;&#039;&#039;the nitery; these are clubs with an interchanging stage show&#039;&#039;&#039;. &#039;&#039;&#039;Musicians alternate with all kinds of entertainers; mimes, ventriloquists, magicians, tellers of comedic stories or jokes, and exotic dancers&#039;&#039;&#039; in the more risque places. &#039;&#039;&#039;Dance is thought of as unseemly in the more conservative parts of the country but popular in the large cities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The abundance of cattle farming in the country has created an &#039;&#039;&#039;extensive leather industry&#039;&#039;&#039;, mostly centered around Ultrem. In turn this has led to &#039;&#039;&#039;mink farms&#039;&#039;&#039;, as their oil is used to weatherproof the leather. &#039;&#039;&#039;Clothes made of leather have become a very distinct Dolac thing&#039;&#039;&#039;, long coats and pants are the most produced.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;famous Dolac game is gakker&#039;&#039;&#039;; two teams take turns using wooden sticks to sling horseshoes into zones, from which they are then slung again to scoring zones where odd amounts of shoes score negative points and even amounts positive points, leading to a lot of strategy up to the final sling.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Critics say that &#039;&#039;&#039;Dolac managed to take the few bad aspects of their neighbors&#039; cuisine and combine them into something terrible&#039;&#039;&#039;. Where vegetables are usually blanched in Mifora, here people boil them into an unappealing mush. And where Otteuns have many different ways to prepare their potatoes, the Dolac seem to know of just one; boiling them till they fall off the fork. If you ever want to bring a butcher to tears, ask them about Dolac meat cuts. Somehow they manage to mess up the best parts of any animal, it will come as no surprise that much of the meat here is minced immediately.&lt;br /&gt;
&lt;br /&gt;
With such a huge wealth of herbs and spices being imported, one would have thought that local chefs would have come up with all kinds of unique and delectable dishes, but alas. Much of the food made these days is based on foreign recipes, certainly in the larger towns and cities. The truly Dolac dishes are nothing to write home about.&lt;br /&gt;
&lt;br /&gt;
One such is &#039;&#039;&#039;culpuddle&#039;&#039;&#039;, this is made by boiling kale and potatoes and then mashing it all together. It is usually eaten with some gravy, maybe some cracklings or a small piece of meat on good days. The truly adventurous among the Dolac add some vinegar, pickles, or mustard to the plate.&lt;br /&gt;
[[File:William Hemsley Porridge.jpg|right|383x383px]]&lt;br /&gt;
&#039;&#039;&#039;Porridge is the common breakfast food&#039;&#039;&#039; of the country, in some parts of the country salt is added to it, in others, sugar or honey. Those who can afford it might add raisins or pieces of fruit. Ordinarily the porridge is made from a form of grain, buckwheat, or (pearled) barley, but using day old bread as the base is just as common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soups made with potato and any vegetables available are often the standard evening meal&#039;&#039;&#039; in the poorer parts of the country, made into a full stew when meat can be afforded. &#039;&#039;&#039;In more prosperous parts the meal often consists of boiled potatoes, a small piece of meat or fish, and vegetables&#039;&#039;&#039; like beetroot, chicory, endives, spinach, or sprouts.&lt;br /&gt;
&lt;br /&gt;
There have been some culinary innovations; &#039;&#039;&#039;deep-fried breaded items have become very popular&#039;&#039;&#039; and are sold at food stalls, fish and meat are the most common filling but regional variants with egg, and even vegetables exist. Another is the &#039;&#039;&#039;mince mop&#039;&#039;&#039;; a cylinder or disc of minced meat, often spiced up a little, wrapped in pastry and then baked. Varieties with vegetables never made it.&lt;br /&gt;
&lt;br /&gt;
Beer and hard liquor are quite popular, though public intoxication is one of the cardinal sins for the majority of the Dolacs. Behind closed doors anything seems to be allowed, to the detriment of many a family. Dolac beers are usually made with pale malt and light in color. Liquors are mostly distilled from rye, such as the national drink; the fermented and barrel aged &#039;&#039;&#039;hoddik&#039;&#039;&#039;.&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Beljovac&amp;diff=4168</id>
		<title>Beljovac</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Beljovac&amp;diff=4168"/>
		<updated>2026-05-22T10:55:31Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityBox&lt;br /&gt;
|image=Beljovac.jpg&lt;br /&gt;
|Government=Feudalism&lt;br /&gt;
|Temples=[[Boccob]], [[Lirr]], [[Osprem]], [[Pholtus]], [[Ulaa]]&lt;br /&gt;
|Merchant Houses=[[Abraxis Combine]], [[House Ditta]], [[Hythe Maritime Services]], [[Thal Lithel]], [[Thal Sivale]].&lt;br /&gt;
|Other Organisations=[[Bruised But Not Broken]], [[Rhes Haghed]], [[Companions of Elric]], [[Kasarian Embassy]], [[Abjura Dolana]], [[Kashtin]], [[Buel Vitta Society]], [[Resa&#039;s Rest]]&lt;br /&gt;
}}&#039;&#039;&#039;The capital of [[Haza]] and its largest city, the Glory of Silazni Zmaj, as it is known, is one of the most advanced cities in the world.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Historically the city has been made up of a number of divisions all named for colors. The names just sprung up over time and the divisions have no set borders and are not administrative localities.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
==== Činel Cymbals ====&lt;br /&gt;
For over four centuries the Činel family has built &#039;&#039;&#039;cymbals that have no equal&#039;&#039;&#039;. They are forged on the premises of their shop in the &#039;&#039;&#039;Amber division&#039;&#039;&#039; from copper and other metals mined in the north. The exact alloy used is a most closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
==== Deep Sea Wonders ====&lt;br /&gt;
The sea offers more marvels than anyone will ever see and thus the Ronilac family has made it its goal to share their treasures with the world. &#039;&#039;&#039;Part museum and part shop&#039;&#039;&#039;, you will be astounded as to what is on offer at this tumbledown building in the &#039;&#039;&#039;Amber division&#039;&#039;&#039;. From rare pearls in black and pink, to amazing coral works of art, to the strangest creatures of the deep, you will be amazed by the collection.&lt;br /&gt;
&lt;br /&gt;
==== Fort Beljo ====&lt;br /&gt;
When the city was little more than a fishing village Vojvoda (Duke) Kassan Beljo saw something no one else saw in the place. He had the fort constructed and from there the city grew quickly in both size and importance. That it would become the nation&#039;s capital in just over a century was something that even he probably did not foresee. The fort is &#039;&#039;&#039;still in use&#039;&#039;&#039; and stands in the &#039;&#039;&#039;Hazel division&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Roncee &amp;amp; Roncee ====&lt;br /&gt;
There is little discussion as to where the &#039;&#039;&#039;world&#039;s best crossbows&#039;&#039;&#039; are made; only one name will be mentioned, twice. From their workshop in the &#039;&#039;&#039;Viridian division&#039;&#039;&#039; the company exports their bespoke weapons to those few who can afford the prices for these works of art. A signature piece like their &#039;Antinomy&#039; will easily exceed a thousand gold pieces, twice over when made of precious metals and engraved, with a waiting period of 2-3 years between the order and delivery.&lt;br /&gt;
&lt;br /&gt;
==== Sídlo Palace ====&lt;br /&gt;
In the heart of the city stands the royal residence, its indigo walls giving name to the &#039;&#039;&#039;Indigo division&#039;&#039;&#039; and maybe the origin of the naming convention. While the palace is of a modest size it is undoubtedly an architectural marvel. Slender columns hold aloft a frieze intricately carved with scenes of a prosperous nation and large windows give it a very open quality.&lt;br /&gt;
&lt;br /&gt;
==== Záhrady Gardens ====&lt;br /&gt;
Over half of the &#039;&#039;&#039;Indigo division&#039;&#039;&#039; is taken up by this park that showcases just about all plant species found in the country. Citizens love to stroll through here on their day off and picnic on the lawns. It is also a very popular place for marriage proposals. Tessaril Leadea, a druid of the [[Circle of Irbac]], and her assistants are dedicated to maintaining everything with meticulous care.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
====[[Companions of Elric]]====&lt;br /&gt;
{{#lsth:Companions of Elric|[[Beljovac]]}}&lt;br /&gt;
====[[Kasarian Embassy|Kasarian Embassy]]====&lt;br /&gt;
{{#lsth: Kasarian Embassy|[[Beljovac]]}}&lt;br /&gt;
====[[Abjura Dolana|Abjura Dolana]]====&lt;br /&gt;
{{#lsth: Abjura Dolana|[[Beljovac]]}}&lt;br /&gt;
====[[Rhes Haghed]]====&lt;br /&gt;
{{#lsth:Rhes Haghed|[[Beljovac]]}}&lt;br /&gt;
==Temples==&lt;br /&gt;
====[[Boccob]]====&lt;br /&gt;
{{#lsth:Boccob|[[Beljovac]]}}&lt;br /&gt;
====[[Lirr]]====&lt;br /&gt;
{{#lsth:Lirr|[[Beljovac]]}}&lt;br /&gt;
====[[Osprem]]====&lt;br /&gt;
{{#lsth:Osprem|[[Beljovac]]}}&lt;br /&gt;
====[[Pholtus|Pholtus]]====&lt;br /&gt;
{{#lsth: Pholtus|[[Beljovac]]}}&lt;br /&gt;
====[[Ulaa]]====&lt;br /&gt;
{{#lsth:Ulaa|[[Beljovac]]}}&lt;br /&gt;
==Merchant Houses==&lt;br /&gt;
====[[House Ditta]]====&lt;br /&gt;
{{#lsth:House Ditta|[[Beljovac]]}}&lt;br /&gt;
====[[Hythe Maritime Services]]====&lt;br /&gt;
{{#lsth: Hythe Maritime Services|[[Beljovac]]}}&lt;br /&gt;
== Notable People ==&lt;br /&gt;
&lt;br /&gt;
* Vita Meloi (ruler)&lt;br /&gt;
* Commander Dorovic (head of the Green Guard)&lt;br /&gt;
* Director Tatec (head of the Kurbak)&lt;br /&gt;
* Shevaya Iliphar (wizard)&lt;br /&gt;
* Gaver Nesgra (gnome sage, Far Realm)&lt;br /&gt;
* Salla Starnhap (halfling mercenary)&lt;br /&gt;
* Nyrin Bilac (Rhes Haghed don)&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Oscar&amp;diff=4167</id>
		<title>Oscar</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Oscar&amp;diff=4167"/>
		<updated>2026-05-18T15:38:23Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Oscar.png|right|450x450px|Oscar]]&lt;br /&gt;
One of the party members from [[The Wreck - Chronological order of Events|The Wreck]].&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|Oscar&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Race&#039;&#039;&#039;&lt;br /&gt;
|Halfling&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Age&#039;&#039;&#039;&lt;br /&gt;
|Young Adult&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
|Outlander&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Deep within an uncharted forest where trees reach the sky and silence speaks louder than words, a halfling infant was left behind. No one came looking. No one called his name. Wrapped only in a coarse [[Thola&#039;s Blanket|blanket]] embroidered with ancient faded runes, the child cried beneath the canopy—until the forest answered.&lt;br /&gt;
&lt;br /&gt;
From the shadows emerged a wolf—enormous, gray, and silent—with eyes that shimmered not with hunger, but with understanding. But this was no ordinary beast. It was [[Elaren]], an old druid who had long ago shed civilization and taken the shape of a wolf to live in balance with the wild. Elaren knew who the child was—and why he’d been left behind. But he kept his true form hidden from the halfling.&lt;br /&gt;
&lt;br /&gt;
The Halfling never learned to speak. He learned from the world around him: the way vines creak before a storm, how the wind shifts before danger, how a flick of an ear or twitch of a tail can speak volumes. He stalked, hunted, climbed, fought. His senses sharpened. His thoughts became instincts. He was not raised by a man, but by the law of the forest and the rhythm of the pack.&lt;br /&gt;
&lt;br /&gt;
But not all instincts are animal. Sometimes, the Halfling dreams. He dreams of a woman’s voice singing softly in a tongue he does not know—fluid, mournful, and ancient. The melody wraps around his heart like vines around a stone. Sometimes he wakes with tears on his face. The song feels like a memory, but not one of his own.&lt;br /&gt;
&lt;br /&gt;
As he aged, he developed talents of his own—keen tracking, an unnatural bond with beasts, and an ability to vanish into the wild as easily as a shadow. To him, Elaren was not a druid. He was simply the Wolf—a guardian, a guide, a parent. During this period, the Halfling never left the forest. Sometimes he would go to its edge. In the distance he would see buildings, people, but as curious as he was, he never dared to leave. On rare occasions, travelers entered the forest. The Halfling would stalk them, observe them, mimic them. Somewhere deep inside, he knew he was not so different—but he never knew how to be like them.&lt;br /&gt;
&lt;br /&gt;
At a later age, even though the Halfling never became familiar with the civilized world or learned of common technology, it came naturally to him how to create simple tribal clothing and a spear. The spear wasn’t much more than a short and sharp stone tied to a branch, but it was useful enough to hunt rabbits, squirrels and deer.&lt;br /&gt;
&lt;br /&gt;
And then, one day… The Wolf was gone.&lt;br /&gt;
&lt;br /&gt;
No scent. No trail. No howl in the distance. The Wolf vanished as mysteriously as he had appeared, leaving Oscar without direction for the first time in his life.&lt;br /&gt;
&lt;br /&gt;
Driven by instinct and a gnawing need for answers, the Halfling left the forest and stepped into the world of stone, fire, and noise. The so-called &amp;quot;civilized world&amp;quot; confounds him—its languages strange, its customs baffling, its rules invisible and absurd. He does not speak. He does not bow. He eats with his hands, sleeps on rooftops, and growls when threatened.&lt;br /&gt;
&lt;br /&gt;
But more confusing than any city is the reflection in the water. He sees the halfling face he’s always had… but it feels wrong. Unfamiliar. His mind and soul twitch in rhythms of fang and paw, not speech and song. As he watches others—laughing, weeping, bartering, building—he finds himself torn between two truths: &amp;quot;Am I pretending to be a halfling, or pretending not to be?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Through it all, he searches. For the Wolf. For the truth. For the reason he was cast away.&lt;br /&gt;
&lt;br /&gt;
His only clue: the runes on his childhood blanket—worn and faint, but pulsing with meaning he cannot yet decipher. He carries them not as a comfort, but as a question. Something is watching him. Something is waiting. Whether it is nature, fate, or something darker, Oscar walks toward it barefoot and unafraid.&lt;br /&gt;
&lt;br /&gt;
While foraging near the forest’s edge, the Halfling stumbled upon an orchard of apple trees. As careful as he was to grab a handful of apples without being noticed, he did not notice the owner of the orchard looking at him from a distance. An elderly man simply observed the young halfling without intervening. For this human observing the Halfling was almost entertaining, but at the same time the man pitied the boy. After a moment’s stillness, he fled back into the trees—apples in hand, heart pounding, belly full.&lt;br /&gt;
&lt;br /&gt;
For the next couple of weeks the boy returned daily to the orchard and the man would wait for him. It took him a couple of days to notice the man, but when he did, he did not run or try to hide. He looked at the man with a curious eye, analyzed the man’s behavior. The man was calm, stayed at a safe distance, did not move or approach the kid. After this first encounter and every day after the man would be sitting at the fence of the orchard closer to where the boy would enter. The boy would notice the man, but focus on his objective. Until one day the man spoke to him: “What is your name?” The boy got spooked, showed his teeth and growled at the man. The man directly understood that the boy did not understand him, nor spoke in common tongue. The man looked at the Halfling and spoke: “Oscar… I will name you Oscar” while pointing at the young boy. After a short hesitation the boy fled back to the forest. While enjoying his well earned “stolen” apples he repeated the words of the man in his head: “Os-car”. It made him curious… He decided that the next day he would return to the orchard and find to the old man again.&lt;br /&gt;
&lt;br /&gt;
The next morning, something felt wrong. Oscar crept toward the orchard—but the old man was gone. He did not smell, see, nor hear the man. No scent. No sign. No breath on the wind. His instincts screamed flight—but something deeper urged him forward. He wanted to find the man. Learn from him. During this moment of hesitation, he heard a whistling sound, and before he knew it, a bola had struck his legs. Instantly, Oscar drew his spear, started growling and hissing, and looked around him. Within seconds, a group of men on horseback had surrounded him—clad in bright, rattling metal that clanked with every movement. One man looked different though... [[Silas &amp;quot;The Hound&amp;quot; Vance|A thin man in dark leather armor]] was among them. The man misses a tip of his left ear and holds a bola in his hand. He speaks to the others: &amp;quot;Seize him!&amp;quot;. In a brief moment, he saw the old man in the background being held by one of them. The man holding him looked similar to the others. Before Oscar could act, a mace struck the back of his head—and everything went black.&lt;br /&gt;
&lt;br /&gt;
When he woke up, one word rings through his head: Os-car…. Oscar…&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
“At first I thought he was a child lost in the woods. Small, crouched low, spear in hand—but there was something off. Not fear. Not weakness. He didn’t flinch or speak. Just watched. Those eyes were too sharp, too still. Blue as river ice, but wild, like they’d never seen a mirror or a ceiling.”&lt;br /&gt;
&lt;br /&gt;
“His clothes weren’t clothes—just bark and fur stitched together with twine or vine. Feet bare, legs scratched, arms wrapped in hide like a creature preparing for winter. Around his neck hung teeth—not trophies, not jewelry. A message, maybe. Or protection.”&lt;br /&gt;
&lt;br /&gt;
“He didn’t blink much. Didn’t move unless he had to. Like a fox that learned long ago to stay silent if it wants to live. When he finally did move, it was sudden—low to the ground, deliberate. He gripped that primitive spear like it meant more than life itself. Like it was the only truth he understood.”&lt;br /&gt;
&lt;br /&gt;
“I tried to speak to him. He just tilted his head. Not confused—just... uninterested. Then he was gone, into the brush, not a sound behind him. I swear the woods swallowed him whole.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Local Hunter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The journey begins, the first days... ==&lt;br /&gt;
[[File:C825e020-aa45-476a-a69b-d2e3bbe35d19.png|right|450x450px]]&lt;br /&gt;
Sitting by the fire, Oscar reflects on the last few days and how strange they have been. The only familiar thing to him was probably the of rats that he ate...Why did they take him away? What happened to the old man? Who are these people? Where is he? He has had so many impressions over the last couple of days from a civilized, yet unknown world.&lt;br /&gt;
&lt;br /&gt;
So many things are going through his head that he finds it hard to focus on one particular thing. He looks around at the other people around the campfire, one by one.The well-dressed human who offered him grapes on the ship seems to have good intentions... When the man slipped off the trapdoor on the sea, Oscar instinctively reached out to him and pulled him back up. Oscar is not entirely sure why he did it... He even gave Oscar a spear that he had found in the cave. Oscar looks at the spear next to him, grabs it, and examines it. It feels very balanced, yet unnatural. There is something about it that Oscar just cannot place.&lt;br /&gt;
&lt;br /&gt;
The female elf seems very hurt, yet she looks strong and determined. Oscar looks over to the gnome, who just wrapped his head, and notices that his eyes have changed colors. Something feels very odd, and it frightens Oscar. He grabs the necklace that he found. There are numerous teeth. Oscar recognizes the shape of the teeth and quickly determines they are from big cats such as tigers or panthers. It definitely holds magical capabilities.&lt;br /&gt;
&lt;br /&gt;
As Oscar&#039;s own necklace was taken away from him, he seems very content to have found a new one. With a smile, he puts it on. Oscar reaches over to his pouch and opens it. He is relieved as he sees that the blanket is still intact and only slightly damp and dirty. It&#039;s time to rest now, who knows what tomorrow will bring... For now Oscar is determined that staying with these people increase the chances of his survival..&lt;br /&gt;
&lt;br /&gt;
As Oscar lies in his bed in the Grey Minstrel Inn, he takes a deep breath while looking out the window. He sure is happy to finally be on solid ground and well... above ground again. Sleeping indoors with a roof above his head is still a strange thing, but the comfort of a bed is surely warm welcome.He is slowly getting more used to the company, their rituals, their way of interacting and living around eachother. It is a shame the spear that he was given by Quinton broke so quickly, it must have been of very poor quality if it breaks after a single attack...&lt;br /&gt;
&lt;br /&gt;
The Necklace is now missing a tooth after Oscar used it to fight the creatures underground. He looks at his hands, which look normal to him. The Necklace seems very powerful to him. Everything that happened underground still confuses him, the runes, the interaction with the Halfling, the environment... A big mystery to him. &lt;br /&gt;
&lt;br /&gt;
Atleast, with the golden tooth that he found on the market stall Oscar was able to buy a new spear. He has seen plenty of people trading shiny objects for food, materials or weapons. The man he traded the golden tooth with for a new Spear sure seemed happy with the deal!&lt;br /&gt;
&lt;br /&gt;
Oscar had to wear a strange suit before having to stand still for such a long time and watch people pass by... So many people gathered to see a dead man... He does not understand why, but he was glad when it was over and he could put on his own &#039;clothes&#039; again.&lt;br /&gt;
&lt;br /&gt;
He is wondering what tomorrow will bring....&lt;br /&gt;
&lt;br /&gt;
== The Pack ==&lt;br /&gt;
&lt;br /&gt;
As the days turn into weeks, Oscar’s world has expanded beyond the trees, though he still views these &amp;quot;civilized&amp;quot; companions through the lens of a pack animal. After the adventure where Oscar and his companions killed the Ogre he has become obsessed with the bow and arrow. After their return to the city he was able to explain to the rest of the party that he wants to have a bow in addition to his spear. In the hours the party was resting or when Oscar found a moment he practiced with the bow shooting targets in nearby allyways and parks. &lt;br /&gt;
&lt;br /&gt;
During the encounter with the Harpies Oscar had used his bow in combat for the first time. And to his delight it was even quite effective. While fighting the harpies the runes on Oscar&#039;s Blanket started to glow faintly and gave Oscar additional properties. Properties that he would find very useful in the future.   &lt;br /&gt;
&lt;br /&gt;
He has grown to trust the tall ones in his circle. Quinton and Dauphine have shown him a kindness he didn&#039;t know existed in the world of stone and metal. They do not growl or strike when he is confused; instead, they offer patience, they help him, offer food and drinks, teach him things. Dauphine, in particular, has found a way to bridge the silence between them. She created marks on parchment, drawings of food, water, danger, and shelter and many more. When the words of the common tongue become a buzzing hive in his ears, Oscar can simply point to her sketches. &lt;br /&gt;
&lt;br /&gt;
Then there is the gnome, Darius. Oscar watches him with a wary curiosity. At night, when the others sleep, Oscar’s sharp eyes have seen the gnome’s form shift and blur. Darius his eyes change of colour, but also his bevaviour. It is a mystery that smells of old earth and hidden things, and it keeps Oscar’s hand close to his spear and bow. &lt;br /&gt;
&lt;br /&gt;
Through all these strange transitions, Oscar finds his only true peace in [[Thola&#039;s Blanket|Thola’s Blanket]].He keeps the coarse fabric tucked away, a sacred relic of his past. He often runs his calloused fingers over the faded runes, feeling the rhythm of the embroidery even if he cannot read its meaning. It smells of the deep forest—of damp moss and the ancient wolf, Elaren. To anyone else, it is a ragged scrap of cloth; to Oscar, it is his only proof that he belongs to something, or someone, beyond the cage he was found in. It is his anchor in a world that moves too fast.&lt;br /&gt;
&lt;br /&gt;
His instincts were put to a different kind of test during a dark trek through the city&#039;s veins. While moving through a narrow, grime-stained alley with Darius and the woman named Jinnie, a sound sliced through the humid air—an agonizing, guttural cry of a woman in pain. Oscar’s ears twitched, and his muscles coiled, ready to spring toward the source of the distress. Every animal instinct screamed to investigate the predator or the prey. However, he looked at Darius and Jinnie. They did not break their stride; they carried a weight of purpose that did not include the shadows of that alley. For a heartbeat, doubt gnawed at him—a flicker of the forest law that says one must heed the cries of the woods—but he saw the determination in his companions&#039; eyes. He was part of a pack now, and the pack was moving forward. Oscar pushed the doubt into the dark corners of his mind and followed their lead, leaving the cry behind in the cold stone silence.&lt;br /&gt;
&lt;br /&gt;
To Oscar, Jinnie’s death was not a &amp;quot;tragedy,&amp;quot; but a sudden, violent transformation. One moment, she was a source of heat and movement; the next, she was as still as a fallen log. He watched the blue shadow creep across her skin, a color he recognized from the venomous things that crawl in the deep brush. When they reached the clearing to burn the body, Oscar’s attention shifted to the gnome, Darius. Oscar Notices a change in Darius, he has become more silent, his posture is different than usually. After some days, using his &#039;&#039;&#039;Heart Sight&#039;&#039;&#039;, Oscar reached out, his hand brushing against Darius’s cloak. The connection was a jolt. Through the blanket, Oscar didn&#039;t just see the gnome’s sorrow; He felt everything..... &lt;br /&gt;
&lt;br /&gt;
== The Adventure ==&lt;br /&gt;
After weeks of working and spending time together with the party Oscar is getting used to the loudness of the city, to people speaking. Certain sounds and words repeat and begin to stand out. He does not understand most of it, but he starts to recognize that some words belong to people, actions, objects.&lt;br /&gt;
&lt;br /&gt;
He stays close to the others more often. Their names are often repeated. Darius, Dauphine, Quinton. They call him Oscar. The same name he was given by the old man at the orchard. He did not think much of it how they learned that name, but he started to get familiar with it.&lt;br /&gt;
&lt;br /&gt;
When Oscar finds time to spend on his own he practices the names, simple words, tries to listen to conversations from the party or even other people. Sometimes standing a little too close so people shoo him away. Quinton has taken Oscar to practice some simple words in the park. Words that match the symbols Dauphine gave him on a sheet. He learned the meaning of the words Yes and No fairly quickly.&lt;br /&gt;
&lt;br /&gt;
After the event with Darius and the killed woman Oscar finds himself often near Darius, the connection they made through Heart Sight has kickstarted a mutual trust between the two. Even though words are not fully understood, the connection is still there.&lt;br /&gt;
&lt;br /&gt;
Oscar recognizes the pattern of the party receiving jobs through various people that in turn reward him with gold coin. Usually he follows the rest of the party blindly when he does not understand what the job is, but he constantly checks with them to understand if there is something he needs to point his bow at. This worked rather well so far... Until they met this lizard faced man. Checking in with his party no one seemed to react in the same way he did. This confused Oscar for a very long time until he realized later they might not have seen what he saw.&lt;br /&gt;
&lt;br /&gt;
When the party went to the island to gather a Tomko tree in the middle of the forest (of which Oscar had no idea until it happened) he seemed both comfortable and unsettled at the same time. Being in a forest used to be his place of comfort, the trees, the animals, sounds and smell. But it has been so long since he had started to live in the city that it had taken some time to get used to it again. One thing is for sure, Oscar will never get used to staying on a ship for a long period of time.&lt;br /&gt;
&lt;br /&gt;
On a later trip the party encountered a man with a bunch of crates. One of the party members handed over some gold pieces to the man and got a crate in return. The contents of the crate was a mix of various objects. Being intrigued by this Oscar handed over some gold and was given a crate. After opening it his crate contained a different assortment of objects. Both confused and excited he looked at the two other party members that had not gotten crates yet and Oscar handed over some more coins so they also got a crate. This Mystery crate concept excited Oscar so much he handed over even more coins to everyone in the party got an additional crate. This feeling, this exciting feeling was completely new to Oscar. He just wanted to buy more and more of the crates until his ran out of coins. Fortunately for him (Oscar doesn&#039;t know) Quinton pushed the party away from the man. The only regret Oscar had that they is that he didn&#039;t buy more crates for him and his friends.&lt;br /&gt;
&lt;br /&gt;
After arriving at the destination Oscar&#039;s mind was still with the Mystery Crates. The party stayed the night and ventured into the cellar, looking for something of which Oscar has no idea. The party went down through the tunnels and encountered Skeletons. Instinctively Oscar follows the party with destroying the skeletons. Oscar notices Darius is extremely focused on destroying the undead and is determined to help him with doing exactly that. When they encounter a flaming skeleton Oscar does not hesitate and fires directly at it. When stepping backwards Oscar is being engulfed by a Gelatinous cube. After a fierce battle both the cube and the flaming skeleton are brought down when a Child appears. The child holds a a large disk and when the party approaches a wave of energy flies out and downs Oscar. When being brought back Oscar feels nothing but Anger towards the kid. It&#039;s a target, an enemy, but the party members do not seem to attack the boy, instead to try to reason with him. Oscar fires a warning shot in an attempt to scare off the kid, but that unfortunately does not help as the boy readies itself to defend himself.&lt;br /&gt;
&lt;br /&gt;
Oscar does not understand much from the conversation that follows, but he does understand that the ring holds some kind of power. Afterwards the party ventures deeper into the tunnels, but it seems they do not find what Dauphine is looking for.&lt;br /&gt;
&lt;br /&gt;
A new job is presented by a halfling with a missing hand to find a missing object. Oscar is determined to help the party find whatever this &amp;quot;Bust&amp;quot; is. After following the party to a building Quinton seemingly disappears and appears inside to open the door for the rest of the party. When the party moves quietly through the building Oscar is handed [[Phlegethos’ Pick]] by Darius. With a simple instruction from Darius, Oscar manages to open the door rather quickly. The pain from the Pick is quickly forgotten by the joy and price Oscar is experiencing from opening that lock.&lt;br /&gt;
&lt;br /&gt;
When Quinton points out the safe to Oscar the only thing on his mind is &amp;quot;Mystery Crate&amp;quot;. When the rest of the party is distracted by something Oscar quickly picks the safe&#039;s lock and grabs the bag of coins that is in it. The thrill of opening the lock and finding something in the safe for him to take makes him super happy. When Darius sees Oscar taking a bag of coin from the Safe he points and whispers to Oscar to put it back in the safe. Not fully understanding Darius, Oscar mistakenly seems to think that Darius wants some of the coin and hands a handful of coin over to him. When Darius does not respond in the way Oscar hoped he used Heart Sight to connect with Darius. Darius seems upset, but this time the emptiness and sorrow that he feels from Darius is much less than the last time they connected.&lt;br /&gt;
&lt;br /&gt;
Darius went back to the safe to put the coins back as Oscar walked towards the door of the office to check on the others. Not being able to see the others Oscar Beckons Darius and speaks his first word: &amp;quot;Da-Rius&amp;quot; and points towards the others. And it&#039;s only the beginning...&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Silas_%22The_Hound%22_Vance&amp;diff=4166</id>
		<title>Silas &quot;The Hound&quot; Vance</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Silas_%22The_Hound%22_Vance&amp;diff=4166"/>
		<updated>2026-05-18T15:37:19Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;“I’ve tracked displacer beasts in the Feywild and wyverns in the Crags, but that little feral scrap? He didn&#039;t run like a halfling. He ran like a wolf. I still look at the canopy sometimes, half-expecting his pack to come for my throat.”&#039;&#039; — Silas Vance&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|Silas &amp;quot;The Hound&amp;quot; Vance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Race&#039;&#039;&#039;&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Age&#039;&#039;&#039;&lt;br /&gt;
|Middle-aged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occupation&#039;&#039;&#039;&lt;br /&gt;
|Bounty Hunter / Monster Tracker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Silas is a tall, wire-thin human weathered by decades under the sun and rain. He wears practical, dark leather armor over muted grey traveling clothes—nothing that glints in the light or makes noise when he moves. His most striking feature is a heavy, scarred jawline and a missing tip of his left ear (a souvenir from a past hunt).&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
The Person that caught Oscar.&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Elaren&amp;diff=4165</id>
		<title>Elaren</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Elaren&amp;diff=4165"/>
		<updated>2026-05-18T15:37:09Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;“The wild does not judge a seedling by the soil it fell from. I took him in because the forest demanded it. But a wolf cannot teach a boy how to be a man, and a druid cannot hide a child from his destiny forever.”&#039;&#039; — Elaren&lt;br /&gt;
[[File:Elaren.png|thumb|450x450px]]&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|Elaren&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Race&#039;&#039;&#039;&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Age&#039;&#039;&#039;&lt;br /&gt;
|Venerable&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|Druid (Circle of the Moon)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
=== The Wolf Form (What Oscar Knows) ===&lt;br /&gt;
To Oscar, Elaren is simply &#039;&#039;&#039;The Wolf&#039;&#039;&#039;. He is a massive, prehistoric-looking timber wolf with a coat the color of winter thunderclouds and eyes that gleam like polished amber. Unlike a wild beast, Elaren&#039;s movements in this form possess an eerie, deliberate grace. He smells of deep moss, crushed pine needles, and the electric ozone that hangs in the air just before a lightning strike.&lt;br /&gt;
&lt;br /&gt;
=== The Elven Form (The Hidden Truth) ===&lt;br /&gt;
???&lt;br /&gt;
[[Category:NPC&#039;s]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4164</id>
		<title>The Wreck - Chronological order of Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=The_Wreck_-_Chronological_order_of_Events&amp;diff=4164"/>
		<updated>2026-05-18T15:35:13Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Wreck.png|right|450x450px]]&lt;br /&gt;
Four very different people survive a shipwreck and end up on a tiny island. These are their stories.&lt;br /&gt;
&lt;br /&gt;
== The protagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[Darius Naffles]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dauphine Tirfelya]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Oscar]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinton Gemweaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
&lt;br /&gt;
=== Four journeys ===&lt;br /&gt;
This is how our four friends ended up in the capital of [[Dolac]]; [[Avale]].&lt;br /&gt;
&lt;br /&gt;
==== Quinton Gemweaver ====&lt;br /&gt;
Quinton starts his journey to Avale following the Fiumare river. On the way he ran into a band of [[Nikanish]] who were trying to protect a tribe of bullywugs and the druid was asked if he wanted to help and he does. Later his camp was overrun by zombies but he managed to get away with all of his belongings.&lt;br /&gt;
&lt;br /&gt;
Then a town happened to be visited by a bunch [[Kashtin]] revelers when Quinton arrived and this lead to some very hedonistic days. Journeying on alone was quite the contrast but the beautiful landscapes made up for it especially the [[Dolac#Sevso Sound|Sevso Sound]]. From there it took a number of bridges to the islands in the Tal delta and a ferry to get across and make it to Avale where he finds an &#039;&#039;&#039;inn in the [[Avale - Neighborhoods#Cegir Town|Cegir Town]] neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city is huge and there is much to see. Quinton starts by getting a shave at Hair Me Out. Next he buys a mince mop from a street vendor. While walking and eating he nearly collides with a square-jawed, blond-haired man that steps out of an outhouse, dusting down his clothes, mumbling to himself.&lt;br /&gt;
&lt;br /&gt;
A few days later in [[Avale - Neighborhoods#Downpark|Downpark]] he passes by the Pursue Hickory bank and comes to a square where an expensively dressed gentleman is tending to a vagrant, pouring a potion down his throat which seems to make him feel a lot better.&lt;br /&gt;
&lt;br /&gt;
During another exploration of the city, this time in the North of Grove Way neighborhood, also known as [[Avale - Neighborhoods#NoGWay|NoGWay]], Quinton is lured into alley, where he is surrounded by four assailants. Things look bleak, this is an unwinnable fight and flight will also be difficult. But then an unassuming woman, short, with a cleft chin, and her dark hair in a knot, appears, and the four robbers run, saving him from an ignoble fate. The woman gives him a smile and leaves. There is no sign of her when the druid makes it back out on to the street.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Quinton to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Dauphine Tirfelya ====&lt;br /&gt;
On her donkey she makes it to the border with [[Otteun]], it’s been an interesting journey already, seeing the mammoths roam. Then Dauphine continues on to [[Midtal]], she’s never seen a big city and this is her chance. From the first inn in Otteun she finds out that elves are seen as rather exotic, people gaze at her, some small children even pull her hair.&lt;br /&gt;
&lt;br /&gt;
The caravan she was traveling with, promptly got attacked on only the second day but fortunately they managed to fight off the robbers, Dauphine having to use her shortsword in anger for the first time. Midtal was an interesting experience, still getting lots of looks on account of being an elf but getting bothered a bit less. Surprisingly she made a little money when someone offered to pay her to paint a portrait of her.&lt;br /&gt;
&lt;br /&gt;
Avale seemed the best possible next destination and the druid took passage on a river barge. The slow journey down the river gave plenty of time to focus on certain things she had been ignoring and to get to know her fellow travelers. At one village stop, Dauphine helped out one of her new friends when he was cheated on in a game of Three-Dragon Ante, managing to recover all the money.&lt;br /&gt;
&lt;br /&gt;
The barge arrived at Avale disembarking everyone in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. Two of her fellow passengers knew of a &#039;&#039;&#039;good inn in the [[Avale - Neighborhoods#Longsee|Longsee]] neighborhood&#039;&#039;&#039;, called the Other Inn, and so she joined them and walked there, taking a room on the third floor. It cost a little extra but the view of the Tal estuary is worth it. The first thing she sees is a short man with a white mustache, wearing a small hat catch a girl who picked a dwarf’s pocket. He hands the money over to the victim and then takes a piece of pastry from his pocket and gives it to the child before letting her go.&lt;br /&gt;
&lt;br /&gt;
Here, too, people still find elves quite the attraction, she finds. The nearby fish shop, For Cod’s Sake, introduced her to all kinds of new food and then she was told about another place that she just had to go visit. Following directions she went to the [[Avale - Neighborhoods#Oakhurst|Oakhurst]] neighborhood, where on Falanae Avenue she passed by Elassidil Villa, headquarters of [[Thal Lithel]]. At the intersection with Korb Street, a boy on crutches was brusquely told by a man in a carriage to get his ass in there. And then when the conveyance drove away she saw it; the Feywild Shroomhouse.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Dauphine to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Darius Naffles ====&lt;br /&gt;
After finishing his priestly training Darius was told to find his way in the world. Any direction was as good as the other but his father had told him that some far-flung family of his lived in Avale, so why not go there first?&lt;br /&gt;
&lt;br /&gt;
On his way through [[Mifora]] his skills were called upon numerous times. Usually to give his blessing or heal the wounded. But one time he arrived at a village where a recently deceased had risen. Using his god given powers he quickly destroyed it, maybe a little more thoroughly than the grieving family had hoped for.&lt;br /&gt;
&lt;br /&gt;
Then in another town, when money was low, Darius joined a group of adventurers who promised riches. The Toast of Tetia proved to be better at boasting than questing. It was only due to Darius that no one died and the riches turned out to be a single gem, that, split five ways, did not amount to all that much.&lt;br /&gt;
&lt;br /&gt;
A less than stellar encounter with a wild boar made Darius happy to finally arrive in Avale. He’s told of a small shrine to [[Ehlonna]] in the &#039;&#039;&#039;[[Avale - Neighborhoods#Abrinol|Abrinol]] neighborhood and the gnome finds an inn nearby; the Steaming Pot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Walking through the [[Avale - Neighborhoods#Clover Hill|Clover Hill]] neighborhood, Darius sees three attractive, middle-aged women coming out of Smells by Design, a perfume shop. As he passes by, he overhears part of their conversation: “Did you hear, Meghan Wellington is back in town, but the state of her...” says the brunette. “I heard she was married off to some [[Godfall]] dwarf who kept her in his cellar,” adds the blonde. “Who cares, Lilia, we have things to do down the road,” counters the redhead. “Alice, always chasing the sublime,” comments the dark-haired one.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; more than enough to get Darius to sign up.&lt;br /&gt;
&lt;br /&gt;
==== Oscar ====&lt;br /&gt;
The halfling wakes up with a headache in a small, stone room on a cot, a tiny window high on the wall provides some light. A pitcher of water stands on a table. In one corner there is a small hole in the floor that smells of excrement. A single door, locked or barred, blocks his way. Once a day the door is opened just wide enough to slide a bowl of gruel and a spoon inside. He can’t see much more than a hallway and a soldier, there is no sign, or smell, of the old man.&lt;br /&gt;
&lt;br /&gt;
After the second night he wakes in a new environment, feeling weak and listless, like that one time he ate those red mushrooms. He finds himself in a large, wooden room that lists from side to side. Around his leg is a manacle that is clamped around a stout wooden beam. A scarred man wearing a red cloth hat comes to him twice a day, bringing food that is incredibly hard, he needs the also provided drink, grog, to make it chewable.&lt;br /&gt;
&lt;br /&gt;
Additionally the sailor makes sure to check his manacle and the beam every time. He can move along the beam, about a meter or two, just enough to reach the small barrel smelling of excrement. There are many crates and barrels but all are out of reach. At least there are the rats who visit him at all hours. He supplements his diet this way.&lt;br /&gt;
&lt;br /&gt;
After a long journey the ship reaches port, all the smells tell Oscar they are next to land and he makes sure he’s prepared. When the sailor removes the manacle the halfling pushes the man’s head into the wall, as hard as he can. Then he is up the ladder and soon on deck of the ship. The sight of a huge city in front of him is frightening but he sees the wooden pier and jumps onto it, running away from the ship and towards the city, pushing people away when he can’t avoid them, one, carrying a large crate, falls into the water.&lt;br /&gt;
&lt;br /&gt;
Weak with hunger he makes his way into the city, there are so many people! He stumbles about, going wherever seems most quiet. He comes to a small park but is immediately chased by men wearing blue tabards. He keeps moving, coming to a road in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] where he startles a man and a woman in an intimate embrace. She hides her head behind the man as Oscar runs off and minute later he almost gets trampled by a horde of girls all yelling and chasing after a man with salt and pepper hair.&lt;br /&gt;
&lt;br /&gt;
When it gets later in the evening there’s fewer people around but then the smell of food hits his nose and his stomach rumbles loudly. He follows the scent and finds a place where people sit outside and others come from inside a building, bringing food and putting it on the tables. He times his approach well and manages to snag an entire tray of food, running off, spilling some but losing any pursuit, hiding in a garden as he gobbles down the meal.&lt;br /&gt;
&lt;br /&gt;
He sleeps there, hiding himself in the bushes till he is woken in the morning by all kinds of unfamiliar sounds and smells. A woman comes into the garden and Oscar bolts, leaving her confused shouts in his dust. Eventually he ends up at the south end of the city, in the &#039;&#039;&#039;[[Avale - Neighborhoods#Old Yards|Old Yards]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Things are rather grimy here, but then he finds a market, so many stalls with food and other things. People seem to pay him less mind than in other parts of the city, everyone just trying to live their lives. He sees people handing over small discs of metal as they point at food and are then handed what they desire. He doesn’t have any of those but since grabbing and running worked last night, he tries again, grabbing a dead chicken and running off. These market people don’t like this at all and he is chased by multiple vendors and stock boys. But one greengrocer seems to see the lighter side of things and throws Oscar an apple from his stall which the halfling catches expertly before slipping under a stall and down an alley, eventually losing his pursuers.&lt;br /&gt;
&lt;br /&gt;
The next day posters are being put up all over town saying the Admiralty is looking for able bodied men and women for an expedition of a few weeks. The pay is no less than 4 gp per day; unfortunately Oscar can&#039;t read any of this. And he, sadly, doesn&#039;t spot the men who come when he&#039;s sleeping and knock him out, shanghaiing him.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
Those signing up weren&#039;t told much and that&#039;s because it turns out to be a &#039;&#039;&#039;pirate hunting mission&#039;&#039;&#039;. A flotilla lead by the Whiskered Admiral is going to search for a small pirate fleet that was spotted not too far away. The navy is sending four ships; the Prince Willim, a 1st charter ship, two 2nd charter ships, the Ranhem and the Crowned Griffon, and a 3rd charter ship, the Arms of Dolac.&lt;br /&gt;
&lt;br /&gt;
It&#039;s early in the morning and those shanghaied wake up feeling the worse for wear, it smells of sweat and sick, there are many conversations around. Some rays of sunshine penetrate the murk, the floor beneath them is moving in all directions. People are getting up from the floor and soon a hatch opens, the sunlight suddenly very bright, and some people come down a ladder.&lt;br /&gt;
&lt;br /&gt;
Standing next to the ladder are a balding halfling, he looks to be in charge, a dwarf with a short beard, a half-elf, she has a rather big nose and her hair is dyed black, quite badly. Further there’s a gnome, her face looks to be sliding down her skull, and a large half-orc, with blonde dyed hair.&lt;br /&gt;
&lt;br /&gt;
The halfling speaks: “I am Bosun Miller and you are on board the majestic Crowned Griffon, the best ship in the entire navy, run expertly by Captain Drumpf and Quartermaster Onel.” At the mention of the last name some people involuntarily scrunch their noses, he apparently has quite the musk. Miller continues: “We are on a mission to take out a pirate fleet and make sure these murderers, rapists, and drug dealers will never make it to our homeland.”&lt;br /&gt;
&lt;br /&gt;
“Now, most of you might not be here voluntarily but you are finally going to do something worthwhile with your lives and get paid really well for it,” he tells the crowd. “Until we get anywhere near the pirates you will be assisting with the running of the ship, Chief Mate Luktnicks here will further explain.”&lt;br /&gt;
&lt;br /&gt;
The dwarf looks around, “you will be doing grunt work even a wet goblin can do, complain or shirk and you will be going overboard, try your luck with the sharks. You might have noticed your weapons and armor are missing. We don’t want any accidental stabbings or other fights, get in one and you’ll get intimately familiar with the cat o&#039; nine tails as wielded by Karoline here,” he motions towards the half-orc. She scowls as she looks around and rumbles “leave it”.&lt;br /&gt;
&lt;br /&gt;
“You’ll get your weaponry back when we near the pirates, you can even put on your armor then, if you are fool enough to want to drown with it. Until then you report to the second mate, Juliana,” he points at the half-elf, “or the third mate, Kristi,” he motions towards the gnome.&lt;br /&gt;
&lt;br /&gt;
Our four friends are selected by third mate Kristi to help with pulling the sails when there is need to, she puts a sailor in charge of them. The four introduce themselves to each other but soon find that the halfling doesn&#039;t speak. Quinton gives some grapes to the halfling, who we will refer to as Oscar, for the sake of convenience. Darius asks: “isn’t this the demon child?” The others shrug their shoulders. Then he speaks in Infernal: “do you understand?” Oscar doesn&#039;t, but Quinton does!&lt;br /&gt;
&lt;br /&gt;
The gnome&#039;s question stems from the fact that during their weeks in town &#039;&#039;&#039;they heard lots of stories&#039;&#039;&#039; any time they were in a tavern, or really anywhere a lot of people gather and gossip. It&#039;s definitely possible they heard stories about other people with the same name or looks, but &#039;&#039;&#039;this is what they all think they heard about their new friends&#039;&#039;&#039;. It might all be just poppycock of course!&lt;br /&gt;
&lt;br /&gt;
Quinton learned the following: people have said Oscar was being raised by an elf. Darius does not actually know where his mother is buried. He looked for the grave but never found it. Maybe for the best, because he would like to dig her up to find out how and why she died. Dauphine has a strange fascination for dead things. It&#039;s said she sometimes talks to dead animals.&lt;br /&gt;
&lt;br /&gt;
Dauphine heard these stories: Rumor has it that during his training Darius wounded and even killed small animals to learn and practice his new spells. Most of them failed, which resulted in unneeded suffering. Quinton used to dress in women&#039;s clothes. Oscar is a wild child who will eat anything he comes across; plant, animal, human?&lt;br /&gt;
&lt;br /&gt;
Darius heard the following rumors: Dauphine keeps dead animals rotting in her backpack. It&#039;s best not to follow her too closely when traveling because the dead smell coming from her backpack can only mean she&#039;s keeping dead birds... or something. Quinton became the owner of the family business at the tender age of 17. And... Oscar is a demon child.&lt;br /&gt;
&lt;br /&gt;
Oscar doesn&#039;t understand Common but he was lurking and heard people say the following, even if he had no idea what they were saying: Darius buried his own father. He even fixed and prepared the body so that it could be presented in a coffin. Which was one hell of a job since his father died in a fireball. Darius invited all the locals to the funeral, but nobody came. Dauphine has found her armor in a second-hand shop. Quinton is said to have a scar from a date gone wrong on an undisclosed body part.&lt;br /&gt;
The four get to know each other a little better that first day and are put to work when needed. At this point it becomes clear to Third Mate Kristi that Oscar doesn&#039;t speak Common or even understands it. She complains to another crew-mate about the shanghai-ers, how they are bringing in totally useless people, which is overheard by our friends.[[File:Bound shark.png|right|300x300px]]&lt;br /&gt;
At some point Darius looks over the railing and sees a shark swimming just under the surface. But this is very strange, it looks like there is a sort of metal cage around its head. He calls over Kristi but it&#039;s gone when she arrives and she waves away his story, blaming it on his sea sickness.&lt;br /&gt;
&lt;br /&gt;
Quinton tries to write something on the mast but is immediately scolded by a sailor who are a superstitious bunch and this spells bad luck.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends wake, and while they might still feel sea sick, their recent experiences have unlocked new abilities inside themselves. [They reached second level.]&lt;br /&gt;
&lt;br /&gt;
During the next days they all get to know each other even more and experiment a little with their new found abilities. Quinton uses his Message cantrip to send a message to Darius, which freaks him out at first. Oscar hunts down a rat and eats it. Darius immediately calls Third Mate Kristi over and shows her that the halfling is not useless at all; he&#039;s a great ratter!&lt;br /&gt;
&lt;br /&gt;
Then, during the night, &#039;&#039;&#039;a massive storm hits&#039;&#039;&#039; the flotilla. Our friends are asleep in the hold when they get tossed all over as the waves pummel the ship. A huge hole in the hull makes the ship list to the side. In nautical circles this is what is known as a ‘bad sign’. Before the party even knows it, for that is what they are now, they &#039;&#039;&#039;find themselves in the water&#039;&#039;&#039;. Huge waves spell their doom but fortunately &#039;&#039;&#039;half of a loading trapdoor floats nearby and they manage to cling on to it&#039;&#039;&#039;. Twice someone loses their hold due to the storm but twice they are rescued by the others.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Island ===&lt;br /&gt;
After floating on a calmer sea for many hours they eventually &#039;&#039;&#039;wash ashore on a tiny island&#039;&#039;&#039;, about an hour before dusk. They have nothing but the clothes on their backs and maybe one trinket or other item they kept close. The island is not a bounty one; one rock spur sticks about eight meters up in the air, the beach is more pebble than sand. There’s one small tree, not doing too well, other than that just some shrub bushes that don’t grow much in the way of food. One can walk a full circle around the island in about ten minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things that washed up on the shore with them. A large, iron anchor twisted into a spiral, they have no idea how it got there, it would definitely sink and not float. Oscar finds a cloak clasp shaped like a kraken, he has no idea what a kraken is but it looks nice so he keeps it. A barrel of mead is a nice find and they all immediately quench their thirst. Quentin finds a banged up scroll case that contains a scroll of [https://5e.tools/spells.html#enhance%20ability_phb Enhance Ability].&lt;br /&gt;
&lt;br /&gt;
Oscar searches the island for food and other useful things, finding just a few berries and mushrooms but near the shore he finds [https://5e.tools/items.html#jellyfish%20vine_hhbh Jellyfish Vine], which are not dissimilar to a plant he knows; he&#039;ll be able to fashion this into something that will improve a weapon for a short time. Meanwhile Quinton has gone up to the one tree and found a branch that could serve as a weapon. He tries to make it into a quarterstaff but it becomes no more than a club.&lt;br /&gt;
&lt;br /&gt;
Our friends discuss what to do next and Dauphine suggest climbing the rock spur to see if anything can be seen there, Darius and Quinton decide to go with. Oscar, who hasn&#039;t understood a word of the discussion follows a short distance behind. And he gets a great view of the three ahead &#039;&#039;&#039;falling through a thin sheet of rock into a shaft below&#039;&#039;&#039;, debris flying everywhere.&lt;br /&gt;
&lt;br /&gt;
The halfling gets there in time to see there is a force field at the bottom of a 30&#039; shaft that has slowed down everyone&#039;s fall and they end up on the floor with little to no damage. Oscar then uses the handholds that have been carved into the rock to climb down to the others.&lt;br /&gt;
&lt;br /&gt;
The bedrock has been carved out to create a room, the ceiling is about 15’ high, the shaft in the middle of it. It is pretty barren, on a stone shelf lies a book that has been totally overgrown with mold. A corridor leads away, there is a tiny bit of light coming from around corner. Only two of our friends have darkvision, Quinton can see almost nothing, the force field provides a little light.&lt;br /&gt;
&lt;br /&gt;
A magic mouth on the wall starts speaking in an unknown language to most but Quinton knows Ancient, though he has never heard it spoken before; &#039;&#039;&#039;“This is containment area Manahuia. You do not have the proper authorization to be here. Leave now and do not return lest you’ll be destroyed.”&#039;&#039;&#039; Oscar has made it down by now and Dauphine tries to see if she can rescue a page from the middle of the book but fails utterly.&lt;br /&gt;
&lt;br /&gt;
A minute later the magic mouth repeats its message and then &#039;&#039;&#039;incorporeal snakes come through the walls and start to attack&#039;&#039;&#039;. They are hard to hit and there are many, so the party flees down the one corridor. Here they find a natural cave that has been carved in places to heighten the ceiling to about 8’. There are signs of combat, scorch marks on the walls, a broken arrow lies just inside the corridor.&lt;br /&gt;
&lt;br /&gt;
To the back of the cave is &#039;&#039;&#039;a dark opening, about three meters in diameter, maybe it’s their imagination but the inside of it seemed to move a bit, throb&#039;&#039;&#039;? It is almost entirely blocked by a stone wall that is crumbling, the druids are versed in Arcana and recognize it as one made by the Wall of Stone spell. Almost a foot of water has seeped into the cave and in the murky water they can just about make out four small mounds of stuff. In the left back corner of the room lies a ball of something rubber-like wrapped around itself.&lt;br /&gt;
&lt;br /&gt;
The snakes haven&#039;t followed, yet, so they have time to explore. Three of the four mounds contain a dead body, very well preserved, and also a number of items. Going through all the items takes time but will likely lead to some good finds so most of our friends go through it carefully, whereas Oscar grabs something at random. The odds are 2.78% but he manages to grab a necklace of teeth, not unlike one he was wearing and lost in the storm!&lt;br /&gt;
&lt;br /&gt;
Darius has gone to the rubbery thing and it slowly starts moving a little, waking up? It takes a while but it slowly unwraps its appendages and turns out to be some kind of golem-like entity? The party has been collecting items for a while and now the first incorporeal snake has found its way to them. The rubbery thing attacks with just a single appendage at first and hits hard; doing not just hit point damage but also giving Exhaustion to those hit.&lt;br /&gt;
&lt;br /&gt;
Every round the golem attacks with one more appendage and escape becomes a necessity. Dauphine uses two Thunderwave spells to destabilize the wall and then Oscar manages to place the butt of the spear that Quinton found and gave him, in exactly the right place and he levers up and a huge chunk of wall comes down, enough for them to enter the strange tunnel that looks a lot like the inside of an esophagus, [[wikipedia:Peristalsis|peristaltic contractions]] and all.&lt;br /&gt;
&lt;br /&gt;
Dauphine really wants more of the items but is hit again by the rubbery being and when the incorporeal then critically hits her, she&#039;s brought down! It&#039;s not easy but the others manage to get her out; Darius using a Cure Wounds spell and Quinton helping by providing another target for their foes. Everyone ends up inside the tunnel and the creatures don&#039;t seem to want to enter it.&lt;br /&gt;
&lt;br /&gt;
As they walk down the sloped tunnel they heal themselves as best they can. The tunnel is long and continues downward, only after a long walk they arrive in another cave, slick with water. The tunnel looks about the same at this end as the other, very strange. Things look to be safe so our friends decide to have a long rest and &#039;&#039;&#039;look at all the items they managed to grab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dauphine found a potion of Stupendous Healing (3d10+level) and she knows these are very rare and not for sale, it might be worth a nice amount. She also found a bracelet made of gold, set with turquoise stones. Quinton found one exactly the same, each bracelet should be worth about a hundred gold pieces. Other items she managed to recover are a [[Demon Dash|&#039;&#039;&#039;Demon Dash&#039;&#039;&#039;]], which she gives to Darius, and a water-proof scroll case containing a number of gems (200 gp worth) and spell scrolls of [https://5e.tools/spells.html#false%20life_phb False Life] and [https://5e.tools/spells.html#skywrite_xge Skywrite].&lt;br /&gt;
&lt;br /&gt;
Darius found the rather strange [[Cyphers &amp;amp; Potions#Arakaen Mana Parasite Potion|&#039;&#039;&#039;Arakaen Mana Parasite Potion&#039;&#039;&#039;]] and Stridden Boots that can give the wearer explosive speed as billowing flames blast from their feet and set anyone they get near to on fire. He also found a really strange tiny, red stinger; &#039;&#039;&#039;[[Phlegethos’ Pick]]&#039;&#039;&#039;. Quinton found the &#039;&#039;&#039;[[Spent Spear]]&#039;&#039;&#039; which he gave to Oscar and the halfling managed to grab the necklace with teeth; &#039;&#039;&#039;[[Past Primal]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[Room with the mounds of stuff and some of the items there with thanks to Dale Friezen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darius rips a pant-leg from his trousers and turns it into an improvised mask&#039;&#039;&#039; which he puts around his face, only &#039;&#039;&#039;his eyes are still visible and they are purple&#039;&#039;&#039;, instead of the blue they were earlier.&lt;br /&gt;
[[File:Steam Mephit.png|right|349x349px]]&lt;br /&gt;
After some good sleep they set off down the slick rock corridor, going ever further down, the temperature drops even more and everyone gets a headache. Eventually they come to a fissure, vapor rising from it, about ten foot across.&lt;br /&gt;
&lt;br /&gt;
Right after Dauphine jumps over it, small, winged humanoid creatures with pale skin and wisps of vapor rising from their nose, mouth, and ears rise from it. They shed drops of steaming water when they move.&lt;br /&gt;
&lt;br /&gt;
The creatures attack with their steam breath, hurting our friends quite a bit but they have quite some capabilities of their own and Oscar manages to use his Past Primal to critically hit one of them, killing it instantly.&lt;br /&gt;
&lt;br /&gt;
The path continues on until they reach what must be a really big, stone door. A large stone frame runs up, across, and down a single slab of stone. There is no handle or lock visible but on either side there is a hole in the stone, just a bit bigger than a finger. After some discussion Darius and Dauphine &#039;&#039;&#039;each put a finger into one of the holes and the door slides open diagonally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Midnight Altar ====&lt;br /&gt;
Beyond the doorway is a square room about 50’ on each side carved out of some kind of blue stone. A midnight altar, wrought from some superterrestrial metal, stands at its center. Faint lines of golden energy radiate from the altar along the floor to a large door. Above the altar float a number of symbols, most are white, two are purple. In the middle of the two side walls sit levers, both pointing up.&lt;br /&gt;
&lt;br /&gt;
At the far end of the room is a large door, made of a dark wood and covered in many sigils that all radiate with magical power. Around the door and on the floor emblems have been carved, the same set repeats; a skull, a cloud, a triangle pointing downwards, something that might be an explosion, a scorpion. The door doesn’t seem to have hinges, a lock, or a handle. A tiny crack has formed at the bottom left of the door and a dark orange substance has seeped out, it looks like a small drop of syrup or honey.&lt;br /&gt;
&lt;br /&gt;
Our friends investigate the room but can&#039;t make heads nor tails from the symbols above the altar. The door seems to be warded to keep something in, this might be some strange mystical prison? &#039;&#039;&#039;Darius rips off another part of his trousers and uses it to dab at the small drop of strange substance at the foot of the door, it absorbs into the cloth.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Detect Magic spell shows that the two levers probably aren&#039;t connected to the warded door and since there is nowhere else for the party to go they decide to pull on them simultaneously. When they do, two things happen immediately. &#039;&#039;&#039;There is a sinking feeling as their room starts to float down&#039;&#039;&#039;, and six parts of the wall are blown away and beyond them are niches in a strange shell like shape. Each contains a bench that is angled ninety degrees, a receptacle holding a potion vial, and a lever.&lt;br /&gt;
&lt;br /&gt;
Everyone feels the pressure increasing in their heads and it stands to reason it will only get worse. Darius darts into one of the niches and pulls the lever. When he does so, a force field covers the open side of the niche as it is pushed away from the wall and starts to float to the surface. The gnome drinks the potion, figuring it might be needed at this point, it turns out to be a healing potion. When the escape pod pops out of the water it lands horizontally on the waves and the force field disappears, the bench is now in the right position to sit on.&lt;br /&gt;
&lt;br /&gt;
Having seen the result of Darius&#039; action, Oscar is next to scramble inside a niche and pull the lever. Dauphine and Quinton stay a bit longer, wondering if there&#039;s something else they can do here but with the pressure mounting, they too make their escape. Once on the surface, all of the pods find a way to each other and cluster together.&lt;br /&gt;
&lt;br /&gt;
As they float there our friends talk about their experiences as Darius tries to explain to Oscar that the potion is a healing potion. The party discusses the &#039;&#039;&#039;strange black and white vision that talked to them as they entered the room&#039;&#039;&#039;. No one saw it in the room but somehow each saw a black and white apparition talking to them, it looked like a rather enigmatic version of their race. And it promised lots of power if they would help &#039;it&#039;, and clearly whatever the entity was, it was quite powerful. But &#039;&#039;&#039;they all declined its offer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After floating in the middle of nowhere, the island is not in sight, for most of the day, they get very lucky and spot a ship. It&#039;s &#039;&#039;&#039;a fishing ship, the Twilight Wanderer, from the [[Sarodin Sea#Hundred Mile Islands|Hundred Mile Islands]]&#039;&#039;&#039; and our friends are taken on board. As he does so, Quinton notices from the corner of his eyes what looks to be &#039;&#039;&#039;a huge head sticking out of the water&#039;&#039;&#039;, from about halfway up the nose. It&#039;s right at the horizon and must be enormous but it moves away before anyone else can spot it.&lt;br /&gt;
&lt;br /&gt;
The crew consists of four people, all quite sunburned; Captain Raisa, tall, skinny, and quite sociable, Zaria, she has a broken nose, muscled arms, and is quite chatty, Blazh, he wears an earring with lapis lazuli, is missing a finger, and carries a hooked knife, he&#039;s quite jovial, and Kyrilu, a rather hirsute individual who squints a lot and is a bit grumpy.&lt;br /&gt;
&lt;br /&gt;
The ship is cramped with eight of them on it but they make it work as they set sail home to Abrinol, the neighborhood in Avale is named for it. During the journey our friends get to know the crew a little better and learn of the fascinating culture of the Hundred Mile Islands, though Quinton isn&#039;t charmed by it and conspicuously moves away when these things are discussed. That first night everyone on the boat sees &#039;&#039;&#039;a falling star, blue streaked, and very low on the horizon, crossing the sky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a, blessedly uneventful, journey of a few days &#039;&#039;&#039;our friends arrive on Abrinol&#039;&#039;&#039;. It&#039;s quite the sight; the buildings on the island are all made of wood and painted red, though a Dolac would say their quality was less than they were used to. Off to one side of the town there are a few houses that are clearly built in older Dolac style, including one tavern, the Maiden and Flagon.&lt;br /&gt;
&lt;br /&gt;
A few warehouses in Dolac style are situated to the left of the harbor, that’s also where two large piers can be found, each has a ship anchored there. The Prince Willim is one of those, it looks to have taken quite some damage from the storm. The other ship is a large merchant vessel named the [[Hythe Maritime Services|HMS]] Floris.&lt;br /&gt;
&lt;br /&gt;
Captain Raisa invites the party over to dinner at her house and even offers to let them stay the night. First our friends go do a little shopping, selling the gold bracelets they found to get some new clothes and supplies. A few merchants sell flotsam and jetsam; they recovered a number of items from the flotilla, including Dauphine&#039;s [[Coloured lenses of Scotopia (Tanaquilya Lomë)|colored lenses of Scotopia]] and her [[Nochtoina]]. She buys both and also a part of the Crowned Griffon&#039;s name plate, it reads &amp;quot;owned&amp;quot;. Oscar waits until the merchant is distracted and steals a gold tooth.&lt;br /&gt;
&lt;br /&gt;
Our friends first go to the Prince Willim to see about passage, though none of them are much enamored with the navy at this point. They are offered passage, however they try the HMS Floris as well. The sailor at the gangplank has good news and bad news; the ship is sailing for Avale tomorrow, but all passenger berths are filled. When our friends ask if there&#039;s really nothing to be done, relaying how they were shipwrecked, a voice speaks from the railing and invites them up.&lt;br /&gt;
&lt;br /&gt;
A blonde man, tall and wide shouldered, the type you would cast in your play to be the paladin or king, welcomes them onboard and &#039;&#039;&#039;introduces himself as Gerrut Hythe but tells them to call him Keeper&#039;&#039;&#039;. Apparently their story had an effect and he offers them passage and would like to discuss their experiences with the Admiralty.&lt;br /&gt;
&lt;br /&gt;
The next morning, after a lovely dinner and a fun time in a tavern, they board the HMS Floris and find out that Keeper has vacated his personal cabin for them, he&#039;ll use a hammock on deck. They discuss bound sharks; he&#039;s seen a few over the years, but the giant head is totally new to him, and he has no experience with tiny islands and strange, sinking rooms.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Our friends make it safely &#039;&#039;&#039;back to [[Avale]]&#039;&#039;&#039; where the first order of business is to find an inn, as they decide to stick together; they learned that to get any adventuring work you need to be signed up as a group. They are told the Grey Minstrel Inn is a good place for what they are willing to spend so that&#039;s where they go.&lt;br /&gt;
&lt;br /&gt;
As they approach the place in the Bow Valley neighborhood they see an old woman in dirty coat sitting on an upturned bucket at the entrance to an alley. A brown mackerel tabby with gray field lays on a window sill and gets up stretching its back. A little girl with pale skin and big, blue eyes, in an old coat dances to music only she can hear. Inside the inn a lute missing its strings and a broken horn hang on the wall, a statuette of a panther, wooden and painted black stands in an alcove.&lt;br /&gt;
&lt;br /&gt;
Next on the list is more shopping; our friends sell a number of the items they found and use the proceeds to buy weapons, armor, and adventuring gear. Dauphine has a shield made from the Crowned Griffon name board. Quinton looks into getting pan-flute lessons and ordering business cards.&lt;br /&gt;
&lt;br /&gt;
Then &#039;&#039;&#039;a visit to the Adventurers Association&#039;&#039;&#039; in Kesslia. They have to fill out a form, asking where their strengths lie and &#039;&#039;&#039;give a party name, for some reason they decide on &amp;quot;The Daltons&amp;quot;&#039;&#039;&#039;. After a a short while they are lead to the offices of Jerry Tidwell, who will be their agent from now on. He&#039;s a tall halfling with dark hair and a big nose, and very outgoing, energetic. He offers them coffee that he has specially imported from [[Haza]].&lt;br /&gt;
&lt;br /&gt;
They discuss what he can do for them as he plays around with a silvered horseshoe in his hands, in some places the original iron clearly visible. Jerry tells them they are in luck; Grand Master and [[Dolac#Government|Torchbearer]] Geppert Cross, of the Guild of Cartographers &amp;amp; Surveyors has died recently and there are &#039;&#039;&#039;jobs available as honor guard&#039;&#039;&#039;. It only pays 2 gp but he explains that it&#039;s important to get a relationship started with any guild, they are much more likely to hire people they have worked with in the past, and usually don&#039;t look closely at what the work was.&lt;br /&gt;
&lt;br /&gt;
He also advises them to get a ‘money person’, it&#039;s such a waste to keep your money in a pouch or under your bed. The money person knows the best banks to put them in or other investment opportunities. “Me and some friends bought the rights to the Dolac blue conifer; whenever a single one of them is sold we get part of that,” he explains quite animatedly. He suggests a bookkeeper; Carla Tebaldo, she&#039;s a gnome and does most of his investments.&lt;br /&gt;
&lt;br /&gt;
=== First Jobs ===&lt;br /&gt;
Our friends are told to go to Save Nine in the Fabrics neighborhood to pick up ceremonial staves and robes with the Guild of Cartographers &amp;amp; Surveyors clue compass rose attached to them. Next they report to the Domicile of Diligence in Uppark. The procession will go to the Mother Mensual cemetery in the Dawnbloom Heights neighborhood and every hundred feet two people peel off to stand to the left and right of the street.&lt;br /&gt;
&lt;br /&gt;
On their way they hear people in the crowd along the street talking. A halfling wearing a poncho with multicolored, diagonal lines comments: “you know what a dead Torchbearer is? A good start! I say burn them all, what have they ever done for us?” A woman in a hat with a blue compass rose emblem tells her companion: “I heard that thing that fell from the sky destroyed the entire city of [[Kostul]]!” A gorgeous half-elf in a blue dress says to her friend, who is equally stunning: “I used to have so much fun with Old Geppy, he was the loveliest little lapdog”.&lt;br /&gt;
&lt;br /&gt;
When our friends get near Carriage Court it is their turn to take up positions. A dwarf with a beard woven into an intricate pattern asks: “Did they appoint anyone in place of the dead guy yet?” A man eating the last bit of his deep-fried giant answers: “No, this bunch are traditionalists and wait till the body is in the ground.” To which the dwarf replies: “Well, I hope that whoever gets in will be in favor of lowering taxes on labor, it’s got so bad I can hardly compete with foreign crap coming in.” Says the man: “This guild? Don’t hold your breath.”&lt;br /&gt;
&lt;br /&gt;
As the funeral procession comes closer a man steps into the street, right between where our friends are standing. He throws a bottle of oil to the cobbles and pours another all over himself. He cries: “They ruined me! Those gods-damned guilds and their rules, destroying the common man and do they care? Do they fuck all!” as he takes out a tinderbox. People scramble backwards.&lt;br /&gt;
&lt;br /&gt;
Our friends immediately respond and an Entangle spell plus a Command spell by Darius prevent the man from lighting himself on fire. Then Dauphine knocks him to the ground and the four of them work him to the side of the road before any of the dignitaries get there. When they do, one of them comes over to the party, a man with a heavy set build and hangdog facial features, who introduces himself as &#039;&#039;&#039;Alun Djames, a Master of the Stevedores Guild&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
He&#039;s impressed with what they did and invites them over to his home for dinner the next day. Our friends arrive at his home on Sevso Island, located right at the river with a view of the rest of the city, and get introduced to his wife and three children. Dinner is great and Alun promises that he&#039;ll rustle up some work for them when he can.&lt;br /&gt;
&lt;br /&gt;
The very next day Jerry sends a messenger; he has &#039;&#039;&#039;work for the party&#039;&#039;&#039;. &amp;quot;It&#039;s a twofer!&amp;quot; he exclaims enthusiastically when they enter his office. He has received requests from the &#039;&#039;&#039;Alchemists &amp;amp; Apothecaries Guild and the Messengers Coalition&#039;&#039;&#039;. Both seem to him a good match for our friends and he hands them the parchments; &#039;&#039;&#039;[[AAG - Request 1|Request for Ingredients]] &amp;amp; [[MC - Request 1|Missing Messenger]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Kenohob ====&lt;br /&gt;
Our friends make it to Kenohob without any trouble, all the while having kept an eye out for Herleva. Once there they find outshe picked up her package and left, right on schedule. They also learn that wild animals have been coming into the village causing havoc, this is not normal behavior, usually they know the risks and avoid the hamlet. Only last night the Furious Farmer lost a number of cows due to a wolf attack.&lt;br /&gt;
&lt;br /&gt;
Our friends go visit her and the halfling tells them, pointing at the forest with her scythe, that the wolf went back into the nearby forest. Darius asks to buy an old scythe and our friends then track the wolf, they are quite skilled at this and easily follow its tracks between the trees. They lead to the dead body of the wolf, with an zombie boar standing over it. Battle is short and swift with the boar snuffing it in the end; Oscar critically hitting once more.&lt;br /&gt;
&lt;br /&gt;
There&#039;s only an hour or so of daylight left but again our friends prove very proficient at tracking, following back the path the boar took. They arrive at an &#039;&#039;&#039;ancient barrow mound, deeper in the forest&#039;&#039;&#039;. Sitting on top of it is a &#039;&#039;&#039;redheaded girl and her dog, which looks quite undead&#039;&#039;&#039;, but not in a way that Darius, or the others, have seen before.&lt;br /&gt;
&lt;br /&gt;
The party talks with the girl as the carefully close and spread out a little. She &#039;&#039;&#039;confirms that she is Herleva&#039;&#039;&#039; and tells them that on her way back to Avale, her dog Snuffles dashed into the forest and she followed him. It lead to the barrow mound, one side had collapsed a bit and left a hole big enough for the dog to go through. &#039;&#039;&#039;When Snuffles came back out it was very much changed and now, anytime it came near a creature it turned it into a zombie.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The girl herself is fine, definitely not undead, though she is clearly malnourished. There is some speculation among the party about why she is not a zombie, maybe only beasts are affected? They throw her a goodberry and she eats it, feeling a bit better. But it&#039;s clear to her the party doesn&#039;t want things to stand as they are. She pleads with them to leave her and Snuffles alone, telling them she&#039;ll try and make sure it won&#039;t infect any other creature, she&#039;ll give them all her meager belongings but please, don&#039;t harm her only friend in the whole world.&lt;br /&gt;
&lt;br /&gt;
The party has other ideas though, Darius definitely wants to end the undead dog&#039;s existence and the others agree that that&#039;s the best course of action. Quinton starts by casting a Sleep spell on the poor Herleva so she doesn&#039;t have to witness what is about to happen. Zombie forest creatures have by now made their way around the barrow mound and a battle ensues.&lt;br /&gt;
&lt;br /&gt;
Darius uses his Turn Undead ability and a zombie wolf runs away. But the other opponents are tough and some of our friends are brought low, fortunately between the four of them they possess quite some healing magic. Darius activates his Stridden Boots and uses them to great effect, burning four enemies before the boots burn up completely and hurt him. Combat is over soon after with the party victorious.&lt;br /&gt;
&lt;br /&gt;
The gnome uses his undertaker tools on Snuffles fails to learn anything useful. Our friends &#039;&#039;&#039;burn all the undead&#039;&#039;&#039; and they then very carefully investigate the hole in the barrow mound, using a large stick and a rope to pull a bone dagger and a wooden box from the interior. The engraved box contains twenty-six teeth, each engraved with the mirror image of all letters of the alphabet; when pressed into something soft they leave an imprint.&lt;br /&gt;
&lt;br /&gt;
Our friends put anything that will burn into the interior of the mound and then light it, hoping that whatever turned Snuffles into what it became can be destroyed this way, or at least stop it from happening to anyone else. They then carry Herleva away and wake her up. She is incredibly distressed when told that Snuffles is no more and Quinton uses a Charm Person spell to blunt the edge.&lt;br /&gt;
&lt;br /&gt;
Back in Kenohob they take a room at the Whispy Vapor Inn for all five of them, Herleva is still very sad about the events and Quinton goes into the village and finds someone with shepherd puppies and he brings two back for the girl. That definitely brings a smile to her face but it&#039;s a good, persuasive talk they have with her that eventually convinces her not to sneak out of the room at night to go back to the barrow mound.&lt;br /&gt;
&lt;br /&gt;
The party all agree it&#039;s not a good idea to have Herleva go back to Avale by herself and figuring there is no rush for the other job &#039;&#039;&#039;they return to the capital with her and deliver her to the Messengers Coalition HQ&#039;&#039;&#039;. They then do some shopping and start the return journey to Kenohob the next day. From there they go south as indicated by the request and eventually come across an ogre.&lt;br /&gt;
[[File:Ogre Howdah.png|right|355x355px]]&lt;br /&gt;
But that&#039;s not all there is to it; someone built a palisaded wooden fort on its back! And in there are two goblins, one speaks up as the party approaches. “Ah, perfidious questers! Surrender your treasures and artifacts and your existences will be spared!” Our friends do not feel inclined to take this deal and move closer and the goblin speaks again: “Now witness the firepower of this fully armed and operational Flak Ogre!”&lt;br /&gt;
&lt;br /&gt;
Battle is on and the two goblins are very adapt at sniping at the party with spell and bow before hiding behind the wooden cover again. Unfortunately for them they miss as often as they hit. The ogre hits more often and harder but it turns out that two druids with two Wild Shapes each have a nice buffer of hit points to make it through a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eventually the ogre topples&#039;&#039;&#039; and both goblins roll away, the spell caster of the two manages to escape, hurling insults as she disappears. The other the party manages to kill, unfortunately it doesn&#039;t have loot worth anything.&lt;br /&gt;
&lt;br /&gt;
The next day our friends split in two groups and &#039;&#039;&#039;manage to find all the ingredients&#039;&#039;&#039; requested by Herb’s Store. They set up camp near a marsh and then proceed to &#039;&#039;&#039;have a very strange dream&#039;&#039;&#039; featuring a blue and green painted carriage and a mansion with a butler and long corridors full of doors.&lt;br /&gt;
&lt;br /&gt;
=== Avale ===&lt;br /&gt;
Our friends deliver the ingredients and ogre parts and Herb, the proprietor, shows them a number of interesting items he is willing to sell them for their services, he tells them to check back often as his stock changes frequently. When they return to the Grey Minstrel Inn they are accosted by &#039;&#039;&#039;a dwarf with a rather tangled and unkempt beard&#039;&#039;&#039;. He is looking for a job and introduces himself as &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039;, it&#039;s clear he is far from home but our friends don&#039;t have any work for him. Dauphine asks him if he has ever heard of a Stone Dragon cave; he tells her it rings a vague bell, he will find her if he remembers more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The piece of cloth that Darius dabbed in the dark orange substance&#039;&#039;&#039; has grown over time and the next morning he wakes to find it has wound tight around his torso and learns it&#039;s &#039;&#039;&#039;now an armor of sorts: [[Vessel Wraps]]&#039;&#039;&#039;. The quarter-scythe that he ordered has been completed and he pays with it by trading in his old armor. Oscar has seen Dauphine&#039;s shortbow and wants to try one as well so they buy one for him.&lt;br /&gt;
&lt;br /&gt;
The next day a message from Jerry, their agent, arrives. He has &#039;&#039;&#039;a job for a druid to sub for one who got sick, the druid is to wild shape into two different animals for a play being staged at the Catifras theater in Oakhurst&#039;&#039;&#039;. He also included three free tickets for the play that night. Dauphine and Quinton decide that he should be the one to take the job and he goes to the theater that afternoon. The marquee reads: “&#039;&#039;&#039;Hanno Salt stars as Jack Hoida in Jack Hoida and the Forgotten Temple&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
He is met by the &#039;&#039;&#039;Long-Suffering Assistant Director&#039;&#039;&#039; who explains they need a panther in the first act and a giant snake in the third. He is then introduced to the Water Wrangler, the Pyronicist, the Sound Effecter, and the stage hands. He briefly meets Hanno Salt, a dark haired, square jawed man in dark pants, a white jacket with dangling fasteners, and black gloves, who sucks on a licorice stick and soon leaves with a giggling blonde. Quinton learns the play is about intrepid explorer cutting a swathe through vines and canoeing down white-frothing rivers in a territory composed almost entirely of jungle and implausible traps. He gets to practice his part with the Nervous Stand-in.&lt;br /&gt;
&lt;br /&gt;
In the evening our friends take their places in the audience and Quinton is in the wings. The play starts with a bard singing an opening song as the backgrounds change and stagehands walk out with placards showing who plays who. At the end of the play another song is sung. Some quotes:&amp;lt;blockquote&amp;gt;&amp;quot;...and of course, Queen Tamarka was my lover, but now she wants my head on a stick. All because I gave away the secret of her immortality...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...and that&#039;s when I married the love of my life and retired. Only for her to be murdered six months later, dragging me back into my old life...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...after that I spent a year undercover as a pirate under Captain Rosaline, the River Rose. Also my lover, by the way. And come to think of it, she also wants my head on a stick...&amp;quot;&amp;lt;/blockquote&amp;gt;Quinton does an ok job and is in the changing rooms afterwards when Hanno Salt steps in. “The production went as smooth as can be, you all deserve a drink. I love it when a play comes together,” he tells them before he leaves with a giggling blonde, not the same as the one in the afternoon. Quinton goes of with the cast and crew for a drink and the rest of the party also goes to a nearby tavern for a libation or two.&lt;br /&gt;
&lt;br /&gt;
==== Night at the Museum ====&lt;br /&gt;
Not much later &#039;&#039;&#039;another job&#039;&#039;&#039; offer comes through; our friends are to &#039;&#039;&#039;act as guards for some animals on display at the [[Avale#State Museum|State Museum]] during a fundraiser&#039;&#039;&#039;. They are told to look the part more than anything; wear all the armor they have and bring their biggest weapons. At the location they are met by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains she had to make a deal with the museum guards; the party has to stick to their location with the animals and are to leave everything else to the museum guards.&lt;br /&gt;
&lt;br /&gt;
The event takes place in two large, connected rooms and in one corner there is a display; &amp;quot;&#039;&#039;&#039;Animals from [[Neniros]]&#039;&#039;&#039;&amp;quot;. There&#039;s a large cage containing an orangutan, a large box with glass front and top in which a huge anaconda lies. Two smaller boxes with glass tops and fronts hold Neniros toads and blue poison dart frogs. A small cage hanging from a pole contains a single orange and black bird; a cock-of-the-rock.&lt;br /&gt;
&lt;br /&gt;
The caterers are busy setting up tables full of food and drink and at some point someone calls out; “&#039;&#039;&#039;Hey, Naffles&#039;&#039;&#039;, where in the Nine Hells are you?” Darius calls out that he&#039;s here but another voice also pipes up. This turns out to be &#039;&#039;&#039;the gnome&#039;s second cousin, Dersigos&#039;&#039;&#039;, who works catering this evening. Then the first guests start to arrive.&lt;br /&gt;
&lt;br /&gt;
Once everyone is present a short man with a large mustache steps up on a small podium. Quinton saw this man on his first day in the city, near the Pursue Hickory bank. They learn that he is &#039;&#039;&#039;Joseph Lacombe, the Grand Master and Boss of the Guild of Bookkeepers, Notaries &amp;amp; Scribes&#039;&#039;&#039;. He holds a short speech:&amp;lt;blockquote&amp;gt;“Friends, welcome, it is good to see so many familiar money pouches, I mean faces. We are so fortunate to be able to congregate here this evening and enjoy all the world has to offer, great food and drink a plenty. But we should spare a thought for those less fortunate, those that live in squalor, who don’t have a job, whose children are sick and going hungry. We should not allow our society to let this go on and thus I have started the Solutions for the Infirm charity and call on you for support. Please enjoy your evening in this wonderful ambiance but make sure to donate generously as I know you can.”&amp;lt;/blockquote&amp;gt;He then steps from the podium and approaches one of the guests. “If it isn’t &#039;&#039;&#039;Fitzwallace-Keely&#039;&#039;&#039;, my favorite guild boss, Jeffery, we need to talk about you opening your coffers,” he says, grabs a drink from a tray and then moves away with the ruddy haired man wearing an expensive suit with embroidered green scales.&lt;br /&gt;
[[File:Constrictor Snake.png|right|300x300px]]&lt;br /&gt;
The &#039;&#039;&#039;place is filled with the great and the good&#039;&#039;&#039; of Avale but unfortunately our friends don&#039;t know any of them and no one points them out to them. They do recognize the holy symbols of [[Osprem]] and [[Lirr]], so there are at least two, likely high-ranking, priests present. There is also a tiefling woman, she must be from the [[Kasarian Embassy]]. There are definitely a lot of guild members as many people wear guild insignia. Darius recognizes three socialite ladies when they oh and ah over the blue frogs; he saw them exiting Smells by Design when he first came to Avale.&lt;br /&gt;
&lt;br /&gt;
Some time later there’s a flash coming from the other room and then lots of smoke, coughing people stumble into the adjoining room where our friends are. The party holds position near the animals, Dersigos and another waitress, this one more nattily dressed make their way over, still hacking and trying to catch their breath.&lt;br /&gt;
&lt;br /&gt;
Eventually the museum guards go in and it becomes clear &#039;&#039;&#039;the Flame of Dolac, a transparent fiery orange Jacinth carved into the shape of a flame, is missing&#039;&#039;&#039;. &#039;&#039;&#039;The Humtache is called in&#039;&#039;&#039;, lead by the &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, a short man with a white mustache, wearing a small hat. Dauphine actually saw him from her room at the top floor of the inn catching a pick-pocketing girl.&lt;br /&gt;
&lt;br /&gt;
After a little while he comes over to our friends and asks if they have been in the other room at all. Seeing as they haven&#039;t, he asks them to help interview some of the witnesses; he&#039;s pressed for time as all the powerful people in the room are bristling at being held here. He takes them over to talk to four men. The first introduces himself as &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039;, of the Mimico Newsomes, he adds when all he gets are blank faces. He&#039;s wearing a bracelet with a huge piece of jade and a ring set with a fire opal. He explains that he and his three friends Arthur Elliot, Theodore Grady, and Horace Sims, are gem aficionados, they call themselves the Stoned Boys. Unfortunately none of them have anything useful to report.&lt;br /&gt;
&lt;br /&gt;
Our friends report this and then return to the animal corner. There they start discussing what the thief might have done; there were museum guards at all the exits and no one left the building so it should still be here. They then realize that putting it in one of the animal cages/boxes would be a great way to have it smuggled out and be relatively easy to retrieve.&lt;br /&gt;
&lt;br /&gt;
With two druids present it&#039;s not too hard to talk to the animals and &#039;&#039;&#039;the anaconda complains about a sharp stone&#039;&#039;&#039; that was dropped into its box. &#039;&#039;&#039;Our friends let the Well-Meaning Detective Inspector know&#039;&#039;&#039; this and he agrees that just keeping an eye on the animals when they get transported out of the museum tonight should be a good way to catch the thief red-handed.&lt;br /&gt;
&lt;br /&gt;
But then the party start to plot further and now think it might be safer to remove the gem from the snake box and put it with the blue poison dart frogs. They do so and then five people arrive to take the animals away. Darius and Quinton feel one of the five is ‘off’, the way she behaves is just different from the others and she doesn&#039;t do much.&lt;br /&gt;
&lt;br /&gt;
Darius tries to cause a distraction but things go quite wrong and the animal people are quite unhappy and sort of send the party away. Near the exit the Well-Meaning Detective Inspector is waiting for them. He tells them that he put one of his detectives with the animal people but the party doesn&#039;t tell him that they moved the gem, thinking that he could actually be in on the theft.&lt;br /&gt;
&lt;br /&gt;
Once outside our friends are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039; from the [[Avale#Vulpine Count|&#039;&#039;&#039;Vulpine Count&#039;&#039;&#039;]]. He was at the fundraiser and has lots of questions but the party dismisses him and go off to find the animal people. They follow their wagon to a warehouse of sorts and see them all go inside. Some time later four people leave the warehouse; the Humtache detective is still in there.&lt;br /&gt;
&lt;br /&gt;
Loads of shenanigans ensue and at the end of it all &#039;&#039;&#039;Dauphine has apprehended&#039;&#039;&#039; the &#039;&#039;&#039;Natty Napster&#039;&#039;&#039; a block away from the warehouse. &#039;&#039;&#039;She doesn&#039;t have the Flame of Dolac&#039;&#039;&#039; on her and when the Well-Meaning Detective Inspector and his people &#039;&#039;&#039;rush back to the warehouse they can&#039;t find it there either&#039;&#039;&#039;. It&#039;s not with the frogs and not with the anaconda either.&lt;br /&gt;
&lt;br /&gt;
Our friends leave the Humtache to their troubles and go get some sleep. In the days after, they learn &#039;&#039;&#039;the gem has still not been found&#039;&#039;&#039; and the Natty Napster can&#039;t be charged with any crime. There is also some general news; clouds have been seen in the shape of dragons; is it a sign?&lt;br /&gt;
&lt;br /&gt;
==== Wayward Son ====&lt;br /&gt;
Some days later &#039;&#039;&#039;a distraught mother&#039;&#039;&#039; comes to the inn; she heard about the party finding the girl from the Messenger Coalition and &#039;&#039;&#039;her Wayward Son is missing&#039;&#039;&#039; and she has no one to turn to. Our friends promise to help and learn that she lives in the [[Avale - Neighborhoods#Woodfall|Woodfall]] neighborhood, working two jobs. Her son often goes to the [[Avale#White Bridge|White Bridge]] and to Promise Fields.&lt;br /&gt;
&lt;br /&gt;
Quinton spots the little girl with pale skin and big, blue eyes, in her old coat and he pays her to organize urchins to go look for the half-orc boy. Our friends then go out to look themselves and eventually find the boy&#039;s best friend who tells them that the Wayward Son made a bet he could find an oyster and left town to find one in the river.&lt;br /&gt;
&lt;br /&gt;
Fortunately the party are quite skilled at tracking and they are pretty sure they are on the right trail. It takes a number of days and along the way they meet [[Ranna Amethystall|&#039;&#039;&#039;Ranna Amethystall&#039;&#039;&#039;]] before eventually &#039;&#039;&#039;finding the boy&#039;&#039;&#039; near some cliffs at the riverside. A fight with some nasty creatures is unavoidable but our friends are victorious and save the Wayward Son while &#039;&#039;&#039;Oscar&#039;s blanket protects him and reveals to be called [[Thola&#039;s Blanket]]&#039;&#039;&#039;. Among the loot is a [[Cyphers &amp;amp; Potions#Disguiser|Disguiser]] cypher.&lt;br /&gt;
&lt;br /&gt;
The party returns to Avale and return the boy to a relieved mother. And learn of some news; the Black Hare tavern is going out of business. Quinton is approached by the urchin girl and she wants quite a few silver pieces from him as she had loads of urchins looking for the Wayward Son for a full week. Not much later our friends run into an &#039;&#039;&#039;old acquaintance of the druid from back in [[Loveria]]; Brad Beck&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“Yo, bro, I haven’t seen you in what, two years? Still burning all that sandalwood? This dude, the stories I could tell you. I’ve got a great line on copper ore, want me to hook you up, bro?” He takes the party out to dinner and regales them with (embarrassing) stories about Quinton. He also asks them to help him smuggle saffron into the city but they politely decline.&lt;br /&gt;
&lt;br /&gt;
==== Jilted Jinnie ====&lt;br /&gt;
Then an &#039;&#039;&#039;urgent messages from Alun Djames&#039;&#039;&#039; arrives; the Stevedores master wants them to get to the docks as soon as possible. Once there, he explains that he needs their &#039;&#039;&#039;help smuggling the guild&#039;s top boss and [[Dolac#Government|Torchbearer]], Jinnie Affo, out of the city&#039;&#039;&#039;. Not only are the Humtache looking for her, but so are numerous guilds. He promises to “square it with Adventurers Association later”, and gives each of them a gem worth 25 gp.&lt;br /&gt;
&lt;br /&gt;
He further explains she can&#039;t leave by boat as all will be searched. He has a wagon waiting for her at [[Avale - Neighborhoods#Parade Fields|Parade Fields]], they need to get her there unseen. But before that &#039;&#039;&#039;she needs to go to the Stevedores HQ in [[Avale - Neighborhoods#Hookville|Hookville]] to liberate some documents from her office and she wants to say goodbye to her family who are waiting for her in her brother-in-law’s house in [[Avale - Neighborhoods#Cegir Town|Cegir Town]]&#039;&#039;&#039;. He also makes it clear that if she were to die for any reason, &#039;&#039;&#039;her body can never be found&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party sets off with her and decide to go see the family first as it&#039;ll be later in the evening when they visit the HQ and fewer people will be there. They manage to avoid several Humtache patrols and searching guild members before they are get accosted by six robbers in a dark alley. Their spells are enough to make the criminals flee but this has drawn the attention of a search party from the Guild of Glaziers &amp;amp; Mirrorers. It takes a lot of bluffing but they manage to talk their way through without having to reveal who is wearing the big, dark, hooded cloak.&lt;br /&gt;
&lt;br /&gt;
Our friends run into some familiar faces and with the use of a super urchin have a smooth five minute family goodbye before moving back north to the Stevedores HQ. Jinnie gives the party a clear description of where to find the documents in her office and the two druids make their way inside, find them, set fire to some other documents and then leave via the window as giant spiders.&lt;br /&gt;
&lt;br /&gt;
Now our friends have to go all the way through the city to Parade Fields, sticking to alleys except for Dauphine and Quinton; one of them wild shaped into a horse and the other is leading them, walking a parallel route to scout for the others. In [[Avale - Neighborhoods#Kesslia|Kesslia]], as they are looking to cross the street both Darius and Jinnie &#039;&#039;&#039;notice a girl being dragged into the next alley over&#039;&#039;&#039;. Darius looks at the guild boss and she grimaces; &amp;quot;we move on&amp;quot;. As they cross the street and enter the next alley they hear sounds they would really rather not have heard, and so does Oscar.&lt;br /&gt;
&lt;br /&gt;
Without further problems they all make it to Parade Fields. Just beyond some construction work for gakker grounds with stands and a concessions building they see a covered wagon waiting, just as Alun told them there would be. Two horses are standing in front of it and a driver sits on the box. Our friends sneak through the construction to get a closer look and notice the driver hasn&#039;t moved a muscle.&lt;br /&gt;
&lt;br /&gt;
Quinton goes to investigate and sees that the man sitting there is very lifeless and rather blue. He moves to the back of the wagon and finds it filled with a random assortment of stuff that would work to conceal someone behind. He goes back to the others and they decide that Dauphine, who has some skill with wagons, is going to pretend to be Jinnie and drive the wagon to Kenohob to possibly draw out whoever killed the driver. The others will then hopefully take care of them and go meet the druid in Kenohob, where Jinnie can then take the wagon or find new transport.&lt;br /&gt;
&lt;br /&gt;
Dauphine drives away without anything happening and after a bit of a wait the others set out on foot towards Kenohob as well. When they are about three hundred feet from the construction site &#039;&#039;&#039;Jinnie stumbles and an arrow protrudes from her back&#039;&#039;&#039;. She is turning blue and none of our friends is able to save her, she &#039;&#039;&#039;soon lays dead on the ground&#039;&#039;&#039;. Expecting more arrows to follow, the party quickly grabs the body and moves to the nearest cover.&lt;br /&gt;
&lt;br /&gt;
When no other attacks follow they discuss what to do next, remembering Alun Djames&#039; words that Jinnie&#039;s body can&#039;t be found. They decide to go in the direction of Kenohob and when they get near a forest they find an empty spot inside it and burn the Stevedores Guild Boss&#039; body there as they take a long rest.&lt;br /&gt;
&lt;br /&gt;
The next morning Darius seems very unhappy indeed and they bury part of Jinnie there and take the rest to disperse over their journey to meet up with Dauphine in Kenohob. Once there, they return to [[Avale]], seeing the old woman in her dirty, green coat collecting pebbles near their inn, where a message from Alun is waiting, saying to come see him as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Alun Djames speaks with them briefly at his place, learning of what happened. He&#039;s rather sad that Jinnie didn&#039;t make it but relieved her body won&#039;t be found. Quinton wonders if he had anything to do with her death but the man&#039;s feelings seem sincere. Her disappearance is dominating the news in town, lots of rumors are going around about her being corrupt and defrauding the government for sums of money up to one million gold pieces in some tellings of the story. Other news says the Black Hare tavern has been bought and renamed to the Thirsty Recruit.&lt;br /&gt;
&lt;br /&gt;
==== Up the Alley ====&lt;br /&gt;
The next day Darius returns to the home of Jinnie&#039;s brother-in-law and leaves 65 gp for her grieving family. He then continues &#039;&#039;&#039;on to the alley where he saw the girl being dragged into&#039;&#039;&#039; and after a very thorough search &#039;&#039;&#039;finds a small silver earring&#039;&#039;&#039;. He tells Dauphine what happened that night and she gets quite distant after hearing the tale. Then the gnome shows the piece of jewelry to Quinton who appraises it as of not much value.&lt;br /&gt;
&lt;br /&gt;
Darius has a very close look at the ring and spots two tiny letters: RT. Our friends decide to go to a jeweler in the hope to get more information. The nearest is Rock Bottom Prices but there they get nearly no help, being told to try someone where upscale. At Family Jules in Kesslia the party gets a lot more help. The middle-aged gnome woman behind the counter brings out her grandfather, an ancient gnome with huge, bushy eyebrows.&lt;br /&gt;
&lt;br /&gt;
The old one takes out a loupe and finds the jeweler’s mark. “Such sloppy repair work, bah, does no one have pride in their craft anymore?” When prompted he tells them the letters in the earring mean it was made by Rings and Things in [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. When Darius takes the earring from the jeweler&#039;s hand, the ancient gnome grabs his wrist, quick as water. &amp;quot;What is wrong with you, boy?&amp;quot; he asks, &amp;quot;you are full of emptiness.&amp;quot; He tells Darius to stay away from his granddaughter as the party leaves the premises.&lt;br /&gt;
&lt;br /&gt;
At Rings and Things they don’t keep a list of sales but due to the repair work the woman there recognize it as one sold to &#039;&#039;&#039;Joser Jalbuck&#039;&#039;&#039; for his daughter. When asked she tells them he lives at Bell Way. Once there they learn he works at Wesson&#039;s Smithy and won&#039;t be home till the evening. Eventually they talk to him in his home and explain they found an earring that must belong to his daughter. He takes it and thanks them, saying he will give it to her when she gets home. Our friends ask some questions about her and her state of mind, which makes the halfling rather suspicious, but they do learn she works at a mansion as a domestic servant.&lt;br /&gt;
&lt;br /&gt;
They wait for her to return home and intercept her, resulting in a very awkward conversation. They learn she works for the &#039;&#039;&#039;Verdin family&#039;&#039;&#039; in [[Avale - Neighborhoods#Gill Gardens|Gill Gardens]] and, yes, when walking home about a week ago, she was dragged into an alley and assaulted. Oscar puts her a little at ease by using the Heart Sight ability from [[Thola&#039;s Blanket]]. She doesn&#039;t want to talk about it but tells them that the assailant smelled heavily of Hatchet, a popular perfume. And after more pressing, she tells them that the son of the Verdin family, Gabriel, wears the perfume, but so do his friends.&lt;br /&gt;
&lt;br /&gt;
Darius tells her they will try to get justice for her and won&#039;t contact her again so she won&#039;t have to relive it again. On their way back to the inn they discuss what they can do to bring the culprit to justice and Dauphine tells Darius: “you could have stopped him earlier, now it’s much more difficult”. The next morning the party goes to Gill Gardens where they do some very thorough gathering of information before trailing the son to a tavern where he meets up with friends and they observe the group but no one sticks out as particularly suspicious.&lt;br /&gt;
[[File:Kerstkaart 2025.jpg|right|410x410px]]&lt;br /&gt;
Then when they walk home, red skies are gleaming, sea-gulls are flying over, swans are floating by, they are approached by a rather thin, tall man who asks them for help finding part of his conveyance that he lost while driving home. Quite a few things happen, including a visit to the This Is The Yeast We Can Do Brewery, before they recover the bauble, get a sweet reward and a thousand memories.&lt;br /&gt;
&lt;br /&gt;
The next morning a letter is waiting for them at the inn, it&#039;s from &#039;&#039;&#039;Brook Jalbuck&#039;&#039;&#039;, she has remembered that the assailant smelled so heavily of the perfume that it seemed he was drenched in it and &#039;&#039;&#039;she doesn&#039;t think it was Gabriel Verdin&#039;&#039;&#039;. Our friends decide to investigate the perfume angle and Quinton takes the lead, visiting the nearest perfumer; Eau My Gods. There they learn that Hatchet, known as Bobcat in certain other countries, is very popular indeed, so much so a bootleg version of it is made. The girl at the shop mentions that only a week or so ago there was actually a burglary at Heaven Scent in Kesslia.&lt;br /&gt;
&lt;br /&gt;
Their new destination clear our friends visit and learn that one or two people broke in and made a mess of things, breaking a lot of the supplies. One person has actually been arrested by the Humtache, he left a rather easy to follow trail. The alley where Brook was assaulted is just one street over, giving our friends little doubt as to what happened, though they wonder why someone would be so dumb.&lt;br /&gt;
&lt;br /&gt;
The Humtache HQ is in nearby [[Avale - Neighborhoods#Downpark|Downpark]] and our friends happen to know a certain &#039;&#039;&#039;Well-Meaning Detective Inspector&#039;&#039;&#039;, so that&#039;s who they go and see. When he brings them to his office he starts by &#039;&#039;&#039;interrogating Darius, telling him that when they looked back at the events at the warehouse it became clear the gnome was there alone with the Flame of Dolac&#039;&#039;&#039; for at least a minute. Did he take it? Why was he there? The priest doesn&#039;t have any really good answers to these questions and things get hot under his collar. But without any direct evidence the Inspector eventually drops it and asks for the reason of their visit.&lt;br /&gt;
&lt;br /&gt;
They tell him what they know of what happened in the alley and of the burglary at the perfume store. It&#039;s not his case and the Inspector won&#039;t let them talk to the suspect but he&#039;ll have a talk with the officer in charge. Walking home Dauphine asks Darius outright if he stole the Flame of Dolac and the gnome denies doing so. “Don’t ever tell me you stole it,” the druidess tells him.&lt;br /&gt;
&lt;br /&gt;
Returning next day they learn that the &#039;&#039;&#039;suspect, Douglas, fits the height and build of the assailant&#039;&#039;&#039;, which also matches Gabriel&#039;s. He hasn&#039;t given up his accomplice and hasn&#039;t admitted to being in the alley either. &#039;&#039;&#039;The officer is pretty sure he did it&#039;&#039;&#039; though, but without a confession they can&#039;t make it stick. He will be going to jail for a year for the break in though. &#039;&#039;&#039;Darius then writes a letter to Brook&#039;&#039;&#039;, telling her the man won&#039;t be going to jail for doing what he did to her but will be in jail for something else.&lt;br /&gt;
&lt;br /&gt;
== Sarodin Sea ==&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeon Browns ====&lt;br /&gt;
The party receives a message from Jerry, their agent, and it tells them to &#039;&#039;&#039;go to a house on Lookout Road in the New Dunum neighborhood, and to bring [[Otteun#Food|bay ribs]]&#039;&#039;&#039;. They buy half a dozen at a street vendor and go to the address. The door is opened by a blond man with very square jaws and a pointed chin. He wears leather pants, as many people do here, and a plaid shirt. He asks if they are the adventurers he hired and then invites them inside.&lt;br /&gt;
&lt;br /&gt;
He introduces himself as &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039; and is rather surprised at the lack of reaction to his name, mumbling how normally people all get up in his business over it. He takes the box of bay ribs, immediately sucks the meat of off it and throws the bone over his shoulder. His place is quite a mess; there&#039;s an old couch he indicates for them to sit on, an old wooden trestle table that has seen better times and all kinds of alchemical equipment is covering any flat surface.&lt;br /&gt;
&lt;br /&gt;
He tells the party he needs them to &#039;&#039;&#039;go to Hogan Island and bring back a log of tomko tree&#039;&#039;&#039;, at least a few meters long. Why go all the way there? It&#039;s the nearest place that he learned the trees can be found. He has &#039;&#039;&#039;hired a ship, the Wetterlund&#039;&#039;&#039;, that will bring them there. And why does he need adventurers? Apparently the island is uninhabited but full of dangerous forest creatures; baboons, owlbears, regular bears, giant varieties of toads, wasps, spiders, etc. In short; no lumberjacks were willing to take his contract, such nonsense!&lt;br /&gt;
&lt;br /&gt;
Having eaten all of the six bay ribs by now and told them all they need to know, the man now herds them from his place and tells them to bring him back his tree as soon as possible. Oscar has been reacting strangely to this man and the feeling seems to be mutual so it doesn&#039;t take long before the party is back out on the street. Fortunately Dauphine remembers reading about tomko trees; they are quite tall with a dusky bark and dark leaves with tiny holes in them. They always grow in a ring of twelve for some reason.&lt;br /&gt;
&lt;br /&gt;
Our friends go do some shopping; cutting down a tree that size won&#039;t be easy. [[Quinton Gemweaver|Quinton]] happens to walk by the vintage shop Second Hand News in [[Avale - Neighborhoods#Little Perches|Little Perches]] where he sees a rather interesting robe hanging behind the counter. After some tough negotiating and borrowing some money, he pays 84 gold pieces and his pearl trinket to become the new owner of the [[Robe of Advantages]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wetterlund is a large ship&#039;&#039;&#039;; pretty close to the Crowned Griffon that the party sailed on before. &#039;&#039;&#039;Captain Reynolds&#039;&#039;&#039; is a brusque halfling with red hair in a ponytail and a limp. She invites them for dinner in the captain&#039;s quarters and they enjoy a really tasty meal. Our friends learn about the captain&#039;s former career; cheese rolling. She broke her leg in multiple places but is still very enthusiastic, describing how she barreled downhill, chasing [[Cheeses of the world#Glevum|Twin Glevum]] cheese. Over dinner it also becomes clear to the very observant that &#039;&#039;&#039;Darius doesn&#039;t eat anything of his meal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the morning they sail past [[Sarodin Sea#Gannet Island|Gannet Island]] and after a good number of days they arrive at their destination; &#039;&#039;&#039;Hogan Island&#039;&#039;&#039;, it&#039;s bigger than they expected. As it&#039;s an hour before dusk they decide to wait till the next day. At dawn they all get into a launch and are rowed over to a small beach. It&#039;s quite misty in the morning and the mist is so firm that you need to push through it, one could even sculpt it.&lt;br /&gt;
&lt;br /&gt;
The flora here is rather strange, some is much larger than elsewhere, other much smaller; there are tiny apple trees with apples the size of cherries, and huge oak trees with very large acorns. Massive mushrooms grow here as well, including [[Sprite member|sprite members]] that are almost two meters tall. Dauphine notices that the [[Mist Shard (Hírëmir)|Mist Shard]] feels more moist here on the island.&lt;br /&gt;
Our friends come across &#039;&#039;&#039;a piece of green and blue fruit, the colors swirling slowly around its skin&#039;&#039;&#039;. Dauphine&#039;s studies indicate it will grant some kind of boon when eaten but she doesn&#039;t know what kind of benefit it will be. However, Darius tells them he wants it as it can be used to improve his armor. Eventually it is decided he can use it and his [[Vessel Wraps]] gains the Store property.[[File:Needle Lord.jpg|right|300x300px]]After about a day and half, helped by a Locate Animals or Plants spell from Dauphine they find the tomko trees they are looking for; a circle of twelve. Very sharp vines grow between a number of them and Darius uses his scythe to remove them. As he does so, they are attacked by creatures made of just twigs full of needles. They launch these in great numbers and when most are taken out, a much larger specimen arrives. It&#039;s a bloody fight but our friends persevere.&lt;br /&gt;
&lt;br /&gt;
Afterwards Darius cuts open the big creature hoping to find something to take back to Herb&#039;s Store but there&#039;s not much. Meanwhile Oscar discovers that [[Thola&#039;s Blanket]] has gained the Pins and Needles property. Our friends came prepared and brought the right tools to cut down one of the trees and then cut off a three meter piece.&lt;br /&gt;
&lt;br /&gt;
It takes a good while but they bring it back to the ship and load it on board. The journey back gets eventful when a pirate ship approaches but &#039;&#039;&#039;Captain Hornigold&#039;&#039;&#039; doesn&#039;t stay around for long, just collecting some hats.&lt;br /&gt;
&lt;br /&gt;
== Dolac ==&lt;br /&gt;
Soon our friends find themselves back in [[Avale]] and deliver the log to &#039;&#039;&#039;Hirsute Looking Glass&#039;&#039;&#039;, putting it in his backyard that is full of esoteric things; other logs of wood, strange stones, a cauldron that could fit Quinton, and more.&lt;br /&gt;
&lt;br /&gt;
They return to the Grey Minstrel Inn and learn the latest news; the &#039;&#039;&#039;[[Pholtus|Pholtan]] Church of the Sun&#039;&#039;&#039; in Downpark burned down when they were away. Dauphine quips that at least none of them were responsible for this, for a change. In the evening they have a drink at their favorite tavern; the Grape Escape. Instead of the nice, relaxing evening they hoped to have, instead they get an encounter with the fabled &#039;&#039;&#039;yortho&#039;&#039;&#039; and might just have saved the entire city.&lt;br /&gt;
&lt;br /&gt;
==== The Great and the Good ====&lt;br /&gt;
&#039;&#039;&#039;Jerry&#039;&#039;&#039; invites our friends over to his office at Venture Hall and informs them that the Solutions for the Infirm has hired them to run security for less than a day and are paying extremely well, once again. He also has a present for them, tickets to a new play, Turnabout, at the People’s Playhouse in [[Avale - Neighborhoods#Farmhold Hamlet|Farmhold Hamlet]] as a thank you for a fruitful relationship with the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It turns out that the play is not what they expected and while Darius and Oscar have a whale of a time, the other two leave early. Two days later they report to a square in town where Solutions for the Infirm has set up a large tent and roped off the area. The party is met once again by the &#039;&#039;&#039;Harried PA&#039;&#039;&#039; who explains that they are giving new clothes to the indigents and our friends are to make sure everything runs smoothly.&lt;br /&gt;
&lt;br /&gt;
There are crates with clothes stacked outside the tent, all made by &#039;&#039;&#039;Eldritch Honor of [[Thimonnier]]&#039;&#039;&#039;, in the sizes small, medium, and large. At the exit side of the tent a large trestle table holds baked goods for those that have gotten their new clothes. And there lies the current problem; urchins have been darting in and grabbing food of the table that technically isn&#039;t meant for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joseph Lacombe&#039;&#039;&#039;, the founder of the charity and top boss of the [[Avale - Guilds#Guild of Bookkeepers, Notaries &amp;amp; Scribes|Guild of Bookkeepers, Notaries &amp;amp; Scribes]], is there himself and comes over to the party and thanks them personally for their work at the State Museum during the fundraiser, he heard about all their good work. He doesn&#039;t stay long; after the first few indigents have received their new clothes he gets into his carriage and leaves.&lt;br /&gt;
&lt;br /&gt;
Quinton rather escalates things with the urchins and they retreat but from what they are yelling, they will be back soon enough. The druid goes into the tent to ask what to do but only finds a man and a woman dressed in white, measuring an indigent&#039;s head and noting things on a clipboard before giving them a set of clothes.&lt;br /&gt;
&lt;br /&gt;
He is directed to the small tent and finds the Harried PA there, who has finally found a moment to relax and is rather sad to be disturbed once again. She tells Quinton to do whatever is necessary and will see if she can get more food delivered. The urchins soon return with reinforcements and things turn into something of a battlefield with two fog clouds covering one flank. Eventually hostilities are ceased and at the end of the day there is food left for the urchins to take as the tent is broken down and the square restored to it&#039;s regular form.&lt;br /&gt;
&lt;br /&gt;
A number of days later another job lands; our friends are to provide security for someone in the employ of &#039;&#039;&#039;Jeffery Fitzwallace-Keely&#039;&#039;&#039;, boss of the [[Avale - Guilds#Mercantile Guild|Mercantile Guild]]. The instructions are to meet them early in the morning at the Coop in [[Avale - Neighborhoods#Kalehaven|Kalehaven]]. There they meet the &#039;&#039;&#039;Glib Adviser&#039;&#039;&#039; who brought two empty backpacks and hands one over. They go across the market and a number of merchants hand over small, heavy pouches, likely filled with coins and or gems that are put into the backpack.&lt;br /&gt;
&lt;br /&gt;
From there they travel up town, going through a number of neighborhoods and stopping at different places, including the Tabernacle of Industry, temple to [[Ulaa]] and the [[Kasarian Embassy]] where some of them see their first ever tiefling, every time a new pouch fills one backpack and then the other. At some point they notice some shady types are following them but the Glib Adviser walks them to a nearby Humtache station and he goes inside for a good while, making the pursuers give up their quarry.&lt;br /&gt;
&lt;br /&gt;
Eventually the city tour ends at a small warehouse in [[Avale - Neighborhoods#Abrinol|Abrinol]], where a group of four adventurers or mercenaries are just leaving. The Glib Adviser thanks them for their services as he takes the backpacks. Since things ran so smoothly and they spotted the possible waylayers he tips each of them a gold piece. Dauphine wants to go back to the Tabernacle of Industry and talks there with the priest who handed the Glib Adviser a pouch. She asks what this transaction was for but is told that&#039;s above her pay-grade.&lt;br /&gt;
&lt;br /&gt;
=== The Stoned Dragon ===&lt;br /&gt;
Some days later &#039;&#039;&#039;Aracuda Shovi&#039;&#039;&#039; appears as our friends exit the inn. He tells Dauphine he &#039;&#039;&#039;remembered some more about the Stoned Dragon Caves&#039;&#039;&#039;; it&#039;s near some place called New Monkhome, you get there via the cellars. The elf tries to confirm that it&#039;s an actual name and not a nickname, the dwarf thinks so.&lt;br /&gt;
&lt;br /&gt;
She then asks Alun Djames if she can use the library at the Stevedores HQ, and he&#039;s fine with that. There she learns &#039;&#039;&#039;New Monkhome is the ancestral home of the Count of Ranhem, found near Ranhem, capital of Guel province&#039;&#039;&#039;. It&#039;s not exactly around the corner and she asks the other party member if they will come with her to try and find the cave and recharge the [[Mist Shard (Hírëmir)|Mist Shard]].&lt;br /&gt;
&lt;br /&gt;
They accept and soon they are taking a barge up the river to [[Thimonnier]]. From there they travel by road, fortunately the journey goes without any problems, unless one would count their spending of 150 gp at {{TextAnimations|Text=Crazy Clyde’s Clearance Crates|Rainbow=1|Bold=1}} where Darius even tries to pick pocket Quinton.  &lt;br /&gt;
&lt;br /&gt;
When our friends &#039;&#039;&#039;arrive at New Monkhome&#039;&#039;&#039; they find it&#039;s not a castle, there&#039;s no signs of a moat or curtain wall. But &#039;&#039;&#039;the building is very, very old&#039;&#039;&#039;, even the one wing that was a later addition is still many centuries old, it could have been a proper castle long ago. It’s busy, there a number of carriages parked out front, a wagon is being unloaded off to the side by what looks to be the staff entrance. A banner says: “&#039;&#039;&#039;Welcome to the Armorers &amp;amp; Weaponsmiths Guild National Congress&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
They are met by &#039;&#039;&#039;Lady Ranhem&#039;&#039;&#039;, dressed impeccably but anyone with a good eye can tell the clothes have been repaired more than once. “Welcome to New Monkhome, are you the people Torchbearer Albert Charles is expecting?” she asks. Before anyone can answer, she says “excuse me one second.” She walks over to a girl of about 15 and a boy of about 12 and speaks to them. Quinton&#039;s sharp ears pick up the conversation: “&#039;&#039;&#039;Ermengard&#039;&#039;&#039;, &#039;&#039;&#039;Goswin&#039;&#039;&#039;, you know these are busy days and they are important, not just for your father and I, but for you as well, you want to live here, don’t you? Then please, help out, there is so much to do, go inside and ask Jervis what you can do, please be a dear for me.” Neither looks very enthusiastic but they go inside and Lady Ranhem returns.&lt;br /&gt;
&lt;br /&gt;
Our friends get into some real negotiations; they ask for a tour and to spend the night but she explains that with the current guests everyone is too busy and there are no rooms left. But they offer one of the [[Cheeses of the world#Ciwiruil Adv’Tmyywy|Kasarian Cheese Horns]] that Quinton found in one of his crates and she offers them a place to sleep in some of the empty staff rooms.&lt;br /&gt;
&lt;br /&gt;
With a deal struck they go to said rooms and after a quick talk with a local rat they learn about the entrance to the cellars; it&#039;s almost right next to their rooms. It&#039;s still early in the afternoon and they quickly go have a look. The cellars are full of broken furniture, rolled up carpets, old painter’s supplies, empty frames and racks that might have held bottles, weapons, armor, who knows, there’s a stuffed bear that has seen better days, and a tree root comes through the ceiling, causing part of the cellars to have some standing water.&lt;br /&gt;
&lt;br /&gt;
They spot a secret door that hasn’t fully closed, beyond it a narrow passage leads to 10-foot wide and high ancient stone tunnels that are likely of dwarven make, all spotlessly clean, lit by continual flames. Looking for any signs of what direction to go, our friends find raspberry jam prints on the wall. They pick a random direction and start walking.&lt;br /&gt;
&lt;br /&gt;
They find empty rooms behind the doors in the corridors; it looks like whoever left and took everything that wasn&#039;t bolted down. Right around a corner at an intersection standing aimlessly are a corpse riddled with shards of glass and a skeleton still wearing scraps of armor and holding a shield and a longsword. Their eyes light up red as they turn to the party. Battle is swift and the party wins. A few corners later a skeleton stands in the corridor carrying what looks like its own skin. Then it suddenly throws the skin at our friends and the skin animates, trying to wrap itself around whoever it hits. This fight is not as easy but our friends still come out on top. &#039;&#039;&#039;Darius checks every undead carefully&#039;&#039;&#039; for any tell tale signs of a necromancer, &#039;&#039;&#039;he wants all of them destroyed&#039;&#039;&#039;.&lt;br /&gt;
[[File:Gelatinous Cube.jpg|right|375x375px]]&lt;br /&gt;
They continue on and come to an intersection where to one side they see what looks like the &#039;&#039;&#039;entrance of crypt&#039;&#039;&#039;, they can see sarcophagi. But standing in front of the entrance is a flaming skeleton and it hurls bolts of flame at anyone it sees. As they start start shooting back Oscar moves into the opposite corridor and steps right into a gelatinous cube. Things get really hairy as the cube moves up and engulfs Dauphine, others manage to jump out of the way.&lt;br /&gt;
&lt;br /&gt;
The druid almost succumbs but a Healing Word spell from Darius brings her back and she then manages to escape from the ooze. It&#039;s quite hardy but eventually they bring it down and then immediately go back to fighting the flaming skeleton. It&#039;s flaming bolts hit hard and it manages to bring down Darius who is then brought back by Quinton. Lots of spells and arrows later the skeleton crumbles to the floor.&lt;br /&gt;
&lt;br /&gt;
Now our friends see a new figure standing just inside the crypt; it&#039;s &#039;&#039;&#039;Goswin&#039;&#039;&#039;, the-12 year old son of the count and countess. In his hands he holds &#039;&#039;&#039;a large disc of infernal iron inscribed with Infernal writing, with a hole in the middle&#039;&#039;&#039;. Darius and Quinton both read Infernal and see that it&#039;s something called the &#039;&#039;&#039;Seal of Souls&#039;&#039;&#039;, it could be the instrument that created the undead creatures.&lt;br /&gt;
&lt;br /&gt;
When Quinton runs up to the boy and tells him to lay down the artifact, Darius and Oscar follow, but the boy shouts &amp;quot;no, it&#039;s mine!&amp;quot; and &#039;&#039;&#039;Necrotic energy flies out in a cone, bringing our three friends down&#039;&#039;&#039;, only Dauphine, who didn&#039;t rush, is outside of the effect.&lt;br /&gt;
&lt;br /&gt;
[[Robe of Advantages|Quinton&#039;s robe]] stabilizes him as Goswin takes some steps back, the expression on his face showing he did not expect what happened. Dauphine uses goodberries to bring the others back and then a rather tense discussion develops with the 12-year old, who still clutches the Seal of Souls, but promises not to use it.&lt;br /&gt;
&lt;br /&gt;
He confirms that he created the undead but according to him they are harmless, he just played with them and had no idea the party fought their way through them to get where they are now. He also did not know about the gelatinous cube. They are standing inside the crypt now; there is quite some dust here and many sarcophagi, deeper inside there seems to be an ossuary. There is also a large plinth with relief art depicting a man being crowned and an empty recess which looks to be the home of the Seal of Souls.&lt;br /&gt;
&lt;br /&gt;
Running footsteps can be heard and three people arrive; &#039;&#039;&#039;lord and lady Ranhem and their daughter&#039;&#039;&#039;. The man sends his wife and children back upstairs, telling them how important it is to make sure the event at the mansion goes without a hitch and promising the party he will explain to them what is going on.&lt;br /&gt;
&lt;br /&gt;
In short; &#039;&#039;&#039;the artifact was created for the family shortly after the [[Collapse]] by a Duke of Hell and it is how they attained their position as Count of Ranhem&#039;&#039;&#039;. However, the item came with certain requirements. At age 16 every heir must pledge themselves to the Seal, if that should ever not happen, all ancestors, dating back to the one who made this deal will rise as undead with the sole intent to do as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
The count had no idea that his son had found the crypt and the artifact, he is horrified the boy used it to create undead, he tells our friends that the family decided over six centuries ago to never use it again and so far they had kept to this. He promises that he will take extra precautions, lock the item away, to make sure something like this can never happen again and he begs them not to talk about this to anyone.&lt;br /&gt;
&lt;br /&gt;
The man also explains that it&#039;s been quite difficult these days to make enough money to be able to afford the upkeep of the place but moving is not great, considering where the family crypt is and what their options would be. Our friends appreciate his position; they would like to destroy the item but lord Ranhem says that according to what he was told by his father and those before him that that will also make all his ancestors rise as undead.&lt;br /&gt;
&lt;br /&gt;
As our friends discuss all this Dauphine wants to know what the language on the seal is and then asks Quinton why he knows Infernal and if he has a pact himself, he answers he does not. They can&#039;t think of a real solution for the Seal of Souls and decide that it&#039;s probably safe in the current Count&#039;s hands but they do fear that any future generation might get other ideas which could lead to real troubles. They decide that for now they will not do anything but should the learn anything during their adventuring careers or gain certain powers they might come back here.&lt;br /&gt;
&lt;br /&gt;
They also discussed the [[Cave of the Stone Dragon|Stone Dragon Cave]] with the count who lets them know in no uncertain terms that there is no such thing here; what there is, is a coal fire, which people seem to repeatedly interpret as a dragon snoring underground. He tells them they are free to explore the rest of the place, telling them he knows there are natural caverns deeper down. He doesn&#039;t know what the complex was used for in the past, only that is was likely of dwarven make and existed before New Monkhome was built, the crypt was added then as well.&lt;br /&gt;
&lt;br /&gt;
He goes back upstairs to help out with the event and our friends explore further, eventually finding what seems to be a dwarven kiva with a large ramp running down along the wall of the hundreds of feet deep chamber. As they make their way down they trigger a trap that shoves everyone but Darius, who was taking up the rear, down into the chamber.&lt;br /&gt;
&lt;br /&gt;
Fortunately all of them still had their Feather Fall boon and thus make it down safely, including Darius who jumped over the trigger for the trap only to land on a trigger for a second, similar trap. At the bottom they &#039;&#039;&#039;find the skeleton of what looks to be a dwarf&#039;&#039;&#039;. His clothes and leather armor are mostly gone and laying around him are the remains of an axe and a hammer with a spike. A crossbow exploded into many pieces, its marvelous silver inlay now all twisted up but a similar inlay can be seen on the obsidian amulet around the skeleton’s neck.&lt;br /&gt;
&lt;br /&gt;
Laying further away are a number of hizagkuur springs and folded umber hulk chitin plates, all twisted or outright destroyed. A backpack on the skeleton’s back has been mostly eaten away, the same goes for much of its contents. What’s left is some torches, a mess kit, a holy symbol of [[Ulaa]], a sergeant’s insignia, and a dried mindflayer tentacle.&lt;br /&gt;
&lt;br /&gt;
Dauphine takes a look at the amulet and finds out it is &#039;&#039;&#039;a sentient magic item called the [[Temple Ton]]&#039;&#039;&#039;. The sentience is happy for the druid to take it and wear it, looking forward to new adventures.&lt;br /&gt;
&lt;br /&gt;
Further exploration leads to a cavern where the only other exit has collapsed and where one of the walls is much too hot to touch; the coal fire. The party returns to the mansion and stay to help out in the kitchen, making sure the event goes smoothly for the family. Afterwards they even help count Ranhem to create a small vault to keep the artifact in so no one can just take it. Before they leave, Dauphine gives Goswin the book How to Become a Bard, that she got from one of the clearance crates.&lt;br /&gt;
&lt;br /&gt;
==== Getting a head ====&lt;br /&gt;
On their way back our friends stay the night in the &#039;&#039;&#039;town of Balmer&#039;&#039;&#039;. They have a drink at the Lumber Hulk tavern where they spot &#039;&#039;&#039;a rather strange looking woman&#039;&#039;&#039;. Some people at another table keep looking over at her, but then, most people are. But those four rush over to start a brawl with her, hoping to garner glory by bringing her down.&lt;br /&gt;
&lt;br /&gt;
Our friends jump in the fray and help the woman, not that she really needs it; four drunk villagers are no match for her. Afterwards she buys them a drink and they learn that she is &#039;&#039;&#039;[[Chrysanthemum]], a bounty hunter&#039;&#039;&#039;. They enjoy some time together, trading stories, before she calls it a night. Quinton is approached by a young couple to join them for a night of fun but the druid declines.&lt;br /&gt;
[[File:Lelio bust.jpg|right|375x375px]]&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing left hand&#039;&#039;&#039;. She says she saw them at the tavern last night and wants to hire them. “&#039;&#039;&#039;Bring me the head of Lelio Euphorbia&#039;&#039;&#039;,” she tells them, to then explain that it&#039;s a bust that was kept in the lobby of the Critical Hit Theater. She is the current owner and Lelio was the founder. She suspects that it was stolen by someone from the new theater that opened across town recently; the Natural One Lounge.&lt;br /&gt;
&lt;br /&gt;
The party walks over to the theater with her and looks for clues but doesn&#039;t find much. However, the woman&#039;s niece was present when the bust was stolen and saw the thief. She&#039;ll be at the Critical Hit after lunch and our friends decide to go check out the Natural One Lounge. It looks to be empty and Quinton uses a Misty Step spell to get inside at the backdoor, opening it for the others.&lt;br /&gt;
&lt;br /&gt;
Darius shows Oscar how to use [[Phlegethos’ Pick]]; the halfling seems to have a talent for it, he opens the door to the office in no time. There&#039;s no evidence of the bust or any clues to its whereabouts. Oscar also opens the safe and helps himself to the bag of money inside it. When he later has time to count, he finds out there&#039;s 43 gp worth of mostly silver pieces in there. He gives the cleric a handful but the gnome can&#039;t condone this behavior and puts 30 gp of his own money back into the safe before closing it.&lt;br /&gt;
&lt;br /&gt;
By this point the sound of conversation about the backdoor being unlocked had alerted the party that people had arrived. Quinton grabbed a janitor&#039;s coat and mop and pretended to be the janitor, only for a man to call out, asking what he was doing with &#039;&#039;his&#039;&#039; coat! The druid starts talking in Ancient and acting erratically. The man and woman who arrived think he&#039;s addled-brained and the woman goes off to get the Humtache, the man follows her, not wanting to be alone with Quinton.&lt;br /&gt;
&lt;br /&gt;
Eventually the other three manage to leave the theater without being seen and they meet up back at their inn and have a nice lunch. Then they return to the Critical Hit Theater and get from niece Hilna the robber&#039;s description. She also says she found a little piece of fabric trapped in the doorway, likely coming from the man&#039;s jacket.&lt;br /&gt;
&lt;br /&gt;
This is great news for the druids as they can wild shape into a dog and hopefully follow the spoor. Dauphine does so and manages to lead the party to a workshop where the windows are mostly covered up. She tries to follow the scent further as the likely robber has traveled further these last 48 hours, regrettably she loses the trail a few streets later.&lt;br /&gt;
&lt;br /&gt;
Back at the workshop Oscar unlock the door and Dauphine slips inside, still in dog form. She manages to not step on a tripwire attached to a bunch of cans that would have made a lot of noise. Oscar goes in second and not only avoids the trap but even disables it in one smooth motion. The suspect seems to be in the back part of the workshop and they plan their approach. Dauphine goes inside and pretends to be a dog with the zoomies.&lt;br /&gt;
&lt;br /&gt;
As she does so, both the front and back door to the place are busted open and a number of Humtache guards rush inside, arresting the person at the workbench, one Ollie Stein. Our friends are held and questioned on the spot, one of the guards is then sent to the theater to confirm their story of recovering a bust for them. Meanwhile Ollie has been taken to the HQ and the remaining guards are searching and cataloguing the place.&lt;br /&gt;
&lt;br /&gt;
Once released, the party goes back to the inn and decide to wait till evening to search the workshop and attempt to talk with the robber. They don&#039;t find anything useful there and then go to the Humtache HQ. On the way they discuss many ways to get inside and how to make Ollie tell them about the bust. Using the [[Cyphers &amp;amp; Potions#Disguiser|Disguiser cypher]] Quinton makes himself look like the arresting sergeant and pretends to have a sore throat.&lt;br /&gt;
&lt;br /&gt;
He and Darius enter and they successfully bluff their way into the cells where the cleric pretends to be there to measure Ollie up for a coffin and give him his last rites. They tell the robber that the owner had a heart attack due to the theft of the bust and both he and another prisoner call bullshit, he can&#039;t be held responsible for that. But they have managed to rattle the boy and when the &#039;sergeant&#039; tells him that he also thinks it&#039;s going to far he says that he&#039;s willing to make the bust disappear so he can&#039;t be held responsible for the crime. Ollie tells him that he stole the bust for an old gnome who&#039;s name he doesn&#039;t know. But he can give a pretty accurate description and tells them they met at the Noble Nap inn.&lt;br /&gt;
&lt;br /&gt;
Our friends leave and the next morning they go to this inn and find a gnome fitting the description having a late breakfast. Quinton sits down at the man&#039;s table and tries to engage him in conversation but the man is utterly deaf and not interested in a talk. But they do manage to learn that he has a room here. The party also gets a room on the same floor and break into his room when the gnome goes out for lunch. They don&#039;t find the bust or anything incriminating, nor any weapons or magical paraphernalia. But he sure has a lot of keepsakes and other sentimental nick-knacks. Most importantly; his name is on his steamer trunk; &#039;&#039;&#039;Archibald Euphorbia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The follow him to lunch and then decide to talk to the owner of the theater about this new discovery. She tells Darius and Quinton that Archibald is Lelio&#039;s son and that years ago he made an offer for the bust but it was very low and she considers it part of the theater which Lelio wanted to remain in its original state. Our friends make some suggestions about him maybe buying the bust but then leaving it at the theater, or maybe even convince him to exhibit more at the theater.&lt;br /&gt;
&lt;br /&gt;
Back they go to the Noble Nap and then things go sideways when a guest sees Oscar listening at the door to room 101. Quinton pratfalls to distract people but soon enough the concierge shows up and tells them to leave. Dauphine runs after him and it takes everything she has to persuade him to let them stay.&lt;br /&gt;
&lt;br /&gt;
They now decide to lay everything out to Archibald by writing a letter with their proposal. Some time later he shows up at their door and accepts the suggestion of a small exhibition of his father&#039;s things in the theater lobby. As they walk over to the Critical Hit he starts to get really enamored with what he now starts to think of as his plan. &#039;&#039;&#039;A deal is soon struck&#039;&#039;&#039;, the bust will be returned, and he is even going to pay for extending the size of the lobby.&lt;br /&gt;
&lt;br /&gt;
The party gets paid and they then return to their own inn where a certain Humtache sergeant is waiting for them. He wants to talk with Darius who tries to bluff that he accompanied him into the station last night. They are all taken to the station and none of them manage to convince their interrogators of their innocence. But since no real harm was done and the investigator hates the paperwork, &#039;&#039;&#039;he just bans them from his town&#039;&#039;&#039;, he wants them to leave next morning.&lt;br /&gt;
&lt;br /&gt;
Back at the inn there&#039;s another surprise; a package had been delivered for Oscar two days ago but they only hand it to him now. It&#039;s a present from &#039;&#039;&#039;[[Chrysanthemum]]&#039;&#039;&#039;; a small stuffed toy of a furry marsupial with big ears and a big mouth, which turns out to be a [[Cyphers &amp;amp; Potions#Damager|Damager Cypher]]. There&#039;s also a note that the halfling can&#039;t read, saying how the bounty hunter thought this might be helpful in his travels.&lt;br /&gt;
&lt;br /&gt;
On the way back to Avale a flooded road means a detour via to village of Dunwoody, known for its natural springs. And it seems they arrive just in time for [[Ehlonna#Holy days and observances|Ehlonna’s Turning Ceremony]]. The villagers speak of divine providence that just now a priest of the Goddess of the Woodlands turns up, and an elf as well! They tell Darius that their local priestess died recently and ask his help with the ceremony. He will do so and the party is given a free stay at the local inn and a sumptuous meal is cooked for them. In the evening, he and Dauphine shadow a girl called Kendra and then a banquet is enjoyed.&lt;br /&gt;
&lt;br /&gt;
==== Training Montage ====&lt;br /&gt;
Our friends arrive back in [[Avale]] and learn of some recent news: there was an explosion at a tannery in [[Avale - Neighborhoods#Kipfield|Kipfield]], the Three Tanners, one of the owners lost his life. Back at the Grey Minstrel Inn they see the old woman in green coat looking through trash, and the brown mackerel tabby jumping from one balcony to another as they walk in and get their old rooms once again.&lt;br /&gt;
&lt;br /&gt;
[[Bruneor Argent]] who resides in Dauphine&#039;s [[Temple Ton]] amulet is happy with her carrying him but he thinks that she should toughen up, and he is also of the opinion that Darius could be a much better healer. So he takes them to the &#039;&#039;&#039;[[Avale - Neighborhoods#None Turned Away Clinic|None Turned Away Clinic]]&#039;&#039;&#039; in the Lost Bay neighborhood. &#039;&#039;&#039;Durit&#039;&#039;&#039;, the old dwarven woman who keeps the place running takes B.A. now being inside an amulet in stride, and they are sent in to meet all the medics.&lt;br /&gt;
&lt;br /&gt;
Bruneor has them working 14 hour shifts for five days where they get to deal with an average week of issues at the clinic. Highlights include cauterizing a bleeder that almost reaches the ceiling, dealing with a cow&#039;s breech birth, amputating a leg, two rival gangs arriving and threatening each other whilst demanding help for their many wounded, an outbreak of cackle fever, and on their last day, the nearby Lacombe Asylum collapses, leading to a 20 hour shift where they try their very best to save who they can.&lt;br /&gt;
&lt;br /&gt;
In this same week Quinton comes across a poster: “Confidently Communicating Commitment; Lessons in Leadership”. Five evening seminars at the [[Avale - Neighborhoods#Scarlet Bonnet|Scarlet Bonnet]] for 25 gp that will improve leadership skills. Since he has been looking to improve himself in that regard, he signs up and that evening finds himself in a room with almost exclusively guild middle managers.&lt;br /&gt;
&lt;br /&gt;
On the stage appears a very slick woman who introduces herself as &#039;&#039;&#039;Zeran Merados&#039;&#039;&#039;. She explains that every of the seminars will be dedicated to a different c-word: credibility, communication, commitment, confidence and creativity. She is full of energy and pumps the room up as she starts into her first talk.&lt;br /&gt;
&lt;br /&gt;
Afterwards some of the audience go for a drink at the tavern and invite Quinton along. Here he meets a young gnome; &#039;&#039;&#039;Emser Quinson&#039;&#039;&#039;. He&#039;s quite the character with his bright orange shoes and tattoos of bells on his hands. They get to talking and when he learns of the seminar asks what the druid thinks leadership really is.&lt;br /&gt;
&lt;br /&gt;
The next evening they meet again and the evening after that again. During this third seminar Quinton managed to look past all the buzzwords and realized that none of it has anything to do with real leadership. He invites Emser to come to the next evening&#039;s seminar as he thinks they could convince the others to their point of view.&lt;br /&gt;
&lt;br /&gt;
And the gnome is waiting at the hall before the seminar begins and the druid takes him inside. As Zeran comes up on the stage Quinton rushes up and starts talking, managing to take the wind out of the woman&#039;s sails long enough to invite his new friend up on the stage. He gives Emser the word and the gnome starts telling the audience that they don&#039;t have to be sheep and listen to nonsense for five long evenings; revolution!&lt;br /&gt;
&lt;br /&gt;
The crowd responds enthusiastically and that&#039;s the end of the seminars. Lots of people swarm Zeran and she promises to repay them all. However, the next day she isn&#039;t there as promised and is not to be found again. Quinton has a drink with some of the middle managers and convinces one to give up his job; &amp;quot;woodworking has always been my passion, I&#039;m resigning first thing tomorrow!&amp;quot; the woman says.&lt;br /&gt;
&lt;br /&gt;
Everyone but Oscar can do with a break after all that&#039;s happened and they learn that the Adjective Noun tavern has something rather special; the &#039;&#039;&#039;Wheel of Death&#039;&#039;&#039;. This is a wheel with no less than a thousand numbers and lots of prizes to be won. It&#039;s installed there to promote the soon to come opening of a new casino, the He Bluffs Me Not in the [[Avale - Neighborhoods#Longsee|Longsee neighborhood]].&lt;br /&gt;
&lt;br /&gt;
Oscar has a go and manages to spin the wheel to 000; Death! In actuality Death is just the patrons having a good laugh as you get completely covered in tar and are then locked up in a cage in the middle of the establishment. But to show they are not all bad you get one chance to avoid your fate; simply throw a bullseye on a dartboard from the other side of the room.&lt;br /&gt;
&lt;br /&gt;
The halfling takes his position and throws. He hits the board but the dart bounces off and lands on someone’s plate on a nearby table. Meanwhile the board falls down, rolls slowly to the right over the tail of sleeping cat in the corner and then falls flat. The cat jumps up with a screech and launches itself into a passing barmaid. She cries out and stumbles back in a pirouette, her tray hitting a bottle on the bar. The neatly lined up bottles slowly, and then faster, fall over, neatly in a row.&lt;br /&gt;
&lt;br /&gt;
The last bottle hits the counter and the cork shoots from it and bounces against the walls a few times before hitting a Sandy Table player in the back of the head just as he was about to take his shot. He launches his disk wildly, it hits the side and flips into a parabolic trajectory landing on the head of a Kasarian tiefling, rolling between his horns and traveling onwards, flying through the chandelier hanging from the ceiling, catching on fire before landing right into a very alcoholic drink which immediately vaporizes with a whoosh.&lt;br /&gt;
&lt;br /&gt;
The goblet teeters one way and then the other before finally falling right next to the plate, hitting the handle of the spoon which has the dart laying on it. The dart gets launched towards the corner of the room and once it has lost all energy it flips and streaks downwards, landing right in the bullseye of the dartboard laying on the floor. The tavern erupts when this happens and many people come over to give Oscar a pat on the back.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been quite the week but at the end of it Dauphine is a lot more Tough, Darius can consider himself a Field Medic, Quinton became an Inspiring Leader, and Oscar has Bountiful Luck.&lt;br /&gt;
&lt;br /&gt;
==== XWING ====&lt;br /&gt;
Our friends are asked to help crew a Stevedore boat in the &#039;&#039;&#039;eXtremely Wild International Naval Games&#039;&#039;&#039; and manage to even win.&lt;br /&gt;
&lt;br /&gt;
=== Super Tuesday ===&lt;br /&gt;
A few days later &#039;&#039;&#039;Jerry&#039;&#039;&#039; invites the party over to the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039;. After a customary coffee where he regales them of his latest money making scheme; lending money at Under-Barrow Savings to buy up turnip futures, he tells them that &#039;&#039;&#039;Super Tuesday will be in two days time&#039;&#039;&#039;. Since they are new to the city he wanted to make sure they understand that &#039;&#039;&#039;it will be more than pandemonium, the guild bylaws are insane and it&#039;s always the craziest day of the year&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the day of all the guild elections and that means loads of people on the streets all day, many wearing guild colors and some getting rather boisterous and unruly. Urchins and other pranksters might try and waylay ballot chests that have to arrive at the counting station on time or they won’t be validated. Sometimes it’s not pranks though but quite serious.&lt;br /&gt;
&lt;br /&gt;
Our friends have been &#039;&#039;&#039;hired by the Guild of Stevedores&#039;&#039;&#039; and will be the ones to &#039;&#039;&#039;escort one of the ballot boxes&#039;&#039;&#039;. Every guild does things differently so all Jerry can tell them is that they will be escorting two guild members both chained to a ballot box. They will go to a voting station and then after voting closes they need to escort them to the counting station.&lt;br /&gt;
&lt;br /&gt;
Jerry hasn&#039;t been told where either of these places are, he suggests talking with the guild and also advises them to make sure to be at the guild HQ in [[Avale - Neighborhoods#Hookville|Hookville]] at the break of dawn, or even earlier, maybe spend the night in a nearby inn. After impressing upon them enough to take this job seriously he let&#039;s them go and wishes them well.&lt;br /&gt;
&lt;br /&gt;
Our friends go talk with &#039;&#039;&#039;Alun Djames&#039;&#039;&#039; who gives them more details on the job; where they will need to go, the exact rules, they are not allowed to interfere with the process and there are time limits. They also learn there&#039;s also a by-election for a new top boss due to &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; going missing; there are two frontrunners; &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039;, a half-orc, and &#039;&#039;&#039;Garth Auric&#039;&#039;&#039;. Alun lets slip that as far as he is concerned it wouldn&#039;t be a disaster should the votes be invalid.&lt;br /&gt;
&lt;br /&gt;
Then preparations; shopping, walking the likely route, etc. In the evening they take rooms at the Pair O&#039; Dice Inn, near the Stevedores HQ. Darius checks with the others about how they look at the job; will they do everything by the book, cut corners, interfere? The consensus is to just do it as it was given.&lt;br /&gt;
&lt;br /&gt;
The next morning Avale is alive even as the sun comes up, it looks like half the city is out on the streets; many people dressed in their guild’s colors, Humtache patrols, food sellers hoping to make a small fortune, and urchins hoping for lots of food. Getting to the Stevedore’s HQ takes quite a bit longer than it would have on a normal day.&lt;br /&gt;
&lt;br /&gt;
At the HQ they are introduced to the two &#039;volunteers&#039;; &#039;&#039;&#039;Vakna Throndor&#039;&#039;&#039;, a young, slight dwarven woman, and &#039;&#039;&#039;Randall Gilliam&#039;&#039;&#039;, a young, strapping human man. They are manacled to the chest that is the ballot box and then our friends leave on their journey to [[Avale - Neighborhoods#Jeoran Terrace|Jeoran Terrace]]. Along the way they first meet &#039;&#039;&#039;Herleva Boden&#039;&#039;&#039; and her growing puppy, Snuffles Two. They see &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; exit the State Museum.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an encounter with a marching band and urchins but eventually they make it to their destination on time; The Reverend’s Rest Inn, across from the Tabernacle of Industry, the temple of [[Ulaa]]. Twelve hours of voting later they&#039;ve managed to make things go pretty smoothly and are ready to now go to the Scarlet Bonnet in [[Avale - Neighborhoods#Proviso Place|Proviso Place]] where the votes will be counted.&lt;br /&gt;
&lt;br /&gt;
Immediately on leaving they are accosted by the &#039;&#039;&#039;Indignant Reporter&#039;&#039;&#039;. “Hey, you are the people from when the Flame of Dolac was stolen; strange how that was never found, must have been an inside job, you wouldn’t know anything about that, would you?” he says. Quinton: “That will be only known by us.” “Anyway, what is your comment on the story that &#039;&#039;&#039;Vola Zorgar&#039;&#039;&#039; is on [[Otteun]]’s payroll and responsible for the disappearance of &#039;&#039;&#039;Jinnie Affo&#039;&#039;&#039; and the false evidence against her?” Quinton: “We heard this kind of rumor but have no opinion on it.”&lt;br /&gt;
&lt;br /&gt;
Somewhat later it’s pandemonium as a bunch of creatures that look like a hideous hybrid of lizard, bird, and bat spill out of a driveway and straight into the people on the street, picking at them, wings flapping as they try and make their way through the panicking crowd. These creatures turn out to be cockatrices and it&#039;s only due to the party&#039;s quick response that no one on the street turns to stone.&lt;br /&gt;
&lt;br /&gt;
The party continues on and at the main branch of the High Shore Bonding Company they see from a distance how four robbers descend from the building as an alarm bell sounds. They decide it&#039;s not their problem and leave it to the Humtache who show up soon after.&lt;br /&gt;
&lt;br /&gt;
Our friends make it to the Scarlet Bonnet on time. There are lots of people standing outside the building and inside it doesn’t get any less busy. They deliver the ballot box on time and their job is done. They see the now familiar Bite Me Catering people and have something to eat and drink, spotting &#039;&#039;&#039;Dersigos Naffles&#039;&#039;&#039; carrying a tray of drinks.&lt;br /&gt;
&lt;br /&gt;
==== A Marquis Job ====&lt;br /&gt;
The party gets an invite from Jerry and at the meeting are told that they are in luck; since no one else is available they are getting a job from Markiz (Marquis) &#039;&#039;&#039;Borislav Kucan Skok-Ratenicz&#039;&#039;&#039;, who pays very well. And their job is just bringing a package from the port to his mansion in [[Duneford]]. 25 gold pieces for a few hours of work; nice if you can get it!&lt;br /&gt;
&lt;br /&gt;
The next day they wait for the ship to arrive and are handed the package which Oscar carries in a backpack. The captain also gives them a large lump of silver and asks them to tithe it for his ship, crew, and himself at the [[Osprem|Osprem&#039;s]] &#039;&#039;&#039;Temple of Tidal Tranquility&#039;&#039;&#039; which is right next to Duneford. The party agrees and sets off on their journey.&lt;br /&gt;
&lt;br /&gt;
Before reaching their destination they are attacked and unfortunately the package gets destroyed, the assailants get away as well. Our friends continue on, determined to bring what remains to their employer. In Duneford they run into &#039;&#039;&#039;Roger Newsome&#039;&#039;&#039; and his sister, &#039;&#039;&#039;Ruth&#039;&#039;&#039;, the man telling them he donated some new gems to the City Museum.&lt;br /&gt;
&lt;br /&gt;
Then they are accosted by two dwarves, one male, one female, and one human woman, they all have short hair, wear leather armor, and have a short sword or hand axe on their belt. They show the party a sketch of a man with a large mustache and a distinctive birthmark and ask if they have seen this individual. They haven&#039;t and reply thusly.&lt;br /&gt;
&lt;br /&gt;
The party continues on and reached &#039;&#039;&#039;Shadow Pond&#039;&#039;&#039;, the mansion. There are guards on the door and the butler brings them through the house, down a corridor full of paintings all of similar men with dark hair in a widow&#039;s peak and a rather intense look. On a huge balcony with view of the sea two men are having tea and coffee. The Marquis is tall, very thin, pale, has silver-grey hair and wide ears, he wears an expensive grey business suit. The other is a halfling with a large nose, curly hair, dressed business casual.&lt;br /&gt;
&lt;br /&gt;
Borislav speaks slowly with sing-song voice and comments to the halfling that it seems they need to take more measures when the party tell him about the attack and hand over what remains of the package. After they have given all the details the Marquis dismisses them and he thanks them for their work, even if it wasn&#039;t a success.&lt;br /&gt;
&lt;br /&gt;
Back in Duneford proper they have some lunch and then go to Osprem&#039;s temple to deliver the tithe. There they are approached by the man from the sketch earlier. He explains that he used to be a major in the [[Otteun#The Ott|Ott]] and he is now on the run after destroying a dangerous project. This &#039;&#039;&#039;Ranald Kassimir&#039;&#039;&#039; pleads for them to help him get to the Avale port as he knows the people after him have likely already identified the temple as the most likely place he is hiding.&lt;br /&gt;
&lt;br /&gt;
Our friends come up with all kinds of interesting plans to do so and eventually decide on one. It seems to work as they make it back to Avale unharmed and the man thanks them profusely as he runs off to the port and hopefully a new life far away from here.&lt;br /&gt;
&lt;br /&gt;
==== The Ballad ====&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=One_Shot_-_Era_of_Strife&amp;diff=4158</id>
		<title>One Shot - Era of Strife</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=One_Shot_-_Era_of_Strife&amp;diff=4158"/>
		<updated>2026-05-14T23:41:26Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Eras]] for background.&lt;br /&gt;
&lt;br /&gt;
== Outline ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
In the ancient times known as Xibalba, the giants enslaved the world, and all others toiled under their rule. Any revolt by fearless humans was violently squashed. However, the giants&#039; hubris was so great that they eventually tried to enslave the gods themselves. When the attempt inevitably failed, a cataclysmic event swept the world. The gods died, as did many people. A hole in the land stretching a quarter of the globe was left behind: Huexyacac.&lt;br /&gt;
&lt;br /&gt;
During this time of upheaval, when there was no Magic and no gods, the Tlatlacatecolotl, beings of immense power, escaped Mictlán, the underworld, using the four trees that connect all the worlds and planes to do so. They, in turn, started enslaving the world and killing anyone who opposed them. Then, new gods much more powerful than the previous ones found our world: the Dragon Gods, Teteo Coatl Ilhuicatl. With their help and that of their dragon offspring, the Tlatlacatecolotl were defeated and banished back to Mictlān.&lt;br /&gt;
&lt;br /&gt;
The new gods set out to heal the world by filling Huexyacac with life-giving water. However, the taint of the giants’ perfidy proved insidious, and Huexyacac continued to grow. Together with their followers, the gods Kereska and Sardior created the Tehualtin Tlahuicayotl: four bulwarks to stop any further encroachment at the cost of many sacrifices.&lt;br /&gt;
&lt;br /&gt;
In those long years when Magic returned, new races appeared: Elves appeared in the jungle, graceful and ferocious. Gnomes appeared underground and proved quite adept at magic. Halflings appeared in the hills with pointed teeth and a cannibalistic nature. Orcs, goblinoids, and many other humanoids crawled out of the badlands and swamps.&lt;br /&gt;
&lt;br /&gt;
War, war never changes. Countries were formed when the new gods appeared; they all required much tribute. The Keepers of the Divine, priests, ruled the nations. Since people and resources were scarce, it was better to take from your neighbor than to give up your own. Since then, there has been an ebb and flow of conflict throughout the world. When the gods showed their priests how to animate the dead, warfare intensified. No generation has known peace.&lt;br /&gt;
&lt;br /&gt;
=== Current Day ===&lt;br /&gt;
Cities have grown to accommodate over 100,000 souls. Houses are made of wood and loam with reed roofs. Temples, which are often large ziggurats, are made of stone; the largest rises to 50 meters in height. Canals interlace the cities, providing sources for fishing, irrigation, and transportation. These population centers are supported by many small agricultural villages, some of which use artificial islands to produce crops year-round. One language is used by all, written on bark paper using logograms complemented with a set of syllabic glyphs. The priests have their own language.&lt;br /&gt;
&lt;br /&gt;
Magic still flows through the world, albeit erratically, arcane magic has become much stronger over the years. While not all weapons and armor are magical anymore, most still are due to the many wars being waged. Although metallurgy has been invented in the south, metal weapons have proven much more difficult to enchant.&lt;br /&gt;
&lt;br /&gt;
There is still ever-present warfare, but a new and larger danger has appeared: the sun is shining less powerfully every day. The priests say the giants are behind this. They hid away for generations, working on a curse called &amp;quot;the ordning&amp;quot; to snuff out all life. The Keepers are trying to reach accords with other nations to face this new threat together. However, it is difficult for people who have never known peace. Slowly, the focus is shifting toward finding the giants. At the same time, some priests are working on a grand project called the Citlalin, which will bring the chosen ones closer to the sun. Rumors say the power of volcanos is needed to do so.&lt;br /&gt;
&lt;br /&gt;
=== Meta Information ===&lt;br /&gt;
The vast majority of of giants died and many of the survivors turned into cyclopses, ettins, fomorians, ogres, and trolls. True giants are rare now and have retreated to the far corners of the world. None of the goliaths or dinosaurs survived.&lt;br /&gt;
&lt;br /&gt;
The only existing classes: Barbarian, Cleric, Druid, Factotum, Fighter, Ranger, Skald, Sorcerer, Wizard. Only followers of Uyots, god of Fatalism, Fear, Revenge, and War, can be Lotl; beast spirit warriors (Fighters and Rangers).&lt;br /&gt;
&lt;br /&gt;
=== Adventure ===&lt;br /&gt;
You live in Altepetl, largest city in the world. Keeper Itzpapalotl, priestess of Uyots and war leader, tasked you, elite warriors, to go to Mecatl, the port city on the eastern shore of Huexyacac. Inside the Tehualtin Tlahuicayot there, the Netlaniloyan is hidden. It is vital for creating the Citlalin, steal it and bring it back.&lt;br /&gt;
&lt;br /&gt;
== Eztli, Human Faction Agent, Cleric Blood Domain ==&lt;br /&gt;
You are a patrician; for more generations than anyone says they can remember your family has been at the head of the Uyots religion. Right now your mother is the supreme priestess and after both your siblings died in battle, you are the number one candidate. But life in the church is ruthless; your cousins are more than happy to help you stumble.&lt;br /&gt;
&lt;br /&gt;
Regardless, you need to rise in the ranks of the clergy to even be considered for the job. And that means going above and beyond, succeeding at every task that is asked of you. There is no nepotism here, your mother won’t do you any favors and your relationship is complicated enough as it is. No, you need to make sure Keeper Itzpapalotl thinks you are outstanding and at the same time see a way to gain her job, the last stepping stone to your ultimate prize.&lt;br /&gt;
&lt;br /&gt;
You are good at reading people and maintain many relationships, always playing the game, socially maneuvering, glad-handing all those who may prove useful down the road. You are owed many favors and are collecting ever more. People who managed to get closer to you consider you cold and calculating but you can’t afford to be anything else. You crave a real connection with someone, something you have with no one but your father, you don’t dare let your shield slip.&lt;br /&gt;
&lt;br /&gt;
You wear soft body armor constructed of densely packed, unspun cotton stitched between two layers of fabric. Attached to the back of your armor is a large flag made out of a woven cotton with feathers on top of the cotton backing. It displays the holy symbol of Uyots; a dragon claw dripping blood, and your personal emblems, denoting your accomplishments and skills. You possess a metal sword, brought from the south at the cost of a small fortune.&lt;br /&gt;
&lt;br /&gt;
You wear a helmet carved out of hardwood, shaped like a dragon’s head with you looking through the open jaw. You carry a foldable, round shield made from agave and the skin of an ocelot, covered with strips of gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: I need to do things perfectly or I might as well not bother.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druid&#039;&#039;&#039;: It’s Complicated, they have a very intense relationship with your father and you are very close to him as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Rivalry, both of you need the approval of Keeper Itzpapalotl to further your careers. Even though your careers are very different only one can be the teacher’s pet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerer&#039;&#039;&#039;: Opposition, yours is not a competition, but a battle. Divine magic is superior and they will know it.&lt;br /&gt;
&lt;br /&gt;
== Necahual, Halfling Folk Hero, Druid Circle of Dragons ==&lt;br /&gt;
Your childhood was one of poverty, as so many. But unlike most, you and your family were happy in the life you had together. You still like to spend as much time together as possible, eating and playing games. When you reached your formative years you were lucky to find apprenticeship with a carpenter.&lt;br /&gt;
&lt;br /&gt;
Early in your career you were out in the forest with the other apprentices to gather wood when you were beset from all sides by rabid animals. As your fellow workers were rent to pieces something awoke inside of you. And minutes later you found yourself amidst many dead predators… in dragon form.&lt;br /&gt;
&lt;br /&gt;
It took a while to will yourself back into your own halfling body and your eyes forever stayed as dragon’s eyes; reptilian and gold. Only one other apprentice survived and you helped him back to town where the story of your deeds quickly grew. Not used to the attention you retreated to the forest where you took the time to come to terms with your new powers and learned how to control them. And that’s where you met Tenoch, another dragon shaper who had come to seek you out. From him you learned most of the things you know today. He also told you how few dragon shapers exist and that you are the only halfling among them. He died fighting in another country and you built a monument to him.&lt;br /&gt;
&lt;br /&gt;
When your family heard that you were the only halfling dragon shaper the story spread so far that your name is known in countries far and wide. You were immediately brought into the fighting forces, the Uyots special command, to be precise. But whenever you can you go out to help those less fortunate than you and have gained quite a following.&lt;br /&gt;
&lt;br /&gt;
Unlike Tenoch, you have developed quite the appetite and often go out into the wilds to eat any type of creature you can get your claws on. Then there’s another; you like to hoard secrets. You hide and listen through open windows and even sneak into houses to go through people’s stuff to see what you can find. You don’t steal anything though.&lt;br /&gt;
&lt;br /&gt;
Your armor is a tunic made of ayate fiber; a coarse fabric derived from the threads of the maguey agave.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: I need to know everyone’s secret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric&#039;&#039;&#039;: It’s Complicated, you have a very intense relationship with their father and they are very close to him as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Inherited Hatred, you have no reason to despise each other beyond the legacy of those who raised you, and yet...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerer&#039;&#039;&#039;: Secret-Keepers, together you slew and ate a red dragon wyrmling in the hopes of gaining power, you did not.&lt;br /&gt;
&lt;br /&gt;
== Cozcatl, Elf Soldier, Ranger Beast Spirit Archetype ==&lt;br /&gt;
Life wasn’t kind to you. The runt of the litter, small and frail, your older siblings abused you every day and your parents didn’t care. You counted the days till you could leave and make a life of your own. Unfortunately that proved harder than you thought. After being cheated and robbed a few times your true talent was discovered; fighting.&lt;br /&gt;
&lt;br /&gt;
Keeper Itzpapalotl saw this and brought you into the Uyots temple and personally trained you. You found peace in your life with the other soldiers, the strict regime giving you what you need. You took multiple prisoners and gained several promotions. You are now a Lotl, a Beast Spirit warrior, infused with the power of animals, one of the most elite ranks. But you have your sights set even higher; you want to be part of the Otomitl, the elite bodyguards of the Keepers.&lt;br /&gt;
&lt;br /&gt;
When not away on missions you spend most of your time training, ever improving your skills. In the little spare time you have left, you enjoy playing the ball game though you have been removed from it multiple times for excessive violence.&lt;br /&gt;
&lt;br /&gt;
Other than people might think, you are not quick to anger. If the situation calls for it you will use violence, but you know restraint and will shrug of insults and simply move away from belligerent people. Loyalty means everything to you, it doesn’t matter if you like your colleague or not, you will never leave them behind.&lt;br /&gt;
&lt;br /&gt;
You look down on those who can’t or won’t fight. Even if a craftsperson makes the most amazing weapons, furniture, or alcohol, if they applied for an exemption from the fighting forces they are weak and don’t deserve your respect. People say you are bad with money, just cause you spend it all on food, alcohol, and companionship, what’s so bad about that?&lt;br /&gt;
&lt;br /&gt;
Your suit of armor is made of a single piece of clothing with an opening in the back, covering the entire torso and most of the extremities. It is made of animal hide, leather, and cotton and decorated with emblems that denote your accomplishments and skills. Your helmet is carved out of hardwood, shaped like a puma’s head with an open jaw.&lt;br /&gt;
&lt;br /&gt;
You carry a round shield made from bamboo and the skin of a rabbit, covered with ten thousand exotic bird feathers. &lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: I will never let my brothers and sisters in arms down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: I will never let my brothers and sisters in arms down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric&#039;&#039;&#039;: Rivalry, both of you need the approval of Keeper Itzpapalotl to further your careers. Even though your careers are very different only one can be the teacher’s pet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druid&#039;&#039;&#039;: Inherited Hatred, you have no reason to despise each other beyond the legacy of those who raised you, and yet...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerer&#039;&#039;&#039;: Indebted, you saved their life and now they owe you a life-altering favor. The terms are always shifting.&lt;br /&gt;
&lt;br /&gt;
== Xochitl, Human Ruined, Sorcerer Wild Magic Origin ==&lt;br /&gt;
You were marked from birth, a reptilian eye superimposed over a red flame clearly visible on your neck, the symbol of Garyx, god of fire, destruction, and renewal. When you&#039;re stressed, the mark hisses audibly. Various people approached your parents to take you under their care and teach you. Cuauhtémoc won out, the old man taking you in at the tender age of two. He knew nothing of rearing children, and neither did most of his apprentices. But few could teach magic as he could and no one was more receptive than you, your magic prowess grew by leaps and bounds. Until that one day…&lt;br /&gt;
&lt;br /&gt;
Utterly destroyed, that’s what you were. Everyone was surprised that you not only survived but came back stronger. Years ago you were so sure that your magic was strong enough to defeat Keeper Itzpapalotl. You were going to show the world that arcane magic is the strongest, and the future of warfare, buoyed by the fact that even dragons employ it.&lt;br /&gt;
&lt;br /&gt;
But on that fateful day your magic literally blew up in your face. You now realize how foolish you were in challenging the Keeper. But you have been working &#039;&#039;so&#039;&#039; hard at coming back, you are still going to show the world the power of arcane magic, just in a different way. Keeper Itzpapalotl could not ignore your power and so she invited you into the ranks and ever since you have made sure to prove time and again what arcane magic can do, the others either respect or fear you.&lt;br /&gt;
&lt;br /&gt;
You are very passionate in all that you do, as any lover will attest. On the opposite side of that same coin; arrogant and hot-headed are things you’ve been called, and rightly so. You may have a temper and don’t suffer fools gladly but you have a mission in life and no one is going to get in the way of it, you don’t have time to be nice or polite.&lt;br /&gt;
&lt;br /&gt;
You wear a cloak covered with many small feathers and precious stones, and Bracers of Defense (+2 AC).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: To show anyone who matters that arcane magic is the future and that divine magic is limited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric&#039;&#039;&#039;: Opposition, yours is not a competition, but a battle. Your magic is superior and they will know it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druid&#039;&#039;&#039;: Secret-Keepers, together you slew and ate a red dragon wyrmling in the hopes of gaining power, you did not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Indebted, they saved your life and now owe life-altering favor. The terms are always shifting.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
</feed>